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Messages - BlackLibrary

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16
Work In Progress / Re: [GLOBE] random desert world
« on: September 24, 2014, 12:45:39 am »
IIRC in Dune, force field + laser beam hitting it = nuclear explosion :)

That's why knives and swords were so popular.

You are 100% correct.  Although on Arrakis, the threat was also from the Sandworms.  Use it too long, and it infuriated Sandworms from all over to attack. 

We're talking personal shields...so the effect was subatomic and lethal to both the shooter and the shielded.  (In our suicidal world today, you'd have countless fools shooting anyway, however...)

But I digress...

17
Troubleshooting / How to troubleshoot
« on: September 23, 2014, 12:08:46 pm »
Any recommends or best practices for troubleshooting issues?  Just post up what you've learned so far so that others can gleem from your elite skillz.

18
Work In Progress / Re: [GLOBE] random desert world
« on: September 20, 2014, 06:24:20 pm »
The Spice Must Flow!

Now that would be an awesome mod.  Fremen fighting offworlders and the CHOAM corporation!  Perfect scenario. 

Technology tree makes sense:
Lasguns
Ixiam Probe or a T-Probe= Mind Probe
Psionics
Ornithopters
Stillsuits
...of course...we got to have Weirding Modules!

Too awesome...

19
Fan-Stuff / Re: How to defy logic in OpenXCOM
« on: September 20, 2014, 12:15:21 am »
Awesome!

20
Was he panicked?  I think the turn 20 might need more proofing.  I've had aliens spot my folks and not make a bee line for them in any way.

21
Work In Progress / Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod
« on: September 12, 2014, 06:28:30 am »
Now this is silly, I get a crash on my very first terror mission....OXC throws an asser somewhere about size of a vector....I'll try to reproduce.

I get the following message (this is from log):

Code: [Select]
[09-09-2014 23:39:15] [FATAL] vector::_M_range_check: __n (which is 304) >= this->size() (which is 92)
In which looking at the save file 92 the number of nodes in the map.

I'll report this to Hobbes as well.


Thats the same error I was getting.  Is it the nightly or the terrain?  Not sure.  Seemed to happen when chryssalids were on the move to attack, or when I engaged in melee. 

22
Work In Progress / Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod
« on: September 09, 2014, 10:44:56 am »
NOTE:  To anyone downloading this...it does require the latest in nightly builds. 

This is really interesting so far.  I just started looking through it.

--- posts merge ---

Bombing out on me despite latest nightly...

23
Released Mods / Re: [HWP] Attack Dog
« on: September 09, 2014, 01:05:21 am »
I like the dog. The mutt can beat a mutton with bites.
With the new nightly, the dog can temporary fetch a medkit and heal a soldier.

This is with the Final Mod Pack dog version.

Can this Dog be broken out seperately?  Curious about the dog after this nightly...but don't want FMP.  Is there notes about the latest nightly, how we go about making changes?  Cause a dog, using the nightly, using a motion detector is far more valuable than it running across the board to pretend being a medic. 

24
Feedback:
First off, I'm loving this mod.  Absolutely mandatory for ever, as far as I am concerned.  There are a few things that could be mentioned for likes and for improvements:

1.  I like the spread out.  I've done quite a few base defenses where this is practically the choking point.  Its nice to see real cohesion in the layout with real practical feel to it. 
2.  Too many "private" areas.  XCOM base should feel lived in, tight, yet organized.  No private bathrooms.
3.  Instead of base equipment laying all over the upstairs where the soldiers sleep (literally) can the half dozen practical spaces be utilized for that equipment.  There is the locker space and a conference room.  Is it possible at all for equipment to be scattered there instead of the sleeping area, even if its on the first floor?
4.  Banks of terminals is meh.  I'd prefer to see one centralized large computer or a tactical prep area.  Even a food area, vending area, storage bin looking area,  or even an officer's lounge would be more preferred.
5.  The number of personnel is way too high.  I won't begin by psychobabbling make beleive, but its just too many people for that one space.  Yes, it does provide the equivalent of 4 living spaces = 200 ppl, but you get sooo much more than just spare beds.  I'd say 150 personnel support, 200 max. 

Overall...it is very top notch and a fixture for OXCOM.  But you know that, for sure.  :)

25
Work In Progress / Re: Feed your operatives MOD
« on: September 02, 2014, 05:51:44 am »
Appears from looking at the rul that he's just adjusting the default weights after closer inspection.  Only useful when carrying a corpse, really.  Not sure if actual weight units matter at all for non-corpses.

26
Open Feedback / Re: Question about fire.
« on: September 01, 2014, 05:50:33 pm »
MYTHS vs FACTS in XCOM
---------------------------------------------------
If someone is set on fire, they take no fatal wounds...they take burn damage each round.  Therefore the healing kit does not aid them (healing kit only heals fatal wounds), and stunning them only stuns them while they still take burn damage each round.  If they burn to death, msgbox is returned with something like "Jack Smak has died from fatal wounds".  Its -actually- the wrong message.  They don't have any fatal wounds.  They burned to death (which one can argue is a fatal wound, I suppose.  :) )

I've tazed a guy on fire and watched him die 3 rounds later from burn damage though he had no fatal wounds, and nothing that can be healed.

Also...the other myth:  Smoke does not extinguish a unit set on fire.  Smoke doesn't put out fires at all in XCOM.

27
Open Feedback / Re: The most useless piece of equipment in the X-COM arsonel
« on: September 01, 2014, 05:25:45 pm »
Wasn't trying to insult with snarky comment.  Removed :).

28
Released Mods / Re: [HWP] Attack Dog
« on: August 31, 2014, 09:21:51 pm »
Awesome...if only it had a motion detector like option!  Attack as well as scouting!  Please...oh for the love of all that holy...please.

29
Released Mods / Re: [RESEARCH/PROGRESSION] Plasma Needs Elerium-115
« on: August 31, 2014, 09:19:24 pm »
Only complaint about mod is that its a resource to manage when raw elerium.  It can be too much of a chore especially when you have craft that fuel from elerium AND require it for ammo.  Thinking of making its ammo heavy weapons clips.  Not sure.  Or making its own required ammo based on elerium.   Definitely keep the same ratios.

30
Suggestions / Re: Manufacturing Shortcut Error
« on: August 29, 2014, 07:37:25 pm »
Sure, just wondered if others have had a issue? I shall put it on the bugtracker.

Its not a bug...happens to me all the time.  As kkmic stated, its openning the manufacture screen to the same as the research lab that finished the work.  An improvement would be for the UI to have the multi-base selector at the top of the screen, but defaults to where the research just completed. 

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