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Messages - Solarius Scorch

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1
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 24, 2024, 02:19:26 pm »
Thanks for the feedback, we'll see what happens.

2
The X-Com Files / Re: The X-Com Files - 3.3: Mysteries Ancient And New
« on: April 24, 2024, 09:53:03 am »
new Polish names?

Leszek Bobrowski   :o

Totally not intended, but I actually know this person. ;D
Unrelated to the recent changes, though.

3
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 24, 2024, 09:51:34 am »
But this is not the case. In all respects, an enforcer is much worse than a Spartan trainee. But apart from the parameters, the enforcer does not know how to throw, does not know how to melee, and worst of all, does not know how to restore energy.

You're literally the only person on the planet who has ever expressed disagreement. :D
In all seriousness, I'm not that convinced either, but this is the community's consensus.

4
The X-Com Files / Re: The X-Com Files - 3.3: Mysteries Ancient And New
« on: April 24, 2024, 12:45:10 am »
Is it intentional that the Syndicate Dragonfly crafts are armed? That came as a surprise to me because the x-com ones do not have weapons pods.

Yeah, the Syndicate is evil and puts weapons on a perfectly benign Toyota Hilux aircraft.

All the more reason to shoot them!

EDIT: Version 3.3 has been released.

- New missions: Hybrid Workshop, M.A.G.M.A. Reactor Attack.
- New armors: Shadow Suit, Prowler Suit (sprites for both by Brain_322).
- New HWP armors: Taser Drone (paperdoll by Barghum), Sectopod Mass Driver, Sectopod Gauss.
- New weapons: Dragon Breath Pistol, Dragon Breath SMG, Dragon Breath Rifle, Heavy Dragon Breath (all sprites by Brain_322), Turbolaser SMG.
- New ammo: Tactical GL Smoke Grenade, HWP Minigun Tritanium Clip.
- New Commercial map.
- New event: M.A.G.M.A. Targeted by MiB.
- New Apocalypse legends: Wraith By The Bar, Stone of Discordia, Skulls and Roses, The Asphalt Entity, The Magma Massacre, Spectral Invasion, The Obliviatrix.
- New staff input.
- New Ufopaedia articles.
- New Polish names.
- Added mild weights to agent nationalities.
- Vapor trails on some weapons.
- New mini-icons for some scout drones.
- Reptoids use Dragon Breath weapons instead of Gauss.
- Reworked the Alien Abduction and the Hybrid Keep missions.
- Cleaned up default armor lists.
- Streamlined dog inventory slots.
- Nerfed kukris.
- Plasma blade weapons are lighter.
- Ghost Neuralizer, Katapeltes Spiritus, Klein Bottle Grenade and their ammo can be produced.
- Gillman Hero gives Juggernaut Suit now.
- Added paperdoll for damaged Zombie Trooper (by Nord).
- Added soldier icon for Medical Drone (by HinterDemGlas).
- Improved Cyber Armor sprites (by Talpiot) and buffed it slightly.
- Improved paperdoll for Chtonite (by Nord).
- Improved Tomb Guard sprites (by Nord).
- Improved Metamorph sprites (by Osobist).
- Less enemies on The Sound of Graves.
- Researching Syndicate Floppy Disc now makes the Syndicate grumpy.
- No penalty for killing own ghost tentacles.
- Added a balcony to ISLANDURBAN03.
- Fixed the missing urn in The Root of All Evil (sprite by Nord).
- Fixed Arbiter map.
- Fixed turbolaser weapons' selling prices.
- Fixed Counter-Terrorist Combat Analysis.
- Fixed Small Hybrid Convoy.
- Fixed Dagon Temple yields.
- Fixed some trainings not being available for some agent types.
- Fixed Technician giving TU instead of Stamina.
- Fixed Sanity loss mitigation on extraordinary high Bravery (by zRrr).
- Fixed Canister Gun palette (by Nord).
- Fixed Shambler sprite (by Nord).
- Fixed swapped floorobs for Dagon Chosen and Sorcerer.
- Fixed M66's posture.
- Fixed some male paperdolls' shape.
- Fixed Sea Habitat walls.
- Minor fixes.

5
The X-Com Files / Re: Suggestions and requests
« on: April 23, 2024, 09:01:15 pm »
I mean, I understood the proposal as adding 'Labour Concealable' to every single item on the 'labor gear' list, i.e. across a multitude of pedia articles. That sounds a somewhat less sanity-friendly than just one article per mission type.

