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Messages - CoolKid

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16
Suggestions / Chain Reaction for explosion
« on: June 12, 2014, 01:30:21 am »
If explosion hit grenade on the ground the grenade will explode due extreme heat and shock. So it's possible to create a lot of chain explosion for demolition purpose and pretty fireworks 8). Can this be easily implemented?

17
Suggestions / Re: Grenade Ideas/Tweaks
« on: June 12, 2014, 12:48:49 am »
what if grenades that are set to 0 explode on impact but if set to 1 wait for the end of the current Soldier turn before exploding, and set to 2 explode on the end of the next alien turn and so on? That way Instant Grenades doesn't effectively negate relay tactics.

+1 Yes, Please!

Currently, set to 0 explodes instantly but set to 1 lets the aliens move and attack before they explode, while 2 makes it explode directly after the soldiers next turn and 3 waits for the aliens again. Seems inconsistent.

It's already very consistent. The difference is just prime 0 w/o mod and w/ mod.

(I think it does already, but I'm not sure).

It already does. :)

Also could the throw animation speed be slowed down compared to the firing animation speed?

+1 REALISTIC!

18
Suggestions / Re: Metropolis - new terrain
« on: June 08, 2014, 01:53:23 am »
Cars, traffic lights, hospital, and bus stop. :P

19
Suggestions / Re: Making tanks come out the transport last?
« on: June 07, 2014, 02:51:20 pm »
The real problem is if a tank doesn't fit - say you have 3 soldiers - Tank1 - all other soldiers - Tank2
To fit Tank2, you would have to bump an already-placed soldier out of the way.

Yes, the 2nd tank would make another hole that make the ordering much more complicated. Not to mention "AVENGER". Not sure how that works. :-\

20
Suggestions / Re: Metropolis - new terrain
« on: June 07, 2014, 11:22:08 am »
Metropolis usually have a lot of skyscraper. Unfortunately there will be no room for that model because too high.

21
Suggestions / Re: Making tanks come out the transport last?
« on: June 07, 2014, 09:26:13 am »
Good Idea. But it might be complicated. Because the formation will be f***ed up if the soldier in front of tanks are odd number and it will be no room for last soldier. For "skyranger" here's the examples:

S = Soldiers
T = Tanks
-- = Ramp

If number of soldier in front of tanks are "even" it would be alright

List of soldiers:
S1
S2
Tank1
S3 ~ S10

S S S S T T S --
S S S S T T S --

etc.

What happen if number of soldier in front of tanks are "odd"?

List of soldiers:
S1
S2
S3
Tank1
S4 ~ S9

S S S T T S S --
S S S T T    S --

As u can see 1 soldier can't fit.

So the only solution is the tanks must move 2 spaces up and down in the list order.

And for "avenger" it would be much more complicated. Unless we have feature like xenonauts.

22
Suggestions / Re: exponential difficulty
« on: June 05, 2014, 04:43:35 am »
You can do my favorite trick and increase difficulty to 10 or more, this will make aliens and UFOs pretty tough, but of course this will apply from the start and make the first months reeeally hard.
Better yet would be to manually increase difficulty in your savegames from month to month, this would give some of the desired effect. Would like to see that as an option. Try it out, I had lots of fun playing at 2-digit difficulty levels.
But then again I am just insane as Solarius already stated...  ;D

Interesting! I want to see that as an option as well. :)
Just one question: What the limits of difficulty i can raise in my save file?

