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Messages - 7Saturn

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46
Playthroughs / Re: xcom1 vanilla single mission
« on: December 22, 2017, 06:56:10 pm »
On a single Battle ship you can find a Commander, a Leader, an normal Alien (which you will need all three), the normal one as a navigator and you will have the Hyperwave decoder. And on top, if it is Sectoids, you can even have psi. But that's quite a challenge, considering, that you will have only a Skyranger, so bringing 14 Soldiers, tops.

47
Open Feedback / Re: Rebalanced?
« on: December 16, 2017, 01:28:09 am »
Well, I'm using Hobbes' Terrain pack, and have exactly this behavior on that alternate alien base map type. Sending 4 HWP + 10 Soldiers really often causes the game to place everyone but one soldier at the starting point. That poor last fellow is placed somewhere else on the second floor. So retreating really fast isn't really an option in such cases, unless one can make this sacrifice without too much trouble.

48
Open Feedback / Re: Rebalanced?
« on: December 15, 2017, 11:36:18 am »
sometimes in certain other facilities for some reason.
Oh yeah, I once had that "pleasure". Snakeman base attack, everyone was pointing their guns at the accesslift and the hangar area behind it. And then a Cryssalid came from behind my guys... Very funny that...

49
Open Feedback / Re: Rebalanced?
« on: December 15, 2017, 09:06:37 am »
Just out of curiosity: One unit living quarters + 50 soldiers, or where was the number limit?

50
Help / Re: Why is the background green?
« on: December 12, 2017, 05:15:47 pm »
IIRC, that's an option you can set during export with Gimp.

51
Troubleshooting / Re: Sound of hidden movement
« on: December 12, 2017, 04:57:28 pm »
How about the ufopedia wiki?

52
Help / Re: Why is the background green?
« on: December 12, 2017, 09:27:33 am »
Just change the color no. 0 to whatever you like. (You can do that, for example with Gimp.) If you prefer green to be this color, that's OK. Just make sure, not to pick any color already used somewhere else as this might get confusing again. =)

53
Troubleshooting / Re: Sound of hidden movement
« on: December 11, 2017, 10:54:31 am »
Except of course certain attack sounds, that slip through the fog of war.

54
Released Mods / Re: End Game Flares for UFO and TFTD
« on: December 09, 2017, 08:07:59 pm »
I did it similar. I added E-115 and UFO energy source as requirements. I think, that makes it a bit more believable. But still that makes them quite early game accessible. In principle, you only need one crashed UFO with intact energy source or one landed UFO. I'm thinking of changing the ufopedia text as well, as it doesn't quite seem to fit then. There are no elerium batteries in the vanilla game. I'm thinking, it might also go well with the additional E-115 research mod, floating around out there. That'd be a nice spin off.

55
Released Mods / Re: End Game Flares for UFO and TFTD
« on: December 08, 2017, 11:10:46 pm »
Is this not intended for use with vanilla OpenXcom? I'm asking, because it requires »STR_POWER_SOURCE_MINIATURIZATION« in order to be researchable. In the metadata.yml, however it says »Upgraded Flares that unlock after lasers.«

56
Troubleshooting / Re: psi training and base detection
« on: December 02, 2017, 03:10:46 pm »
Here I have such a moment of »What??«. Supply ship landing in Northern America while the only base is located in Africa. Freshly out of a version compiled from sources from 30th of July.

57
Troubleshooting / Re: psi training and base detection
« on: October 29, 2017, 03:13:03 pm »
In the original game, Supply ships do base supply, they are not supposed to construct bases
Not quite right. AFAIR, they did participate in constructing Bases. 1 battleship and 2 supply ships, all landing around the same corner, constructing a new base. Later on they of course only do supply runs. About the other missions, I'm not sure about that any more. But that's not a problem for me. Let them do the other missions, too. But a supply ship supplying somewhere completely different as the actual base's position, that's really nonsense.

58
Troubleshooting / Re: psi training and base detection
« on: October 29, 2017, 09:35:06 am »
And yet, I had supply ships on supply missions, landing somewhere completely different as was advertised by the hyperwave decoder. (No, don't have a save for you right now, sorry.)

59
Troubleshooting / Re: psi training and base detection
« on: October 26, 2017, 06:16:45 pm »
I noticed that, too. It is especially stunning, when you see, where these ships were/are actually headed. I had situations, where the hyper wave decoder told me, that the target area was southern America, while the supply ship actually landed in Europe. Such things happen, and I know they didn't always. Of course, when patrolling over such a supply ship, you can stay there forever and never find any base, as the base is actually placed somewhere completely different. Only thing I am not sure about is, whether this happens, when you destroyed a base while the supply mission was already scheduled or something like this. Or whether it simply happens, no matter what you did before.

60
I use improvement at any time. But I was not aware, that it is that complicated. Just one point about that: The fact that you only gain strength by being attacked makes it very unlikely in the end, as aliens at some point simply stop to attack via psionics, as everyone seems to be to strong for them even trying. So essentially at some point only the psi lab seems to change strength, right?

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