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Messages - TaxxiDriver

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31
Troubleshooting / Re: Recoverable armors and stunned soldiers
« on: November 20, 2014, 07:23:41 am »
Yeah, I was just saying that it would be funny to actually see someone doing that :P Anyway I also hope this problem will be fixed soon.

32
Troubleshooting / Re: Recoverable armors and stunned soldiers
« on: November 19, 2014, 12:04:07 pm »
@Arthanor Thanks for the explanation! Yeah, it seems like a band-aid. By the way, this bug means that one can deliberately stun their soldiers and get a bunch of the armors for free :o Considering that the manufacturing of armors takes quite a lot of time and resources, this is quite tempting ::)

33
Troubleshooting / Re: Recoverable armors and stunned soldiers
« on: November 19, 2014, 02:42:19 am »
So this was actually an innate problem of the current engine, not a problem of a single mod. Some good and stable features of the openXCOM extended really should start being incorporated to the mainstream: the opportunity cost we're losing is getting higher every day, really.

I couldn't understand Falko's suggestion though. Even though it is a 'corpse' technically, anyway we regard it as a 'broken armor' and represented as such in the game in most mods, right? (I haven't seen something like 'a corpse with flying suit' in the selling screen :P) So why such an 'ethical' concern should be considered? Maybe I didn't understand because I'm not fluent in English... Sorry for that in that case.

34
Programming / Re: OpenTFTD Question
« on: November 18, 2014, 03:59:30 pm »
Man I know that feeling Captain, I decided I would try to boot up TFTD to play along with SupSuper's TFTD charity stream. Nope, just nope.
Not having all those QoL UI improvements like rightclicking equipment amounts and reordering aquanauts just plain hurts.
And don't even get me started on the God-awful mouse-lag that keeps making me misclick.

Everytime I fire up the old ones through DosBox I'm reminded at just how amazing OpenXcom really is.
OpenTFTD really can't come soon enough, I've been hyped since summer when the first teaser pictures dropped.
Hats off to the entire team for their hard work on the project.  :)

I'm also planning to play TFTD after the openTFTD 1.0 comes out (I haven't played the vanilla one yet). I'll play the vanilla one first, feel frustrated by some faulty things, play the openTFTD, and become happy :) That's exactly what I did with this XCOM. I somehow got the chance to play openXCOM and I have to say this was one of my luckiest events ever. Just huge thanks to the developer team.

35
Open Feedback / Re: Is Energy Quite Useless?
« on: November 16, 2014, 12:45:11 am »
The variation in energy recovery is minute though. Recruits start with 50 to 60 TUs, meaning that they have between 16 and 20 energy recovery.

Since a soldier uses 2 energy per step, he maximum difference is 2 steps per turn once exhausted, between your best and worst soldiers. And like endershade mentioned, energy improves with experience, making it less and less likely to matter.

If you run, a step is 3 energy, so even less of a big deal.

(1) I actually find the 4 energy recovery points quite significant... That 2 steps can decide the fate of the soldier in the next turn especially when he is a rookie. (2) And if he achieves the maximum 80 TUs, the difference is about 6 recovery points from 60 TUs and 10 from 50 TUs... That's quite huge, especially one activates the alternate moving mod. Since running requires quite a lot of energy consumption, the recovery points can have a significant effect in the gameplay. (3) Lastly, when one modifies the range of the TUs, he cannot control the enery recovery as he wants. So I thought it would be better if one could also control it.

But most importantly, I just think it's not right :( I don't want to keep track of their original TU stats just to calculate their energy recovery points. Just weird to me :o


36
Open Feedback / Re: Is Energy Quite Useless?
« on: November 15, 2014, 06:35:31 pm »
Energy is one of those things that I am so glad got dropped from this genre when the clones started rolling out.  It's a pain in the ass when your guys are new, and you don't even notice it when they're vets.  So the only purpose it seems to have to hinder your starting guys.

