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Messages - darkestaxe

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76
Work In Progress / Re: OpenTFTD Impatience build
« on: June 23, 2014, 05:25:29 am »
patience, padawan.

here, have this to tide you over...

Patience is a virtue, I hate virtues! I like pictures though.

It lies and says you can research lasers! I know it's lying because there's no lasers in TFTD!

* Squashed a bug where OXC would lie and say you're still just playing X-COM1. It still lies but not nearly as much.

New instructions if you already followed the original steps:
9. Add the new file to you're OpenCantWait\data\languages folder.

When the game starts you will need to select the language with TFTD in it's name. Sorry if your not an english speaking player, you'll just have to deal with the lies for now, I only hacked the language I know.

77
Suggestions / Re: Some suggestions and ideas
« on: June 22, 2014, 10:13:19 pm »
There are some really great ideas here, but could we break them up?

It's this huge wall of proposals. Maybe if they were categorized it would help.

Hovering base facilities should do a ratio (Living Quarters: 2/3 used, 83/150 personnel)

78
Ya, your motion scanner idea would fix it and I would use it then.

UFO TTS did something similar and I used it in that game.

79
Work In Progress / Re: Equal Terms Mod for OpenXcom
« on: June 22, 2014, 07:44:53 am »
Welcome to OXC! Always good to see new devs come to this little corner of the internet.

80
Work In Progress / OpenTFTD Impatience build
« on: June 22, 2014, 07:28:24 am »
OMG OMG OMG TFTD in openxcom OMG whens it gonna be ready? Gawd this is taking forever!

OK, I can't wait anymore, time to dive in and hack together a clumsy TFTD build. I'm not going to lie, it's gonna look like shit and it's gonna crash everytime we try to go to the battlescape, but it works. Sorta





    Instructions for installing:
    • Install the latest nightly in a new folder called OpenCantWait\
    • Grab GEODATA GEOGRAPH MAPS ROUTES and UNITS from your TFTD folder and copy them to OpenCantWait\data
    • Grab GEODATA GEOGRAPH MAPS ROUTES UNITS and UFOINTRO from xcom1 and copy to OpenCantWait\data again
           ----- Do not overwrite, ignore files that are already there. -----   
    • Download SOUND.zip below and add the \SOUND folder to your OpenCantWait\data
    • Get SAMPLE.CAT - SAMPLE3.CAT from either your UFO or TFTD directory and add them to OpenCantWait\data\SOUND
           ----- Using the UFO versions will give you UFO sounds and the TFTD version will give you no sound ----- 
    • Download HACK-CantWait.yml below and add it to your OpenCantWait\data\Languages folder
           ----- You must also select the hacked language in the options menu for it to take effect -----

    Quote from: darkestaxe
    OMG OMG OMG TFTD in openxcom OMG whens it gonna be ready? Gawd this is taking forever!

    Shutup and wait Darkestaxe! Gawd! I'm working on it.

    Current Limitations:
     * The game crashes if you enter the battlescape. (For now if you really want to use the battlescape, you'll have to use UFO files, but then you'll be playing UFO.)

     * The equip screen and UFOpedia entries are just blank screens (no buttons or anything). Hit Esc to leave, use UFO files to play UFO.

     * In relation to the ruleset: all stats, functionality, etc is exactly the same between UFO and TFTD, always always always - except for almost everything. I'm not planning on changing the ruleset unless it's to either make a new screen work or squash more lies. SupSuper and Warboy are already working on an official one and ruleset work is a lot of work.[/list]

    81
    The avenger is capable of maintaining extreme speeds (mach ~26 is it?) while inside an atmosphere, and it does this using drive technology designed for long-distance space travel. Furthermore, neither the avenger nor any UFOs are built in a way resembling aerodynamics. As near as I can tell the attitude is "Turbulence? Hit the elerium and push through it!"

