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Messages - Starving Poet

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Released Mods / Re: [GRAPHICS] Cooper's Smoke
« on: May 09, 2021, 08:58:19 pm »
Could the mods please edit the first post and replace all the download links with this:

OpenXcom Extended / [DONE][Suggestion] Interception Window UI Enhancement
« on: December 22, 2019, 10:09:28 pm »
Right now, in the interception window if we right-click a craft that is in the air, it will center on the globe on that craft, but if we right click a craft at base, it does nothing.   Would it be possible to have a right-click of the docked craft open up the equip-craft window in the correct base?

XPiratez / Re: A thread for little questions
« on: November 27, 2019, 12:01:14 am »
I always assumed there is a limited amount of missions and events than can happen each month. Am I wrong?

nope - just dice roll.  You can make 50 missions with 100% spawn chance and you'll get 50 missions spawning the next month.

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 26, 2019, 11:20:50 pm »
renaming the folders with numbers is a good idea all around to keep the flags in order.

Help / Re: Duplicating/Inheriting Rules?
« on: November 26, 2019, 04:52:07 pm »
In short, you have to redefine the triton in your mod if you want to make variants.

It's never going to change, so other than wasting a couple bytes of hard disk space, there's no downside.

OpenXcom Extended / Re: OXCE/OXCE+ Bugs
« on: November 26, 2019, 04:46:27 pm »
you load them during craft deployment - you have an unloaded gun saved in your soldier inventory.

Released Mods / Re: Terrain Pack considerations
« on: November 26, 2019, 04:38:35 pm »
Hobbes, this is a serious question - but does it bother you that I get income from twitch when playing your maps in OXC?  If so, why?  If not, also why?

I understand that it's your creation, but the same modders with donation links are also using work from many other creators - You, Robyn, Yankes, Meridian, Ohartenstein, Me, Warboy, Sup, Daiky, etc etc etc. 

We had this same argument with another, new modder who wanted to make his work private and it's understandable - but no one here is selling their work, or any of the assets. 

Also as to your original post, nowhere does it say you are taking submissions for new maps in either the page or the forum entry.  So, trying to guilt us because we couldn't read your mind and figure out your intentions isn't fair at all.

/edit: for clarification - not monetary submissions - that you were interesting in people submitting their maps for inclusion in your modpack.

Released Mods / Re: Decreased TUs for aliens on your first turn [OXCE]
« on: November 26, 2019, 04:24:31 pm »
This isn't vanilla

The X-Com Files / Re: Readiness system. How does it work?
« on: November 22, 2019, 02:55:33 am »
You can regen with full readiness better than you could without it, so it's a bonus and helps with early aggression.

So, you can be pedantic, but compared to pre 1.0 there are bonuses.

The X-Com Files / Re: Readiness system. How does it work?
« on: November 20, 2019, 09:12:51 pm »
Go to any armor in the pedia, press the info button and look at the energy recovery / stun recovery / morale formulas

Released Mods / Re: Decreased TUs for aliens on your first turn [OXCE]
« on: November 19, 2019, 02:10:29 am »
I made a little change for personal use - since flat 33% is a bit too much of a guarantee they won't react:

has enemies spawn with somewhere between 33 and 100% TUs

Code: [Select]
      - offset: 41
        code: |
          var int unitTUs;
          var int divisor;
          # var int unitAggression;
          # adjust aliens' TUs on the first turn
          unit.getTimeUnitsMax unitTUs;
          battle_game.randomRange divisor 33 100;
          muldiv unitTUs divisor 100;
          unit.setTimeUnits unitTUs;

The X-Com Files / Re: UFO very very early
« on: November 18, 2019, 08:08:01 pm »
Glad it worked - definitely a challenge.  If you can get in close range to the sectoids they do go down easily - but that sectoid leader in the lab ship is totally a wild card.  He can camp and PSI attack you until suffer from a panic spiral or just be a chump and pretend he's a soldier.

Released Mods / Re: Decreased TUs for aliens on your first turn [OXCE]
« on: November 18, 2019, 07:56:23 pm »
Well, for one it's the same result  in that any enemies facing you now have less than maximum TU for reactions.  Which, if we are using their argument that they can see you and of course have full reactions when you leave the craft makes even *less* sense that they would just mill about and turn away from the craft :)

Released Mods / Re: Decreased TUs for aliens on your first turn [OXCE]
« on: November 17, 2019, 09:24:36 pm »
This is a great idea and Scorch is entirely wrong :)

If you want things that don't make sense, it's driving a van into the middle of a cult safehouse, letting yourself get completely surrounded, grabbing all your weapons, stepping outside of the car, and THEN waiting for reaction fire.

I think this makes MUCH more sense than waiting a turn - which is pretty much a required action unless an enemy is looking directly into the skyranger.

Blocking the aliens from using a grenade until X turn is a concession to OXC since vanilla behavior didn't have a weighting when spawning enemies to face them towards the skyranger.  In DOS it was 100% random which direction they were facing - where as here the numbers go up with difficulty.

The X-Com Files / Re: UFO very very early
« on: November 06, 2019, 06:11:25 pm »
Early game UFOs are very very hard to accomplish - like others have said, you can ignore them even if they land in range of the car.

Mister is 100% correct, the only 'objective' you should have for the first ufos is to get a single corpse and drag it home.   I have a save with a landed large scout I'm seeing if I can finish with a normal car and starting weapons and I still haven't been successful even knowing their starting positions due to the discrepancies in firepower, enemy numbers, starting stats, and readiness.   It's a fun side challenge, but not one I would even consider in a real game.

Think of it as a little tutorial on knowing when to leave - like how the Firaxcom tutorials kill half your team by design.

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