Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Muukalainen

Pages: 1 ... 4 5 [6] 7

And gray would probably be better than red :)

Info on Alien unconscious or dead should not be shown by just hoovering the mouse over the body.

It is possible that they knock out each others and then you find a body. How would your soldiers know if it was dead or alive without going to check it out?

I agree on showing info about your own soldiers. Finding out those ones with fatal wounds can be sometimes a bit pain in the ***.

Offtopic / Re: X-com Apocalypse
« on: July 07, 2014, 01:16:28 am »
This game had so much potential. But I think they ran out of resources and had to scrap a lot of what they designed and rush it.

Number one reason why it failed was: Tim White and the aliens he designed. The art style was horrible and bland.

This is his site. His style is very far away from X-Com or Laser Squad.

I think the best part was playing with real time and fighting against the other organizations. Remake would be very nice as with mods it could be what they wanted it to be.

Here is something from wikipedia about the problems they had:

During the creation of Apocalypse, Mythos Games created the game but MicroProse wanted to create the graphics.[1] Julian Gollop called the relationship "disastrous", and said of the game "It was a disaster area. Apocalypse was quite a sophisticated and ambitious game, but it was a big mistake from our point of view. In retrospect, we should have originally agreed to do a sequel in six months, and spent a year doing it, like they did! It would've been a lot better."[1] Gollop recollected:

"After completing this game I know how Francis Coppola felt after filming Apocalypse Now. Just about everything that could go wrong did go wrong, and the amount of effort required to pull it into shape was immense. After three years of hard work and five different producers X-Com: Apocalypse finally hit the streets. The initial game design was definitely too ambitious and too complex. The aim was to recreate in some detail the events, organisations and personalities within a futuristic megalopolis. Each corporation had a leader who could be tailed, arrested, interrogated or assassinated. Organisations could buy and sell buildings as their financial fortunes changed. X-Com agents could spy on other organisations to gain valuable information. A sophisticated diplomacy display allowed the player to instigate aggressive or defensive alliances with other organisations. There were multiple alien dimensions, generated pseudo-randomly, and the aliens gradually expanded their empire as the game progressed. The game also featured a scenario generator and multiplayer options using a hotseat turn based system or a real time LAN option. Most of these features were implemented to some degree, but were finally stripped out due to the horrendous amount of work involved in QA and debugging."[2]

"On XCOM: Apocalypse the team size for that actually was 5 of us at Mythos Games working on it and there was a team of artists at MicroProse working on it as well. Again, it’s a similar arrangement to the first game where we were doing the programming and MicroProse were doing the artwork. But it was a disastrous project, even from the beginning, because one thing that happened is that the MicroProse art team were trying to change the design of the game. Then they were failing to actually deliver anything that they promised. They just couldn’t get the isometric graphic system sorted out in their heads. They did things which just didn’t work, like they hired a guy whose name I forget to design the aliens, and this is a well known science fiction artist and he built these big models of the aliens and the idea was that they were going to scan them and put them into a 3D modelling software. It just didn’t work. He had all this fine detail in these models and this scanning system just wasn’t good enough. Then they had to recreate them basically in a 3D software they were using at the time. Yeah, they were awful, blobby things. They were nasty. Terrible graphics. It was very difficult."[3]

Suggestions / Re: the 80 item limit
« on: July 06, 2014, 05:59:07 pm »
I tried this with my old save.

I tried to add laser pistol into my Skyranger and as I expected it said that is is full. Probably exceeding the limit couple of times.

The problem is that after trying to add that laser pistol, it added 50 laser pistols to my stores and -42 on the Skyranger. Originally I had 2 laser pistols on my stores and 0 on Skyranger. I sold those 50 and checked out my Skyranger and luckily those strange -42 laser pistols had disappeared.


And +1 for weight limit instead of item limit. This would make it more tactical and have a reason to have those pistols on your commanders, so you could have some extra rockets or explosives.

Programming / Re: New Feature: Infinite base sizes, POLL
« on: July 06, 2014, 05:22:19 pm »
I have to agree that more depth instead of infinite xy-size would suit better X-com. Let's say you could upgrade or build expanded stores, living quarters, labs, and workshops that were double the size by expanding deeper.

