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Messages - krautbernd

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916
This carries the risk that important items are sold, lost or destroyed and might not be recoverable. It's already possible to tie missions to research triggers and unlock research topics via completed missions. While i can see this having a niche use, somebody who actually knows the ins and outs of mission design should have look at this.

917
The X-Com Files / Re: The X-Com Files - 0.9.8: X-Cool
« on: April 05, 2019, 09:00:09 pm »
Attached are the ufopedia images for the different giant spiders. Colors don't quite match the inventory images due to different palettes. Let me know if these are ok.

918
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 05, 2019, 08:10:29 pm »
Code: [Select]
  STR_GIANT_SPIDER_GREEN_ARMOR: "Armored Spider Combat Analysis"
  STR_GIANT_SPIDER_PURPLE_ARMOR: "Death Spider Combat Analysis"
  STR_GIANT_SPIDER_ALLOY_ARMOR: "Stealth Spider Combat Analysis"

Is this intended? I was quite fond of how the colors kind of intuitively matched the spiders. Especially with the armored spider using the alloy spider sprite.
Nevermind, i must have misremembered this. Somehow i associated green=death, purple=stealth and alloy=armored. Still weird that the armored spider doesn't use the alloy sprite though :P

919
IIRC we already have the option to "undo" alien infiltrations by destroying the base that caused the infiltration event. I think having the base pop up in the country that was infiltrated would be in line with that.

920
Isn't this already covered by alien tech levels and item levels?

921
The X-Com Files / Re: The X-Com Files - 0.9.8: X-Cool
« on: March 06, 2019, 11:04:58 pm »
It's just that i was under the impression that the fusion torch was the tool of choice to breach UFO hulls.

Any reason i should use it over the pickaxe, which is cheaper, lighter, smaller, available earlier and without specialized research and doesn't require any ammunition? Sure, it might not be quite as reliable, but once you train up your agents it's more than capable of doing the job.

Kind of odd that you need a blaster bomb or a pick axe to breach otherwise indestructible UFO hulls.

I guess it's not a problem if you don't actively use it to breach UFOs, but knowing that you can is kind of immersion breaking (at least for me, as always ymmv).

922
The X-Com Files / Re: The X-Com Files - 0.9.8: X-Cool
« on: March 06, 2019, 10:33:27 pm »
I... guess it's possible, if your agent is stupidly strong.
They don't need to be though. The guy with 47 strength can reliably break interior walls in 3-4 swings, and the one with 60 strength breaks outer walls in 5-10.

923
The X-Com Files / Re: The X-Com Files - 0.9.8: X-Cool
« on: March 06, 2019, 05:45:29 pm »
I assumed Solarius would have a look, seeing how he also replied to the original post, which mine was a direct reply to. Apparently common pick axes are able to dig through UFO hulls.

924
The X-Com Files / Re: The X-Com Files - 0.9.8: X-Cool
« on: March 06, 2019, 04:19:29 pm »
Also presented without comment (though Solarius might want to have a look at this).

Hate to bump the thread for this, but is this intended?

925
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: March 03, 2019, 04:09:59 pm »
I do not think this is a cheat, but rather an unfounded advantage to the aliens. However, it is easy to change, this is not a problem. I am interested in another question, is it possible to make some X-com ships invulnerable to interception, for example, ordinary cars. Just a little weird that some kind of van might be the target of an alien battleship attack. :P
The UFO isn't attacking the Van - it's most likely attacking the plane that carries your agent to the target airport. Then again, why shouldn't it attack a van?

926
40k / Re: Sharing Is Caring (Contributions)
« on: March 03, 2019, 11:55:11 am »
I have a question regarding the positioning of the "Bigob" picture, it is off on the game screen and on the inventory screen. How can I fix that?

Have you tried resizing and/or moving the rifle in the image?

927
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 28, 2019, 01:29:12 pm »
As far as i can tell it was fixed. Maybe you used an earlier version while adding new sprites?

928
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 28, 2019, 11:52:28 am »
Can you check the minotaur floorob/bigob sprites? The floorob-entry points to the bigob.png instead of the floorob one.


929
It'd be great if this could get bumped up the priority list  :)

930
The X-Com Files / Re: The X-Com Files - 0.9.8: X-Cool
« on: February 24, 2019, 06:07:59 pm »
Presented without comment.
Also presented without comment (though Solarius might want to have a look at this).

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