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Messages - pmprog

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16
Offtopic / Re: Tuxemon
« on: September 05, 2014, 03:34:34 pm »
You'd probably want to check this out too then
https://pokemon3d.net/

18
Offtopic / Re: X-com Apocalypse
« on: August 26, 2014, 09:33:39 pm »
For those interested about OpenApoc, there's some (not great) news

https://openapoc.pmprog.co.uk/index.php?topic=41.msg236#msg236

Quote from: pmprog date=1409077887
Over the last couple of weeks, there have been some rather significant changes in my Real Lifetm. As such, I'm not going to be doing as much in OpenApoc. Seems rather silly, considering the project is in it's infancy, but that's the way it goes I'm afraid.

Anyhoo, before you get upset. JonnyH is still going to continue working on the project, he has full access to my Git repo; and I will be around to help where I can.

It's not the greatest of news, I appreciate, but I am thankful that JonnyH is still interested enough to help see if we can push this a bit further. So please all get behind him. I will still be here, and hopefully I'll still get some development done, maybe just not as much as I originally hoped.

Thanks

19
Fan-Stuff / Re: Which mods/settings to make late game more difficult?
« on: August 26, 2014, 02:48:33 pm »
I'm with yrizoud, when you're sufficiently "equipped", you should be making your way to the final mission.
I also read on the UFOpaedia (can't remember where though) that XCOM isn't designed to be "waiting around", and that you should trying to close the war as quickly as possible.

So I guess the difficultly "decrease" is so that you don't get tiresome missions whilst trying to get the final research pieces done

20
Playthroughs / Re: Speed Run anyone?
« on: August 11, 2014, 07:44:49 pm »
Stun grenades don't really help you for a long time, best to go with stunrods.

I was actually disappointed that to manufacture stun grenades, you have to first manufacture stunbombs then convert them, rather than just manufacturing the grenades. Shame you can't have two manufacture paths - a converter process and a manufacture process

21
Open Feedback / Re: Aliens throwing grenades for less TUs than humans?
« on: August 11, 2014, 07:27:02 pm »
You can prime a grenade in one turn and throw it in the next (or any subsequent turn), I'm assuming aliens also do this

22
Work In Progress / Re: [Craft Weapon] Laser Cannon Pro
« on: August 08, 2014, 11:36:25 am »
Remove the 3 tabs and replace with spaces (screen 1)
... and primary reason for not using YAML in OpenApoc ...


23
Work In Progress / Re: [Craft Weapon] Laser Cannon Pro
« on: August 07, 2014, 10:09:16 pm »
The thing is, there are many people here who would have been willing to help with such a simple matter if the cause was a typo or something, and if you've found a bug, it would be nice to be able to hunt it down.
Attached - It's literally one line added. Nothing special. This was even added on a different computer...


24
Work In Progress / Re: [Craft Weapon] Laser Cannon Pro
« on: August 07, 2014, 05:39:49 pm »
No, like I said, I deleted the line, retyped it from scratch - even with different words. I'm not really that bothered, there isn't much to add anyway, so it's fine showing the original.

Been in a couple of battles with it, but no large ufos have come my way yet

25
Work In Progress / [Craft Weapon] Laser Cannon Pro
« on: August 07, 2014, 01:37:07 pm »
So I've been playing a bit again, and I'm playing a no-plasma Veteran game, which is so far going pretty well. However, I'm woefully outmatched by the larger UFOs, so I decided to create this.

I've not used it yet, so it might need some balancing, but basically it's a researchable modification to the laser cannon, which will allow you to lower the damage output and refire rate, but increase the range and accuracy.

Research is quick and cheap, but manufacture and costs are the same

All the graphics and ufopaedia data are same as the laser cannon.

BTW - When I tried to add a STR_LASER_CANNON_PRO_UFOPEDIA string, it wouldn't load my mod, something about an illegal tab when looking for indentation. Always on that line, even if I retyped it; so I just removed it...

26
Offtopic / Re: Just found this on the web
« on: August 02, 2014, 07:59:56 pm »
I have a feeling this has been posted before - or at least something similar, and there were more photos. Can't find the thread atm though

27
Offtopic / Re: X-com Apocalypse
« on: July 16, 2014, 11:42:16 pm »
I set up an official FB page - https://www.facebook.com/openapoc
I'll undoubtly attempt Twitter at some point, and I'll probably set up an "official" OpenApoc YouTube channel too

28
Open Feedback / Re: Forum feedback
« on: July 16, 2014, 10:17:18 am »

29
Suggestions / Re: SUGGESTION - Fatigue?
« on: July 16, 2014, 12:20:13 am »
Soldiers already have energy, and the more they move, the more they use up, to a point when you can have TUs remaining and not move

30
Offtopic / Re: XCOM: Enemy Unknown(the new one) in Humble Bundle
« on: July 16, 2014, 12:19:17 am »
Hmmm, do we know if the Steam version of Apocalypse is different from the old Europe CD? I hope not, and will probably continue just working with the data files that I've got.

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