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Messages - mumble

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256
Well, love seat : one of the city maps has little lazy boy kinda love seats, big comfy red chairs, and when they get shot, they seem to spew smoke like a smoke grenade

Really its not even that bad, its kinda funny, but I was curious if you INTENDED this...

EDIT : AK47 change actually makes me respect red dawn jerks, ESPECIALLY early on : an ak47 totting ganger is now a very serious threat.

257
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: March 20, 2017, 12:13:42 pm »
You know, the staff input of "point of perspective" seems inconsistient. It speaks of grenades, but it happens usually before any promotions, so it makes me ask where the hell such a guy got a grenade.

I get its an attempt to mix lore with helpful tips, but it really doesn't make any sense.  Besides, quartermaster wouldn't really be involved in interrogations would he?

I might propose an alternative however

"Hey commander, we had a.. ...small issue in the storage area. One of the men decided he would try to be slick, try throwing his gear into the designated storage shelves, but it ended up hitting a fire suppression sprinkler nozzle in the ceiling, breaking it open and drenching the storage area. Nothing important was damaged but I gave him a good ass chewing for not relying on forklifts for putting things on the right shelf, nor following standard procedure for processing all returning items, but I had an interesting thought : Throwing items, be them flares, clips, grenades, can often clip things along its path. So be careful about this, theres nothing worse than a grenade clipping a wall when you wanted to throw it past it, then getting a face full of shrapnel!"

258
Those work, but the explosion deaths look goofy as all get out.. ... Maybe I should try making a bloody one, matching the xcom art style??? (WARNING : I am not an artist)

By the way, is sofas exploding into a smoke bomb explosion intended?

On one hand, it seems goofy, weird, and out of place

On the other hand, the idea of feathers / cotton clouding a room and obscuring vision makes me laugh uncontrollably.

259
The X-Com Files / Re: Early gun balance
« on: March 20, 2017, 05:52:05 am »
I think a big part is the general obtuseness of the weapon : pistols, smgs, melee weapons, ect, are very ergonomic, small, light, and easy to point and fire, and these factors are abstracted into this : TU's is an approximation of what a person can do for an entire turn : running, opening doors, turning, grabbing things, moving equipment, ect, and pistols and SMGS handle better. Because of this, its not so much "a pistols fire rate" compared to "a rifles fire rate" but rather how easy it would be to fire a weapon, particularly in the middle of other tasks. Aiming a pistol and firing, while running around, opening doors, ect, is a LOT faster than aiming with a rifle while doing it, due to the fact you only need a 1 hand grip, its lighter, shorter, ect, thus, lower TU's

....Granted, it would be nice to get a separate stat to say, dictate the fire rate of different guns seperate from just "how much TU's", enabling factors such as having "true automatics" have a better ability to spit more rounds than a pistol per round, being able to move and fire without either one taking TU's away from other tasks.. (as well as making akimbo guns a pheasable technique) But this is a tall task, and kinda off topic.

TL;DR : TU cost isn't just about fire rate, its about how the gun handles too.

260
Does this new version fix the pepper spray crash?

I wonder what even made it crash...doesn't seem like it would be very complex.

261
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: March 19, 2017, 09:59:11 pm »
I've seen these too with several groups, dagon people, red dawn, lotus, ect.

I honestly never thought much of it, or just sold them, thinking the feature wasn't done yet.

He might be correct about the interrogations, as I don't get TONS of corpses, just some.

--- posts merged, because Ordnung muss sein - Solarius Scorch ---

AHAH!!!!! I found the culprit of the crash!!!

PEPPER SPRAY!!!

its fucking broken as shit man  :D

Firing it instantly crashes the game.

And this ALSO explains crashes with madmen.

EDIT : Sorry about the double post

262
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: March 19, 2017, 09:14:08 pm »
Afraid theres a problem with "madmen attacks" mission : I've gotten crashes shortly after a madman spots me, hearing the "flamethrower" sound right as it crashes.

