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Messages - Solarius Scorch

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8476
I think it's meant to give moral to the gal using it no? For the joy of hitting with a stick.

Oh... oh. I get it now.

I'm fine with enemies regaining morale faster, panic hit them harder than you because they never pick up their weapon again so this balances things out. (I hope this is fixed one day)

In theory they should, but the system is shaky at best.

Another thing of the mod that could use some redesign - is the night vision.
It's great that my gals can see well in the dark (extremely so with night-ops gear), but the problem is - I, as a player, can't see anything at all on screen. And it's only half of a problem that I can't see well where to put my troops, but I also can't see enemy moves even if the game showing them (because it's friggin' dark).
So even if I go on a mission packing night-ops gear, after some initial turns I end up never even bothering to turn off the lights even for enemy turns (much less for my own) - it's much more important to actually see where enemies are popping up, rather than to be safer due to staying in darkness.

Yeah, I actually play in the dark, but it's not very comfortable. But I still do! :)

It's not really a mod's problem, rather it's the way openxcom draws darkness (without any means to reduce it) - but in the original game, there's absolutely no reason to turn off the lights (aliens will see you anyway) or to stay in darkness; so the problem was not noticeable there.

It's not as much a software problem as a hardware problem: LCD monitors suck. Back in the day of the original game it was much easier to adjust the screen to see what you wanted to see, but LCDs are much worse in this department (in any department actually except for weight and size), and there's not much we can do about it. I know it's not a solution, but I wanted to rant.

8477
Playthroughs / Re: Luckiest Artefact Site Mission EVER
« on: October 01, 2015, 08:26:43 am »
Wow next you will say that you had a recovery mission with all the aliens dead from the engine

That's not very lucky.... No engine! :(

8478
Please don't make the Handle give morale. I'm using it a lot and wouldn't like to see enemies regaining their battle readiness because I'm trying to stun them. :)

8479
Offtopic / Re: Fanart
« on: September 30, 2015, 09:04:22 pm »
Wow, a background.
Not a bad one, but I think it clashes with the Floater... Him being cartoonish, and the background is photorealistic.
I'd use a monochrome background, but not white. Blueish grey maybe?

8480
Suggestions / Re: Alien Medics
« on: September 30, 2015, 07:40:15 pm »
They would first need to change some ai behaviors for the medicit.But the aliens dont get fatal wounds and i dont think aliens with healing capabilities would fit in vannila.

Aliens do get fatal wounds if you enable the option.

8481
XPiratez / Re: Let's play X-PirateZ
« on: September 30, 2015, 05:26:07 pm »
If you are asking for volunteer names, use mine ...

Doesn't sound piratey at all, so I don't think it'll work.
How about changing it to Crystal? You'll just need need an adjective then. How about... no, I'll leave it to you. :)

8482
That sounds neat, maybe make it like a Idol or rock star girl that keeps everyone's spirits up during combat?.

Or a cheerleader! :)

8483
I played a couple more missions, including two base defences, and I still haven't noticed any problem. The only single time someone panicked was when she was on fire, and I believe morale decay was a minor factor here (she was okay in the end). So I really can't see a problem.
Sure, it can be said that it's a matter of playstyle. But I don't think my playstyle is ultra fast or anything. I honestly can't imagine anyone going much slower when playing seriously.

8484
Released Mods / Re: [COMPILATION][RESEARCH] Final Mod Pack (FMP)
« on: September 29, 2015, 05:32:19 pm »
Had a very large ship landing. Assaulted it and it turned out to be a giant MIB base of sorts. With Laser HWP's and Enforcers and the likes. I assume this is normal?

Yeah. This will be revamped later, using the new TFTD mechanics, but for now it works as a UFO - though it should spawn already landed.

This looks like another one that I am going to give a try with my cheat modes ...



But any bug reports will be treated suspiciously. :)

8485
Unsurprisingly, the morale decay turned out to be quite controversial, to the point of eclipsing all the other changes and additions (those Destroyers... D: ). Therefore, I'd like to give my two cents on it after playing a couple missions.
My impression: while it is a bit disconcerting to see the morale bar not full before you even start, the difference in actual gameplay between this system and vanilla is approximately zero.
It could be argued that my missions were of the faster type, being mostly against Hoppers and an Escort. Nevertheless, after 2 turns there are typically at least two or three dead enemies, which more than makes up for how much morale you could lose. Since it would require four or five turns of not killing anyone for your most weak-willed girls to start losing it, the decay is almost solely a psychological trick to put the player under pressure rather than actually change the mechanics.
Of course one can think of situations where this is not accurate, for example when you can't find enemies. These situations are rare though and can be remedied with... well, nothing special at the moment, but I believe it'll change. For now, just:



If you actually have any trouble concerning morale decay, please don't hold me responsible - I've only played for one evening, which is hardly a comprehensive test. :)

8486
Offtopic / Re: Fanart
« on: September 26, 2015, 12:55:41 pm »
Nice work, Duke! Actually, a superb one. I like how it blends traditional and digital tools, and is overall just pretty.
I'd only remove the dirt spots with Photoshop (on white background). I think they don't look too good.

8487
Released Mods / Re: [Weapon] Plasma Blade & Plasma Sword Mod
« on: September 25, 2015, 07:10:21 pm »
Oops, sorry. Fixed!

No problem, the site is shaky at best. :)

EDIT: No, still broken. :P

8488
Just copy the entire Openxcom folder and keep it as a backup. If anything goes wrong, restore.

8489
Released Mods / Re: [Weapon] Plasma Blade & Plasma Sword Mod
« on: September 25, 2015, 08:11:22 am »
pWWWa, there's a download problem - page doesn't exist.

8490
OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: September 24, 2015, 08:40:17 am »
Those firing modes would be very nice, but they certainly don't fall within this mod's objectives.

If someone was to program this, I guess it would use waypoints, a bit similar to the Blaster Launcher's. In the simplest model, the user would place two of them and the game would calculate a straight line between them, then place as many evenly distributed points along it as the number of bullets, then shoot one bullet at each point.

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