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Messages - hszp

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Offtopic / Re: Hungarian Topik - Magyaroknak
« on: March 04, 2019, 10:14:13 pm »

Nem nagyon vettem elő mostanában az openxcomot, filthy casual lettem. De a mod topikjára ránéztem, komoly munkát látok benne, és eredményeset. Szóval azzal együtt, hogy én ehhez előreláthatólag semennyit nem fogok hozzátenni, emelem kalapom és minden elismerésem.

Üdv és sok sikert!

Suggestions / Re: In-game manufacturing profitability view
« on: April 03, 2015, 09:22:54 am »

Suggestions / Re: Setting music to specific maps?
« on: April 28, 2014, 02:37:56 pm »
It is implemented, there has also been a pull request (which I will have to update sometime), but it will probably not be merged any time soon.

Work In Progress / Re: Can Medics heal themselves?
« on: April 07, 2014, 03:39:58 pm »
Pushing elbows? I gave up on the concept more than a month ago, as far as I'm concern, if I can't get results with the current set of rules & tools given, it means giving  up and moving on something that can actually work. >_<

I think there has been a slight misunderstanding: I was just offering a lame explanation for the limitation of the most easily implementable solution (the limitation being that the medic would not be able to choose to heal himself as long as there is a soldier in front of him.)

Work In Progress / Re: Can Medics heal themselves?
« on: April 07, 2014, 02:48:45 pm »
I guess it requires some work as you'd need to be able to choose if you use it on yourself or something else.

Not neccessarily. There is a soldier in front of the medic => that soldier is the target. No one is in front of the medic => the medic himself is the target. You need some private space for this kind of stuff you know, can't do it with people pushing your elbow.

Offtopic / Re: LinuxAwards
« on: April 04, 2014, 05:15:32 pm »
It's not like this project needs any award to make it most awesome.  8)

Suggestions / Re: inventory change
« on: April 03, 2014, 07:03:20 pm »
It would be possible to 'tag' some recent release as the currently recommended version. At the end of each month, you could name the build that you think is the safest for new players. The new options screen is nice and all but the commit just before 'OMG UI OVERHAUL' would be probably more suitable for those who just want to play. The price: the nightlies would be tested by less people. Required work: you could deliberately pick just any version which did not need an urgent fix in hours.

Suggestions / Re: Defining Lighting (aka different Flare types)
« on: April 03, 2014, 06:47:14 pm »
NVG + scoped weapons and tunnel vision: I'd like to add reaction fire to that :D
Let me explain: in the current game mechanics, a soldier's vision constantly sweeps over a large area. It is totally random whether they react to an alien that gets in their field of view. Even when GI Fodder is standing next to an edge where his commander expects aliens to pop up, this guy keeps looking around carelessly: oh, is that a cuckoo's nest in that tree? I'd like to be able to tell him: concentrate on that spot and forget about the rest. So he could get a bonus to his reaction and accuracy chances at the price that if the cuckoo proves in fact to be a floater poor Mr. Fodder would have next to zero chance to notice until he gets new orders or a point blank plasma shot from said floater.
If he happens to have some night vision equipment or scope, these would influence his vision/accuracy only in this concentration mode. A look at a single tile would need to cost so many TU's so that it would only be worth exploring a few tiles.

Work In Progress / Re: [Petition] some help to create an alien
« on: April 03, 2014, 11:26:26 am »
I do spritework like this (using Photoshop).
And done. The rest is the ruleset.

Ok, I copied this one to the wiki including the template. Any objections?

Programming / Re: New feature discussion: inventory templates
« on: April 02, 2014, 10:26:33 am »
I have fenyo's modification (option 3) in my custom build but I did not make much use of it during actual gameplay, it felt like I would need to learn and practice a radically new way of equipping the soldiers. I would prefer option 2 by just looking at the sketches.

How about a checkbox?

Suggestions / Re: Pilots... for interceptors?
« on: March 28, 2014, 04:19:45 pm »
For a surviving pilot, a scenario that's easier to code would be that the UFO has dropped a few soldiers in pursuit of the pilot. A "XCOM crash site" appears on the map, and the player has 24 hours to set up a rescue mission (when it expires, the pilot is lost). The battle layout has a normal terrain except that there's no UFO, instead there's this additional unarmed pilot. You can either clear the area from enemies, or just run like hell to the transport and lift off.

A much as I'm against the pilot soldier concept, I really like this rescue mission idea. Although I have the feeling that you would have your to-be-rescued pilot either killed or saved all the time - it would be very difficult to create a map where the odds of his survival are actually interesting.

Work In Progress / Re: The Accountant
« on: March 28, 2014, 02:59:12 am »
Hey...Sounds great.  Do you think you would include sneaky cost of production?

Definitely not as I have no idea what that is :D But it sure sounds difficult to handle.

Work In Progress / The Accountant
« on: March 27, 2014, 03:33:53 pm »
I plan to do a little code mod. I want to be able to track more precisely how the player uses money.
In its most basic form, this would just be a list very similar to what you see on the BUY/SELL screens that would contain the total number of purchased and sold items and their total value.
In a bit more advanced form you would be able to see all the facility, personnel, manufacturing, purchase costs on a single screen in a monthly breakdown and also the incomes: XCom funding or trade.
The most advanced version could differentiate between loot income and manufactured income, and also keep track of the total net worth of the organization.

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