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Messages - Qpoter

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16
Suggestions / Re: New Alien Species: Elvis
« on: July 30, 2014, 02:17:27 am »
I always wanted to add Elvis to the Cydonia mission, having him run around in the alien base like a civilian (but ignored by the aliens) ::)

So he never really died! He's been plotting with the aliens all along...

17
Suggestions / Re: Civilians in transport should count as saved
« on: July 25, 2014, 05:02:41 am »
The difference is that civilians won't engage hostile units on their own but will still reaction fire. At least that's how it worked with the original game since there was a mod that armed civilians with pistols.

This seems to be the case with OpenXcom as well, although there are no armed civilian mods that I've heard of for OXC.

18
Suggestions / Re: Civilians in transport should count as saved
« on: July 24, 2014, 08:01:37 am »
As far as I know the AI for civilians is the same as the alien AI. They seem to behave pretty much the same, and I think if you gave the civs weapons they wouldn't seem so incompetent.

19
I think it's a great game, but it's just a different type of game than the original. I feel that the game places too many unnecessary limits to promote strategy, to the point where it seems ridiculous. There are a lot of other major and minor things I didn't like, but it's a solid game overall. Engaging gameplay, if occasionally frustrating, great visuals and soundtrack, a different breed of story than the original game, which is more open to speculation and interpretation.

20
Open Feedback / Re: Total conversion mod idea - alternative sequel?
« on: July 13, 2014, 12:01:30 am »
This has probably been thought of before.

What about a total conversion where X-COM has lost the battle with the aliens after failing the Cydonia assault? It would be the year 2001 or something, and you'd control a group of ragtag resistance fighters. You have to scavenge all equipment and use guerilla tactics to survive. Winning battles in the early game would be pretty much impossible, you'd just grab as much alien gear as you can and retreat.

21
+1

Simple and useful.

22
Suggestions / Re: Organizing/Improving the Mods Screen
« on: July 12, 2014, 07:10:38 am »
I don't know about sorting by columns, but I agree with having metadata and being able to put groups of mods in folders.

23
Suggestions / Re: a mod for recover countries to council again
« on: July 12, 2014, 07:05:37 am »
Pretty sure there have been threads about this already, but they must be pretty old by now.

Although I'd like this idea, I could do without it. As for it being possible or not, I don't really know.

24
Released Mods / Re: Laser Reskin Mod
« on: July 12, 2014, 06:52:51 am »
These kind of remind me of the Fallout laser guns.

25
Open Feedback / Re: playing Xenonauts
« on: July 12, 2014, 06:42:09 am »
I enjoy playing Xenonauts, but I agree with most of the criticisms here. I can look past most of them, the fact that the ground combat can get really boring due to its repetitiveness is probably the worst part. I just airstrike most crash sites unless they're something new or I have to complete some ground combat objective.

26
Offtopic / Re: Enforcer wasn't THAT bad.... Right?
« on: July 10, 2014, 08:49:46 pm »
You know what I thought of? This. :D

Thanks, Solarious, now I already have 20 tabs open on TV Tropes and I can't stop...

27
This changes gameplay, so no.

Can't argue with that, it does change gameplay. But I find it very annoying when, for example, I have decoders and know the race of the supply ship, but because I failed to remember it, and the alien base menu won't tell me, I won't know what I'm getting into. Also, when X-COM agents reveal an alien base, the race should be displayed as well. The only times you shouldn't know the race are when you find the supply ship and follow it to its base WITHOUT a decoder, or when you discover it via flyover.

28
Offtopic / Re: What do you think has caused OpenXcom to succeed?
« on: July 04, 2014, 07:55:38 am »
It's hard to say, really. I don't think anybody could say exactly.

I'm just glad we have such dedicated devs and a thriving community, and that this project has made so much progress.

29
Suggestions / Re: Custom currency
« on: July 04, 2014, 07:46:33 am »
The problem is the dollar sign always comes before the number: 1000€, but $1000.

I think the $ sign coming before the number is hardcoded. I can't really help you out with that, I've never looked at the OXC code.

30
Suggestions / Re: [SUGGESTION-UNCUT][#051] Alien spotted in the dark
« on: July 03, 2014, 06:38:22 am »
What Yankes said seems simpler and more effective, but I'm not sure how that could be made to happen.

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