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Messages - alienfood

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Open Feedback / Re: Explosion height & Alternate movement methods
« on: September 04, 2014, 03:23:21 pm »
2- hold control and then click where you want to go. Note that you need to press control before initiating movement at all (in case you use the arrow path markers/2 clicks movement confirmation). I have had mixed success with this, often ending with less TUs than I thought.
IIRC, the "strafe" movement adds 1TU for "forwardish" or "sidish" movement, and 2TU for "backwardish" movement. Thus if you move to the right, that is normally a 4TU move that would leave you looking right, but it is a 5TU strafe that leaves you looking forward. A backwards-right strafe would be 6TU move that leaves you looking forward.

The strafe code only works to adjacent squares,. Thus you can strafe only one square at a time, you can't lay in a strafing path with one click. It is most useful for moving sideways into a corridor.

You can "strafe" tanks, but the vehicle turns its turret not its hull. The turret stays turned which is great for flanking attacks. IIRC it costs 1TU for up to 90 deg turret turn, which is cheaper than turning the vehicle.

Strafing movement is aware of terrain cost, and the TU penalty is in addition to that. There is no terrain cost for turning a turret.

Playthroughs / Ladder?
« on: July 05, 2014, 03:29:36 pm »
Pmprog suggested holding a ladder or tournament way back in 2012. This is an interesting idea. The problem would be having rules that manage all the variability in starting conditions, not just difficulty but all the mods that are available. I'd like to participate in something that compared our progress game-month to game-month.

Anyway if anybody has ideas about how this might be organized, please post.

Eventually I suppose there could be in-game support, uploading scores or something to a friendly site such as the mod site.

This is very interesting work! Thank you!

Work In Progress / Re: [The Final Mod Pack] Basic Weapons part
« on: June 20, 2014, 03:50:19 pm »
...tryed but the sprites are messed up in the battlefield, regardeless the "enhanced sprites " option is activated:

Gotta love that Predator-style shoulder launch missile.

Aliens are obviously researching something because they dissect cows and abduct humans. The alien "progression" will also have a heavily political track as you gradually subvert governments. X-COM is unsubvertible and remains your implacable enemy, so you have a purely military track against them. The urgency is to achieve your political objectives before X-COM develops alien tech enough to defeat you.

I do like the general idea of an integration with a third party map tool that has its own editors and whatnot. Seems like this would be most helpful for the modding community.

Open Feedback / Re: Officially Bundling With Steam?
« on: April 29, 2014, 12:56:29 am »
A relationship with Steam would be big kudos, if nothing else, for the developers who have put a great deal of effort into this. It would probably be worth their while pursuing it.

Released Mods / Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« on: April 15, 2014, 02:51:04 pm »
This looks fabulous, I'll definitely be using this mod. Thanks!!

Open Feedback / Re: First person view
« on: April 05, 2014, 03:13:40 pm »
Thanks for the link. I had missed that. There is some great work going on in this community.

Offtopic / Re: XCOM Intro Remix
« on: March 01, 2014, 02:35:10 pm »
Yikes! I think I caught some dynamic range. During the fadeout.

Programming / Re: Depixelating
« on: February 27, 2014, 02:04:54 am »
Very interesting. The microsoft algorithm looks very good on those cartoony Mario subjects. For the slightly more realistic warrior and skeleton I prefer the hq4x.

Released Mods / Re: [STAT TRACKING] Soldier Diaries
« on: February 21, 2014, 02:50:52 pm »
You could try pushing the mod in pieces. For instance, first push any new data structures, even though they may not get used anywhere. Then push the data collection. Make sure the save file changes do not break anything. Then push the GUI changes along with an INI switch to turn it off.

Probably, the powers-that-be may find this acceptable after 1.0, which can't be long now.  ;D

Released Mods / Re: [ARMOR] Combat Armor
« on: February 06, 2014, 05:52:24 pm »
I suggest an early-access armor type that is expensive, might need researching (maybe less than medkit), is ablative (i.e. gets used up and must be repaired or replaced) and it shares damage with the body, so the soldier also needs to heal. The purpose would be to take away some killshots and let your squad gain experience, although at a price.

Offtopic / Re: I used to love storming UFOs but then I realized...
« on: January 26, 2014, 03:28:15 pm »
Award more points for an alien killed inside the ship.

Fan-Stuff / Re: the master race.
« on: January 10, 2014, 02:54:41 pm »
Very nicely done, Dr WB.

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