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Messages - Alpha Centauri Bear

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46
What difference moving target make? Do you account for their movement as well?

47
OXCE Support / Re: How to use palette and color?
« on: January 03, 2024, 06:26:00 pm »
Thank you. Much clearer now.

One question about dots. Does OXCE always use primary color or it matches the color of the text in the cell?

48
Open Feedback / Re: Why do shots at 100% or above miss?
« on: January 03, 2024, 05:03:37 pm »
I recall some mods or mini-mods claiming to place "real accuracy" at the target. Is this a true real chance to hit or just another presentation of same accuracy stat?

49
OXCE Support / Re: How to use palette and color?
« on: January 03, 2024, 02:28:10 pm »
One example of my confusion.
The UFO detection popup. Apparently it uses two colors in the list but I cannot find any color setting code in the UfoDetectedState::UfoDetectedState.

50
OXCE Support / How to use palette and color?
« on: January 03, 2024, 01:49:18 pm »
I am building geoscape popup and trying to do this.
All text is one white.
List rows may be one of two other colors (not white) on condition.
What is the correct way to do it? Thank you.



Some generic questions.

Not all interfaces have palette set. Which palette will be used?

What is "id: palette" element? Is it same as palette or something different?

What palette is used by UFOInfo interface?

51
Nope. Based on your description - yes, this could be a useful feature.

52
Offtopic / How to unsubscribe from topic?
« on: January 02, 2024, 06:23:54 pm »
I posted a reply to the topic some time ago. Don't want to get notifications from it anymore. How do I unsubscribe?
I checked my subscribed topics in profile - this one is not there.

53
Brutal AI / Re: Brutal-OXCE 8.0.1
« on: January 02, 2024, 06:13:05 pm »
Request for different arrow color for "last spotted enemy location".
I see that you use different colors already but they are very similar: bright yellow and darkish yellow. Even if I can distinguish them by staring into screen it would be nicer to have completely distinct colors to not strain my eyes. Any other but yellow would do.
😀

54
I think it can easily be added to confirmation screen with cancel/ok buttons. This would eliminate problems with trying to squeeze this into the existing table.
And player can always click cancel and return to previous screen (interception, for example) if not happy with the time.

From the other hand, I never felt this is a vital information. After launching your crafts few time one can get pretty good feel at when it arrives to destination.

55
Brutal AI / Re: Changelog
« on: January 02, 2024, 01:53:40 am »
I'll stick to 32 for now then.

56
Open Feedback / Re: How much do you rely on graphs screen?
« on: January 01, 2024, 05:22:01 am »
Wow. So nice to see people have same problem and interest.

I do use graphs a lot until I get global coverage. Although not to the pixel level. I just wait until they accumulate enough noticeable activity at certain region and then start searching. As long as they are there for a day or so it is pretty easy to find them there. Especially for more narrow regions, of course. South pacific is the exception being so vast that combing it with one triton and two barracudas may not be sufficient.

I also consider this a feature since the information is directly presented to the player. Sort of population reports about UFO sightings. However, this is very much tedious thing to spin clocks in 30 minutes intervals, check and recheck graphs for hundreds time during the game. I count this a waste of player time.

Therefore, I have introduced a simple feature stopping clocks as soon as alien activity piles up at certain region and display the popup with that information.
https://openxcom.org/forum/index.php/topic,11659.msg159960.html#msg159960

Currently it waits for 5 hours continuous activity before annoying player but could be customized as needed, of course.



P.S.
I still think it is an important feature even if game does not provide graph info. Otherwise, early game would very much dependent on random chance.


57
Brutal AI / Re: Switch bases in base related popups
« on: January 01, 2024, 01:14:11 am »
Oh, right. I forgot these shortcuts are working within the popup itself. Closing the topic now.

58
OXCE Support / Re: Is it possible to chain research and manufacture?
« on: January 01, 2024, 01:12:07 am »
Agree. That is why I am asking if anyone is interested.
I personally don't see it as a super important improvement. Completion popup allows player to reassign specialists quite easily now.

59
Only this topic is found by this option name.

I am curious if it would make sense to have it on by default? This information does not seem to do any harm.

60
OXCE Support / Re: Is it possible to chain research and manufacture?
« on: January 01, 2024, 12:08:00 am »
Would it be acceptable as OXCE feature? I may do something is very simple form: assign available specialists to next item in list by the creation order.

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