aliens

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - kikimoristan

Pages: 1 2 [3] 4 5 ... 44
31
what you need is square range . not sure if that would be useful for anything other than range 1. i mean you could make it so range is square at 1 then becomes circular > 1 that way you don't need anything special.


you could do this

range 0 = default range 1 behaviour
range 1 = square range (what you want)
range 2+ = normal range behaviour

32
ask yankes he may include it in extended version but might not be 1.5 ..might end up being something else like squareRange=true rather than default round range

i doubt this will ever be included in openxcom as warboy and supsuper want  it to be   as close to original game as possible + UI/visual enhancements .

33
it's not a bug. based on how range is calculated you're not supposed to attack diagonally with max range = 1

for grid

a1 a2 a3
b1 b2 b3
c1 c2 c3

and your guy is at a1 and is attacking c3

diagonal range is calculated like a1 a2 b2 b3 c3 NOT a1 b2 c3

range 1.5 is same thing as range 1 since the value has to be whole number


34
dioxine,
any advice what to manufacture 4 money? i was making some next level barbed daggers but are not that profitable.

35
OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: August 22, 2015, 02:59:17 am »
also would it be possible to add stringstats for items ? like researched,  cost, damage type, power, aimedAcc, snapAcc, autoAcc, aimedTU, snapTU, autoTU, etc

36
you can also place it like so

openxcom/user/mods/

37
OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: August 22, 2015, 02:53:40 am »
yankes would it be possible to limit/restrict weapons based on skills?

38
Work In Progress / Re: [TOTAl CONVERSION] Mine G.M. - wip (just started)
« on: August 21, 2015, 04:13:25 pm »
I find it logically unconvincing, but hey, they're aliens.

is not just weapons but also armor that can fly for ex only on surface.

is more like heat powered (rather than light) cause it works underground in volcanic caves too.

39
Work In Progress / Re: [TOTAl CONVERSION] Mine G.M. - wip (just started)
« on: August 21, 2015, 04:04:55 pm »
Why would the aliens' tech only work above ground? Is it solar powered, with no batteries?

yes kinda like plasma/sonic but no ammo and quite heavy.

40
Work In Progress / Re: [TOTAl CONVERSION] Mine G.M. - wip (just started)
« on: August 21, 2015, 01:55:25 am »
also underground is a lot of melee battles and surface a lot of ranged battle . and aliens get a whole new set of underground vs surface equipment. 

all high tech alien stuff works only on surface and a there are a bunch of odd weapons made out of mining gear

hope that clear things up.

im only working on underground atm cause that's all i can do.

41
Work In Progress / Re: [TOTAl CONVERSION] Mine G.M. - wip (just started)
« on: August 21, 2015, 01:47:10 am »
An awesome concept. My only big gripe is that I don't buy the "don't know how the surface looks like" thing. I guess seeing the planet from the outside kinda forces you to show its surface, and it looks plausible enough to me as it already is anyway.
haha

this mod is essentially TFTD mod

surface + volcanic underground 1, 2 = depth 3 , 2, 1
underground = surface depth 0

but only  UFO modding is fully supported atm. that's why you don't know. you do. obs.

since xcom future humans have been living underground where is darker and much cooler thy have a hard time with light/heat. plus surface and volcanic areas are pretty much unbreathable. these areas will kinda  like underwater with aliens solar stuff working only there.

42
nah openxcom ex changes some default game behaviour so you can't just slap it on the main branch. it need a bit of editing  .

but maybe stats could be worked in main and down the line openxcom  can inherit it.

i kind agree with yankes. where openxcom is a remake, extended is a continuation.

43
Suggestions / Re: stringstats for weapons
« on: August 21, 2015, 01:39:32 am »
I just want a way to access Ufopaedia in battle.

that too. i just want to know weap stats in inventory.

44
Suggestions / show total item count in UFOPEDIA right under item name
« on: August 20, 2015, 06:11:49 am »
add the total inv count (from all sources) for the item youre looking at.

45
Suggestions / Re: stringstats for weapons
« on: August 20, 2015, 06:09:55 am »
is one of those basic things that helps a bit.

a way to see some weapon stats in inventory

Pages: 1 2 [3] 4 5 ... 44