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Messages - shinr

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61
Suggestions / Re: [Suggestion] Airstikeing downed ufo's Xenonughts style
« on: August 22, 2014, 06:24:58 pm »
The biggest problem is that X-Com is doing everything in secrecy (whether it works or not), and bombing runs are sort of noticeable.

Fortunately in TFTD, submarines from local navies launching torpedoes and releasing depth charges at the downed USO deep underwater is a lot less noticeable.

62
Suggestions / Re: Armoured cilivans?
« on: August 08, 2014, 08:20:13 pm »
Guys, you're forgetting something that is quite set in the canon: this is a secret war. Not only the government won't issue anything, civilans themselves know nothing of the impending danger, expect some alien looneys of course (who are probably on the roll because of all these strange accidents around the world).

Expect that the Apoc manual says that the First Alien War became less and less secret as it progressed, and that when X-COM was officially revealed to the public after the war ended, the public's response was "we know already".

63
With new text and new pictures showing the aftermath of T'leth destruction, the loss of life around the Gulf of Mexico, the poisoning of Earth's ecosystem, further political and economical crisis leading to the beginnings of a consolidation into one global nation, and the last but not least, the reorganization of X-COM from a multi-government funded task-force into a Private Organization specializing in security.

64
Suggestions / Re: [SUGGESTION] Battlescape Environments
« on: June 30, 2014, 08:48:20 pm »
Yes, TFTD was kind of lazy in that regard.

But I'm asking for the means for modders to do something more with it, from making TFTD underwater missions actually feel like it is underwater (no throwing very far, for example), to making new environments for battlescape, like Space (where everybody can fly regardless of armor, if you ignore realism for the sake of gameplay), High-Gravity (something like -10 to -20 penalty to Stamina and Strength), Low Gravity (+10 to +20 bonus to Stamina and Strength), Extreme High Altitude (Constant Stun damage if you aren't wearing sealed armor), Corrosive Air (Constant to Damage to Armor) and so on.


65
Suggestions / [SUGGESTION] Battlescape Environments
« on: June 30, 2014, 08:18:04 pm »
OpenTFTD will have underwater battles, so how about expanding this feature for modders to add their own plan-changing environments for Battlescape.

For example, the very common thing in soft military sci-fi: A battle in the cold vacuum of space. 

66
Suggestions / Re: [SUGGESTION] Geoscape News Ticker
« on: June 30, 2014, 03:55:30 pm »
IMO, the "end of the world", "mass hysteria and paranoia", and other such news should not show up until May/June, which is when I personally think X-COM and the Alien War become an open secret.

67
Open Feedback / Re: OpenXCom TFTD MT-32 Music Pack?
« on: June 29, 2014, 10:03:25 pm »
Related to TFTD music, but not important enough to warrant its own thread;

Found some TFTD mp3 files buried among my files, remembered that I got them from here; Since the GameFront link in the description is dead, I decided to share:

https://www.dropbox.com/s/tpsh8enqreyhr6r/TFTD%20Music%20MP3%20Original.rar
https://www.dropbox.com/s/5zlhlok4gtu5f7o/TFTD%20Music%20Ogg%20Online%20Converted.rar

Don't know if these are a fan remasters, legit MIDI playback you can actually hear ingame or a CD redbook.

NOTE: Since the one who originally made these apparently used the CD version, GMNEWINT, GMLOSE, GMWIN are missing due to them being replaced by FMVs, and so is GMWAITLO, which sounds like a shortened GMGEO6, so they probably made a mistake and missed it (and I substituted GMWAITLO with GMGEO6 in the files).

68
Work In Progress / [Request] New weapons for TFTD
« on: June 27, 2014, 08:46:55 pm »
I would like:
-General:
--Sniper Rifles for all tiers;

-Graphics for the imminent UFO Defense weapons import mod:
--New looks for the weapons to show off that they advanced during the 40 year timeskip, even if it is barely noticeable with the Plasma weapons due to Elerium shortages.

