aliens

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Topics - Markus Ramikin

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16
Offtopic / Quick question about the ufopaedia wiki
« on: January 26, 2015, 12:46:24 pm »
Since I imagine some people here are very familiar with that site...

When a Lobsterman's armor stat is listed as 8-26, what do those numbers mean? Lobsterman's armor is supposed to be 20, so I am not sure how to read this formatting.

17
Work In Progress / minimod: Elerium and Alloys Listed on Top
« on: January 25, 2015, 09:52:40 am »
Code: [Select]
items:
  - type: STR_ELERIUM_115
    listOrder: 1
  - type: STR_ALIEN_ALLOYS
    listOrder: 2

Am I the only one around who wishes checking how well supplied all bases are in Elerium and Alloys, for fuel and manufacturing purposes, was more convenient? Depending on how much other stuff is on each base, finding the entries in the Stores or Sales lists gets a bit annoying, especially if you use multiple bases and need to check them fairly often. I've often wished that the amount of Elerium was displayed under the amount of Money in the main base screen.

Well, with the above, Elerium and Alloys are always on top of the list in Stores, easy to find.

I'm almost embarassed to post something so minimal and trivial-looking, but the change in convenience has been enough for me that I wanna share. In fact, I think this would be a nice addition to the pre-installed mods or Advanced Options (and most of those are pretty small too). So putting this up in case I'm not crazy the only one to think so.

18
Right-clicking doesn't seem to work. Only driving through.

And if there's, say, a sectopod on the other side, I can't open it at all. In vanilla I could, because the game would let me /try/ to drive through that door as long as the tank didn't see the sectopod. It'd still get me nowhere, but the door would get opened.

Am I missing something obvious?

19
Suggestions / Faster "movement speed"and "Fire speed"
« on: January 24, 2015, 10:44:10 am »
Could we by any chance get a higher max speed of soldier movement?

One thing I liked about the (otherwise annoying) "speed depends on CPU" bug making X-com superfast on modern computers was that that soldiers moved instantly, and moving 14 or 26 soldiers around was less of a chore. Would be cool if openxcom's fastest setting replicated that, or at least was much faster than it is now.

Same with shooting, actually.

On a somewhat related note, is there a way to speed up the Hidden Movement phase? When things are happening that I can't see, are they taking so long because sounds need to play out, or because the program is taking genuinely this long to calculate paths etc?

20
I know that if aliens spot even one of my soldiers, my whole squad is vulnerable to psi attack.

My question is, is this just for that one round, or does my squad get permanently flagged as "detected and open to psi attack" for that whole battlescape session?

I'm asking because it seems to me that I've been subject to psi attacks when there was no way in hell any alien saw me during their round. But maybe I'm just missing something.

21
Troubleshooting / Aliens pick up weapons?
« on: January 23, 2015, 11:10:18 am »
Is that option supposed to be doing anything? I've always had it on and never seen it work. I even threw a heavy plasma to a group of disarmed floaters, and none of them picked it up, not even the one under whose feet it landed. (Err, not that floaters have feet...) Does it only work under specific conditions which I am not aware of?

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