For tactical combat infinite bases could be a bit overkill. Though it could suit the game if you forked it and coded it into a strategy game without squad level tactical combat. Something where you control thousands of soldiers instead of tens. Would it be any fun to play? Maybe, maybe not.

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

How did you change it? I dislike those daytime vision related exploits too. Would love to try more realistic style.

I think it would also be necessary for the indoor areas to be darker than outsides so you could hide and snipe from indoors.

And with 100m you mean 100 squares?

IDT Modding Hub / Re: FOXC - Fantasy OpenXcom
« on: July 06, 2014, 03:08:08 am »
Fantasy x-com with squad sized battles. Great idea. Been thinking about it too.

Though I think it would be best to rewrite the geoscape code and make it more like in JA2. But in a way so you can make new bases / hideouts where you can gather loot, weapons and goods and heal injured people.

I had some vague story for this: the king has been replaced by some dark forces and you (the real heir) are now exiled. The villages and towns are still in chaos and there you can try to recruit new people on your side. But you have totally lost the capital. The dark forces will send troops on missions to corrupt, capture or raid the villages, they also try to find you and your hideouts.

One part of the game would be stealth and hiding. Carry too much weapons and armour and the enemy will find your parties / squads more easily. Wear only robes and you can sneak almost everywhere, even in the heavily guarded capital.

Suggestions / Re: [SUGGESTION-CUT][#001] Combat area border
« on: July 06, 2014, 02:06:17 am »
I think 10 is ok. I don't see why it should be any less, but instead it could be more, even 50. It is area where you can not go to. It does not distract the player. It is simply there so rockets don't just disappear when they exit the map.

If it was only 2 squares then it would not fix the problem it was intended to fix, to have something the rockets can hit instead of just disappearing.

Suggestions / Re: [SUGGESTION-CUT][#001] Combat area border
« on: July 05, 2014, 05:37:06 pm »
+1 for TTS gray area solution so your rockets don't just disappear next to an alien if the map ends there.

Would be nice to be an option, though I don't know why anybody would not want that to be on.

Haha, she must be proud with those stats :D

Quite funny that it counts friendlies and civilians there too. Never thought about it, but now I could rise the kill counts more easy  ;D

Released Mods / Re: [SOUND] High Quality Sounds
« on: July 02, 2014, 08:08:00 pm »
Sounds good. Started to use this.

+very pleasant for ears

-some sounds are maybe even too smooth, takes away little bit of the terror effect

I would do this in a way so you could drag and place the soldiers on the soldiers list. Also on the equip ship screen where you select the soldiers.

So one click would mean that the soldier boards the ship or not, like it now does. And dragging and dropping the soldier would change its place. Codewise this would probably mean that the soldiers switch ids or places in the arrays.

Playthroughs / OpenXcom 1.0 - I lost!
« on: July 01, 2014, 08:55:41 pm »
So, just finished my first OpenXcom campaign.

I think it was end of the April report: Game over. We have stopped the funding. I quess couple of months with negative score was enough for them.

Difficulty was medium with Ironman + I had some mods on.

I think I should have built more radar bases or patrolled more with my aircraft. I have never done much of that patrolling, but now found one MiB base in Canada after I noticed there was lots of UFO activity, after a month without much of action. Nice mod btw, it had really creepy feeling as you did not really know what was going on. Though I think the walls were too strong.

All my UFO battles went ok, but on my last terror missions I got negative score even when I managed to win them all. Too many casualties and dead civilians.

Next time I need to use those millions on more bases. Now I had about 6 million dollars when the game ended.

Great experience. Thank you again for making OpenXcom.

Suggestions / Re: [SUGGESTION] Geoscape News Ticker
« on: June 30, 2014, 08:07:03 pm »
"Muton Pride! More and more people accepting the new comers."
"Global warming caused by X-Com experiments?"
"Priest says: Aliens were sent by god, time to repent."
"Sectoids welcomed to the next Olympics."
"Dalai Lama: China still more alien and dangerous."
"Solution for world hunger. Snakeman eggs!"
"Alien incursion an US false flag attack?"

Open Feedback / Re: Throwing accuracy? Never miss?
« on: June 30, 2014, 03:45:16 pm »
Ok, installed it and it seems to work now, though they are still very accurate throwers.

I tried the original steam version and noticed that they seem to throw more accurately than they shoot aimed shots with the rifle. :)

Pages: 1 ... 4 5 [6] 7