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Messages - tylor

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16
XPiratez / Re: Ideas for better aircombat?
« on: February 05, 2017, 09:09:52 pm »
Yes, that's why I'm suggesting an option to land.
Your ships are even worse on land, because most pilot crews are one or two girls.

17
XPiratez / Re: Ideas for better aircombat?
« on: February 05, 2017, 05:29:24 pm »
Most of your vessels have no chance against enemy warships 1x1 both in air and on land.
So, it's an equivalent of just killing off your vessels and trained pilots randomly.

18
XPiratez / Re: Repacement Images for Backgrounds/Bootypedia
« on: January 23, 2017, 03:50:53 am »
So what is her personality?
I never learned that...
My guess is this picture shows personality of a very mature, smart and authoritative woman, which pays not much attentions to prettiness, but a lot to physical and mental fitness, showing her after she was carved out of her physical and emotional armor and made questioning her life choices and priorities.

19
XPiratez / Re: Bugs & Crash Reports
« on: January 18, 2017, 01:12:19 am »
Also, you can check Log->Transfers in hideout for stuff that is about to be received by your base. It includes recruited gals.

20
XPiratez / Re: How to survive your first pogrom?
« on: January 17, 2017, 05:21:25 pm »
Yeah, but neither of them Pogrom that early

21
XPiratez / Re: How to survive your first pogrom?
« on: January 17, 2017, 03:16:42 pm »
I would advise night combat, if possible. Best way to not get shot is not be seen.
Unless it's ratmen pogrom

22
XPiratez / Re: Bugs & Crash Reports
« on: January 16, 2017, 07:22:45 am »
Maybe this can be fixed by map design? Not having doors on the edge of block, have some fixed passable tile in front of doors so it is not overwritten by terrain - that sort of things

23
XPiratez / Re: Bugs & Crash Reports
« on: January 15, 2017, 08:51:09 pm »
Yeah, it's a common problem and should be fixed, imho. But, it's possible to break a window with hammer and such to gain access.

24
This makes more sense than random mission encounters, But isn't the system only able to start the mission the month after?
Yeah, code (if I understand it right) looks up possible missions at the start of month (void GeoscapeState::time1Month()) and shedule those who are applicable and have passed the chance roll. Though I think it's possible to schedule mission on research completion, instead of in time1Month function, and/or with zero timeout. Though, I don't know code well enough to tell if it would break something.

25
I think you can't reach 100% even now, considering Codex divergence.

26
I was looking into code and it does not look too hard. Basically, skip (*i)->removeResearch(*iter); in GeoscapState.cpp when "repeatable" flag is set, and do processCommand for missionTriggered param if one is present.

What possibilities would this open. It would allow "buying" missions for highly configurable price in Brainer's and Runt's time and items.  And chain missions in different ways, with forking, even some C&C, etc. It would make Brainers useful even if you have run out of all (or all interesting) researches.

~50 brainerdays seems a reasonable price for something that you should not use lightly, and can be way more for late-game missions. Including some kind of prisoner in price could be a good idea too, as they are harder to keep for a long time, and it can give use for many prisoner types.

For example, instead of waiting while RNG would give you a Reticulan Base Probe, you would craft 10 SG novices and 10 Data Disks into a "Lead to Reticulan Base" item, research it for 300 Brainerdays, and get a Reticulan Base mission on finish. With 3 Guild Reps and a hefty sum of money you will be able to research Guildmaster Location. Or it could be something even more complex, detective-like work, with combination of questioning different people, checking different leads, etc. It can be useful for other mods, such as X-Com Files.

27
XPiratez / Re: [UI Suggestion] Retain scroll position in lists et al.
« on: January 08, 2017, 06:47:59 pm »
Very easy to do, but a lot of "moving code around"... I don't want to do it, because it would make merging vanilla changes a lot harder for me. No other reason.
It's sad. I think this is the thing that should be in vanilla too.

Quote
Press I.
(or whatever you have for inventory hotkey)
Not working. I mean individual hand info screen (such as the one that opens by right-clicking on one onin Crew list, or left- clicking in Hand list)

Quote
Right click (even in vanilla).
Not working. I mean Ship screen that is Transfer, not the one that is vessel.

28
XPiratez / [UI Suggestion] Retain scroll position in lists et al.
« on: January 08, 2017, 06:37:29 pm »
Most annoying thing about UI now is that usually when you do something with a list item, then list is scrolled back to beginning, and you have to find again the place.

Such as:

Crafting list - after making new craft task, seeing craft info by middle click etc
Research list - after middle click
Bootypedia - after seeing article
Ground item list on equipment screen - when switching character, checking item info, etc
Vessel equipment screen - after checking item info
Miraculously, Fence, Black Market and Ship screens do not have this problem.
Armor selection - would be nice if it would remember position between openings, would make simpler equipping same armor on different troops NOT by "Armor" troop list in Vessel screen.

Hands/Training/Voodoo list - would be great if there would be possible to switch between them easily with a button and/or key, while retaining scroll position. Because useful info is spread between them. And, of cause, rtain scrolling after seeing troop info.
Also, Training list has a great list of primary stats, so would be useful even on bases without Dojo/Pool

Crew/Armor lists - same as above, would be good to be able switch between them, and retain position after checking troop's info.

Also, would be useful to jump to Inventory screen by some button from troop info screen.

Ship list - needs a way to see Hand info

29
XPiratez / Re: [MAIN] XPiratez - 0.99E.3 - 21 Dec - Dead in Space 3
« on: January 08, 2017, 06:54:10 am »
Items being wasted by cancelling research or craft is very stupid design solution, imho.

30
Troubleshooting / Re: Need help compiling under Windows/VS2015
« on: January 03, 2017, 09:57:50 pm »
I have tried to compile https://github.com/MeridianOXC/OpenXcom/tree/oxce3.5-plus-proto with the deps you provided, and it worked perfectly. But only in Debug version. Release one could not find windows.h, gl.h and glu.h. Is it hard to fix it?

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