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Messages - 7Saturn

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31
Work In Progress / Re: Outdoor maps height question
« on: March 31, 2018, 07:53:07 pm »
OK, then I imagined that right. Was just curious, if there had been any change on Openxcom.

32
Work In Progress / Re: Outdoor maps height question
« on: March 31, 2018, 02:12:43 pm »
Out of curiosity: Is there also some sort of line of sight distance in height? Something like 10 levels, not more can be seen for a unit? So in essence, making it possible to fly behind enemy lines unseen?

33
Work In Progress / Re: [Request] Extra facilities for human base
« on: March 26, 2018, 09:24:42 pm »
Nice, thanks for the pointer. I'll try that one. =)

34
Work In Progress / Re: [Request] Extra facilities for human base
« on: March 26, 2018, 05:21:18 pm »
Is there some sort of complete mod for this? Or is this a collection of base parts only?

35
Open Feedback / Re: Can zombies be stunned?
« on: March 18, 2018, 11:48:55 pm »
Ha, so in essence, if one really badly wanted to train his guys in melee, that'd be the perfect target. =) Tanks for the quick clarification. =)

36
Open Feedback / Can zombies be stunned?
« on: March 18, 2018, 02:11:11 pm »
Just had a strange run in with a MCed zombie: Der soldier standing right in front of it was trying to stun it with the vanilla stun rod, 10 times in a row (round and round again), but when MCing the zombie afterwards, it still had no stun bar (the blue over red bar). Can zombies simply not be stunned, of what exactly causes this high amount of resilience against the stun rod? Even Mutons or Mechtoid red suits aren't that resilient.

37
Offtopic / Re: UFO2000 Needs Players
« on: March 17, 2018, 08:46:42 pm »
And the status page is now accessible via https://mobile-infanterie.epicgamer.org/ufo2000status.php.

38
Programming / Re: Graphs screen hotkeys
« on: February 16, 2018, 02:32:14 pm »
I believe there's another well solution for this: logarithmic scaling. This show's high values very well, while not hiding the low values at the same time. It'd be sufficient to be able to switch between linear and logarithmic scaling.

39
Troubleshooting / Re: Sectopod hitpoints messed up?
« on: February 06, 2018, 07:17:34 pm »
That's why I begin to filter my guys the moment I can see their psi strength. Below strength 60 is simply not worth the effort. So I fire all of those below 60 and hire new ones, until I have a team of only soldiers with psi strength 60+. The skill will grow anyways, as long as they are in psi training or being used for psi (even non successful attacks contribute to an increase of psi skill). But the strength is pretty much a show stopper, if too low.

40
Troubleshooting / Re: Sectopod hitpoints messed up?
« on: February 05, 2018, 07:06:40 pm »
I can't tell you the threshold for the skill value, but you definitely can MC Sectopod.

41
Troubleshooting / Re: Sectopod hitpoints messed up?
« on: February 05, 2018, 09:33:32 am »
7.) if you have more than one sectopod: get between them. They may miss you and hit each other.
8.) mind control it and have it shoot itself (might not work in OXC but works in vanilla)
But the combination works superbly. Take one to shoot the other. Even if the other isn't going down right away, there's a decent chance that it will reaction fire. And then, during the aliens turn, it's very likely, that it will shoot »your« Sectopod (again). If your MC-Guy is good, that's one of the safest way. But once you have reached the required level of Psi, you shouldn't have a big problem with them anyways. For one thing, you can always MC it and then blast its back with your own guys, without any fear of reprisal...

42
Troubleshooting / Re: Sectopod hitpoints messed up?
« on: February 04, 2018, 08:44:53 pm »
Well, there's a huge difference between not even showing up at all and first landing there, then taking off immediately. So if push comes to shove, land there, and then just go home. Cheaper on personnel and negative points.

43
Open Feedback / Re: MISSING @MORE THAN 100% CHANCE
« on: January 20, 2018, 10:25:54 am »
Now they will tell you, that the value shown ingame is not »percent«, so there is no 100%. Although of course pretty much every player perceives it this way..

44
Open Feedback / Re: MISSING @MORE THAN 100% CHANCE
« on: January 09, 2018, 10:06:04 pm »
Just take it as it is. This really has been discussed on several occasions and the only way to change it is, to do the required code change on your own. I know, it's annoying (I 100% agree), but there is really no one around who will change it. (No, me neither, as I'm not that well acquainted with C++ to even try and do it.)

45
Open Feedback / Re: Melee reactions (bug?)
« on: January 09, 2018, 10:01:53 pm »
Same happens with reapers. I think, that's intentional.

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