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Messages - Random Commander

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31
Fan-Stuff / Re: How the...
« on: November 19, 2014, 08:26:48 pm »
Blasphemy!!   :O  My universe is shattering!  The All Powerful Warboy1982 .... the Omnipotent... declares that he can't DO something!  That its impossible!  Ack!

Actually, he CAN do it, it's just he doesn't WANT to, because of controversial reasons. Y'know, Human-AI experimenting and all.

Also it's a ton of work.

32
Playthroughs / Re: Let's Play OpenXcom: Up Close and Personal!
« on: November 19, 2014, 08:23:55 pm »
A diagram of how to "Episode 43" successfully:


33
Fan-Stuff / Re: How the...
« on: November 19, 2014, 06:34:57 pm »
Wouldn't the first thing the AI checks for be an accessible target?

1- Check for target
2- Check for 2x2 path to next (randomly generated?) patrol point
3- Check for 1x1 path to same point + destroy obstruction

I omitted checking for targets since that's a pretty obvious first thing to do. If there is a target standing in the house or blocking a 2-tiles door, you don't want the reaper going to chew the wall.

I think the AI checks for a viable target every step, that would be why sometimes it stops moving and fires at your guys instead of staying there and shooting. The 2x2 pathfinding would be first priority and 1x1+obstruction destruction would be second.

34
Fan-Stuff / Re: How to defy logic in OpenXCOM
« on: November 19, 2014, 05:56:28 pm »
Have another!


35
Fan-Stuff / Re: How the...
« on: November 19, 2014, 05:54:58 pm »
All the 2 by 2 aliens pathfinding should have an added clause like:

If a 2-tiles wide path can't be found.
1-Find a 1-tile wide path.
2-Find chokepoint of the 1-tile path
3-Attack scenery next to the chokepoint

This way, a reaper could find a door and chew at the wall next to it so it can get out. Or a cyberdisc/sectopod would just blast that wall bit away.

That could still happen...

1st) Put some rookie right next to an open gap in the building where the cyberdisk/sectopod is.

2nd) Pray to RNGesus it hits the wall and not your guy.

36
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: November 16, 2014, 12:15:45 am »
Changes:
  • Some more UFO maps added from grzegorzj's Yet More UFOs! collection.
  • Some ruleset cleanup.
  • Laser Cyberdiscs are now orange, with orange weapon sprite.
  • Added Medikit hand sprite by Ivan Godovich.
  • Added some urban map blocks I made in spare time.
  • Using MiB armours now requires MiB Activity researched.
  • Fixed erroneus starting ammo.
  • Dogs have Bravery 10 now and are more expensive.

Last time I checked, Ivan was not a higher deity, even though we all want him to be :P

Nevertheless, Nice update! Will play it if I have the time!

37
Playthroughs / Re: Let's Play OpenXcom: Up Close and Personal!
« on: November 14, 2014, 01:00:55 am »
Kiaburra has had enough of your Alien Grenade bullcrap.


38
Playthroughs / Re: Streaming openXCOM
« on: November 06, 2014, 12:39:07 pm »
Bravery will only get you so much in this respect.  If you really want immunity, you need to bump Psi Strength.

OR you could turn on the mod "No Psionics." That might make the game real easy though, but seeing as your previous playthroughs pretty much got your men slaughtered by extremely lucky shots through windows and cover (this is only an assumption), you might want to do so...

39
Playthroughs / Re: Let's play OpenXcom (Hawaii challenge!)
« on: November 06, 2014, 12:36:27 pm »
Of course. Welcome to the team! You'll be hired somewhere between episodes 34 and 36.

Btw. in the next LP (FMP, coming soon) we'll be recruiting in reverse order, so you'll be one of the first :-) "The last shall be first, and the first last."

...That means I'm like third on the list for next LP?

I prefer revolvers as a base weapon (that is, if I am not a special soldier (i.e. 70 acc Sniper or 40 str Minigunner, so on so forth.)

Also, I'm sorry to spoil something before you even start the FMP let's play, but I think even newcomers deserve to know this:
Heavy Machine Guns are HEAVY.

That is all.

40
Playthroughs / Re: Let's Play OpenXcom: Up Close and Personal!
« on: November 06, 2014, 12:30:38 pm »
Oh I am totally drawing something about this, just you wait!

41
Playthroughs / Re: Let's Play OpenXcom: Up Close and Personal!
« on: November 02, 2014, 06:24:54 am »
Y'know, It would be good to keep a few laser pistols in the skyranger, just in case you need to have one of your soldiers quickly pick up a laser pistol to take care of that damn sectopod over there, right?

42
Playthroughs / Re: Let's Play OpenXcom: Up Close and Personal!
« on: October 30, 2014, 03:12:10 am »
I expected us to freakin' overpower those poor martians in their poor medium scout.... but I fear for when we start fighting snakemen... AND CHRYSALLIDS.



Also: Omninull's Secret Weapon:




(T'was a bit rushed, but hey. We all threw grenades like maniacs, and that is a definite plus!)

43
Playthroughs / Re: Let's Play OpenXcom: Up Close and Personal!
« on: October 27, 2014, 10:38:01 pm »
More illustrations are in order. :)

YES SIR.


While Marbozir was heading towards that large scout, the team back home decided to do a sensor sweep for the missing cyberdisks. What they found was unexpected:


44
Playthroughs / Re: Let's Play OpenXcom: Up Close and Personal!
« on: October 27, 2014, 07:45:13 pm »
Re: The base Defence...

Many people were joking around with my soldier managing to distract the last cyberdisk by "looking hot," and my friend said "dude, you should really make a picture of this incident, and I have a few ideas to help you..."

I also forgot to mention he's a pervert. So I had to ignore his advice and draw the safest thing I could so I don't get banned in the forum but still pertain to the original idea. The result is this:



I'm not happy at all with how I did the lying-on-stomach bit with her. I'm not doing that again.

That's all.

45
Fan-Stuff / Re: A haiku
« on: October 23, 2014, 06:30:32 pm »


That's what I think of
Meridian's Video
clip. Says quite enough.

I know it's not that
high quality, but I'm not
a pro artist, jeez!

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