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Messages - shinr

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Here is a fluff only idea:

USOPaedia pages for the new tech will have shorts excerpts at the beginning in the style of Alpha Centauri quotes (related question: if there is no space for additional text, is it possible to make the text scroll-able or have the page have sub-pages of its own?)

Example (Tentaculat Autopsy):
"When the aquanauts made first contact with this specimen, the terrorist-type auxiliary unit now commonly referred as Tentaculat despite my objections, they initially though it to be specialized in molecular control thanks to its appearance resembling that of a large brain, and the soldiers changed their tactics based on this assumption. The first sign of disaster came when instead of conducting MC attacks, the specimen swam towards them at alarming speed, and before anyone could react it latched onto Ensign Hans with its tentacles before piercing him with what we latter will know as an ovipositor. The Specimen took a disturbing amount of punishment before it expired, and by then it was already too late, for the poor Ensign was already, excuse me for using such a term, "zombified". We were all raised on the Chryssalid horror stories, so I don't have tell you what happened next.
-X-COM Senior Scientist Prokhor Zakharov, "Complied Commentaries on The Second Alien War"

Work In Progress / Re: [TFTD] An independent X-COM?
« on: October 05, 2015, 10:29:05 am »
The way I see it, while X-COM could theoretically fight without the support of the Funding Nations with little to no degradation in efficiency, it is just that the Aliens getting all of the Nations' defacto approval to do whatever they want is such a huge strategic and tactical advantage that unless X-COM performs a miracle within one month or less, the war is effectively lost for humans.

And the aliens usually destroy Earth soon after, rendering any guerrilla activity useless.

As for Story and Gameplay segregation of "everything is fine as long as Russia alone keeps funding us", well, in most of games you either win or more likely lose long before getting to that point.

Released Mods / Re: [TFTD] [MODPACK] UFOnizing TFTD
« on: September 26, 2015, 10:36:02 am »
My impression is that you want to play UFO with some TFTD things added in.

In that case, why bother heavily modifying TFTD into the game we already have instead of making some mods for UFO that add TFTD elements?

So we need a stand-alone grenade launcher, and later on research the Cthulhu-magic that allows the aliens to throw theirs, which will allow us to manufacture upgraded versions of our grenades that can be thrown underwater.

And technically, you are not supposed to throw shaped charges, but plant them.

Open Feedback / Re: Any word on openTFTD's progress?
« on: August 11, 2015, 01:34:35 pm »
A a couple of questions:

1) I see that you don't need a live navigator to research Magnetic Navigation, is this an OpenTFTD change or is it from later versions of vanilla TFTD?

2) Is it possible for the Aquanauts to keep their helmets on during the Surface/Terror missions?

Work In Progress / Re: [HELP] explosionSpeed doesn't work
« on: August 05, 2015, 03:41:27 pm »
It worked, thank you!

Work In Progress / [SOLVED] explosionSpeed doesn't work
« on: August 05, 2015, 03:24:44 pm »
Context: Unlike in the vanilla games where the animation speed of projectile hit splashes and explosions was tied to the Fire Speed buttons, in OpenXcom the splash/explosion animations stay the same regardless of fire speed slider's position, which annoyed me since I found the default animation speed too slow. When I asked about it, Warboy provided a solution: add explosionSpeed: X (where x is -5 to 5) to every weapon clip (or weapon itself in case Lasers) in the items.rul, and it worked.

Now, coming back from hiatus (last time I played was before the new mod system) for my favorite TFTD, I tried to do the same but it doesn't work, the game gives an error at launch: (yaml-cpp: error at line x, column y: illegal tab when looking for indentation)

Am I doing something wrong or was the explosionSpeed function removed?

Suggestions / Time Units refunding perks
« on: August 03, 2015, 10:50:02 pm »
When the sequel to NuXcom was announced, it reignited the usual the Old vs New debates in the places I frequent, and one of the points the Pro-New crowd had is that the Time units system could not do the "Do an Action in a specific way = That Action is now free" thing, exemplified by the Sniper's original "In The Zone" perk, which allows to chain kill aliens with one sniper until he fails to kill an alien.

The idea of perks is not a new one here, but how about if the soldiers had perks that make it that when they kill aliens with specific weapons (lets say a Heavy Thermic Lance) in the specific places (for example Rear Armor), they get back a part or all of the Time Units they used to kill the aliens.

Suggestions / TFTD Terror Site: Capsizing ship
« on: May 09, 2015, 03:43:44 pm »
Just like in the intro, the ship already has a hole on its side and is gonna sink, except you arrived just in time to rescue the survivors.

Aside from the time and effort redrawing the TFTD ship maps for them to look slanted, is it possible to basically make a map consisting of nothing but stairs/ramps redrawn as a floor/slanted walls?

Suggestions / Re: Flanking gameplay mechanic
« on: April 02, 2015, 11:39:58 am »
Actually, the Troops do panic in NuXcom, to such an extent that getting even one soldier killed can set off a panic/berserk chain reaction that will kill the rest of the squad on the very same turn (or at least in the early versions) as spoofed in the Nerf Now! strip below.

Suggestions / Re: Flanking gameplay mechanic
« on: March 04, 2015, 10:47:46 pm »
Too gamey for my taste;

For what it is worth, the "bonus damage from flanking" already kinda exists with the weaker non-frontal armor.

Suggestions / Re: Faster "movement speed"and "Fire speed"
« on: January 24, 2015, 08:47:55 pm »
On the related note:

Unlike in vanilla, the projectile hitting/explosion animation speed is not tied to Fire Speed slider. To make them faster/slower, you have to add explosionSpeed: x (where x is -5 to 5) to each individual ammo entry (or weapons themselves in case of lasers) in the items.rul. And as far as I can see, this has no effect on the actual skull-shaped Explosions.

Is it possible to have a global explosionSpeed modifier, and make it work on Explosions?

Programming / Re: OpenTFTD Question
« on: December 10, 2014, 11:07:43 pm »
(ok, leave the civs alone, just shoot the extra-terrestrials (extra-aquestrials??))

I believe that the proper term for the aliens that originated on Earth itself is Ultra-Terrestrials.

Open Feedback / Re: Will TFTD allow UFO Defense weaponry?
« on: November 19, 2014, 08:52:03 pm »
The Elerium supply was not completely used up by the 40', it is just so scarce that the governments hoard it and more or less use it exclusively in R&D and refining of non-elerium tech.

Still, my own view on UFO stuff in TFTD as surface only weapons:
-Lasers weapons: Infinite ammo, strong enough to kill Aquatoids, but the Gillmen and Tasoth are resistant to it, and don't even bother using it on the Lobstermen.
-Plasma weapons: Slightly weaker than the Sonic weapons, but either 1) the cost of their ammo is so high that even with exploits you might go bankrupt if you rely on them or 2) you are given a limited amount of plasma ammunition at the beginning of the game, and you cannot buy more.
-Rocket Launcher: Because the surface missions need more BOOM and both the Torpedo launcher and the Disprutor are underwater only.

Open Feedback / Re: Odd Gender Ratios
« on: October 07, 2014, 09:25:27 am »
RNG decided to give more women than men several times in the row?

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