Spoiler:
[19-03-2017_11-18-30]   [INFO]   Data folder is:
[19-03-2017_11-18-30]   [INFO]   Data search is:
[19-03-2017_11-18-30]   [INFO]   - C:\Users\\Documents\OpenXcom\
[19-03-2017_11-18-30]   [INFO]   - C:\Users\\Desktop\OpenXcom_XFiles
[19-03-2017_11-18-30]   [INFO]   - C:\Users\\Desktop\OpenXcom_XFiles
[19-03-2017_11-18-30]   [INFO]   User folder is: C:\Users\\Desktop\OpenXcom_XFiles\user\
[19-03-2017_11-18-30]   [INFO]   Config folder is: C:\Users\Desktop\OpenXcom_XFiles\user\
[19-03-2017_11-18-30]   [INFO]   Options loaded successfully.
[19-03-2017_11-18-30]   [INFO]   SDL initialized successfully.
[19-03-2017_11-18-30]   [INFO]   SDL_mixer initialized successfully.
[19-03-2017_11-18-30]   [INFO]   requested file not found: openxcom.png
[19-03-2017_11-18-30]   [INFO]   Attempting to set display to 1161x720x32...
[19-03-2017_11-18-30]   [INFO]   Display set to 1161x720x32.
[19-03-2017_11-18-30]   [INFO]   Loading data...
[19-03-2017_11-18-30]   [INFO]   Scanning standard mods in 'standard'...
[19-03-2017_11-18-31]   [INFO]   Scanning user mods in 'C:\Users\\Desktop\OpenXcom_XFiles\user\mods'...
[19-03-2017_11-18-31]   [INFO]   reservedSpace for: xcom1 updated to: 2
[19-03-2017_11-18-31]   [INFO]   Mapping resource files...
[19-03-2017_11-18-34]   [INFO]   Resources files mapped successfully.
[19-03-2017_11-18-48]   [INFO]   Loading fonts... Font.dat
[19-03-2017_11-18-49]   [INFO]   Loading extra resources from ruleset...
[19-03-2017_11-19-04]   [INFO]   Loading custom palettes from ruleset...
[19-03-2017_11-19-04]   [INFO]   Data loaded successfully.
[19-03-2017_11-19-04]   [INFO]   Loading language...
[19-03-2017_11-19-04]   [INFO]   Language loaded successfully.
[19-03-2017_11-19-04]   [INFO]   OpenXcom started successfully!
[19-03-2017_11-19-04]   [INFO]   Playing flx, 320x200, 890 frames
[19-03-2017_11-19-29]   [INFO]   SDL_mixer initialized successfully.
[19-03-2017_11-19-30]   [INFO]   SDL_mixer initialized successfully.
[19-03-2017_11-22-31]   [WARN]   TU not found in en-US
[19-03-2017_11-22-31]   [WARN]   STA not found in en-US
[19-03-2017_11-22-31]   [WARN]   HP not found in en-US
[19-03-2017_11-22-31]   [WARN]   BRA not found in en-US
[19-03-2017_11-22-31]   [WARN]   REA not found in en-US
[19-03-2017_11-22-31]   [WARN]   ACC not found in en-US
[19-03-2017_11-22-31]   [WARN]   THR not found in en-US
[19-03-2017_11-22-31]   [WARN]   MEL not found in en-US
[19-03-2017_11-22-31]   [WARN]   STR not found in en-US
[19-03-2017_11-40-10]   [WARN]   ORIGINAL ORDER not found in en-US
[19-03-2017_11-40-10]   [WARN]   ID not found in en-US
[19-03-2017_11-40-10]   [WARN]   FIRST LETTER not found in en-US
[19-03-2017_11-40-10]   [WARN]   RANK not found in en-US
[19-03-2017_11-40-10]   [WARN]   MISSIONS not found in en-US
[19-03-2017_11-40-10]   [WARN]   KILLS not found in en-US
[19-03-2017_11-40-10]   [WARN]   WOUND RECOVERY not found in en-US
[19-03-2017_11-40-10]   [WARN]   SORT BY... not found in en-US
[19-03-2017_12-01-23]   [FATAL]   A fatal error has occurred: Segmentation fault. This usually indicates something missing in a mod.
[19-03-2017_12-04-02]   [FATAL]   OpenXcom has crashed: Segmentation fault. This usually indicates something missing in a mod.
Extra information has been saved to openxcom.log.
If this error was unexpected, please report it to the developers.

I DID report this before, and it didn't seem to get fixed... This happened in the v6a, and not the latest, but I'm still thinking this is an issue.

