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Messages - Random Commander

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Syndicate and XCOM you say?

Next thing you know your XCOM units will be hijacking nearby civilian vehicles and you will give out weapons to mass amounts of mind-controlled civilians.

....Hey, not a bad idea! Lets just hope the 4-man limit in Syndicate is not implemented.

Suggestions / Re: Solider status icons
« on: September 16, 2014, 03:19:25 am »
You can see WHAT alien it is on the main screen, rite?

Not if it is above you on a grav-lift and the spaces there are blacked out.

Also, what if it was a psi-controlled soldier instead? Would you rather prefer Falko's Rainbow madness method instead and risk possibly hurting your eyes?

Work In Progress / Re: New Base facilities/ soldier stuff
« on: September 15, 2014, 09:02:22 pm »
Improving/upgrading/elite buyable soldiers are not supported (yet).

Now hang on, some armors edit your soldier's stats (Like the Hazmat suit for example in FMP), why not be able to research a cybernetic armor that could provide decent protection (possibly at the level of Personal Armor so it's not too OP) and improve your stats a lot? There are drawbacks and bugs like you cannot equip any other armor and for some reason you can remove the cybernetics at will like a regular armor even though they are technically "grafted" on the soldier, but it seems like a cool work-around!

Under the armor's tab, between "frontArmor:" and "storeItem:" You can have something like the following:

Code: [Select]
       stamina: 100
       reactions: 20
       health: 45

Granted, for most of the armors in FMP that do edit stats, they seem to give negative stats instead of positive (Possibly for balance?), so I hope this works...

Offtopic / Re: Are there any girls on this forum?
« on: September 15, 2014, 06:03:37 pm »
Could we have Mutons in tutus as well? :P

Careful, Mutons in tutus are more dangerous than Ethereals, even without psionics!

Anywhosit It seems in a sense that although the female mindset is way different than that of males, XCOM did have a correct sense of togetherness. Let's face it, if Aliens actually DO invade Earth, both men AND women are going to want to protect themselves, especially joining the military, which up until then was a mainly masculine group.

World war II had almost the same thing: As the men fired their guns at other men, the women stayed home, but still worked for the military, working in factories to create guns and tanks etc. Both genders have an equally important role in any war, fictional or real.

Offtopic / Re: X-Com Pro-tips!
« on: September 15, 2014, 05:55:06 pm »
WOUNDING them makes them act differently, sure, but shooting at them doesn't elicit a change in behaviour unless you actually HIT them. i guess that's the distinction that needs to be made, and any change it DOES result in came straight out of the original.

There is also the inevitable event that all your shots miss and you are at 0 TUs at the end of the turn, facing the alien that has its back turned to you. During the alien turn that alien turns around, "Oh look a soldier!" *pew pew ded*

I know a lot of people who play OpenXCOM mistake that for AI changing tactics. I know an instance where the alien keeps facing that direction and just walks to the other room without a care about the holes in the wall your "stormtrooper" made.

Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: September 15, 2014, 05:46:41 pm »
Any ideas on how to name the craft? Airstraker? Stormranger? :)

How about SkyRaider?


SkyMarshall? :P

Offtopic / Re: X-Com Pro-tips!
« on: September 15, 2014, 01:39:48 am »
Agreed with Sharp.

Pro Tip #11:  Read the UFOpaedia page for more Pro Tips!

Also, Pro Tip #1 definitely means what it means, and it is very wrong. Pro Tip #1 should be ashamed of his/herself.

Released Mods / Re: [MAPS] Solar's new UFOs
« on: September 14, 2014, 01:57:17 pm »
Haha I just noticed that the Sentry ship could tessellate easy, you could possibly make a multi-segmented "Worm" UFO with it.

Or you could connect it into a circle and make a belt for poor Orion who can't keep his interstellar pants up. :P

Suggestions / Re: Solider status icons
« on: September 14, 2014, 01:37:42 pm »
Well, honest mistake.

But hey, at least you can consider it!

Suggestions / Re: Civvies outside Terror Missions
« on: September 14, 2014, 06:45:38 am »
You remember those cars that sometimes appear in luke's extended terror, right?

What if they were like civilian HWPs? Still needed to be saved, just bigger targets and have more health/armor?

They should also be shrunk to be 2x2, of course ;)

Suggestions / Re: Solider status icons
« on: September 14, 2014, 06:28:16 am »
It's 9x13, to be exact. I sort of think otherwise...

I have made a quick mockup of four sprites that have the same dimensions of the number box, a Cyberdisc, a Snakeman, an Ethereal and a Muton.

The first attachment shows the icons as their original format. Yes, you are right, it is not much space to work with and it ends up being small. But it seems, at least to me, the windowed mode has doubled the pixel size, effectively making it look something like what I have in the Second attachment.

Keep in mind however that some people play OXC Fullscreen, and sometimes they have stretched the viewscreen to fit. That effectively makes those number boxes even bigger than before, so I think, even though it is somewhat limiting in pixel art, you will definitely tell which alien is which in those number boxes. You could even pair that with your current mechanic of "Current soldier sees alien vs Other soldier sees alien!"

Granted, there are also modded alien races, and since OXC doesn't recognize them as vanilla, they won't have a corresponding "detected" icon, so that would be when the numbers come back. Of course these icons could be added as extraSprites in a newly made ICON.PCK folder or something via Ruleset.

The Implementation may require a bit of graphical work, but the coding part seems somewhat easy (at least to me, anyway).

Suggestions / Re: Solider status icons
« on: September 13, 2014, 01:27:33 am »
Y'know, I think I would like this!

Just my two cents: Making the status things on the left screen is a sweet idea, I just wonder if they will be Icons instead of Numbers, so we do not have the need for Rainbow Madness on the battlefield. Although if people prefer numbers, we can always have both (I think they will fit)!

Which brings me to my next idea: The Seen Enemy buttons should also have Icons depicting the unit type. I sometimes have trouble seeing what the heck an alien in a pitch black area is, so this should be useful if I'm firing in the dark and hitting either a Sectoid or a Cyberdisk but not sure which.

Dude, I remember a mission where I had a guy in Powersuit Armor fighting one single alien, but on the Alien's turn, two more aliens flanked the powersuit guy from either side and fired at him, but he soaked the damage. He was down to 4 health and had 5 fatal wounds (!), so I decided that he should go out with a bang, and the only explosive on him was a High Explosive.

...You can guess the rest of the story.  ;D

Offtopic / Re: Introduce yourself
« on: September 12, 2014, 07:08:27 pm »
Eyo. I'm the Random Commander because I am extremely unpredictable and I love strategy games like XCOM.

I'm 17 going on 18 (I believe myself to be mature enough), and I first played XCOM: UFO Defense about 2 months ago. I have gotten the hang of the original and decided I should try OpenXCOM for some new material. And new material I got!

I have also tried that spinoff game Interceptor because I am also a big fan of space combat. Got bored of it quickly though.

I was playing TFTD and did not get very far when I heard about OpenXCOM and decided to give this a try instead. This community is great and I cannot wait to input my own crazy sh-- I mean stuff into the mods section!

One little note: I like to joke around. 24-7. It will be hard to tell if I mean it or not, and sometimes I can act a bit crude. I will do my best to control myself though. I just really like funny things.

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