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Messages - Bonakva

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61
Open Feedback / Re: Small windows
« on: August 18, 2021, 09:15:54 am »
Shit. That sounds very complicated. At least for me it sounds scary and unworkable.

If you happen to find someone who makes a version of OXCE with large windows, let me know.

It is not farsighted of meridian to reject such an idea.
Subjective. For me openxcom is a product which lets you play an old game on modern computers in 2021 without dancing with tambourine.
For people who want to plunge into nostalgia and remember "those very days" is definitely worth to leave the old settings display. But progress is not standing still, now probably almost everyone has widescreen monitors.
So these small windows in the center of the screen with a huge empty space on the sides look ridiculous. Seriously, the small window for 8 planes and a slider that hides another 10. Although all 18 planes can fit on the screen in a large window without the slider

62
Open Feedback / Movement speed
« on: August 18, 2021, 08:55:12 am »
Is there any way to speed up the movement of units even more?
The move settings are set to maximum, but I would like it to be higher.
Ideally, the movement animation would not be played, and the unit would be immediately in place after clicking

63
Suggestions / Re: Mod request: TFTD minimap colors
« on: August 17, 2021, 04:24:28 pm »
I assume that the soldiers/army/police who protect civilians are meant. They can be found in global mods.
But probably in terms of the mechanics of the game difference between a soldier and a civilian is not

64
Open Feedback / Small windows
« on: August 14, 2021, 11:59:34 am »
Is it possible to enlarge the "launch interception" window?
When you have a dozen interceptors, it's very uncomfortable to navigate. You have to scroll down every time. 
I want something like this.
Just to increase the window and make the scroll disappear. Instead of displaying 8 ships became for example 20

Is there a mod or a ready-made solution?

65
The X-Com Files / Re: The X-Com Files - 1.9: Free Falling
« on: August 13, 2021, 01:16:05 am »
I've never gotten very far in the game, but about 20 humans/hybrids + small numbers of animals/AIs. Maybe ~10+auxiliaries/tanks if it's just a garrison. I usually aim to fill the transports that operate out of that base, plus a little extra and auxiliaries on top of that.
20 people with a constant rotation of sick and sanity? Is that enough for you? I have a minimum of 40 men for strike bases
Imperial Guard style


There is an option to turn off the default lights. I don't like the fact that in the first turn my lemmings immediately with personal lights on. It's kind of silly...

66
The X-Com Files / Re: The X-Com Files - 1.9: Free Falling
« on: August 12, 2021, 12:09:01 pm »
Guys, how many soldiers on average do you have at your bases?

The personal lights which are turned on by the "L" key de-mask the units during the night?

How far can soldiers see (how many cells) during daylight hours?

67
40k / Re: 40k future plans and Work in progress / Suggestions
« on: August 10, 2021, 09:53:36 pm »
It's funny, I went through the whole game with heavy bolters.
In the beginning it's hard and very oblique, but once the marines get their strength and accuracy up, the weapon's efficiency goes up significantly.
I tried switching to plasma and melta from time to time, but quickly abandoned that idea because I didn't see the effectiveness. The heavy bolters were more reliable.

I also liked the assault bolters. Very often they kill fat targets with 1 shot.
Only I don't quite understand the mechanics of the shot.
The info says 2 die rolls. What does that mean?
One shot, but the 2 damage adds up?
I know assault bolters have two barrels, it's very strange to see 1 shot...

