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Messages - Xtendo-com

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106
OXCE Suggestions Abandoned / Re: Fatigue?
« on: April 04, 2016, 12:36:14 pm »
I completely forget that the game has an energy bar. We can also add more penalty to energy consuming. But I don't known a technician realization of source, so my ideas will looks like crazy or impossible to implement without modifications to source code.

107
Suggestions / Re: Poison Gas
« on: April 04, 2016, 12:29:15 pm »
It will looks like :D

108
Thanks! I like your difficulty changes, but after failing several times without a saves I will play again your mod with some modifications that I already did.
1) Increased amount of HP - soldiers have initial 100 HP with a cap of 200 HP like old school shooters of ID software.
2) medikit heal 15 HP, 20 HP, 25 HP per wound.
It's not a realistic and don't have a right balance especially with tanks that has only 90 HP (easy to hit, can't survive against blaster burst or alien shootgun), but I like an idea of high reuseability of soldiers with field medic.

109
OXCE Suggestions Abandoned / Re: Fatigue?
« on: April 04, 2016, 08:06:36 am »
1) Medikits with stimulators can temporally reduce fatigue for some turns.
2) % of fatigue decreases a maximum stats by % of current fatigue. Soldier with high morale decreases a fatigue penalty, so very low fatigue can't reduce a stats.
3) Tired soldier with low morale instead of going to berserk hit the ceiling instead. He perform actions like berserk (with additional bonus to TU) or alarmist (rookie soldiers around loses morale after every turn, you need a high ranked soldier around in order to reduce a morale lose). You need to stun him in order to heal them from that state.
4) Tired soldier has a change to forget an action. He will spend a TU that required to perform an action but nothing happens.
5) Tired soldier are more vulnerable versus mind control. He will be forever controlled by aliens without a TU penalty. You should kill the alien that controls him. After losing a mind control tired soldier lose consciousness or may hit the ceiling.

110
Alive Interrogations require you to raid a nearby Alien Base early.
Otherwise you have no tech progress. The base is located in your starting
region. For the time being also one of the Story Items is located in
the alien base. Raid this base as early as possible!
I tried several times to assault a base as early as possible, but I need more units every time.
Some questions:
1) Can I combine several transporters?
2) If I run away from alien base and come back quickly I need to kill the same amount of aliens?
Difficulty: SuperHuman+Ironman.

111
Open Feedback / Re: Why the hate for instant grenades?
« on: March 30, 2016, 12:58:02 am »
Combined with SuperHuman+Ironman+Hardcore mods instant grenades it's not very OP. Soldier with zero activated grenades transforms into kamikaze and very dangerous to your soldiers around. Mistake can cost you an additional casualties without any way to revert action. Without activation you should spend a lot of TU, so you can't toss a lot of grenades by one soldier. Grenadier mostly useless when you assault inside in UFO or enemy base.
Smoke grenades will be a usefulness item that prevents you to lose your soldiers so easily in hardcore playing style until you meet a melee based units with a lot of TU like chryssalid, so it's also not a panacea anyway.

I have to admit they are somewhat cheaty.
Game don't has a special AI behavior in order to use an instant grenades as advantage for aliens, like increased chance to toss a deadly alien grenade instead of shooting especially on reaction-fire.

112
Programming / Re: Building openXCom in 64-bits with MinGW on Windows
« on: March 29, 2016, 08:43:10 pm »
It's not necessary to answer to my post. Just interesting.
What is a point of 64 bit version of openxcom? You don't need to use more than 4 GB at once of RAM. You don't really need a performance gain over 32 bit version like modern games with heavy physics and graphics. You can run 32 bit version without a problems in 64 bit version and also in 32 bit version of windows. So what is a really point of 64 bit version of openxcom? I don't understand.

113
Open Feedback / Re: Is there a way to play without a save abusing?
« on: March 28, 2016, 04:51:16 am »
I don't get those people who are totally anal about casualties.
I don't totally annoy about casualties (see attachment), but for me it's logical that healthy soldier with high morale has a strong wish to survive and to kick some alien's ass (looks like 100% health in doomguy face), so he can't die so easily. Break a morale first in order to prevent the human body to resist adverse conditions (looks like 10% health in doomguy face). Recovered soldier has a penalty anyway, so he can totally change a situation. Also what really prevents aliens to finish completely a solider that lose a consciousness?

114
Open Feedback / Re: Is there a way to play without a save abusing?
« on: March 23, 2016, 06:01:35 pm »
That's exactly how it worked in UFO: Extraterrestrials, and you know, in practice it sucked.
It sucked in UFO: Extraterrestrials. But I don't agree that is a bad idea to implement that as user decide feature in openxcom like others non-vanilla options. Combined with hardcore mods, SuperHuman+Ironman your soldiers can fight in battlefield longer before they may die completely. Also this will make medikits more usable. That is not a panacea anyway. Recovered soldier anyway is heavy wounded and don't have any chance to survive a second critical damage. They has a penalty in accuracy. Also soldier with low morale will instantly die without a chance. Your soldier should be healthy and has a high morale in order to survive a critical damage. Also you should wait months to recover your soldier in hospital.

115
Open Feedback / Re: Is there a way to play without a save abusing?
« on: March 20, 2016, 10:31:15 am »
Quote
And sure you can complete the game with just rookies
Yes, you can complete the game with just rookies. Just use smoke grenades if you don't want to lose your soldiers quickly until you meet... The Chryssalid - really a big pain in %your_favorite_word_here%. Without jetpacks I didn't found a way how to deal with them with rookies that has a low reactions. I just used a lame and boring method - see screenshot.

116
Open Feedback / Re: Is there a way to play without a save abusing?
« on: February 27, 2016, 07:05:13 am »
If you don't want to save-scum then what about just not saving and reloading if you get a bad deal?
Already playing in this style, switched to Superhuman + Ironman difficulty combined with epic metal music :)

There is also an option for "Save Scumming"  on/off.  If you set it to "off" save scumming doesn't really work.  The random number seed stays the same, so after reload, you will get the same sequence of results that you had before, thus missing the same shots etc.
But you can turn differently.

What about "Pact with the Devil" mode? Each time you load due to non-crash reasons, you sacrifice (sack) a soldier of Sargeant rank or higher :)
I really want to have an option "survivable soldiers". If healthy soldiers with high morale receive a decent amount of damage that should kill him, instead he loses consciousness and you have a some turns in order to recover him from clinical death. Soldier with low morale or heavy wounded soldier can be killed instantly.

117
Open Feedback / Re: Is there a way to play without a save abusing?
« on: February 22, 2016, 09:36:24 am »
Many people play the game with autosave only, and have no problems even on Superhuman difficulty... just look around on YouTube or Twitch, you'll find plenty of examples.
Good to know! I made a lot of mistakes at the beginning of the game.

You can also look into Ironman mode which disables saving except when exiting a game. Nifty option to crank up the pressure.
Yes, I aware of this. I mean possibility to play the game without a save abusing. I changed a name of subject to save abusing.

118
Open Feedback / Is there a way to play without a save abusing?
« on: February 21, 2016, 05:09:58 am »
I want to remember the old days... but I don't like saves and I want to complete a game without saves. It really is breathtaking and more interesting. But this game forces me to save every time because the game is really tough even in easy difficulty without saves. Your soldiers dies with just one shoot without a way to revive. If your soldiers dies every time, you can't complete the game with just rookies and you also have a large financial losses. Is there a mods that introduce a clinical death mechanics, so you has a chance to revive a soldier? Or any other useful mods for my purposes?

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