But that's already handled by the INFO button... I removed "Concealable" from descriptions years ago.

IMO, the one thing that might acually improve things would be to point new players at mission-specific item filters in equipment lists, since that's where I usually check what I can take on a mission - because one can then immediately act on that information by loading the item on the craft, buying new items, equipping agents or whatever.

OK, I can make a field manual article about that.

6
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: April 23, 2024, 12:55:23 pm »
Umm, it says: "A companion submod to Final Mod Pack". I thought it would be clear enough? Is there a need to explain it further?

Not to mention the FMP is listed as a dependency...

7
The X-Com Files / Re: Suggestions and requests
« on: April 23, 2024, 12:53:25 pm »
It's not really that much sanity loss, and the workload would be bearable, but I don't see the point in having a separate article on each type of gear. I think the existing articles on cover types are sufficient, adding copies of Concealable Items for beach, sports etc. would feel like a bloat to me. But that's me, maybe you guys see things differently.

8
For what it's worth, making percentageOutsideUfo work with customUfo would be very useful to me. Seconded!

9
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 20, 2024, 12:34:40 pm »
I've come across this now a couple of times, in the Sea Lab Under Attack Mission, the second story of the large facility, I am unable to go to the left around the stairs without destroying the terrain, not sure if this is a bug or by design, but it feels like this is a bug.

Thanks, fixed. I don't know what has happened here, but TFTD terrain is weird.

Would you mine share your spreadsheets and other tools that you use to forecast the game parameters?

I'm working a few different sub-mods for X-Com Files and want to carefully balance the changes.

I can share something, but my solutions are extremely simplistic.
If you still want it, PM me your e-mail address.

IMHO that is clearly intended. By the time you get Enforcer-"armors", you already have trained your AI units a lot. You wouldn't even want Enforcer-"armor" to be tied to an untrained AI unit, but prefer to be able to use in the AI unit of your choosing.

Yes, it's intended, as the Enforcer is so good. Without the shard, you'd probably want to replace your entire crew with crystal entities.

10
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: April 20, 2024, 11:55:40 am »
It's important that Ball Bat hit sound be changed to this.

Your wish has been granted. ;D

5 minutes job, but seems to work fine.

11
The X-Com Files / Re: The X-Com Files online Wiki
« on: April 19, 2024, 08:29:14 pm »
Is there anything in the wiki (or elsewhere) that explains basic gameplay changes from the original game?

I found https://www.ufopaedia.org/index.php?title=Differences_to_X-COM_(OpenXcom) but not sure if OXCE is very different. There's also stuff like the red and yellow numbers on weapons when you equip them, the little dot that appears if you right-click a weapon, and the +/- signs when you click an injured agent in the Training screen, or how to construct additional lab space.

https://openxcom.org/forum/index.php?topic=6459.0

12
The X-Com Files / Re: Willing to pay $1000 USD for alternate endings
« on: April 19, 2024, 07:42:46 pm »
I'd chip in $10 for the alternate ending. I'd gladly pay $100 to graphically show agents using commercial planes from major city hub to major city hub in the early game.

Me too! :D

13
40k / Re: ROSIGMA 40k failed to load
« on: April 18, 2024, 07:54:43 pm »
Moved the thread to the proper section.

14
OXCE Support / MOVED: ROSIGMA 40k failed to load
« on: April 18, 2024, 07:54:20 pm »

15
The X-Com Files / Re: Suggestions and requests
« on: April 18, 2024, 01:49:46 pm »
I'd assume that this is the best forum to discuss suggestion for future releases of the mod?

Not really, but no worries, I just made a new topic.

Some ideas I had: (supper low priority or none at all  -- Just my thoughts  :)

- Work in story about the moon being a megstructure (Moonfall Movie)

Sorry, but even if Cydonians were capable of building something like this (which they probably aren't, at least without a VERY good reason, as it would take them geological time to do), the Moon is way older than Ethereals, who have been around for only a couple dozens of millions of years.
The Moon would have to be the work of some civilization from billions of years ago, and probably more advanced than anything we know from the current Milky Way.

- Work in story about ramjet --> scramjet (Arrow 105 having a Temporal variance) needing investigation --> back story to the UAC

Nah, no time travel! It ruins every plot. :P

Sorry to be such a naysayer :D

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