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Messages - Stoddard

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Offtopic / Re: XCOM Inspired Fantasy Game
« on: November 26, 2020, 10:57:54 am »
Also, Ukraine has X-COM internet provider.

There is and has been since 1994. A coincidence? I do not think so.


XPiratez / Re: Xpiratez High resolution for Cutscenes and most of Ufopaedia
« on: November 12, 2020, 08:58:48 pm »
This ESRgan thing is quite curious though. I wonder if it can be used at runtime, as a zoom filter/shader option perharps

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 09, 2020, 12:23:09 pm »
I think that 'Bleat Baa' and 'Bleat Maa' special weapons would fit just fine.

The X-Com Files / Re: X-Com Files Copyrighted music
« on: November 08, 2020, 09:02:36 pm »
FRO_PSY.ogg, 'Frontier Psychiatrist' by The Avalanches (occurs only once in the Asylum mission) (watch the music video, you won't regret it)

Now for this I thank you very much.

Seriously, don't use SDL_Image for pngs, it's based on an ancient libpng version and is buggy as hell.

SDL_pnglite is much better.

OpenXcom Extended / Re: [Suggestion] Unrecognizable units
« on: November 05, 2020, 06:11:58 pm »
The thing is, that "enemy not showing up as a red number" will still trigger reaction shots. That is where the problem is.

EDIT: Not 'is'. It only starts there/

OpenXcom Extended / Re: [Suggestion] Unrecognizable units
« on: November 05, 2020, 02:02:31 pm »
No, the unit does not change faction, but the red square indicating the target's hostility is blocked. Only works against the player.

This is one and the same from the code point of view.
 Enemies that are not quite enemies unless conditions are in fact a new faction.

The X-Com Files / Re: Too much research...
« on: November 04, 2020, 04:29:07 pm »
I have no idea what the programmers thought when they came up with that one.

Well, Jake Solomon is full of shit, and that was obvious from the start. Which is why I never played nucoms. He never had it in himself to create a world. He even said it himself many times in them interviews. So he made a blinky shooter. Phew. Nothing better could have come out of this effort and didn't.

That said, even people who did have it once tend to lose it. Case in point - original Syndicate vs Satellite Reign. The latter is just meh and lots of rain.

OpenXcom Extended / Re: [Suggestion] Base items limits
« on: November 04, 2020, 12:53:24 pm »
Well, idk. The micromanagement shit I help myself with out-of-game tools, like

It did show that just a global inventory overview with search is enough to keep some semblance of order, if it allows to sell/buy/transfer stuff without much clicking  (as is the case currently since I run it on the second monitor).

The autosell feature was intended for absolutely useless crap you do not want ever like good looking stones or holdout pistols late in the game in xpiratez. Why would anyone expect more from it I can't fathom.

OpenXcom Extended / Re: [Suggestion] Base items limits
« on: November 03, 2020, 02:10:01 pm »
We have multiple bases.

Per-base limits would be tedious to set up, global limits would be useless since people often set up dumpster bases with lots of storage,
and combat bases where attack craft is based, so what is needed is to transfer some of the crap to the dumpster base(s), and sell it only if all dumpster bases overflow... also set up priorities what gets sold first to make some space, also send some particular shit to bases with workshops to get disassembled or whatever .. where the disassemble jobs would get triggered on arrival --- you see this blows up into an ERM system.

I don't think we're going to make one out of the engine just yet

I don't know how to make this simple to use, but I think this is not it.


You see, my use case would be  - one to three production bases, where I also have assault transports, and about four outpost/storage bases where I have some interceptors and lots of storage.

Most of loot comes from the assault teams, but some comes from interceptors taking care of small craft they shoot down themselves.

So what I care about is that ammo gets restocked at outposts, while stocks of materials for its production are kept at some sane volume on production bases, and any researchable items  get sent to the research base (usually one, but might be two of them).

And all prisoners get sent to the prison base where they would be either robbed, enslaved or kept for research.

Simple item count limits are practically useless in this scenario.

How very nice. Great job!

OpenXcom Extended / Re: OXCE v6.3 for Android
« on: January 01, 2020, 12:05:00 am »
I'm not getting what problem would its support solve.

Happy New Year!

« on: December 30, 2019, 03:09:42 am »
What's the problem with starting just with LOF voxels and going from there?

There would be decisions to be had on what shear strength do a wall or a wall joint have - as in how long a wall can hang.
But that can be decided later.

And floors can be hanldled in a DF-like fashion for a start - if it isn't 4-way connected to at least another tile, it falls.

XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: December 23, 2019, 01:11:02 pm »
I do care; handwaving like that does not work on me. If your answer to my arguments comes down to "shut up" we have nothing to talk about (and no, we're NOT tracking this stuff).

I most certainly did not intend to summarily dismiss your concerns.  I'm sorry if that came over so.

I only meant that detailed state tracking is not required for sci/engi to spawn as civilians in base defence missions.
As in, it can be done without tracking every single sci/engi as a separate entity. That is all.

We can discuss if it's a good idea or not. It might not be in the context of any given mod. Or not.
It's just an idea, ok?

Also, frankly, the idea with brainers and workers running around the base is not to my liking. Slaves, maybe, but this can be done with the current tools.

Whatever happens in your mod is entirely up to you. I do not and never will presume.

XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: December 23, 2019, 07:37:58 am »
The problem is quantum wave collapse.
Problem: you got 3 original brainers (ubers) and you got 1 Gnome whom you turned into a Brainer as well.
Question: What should be the output race of Brainer -> soldier?

Short answer: no one cares. It's brainer->civilian, not brainer->soldier; the only thing worth tracking is number of civilians lost so that number of brainers/engis can be removed from the base after the battle. But it's tracked already.

Long answer: why, 3 ubers and 1 gnome, we're tracking this stuff. If we're not, see above.

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