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Messages - cptelerium

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Open Feedback / Re: How can i get a enemy to surrender
« on: July 31, 2020, 03:09:16 am »
you mean you can have the Cheeseburger

What about the bucket tho?

If this "New", "Better" would look like this first screenshot you posted I would say we should stay way from this and keep current graphic.
WC3:R should teach us that do not fix things that aren't broken.


You need to redraw ALL sprites, all characters, weapons, terrain.

And even then, can we do it right?

Without falling into uncanny valley?   I think there is some charm to the pixel-art.  Leaves a lot to imagination, doesn't look artificial plastic 3d.

« on: December 31, 2019, 06:42:28 pm »
I was thinking, we could automatically support all existing maps - as in step 2:

1) for each tile we check tiles around to decide:
a) is this tile supported by the one below it (e.g. mountain-top on the earth fill, or tree-top on tree-trunk)
b) if not, then it must be hanging on tiles around it (e.g. a floor tile on other floor tiles around)

most interesting is case B.
On each such tile, we calculate how much support it has. I guess it could be "radiating" from tiles (A), is further away from support then less of it.
Consider floor tiles, on 1st floor (above 0-th ground floor) in e.g. the farm building.
The ones near edge (near wall) are strongly support, the ones in middle are less.

2) When loading a map in battlescape, one-time do following calculations:
For each tile we assume that the support it has now, is the right support for it; and further assume at least 50% of current value is needed for that tile in that place to hang.

We save that value for this tile.

And that should be it.

Of course, still new maps might customise this setting and save support-needed value for each tile, or set it to be e.g. 1..100% of current value (to make certain floors very fragile).

During battlescape, when some tiles are destroyed, we re-check all tiles around (in worst case scane the entire map, but that can be optimised a lot, later).

As walls around that floor are destroyed, support is lessen, and if it falls below 50% of what it was then tile drops off.

As for case (A), simply if the tile below it is gone, then we this one also drops.

Depending on tile type, after falling it might remain (e.g. earth-filled block), or might be removed and instead smoke generated (falling floor tile shatters and is gone) or perhaps changed into object "rubble" sometimes (would be hidden from map and from inventory screen).

Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: December 27, 2019, 03:08:16 am »
Sounds just great, thank you and everyone involved in creating it  <3

And marry Christmas 🎄 (a bit late but still) along with upcoming happy new year.

« on: December 27, 2019, 03:06:13 am »
I've played just the first UFO - that is "UFO: Enemy Unknown" (in USA renamed to "X-COM: UFO Defense") in DOS afair.

The biggest problem with it, by todays standards, was the UI, especially the mouse.

EDIT: and the bugs, I think smoke-tiles-limit bug might be the worst as it disabled entire strategy against most deadly alien attacks: the strategy to shut down EVERYTHING 111!!!!1 in smoke bombs.

Was so very annoying to point the correct unit/tile and not missclick on the one next to it (AFAIR it was lacking a mouse cursor too in most modes, just showing the selection, not how close you are to border of jumping to next one besides it).

Was so fantastic game back then, and still I wouldn't say I see any today that really is so in-depth.

Only thing making it better would be:
- more tactical AI, building real good plans
- collapse terrain (as in UFO-3 / Apocalypse) along with, of course, bigger dimensions, and more variant, maps

- getting like 1 or 2 more alien types (back in the day) would be nice too, though I wouldn't say it was a "problem" especially back then

Open Feedback / Re: Mind Control and LoS
« on: December 27, 2019, 02:59:30 am »
which is the one thing, that makes psi really unfair in the beginning, especially on the first terror mission, if it is with Sectiods: you are constantly screwed with no means of retaliation at all).

My top list of things that scare me as overpowered and "unfair"  (but war is never fair...) in Xcom:

1. this (MC by invisible enemies)

2. blaster bombs, suicidal style

3. 1-shot plasma kill of best solider even though he had flying armour and full HP

For 1 I guess just ruuushing it works (and heavy smoke around everyone for first 3-6 rounds + scouting ahead with tank), and too weak guys eventually die leaving more resistant as natural selection (still it's a R.I.P with big ufo sectoids and most ethereals)

For 2 also rushing especially if you get to leader/commander of who ever has B.L. in big UFOs, if he is close he usually doesn't fire (no suicide)

For 3, well that's life.

Open Feedback / Re: How does the game behave?
« on: December 27, 2019, 02:54:06 am »
Really? Last time you said you were Dome, not Jone:

Maybe it is a gender, another one each month ;)

Open Feedback / Re: Difficulty level way off
« on: December 27, 2019, 02:52:18 am »
Indeed, I was mistaken - found my previous post -,7539.msg118814.html#msg118814

So I got heavy plasmas and then base raid as my 2 first missions - and game over :)

OP, just start over.

And in the original UFO on DOS that I played back in the day, dying of large part of my team was very common (and still is, slows down as you get power armor but still no one is fully safe, not even counting the mind control)

Open Feedback / Re: Member Map
« on: December 22, 2019, 01:38:05 am »

Our forum has member map now:

It's accessible from top bar (Member Map).

If you want to share your location, you can do it in your profile.

There are some warnings being displayed now on the map page inside the map view.

Maybe an admin of this site should configure something there (there is a link for it)

Open Feedback / Re: Difficulty level way off
« on: December 22, 2019, 01:33:32 am »

I'm finding the current version more frustrating than fun. Back to the original, I guess, but I wanted to call it out in case you've kind of lost track of it, what with all the grognards playing on superhuman and whatnot.

It could be that you just had a bad luck.

I started a new game on the 2nd lowest difficulty, and bam in 2 fist missions I got plasma guns , ethereals, base raid - and game over of course.

Restarted and all was ok.

Apparently there is a chance of above happening (just very small) even back in original UFO for DOS.

Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: December 06, 2019, 11:20:24 pm »

Would be cool then to create one day a new tileset.

Too bad Im not a graphics artist.

Released Mods / Re: Building collapse mods?
« on: December 06, 2019, 01:51:52 am »
I guess this code has best example how to check map tiles:

Released Mods / Re: Building collapse mods?
« on: December 06, 2019, 12:29:54 am »
Damn :( That's the one really big flaw in X-com in my opinion.

I agree, that would be so nice to have. Ufo 3 (Apocalypse) does it right?

That should be done imo as an engine change (in C++) that might be enabled by mod (or possibly by advanced options too).

Does not seem to be too hard to implement - I would guess.

Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: December 06, 2019, 12:27:49 am »
When I go to that download page from 1st post - to
 it says: "This mod is hidden . Only team members and moderators can view it. If this is your mod login now to manage it."

am I missing something?

« on: November 24, 2019, 04:04:15 am »
Yes, UFO: Enemy Unknown (X-COM: UFO Defense) might be the best ever tactical(+strategical) game created by humans,

and open xcom project makes it x2 more fun to play than old clunky controls.

Thank you guys forever  8)

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