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Messages - alienfood

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31
Suggestions / Re: Some things i expect in an OpenXcom for TFTD
« on: December 19, 2013, 11:31:26 pm »
An early cut that would provide incremental value would be to add the new surface tilesets to the regular game. Cruise ships, the docks set, I think there are a couple of other ones, would make a nice addition.

32
Suggestions / Re: [new mechanics] making pistols more useful
« on: December 16, 2013, 09:17:55 pm »
If you've seen the movie Unforgiven, you'll see that it is by no means an easy thing to drop whatever is in your hand, unholster a pistol, and shoot the thing in front of you.

But yes, currently, pistols are worse than useless, I would rather have a grenade or even a flare. Pistols are there mostly to confuse and distract beginners  :)

33
A lot of religion in this thread. This is the most important fact:

Quote
it could've also scared away everyone that doesn't have a clue what I'm on about. :P Software architecture is tricky, specially with an open-source project.

OpenXCom is already a successful architecture, given that it is up and running. I'm from the Hippocratic school of software architecture: first, do no harm.

34
Builds & Ports / Re: Android Port
« on: November 29, 2013, 08:32:39 pm »
There really seems to be some legs to this, very good work. I can see how a turn-based game would be ideal for something on a tablet that you can peck at over several weeks or months of casual play. One suggestion: have a setting to drop straight into your latest saved game at startup.

35
Programming / Re: Need help building OpenXcom (Windows 7 x64)
« on: November 05, 2013, 01:39:03 pm »
Last time I fiddled with this, building the dependencies from scratch was hard work. I recommend trying the precompiled dependencies.

36
Fan-Stuff / Re: Tactics to survive early games
« on: August 20, 2013, 03:00:55 pm »
I didn't see it mentioned but start an Alien Containment and possibly a large radar immediately. The containment has a long lead time and you can't start the alien origins storyline without it. For me, the long pull on the tent is having psy-ready soldiers for mid-game, and again this can't happen without the alien research.

I also start a second base immediately, because the lead times are so long. The second base will get a hangar and store room, then after 10 days the store room is complete and I can hang on the rest of the base such as barracks and large radar. The second base will become your manufacturing base for craft, first base will be the research base.

I should add that I rarely play on the highest difficulties, maybe there is some alien retaliation or something that makes the second base strategy riskier.

37
Programming / Re: Advanced Options Menu
« on: April 23, 2013, 03:22:50 pm »
That looks great, Warboy.

BTW the "strafe" thing is a standard computer game term for "moving sideways". If you are translating it, find what DOOM or Quake calls it, or just call it Sideways Movement. As Warboy mentioned, the same flag also controls whether you can point the turret ... not sure what to call that, actually.

38
Open Feedback / Re: You know you're addicted to OpenXCom when...
« on: March 23, 2013, 03:19:25 am »
This is XCOM addiction. When someone asks you the time, you say: March.

39
Suggestions / Re: Purchase/Recruit screen
« on: March 16, 2013, 04:41:07 pm »
I see that Warboy accepted the simpler suggestion of having a list of exclusions in an ini file - thanks for that! So, this suggestion is closed.

40
Offtopic / Re: 1st Jan, 1999
« on: February 04, 2013, 07:00:37 pm »
I'm way behind. I started a night mission and discovered that my flares had been deleted from my save. I got pretty much wiped out, so I had to wait until I had time to go back and investigate where the save was changed, and it happened to coincide with about the time that crafts "name" was added to the save file.

So I'm on Jan 23rd, rerunning the night mission with flares, and I hope to get caught up soon.

41
Suggestions / Re: Xcom & TFTD
« on: January 30, 2013, 03:33:07 pm »
Just using some of the TFTD maps and terror missions in Ufo Defense would be a nice upgrade. The under-water maps would not be usable without a major merge of under-water weapons, research and story line.

42
Suggestions / Re: Game-Date could always start in the "near future"
« on: January 21, 2013, 04:53:04 pm »
Dude, this is XCOM! Livin in the past, baby, livin in the past.

43
Offtopic / Re: 1st Jan, 1999
« on: January 21, 2013, 02:36:29 pm »
I badly needed the small scout that showed up over Italy on 19th, lost one agent but sold about $400k. Finished researching laser rifle, moved on to medikit. Started a living quarters in my new US base.

44
Suggestions / Re: Increase area on the screen in Battlegrounds
« on: January 13, 2013, 03:46:34 pm »
https://imageshack.us/photo/my-images/17/inventory1440.png/
Somebody is going to ask for an inventory display with all the soldiers visible.

Please can we have an inventory display with all the soldiers visible?

45
Suggestions / Re: Purchase/Recruit screen
« on: January 13, 2013, 03:43:21 pm »
I don't think I will be able to create a treeview widget, but how about something like this (see attach).

The general idea is that if you click the new down arrow, the item drops to the bottom of the list and gets an up-arrow. If you click the up-arrow the item is restored to its regular place in the list. This way, in the late game you can get rid of scientists, crafts, and obsolete weapons from cluttering your view.

This screenshot is taken from my running, hacked OpenXcom, still needs some work, but if the idea is endorsed by SupSuper I'll complete it.

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