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Messages - krautbernd

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961
The X-Com Files / Re: The X-Com Files - 0.9.7: Altered States
« on: January 02, 2019, 11:24:55 pm »
BTW, is the commendations mod compatible with xcomfiles or do you have any plans to incorporate medals or something along the line in upcoming versions?

962
XPiratez / Re: Xpiratez port for retropie!
« on: January 02, 2019, 05:15:28 pm »
No problem, just a quick way to play the game on a huge screen, without thinkering too much with system configuration and headaches. Anyway still think would be really cool 8)
I don't understand - is there something that prevents you from running the game on your system?

963
Released Mods / Re: Auto supply
« on: January 02, 2019, 05:07:47 pm »
missiles/cannon ammo - this is not used in battle, thus can't be ordered after a battle
My bad, misread OPs post. Would be nice to have a genral resupply option for crafts though...

grenades - in February, you should be using alien grenades already
HE packs - possibly, but I assume most people use alien grenades instead
HC/AC ammo - possibly, although in February you should have Plasma already, or at least Lasers
AFAIK aliens have no weapons that deal incendiary damage either - these are all bought. You are also making a lot of assumptions of how people "should" be playing the game. No offense, but maybe i am not that fast on my playthroughs? Maybe some of us aren't as lucky with their aliens and loot drops? I've also heard that some people like to limit their use of alien equipment. Again, i think this would be a useful funtion to have in the base game, but since i have no idea how to implement it all i can do is come up with arguments why such a feature might be a useful addition.

964
Released Mods / Re: Auto supply
« on: January 02, 2019, 01:39:21 pm »
Already in February, it would not do anything anymore, because vast majority of your equipment is manufactured, not bought... except maybe for electroflares and smoke grenades.
Aside from grenades, high explosives, HC/AC ammo, rockets (probably), missiles/cannon ammunition for interceptors...

I think it would be a useful feature even for the base game.

965
XPiratez / Re: Xpiratez port for retropie!
« on: January 02, 2019, 01:30:51 pm »
No offense, but what would be the point of "porting" something tht runs natively on the systems you request it to be ported to? The whole point of OXC is not have to use emulators (i.e. dosbox) to run the game. Retropie is essentially a collection of emulators with a nice UI.

966
OXCE Suggestions DONE / Re: [Requests & Guidance] OXC - Factions
« on: January 01, 2019, 05:26:45 pm »
What the hell is wrong with you?

967
OXCE Suggestions DONE / Re: [Requests & Guidance] OXC - Factions
« on: January 01, 2019, 02:40:23 pm »
I'm not quite sure what you mean when you refer to 'factions' - do you mean countries? Because as far as i can tell factions as such don't exist in the game - the only grouping along the lines you're probably thinking of that exists in the game are the three sides that exist solely in the battlescape - xcom, aliens, civilians. Which directly relates to your point 5, and iirc the groups are fixed and can't be expanded without rebuilding the engine.

968
The X-Com Files / Re: The X-Com Files - 0.9.7: Altered States
« on: December 19, 2018, 08:19:23 pm »
BTW, i've recently "adapted" Biggieboy's recruitment office and large workshop (not treated as a hangar, maps slightly modified) for the mod, including research and ufopedia articles. Anyone interested? Recruitment office still needs the next version of OXCE to work as intended (for increased hiring times) though.

969
The X-Com Files / Re: The X-Com Files - 0.9.7: Altered States
« on: December 17, 2018, 07:03:14 am »
Without looking at the map scripts my very limited understading in the matter tells me that the big sub might only be generated on missions that are unlocked by advanced underwater warfare, since it's not an actual vehicle.
Spoiler:
Please let me be right

970
OXCE Suggestions DONE / Re: Custom per soldier-type transfer/arrival times
« on: December 08, 2018, 08:57:13 pm »
Wow, thanks for adding the feature and for clearing up that part about transfer times!

971
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 07, 2018, 05:24:59 pm »
I have encountered a Cyberweb Lair mission where the scientist's room was located in a section of the map with zero entrances to it. I'm not exactly sure if the several doors in this type of map that lead to walls are intended to make it more maze-like and the path can be opened with a sniper rifle or dynamite but I still feel that this was an oversight in the design of the map sections. Here's a save file of the occasion.
No save file needed. This due to how map generation works. Using a pickaxe or explosives is the way to go and the mission briefing states that this is intended.

972
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 05, 2018, 02:07:14 am »
Can you check the unarmed attack(s) on hybrids? Still playing on 0.9.6, but i can only get my hybrids to panic units when they wear exosuits. Clicking on the empty slots does nothing. Sorry in advance if this has already been fixed in 0.9.7.

EDIT:
Was testing this using the quick battle option. Looks like hybrids can't use unarmed attacks when they have no psi-skill stat. The two other ones that have a "discoverd" psi skill can attack normally.

973
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 04, 2018, 08:45:07 pm »
Where is it used? I can't remember anything like this.
When you try to built facilities that require items (e.g. the improved+advanced lab). This pops up when you don't have the required amount.

974
The X-Com Files / Re: The X-Com Files - 0.9.7: Altered States
« on: December 04, 2018, 06:32:05 pm »
Well, I don't have any special tools. I go with Meridian's approach of "use vanilla and just let it go".

Yeah, but where did you get / how did you create the palette? It's not the vanilla UFO palette nor the TFTD one.

For comparison - left is the vanilla (UFO) battlescape palette, right is the one X-Com Files uses (granted, not the "actual" palettes, but how the game displays and image with all indexed colors):


975
The X-Com Files / Re: The X-Com Files - 0.9.7: Altered States
« on: December 04, 2018, 12:35:49 am »
I'm having problems with the colors being too dark in general and the highlights being too bright. I could avoid this if i had acess to the palette the mod uses, but right now i'm fishing in the dark so to speak:


TBH i'm just trying to edit an existing set of sprites specifically for the mod. The whole point of this is to make it "fit in", which is why i'd like to know which colors the mod is using. This isn't meant to be an 'universal' mod, since all i'm doing is modifying stats and shifting colors.

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