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Messages - Sturm

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1
Suggestions / Re: How aliens attacking your base should work.
« on: December 13, 2015, 03:37:39 pm »
+1

And 5. the alien tech should be industrialized and built in huge quantities in some of these bases, as well as factories hidden in plain sight (in normal industrial areas), with the focus being on really long-range anti-ufo weapons, so you could shoot them down (them and anything they throw your way) before they even make it inside the geostationary orbit :)
Alien tech can't be industrialized because Elerium-115.

2
Open Feedback / Re: Odd Gender Ratios
« on: October 20, 2014, 04:54:12 am »
If you remove the 1:3 ratio rule from the ruleset then Openxcom's engine will default to 1:1 (1/2 Male and 1/2 Female) because Openxcom isn't sexist, only vanilla x-com and the default ruleset.
It's not "sexist" since it doesn't ban women from X-Com. Though it could be accused of pandering to fantasies as it would be pretty hard to find 1:3 women to men ratio in elite combat units, not to speak of the tiny percentage of female recruits that would actually get through physical tests.

3
Programming / Re: Best way to keep a custom built up to date?
« on: October 16, 2014, 03:07:58 pm »
i only have the original data stuff in the -data directory
no oxc related files
that way i dont need to copy these file between multiple oxc versions
so my multiople copies of oxc use their own user directory for saves
the data directory in the same folder as the exe is used for the oxc data/mods
Cool.

4
Programming / Re: Best way to keep a custom built up to date?
« on: October 16, 2014, 06:03:25 am »
are you passing the -data parameter on the commandline?  That is separate from the XDG_* environment vars.
Yes. Apparently the game still reads the default data folder and then reads the data folder it was told to read and for some weird reason reads language fille from the default data folder. Renamed the default data folder, but it's a quite crude solution.

5
Or the cover artist was not given any concept or ingame art, and had to elaborate on the three sentences that describe the game, which included the word 'sectoid'.
Sectoids already existed in Laser Squad.

6
The reason why they did swap the units is simple: If the Sectoids do not have a flying unit they are easy prey for units with flying suit. Just take a look at the chryssalid: The most feared unit in XCom and they are completely helpless when faced with flying enemies.

So, I understand why they did it, BUT I do not like that solution, it feels amateurish... :)
The thing is that Sectoids aren't even sectoids. The aliens called sectoids in game are Greys.

These things:
https://www.mobygames.com/game/x-com-ufo-defense/cover-art/gameCoverId,221465/
are Sectoids.
And they look like flying units. Which means that they could have been original companions for Sectopods.

7
Programming / Re: Best way to keep a custom built up to date?
« on: October 15, 2014, 06:12:35 am »
The game still reads some data from default location, apparently including language file and mod files. Is there any way to stop it from doing it?

8
Sect- : Cut, segment, sector(pertaining to sci-fi regions of space are delineated by sector names)

-oid : like

so sectoid may be segment like? they don't look like they have segmented bodies/limbs but maybe this was originally going to be the name for the now Waspites and they kept it for the Sectoids because it sounds like a good alien name.  Or it may refer to sector in that they resemble aliens from a certain sector?
It's a quite interesting theory. Maybe initially the aliens were more fantastic. I checked Laser Squad and it looks like your theory is correct.

Here are the original Sectoids:


I used to think they are mouse-people but now I realised they probably represent insectoid aliens.

9
I can't see how Cyberdisc is more dangerous than a Sectopod - your observations are obviously skewed by the wide availability of hi-end weapons when you meet Sectopods first. Cyberdiscs are extremely vulnerable to any high-powered weapons, making them really dangerous in the early game but easy to destroy in the later game, while the Sectopod sports massive armor that allows it to survive for a few seconds even in the late game. Their weapon power is actually similar (Cyberdisc having 130 to Sectopods 120 afaik). Cyberdisc is able to fly which makes it more dangerous in early game (hard to kill with explosives, must engage with direct fire), while in late game, flying just makes it a pinata, ready to be smashed - while sectopods lurk in the alleys and hide behind terrain.
Maybe they were switched for balance reasons? Or maybe sectopod and sectoid naming is just a coincidence or just the root secto- having some meaning that is generally significant to alien culture - maybe referring to psionic control? After all both ethereals and sectoids are psionic.

10
Suggestions / Re: Soldiers to recruit.... elite....
« on: October 14, 2014, 05:06:13 am »
Has anyone considered how to program multiple soldier types?

11
OpenXcom Extended (OXCE) / Re: OpenXcom Extended
« on: October 14, 2014, 04:58:14 am »
I will think about this. This probably will be easy to do.
Probably later ;P Its because my primary goal is create mod platform not obey original rules. I already made some changes that should no be in basic OXC.
Example of this is how I handle unconscious unit under explosion, In my version explosion must kill unit first before it can remove body.
The reverse could be cool too. Explosions being able to cause body/equipment destruction on living soldiers.

12
The X-Com Files / Re: New megaproject, working name: FMP+
« on: October 03, 2014, 03:18:31 am »
Men in Black (which would be extremely powerful in comparison at this stage) (...) no uniforms (formal suits FTW)..
That would make early X-Com men in black, though. Also, originally, Men in Black were supposed to be X-Cop spies but were cut out to simplify the game, so maybe MiBs could be early X-Com, not opponents.

13
Programming / Re: Best way to keep a custom built up to date?
« on: October 02, 2014, 04:01:43 am »
Thanks a lot, it works.

14
Programming / Re: Best way to keep a custom built up to date?
« on: October 01, 2014, 08:18:39 pm »
May be you mean "warnings"? Show messages.
I don't have them any more. This time I cloned the git again and compiled using a different method and it compiled me an executable in the bin folder. My current problem is how to stop the thing from trying to use the default data folder which is used by my older build.

15
Programming / Re: Best way to keep a custom built up to date?
« on: October 01, 2014, 08:04:42 am »
An option to define paths for the Linux installation would be nice, yes. I always feel like going on a quest when I need to look into my options.cfg, because first I need to find it, inside a hidden file that I always forget (but don't access often enough to warrant a shortcut/link to it).

It's similar for the screens/saves and data, but I access those often enough that now I made links.

If I could, I would lump everything under "/home/username/Documents/OpenXCom/", with a subdirectory for data and another one for saves.

I had some games under Windows that did that, and I really liked the ease of access to their data.
Personally, I'd put it in the folder of the current build so that I could have multiple builds on on one computer. Personally, I like the old Windows way of handling stuff the best. Everything stays in the application folder. Which means I can easily backup the whole game with all the saves, all the mods, etc.

Anyway, is there any way to modify the paths in the source code? Which file are they in?

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