Till this gets fixed, guess ill just avoid madmen.

I also attached the autosave from the mission before the crash, for what its worth.

263
The X-Com Files / Re: Suggestion : Airborn drones
« on: March 19, 2017, 07:22:55 pm »
I mainly think this for monster based missions : 80% of them are ground based melee, which is extremely dangerous, but would allow you to put one in the sky to see where danger is, while the drone itself is impervious to melee, being in the air.  I could see this help saving civilians in the spider nest scenario, as I could afford being more aggressive...but its your call

264
The X-Com Files / Re: Suggestion : Airborn drones
« on: March 19, 2017, 01:08:23 am »
I was mainly thinking a cheaper, lighter version : Something like cypher from metal gear solid, or even a 200$ commercial drone with a few mods put on it.

Later on the hoverdrone does the job, but that is a VERY long time, and I'm confident the airborn visuals would be more than enough to be worth the troop slot.

265
The X-Com Files / Suggestion : Airborn drones
« on: March 19, 2017, 12:33:10 am »
One idea which would be interesting is airborn drones : you know, those cheap flier drones which are remote controlled?

I figure they might be handy in scouting tasks (monster attacks on towns) as well as just in general, as an agile, flying, flexible unit to look around, and possibly even grab light objects out of reach. The flying alone would be useful for scouting, making it immune to all sorts of critters assuming its in the air, allowing it to imperviously peek around and scout where people would be in more danger

Also, maybe as a later game option, a heavier, armored drone, with minebea SMG, or even modified berreta installed?

I know flying armor is a long way out, but getting some kind of airborn capability early on would be very useful, EVEN if the first one is extremely fragile, and without weapons. Plus, if you gave it the ability to hold 3 weight units, it could even be used as a sort of bomber with grenades.

And honestly, such units don't sound too far outside the scope of xcoms funding, tech level, and military regulations to access.

266
For the AK, its mainly the cost behind it : 80 tu's for an aimed shot? most SNIPER rifles don't have that, so it feels janky as fuck trying to use the AK47 because of this, not to mention enemies rarely aim with them, due to it. It also makes it impossible to follow up an aimed shot with a snap shot, or similar tactics. Come to think of it, I generally feel more in danger fighting red dawn guys with makarovs than AK's, because this one issue.

I figure it could EASILY be lowered to 60 TU's, as this is the highest cost for the steyr aug, getting first place for "slowest aimed shot time" with an assault rifle. Even the damn hunting rifle is 70, and most sniper rifles don't go above 75, so this feels really screwy.

I mean, its still handy, especially early on when you have no hard hitting or ranged guns, but this seems very wrong that I'm more agile with aimed shots using a sniper rifle than an AK.

267
The X-Com Files / Re: Niewiems questions from Playthrough
« on: March 18, 2017, 09:56:36 am »
I see.. yeah, if its a shambler, or the SMALLER white beast men things, they take a bit of punishment.

1 tile wide guys are pretty easy, and it might of been you just got a bad roll fighting them. bigger ones can take around 6 shotgun blasts to die, pretty nasty, but very doable with coordination.

Also depends which shotgun you were using : the small shotgun, pump action, "shotgun", double barrel, all do different damage levels IIRC.

But never be afraid to flea : one good tactic when overwhelmed at the start, is to just fire away from the center squares around the car / van, and then leave after a couple kills....wont do much, but a few points certainly don't hurt.

And consider packing gear which you cannot purchase yet if its good : an "appropriated" AK47 can be extremely useful early on, even if the ammo is insanely scarce...and its handy bringing it along just as an ace in the hole.

also just a tip : middle mouse on a unit gives you the name, the gear they have, and shows if they are bleeding : very handy.

268
The X-Com Files / Re: Niewiems questions from Playthrough
« on: March 18, 2017, 09:06:33 am »
Please, the shamblers aren't that bad. Fire, or just a hail of lead will kill them. You can kill them early with just a crap ton of colt 45 fire, since they have almost no armor, and they are vulnerable to flareguns too

As for UFO's, well.. ...

