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Messages - Sturm

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121
Work In Progress / Re: Real World Weapons
« on: June 30, 2014, 10:57:35 am »
I was mostly referring to how much worse rookies are when compared to veterans. Clearly, they don't have much physical fitness, at least in elite soldiers' department.
True. I was recently considering drastically increasing minimum energy.

122
Work In Progress / Re: Real World Weapons
« on: June 29, 2014, 06:08:20 pm »
I stick with the version that they're not soldiers, they're secret operatives (like the Men in Black, or your plain old FBI in deluxe version). That would explain how bad they are at combat initially. :)
They are even called operatives in game. I wouldn't call them bad. They probably still get higher amount of hits per ammo used than RL soldiers, though.

This doesn't explain why they get a heart attack after running 100 m
I suspect it's just some gamist game design thing sneaking in.

123
Open Feedback / Re: Question about fire.
« on: June 29, 2014, 12:17:14 am »
Smoke still give a bit of stun damage, but only once by turn. The funkyfire bug made hit suffocate people additionally every time a fire bullet explodes anywhere.
Wow, how weird :D . I never noticed it :D .

124
Work In Progress / Re: Real World Weapons
« on: June 28, 2014, 08:16:12 pm »
It doesn't make sense to add more weapons because they are already supposed to be the best thing available - rifles aren't ordinary rifles - they are sniper (probably more like designated marksman) rifles. Autocannon is completely out of this world, the same for Heavy cannon.

bit more complicated than i thought then.... LOL

can someone at least make them LOOK like soldiers, those suits make them look like janitors or boiler repair men :D
You say it like it's a bad thing :D.

125
Open Feedback / Externalized scoring?
« on: June 28, 2014, 05:00:44 pm »
Would there be any chance for full externalization of scoring? I noticed that increasing amount of civilians in Terror site can lead to a situation where it's less bad to neglect a terror site than to risk -2500+ for failure.

126
Open Feedback / Re: Is there a way to change the size of the maps?
« on: June 28, 2014, 04:55:13 pm »
mapviewer?
It doesn't seem to work under Wine.

127
Basically, I suggest to indicate directly on the map the spotted aliens, to remove the need to use a pencil and a piece of paper to draw a diagram and count the tiles on the combat zone. Yeah...  8)
I never bothered to do any paper mapping and I have still found motion scanner immensely helpful and life-saving.

128
Open Feedback / Re: Question about fire.
« on: June 28, 2014, 04:30:26 pm »
this here?: (from https://www.ufopaedia.org/index.php?title=Known_Bugs#Funky_Fire)
i would be really surprised if this is in openxcom
I always thought it simulates getting suffocated by smoke and isn't a bug.

129
Open Feedback / Re: Is there a way to change the size of the maps?
« on: June 28, 2014, 04:28:19 pm »
This is should be your problem:
Code: [Select]
    mapBlocks:
      - name: CULTA00
        maxCount: 3

All farm map blocks can only appear 3 times on a map and there's only 19 individual map blocks, for a total of 57. On 100x100 maps you need 100 individual 10x10 map blocks to fill a map, and even with a Battleship (30x30, or 9 individual 10x10 map blocks) you don't have enough map blocks to fill the entire Battlescape, and the game simply adds empty space.

On the rest of the UFO terrains and Terror Sites you don't have that issue because there's no maxCount limits imposed on the individual map blocks (except on Urban, where you have largeBlockLimit: 5, which limits the number of 20x20 or higher map blocks to 5).

To solve the issue, simply remove the maxCount, or increase it to 6 or higher (6x19 = 124).
Thanks a lot. It worked. Is there any way to check which block contains what kind of terrain?

130
Offtopic / Re: UFO: Alien Invasion
« on: June 28, 2014, 04:20:16 pm »
Probably most of openxcom user won't be aware, but in 2003 an open source, freeware and cross platform clone of UFO: Enemy Unknown was relased, its name was UFO: Alien Invasion. It's a pretty cool game, plus supports mods itself!!!!!!! I've played around a bit with it and the only "drawback" with it it's that currently the game do not offer an interface for aerial fights, but these will occour when the craft enter each one in their sight radius, try the game to see what I mean.
Current version is 2.4 but after some years of developmente seems that a 2.5 verison might be come out by the end of this year!


If you're interested, please check links at the bottom of this post!

Official homepage
Wikipedia page
TRailer (outdated version
Did they finally implement destructive terrain or is their project still stuck in 1970s?

131
Open Feedback / Re: Is there a way to change the size of the maps?
« on: June 27, 2014, 01:30:23 pm »
I use 100x100 maps for Terror Sites. 100x100 maps with 100 civilians.

I tried 100x100 UFO landing/crashsite maps but got some problem with farm terrain where there were black empty spaces.

132
Offtopic / Re: Introduce yourself
« on: June 27, 2014, 12:51:14 pm »
Hello. I'm new here. I'm a long-time X-Com fan - I started in 1996 with TftD. I played OpenXcom for just a week and I already love it.
I also like Laser Squad which I played for the first time in 1993 or something like that.

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