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Messages - the_third_curry

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46
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: October 02, 2014, 01:04:33 am »

I am working on more medalions.  I have the spreadsheet I'm working on here.

https://docs.google.com/spreadsheets/d/1ibFwqFzgI0JNJz0eIBYP_uW5grm7fW4yE_j38skyad
Cheers, Ivan :D

The spreadsheet doesn't display for me.

47
They already have. Exactly like in the original game.

See https://www.ufopaedia.org/index.php?title=Psionics#Psionic_Formulas .  Your chance of success decreases by about 2% for every tile between you and the target.  Mind control has the same chance of success as a Panic attack from 20 tiles further away.

Ah, I see.

48
Out of curiosity, can psi-amps or psionics in general be given some form of range-based accuracy in Openxcom?

49
Released Mods / Re: [WIP][Beta][MegaMod]Equal Terms 2.0 - Beta 1.975
« on: September 24, 2014, 07:48:49 pm »
Is there any way to limit the amount of waypoints for blaster bombs? If I remember correctly, you could only lay down 10 in the PS1 version of X-com.

50
Playthroughs / Re: Let's Play OpenXcom: Up Close and Personal!
« on: September 19, 2014, 08:10:11 pm »
I'll join if you need some reserves. Just use my forum name. I've just been checking in on the LP at this point. I've been wanting to watch it all, but I've been busy the past 2 weeks.

51
Playthroughs / Re: Let's play OpenXcom (Hawaii challenge!)
« on: September 19, 2014, 08:07:58 pm »
I'll join if you like. Just use my forum name.

52
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: September 16, 2014, 07:06:56 am »
How about SkyRaider?

SkyWarrior?

SkyMarshall? :P

SkyMarshall sound like the most logical progression in keeping with the Sky + law enforcement scheme.

53
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: September 13, 2014, 11:47:33 pm »
Two minor things that I've noticed:

1) In the alien bases, it's possible to walk diagonally through at the pictured area without opening either door.

2) This one is a bit nit-picky, but the "Alloy Skyranger" name tends to slightly overflow the text space at several areas.

54
Open Feedback / Re: REAL VISION & COMMENDATIONS
« on: September 08, 2014, 12:31:26 am »
Commendations and Real Vision are probably just not compatible, being that they're both exe based mods.

As for the mortar tank, that would be a question for the mod maker.

55
Work In Progress / Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod
« on: September 07, 2014, 07:37:06 am »
That's a strong way to make your first post. The potential of this mod is very high.

56
Released Mods / Re: [SOUND] PlayStation Sound Effects
« on: September 06, 2014, 05:53:20 am »
It appears that the pitch of the SFX is screwed up...
https://youtu.be/ZxCQ_E59tz4?t=8s[

It's messed up for me too. They all sound very shrill and high-pitched.

57
Open Feedback / Re: Explosion height & Alternate movement methods
« on: September 03, 2014, 06:22:27 pm »
Has anyone checked to see if we can use an alien grenade to get through the roof of a UFO?

No, UFO outer hulls and security walls have an armor of 100, inner hulls and floor tiles have an armor of 80, certain vulnerable walls have 70 armor, and damaged floor tiles have 50 armor. Explosions do half their damage to terrain, so only the Blaster Launcher's 200 HE damage is enough to guarantee you get through. The Alien Grenade has a damage of 90, which isn't enough to break through any UFO or Alien Base Wall. The Heavy Plasma can occasionally break some inner walls and vulnerable walls (guns do between 1/4 and 3/4 of their maximum damage.) There are also some mod weapons that are designed to take down walls.

For more information, you can check here: https://www.ufopaedia.org/index.php?title=Destroying_Terrain

58
Open Feedback / Re: Sound is actualy very annoying
« on: August 29, 2014, 05:41:12 am »
Have you tried adjusting the music format?

59
Released Mods / Re: [WEAPON] Acid Capsule Gun 1.0
« on: August 22, 2014, 07:18:32 pm »
The reasoning for the absurdly high damage of the advanced acid is so it can breach the hull of a ship. According to UFOpaedia, explosions always do 50% damage to walls, while other weapons do from 25% to 75%, so 400 was the minimal to breach outer hulls with 100% efficiency (unless that formula has been changed at some point.)

While the damage output number makes it seems overpowered to the max on initial viewing, from my personal playing, I found that its effectiveness is fairly situational and that it works best as a sort of specialty weapon. It's extremely useful for breaching and taking down the big terror units and can be used pretty effectively against the more armored aliens like mutons and robin's gazers. However, the acid capsule gun's lack of autoshot and high TU cost (at 50% for snap and 70% for aimed, you will seldom ever get more than 1 shot per turn with it) generally makes the heavy plasma a much more effective means of taking down anything else.

That being said, it seems like people are having a variety of experiences with it. I'll try to think about the weapon's balancing some more.

useing it and one shot with advanced assed didnt open a ufo or maby its just the lukes ufos have hirer armor idont know

I'm not sure why that would be, it should be completely effective at taking out walls. I know that at least one version of Luke's Extended UFOs had extra walls on the outer parts of the ships to prevent you from seeing the shadows of interior objects. Could that have something to do with it?

60
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 22, 2014, 06:13:45 pm »
I thought he meant Human Ktulu, who started the FMP...
...but I'm not so sure right now. :D

I meant SupSuper. You now have the most posts of anyone on the forum:

https://openxcom.org/forum/index.php?action=stats

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