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Messages - WaldoTheRanger

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16
Programming / Re: Auto-Battle
« on: January 11, 2021, 10:27:11 pm »
Yankes makes a very good point about the surrender feature.

Maybe the solution to the issue as it applies to huge modpacks is for the pack makers to apply this feature more aggressively.

Like for example, if over half of the enemy is killed without them getting a single one of your soldiers, they surrender.
If they get bombarded by like, 5-10 blaster bombs in a row (proportional to how many enemies there are and the missions type) then they surrender
If over half of them are mind controlled, they surrender.

I don't know if those things are done already, but the point is they could be adjusted to reduce tedium even more.

It could also be an interesting tactical choice. Like if you're not well enough equipped to actually take on a snakeman supply ship, but you have like, 5 blasters, or 20 high ex that you can throw at the door, maybe you're able to intimidate them into giving up before they should have.

17
Released Mods / Re: [OXCE] XCOM Multimod
« on: December 30, 2020, 01:37:28 am »
lol.
it's a trick rifle.
like a trick candle, except it explodes.

18
Open Feedback / Re: XCOM Automation
« on: December 28, 2020, 07:02:54 am »
hmm. automated fighter patrols is the most interesting idea in there to me.

if someone could do that it would be awesome and totally not sac-religious. it would actually add quite a bit to the geoscape.


auto-resolve combat is the second most interesting, but yeah that goes into weird territory.

fighter battles are already so dumbed down I don't think an auto-resolve is that useful.

19
Released Mods / Re: [OXCE] XCOM Multimod
« on: December 28, 2020, 06:58:59 am »
I think the default hotkey for toggling night vision is page up or something weird like that.

but yeah you can change it

I also really like the addition of making it turn on automatically

20
Released Mods / Re: [OXCE] XCOM Multimod
« on: December 27, 2020, 08:32:24 am »
wow. just a few minutes of playing (even with the bugged soldiers) and I'm impressed.

It's not just more content than vanilla, but it's so much more polished and refined. (not to mention makes more sense)

I really like the simplifying of the inventory. less to think about, so you spend less time equipping and managing space and more time with the action.
oh yeah, and taking the silly timers off of smokes and regular nades is great too. it was just confusing for no extra benefit before. (however the ufopeadia entry for nades would indicate that it still has them)

ufos actually being hard to shoot down (or rather catch) is so much more immersive and tense. and the third slot weapon pod on the interceptors is a fantastic way to offset this (and it makes canons viable in regular engagements. holy crap I didn't think that was possible)


I think I will recommend this mod over vanilla to people who are new to the game.


the one thing I don't like is that instant grenades are turned on by default, but I do see how it fits with the design philosophy, and I'm happy since you let us change it back.

also a second pass on the 'peadia for spelling/grammer is in order. I'll try and make notes on specific problems next time I read it, but just a heads up

21
Released Mods / Re: [OXCE] XCOM Multimod
« on: December 27, 2020, 07:46:22 am »
oh geeeezz

just looking through the ufopeadia a bit, and day-um. 200 damage for high-ex by default?

I'm excited and scared, and very skeptical of the balancing. last time I saw that used it was ridiculously overpowered.

on the final mission for fmp, so I'll find out soon I guess.

[edit] does it still take 200 damage to get through ufo walls?

actually now that I think about it some more, I think it's probably gonna be fine. the added weight, the fact that each soldier can only carry 5 max due to the inventory rework, and the added danger to your own troops from increased blast radius should all make up for it.

22
Released Mods / Re: [OXCE] XCOM Multimod
« on: December 27, 2020, 07:37:10 am »
ok that's bizzare.
It does it for me too. all but one have 0s and 1 health.

then in the purchase/recruit screen it says I only have one soldier, even though I clearly have all 8 starting ones.

I assume the one it's recognizing on p/r is the one with stats.


23
Released Mods / Re: [OXCE] XCOM Multimod
« on: December 27, 2020, 07:29:32 am »
woah
I've got to try that lol

24
Released Mods / Re: [OXCE] XCOM Multimod
« on: December 08, 2020, 12:35:13 am »
Oh. Very sweet. My bad for not actually playtesting first

25
The X-Com Files / Re: Worst I have ever seen
« on: December 06, 2020, 07:47:32 am »
you know, as far as the golden dragons, some things in this pack are meant to be useless, or only useful in very niche situations.
part of the experience is experimenting for yourself to find what you like and what works. you have discovered that golden dragons are not useful for the way you play the game. maybe they're totally useless. Discovering that was part of the experience.

(I think i'm right about that interpretation of the design philosophy. correct me if I'm wrong, but that's the impression I've gotten. otherwise why would drivers licences or similar things exist?)

26
The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: December 06, 2020, 07:25:53 am »
Hello again. Loving the new additions.
Just wondering, cause I'm somewhat wierd about this kind of thing, when was the last time you updated the progress-o-meter for the arcs? it looks like it hasn't changed for awhile, and yet the uac seems to be a thing now.

27
Playthroughs / Re: DM Wyvern's best XCOM turn EVER
« on: November 29, 2020, 09:03:40 pm »
Yeah pre-prime is super risky. I only do it for non-lethals. but in that case it's super useful. just being able to drop a smoke for 4/20 tus (depending on whether you drop or throw) is a huge lifesaver.

28
Released Mods / Re: [OXCE] XCOM Multimod
« on: November 29, 2020, 09:01:07 pm »
Hmm. no connections to existing facilities in that new alien containment mapblock?
I do like it a lot better then default, just seems like a rather odd thing to not have.

29
The X-Com Files / Re: Cult HQ assaults
« on: November 25, 2020, 05:27:53 am »
the ironic part is that both spent way more time doing this then it would have taken either of them answer the question

30
Playthroughs / Re: DM Wyvern's best XCOM turn EVER
« on: November 25, 2020, 05:19:21 am »
perfection.
at least something like that happened at the beginning, not to all your experienced soldiers 4 months in.
oh and you did get a cyberdisk corpse. that's pretty rare.

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