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Messages - darkestaxe

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46
I'm haviong a hard time believing in Ethereal Commander. Not his psy-stats or anything - those are in line with some of my own soldiers with a bit more training. I just have a hard time with those stats appearing on something that has the exact same armor in front as underneath.


47
Clara fears not your Elerium bombs. She'll mind control your ass with one hand, guide a blaster up it with the other and turn your backpack into a fireworks show.

Of course if I were a hardcore player I wouldn't cheat and I couldn't have more then 100 psy str, not that she really needs it. As for the lack of a flying suit, who needs it when blasters fly and aliens are your mind-servants.

48
Floater Engineer: My fellow clones and I were invading a planet when we located the main base of a resistance cell. Unfortunately the ship we sent to annihilate the local inhabitants was lost. Very few humans died that day...

Hypercorp Rep: I'm sorry to hear that, how can I help you today?

Floater Engineer: When I attempt to retrieve the navigation records from the PsyFit Fleet Tracker XT I get 'Error 37, records have been purged'. This will not stand! The humans must die, So saith The Brain!

Hypercorp Rep: I'm sorry, but you should have been informed that all navigation records made by Hypercorp trackers are the intellectual property of General Interplanetary LLC and it's subsidiaries. You need to file an access request with their records access department. Would you like me to transfer you?

Sectiod Engineer: Yes, quiclky! The humans must die, so saith The Brain!

Hypercorp Rep: Ohh k then, one moment please.

Recorded Message: If you are a new customer and would like to create a records retrieval account, squake gargle or speak now. *pause* If you are a returning customer without an account or are a Hypercorp customer with one of our premium devices, please squake gargle or...

Floater Engineer: The humans must die, so saith The Brain!

Recorded Message: Thankyou for calling General Interplanetary. We value our partners and we know that your plans for galactic domination are important. Please wait and the next available representative will be right with you. Please have you Galactic Zenar bank account number ready and be advised that all record retrievals cost 30,000TCN to complete. Please remember to allow 20 galactic standard stardates for record retrievals to be processed.

Floater Engineer: Hey Commander, how much is 30,000TCN? Can we afford that?

Floater Commander: 30TCN is a bit pricey, that's about the cost of the Battleship we lost. Pay it, The Brain must see humans die!

Floater Engineer: No, 30 'Thousand' TCN. How much is that?

Floater Commander: I'm not sure, my brain can't process that number either. Let's ask a sectoid.

Floater Engineer: While you're at it, you may want to find out how long galactic standard stardates are, this will take at least 20 of them.

[A few minutes later]

Sectoid Commander: You stupid floaters! Don't waste your time with GI and hypercorp, by the time they get back to you, we sectoids will be reaper meals. Just go scout that base again. What we do is we always have a few scout ships ready to restart the search in case our attacks fail.

Snakeman Comander: SSSYessss syuu needs to findss sss humaans eeeach timessss. Ssssilly Floooatersss, sssscalling hhhypercorpssse!

49
7 layers. Base defense missins are 2 layers high, the dirt would be 1 layer and a normal battleship landing site is 4 layers high. If your going to add 2 more layers then you would want to add 2 layers to all outdoor sites.

Alternatives:

* When adding surface buildings why worry about new tiles when you could use tiles from terrorsite warehouses, Hobbes military installation, and the existing base facilities. Why not build a tileset from those and then worry about making new tiles IF you really want them.

* Warboy/Supsuper have already codded support for multi-stage missions for TFTD support. Why not ask Warboy for a way to do the following:
 1. Spawn a 2 stage mission for base defense.
 2. Have the second stage skipped upon a 'win' (aliens eliminated) ending in the first stage
 3. Have aliens moved  into the second stage upon 'aborting', instead of spawning new aliens in the second stage.
 4. Optionally allow the player to choose their starting stage in a popup.
If Warboy added those features (he might have already done half of that) then you would need to create the map files for outside the base and figure out where your going to stick the battleship.

50
Open Feedback / Reaper in the closet
« on: May 02, 2015, 11:17:04 pm »
I thought I already had the fixed map files so I'm not sure if this is a bug or if it's a freak accident or some overlooked intended behavior. I think a reaper does not belong in a little room with a little door.


51
Open Feedback / Re: Any word on openTFTD's progress?
« on: April 27, 2015, 11:24:36 pm »
you can see progress notes on development changes under Downloads>Nightlies on the openxcom website https://openxcom.org/git-builds/ or you can look at the same stuff on GitHub where they keep all the programming https://github.com/SupSuper/OpenXcom/commits/master. Although the git-build downloads only work with x-com, the change notes commonly specify TFTD.

Most of the rest is probably for TFTD also. For example these are the notes for the latest nightly auto-build:
Quote
Warboy1982, Mon Apr 27 12:56:24 2015
correct constness

Warboy1982, Sun Apr 26 07:06:44 2015
add horizontal drift to particles

Warboy1982, Sat Apr 25 18:51:36 2015
fix notation for depth ranges on terrain/deployments

Warboy1982, Sat Apr 25 18:49:33 2015
add unseeded function to RNG

for specific use only.

