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Messages - Phoenix7786

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136
Open Feedback / Re: Any word on openTFTD's progress?
« on: April 18, 2015, 11:38:13 pm »
Oh yuck I can well imagine how aggravating bugged research must have been. I also get why they made torpedoes unusable above water, since not all underwater munitions function out of water. However, if we know it's a terror mission above the surface of the water, why don't we have more conventional RPG weaponry? I get that the Coelacanth's weaponry is too different to be modified on the fly, but there's no reason why an Aquanaut can't simply grab an old rocket launcher.

I also had a gripe that naval base terror missions featured unarmed sailors. FFS it's a naval base don't they have guns too? I know they didn't want to make it easy on us but I would have loved to see something like the sailors fight back even if they were just using pistols. Look at how Apocalypse gave us Megapol, or the Enemy Within DLC added Security Personnel, or Xenonauts added in friendly NPC allies like local police and military forces. I wonder if it was just a limitation to the engine at the time?

I hope it doesn't seem like I'm just bitching here I love the X-com series but those gripes have always stuck with me.

137
Open Feedback / Re: STUN/RECOVER
« on: April 18, 2015, 10:17:51 pm »
I just downloaded the openXcom latest build a few days ago. Has the stun bug been fixed or do I need to finangle with one of these Nightly patches?

138
Open Feedback / Re: Sniper Rifle mod is missing from mods page
« on: April 18, 2015, 10:16:44 pm »
Any idea why the link went dead or MIA?

139
Open Feedback / Re: Any word on openTFTD's progress?
« on: April 18, 2015, 10:14:01 pm »
Excellent news! I can find other stuff to keep me occupied until it's ready. Thanks for the prompt response too. If only customer service reps had the initiative this forum does.

Any general idea what kinds of bugs/fixes/tweaks might be included? I'd just love to see Coelacanth's and torpedo launchers to be usable above water. I can't' but help that restriction was just designed to torture us, unless it applies to enemies as well.


140
Open Feedback / Any word on openTFTD's progress?
« on: April 18, 2015, 09:49:16 pm »
Heya all. Loving the OpenXcom project. The mods and options are loads of fun to an already fun game. Even purist vanilla mode with bugs fixed is still incredibly fun. I saw an old thread from 2014 about openTFTD 1.0 but I was warned the thread had been dead for a long time and long story short I did not want to necro a dead thread. That being said, is openTFTD still in development? I'm eager to play through it after I finish my rerun of the original UFO Defense. I'm hesitant though unless openTFTD is still years away.

141
Troubleshooting / Re: Installing from the collector's edition?
« on: April 16, 2015, 05:31:51 am »
Ah yes that fixed it. I went back to the disc itself and rooted out the files I needed. I had some sort of custom-made batch file that started the game. Once I manually sifted through my disc I found the files I was looking for and got it running. Got chills :)

142
Troubleshooting / Installing from the collector's edition?
« on: April 16, 2015, 02:46:57 am »
Heya all. I have the collector's edition of all 3 of the original X-coms. Unfortunately though there are not the whole bevy of sub-folders like the originals had. I just have 2 sub-folders of SOUND and MISDATA. I assume MISDATA is miscellaneous data. I can see a crap-load of .DAT files inside. I assume this was done to condense folder clutter. Unfortunately in this case it appears I must sift through these files. However, I don't know which data belongs to which sub-folder. I tried using the Windows Installer and it was not able to detect the files properly. Would anyone be willing to help me with the arduous task of sorting out which folders openXcom looks for and which DAT files need to be in each?

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