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Messages - redrat9595

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16
Troubleshooting / Re: Without any equipment, weight is 6?
« on: October 18, 2013, 11:42:55 pm »
This is not a matter for debate. Subtracting 6 weight from all units is provably wrong... 3 Rifles (8 weight) with no ammo on a soldier with 24 strength = 0 encumbrance.

I agree. I think the issue was pretty obvious from the beginning. I wasn't saying there should be a debate, I was saying that there was one and it is no longer debatable at all because that proved it definatively by removing the subject of said debate (ammo handling bugs).

While I am happy with the new armor handling (which has been fun to play with, by the way), this does need to get fixed. This is now three sources proving the exact same point in three different ways: default X-COM armor has NO weight, at least as far as the code is concerned.

BARELY RELATED SIDE NOTE: As sender said, unloading the gun before dropping it made the weight of the magazine attributed the soldier instead of the ground, which is why I did it.

Thanks for your time, Warboy, as well as anyone else who helps sort this out in the official build.

17
Troubleshooting / Re: Without any equipment, weight is 6?
« on: October 15, 2013, 01:59:33 am »
...bugs related to grenades and weight.

Either way the armor thing is more than good enough and makes me positively giddy with possibilities.

Good idea! Completely removes the issue of bug debate.

Also, I am thoroughly excited about the new armor fields. That makes a couple of things I wanted to try ridiculously easy.

18
Troubleshooting / Re: Without any equipment, weight is 6?
« on: October 06, 2013, 08:10:26 pm »
I thought this might be an issue, too, but I assumed there was some decision made that I didn't know about. I can attest to the fact that, in the original, it WAS possible to get down to zero weight. The only things turned on in UFOExtender are inventory stats, D3D, Cursor Clipping, and Cursor Scaling. ALL bugfixes are turned off (as in not fixed).

I unloaded the rifle, then dropped everything down to the ground.

19
Offtopic / Re: Do you ever use pistols or autocannon? Motion sensors?
« on: October 01, 2013, 11:18:27 pm »
(Phew, I'm not the only one who posts brilliant ideas that have already been implemented...)
Ctrl+LMB as "force fire" is in the game! Try it out, you'll love it! :)

Sweet! I'm going to use that later when I test the new AI. Is there a list of commands somewhere? I know about the one in the options menu, but I don't think it has the ones with modifiers.

20
Offtopic / Re: Do you ever use pistols or autocannon? Motion sensors?
« on: October 01, 2013, 04:48:40 am »
I NEVER bother with Heavy Cannons. The only time I use pistols is the first mission or two before my orders come in for better human weapons. After that, I might slap one on a rocket launcher guy but most of the time I just plan on someone dying by the time he gets his shots off.

Auto-Cannons are a different story, though. I LOVE those things. The AP is practically useless, but firing at some impossible to hit bush in a jungle with incendiary results in a pretty good, spread out, anti-jungle inferno that destroys cover AND increases visibility. The HE is great for low accuracy troops because you can, in a lot of cases, just aim at the ground instead of the alien and almost every shot does damage. On top of that, an autoshot spread destroys cover like there's no tomorrow. Anyone too weak to hold an Auto-Cannon gets a rifle.

On that note, I kind of wish there was a "No Line of Fire" override for firing through walls. If we can shoot at things too far away to see, we can aim roughly through a wall. Ctrl+LMB maybe.

They become less useful when you get Heavy Plasma (obviously), but in all honesty, I bring Auto-Cannons to Cydonia EVERY TIME. They fill in when nothing else can do the job.

21
Offtopic / Re: Do you like Xcom 2 Terror from the deep?
« on: September 18, 2013, 02:52:30 am »
Yes and no.

Yes, I liked it in the same way I liked UFO Defense. It was almost identical as far as the actual game went.

