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Messages - CoolKid

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31
Suggestions / Re: Automatically loading magazines in weapons?
« on: May 11, 2014, 04:36:59 pm »
Several times I've gone to plug my first alien on site and discovered my weapon was empty.

That happens because someone carried extra ammo (maybe 2 or 3) and those guys must be overloaded. That makes the rest of the weapons are empty.

There would still be problems with weapons that can take more than one kind of ammo.

The current system will prioritized Piercing type of clip for cannons and explosive type for rocket launchers.

I wonder what happens if you uses the modded weapons? I haven't tried any of those mods.

32
Suggestions / Re: Optionally skip ""Now patrolling" screen?
« on: May 11, 2014, 12:15:41 pm »
Would it be possible to skip the "Now patrolling" screen in Geoscape? Or have it pop up and automatically disappear after a second just as if I had clicked the "OK" button?

That would be very helpful in late game. I like the idea. :) (+1)

33
What about the ones in storage? I had 5 Sectoid soldiers before starting research, and now I can't get rid of the remaining 4.

Just sell them if u turn on "Live alien sell" option.

34
Open Feedback / Re: great work on sound!
« on: May 11, 2014, 05:32:21 am »
Download universal patch from extra download for better sounds.

35
Suggestions / Re: Automatically loading magazines in weapons?
« on: May 11, 2014, 05:29:58 am »
Turn on "Disable auto equip" in advance options and equip your soldiers manually.

36
Troubleshooting / Re: Sectopod hitpoints messed up?
« on: May 10, 2014, 02:06:25 pm »
Ooooooor you can you the Heavy Laser. ;)

Heavy laser beat sectopod? Are you serious? I haven't tried it before. Because i never use heavy laser (*Liiieeeessssss*) ::)

I guess i should try that. Thx for info. :)

37
Troubleshooting / Re: Sectopod hitpoints messed up?
« on: May 10, 2014, 09:19:51 am »
On a terror mission I got 3 sectopods and a bunch of ethereals.  On the first sectopod I kept shooting and shooting it, hitting with LOTs of heavy plasma rounds, and it wouldn't drop.  Finally when I hit it with a blaster bomb it died.  The next sectopod I nailed it with 3 alien grenades as well as a bunch of heavy plasma fire, and still it didn't drop.  Once I finally had my blaster bomb reloaded I nuked it and it died. 

On the last sectopod I nailed it again and again and again with heavy plasmas, 2 alien grenades, (I was starting to run low), and still it lived.  When I nuked it with a blaster bomb it died along with 3 civilians.

Just use blaster launcher and don't bother to use another weapons because mostly u can't penetrate his armor. One blaster bomb for one sectopod i think is enough if u hit them IN THE FACE! ;D

38
Suggestions / Re: Deploy multiple planes simultaneously
« on: May 10, 2014, 01:44:08 am »
since you can have more than 1 plane attack a ufo at the same time it would be nice to be able to select multiple ships to deploy at the same time so you can do it without waiting for them to take off again if you even want that to happen

How about Press ctrl/shift + click multiple aircrafts to launch them simultaneously? :)

39
Open Feedback / Re: AI better now!
« on: May 09, 2014, 05:01:47 pm »
Compared to Previous AI (since last time i post in "new ai feedback" topic) The current AI are much much better. They are quite aggresive now, at close ~ medium range they seems prioritized trying to kill us rather than shot and hide and melee alien are really scary. The reaper has changed drastically from "pussies" to "hungry lions". Also they seems can hide pretty well. But the most important point is they didn't wasting TUs for useless move (running left right left right) anymore.

Overall, it was amazing progress. Excellent Job devs. :)

40
The main point i'd like to see is display exp needed for promotion also display exp gained from battlescape.

Okay idea! (+1)

41
Troubleshooting / Re: Sound Issue
« on: May 08, 2014, 10:26:30 am »
https://i.imgur.com/LJzPjgj.jpg

First time I opened up Open Xcom everything worked fine, sound was coming through the desktop speakers perfectly. Then I pressed the ok button after setting up some display settings and sound cut out.

Strange. Try windows media player to check your speaker works or not. If it works then try delete my documents/openxcom folder and run the game. Check sound works or not. And try setup your game again from scratch. Repeat by try different setting resolution or filter or play windowed mode. and make sure sound sliders are in right posisition. If still not works then maybe you missing some dll or something.

42
CoolKid, if you make the sprites, I'll be happy to code them into the game. :D

Sure Thing. :) But, Im still learning and messing around with modding tools.

43
This requests is for adding more and more variety to the game. So here is the list:

1. Inspired from tftd extender smaller battlescape maps mod. Instead of smaller, how about make it bigger like TFTD? We already know TFTD maps sometimes really annoying because the AI are like scaredy cat stay hidden until prey are close enough wasting hour and hour playing hide and seek on big map. But openxcom AI are aggresive enough and can hide well. I really like it. I think this will work well on big map.

2. Inspired from luke ufo layout mod. This mod was amazing but, i want more variety. How about adding ruins in desert and rocky land and igloo in polar map or something like that. Because those map are almost have no cover. Bigger map + more variety object cover = fresh experience.

3. ufoextender roswell mod. Make the ufo in geoscape crash itself due accident like reactors blow up or something like that at interval rare ~ occasional for any scout ufo and very rare for bigger ufo. This will help for farming resource in early game. Because sometimes we get really really rare ufo encounter.

And of course make these as an option.

I know some of this maybe already been discussed before. But i just want to bring it back again. :)

44
Offtopic / Re: OPEN X-COM CHALLENGE...!!!
« on: May 06, 2014, 04:06:41 pm »
New Challenge. Here we go..!!

Challenge: "Puppet Master"

- you can only have 1 soldier
- darkness level: MAX
- tech level: MAX
- mission type: large scout
- alien race: sectoid, floater, muton, or snakeman.
- difficulty: free
- terrain type: free
- armor: flying suit
- weapons: psi amp
- tools:
     - motion sensor x1
     - electro flare x2
-bombs:
     - smoke grenade (unlimited)
- advanced/mod rules:
     - live alien captured: on
     - ranged base accuracy: on
     - auto pistol: on
     - instant grenade: on
     - explosion height: 3
     - strafing/running: on

The other equipments are BANNED and you can't fight. Only alien that u controlled can fight.

PROTIPS: Play it with really scary song for nice experience. ;)

Feel like a magician? ;D

Good Luck..!!

45
Offtopic / Re: OPEN X-COM CHALLENGE...!!!
« on: May 06, 2014, 03:36:29 pm »
One man (or woman). One psi-Amp. Zero weapons.
Oh, and no alien tech researched. :P

Did you tried that already? Did you win? The problem with that setup is u must face at least 1 alien and that suicidal.

EDIT: Hmm that might work with strong psyguy and weak aliens so the mind control attempt always success. But that would be too easy i think.

So, same setup with "alone in the darkness" but weapon psi amp with no bombs except smoke grenade unlimited. Let's try that.

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