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Messages - BBHood217

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Work In Progress / Re: [Crafts][Weapons] XCom Armoury Expanded - v1.01 !!
« on: October 29, 2014, 06:04:25 pm »
Weaponry, Alloys, and Energy Cells?  That's strange, because I'm currently running around with laz0rz but have yet to see any gauss-related research topic.  I thought it was because I still haven't gotten around to researching UFO Power Source and Navigation, but now I'm not so sure.

BTW, the game doesn't tell me I can actually scavenge and recover cyberdisc and sectopod wrecks after researching said wrecks.  What would I get from those manufacturing options?

Um... what?

I was only making an observation about an attacking battleship's speed, how back in the original UFO Defense they'd basically ram right into your base at top speed (5000) as detailed in the UFOpaedia wiki and how that apparently has been changed in OpenXcom (possibly deliberately, and one I welcome actually).  I'm not entirely sure how you got "radar scanning probability" out of that post of mine ???

Something weird happened to my game.  First day of August, a battleship attacked one of my bases.  Out of nowhere.  There were no scouts at all beforehand; I'm quite sure of it because after I was caught completely off guard, I reloaded to a week prior to prepare for it.  And when it happened again, a different race was crewing the battleship.  It's like they decided to just skip all that bothersome scouting and jump straight to the attack.

On a side note, I remember in vanilla UFO that battleships that were definitely attacking headed to your base at full speed.  Not here in OpenXcom, it's around half speed instead.  Was it an intended change?

Open Feedback / Re: Armors and damages ???
« on: October 27, 2014, 12:00:36 pm »
I prefer the TFTD damage formula.  Sure my unarmored rookies will die from plasma fire 9 times out of 10, but at least I won't get ridiculous instances where I can't kill a single sectoid even with heavy plasma or where only a couple of plasma hits wrecks my hovertank.

Work In Progress / Re: [Crafts][Weapons] XCom Armoury Expanded - v1.01 !!
« on: October 25, 2014, 04:37:52 pm »
Human plasma weapons?  You mean like in Xenonauts?  There, you research the various alien guns (and I think a few UFO components) to get laser, then plasma, and finally mag weapons.  You never research the alien guns to use them; in fact, you can actually use them right away but with a heavy accuracy penalty (since they're for aliens, not humans).

Anyway, I'm all for unusable alien weapons and human plasma weapons.  But then... what happens when you mind control an alien?  Will they actually be able to shoot their guns when you're controlling them?

Work In Progress / Re: [Crafts][Weapons] XCom Armoury Expanded - v1.01 !!
« on: October 24, 2014, 11:42:03 am »
Yay new tanks!  The XAE apparently overrides the Improved Ground Tanks mod and I guess this new version is why.  I'll have to armor the tanks with alloys to get back the armored tanks that the other mod gave.

I found another minor goof.  All the laser weapons require at least one alien alloy... except the laser storm pistol, which needs no materials at all.

Edit: I don't think the hovertank armor is overpowered.  Heavy plasma can still hurt hovertanks a lot, and eventually the aliens use nothing but heavy plasma.

Work In Progress / Re: [Crafts][Weapons] XCom Armoury Expanded - v1.0 !!
« on: October 23, 2014, 08:16:27 pm »
Ooh, tanks.  Looking forward to it.

Anyway, another error: The Alloy Cannon doesn't consume any of its ammo when it's rearming.  However, it still gives back its ammo when removed from a craft so it's possible to manufacture its ammo for free by rearming and removing the cannon over and over.

Work In Progress / Re: [Crafts][Weapons] XCom Armoury Expanded - v1.0 !!
« on: October 22, 2014, 06:55:09 pm »
I'm really liking this so far, though I had to forfeit my first terror mission because ballistic guns just do not work on cyberdiscs :P

I've also found a few possible oopsies:
- Mag Armor and Scout Armor have UFOpaedia entries from the very start, obviously way before you've researched them.
- Reproduction Pod Disassembly requires Reproduction Pod... Disassembly.  Not the pod itself but its disassembly, so it's probably not possible to actually do.
- Recoveries for the plasma rifle clip and heavy plasma clip don't actually require said clips (plasma pistol clip recovery does correctly uses up its clips), so I think I can get infinite Elerium from them.

I'll let you know of any more that I find.

Released Mods / Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
« on: October 21, 2014, 05:16:31 pm »
Of course I'm interested; in fact, I was planning on getting both Expanded Armories anyway :P

Anyway, it's dated Sept. 14 so it's definitely the latest version.  Thanks :D

Released Mods / Re: [ALIEN INVENTORY] [WEAPON] Alien Armoury Expanded
« on: October 20, 2014, 11:13:28 am »
Why did I decide to download this only just now when the mod site is down so I can't actually download it?  I'm so stupid :'(

Please tell me there's an alternate download link somewhere...

Open Feedback / Re: Alien Missions vs. Alien Attacks
« on: October 18, 2014, 03:57:40 pm »
From my experience with TFTD, shipping route terror attacks and artifact sites happen somewhere at the start of a month.  And they just happen, there's no alien sub that lands to start one or whatever.  In fact, I remember one game where a battlesub (not calling it a battleship to avoid confusion with the UFO battleship) was doing a terror mission (or surface attack, whatever) at the end of the month.  It didn't land and attack until the first day the next month and around that time, a shipping route terror attack occured elsewhere.  So now I had two terror missions happening simultaneously.  It wasn't fun, and I think I remember having to ignore one of them too.

I also remember that eventually, the aliens just stop with the surface attack missions and do nothing but attack shipping lanes/activate artifact sites for terror missions.  Bleh, another reason why I call it Tedium from the Deep.

Suggestions / Re: SHIELDS. A new take on the old problem.
« on: October 18, 2014, 03:38:41 pm »
Can something like the shields in Xenonauts be done?  Those are wielded in one hand (which means the other hand is stuck with one-handed weapons like pistols), have a set number of HP before being destroyed, and can always block frontal attacks (but side attacks might still get through, and back attacks always get through); but they were also heavy and do not fit in your backpack at all so they're always held.  Soldiers with shields helped in breaching UFOs with less chances of dying horribly in that game.

Maybe they're referring to the fact that sometimes pistols don't kill sectoids in one shot.

Open Feedback / Re: Aliens throwing grenades for less TUs than humans?
« on: August 27, 2014, 07:43:25 am »
Who's Flynn Taggart?

Surely you're referring to Doomguy ;)

Open Feedback / Re: Aliens throwing grenades for less TUs than humans?
« on: August 19, 2014, 04:31:43 pm »
Okay, I just saw a muton walk several tiles and then afterwards throw a grenade primed at 0.  He definitely only had enough time to just throw it, there should've been no time for him to have primed it first.

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