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Messages - Solarius Scorch

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10501
Suggestions / Re: Aiming cursor for melee attacks
« on: June 15, 2014, 07:03:50 pm »
+1

But I know, vanilla and all that...

10502
Work In Progress / Re: [The Final Mod Pack] Basic Weapons part
« on: June 15, 2014, 04:53:49 pm »
Perhaps better to always attach updated file in first message of related topic too/instead ;)

Since this is so WIP, I prefer to leave these files as backups. ;)

10503
Work In Progress / Re: [The Final Mod Pack] Basic Weapons part
« on: June 15, 2014, 04:14:13 pm »
If you could at least replace obsolete french translation with the one above, you would be a nice guy  ;)

("above" is here https://openxcom.org/forum/index.php?topic=2160.msg21662#msg21662)

OMFG I somehow missed that post. O_o It's fixed, see attachment.

In order to help you, when you decide to check you ruleset, have a look at potential issues below : "Manufacture" settings seem to be missing for
- STR_MAGNUM_AA_DRUM

Yeah, I missed this.

- STR_ALLOY_CANNON
- STR_ALLOY_CANNON_ROUNDS_X50

These were still in the tech tree ruleset. Now they're moved to the weapons ruleset.

In TechTree (ExtraStrings) :
STR_PLASMA_WEAPONS_CALIBRATION: Fusion Plasma Weapons Calibration

Fixed :)

Thanks a million man, you're really way too useful. :)

EDIT:

Errors fixed (HC AA ammo was too big, listOrders, etc.).

10504
Suggestions / Re: The OXC Thinktank
« on: June 15, 2014, 03:50:09 pm »
Ever since I first played the game I've missed the fact that the Interceptor and Firestorm don’t have their own Battlescape Graphics.

There could be shot down Interceptor rescue missions or just one pilot trying to hold off an attack from the Aliens, or the option to send an Interceptor to deal with a crashed small scout etc.

Also the obvious, planes in hangars during X-Com base assault. The game text says they were "evacuated", but we all know they're lost if you lose the base... :)

10505
Released Mods / Re: [STAT TRACKING] Soldier Diaries
« on: June 15, 2014, 03:41:51 pm »
I will wait until the dust settles from the 1.0 release, then I will pester the devs to get this merged :3

Good, you have my vote. :)

10506
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: June 15, 2014, 03:35:10 pm »
Solar, beware that "STR_ER_SYSTEMS_UFOPEDIA" has to be replaced with "STR_ALIEN_POWER_SYSTEMS_UFOPEDIA"

Thanks, indeed. Fix posted.

10507
Released Mods / Re: [STAT TRACKING] Soldier Diaries
« on: June 15, 2014, 03:33:51 pm »
Integration when? :)

10508
Suggestions / Re: The OXC Thinktank
« on: June 15, 2014, 02:21:22 pm »
Thanks for the quick answer.... i thought im the only human left, fighting off the alien invasion:D

Fear not, for we are legion.

10509
Suggestions / Re: The OXC Thinktank
« on: June 15, 2014, 01:49:36 pm »
So i was thinking about those additional aircrafts....

Try this:
https://openxcom.org/forum/index.php?topic=2158.0

Just remember to apply a patch found in this post:
https://openxcom.org/forum/index.php?topic=2158.msg22314#msg22314

10510
I'm stugglin with it but cannot not even start the game! If you care abut see here. Mod management I think should be very simplified :(

Can't help you here... :( Worked for me. Check you have the nightly and follow install instructions, that's all I can say.

10511
I really think you should try the Piratez mod. It seems to be exactly what you're looking for. :)

10512
I agree there should be an option to define alien sight, preferably by unit type. Let me quote myself:

But back to topic: I guess this is worth bringing up again, as it concerns a vital gaming element. It's not just about vision, but about detection in general.
It appears to me that detection can be divided into several categories, which generally are in game anyway:
  • Sight. We all know how it works in RL and the game. Used by humans and most aliens. It can be sub-divided into two categories: day-light vision (used by humans, Ethereals and Reapers) and night vision (used by Sectoids, Floaters, Snakemen, Mutons and Chryssalids).
  • Movement detection. Used by the motion scanner and apparently nothing else. Naturally, it's not real-time, as it only detects movement done in opponent's last/your present turn.
  • Psionic scan. It works like a combination of both, as it's real-time, circular and not limited by either lighting or obstacles. Used by Ethereals, Sectoid leaders/commanders, and I think Silacoids and Celatids too.

I don't know what Cyberdiscs and Sectopods use, but I guess just sight (probably night vision).

Yeah, Mind Probe would be much more attractive if it could function similarly to a motion scanner. Naturally, it'd invalidate the motion scanner in most cases; however, robotic units (Cyberdiscs, Sectopods and HWPs) wouldn't show on the Probe.

And, yeah, lack of semi-darkness hurts.

10513
Well, the worst you can get is 0, so I wouldn't be surprised if I had someone with Psi Strength of 0 at one point.

I think it happened to me in TFTD. :) (I even remember the name, Manuel Alcala... After 10 years or more.)

10514
ah ok sry, i meant something like this: clik to see

Could you please explain how it differs from the standard shotgun? I'm unable to say from the photo.

Actually, it may be kinda convenient, it's also nice to see sometimes same mod but with different graphic, for  different taste (refferring to existing mods such as machineguns).

Ah sure, more content is always better. :)

moreover, i personally feel comfortable with mods containing more of a single feature(s)/ weapon(s) so a user does not have to go crazy loading 1000 files for 100 different mods, when those may be grouped.

Agreed. I'm on the Final Mod Pack team; when it's released, expect an extremely big modification package in no more than several rul files.

10515
Suggestion: add a  swat shotgun,

What is "a swat shotgun"? You mean some kind of an automatic shotgun?

an heavy machine gun,

It's here: https://openxcom.org/forum/index.php?topic=1922.0

The same may be done also for a new, maybe realistic, body armor set?

There are attempts to do so: https://openxcom.org/forum/index.php?topic=1857.0

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