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Messages - Jo5hua

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61
Suggestions / Alien Base Raiding/Farming
« on: March 12, 2014, 12:38:50 pm »
In my old XCom I was able to raid Alien Bases for loot to sell, or that precious Elerium in the large Storage Rooms. It let you extract, get ranks (I think), as well as sell/use whatever items you brought back. Does anyone know if this functionality exists in OpenXCom?

62
Open Feedback / Re: Member Map
« on: March 06, 2014, 05:49:02 am »
My firefox is 27.0.1 on windows.

Code: [Select]
Uncaught ReferenceError: tapatalkDetect is not defined index.php:35
Refused to execute script from 'https://openxcom.org/forum/index.php?action=googlemap;sa=.js;count=98' because its MIME type ('text/html') is not executable, and strict MIME type checking is enabled. index.php:1

:\

63
Open Feedback / Re: Member Map
« on: March 04, 2014, 05:39:05 am »
The member map is not working in chrome, IE, firefox. There are some javascript errors occuring in my version of Chrome, IE and Firefox. Is this happening for anyone else?

64
Open Feedback / Re: New AI feedback
« on: March 04, 2014, 05:22:40 am »
During a Terror Ship assault, an undiscovered sectoid went berserk in the engine room and immediately blew up 3 of the 4 power sources !  :o This is such a great game  ;D

I'm sorry but this behavior is just rage inducing. My last game I was raiding a battleship on superhuman. I was proceeding with my storm inside the battleship and clearing the top decks where command hides, as I like to make things easier on my end without leaders and commanders barking up orders to the rest of the crew.

Next thing I know? Two mutons and an engineer panic and start firing shots two of the engine rooms. I frantically send troops to both locations as in my mind I see blaster bombs destroying all that valuable Elerium. As I get closer what do they do? The two mutons blaster bomb the engine room blowing holes in the walls!!! Why! All that Elerium, gone... They nuked both reactors in the same turn before I was able to secure the goods. What a sad day it was, since I believe this behavior deliberate.

Terrible.

65
Work In Progress / Re: OpenXcom mods
« on: March 02, 2014, 09:58:30 pm »
It's great to have all those mods but I'm staring to fear that assembling "my perfect xcom" would take more time than playing itself)

Installing mods on OpenXcom is a much easier and faster process than most games out there. Because of the way rulesets and basecode is set up, this won't really change in the future.

66
Programming / Re: v1.0
« on: March 01, 2014, 07:12:39 am »
then the URL to the official modding website and how easy it is to upload mods

The wizard cave ninja is making great progress in this area.

67
Very nice! Now sectopods will have something to worry about.

68
To me laser weapons seem a bit neglected. The only time I use them is when starting a new game and I don't have plasma weapons. Though compared to rifles, they really should have better accuracy. A real life laser weapon should be more accurate than something where a projectile is launched. It's not affected by wind, and the elements as projectiles are. Also they seem like they are under powered. In regards to accuracy of weapon due to troops being unfamiliar with them, XCOM in real life obviously would versly train their soldiers to operate laser weapons :) Just look at the military today. I do like the idea of limited ammo shots to a laser weapon. Power has to come from somewhere, so it makes sense that power would deplete. Perhaps having "Power cells" which contain like 8 shots or something. And force people to bring a few power cells per person. That would be a lot more realistic to real life laser weapons. Maybe there can be depleting "Power Cells", and then there can ALSO be a Replenishing Cell which would require Elerium? That would make sense within the game.

69
If you want to factor in weapon maintenance issues (like overheating, jamming etc.), why limit it to laser weapons? Those rifles are way too reliable. :P

Ughhhhh cringe @ your comment!! You should really have put a caution or warning to your comment :)

70
Suggestions / Re: Final battle too easy
« on: February 24, 2014, 12:35:32 am »
I once had a sectopod take out my entire elite squad.. one... sectopod.... It was so painful and brutal. https://www.youtube.com/watch?v=fyhWjMrmtEk  (superhuman)

So having a sectopod (or two, three?) up there will definitely be fun on if they need to be taken out before the brain can be touched. Curious, it would be nice if we could continue the game after we beat Cydonia, and continue battling UFO incursions.. Kind of like a No-Ending Mod which will also let you continually go back to Cydonia? :) Very interesting mod aspect.

71
Offtopic / Re: What mod you use ;)
« on: February 23, 2014, 09:23:18 pm »
I will have to keep an eye on this thread :)

72
Open Feedback / Re: Aliens too passive?
« on: February 06, 2014, 08:19:30 am »
You may want to try a higher difficulty and report back.  :)

73
Open Feedback / Re: Remove the limit of 80 items?
« on: February 06, 2014, 03:58:17 am »
Why, though? It was the only reason you would want to disembark from the ship immediately upon arrival despite the reaction fire. The tactic to skip the first turn was not always the safest one.

Doing this on SuperHuman is quite dangerous. Especially on Terror/Battleship missions. I've had instances where I've had 4 even more aliens in the surrounding landing zone. That would be a sure fire way to have all my men fall to an alien grenade, or worse a blaster bomb.

My strategy lately has been to first throw a smoke grenade outside, then wait a turn, scout the immediate area with a plasma hovertank, then proceed (carefully) outside.. Also because the units can only make it so far outside the aircraft, they usually need another turn to get into proper positions. That -- or risk getting shot down by any aliens that may be near by.. *shudder*

74
Offtopic / XCOM Diaries - Unexpected Outcomes
« on: February 05, 2014, 05:10:48 am »
This is a preview of the new upcoming XCOM Diaries (Episode 1).

Clip Description:
"I've had XCom for about 20 years now, and never had such an unexpected loss. With the exception of loosing an entire skyranger with 14 rookies and squaddies to a terror missison, this is the most terrible of them all."

https://www.youtube.com/watch?v=fyhWjMrmtEk

Episode 1 "Unexpected Outcomes" will be online soon.

Jo5hua

75
Offtopic / Re: I used to love storming UFOs but then I realized...
« on: January 30, 2014, 06:23:28 pm »
20 could be a random (evenly distributed) number between say 10 and 100. This sounds like a very minor change, the 20 turns could even be considered a bug, this way this change could even make it to 1.0  ;)
A more complex one could be sending alien reinforcements. A number of elite units could be dropped on the map from above. This could happen randomly before or after the aliens leave their ship but should not be something guaranteed. Or it could be coordinated so that it is not worth waiting for one wave to pass. This would surely be post-1.0 stuff.

About to finish the map finally when... "A UFO has landed near by" message (like base retaliation). A new swarm of aliens is spawned at the edge of map or somewhere. Hmm..

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