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Messages - ucel

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1
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: November 08, 2016, 12:27:03 pm »
@sfalexrog: would be nice to have new version for android :)

2
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: April 14, 2015, 01:42:47 pm »
Really? On my Redmi 1S the always closing without any error message. It happens randomly in 1to 10 minutes. What can cause this? I will see the logcat after i got my pc back.

Which android do you have? KitKat or Lollipop?
Is OXC istalled on the SD-Card or in the internal storage?
You can try logcat, but I'm afraid that all you find will be segmentation fault.

3
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: April 08, 2015, 10:22:04 am »
Sadly the Android version is updated very rarely, and it is still not really playable. I hope once we can play in Android.

Not really playable, you said? I finished it several times, first in HTX One X, then on HTC One, vanilla and with Final Mod. Tested also on Moto G2, Samsung Galaxy Tab7 and some exotic MediaTec and it was really playable on all those platforms.
Sfalexrog did really good job porting OXC to Android, it's only pity that it's updated so rarely.

When you try to delete a savegame, you cannot, because you cant right-click :D

You can use any file manager to do this. Personally I have never needed this option.

4
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: February 27, 2015, 01:08:25 pm »
When could we await a new version? FMP 0.9.9 requires nightly from 15.02, it would be nice to could play it on android...

5
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: February 27, 2015, 01:05:36 pm »
1. maybe you should update the nightly requirement warning on the mod site to at least: openxcom_git_master_2015_02_12_0912.zip (because of the interception timers)

So, the Android users have to wait for an update :(. Grrr
Just finished XCOM: Enemy Within and wanted to go back to better game.

6
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: November 12, 2014, 11:57:08 pm »
I've just started a new game with the newest version and noticed, that from the beginning you can "manufacture" suit extraction from MiB. Maybe add Investigate MiB as a prerequisite?

7
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: October 30, 2014, 12:32:12 pm »
Any plans to integrate YetMoreUFOs here?

8
Translations / Re: Polish translation
« on: October 28, 2014, 12:11:27 am »
A propos Wasszej dyskusji o komandorach - wiedzialem ze cos mi nie gra z tym tlumaczeniem, szczegolnie ze w innym miejscu jest to:

Quote
STR_THE_MARTIAN_SOLUTION_UFOPEDIA: "Nasze badania pokazują teraz, że baza operacyjna obcych jest na Marsie. Jest ona dobrze ukryta i zawiera wszystkie urządzenia produkcyjne i klonujące potrzebne do infiltracji Ziemi. Wydaje się, że zawiera również jakiegoś rodzaju komputer kontrolujący całą operację. Prawdopodobnie społeczność obcych, która przypomina rój pszczół, podobnie jak one ma też swego rodzaju 'królową'. Jest to istotna słabość obcych - jeśli potrafimy unicestwić 'Mózg', wtedy ciało umrze. Musimy zwiększyć tempo i wysiłek naszych badań, zanim będzie za późno. W pierwszej kolejności musimy pojmać najwyższych rangą obcych (komandorów),  przebywają oni tylko w bazach obcych."

9
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: October 17, 2014, 11:21:34 am »
And what about coloured armors? Should we expect them in 0.9.6 or later?

10
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: October 14, 2014, 01:32:39 pm »
Finally, a suggestion - given that fusion torches come far enough in the game that they're obsolesced by other equipment, rename it as hullcutter, make it available as part of the laser research branch and increase the TUs used to 100% - that would make it available early enough to be useful, but its usage would make its user vulnerable {otherwise I can see a motion sensor/hole/shoot maneuver that might be too unbalancing}.

I find this idea great. I used torch in two or three missions and then flew to Cydonia - they code definitely too late. And TU set to 90% should be enough.

11
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: October 13, 2014, 03:44:35 pm »
Uh yeah, what I meant was that you didn't need Elerium to make them, but indeed you need to understand the process to miniaturize the device. I just wanted lasers to be a bit less available than the gauss weapons, but maybe I was wrong? I've spent so much time pondering this, I need to change the perspective...

I played it only few times (the mod is just huge, therefore), but always at the time when I got delta radiation I could develop elerium and plasma calibration. Besides from months knew gauss and over half of the team equipped with gauss sniper (the only advanced weapon with two aimed shots). So then I could choose between laser rifles and heavy plasmas.
If it were up to me I would try to move laser a bit forward, allowing it to be developed at the near time when gauss tech is. Advanced laser could require elerium, but the last should be moved forward too.
Do the techs acquired from engineers and slates any specified order or they come in random?

12
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: October 13, 2014, 12:38:31 am »
Actually, normal lasers don't depend on Elerium, only the better ones do.

Really?
Code: [Select]
  - name: STR_LASER_WEAPONS
    cost: 50
    points: 10
    dependencies:
      - STR_UFO_POWER_SOURCE
      - STR_ELERIUM_115
Taken from 0.9.5.

BTW, found one more glyth:
Code: [Select]
name: STR_PISTOL_AA_CLIP
    cost: 0
    points: 0
    dependencies:
      - STR_

I think it should stay STR_ALLOY_AMMO there.

13
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: October 13, 2014, 12:33:24 am »
Use the latest nightly build, this mod doesn't work with 1.0

14
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: October 10, 2014, 10:48:32 am »
Another issue - I played yesterday a MiB terror mission. MiB came with tanks and doggies. Since my team is psi powered I could control some enemy units and noticed, that doggies have no teeth. I mean they cannot attack anyone (comparing to xcom dogs). Is is a bug? I could also remember a hybrid fort mission with drones (but it was 0.9.2) where drones flew around without giving any shot.

15
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: October 10, 2014, 10:36:08 am »
Slates are useful, but most of your research should come from caught aliens - especially Engineers and the highest ranks.

Having said that, I admit you do get stuck in the game sometimes. It gets better after you research lasers

But it doesn't. It was the case at the beginning, so I could get a flying suites and gauss weapons, but now I get only information about alien ships (engineers) and species (medics).

IMO the research needs some more polishing and balance. Lasers should compete with gauss, but they depend on elerium. In my last games I developed lasers much later than gauss and used this technology only to produce some tanks (against sectopods and cyberdisks). Wouldn't it be better to make extra dependency for laser and allow to research it before gauss?

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