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Messages - Hythlodaeus

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31
Work In Progress / Re: Soldier Portrait Mod
« on: February 06, 2016, 11:00:57 am »
You should perhaps take a look at this thread:

https://openxcom.org/forum/index.php/topic,834.msg7994.html#msg7994

Many UI redesigns were discussed here, and I can say this is something it has some sort of general interest going for it. More interestingly, I would like to ask you how did you manage to load battlescape palettes on the soldier stat screen, considering SupSuper once mentioned that would be a bit of a hurdle.

32
Work In Progress / Re: Quick super simple edit for hangers
« on: January 07, 2016, 05:17:48 pm »
My hangers can now support 2 crafts? And here I was thinking they were just for jackets.

33
Playthroughs / Re: epic victories
« on: December 08, 2015, 12:47:06 pm »
now for my most recient epic victory which left me speachless.
during my last playthrough I get all the way to cydonia with only loosing about 3 guys the surface battle on cydonia was over pretty quick thanks to liberal use of psionics to control the enemy forces resulting in only one hovertank getting destroyed. the battle for the base however turned bad really quick for the aliens.... I drop my hovertank down to scout the area. spot an alien, take control with psionics, he spots another, long story short I chain up 3 aliens, including a etheral commander with a blaster launcher and a sectopod. the sectopod happens to be right by the door to the brain... I send him in and launch the blaster bomb in.... BOOM! this blows a hole in the ceiling allowing another of my units to spot an alien upstairs. so I use a psionic trooper to take command of this alien and find him looking the brain in the eye... and he just so happens to have a grenade handy... first round brain is killed. victory to x-com

This one is far from impressive or amazing, and the chief reason why I either don't use Psionics or use them with LOS-only for my soldiers. Not to mention I do not mind control Sectopods and Cyberdiscs myself, since I think it's kind of absurd to mind control robots.

34
Resources / Re: [ARMOR] [GRAPHICS] Alternate Power Suit
« on: November 16, 2015, 09:58:19 pm »
Looks weird

35
Playthroughs / Re: Bluedrake42: Final Mod Pack (Livestream Playthrough)
« on: October 31, 2015, 07:39:41 pm »
Dude, I initially read your name as Bukkake24

36
Offtopic / Re: The Firaxicon report
« on: October 07, 2015, 11:03:35 pm »
But.. what struck me the most is: There are OpenXCom T-shirts?!

This was exactly my thought. SupSuper, you bastard, you have been stashing them all along.

37
Resources / custom geoscape background
« on: September 12, 2015, 04:14:34 am »
Robin, you're a kickass artist, so i'd like to ask you one  thing: would you consider creating expanded geoscape space backgrounds for UFO:EU and TFTD so we can use it when running the game on higher resolutions instead mirroring the same one over and over like OXC currently does? This is perhaps the last major graphics gap missing in the game, and one that would definitely improve the geoscape aesthetics when playing on hi-res, which a lot of players do.

(For the reference, I mean this)


38
Released Mods / Re: [UI] Amiga/PSX Fonts
« on: August 05, 2015, 04:47:02 pm »
Thank you, winterheart and Ishmaeel.

Oh and by the way, this works with TFTD too, and it looks lovely!

39
Board games are for losers.

40
Small tip for the artists: don't take artwork and concepts from the Lynch film as a sort of inspiration. It is generally poorly done and not book accurate at all (and pretty much illogical in most aspects). For reference:

- Harkonnen troops generally dressed in blue
- Fremen should look more like Star Wars sand people or bedouins, than guys in X-COM personal armor (the latter unfortunately how they look like in the movie)
- Atreides colours are actually red and green and black (the video games popularised blue)

41
Translations / Re: Japanese version
« on: May 14, 2015, 01:59:28 am »
Wow, this is quite an endeavour. Because I'm not exactly sure how you did this, I would like to ask you if you like to consider adding support to my font mod which reconstitutes the original Amiga X-COM font.

You can find the latest version here.

https://openxcom.org/forum/index.php/topic,1713.msg15843.html#msg15843

42
Suggestions / Re: Smarter Civilian AI?
« on: April 08, 2015, 06:38:01 pm »
I do not think civilan AI should be improved, but one could add an option or mod to rescue civilans like on XCOM 2012. It would add a motivation to walk directly to civilans and allow the player to score a little extra points at the end of the mission.

43
Offtopic / Re: OpenXcom and Tactical RPG's
« on: March 25, 2015, 11:57:10 pm »
you're not thinking in JRPG terms. play front mission 5 and tell me how much the cutscenes ruin it for you.

This. Games like FFT also delivered most of its plot-points via in-game cutscenes, which were actually pretty cool.

44
Offtopic / Re: Using Energy to balance psionics.
« on: March 25, 2015, 03:48:51 am »
I actually had thought about this before, and yes it does seem a way to make it a lot fairer, especially if paire with LOS psi, which means maneuvering your psi soldiers would be a lot more difficult and require clever logistics.

On a short side note, I would also like to support making psi-capable soldiers rarer (by making 0 psi hability soldiers occur) and rather make it possible to train psi power instead of psi-hability. This would mean that even soldiers with bad psi resistance could be trained in the lab to at least being able to resist psi control, whereas psi hability would be immutable throughout the whole game, and only good psykers would have a chance of success.

45
Offtopic / Re: OpenXcom and Tactical RPG's
« on: March 16, 2015, 01:55:35 pm »
i guess i was thinking of the GBA version ;)
Oh, right, I completely forgot FFTA.

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