68
The X-Com Files / Re: New weapon suggestion XM-25
« on: August 09, 2021, 06:59:47 am »
This is not a high-tech weapon of the future... although it depends on how you look at it...
It's an existing weapon. The project was developed, but was frozen because it was too expensive to produce and did not satisfy the army's "wants".
It's perfect for the "REVIVED WEAPONS" line of research.
https://en.wikipedia.org/wiki/XM25_CDTE

I have an eternal problem with grenades. I find it difficult to use grenades because of the fact that you need to perform a lot of actions (go to the inventory, move the grenade, activate the grenade, throw, wait for the turn). A lot of action, and the result you find out in the enemy's turn. For me this was not acceptable. I like instant damage.
So instead of grenades, I started trying to use grenade launchers as additional weapons (grenade launcher, Milkor and tactical launcher).
Grenade launcher was the worst, very TU dependent. It's like grenades, only you do not need to activate ...
A great plus was that in the hour of need you can grab a grenade launcher from his backpack and make an important shot. And also the fact that two of them have a magazine. But in general, grenade launchers do not do much damage (perhaps I'm a loser and randomizer mocked). They are also very inaccurate. I would have settled for the tactical launcher, but damn, it's very heavy.
Then I tried rocket launchers, the power of most of them was overkill for me, but the main downside to my game was the constant reloading and sheer weight. In general I would have used launchers with multiple round magazines, but again, very heavy. It just so happens that in my style of play all soldiers are kitted out universally. And I did not want to make a specific grenade launcher. Also, to shoot the enemy if he is close. It hurts...
Suddenly I saw the love of my life on the horizon. The XM29 destruction machine. It's like the child of a grenade launcher and a rocket launcher.
It has a magazine for several rounds.
Damage per shot is excellent.
If the enemy is close it's not scary, the blast radius is small.
Weight complete with shells is not great - can be carried as an additional weapon in a backpack.
Accuracy and TU shot is excellent.
Direct aiming is more of a plus than a minus, allows you to fully fight if the ceiling is low.
I love this weapon. I carry it in addition to my main weapon, exclusively with high-explosive shells. If there was a separate grenade launcher with the same concept, but without the assault rifle it would be perfect.

And the pictures are taken from Call of Duty: Modern Warfare 3
 :D

69
The X-Com Files / Re: Entere the alien embasy
« on: August 08, 2021, 06:32:22 pm »
You can instead apply tiny mod with just one ruleset line https://www.dropbox.com/s/ldm0p0npa9q85oj/Liberation.rar?dl=0
Oh... It's really more comfortable that way.
Thanks

70
The X-Com Files / Re: Entere the alien embasy
« on: August 08, 2021, 02:03:40 am »
For myself, I do this. If I destroyed the base, I edit the save and return the country...

71
For lack of a better way out I will have to use the crutch with the melee in the tank. But I would like to see a more thoughtful implementation of the idea in the project itself.

I would like to think that the developers will take note of this idea, at least in the form of additional settings.

72
The X-Com Files / Re: The X-Com Files - 1.9: Free Falling
« on: August 06, 2021, 10:07:30 am »
Acid Bolt conceived as a grenade?
I think we should add a "grenade" tag to it. To make it easier to find when rigging a ship

73
I meant something different.
The idea is that the tank could move through the bushes while breaking them.
Probably with increased energy consumption. For example, when using "running". When you press "ctrl" it starts to move where a normal unit can not.

Is there a way to make fists break things in front of them? O_o Just now, fists only hit if there is an enemy.
If so, I'll add fists to the tank...

74
Suggestions / Tanks are not afraid of obstacles! At least the bushes...
« on: August 04, 2021, 06:00:56 pm »
Please make it so that tanks and large ground units can break some obstacles. I start to hang myself every time I come across a map with jungle or dense urban development.
Surprisingly, in order for a tank to pass I have to shoot bushes and small fences.
I'm not talking about that they would pass through the bearing walls of the houses, but a small fence and bushes to break down, they clearly should be able to, and perhaps the trees. (Although probably would be cool to fly into a house in which there are locked enemies with the words Surprise motherfucker)

75
The X-Com Files / Staff of Heart Grip rebalance
« on: August 02, 2021, 09:55:31 pm »
The Staff of Heart Grip either doesn't work, or it definitely needs a boost in accuracy. Since 15% is very low... Seriously, I've shot a farmer 100 times and never hit him.

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