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Messages - WaldoTheRanger

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46
The X-Com Files / Re: Sanity
« on: June 09, 2020, 11:04:10 am »
bad things.

it will be very bad a long time before then though.

basically panic and mind control and berserking and bad aim and other stat penalties galore.

47
Offtopic / Re: XCOM: Chimera Squad
« on: April 18, 2020, 07:24:06 pm »
I think the game looks pretty cool. basically fireaxis's version of apocalypse.
the heavy focus on a prewritten story, and the fact that agents can't die apart from said story, I think be a turn off to old veterans like most people here, and lack of character customization could make some of the newer fans mad.

I personally don't mind those things too much, but what I do mind is the pro police state/anti liberty vibes I'm already getting from it. but that's another thing altogether of course.

48
Released Mods / Re: [OXCE][BETA][MAJOR] Vigilo Confido
« on: April 18, 2020, 07:19:14 pm »
Hi,
how cani get more nerds  to work in the lab?

Haven't played it yet, but If I remember various discussions correctly it's related to missions.

49
Offtopic / Re: XCOM: Chimera Squad
« on: April 18, 2020, 07:15:52 pm »
Xcom 2 came out on gog and I'm irritated with the 2nd mission.  Do I need to replay it?  Backlog of games as it is.
I'd recommend watching someone like Christopher odd to get a sense of the best strategies to use. I assume that's what irritated you? not doing well?

50
The X-Com Files / Re: AKs and grenades.
« on: April 02, 2020, 05:22:34 pm »
last I checked the files, the AKM did have higher accuracy. +5 across the board. Maybe that's not enough? idk.

51
Programming / Re: Magic & Mayhem Engine Open Source Clone
« on: April 01, 2020, 08:13:05 pm »
which resulted in a ban at Vimeo, for a video of PrivatBank employees refusing to speak Ukrainian, but speaking Russian. PrivatBank did everything to take that video down from everywhere and threatened me with police.

Ever considered uploading on bitchute or vlare.tv?
neither of them would give a crap about what a big bad bank wants, and it sounds like an important thing to have out there.

52
The X-Com Files / Re: First mission: panic?
« on: March 25, 2020, 04:11:01 pm »
Maybe rename readiness to something like "stress", "paranoia", "calmness" or "uneasiness" so that it makes more sense, since readiness doesn't really seem to explain that well what the mechanic does and fits more with what you want to do. Do note that "stress", "paranoia" and "uneasiness" should use an inverted logic from the current one because the more of those you are, the more likely you are to react unexpectedly to stimuli.
 I don't think the analogy to Cthulu does make sense, though, as non paranormal events could cause such reactions from soldiers too, that's just my opinion, though.

Already done. in the latest github commits it's called sanity.

53
The X-Com Files / Re: Chemical Warfare and deployables.
« on: March 25, 2020, 05:28:19 am »
The deployable weapons from 40k are formidable, but I'm not sure they fit XCF.

this is actually what I thought the heavy tu cost of miniguns was trying to simulate (at least in Fmp, I assume they're the same in xcf). there's no way a regular human can shoot one without a tripod of some sort, so you would have to pick up a tripod and redeploy it everytime you moved if you wanted to have any hope of aiming the thing.
so the deploy-able weapon thing makes total sense to me for miniguns and hmgs.

No, gyrojet is gyrojet, recoilles rifle is recoilless rifle, absolutely different.
Gyrojet slug does not have casing, it acts like a micro missle, meaning its launched not by powder combustion in casing, but by burning solid fuel inside itself and accelerating all the way to target untill it hits or runs out of fuel. (still maintains a lot of kinetic power after fuel is spent)
You can look up on youtube for gyrojet pistol shooting live video.


I think the point solarius is trying to make is, what additional gameplay element would such a weapon add over a recoilless rifle? both are basically just more accurate versions of human weapons. any other differences would be hard to simulate on the battlescape, regardless of how major they are in real life.   I guess maybe the weight difference could work, but that doesn't seem worthy of a whole other tech tree to me at least.

54
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: March 22, 2020, 07:40:02 pm »
It's a good idea. it'd be much easier to share your epic battles/enjoy them yourself.
it'd also be great for people interested in the story of their soldiers.
I'd certainly enjoy it.

Sounds like a very far future thing at best though.

55
Help / Re: XCF readiness mechanics edits. new problem
« on: March 20, 2020, 10:46:56 pm »
What a relief. I was very quickly getting in over my head :)

can't wait to see what you've got coming.

56
Help / Re: Disposable Interceptor
« on: March 20, 2020, 10:39:27 pm »
This is a beautiful idea.
you could change missile defenses to a special type of hangar, and then use the missiles to proactively shoot at the aliens, making them more of a tactical choice.
obviously give them a very short range.

yeah I love it. no idea bout how to do it though.

57
Suggestions / Re: Faster Queueing
« on: March 20, 2020, 10:35:59 pm »
You mean selecting a whole group of soldiers for deployment at once like you would with files on the desktop?
sounds like it'd be a bit more trouble than it's worth, but i'd welcome it if it could be done.

58
sounds fantastic by the way.
the Roland Sound Canvas one is about half as loud as the original though (at least in the main menu. don't have any experience with tftd so I'm not sure about anything else, and I needs go to bed now)

59
which one of the two is better/why did you make two versions?

60
Yeah. now that I look back on it this was a pretty pointless post.

my apologies for taking up the server space.

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