23
Suggestions / Re: exponential difficulty
« on: June 04, 2014, 07:12:31 pm »
1. Money. basically infinite money in late game if you played it right.
-make a mod that reduces the sellprice of all alienmade "hardware" by at least 2/3
-you have to build alloys
-triple all manufacture requirements
2. Elerium. You will get infinite stock of elerium because you can farm UFO really really easy.
-make plasma beam eat elerium
-do not use plasma rifles/ammunition directly but reproduce them
3. Invincible base defense. if you already installed many defense weapon in your base.
-increase price/time for building
-increase runing costs
-increase space defense is (2x2, need new maps?,reuse hangar?)
4. Psionic. Because it's overpowered.
- LOS option?
- do not use?
- set soldier strength max value to 50
5. Blaster launcher. Because it's overpowered.
-do not use (add requirement: STR_ALIEN_ONLY?)

you can fix it if you want


Of course we can do that. We can do anything to make the game harder for example: "Limited soldier use" or "Dont use anyhing that involving elerium". But most of those are basically handicap and I hate make game harder with using handicap (Except we are doing "Challenge run" :) ). We are totally okay with those 5 overpowered things. The point is "we are fighting a losing battle on earth" so we only need making alien stronger overtime by raising their stats that make them harder and harder to get mindcontroled. And wear them a deadly weapon (like blaster launcher) more and more overtime. Also the UFO need to be make stronger overtime by increasing their numbers, HP, Speed, and firing range. So we can't keep playing forever and we must attack mars ASAP.

We need more EPIC FIGHTS! 8)

24
Suggestions / Re: exponential difficulty
« on: June 04, 2014, 03:39:39 am »
I completely agree with your idea "make aliens stronger overtime". Make it very very frustrating in late game that force you to attack mars ASAP. Maybe increasing alien stats at certain point or make aliens carrying blaster launcher more and more and make battleship stronger overtime.

Because there's 5 things that make XCom invincible in late game. it is:

1. Money. basically infinite money in late game if you played it right.
2. Elerium. You will get infinite stock of elerium because you can farm UFO really really easy.
3. Invincible base defense. if you already installed many defense weapon in your base.
4. Psionic. Because it's overpowered.
5. Blaster launcher. Because it's overpowered.

25
Troubleshooting / Re: Taken corpses stay on the ground?
« on: June 02, 2014, 07:37:07 am »
The corpses both alien and soldiers stay on the ground when i put them in my inventory. I can take the corpses with my other soldiers too.

Did you mean the corpses being duplicated? or it something else?

I tried picking corpses then put in both my hand and my backpack several times it works fine, no anomaly. Then im turned on all the standard mod and do the same thing again, it still works fine.

26
Suggestions / Re: Faster Projectile Hit/Impact Animations
« on: May 30, 2014, 01:14:03 am »
Maybe The OpenGL filters makes game lag for you. Did you try using original filter or without filters? its much faster! I think it because my crappy laptop just can't handle openGL. :'( Let me know if no filter works for you. For me it really fast.

27
Suggestions / Re: Faster Projectile Hit/Impact Animations
« on: May 29, 2014, 11:43:44 pm »
Increase projectile animation slider to max? Is that not enough for you?

28
Open Feedback / Re: Feature missing from original Xcom
« on: May 22, 2014, 09:59:12 pm »
As far as i know (maybe im wrong) OXC uses right hand weapon only for reaction fire so if u want pistol just switch them (with "ctrl" i believe, im not sure though). :P

29
Troubleshooting / Re: Weird AI pathfinding
« on: May 16, 2014, 04:49:01 pm »
If you follow the same path, but turn manually at every stop by right clicking, the total cost comes up to 24 (four steps and four turns).

You wasting your TU because of turning manually. :P

Still, I'm not sure how I feel about this. On one hand, it makes sense that creeping forward cautiously as opposed to charging headlong takes a longer time. On the other hand, it feels strange that we are allowed free actions for leaving the running to the pathfinder.

Why feel strange? In real life you must be very efficient (make choices and acts quickly) or you will die!

30
Open Feedback / Re: AI better now!
« on: May 14, 2014, 03:38:28 pm »
No need to tell me about aggressive (and awesome) AI  ;D

"Picture"

Oh wow. Please blaster bomb those things. ;D

Anyways, where can i get those green snakeman? Is that a commander?

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