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Messages - 7Saturn

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16
Open Feedback / Re: How to execute captured live aliens?
« on: August 31, 2018, 10:18:11 am »
Just out of curiosity: What's in it for you? Do killed aliens give more points in a mission? I always thought, it's the other way around. If it's not about scores for battles: What's wrong with selling it? Money for more space in alien containment doesn't seem to bad of a deal to me.

17
Open Feedback / Re: grenades in lift schaft
« on: August 02, 2018, 11:46:23 pm »
And in what game? TFTD or X-COM?

18
OK, then I have to ask: The mod and save files are laying in folder ~/.local/share/openxcom at my place. The data folder must be placed there, as well? Because that's what the AppImage complains about, missing data files.

19
Open Feedback / Re: How is a base as target picked?
« on: June 29, 2018, 04:28:41 pm »
My observation: Smaller UFOs start the search, bigger follow, until battle ships are looking for the base. At this point I'm not really into attacking them, as this will mean most likely damage to the aircrafts. I don't even have a problem with base attacks in general. Only really bad thing is, when they happen far to early or when they happen just at the same time, your whole team of that base is on a mission.... Aside from that, it's OK. But I wondered, why I seem to be getting a lot of them in the early and mid game, but at times almost none in the late game. Probably I just got lucky a lot...

20
Is there some sort of manual on how to use those?

21
Open Feedback / Re: How is a base as target picked?
« on: June 24, 2018, 07:50:16 pm »
True. But one thing I noticed is, that sooner or later, battle ships appear, no matter what. And I didn't touch them... They just don't come any more, not even for the other bases.

22
Open Feedback / Re: How is a base as target picked?
« on: June 24, 2018, 05:24:01 pm »
So the important part here is the paragraph with the Martian solution. It simply cheats itself the knowledge where to look. But then again, how can it be, that I was quite literally shooting down pretty much everything, that can't fire back on me (plasma cannon...) and still got no retaliation missions any more for months?

23
Open Feedback / How is a base as target picked?
« on: June 24, 2018, 12:32:52 pm »
I have played some games with OpenXcom, and of course experienced many base attacks. But one thing remains totally unclear: On what grounds is a specific base being picked as a target? The question whether a base attack is generated, is one of shot downs, that I know. And that there's always a random element involved. No shot downs would be the only thing, to prevent base attacks 100%. (Right?) But I had two completely opposite situations, which beg the question, how a base is picked:

One saved game, where I exclusively used Avengers from two bases (all the other bases didn't even have hangars, so cannot be considered as some sort of attacking base). I shot down a lot of UFOs from those two bases and in the beginning had also some attacks. But after some time, not one single base attack was generated any more. I even removed all mind shields from those two bases, but simply nothing happened any more.

Then on the other hand I just had started a new game, where I managed to place many radar bases (only having a hyperwave decoder and a mind shield) around the globe. One in particular got snatched lousy three days after I placed it, so not even the facilities were ready, only the access lift.

So how does it come, that in the one saved game, I don't even get base attacks generated any more, and another, where an almost mint condition base is attacked? What's involved in the selection?

24
The main reason I don't use those is, that their range is rather limited. I usually skip Firestorms and Lightnings altogether. Just not worth the effort, considering, that 2-3 weeks later you already can produce Avengers. And on the bright side: With plasma beam, it's only a question of getting there in time. Once you reach them, they're toast. =) With Avalanche, this is not so certain, especially in Ironman mode.

25
That might feel long enough with Avangers. Without, especially without a Hyperwave decoder too, things tend to be a little rushy. Any yes, of course I also achieved to crash them with Avalanche rockets (2 interceptors may to the trick). But still, that doesn't leave you a big window of opportunity, mostly to reach them in time in the first place.

26
Released Mods / Re: Large Workshop 2.0 OXCE+
« on: May 27, 2018, 10:49:23 pm »
I'm kind of OK with hangars as they are. Hey, as a matter of fact, I stopped equipping every base with one, as Avengers are fast enough to start from 1-2 bases, still kicking enough ass. So two bases with two hangars are just alright. =)

27
Released Mods / Re: Large Workshop 2.0 OXCE+
« on: May 27, 2018, 10:44:25 pm »
Is there some mod, that also adds large labs? I got here large stores, living quarters and now the workshops. Only thing missing would be the labs.

28
Released Mods / Re: Large Workshop 2.0 OXCE+
« on: May 27, 2018, 08:17:35 pm »
The idea is, to have one choke point. Kind of a tunnel, which the aliens will have to take, in order to clash with you. So you cannot be outflanked. But when you place that extended workshop somewhere else (like ordinary workshops), the whole concept is undermined. I provoked this problem in my latest test game, where the workshop is pretty much on the other side. So I got two directions to defend, the one, where the main access lift and the actual hangar are placed, and the other direction with the enlarged workshop.

29
Released Mods / Re: Large Workshop 2.0 OXCE+
« on: May 27, 2018, 03:32:58 pm »
Not exactly. Just something one has to be aware, when planning the new base. =)

30
Released Mods / Re: Large Workshop 2.0 OXCE+
« on: May 27, 2018, 01:38:40 pm »
I have question about the tactical aspects of this compartment: Does this new workshop, as it may work as a hangar, also work as an entrance for aliens during base assault? The vanilla spawning points are in hangars and the main access lift. As this compartment can be considered to be a hangar...

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