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Messages - Sturm

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91
Work In Progress / Re: Equal Terms Mod for OpenXcom
« on: July 07, 2014, 12:08:45 am »
- change Avalanche missile description to remove nuclear from description
I wonder what genius wrote that description. The original had nothing suggesting that it was a nuke.

92
@ Sturm, @ Solarius Scorch

True. It may be something related to some type of intelligence that allows intuitively understand it without having to do any conscious process of sorting it out on paper or in memory. I guess we can consider ourselves to be made aware of our privilege.

So cute!  ;D :-*
Kawaii!  ;D :-* :-*

Divide your team in different squads; one squad with soldiers equipped with Flying Suits to enter the UFO on the top, by the hole made with a Blaster Launcher, to kill Alien Commanders and make panicking Alien Soldiers; one squad on the floor to enter by a door/hole; one squad on the floor to enter by another door/hole; one or two others squads to check the farms around; all squads equipped with Motion Scanners making use of them before moving then after moving, all in the same turn, and all of this in smoke from Smoke Grenades...
...and the supposed superior intelligence of some becomes again what it is in reality:

"intelligence of the ignorants"  :P ::) 8) :-* :-* ;D
That's an awesome situation. Five squads (five squads? That would be about 50 soldiers O_o ?) sitting in the smoke, carefully drawing diagrams on paper, analysing what  enemies did when they used motion scanner before moving out further half-an-hour later. Meanwhile the enemy just sits in the exact same position they were during the scanning.

Lol. You think you invented using smoke grenades and entry through the top of the ship? The first is straight from the game manual, and the second one is obvious when one gets Blaster Launcher and Flying Suit.

93
Programming / Re: New Feature: Infinite base sizes, POLL
« on: July 06, 2014, 10:53:59 pm »
As a simulationist, I find the gamist ideology alien and repulsive. It reminds me of nerds playing silly games like World of Warcraft and worshipping their silly rules that don't represent anything. Rules that don't serve to represent reality are beneath dignity of a true grognard.

I see no logical reason for larger bases being infeasible besides the whole putting all eggs into one basket thing.

94
How did you change it? I dislike those daytime vision related exploits too. Would love to try more realistic style.
I changed MAX_VIEW_DISTANCE and MAX_DARKNESS_TO_SEE_UNITS in TileEngine.h and changed distance(currentUnit->getPosition(), tile->getPosition()) > 9 from 9 to desired number in TileEngine.cpp and recompiled the game.
Though the problem is that with such an increase of range of view there's a lag when units are walking. Still, I'm not going back to the 20m range of sight.

I think it would also be necessary for the indoor areas to be darker than outsides so you could hide and snipe from indoors.
I don't know where it's regulated, though.

And with 100m you mean 100 squares?
Yes. And I use 100 square areas for most of missions.

95
Work In Progress / Re: Rocket Launcher aliens a no-go
« on: July 06, 2014, 09:06:54 pm »
Maybe aliens could use HE ammo for small launchers?

96
I changed the vision range to 100m. Oh god, the lag D: .

97
Released Mods / Re: [RULES] Modest Rebalance
« on: July 06, 2014, 09:49:27 am »
I dislike the real-life comparisons, because you know, it's a game.
?SYNTAX ERROR
READY.

98
Released Mods / Re: [RULES] Modest Rebalance
« on: July 06, 2014, 09:15:38 am »
That's certainly something which could be coded into OpenXCOM....
True. I'll have to post it in suggestions.

Meanwhile...
One way to realistically rebalance the missiles would be to either drastically decrease the scout ufo's hit-points or to increase Avalanche's damage so that it would always destroy scouts.

Why?

Let's take a look at RL equivalents of the missiles:

Stingray:
AIM-9 Sidewinder. Whole missile weights 85kg and the warhead weights 9,4 kg.

Avalanche:
AIM-54 Phoenix. Whole missile weights 450kg and the warhead weights 61kg.

Stingray's warhead is heavier than a whole Predator SRAW missile together with launcher. I'd assume that Large Rocket's warhead would weight about 2kg like in case of RPO-A.
I'd say that a direct hit with Stingray should breach the hull like a blaster bomb and probably force the UFO to do a controlled crash landing.

On the other hand a hit with with the Avalanche would probably cause a massive hull breach and throw the UFO off balance causing it to either fall apart or crash without control and be destroyed.

So, with Avalanche, it wouldn't be possible to recover the scouts at all which would make Stingrays more useful.

99
I can't relate - the scanning results were always pretty obvious to me... But then I'm a genius, so how would I understand? :D
True. It may be something related to some type of intelligence that allows intuitively understand it without having to do any conscious process of sorting it out on paper or in memory. I guess we can consider ourselves to be made aware of our privilege.

100
Adjustable vision would be great. I'd love to be able to set day vision range to over the size of the map. To make the game more realistic and decrease vision-range related exploits.

101
Released Mods / Re: [RULES] Modest Rebalance
« on: July 06, 2014, 04:36:37 am »
True. Just had two missions with blown power sources. Damn. That's disappointing :( .

One thing that would be great would be if the game tracked the damage done by the interceptor. And with higher damage weapons whole sections of hull could be ripped open - ships could be savagely mutilated with whole sections destroyed and part of crew not dead but missing - sucked out by explosive decompression.

102
There have been some weird shenanigans with the colour black.

However, I think it works fine for me...
It also applies to the armoured MiBs. And dead sprites look normal.

Maybe it's because it's Linux version.

103
Wow, what's the deal with the X-Com 3 stuff O: .

Awesome sprites. How did you learn to make them?

104
The animations are fine.
You either have something wrong with your installation, or something is up with the OpenXcom build you have installed.
I have build 1.0.

MiB do terror missions to silence (AKA: eliminate) people who have had some kind of contact with aliens. The people in those villages probably saw some alien activity, so they need to "disappear".
And it's not the normal terror mission because, as Solarius said, I wanted them to use human weaponry at the beginning (and switch to alien weaponry only later).
Would silencing a whole village be even possible?

105
As for the latter, probably because they would be using alien weapons then. And we can't have that. :)
If they use adopted alien craft, then why not alien weapons?

By the way, I tried playing the mod, but I keep getting messed up MiB soldier animations:

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