-Standard Weaponry:
--Dart Gun and Jet Harpoon replaced by guns that look like something the Special Ops would use in water heavy missions, not self defense tools for marine biologists;

-Gauss Weaponry:
--Change the USOpaedia descriptions so that they are actual Gauss weapons, not some kind of weird Plasma weapons off-shoot;
--Add Gauss Auto-Cannon;
--Add Gauss equivalent of a Rocket Launcher;
--Add High-Explosive and Incendiary ammo for above and Heavy Gauss.
 

69
Work In Progress / Re: [Request] Extra facilities for human base
« on: June 24, 2014, 01:47:27 pm »
Suggested simulating adjacency at the suggestions: https://openxcom.org/forum/index.php?topic=2420.0, and then Solarious directed me here.

Adjacency bonus for Defense Facilities: Do they get extra shots or a better chance to hit? If it is the former, do they get extra shot for every adjacency, or for every X adjacency? (ex:2 Adjacent Defenses do not give you an extra shot, 3 Adjacent Defenses gives you an extra shot).

Adjacency bonus for Hangars: Since having an extra Craft will have a bigger impact on balance than some extra room for other facilities, I will repost what I suggested in my thread: Due to the size of the crafts and the necessary equipment to service them, you need a minimum of 3 Hangars stacked in a line(2x6/6x2) to get a enough room for the extra 4th craft, or a 4x4 to fit the 5th Craft in the Center.

EDIT: A question: Will the "Single Use Facilities" have bonuses, at least between the Small and Large Radars?

70
At the most basic, the same but more: More room in Living Quarters\Stores\Labs\Psi-Labs\Workshops\Prison\Hangars, Higher chance to hit for Defense Facilities, Bigger Detection Range and/or Better Chances of detecting UFOs with Radars etc, etc.

Also, I think for the sake of balance the Hangars should have smaller bonuses: Due to the size of the crafts and the necessary equipment to service them, you need a minimum of 3 Hangars stacked in a line(2x6/6x2) to get a enough room for the extra 4th craft, or a 4x4 to fit the 5th Craft in the Center.

71
One of the few neat things Nu!XCOM had is that adjacent facilities of the same type got bonuses.

As far as I can understand, coding something similar in OpenXcom would be problematic, so how about simulating it with 1x2/2x1, 1x3/3x1, 1x4/4x1 and 2x2 versions of existing facilities?

Examples: One vanilla laboratory can hold room for 50 scientists; 1x2 can hold 120, 50x2 plus 20 from extra space; 2x2 is 300, 50x4 plus 80 from horizontal and vertical adjacency plus 20 from the new space in the middle.

Question: Can OpenXcom make hangars have more than one plane? Since having three hangars at the top is a common layout for base defense building, it would be nice having a 2x6/6x2 Hangar, or even 4x4 if you are very confident about defending your base.

72
Suggestions / Re: TFTD and Depth
« on: June 22, 2014, 09:58:50 pm »
About the Underwater Throwing:

My own idea is to disable underwater throwing (or limit it to 2 tiles max) for X-COM and make us rely on grenade throwers, while Aliens throw normally due to their cthulhu-tech.

Speaking of grenade launchers, is there is a mod that makes the underslung grenade launchers possible?


73
Suggestions / Re: TFTD and Depth
« on: June 21, 2014, 06:37:53 pm »
Actually, the UFOpaedia says that your soldiers have a vision range of 20 tiles during the day and 9 tiles during the night, and no variables in-between for dusk and dawn, choosing between 20 or 9 depending on far away the night is.

So your soldiers always have full vision during the day and impaired vision during the night with no other variations.

74
Open Feedback / Re: OpenXCom TFTD MT-32 Music Pack?
« on: June 19, 2014, 10:12:42 am »

75
Suggestions / Re: [SUGGESTIONS] Ideas for new total conversion
« on: June 18, 2014, 02:58:11 pm »
Master of Orion

Humans somehow managed to piss off every single alien power out there, who in turn formed an alliance and now you are tasked to defend Earth against the Alien Invasion.

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