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Messages - Solarius Scorch

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OpenXcom Extended / Re: [DONE] [Suggestion] Base Name Generator
« on: September 17, 2019, 06:03:49 pm »
Yeah, just examining the constraints for now.

OpenXcom Extended / Re: [DONE] [Suggestion] Base Name Generator
« on: September 17, 2019, 05:49:55 pm »
Thanks! :)

Attaching some experimental results for the XCF (the base name = a fictional company used as cover). I think they're pretty good, though the last one is a bit straightforward.

OpenXcom Extended / Re: [DONE] [Suggestion] Base Name Generator
« on: September 17, 2019, 05:33:56 pm »
Thank you. You're the best.
(that's from Dioxine too)

EDIT: What is a good format to use for adding empty lines? I want to make some parts only show up sometimes.

A normal ufopedia page or something more complicated?

Something like the INFO/ANAL section, I'd say. It should list all bonuses fairly clearly.

A Pedia page would require making a lot of pages (up to 10 per commendation...) and manually keeping them all updated. This is not something I am prepared to do, to be honest.

XPiratez / Re: Bugs & Crash Reports
« on: September 17, 2019, 12:53:16 pm »
Thanks Bartojan, fixed.

The X-Com Files / Re: Specialist training
« on: September 17, 2019, 02:54:48 am »
You can't define which stats are trained in the gym and which aren't.

OpenXcom Extended / Re: [DONE] [Suggestion] Base Name Generator
« on: September 17, 2019, 02:42:44 am »
Exactly, that's the idea.

OpenXcom Extended / Re: [Suggestion] Random Operation Names
« on: September 17, 2019, 01:00:23 am »
I imagine it would pick the two parts from different lists?

I have already spent a lot of time on this feature, working with Dioxine on Piratez. It's as great as it sounds.

One additional request: from the menu where all bonuses are displayed (small button), could it be possible to middle-click a bonus and have a stat page ("anal") displayed? Otherwise there will be a lot of typing in commendation descriptions...

OpenXcom Extended / Re: [DONE] [Suggestion] Base Name Generator
« on: September 17, 2019, 12:51:16 am »
Thank you! That's going to be handy.
But still I must ask, would it be possible to roll for two name parts separately? That's the "name generator" part, after all.

Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: September 16, 2019, 07:25:32 pm »
Relax, Chryssalids are still there... Only sometimes they're substituted by Salamandrons. :)

The X-Com Files / Re: Specialist training
« on: September 16, 2019, 07:23:45 pm »
Sorry, not possible. I had similar ideas initially - wanted to make a shooting range and a gym. Nope.

OpenXcom Extended / Re: [DONE] [Suggestion] Make ambient sounds great again!
« on: September 16, 2019, 07:13:57 pm »
This is awesome. Thank you.
I am honestly overwhelmed by your new features, they're all so good. :)

The X-Com Files / Re: Recently discovered and fell in love with this mod.
« on: September 16, 2019, 11:59:17 am »
Just want to join in and did not want to create another thread, as I basically want to say the same thing: I love this mod.
I tried it back in its early alpha days and then went away for 2 years or more and now came back to discover that it is a dream to play.
Just one tip for people new to the mod: Play it on the easiest setting to get a feel for it, works like a charm for me. It can be really hard sometimes (if you get a bad roll and end up with a bunch of VERY tuff enemies...) so easy does it for me. Oh and try to focus on ONE game-style when playing, either use RANGED weapons or MELEE, otherwise you might get overwhelmed by the weapon selection..  :P

Thank you, thank you!
A praise from a modding scene veteran like you is much appreciated.

- You set the explosion height setting to 2, why? 3 is round an thus more realistic.

Neiter 2 nor 3 make a perfect spherical shape, but I am under the impression that 2 is closer. I can be convinced with math.

- Make flares have a power of 20, PLEASE. They are not tiny candles, the are FLAAAARES  ;D

No, they're tactical flares. Making them too good would make things less tactical in the first place. But you can:
- research better flares
- use flashlights
- create fires

- Did you ever try the night color setting 16? OXCE doesn't allow it, but you can edit it manually in the CFG file. Looks grey, just like it should be in the night...

It's a matter of taste, and I don't want to choose the colour myself.

- Your space background need a revamp, just look at the WW1 mod and use the Back100.png, it's nice!  :)

You mean the generic sky behind the globe?

- You should use the syndwar.ogg during a tac mission.

Well, it's briefing music... I can shuffle these around, but do you think it'd work better?

- Lower the no-sight targeting penalty, it is now 50% of a visible target, i tried 75% and it is MUCH more enjoyable. (especially the grenade launcher will benefit from that, turning it into a decent support weapon.)

Pssshhh. Please.

-Please change the sell screen's color, in this mod one spends a lot of time in there, it's easy to confuse  it with the purchase screen, i made a quick change to it and it looks grweat, see attachment

OK, makes sense. Did you do it with interfaces.rul, or through a background file?

-The HMG sound needs a cooler replacemnt

Asking seriously. I have no idea what's uncool with this one.

-The Dragonfly needs a door

All ships need a door to satisfy campers, and none will get them.

-The BugHunt message is awkward, maybe make it "recon-satelite online" or sth.

It's vanilla... and abstract.
Besides, recon satellite able to see small units? Through ceilings? Why was X-Com even established anyway?

-The Dart ammo takes forever to make  :o

I'm going to overhaul this part a bit anyway.

-Maybe include turn1 alien tu mod

What does it do? Can't remember this one.

-Maybe include Health Recovery mod

What does it do? Can't remember this one.

-Maybe include Unrandomized wounds mod

That depends on the weapon.

-There's a glowing shield effect script available, that randomly flashes the shields, looks great, maybe add that?

Wait, what?
Are you saying it's not flashing on your end?

What really is  awesome:
-The jail break missions, ah man, i love those!
-Panic/berzerk sounds are awesome, too, they really add to the immersion.

Anyway: Really good work, just the amount of work and the excellent balancing make me stand in awe.

Thanks a million! Please look forward to 1.0.

FWIW, i tried to remove the timer on the grenades, it works only on proxys, the new OXCE no longer supports fusetype = 0
battletype 5 and throwonexplode works, but that turns them into proxies... not good if you want to give them to another trooper when running out of time tio throw.

Well sorry, I don't know how exactly it works. But good work with your attempts.

Here the space background i was talking about.

Hmm... Kinda realistic. It must be more cartoonish to fit the game style, sorry.

And a flag for X-Com dogs and rats, maybe it is better than to make them all americans  ;D

Thanks, I have some designs already, I just need to code it. :)

PS. Sitting on the equipemnt pile not recommended. :D

OpenXcom Extended / Re: [DONE] [Suggestion] Zombie pets
« on: September 16, 2019, 01:20:50 am »
Thank you for making my life fulfilled, Meridian.

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