...It is indeed possible early on, but you MUST think very carefully about how you do it. Sectoids are weak and fragile, so it comes down to more getting the jump on them, and using terrain properly than having the right gear. I beat them with just shotguns, kevlar, and hunting rifles, but the biggest challenge is 2 things that early

1: Getting a UFO landing is almost pure luck early on. Lets face it : trying to chase a UFO on a commercial flight is a silly idea, but if you get lucky, you can totally do it, if it lands. Always at least try if its close, worst you will do is waste a few ingame hours.

2: you will have 0 survivability. Kevlar is a really crappy defense against ANY alien weapon, even a crummy alien laser or pistol. Lasers will melt right through the kevlar plate generally, and kill you instantly : Generally you 1 shot sectoids also, but this doesn't make it less of a problem. Also, you get 4 people THAT early, so your margin for error is EXTRMELY low. This said, capturing a UFO THAT early is a huge boon : selling off the UFO parts, corpses, weapons, and the points alone for capturing a UFO (even with 3 / 4 agents killed) is a HUGE point gain that early, enough to turn a failure of a month into a decent month

Overall, just be mindful of what your gears capability is compared to what you are facing, and be aware of how vulnerable you are. Sectoids are fragile enough you don't need to worry about shooting multiple times, unless you get a VERY bad damage roll, so its mostly making the shots count, and not getting shot yourself.

Also, don't be afraid to attempt a night raid on a UFO : with flares, flashlights, and keen planing, the dark can actually help you : just make sure you put your flashlight dudes in cover, leave scouts in the dark, and throw flares into areas you are going to scout. But I admit, raiding a UFO before you get MP5s at least is a very bad idea (one I did anyway)

269
Well, I finally beat the spider caves, so I can comment proper on it!!

first off, I kinda realize now motion detectors would be REALLY handy for this thing, as visibility is extremely limited due to the winding pathways. The stairs seem interesting and nice , but kinda wish going down them was worth doing.

Having extra hands to give reaction fire makes this much easier, just a helicopter made this much more barable... Though, it also helped I exposed a few dead ends early, to enable me to focus on the 1 direction the threat came from

spider queen is always kinda screwed on this map, a 2x2 unit with 1x1 halls everywhere is a bit easy it seems. I ended up cheesing it very easy after clearing the little guys out...kinda mad I never ended up capturing it

Points wise, its STILL a bit harsh, I think... I think killing / capturing the spider queen should give a heftier bonus, since it essentially means genocide the nest. I complete both parts, all kills (obviously) 1 agent death, all civilians but 1 died, and barely broke 50 points... I was hoping it could give more, considering all the risk involved, and the extra long mission. I mean, you completely destroyed a nest, and essentially saved a region, so regardless if the town in question got slaughtered, I think the council would still be pretty happy.

Also, at least for 0.6a, the black ops sniper can be purchased BEFORE black ops industries research is done. not sure how, but the blackops sniper acquisition research is available before then.

Also, I'm worried the gap on the AK47 and the AK74 is a bit too much. AK74 is better in all respects short of aimed shot accuracy, and the AK47 has a large TU cost for that. Seems the AK47 could use tweaking...?

270
The X-Com Files / Re: X-Dogs Weaponry
« on: March 17, 2017, 10:11:41 am »
I would argue 25, maybe 30, or more, for other breeds... I mean, pockets are limiting ANYWAY, as is ability to use them, so why make it so low?

Besides, 10 means they could never carry a medkit, so a medic dog similar to rescue dogs in the mountains wouldn't be a thing.. ..and I really want that to be a thing

Got admit having a spotter / medic dog to immediately run over a medkit ASAP to people in trouble is a nice idea, and would partly resolve "useless" dogs quite a bit.

Plus, keep in mind, 18 is pretty much anorexic weak, and dogs can carry more sometimes than a frail female, so, I think dogs should be given a LITTLE credit

Big thing is giving them the room to do so, the harnesses, ect... ...I suppose there might be questions on how they put stuff in / out, but thats already there now anyway... .. It can be assumed they have it in their mouth, but... This does not explain everything, such as multiple large items. Besides that, I could see the "hind leg scratch" technique applied to fastening items with velcro or whatever, with damn good training.

.... a better idea is to limit the actual pockets availible to the dogs, based on armor...

slots is ability to actually hold / fasten to body....strength is how much your muscles / spine can tolerate.

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