Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - nooblord

Pages: [1] 2
Playthroughs / Re: OG TFTD playthrough
« on: November 06, 2022, 09:24:18 am »
I like to propose some names for future fishfoodies.

- Deep sea Shushi
- Nuclear Ray
- Folder Fish
- Foolish flounder
- Malicious Merman
- Mindbending Mermaid

Playthroughs / Re: OG TFTD playthrough
« on: November 06, 2022, 03:41:42 am »
I like Sabby Shark.. but that 3 kill by the Aquatoid is just unbelievable.   I always prime a few grenades in the first turn. Before moving out. Always have a magma explosive prime in each aquanaut, before entering a ufo, that way, if aquanaut dies in case of ambush. He takes out the aliens nearby.

Playthroughs / Re: OG TFTD playthrough
« on: November 02, 2022, 03:27:41 pm »

Playthroughs / Re: What do I do to make the game more challenging?
« on: September 21, 2022, 02:22:21 am »
What’s wrong with making it more RPG? It will be nice to have missions with very limited dialog interaction with NPC in battlescape, like trade items, follow XCom soldiers to exit points.  Expands the scope of mission types.

Help / missionzone question
« on: September 18, 2022, 01:34:00 pm »
Greetings, if missionzones has crossing Meridian Prime error, can it cause a mission to spawn outside, randomly out of anywhere not within of the Missionzone that the mission is suppose to spawn in?

Playthroughs / Re: What do I do to make the game more challenging?
« on: September 08, 2022, 12:33:11 pm »
If you want to make the game harder, there is one simple method to achieve it. With Restrictions.  Restricted the supplies that one can purchase or obtained.  Fighting a war without proper supplies.. will be hard.  Stuff can’t be manufacture any more where it was possible before in vanilla. A few mods has demonstrated that principle. You need to scavenge everything you need.

Hello, I wish to propose a feature that remove items from base in Events. Something like.

        STR_CANNON: 4
        STR_CANNON_ROUNDS_X50: 20
    timer: 100
    timerRandom: 200
   - type: en-US
       STR_NEGATIVE_EVENT: "Base Theft"
       STR_NEGATIVE_EVENT_DESCRIPTION1: "Due to internal corruption in your base, some of your base items has been sold to the black markets."

OpenXcom Extended / Re: [Suggestion] spacecraft not bound to cydonia.
« on: September 03, 2022, 04:20:28 pm »
Maybe,  but it doesn’t show a list of space missions

OpenXcom Extended / [Suggestion] spacecraft not bound to cydonia.
« on: September 03, 2022, 03:25:26 am »
Hello,  there is a feature in OXC,  spacecraft = true, that locks a space capable craft to go to Cydonia. Is it possible to unlock it and allow the craft to go to any outer world mission that has an Aliendeployment mark as “outerspace = true?”

When ever a launch button is pressed, preferably allocated to the craft of choice that’s space capable,  it will shows a list of space missions available?

Released Mods / FMP Extended errors please fix
« on: September 01, 2022, 01:39:24 pm »
[01-09-2022_20-35-15]   [INFO]   Active mods:
[01-09-2022_20-35-15]   [INFO]   - xcom1 v1.0
[01-09-2022_20-35-15]   [INFO]   - final-mod-pack-extended v1.0
[01-09-2022_20-35-15]   [INFO]   - final-mod-pack v3.1
[01-09-2022_20-35-16]   [INFO]   Loading begins...
[01-09-2022_20-35-16]   [INFO]   Pre-loading rulesets...
[01-09-2022_20-35-16]   [INFO]   Loading vanilla resources...
[01-09-2022_20-35-16]   [INFO]   Loading rulesets...
[01-09-2022_20-35-18]   [INFO]   Loading rulesets done.
[01-09-2022_20-35-18]   [INFO]   Loading fonts... Font.dat
[01-09-2022_20-35-18]   [INFO]   Lazy loading: 0
[01-09-2022_20-35-18]   [INFO]   Loading extra resources from ruleset...
[01-09-2022_20-35-18]   [INFO]   Loading custom palettes from ruleset...
[01-09-2022_20-35-18]   [INFO]   Making palette backups...
[01-09-2022_20-35-18]   [INFO]   After load.
[01-09-2022_20-35-18]   [ERROR]   During linking rulesets of items:
Error for 'STR_CEREBREAL_WEAPON': Wrong index 1992 for surface set BIGOBS.PCK
Error for 'STR_DOGE_BARK': Wrong index 1945 for surface set Projectiles
Error for 'STR_HWP_DISC_LASER_CANNON': Wrong index 1211 for surface set BIGOBS.PCK
Error for 'STR_HWP_SMOKE_CLIP': Wrong index 1088 for surface set X1.PCK
Error for 'STR_REAPER_WEAPON': Wrong index 1012 for surface set HIT.PCK
Error for 'STR_SILACOID_BITE': Wrong index 1012 for surface set HIT.PCK
Error for 'STR_SILACOID_WEAPON': Wrong index 1840 for surface set Projectiles
Error for 'STR_UNARMED_WASPITE': Wrong index 1004 for surface set HIT.PCK

Jesus Christ, Meridian,  the amount of time you spend in replying of these posts are astronomical.  I wonder if your time could be better utilised elsewhere than to catch up in these troll fights,  if I might classify them from my observation.
The usage of your personal time efficiently is very important to you? If I am not mistaken?

I will add my rejection to this feature. Pointless.

OpenXcom Extended / Re: [DONE][Suggestion] Monthly purchase limit
« on: August 13, 2022, 04:19:05 am »
You do realise that... by default all items have no purchase limits. Which is predictable. So you're saying that the game and all the mods are already boring + no mystery + no fun? Why are you here if you hate this boring no-fun game so much lol"

You misunderstood the difference between hating and suggestion for improvement. Yes, by default items have no purchase limits. Some mods has change that by completely removing the item which can be purchased at all, with monthly random availability though events. If the same can be done through events, why not item availability limits? No, not all the mods are boring. Some mods are fun to play, just perhaps you never played them, or heard about them.

  For such a feature to be practical, you'd need UI with sliders, like the one xcomapoc has. It would be too much work trying to replicate that UI. Also, that UI would only work well if ALL the items had their limits and market info set. So it would also be incompatible with all the existing mods.

A UI is not necessary to make such a feature possible. Old fashion modding can do it. You need to set a hard min and max limit availability in the rul files. The amount is available in between the limits set. When the player purchase the items, it doesn't have to show how much is available. Once the purchase limit is reach, a message will pop up saying it runs out of inventory. From the paragraph you wrote,  this begs of another question. Have you made or published any any mods? If you have, I would like try them out.

OpenXcom Extended / Re: [DONE][Suggestion] Monthly purchase limit
« on: August 12, 2022, 07:16:02 pm »
This is a very nice addition to OXCE. However, it is a real pity that it makes the item’s amount every month utterly predictable.

Predictability = Boring + No mystery + No fun

Would a player play a battlescape mission,  if the fog of wall is missing at the very start of the mission?

Would a player think it is fun? If they knew they only get ten amount of Elerium each month? Not X amount that can be in between 0 and ten.

OpenXcom Extended / Re: [Suggestion] Default Terrain
« on: August 04, 2022, 08:55:08 pm »
I raise this request is for the sole reason of custom default terrain tailored to the mapscript attached to specific mission/Alien deployment. Not global default terrain that replace ocean texture. If that is the case, then -1 in the global texture can be listed with the default terrain of desired choice.

Pages: [1] 2