However, the similarity is really the biggest reason I DIDN'T like TFTD. Sure, they fixed a lot of bugs, made (sometimes annoyingly) bigger maps, and added reserve for kneel (WHICH IS AMAZING and should be implemented as an option soon in OXC), but if you handed me the right information, I could reskin the original so it looked like a passable TFTD. Even the UFOpaedia wiki is set up so that every alien/item has a corresponding alien/item from TFTD. I like it as an expansion, but the fact that it was marketed as a completely new game kind of annoyed me. There were very few new items. No real new aliens. And there were a few crippling bugs, especially the tech tree one. All in all, it was a good game, and difficulty-wise, it was ridiculous (in a good way). But the less creepy mood and the whole avoiding bugs thing made me go back to the tried and true UFO Defense.

22
Offtopic / Re: So what do you think of the firaxis Xcom 12'?
« on: September 13, 2013, 02:19:25 am »
 
... It is stand-alone though so if you are thinking of buying XCOM: EU just hold off and buy the expansion "Enemy Within" instead.

Not quite sure where you got that. From the long trusted UFOPaedia, "The PC will be sold as traditional DLC through Steam but the console owners will have to buy the Commander's Edition, consisting of Enemy Unknown, plus the Elite Soldier Pack, Slingshot and Enemy Within DLCs."

I'm pretty sure it's not standalone.

In any case, I liked the game and I think I'm going to get the expansion. Slingshot was a bit of a letdown, but this one looks pretty good. What I'm really hoping for is action flag modability. Chryssalids feel a bit underpowered to me compared to the original. I want to give them a third so they can jog in from out of sight, kill someone, and slink back into an alley. I almost feel bad blasting them in the face because I feel like they should run away.

On a related note, one of the few things I liked about TFTD was the Tentaculats. So I think Chryssalids should be able to jump up and hit flying soldiers for reduced damage, or the expansion should include flying mech chryssalids with rockets for legs, armor ignoring plasma mandibles, and eggs that hatch on zombie death.That would at least balance the lack of retreat.

Overall good game, but it makes me miss the days of games like Dawn of War where everything was possible with a value change and, on heavy jobs, some LUA scripting. I would bring back some double digit stats and replace flags with TU'S. Modability is the point to sell if you want to please the masses, but hook niche gamers who still care about stuff like OXC. I really hope Firaxis turns that around, because they promised modding, and all I've seen is editing.

23
Fan-Stuff / Re: X-COM Explosion in Minecraft
« on: August 30, 2013, 04:28:15 am »
Sorry I didn't see the reply sooner, I'm between devices. I replied to your e-mail when I got it, but as a reiteration, yes you can use it. Also, I think you should make a minecraftforum thread as well for publicity's sake. Also, if you need any help with the pack, just ask; I'd be happy to help.

ALSO

For anyone who wants it, I think this a pretty good Flying Suit redo. All colors are palette compatible (read: stolen) from X-COM.

https://minecraft.net/skin/redrat9595.png

EDIT: Just had the thought. If you want, you can modify and use that skin for the villagers or whatever.

24
Fan-Stuff / X-COM Explosion in Minecraft
« on: August 04, 2013, 04:08:21 pm »
I don't really know the community's stance on Minecraft, but pixels soothe me and I enjoy playing it on occasion. So one day when I was messing around with a few texture projects at once I got this idea and had to do it.

I am much happier with the game now.

For those four of you out there wondering, the rest of the pack is the Painterly Pack, which I was dabbling in at the time; I just dropped it in the pack while I was messing around. The attached "explosion.png" is the actual texture file. Surprisingly, it looks most accurate with the double frames. For Win7, it goes in...

C:\Users\(YOURUSER)\AppData\Roaming\.minecraft\resourcepacks\(whatever resource pack you want to use).zip\assets\minecraft\textures\entity

On another note, a long time ago there was an event and I was bored so I drew up an MC skin of a flying suit so copying would be easier. It translated relatively well, and if anyone wants it, just ask; it shouldn't take more than a few minutes to dig up.

-Redrat

25
Work In Progress / Re: The Dalek Invasion of XCom
« on: May 05, 2013, 06:19:24 am »
Hey there again. Just did the same thing again, let me know if I messed anything up.

-Redrat

26
Work In Progress / Re: The Dalek Invasion of XCom
« on: January 20, 2013, 11:02:41 am »
Here ya go.

I really need to do stuff for OXC more, but I have so little time.

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