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Messages - Starving Poet

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241
XPiratez / Re: Make Chryssalids Great Again
« on: July 31, 2016, 01:55:14 am »
Just a heads up - in Xenonauts their version of the Chryssalids do beeline it right towards the transport.  They are the easiest enemies to deal with because all you have to do is wait for them to come to you.

242
Paint.net does not work correctly with indexed palettes.

https://openxcom.org/forum/index.php/topic,2676.0.html

243
XPiratez / Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« on: July 27, 2016, 10:34:37 pm »
In practice I've had units Psi assaulted even when I'm 100% sure they weren't spotted, so who fucking knows. That said, even if they need to make initial LoS, you often get a situation where one guy gets controlled, then spots everyone, and then another guy is controlled before the Intelligence timer runs out who then spots, and thus the merry daisy chain continues.

Let me just link my reddit thread with proof of how this works:

https://www.reddit.com/r/Xcom/comments/4u0qou/how_do_you_deal_with_ethereals/d5lwky5

There's savegames to test in OXC and a link to a vanilla savegame with my testing methodology.

/edit: The one thing I didn't test was whether a kill by a grenade would trigger "turnssincespotted" to 0 - and if it does whether it attributes the primer or the final thrower.

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XPiratez / Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« on: July 26, 2016, 03:29:26 pm »
Are you sure about that? Wasn't it confirmed that the Xenonauts AI cheats and always knows where you are?

It doesn't cheat, but it does change algorithms depending on proximity.   An alien who could be passively sitting in a building for 20 turns will become aggressive as you near them and they'll come out looking for you; but don't know where you are... exactly.  Okay, it's a bit cheaty; but it's not Sectopod from xcom 2012 cheaty.

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XPiratez / Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« on: July 26, 2016, 04:45:45 am »
From what I heard, AAA developers make AI dumb on purpose these days because Beta testers complain when the AI outsmarts them using standard infantry tactics. The player's stated desire for "Better AI" is overshadowed by the players desire to not be constantly outflanked by numerically superior forces.

Early in Xenonaughts development, the AI was pretty much able to determine a couple places where your soldiers could be based on knowing where they weren't.  No cheating, no secret knowledge.  They knew where you landed and were you couldn't be.  They would blindly throw grenades into the few places where you could be with damn unerring success.  The game was practically impossible to breach a UFO, let alone get to it even on the easiest difficulties.

246
XPiratez / Re: Bugs & Crash Reports
« on: July 25, 2016, 11:49:35 pm »
There are certain items in each facility that, when destroyed, count as facility destruction.   In the workshops, it's the tables.  I'm not sure what counts as destruction for the large hangars. 

247
Open Feedback / Re: TFTD research question
« on: July 24, 2016, 04:50:09 pm »
No navigaator - and I presume deep one research has been fixed - I still hold off on them out of habit.

And for the second one, I don't think so.

248
OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: July 24, 2016, 04:44:49 pm »
Let the darkness consume you!
https://youtu.be/9oNroA3feEw

I'm now working on bit more realistic lighting in game, biggest difference will be that you need have LOS to illuminate tile.

Oh god, no - lighting up a UFO by throwing a flair on the roof is like night-tactics 101!  :p

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OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: July 22, 2016, 12:15:32 am »
Since throwing distance is determined by weight of the object and a unit's strength - make the falloff setting affect it via percentage.   Then you can just define the max percentage allowed before falloff goes into effect.

250
What mods are you running?  That coloring in the  UI is all sorts of wrong.

251
Open Feedback / Re: Infiltration mission looping
« on: July 21, 2016, 10:40:03 pm »
That's the original behavior - I find it extra vicious in TFTD where your barracudas have a hard time even keeping up with the first wave USOs of an infiltration mission.   The odds of delaying the current mission to prevent the battleship spawns is pretty much impossible until you have the Mantas.

And I don't think it is / was to prevent them from funding again.   If I'm not mistaken, funding changes are simply percentage multipliers based off score in that country.  Once it's set to 0, it will stay zero.

252
OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: July 21, 2016, 03:45:59 pm »
Within the lore of the game, you could ransom them for less in the debrief (50% ransom value?):  "Give me everything you have on you, and I'll let you go; otherwise you're coming home with us."

253
Work In Progress / Re: a different shotgun behavior
« on: July 21, 2016, 03:43:29 pm »
I would vote for ammo - the current implementation does have its uses since the 'first' projectile is most likely to hit.  I use it for frangible-type long range weapons.  Then you could have  your proposed buckshot / birdshot balance, and finally slugs.   It would also allow for backwards compatibility.

254
Released Mods / Re: [SOLDIERS] Reaver's Soldier Classes
« on: July 20, 2016, 11:05:54 pm »
Hot Damn, this is a great idea.

There's nothing stopping this from working in TFTD - just change the master in your metadata to "*" from "xcom1"

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I think this would be a nice addition, but the core mechanics of Infiltrations need to change - right now it's entirely possible to shoot down every wave of an infiltration mission, and still get that second battleship to spawn before the end of the month.

Maybe something as simple as shooting down the second battleship before it has time to land cancelling the infiltration should be enough.

Either that, or allow some way to get the countries back.

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