I think I couldn't understand exactly what you wanted to say. Maybe because my first post was a little bit not clear. My point was that according to the Wiki, the recovery points of energy only depend on the very initial value of the soldiers(i.e. the value when you buy them), so no matter how your soldiers are experienced, the recovery points do not change; it's fixed forever. So it doesn't matter if your soldiers are vets or not, at least that's what I've understood from the Wiki. Maybe I understood something wrong? Here's another quote from the Wiki:

Quote
If a soldier starts with an initial value of 60 TUs, they will recover 20 EUs per turn.

37
Open Feedback / Is Energy Quite Useless?
« on: November 15, 2014, 06:15:15 pm »
I was consulting with the Ufopaedia Wiki and happened to find this in https://www.ufopaedia.org/index.php?title=Stamina

Quote
A soldier's ability to recover energy is determined by the soldier's Initial Time Units. Thus, their raw recruit TU value dictates this throughout their career.

OMG... Is it still true in OXC? I think it's somewhat not fair... I wish the amount of energy recovered in each turn to be determined by the real energy value of the soldier. What's about the initial energy value anyway?  :P

38
Work In Progress / Re: Are stat caps moddable?
« on: November 15, 2014, 02:00:49 am »
Note that the site https://www.ufopaedia.org/ has a lot of info, like what causes reaction fire and what doesn't, how officers reduce morale loss, etc.
It's not guaranteed to be right 100% time, but it's a handy reference.

Indeed, there are tons of useful informations there 8) For the ruleset, check also https://www.ufopaedia.org/index.php?title=Ruleset_Reference_%28OpenXcom%29.


40
Work In Progress / Re: Kill-based experience
« on: November 14, 2014, 01:05:12 pm »
As much as I like it: I will not use it because I would miss out on all the additional features another EXE gives me. Seriously, guys: Please start to cooperate on things like that! Imagine the Realvision, Extended, Commendations and now this exe COMBINED into one: ---- Can you say X-Com heaven?  ;D

This. I also hope those mods could be compatible, maybe even be included in the official version as an option! That would be... pure awesome.

[Edited] Changed the sentences and added some since the meaning was somewhat vague. Sorry for that.

41
Work In Progress / Re: Are stat caps moddable?
« on: November 14, 2014, 12:46:36 pm »
It's a bit out of the topic, but the funny thing is that you can sell (fire) the commander IIRC :D That's fun.

42
Open Feedback / Re: Aliens throwing grenades for less TUs than humans?
« on: November 14, 2014, 12:43:09 pm »
Very interesting. So it seems to be that the aliens SHOULD spend the corresponding time units for priming a grenade but it seems not, right? And also quite many players seem to have experienced this problem. I myself also sometimes felt there's something strange about the aliens' throwing a grenade for some reason, but since they don't throw grenades that much frequently, I think I have neglected it so far. It would be great if there's a technical explanation for this problem.

Or is it just my misunderstanding? Honestly, I don't know ??? since I cannot remember exactly a single case when aliens had thrown a grenade and had yet enough time to do some other stuff: they usually just ran away IIRC. But also I doubt if it was just caused by mod conflictions...


43
Work In Progress / Re: Are stat caps moddable?
« on: November 14, 2014, 08:16:51 am »
Stat caps are very easy to modify. Look for the 'soldiers' section of the xcom1 ruleset.

44
Wow. Look at the whole bunch of great armors! The size of the files is really huge, indeed  :o

It was very kind of you to put the pictures of each uniform. That was really sweat :D

I think it's not possible yet, but it would be great if the armor can change its appearance based on the type of battlescape automatically. I love all the uniforms but you don't want your troops to be equipped with arctic suits in desert maps ;) If it becomes possible, this mod would become superb 8)





45
Released Mods / Re: [GRAPHICS] Medi-kit Hand Object
« on: November 11, 2014, 11:13:30 am »
I actually haven't even noticed that the medikit uses the grenade handob so far :o Great job!

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