Warboy1982, Sat Apr 25 18:48:10 2015
add func to pick random mission region

Warboy1982, Sat Apr 25 16:03:42 2015
randomize deployment type for missionSites

also refactor mission site code into a function

Horizontal drift in particles is probably TFTD underwater smoke, "depth ranges" is obviously TFTD, and I think TFTD randomized the USOs sent on an alien missions, the rest is just regular programming stuff. So Warboy was working on TFTD over the weekend.

As always, thanks for your hard work Warboy!

52
Open Feedback / Re: Thank you ! :)
« on: April 11, 2015, 12:20:15 am »
I always come back to x-com sooner or later. Now I can scroll with the mouse wheel and hundreds of things like that. Also there's mods, lots of them.

I've also meet a bunch of other x-com enthusiasts.

Thanks

53
Suggestions / Re: Options>Advanced has turned into TLDR
« on: March 19, 2015, 10:35:55 am »
ROFL

Would it be helpful if I made prototype GUI menus of ways I'd integrate options into the other menus?

54
Suggestions / Options>Advanced has turned into TLDR
« on: March 19, 2015, 09:19:42 am »
Will it may not seem like an issue to us (if you frequent these forums, you're probably 'us') I think having a giant frikkin list of option/value combos is not a very user friendly way to present the wide range of configuration options present in OXC.

I'm not saying we should get rid of the options/advanced section, but I think many of the features could and should be moved to other parts of the options menu. Preferably in a way that's more intuitive to OXC noobs.

I thought of this when I saw this thread, I spent about 10 mins looking for the options I already know are there so I could refference them in my own post, and didn't find them. I gave up and simply said that they're there.

I missed them because I'm a drunk fucking pigeon and there's a cat scratching on my door but I already know the options are in there somewhere. I would not have spent an hour searching for an option that may or may  not be there - nor would I waste so much time on a game that I'm not so invested in.


55
Open Feedback / Re: how to assign scientist/engineers faster?
« on: March 19, 2015, 08:57:03 am »
Quick sum-up:

1. By default in OXC you can max/min an amount with the Right Mouse Button (This can be modified under Options>Advanced)

2. By default you can increase/decrease an amount with the mouse-wheel in increments of 10 (Again Options>Advanced to change how many)

56
Open Feedback / Re: No energy renewal
« on: March 15, 2015, 04:50:44 am »
It's SMOKAGEDDON!!!!

57
Programming / Re: OpenXcom 1.1
« on: February 18, 2015, 10:03:25 am »
Nightlies have no compile requirements on windows, do not need external libraries, or anything else. In fact they are simpler then the release version which has an installer. You do have to copy the original game files yourself or put it in the same folder used by the release version installer though.

I'm all for a 1.1 sooner rather than later with only currently known and easy bugfixes, which is already done.

I say it's damn time for an unofficial 1.1 - so I'm doing it.

58
Troubleshooting / Re: Do I have to open new account with BugTracker?
« on: February 17, 2015, 09:41:04 am »
Fortunately there's no army of raving lunatics creating sockpuppet accts to troll about how great X-COM: Enforcer is and how open source is evil. I'm guessing the forum admins here are more concerned with why the bot-check failed and less concerned with how you were able to post and tell about it.

59
Programming / Re: OpenXcom 1.1
« on: January 07, 2015, 01:11:01 pm »
You know...you don't need a blessing from above to have a stable point.

Start a thread and simply come to an agreement on which nightly is a good endpoint.  Once divined, consider that version OpenXcom 1.1.  Thats the version everyone considers plateau if they so choose.  Put a link of it on the mod site.  Mention it in the download of your mod.  Etc.

IMO, asking the Vactican to give you a new Pope is going to be a small exercise of frustration.

 :o, Supsuper does not tolerate child molestation in the openxcom team!

More seriously it seems like a worthwhile idea:
1. Grab the latest nightly and fork it.
2. Link it in a forum post and on the mod site as 1.1.0
3. Address any serious bugs that arise in the forked version as versions 1.1.1 - 1.1.5 etc
4. Label mods as 1.1.x compatible until the Scooby Gang releases 1.2.0 with TFTD support.

That way Warboy and Supsuper can continue whatever it is they're doing and not get blamed if anything goes awry. I'd do it myself but a) github confuses me because I'm not a real programmer so even if I managed to fork a nightly I probably wouldn't be able to rebuild it if after any bug fixes, and b) I don't follow OXC stuff reliably, modders/players would need someone that checks their inbox more then twice a month in case a link breaks or something.

60
A few thoughts:

1. 'Aggressive Retaliation' may make it possible for the aliens to assault your base in the first week, ask someone who's seen the code on that mod/option.
2. I do not use Aggressive Retaliation I had multiple similar experiences with sudden base attacks before the requisite scouting in my most recent game, however I didn't post anything because I can't be certain an undetected scout didn't get lucky. Regardless I was watching the .sav file pretty closely and any retaliation mission would have to have detected my base within a week of starting.
3. Volutar, why are you a 7 post rookie?

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