10501
Suggestions / Re: Aiming cursor for melee attacks
« on: June 15, 2014, 07:03:50 pm »
+1
But I know, vanilla and all that...
But I know, vanilla and all that...
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Perhaps better to always attach updated file in first message of related topic too/instead
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)
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
- STR_ALLOY_CANNON
- STR_ALLOY_CANNON_ROUNDS_X50
In TechTree (ExtraStrings) :
STR_PLASMA_WEAPONS_CALIBRATION:FusionPlasma Weapons Calibration
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.
I will wait until the dust settles from the 1.0 release, then I will pester the devs to get this merged :3
Solar, beware that "STR_ER_SYSTEMS_UFOPEDIA" has to be replaced with "STR_ALIEN_POWER_SYSTEMS_UFOPEDIA"
Thanks for the quick answer.... i thought im the only human left, fighting off the alien invasion:D
So i was thinking about those additional aircrafts....
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
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.
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.
ah ok sry, i meant something like this: clik to see
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).
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.
Suggestion: add a swat shotgun,
an heavy machine gun,
The same may be done also for a new, maybe realistic, body armor set?