    Depending on the relative positions of mars and earth and assuming no space-time warp factor or anything like that, the team should be able to make the trip in somewhere from 3 hours to a couple days. The problem is that a spatula and wire-brush will be required to clean the remnants of your team off the bulkheads.

    Alternatively the avengers pilot might limit herself to something like 200g acceleration or less to avoid liquifying organic tissues, like your meat-bag crew.

    Assuming somebody thought to bring crackers and a water bottle, you could always just take an extra day or two. Of course maybe all that anti-grav tech can actually reduce the Gs felt by your passengers. That would explain why there are still living aliens inside those UFOs too.

    82
    My original thinking was that actually dealing with making different combinations look nice could be left to modders since it involves re-drawing art assets. I would just redraw guns that look ok on both OR have guns use a different graphic depending on which tank their going into. For instance plasma cannons can look like a laser cannon or cannon and vice versa.

    If that's not too hard to code in an elegant way then great, but otherwise I think the functionallity should be added so that modders can make use of it whenever someone decides to do it. Lot's of people can pick up BBs toolkit and redraw a tank cannon, and they don't need a push request to do it.

    Changing how the battlescape code treats tanks is a different matter and I'm wondering what difficulties lay ahead of actually doing something like this in the code.

    83
    3 games, half-life 3 ... half of 3...

    OMG! Openxcom 1.5 is coming out half a lifetime after 1.0!

    84
    Open Feedback / Re: playing Xenonauts
    « on: June 22, 2014, 02:10:47 am »
    I like micromanagement, but you have a friend just above me ::)

    Actually Recruit69 was complaining that the micromanagment was gone, meaning he liked it. Solarius Scorch was saying he liked some of the early streamlining at first but it ultimately ruined the experience.

    I think we're all in agreement here that micro-management is awesome and cool, and streamlining is just less game.

    85
    Open Feedback / Re: Mission frequency?
    « on: June 22, 2014, 02:00:15 am »
    I didn't explain what I was saying very well.

    I've seen OXC running multiple terror missions in the first month and had multiple terrorsites at the same time in the middle of January (with older builds). Once I was sending a skyranger to one of two terror sites in january and detected another terrorship along the way. That was a long time ago though, it may have been back before you guys imported the geoscape mission data, which I remember reading about in the development section. I re-read OP and it doesn't sound like he's describing that sort of thing anyway.

    Quote
    it's intentional, a new terror mission begins with a randomized delay at the beginning of each month. two terror missions can be running concurrently without issue, just not in the same region, and the timings will be offset to the extent that they'll take place at least 20 days apart unless xcom starts shooting them down (in which case all bets are off).
    That accurately describes what I remember from vanilla and what seems to be happening in my current OXC game. He shouldn't be getting 2-3 terrorsites a month in january - march right?

    86
    95% of my instances of using the Motion Scanner is before breaching small UFOs. I like to take a few measures (several turns) to detect what's inside and where. Besides, if I know that there is an alien inside but this turn I haven't detected it, or I did but the scanner only shows a small dot, then it means they have full TUs and are likely to fire at me straight away.

    So you wait for all (or most) of the aliens to have moved before you breach the door. I can see how that would be useful, especially if your not save scumming.


    87
    Because without graphing out its results all it tells me is how many things there are that moved in a ten tile radius. Maybe I'm just too impatient to figure out what I can deduce from it's results.

    Come to think of it I couldn't make any use of the one in Alien vs Predator either. Blips in an area just don't tell me much, and although I understand that there's a direct correlation between where they are in the environment and where they are on the scanner screen, it's not something I can just match up.

    Also it tells you about stuff that's moved, so it's likely not going to tell you about ambushers. It just seems easier to wait a turn before you open a door and know you didn't walk into an ambush without enough TUs rather then checking a motion scanner, using time units, and finding out there's probably not an ambush.

    I do get how it might be useful if you have no flares, though only for the tiles that are both too dark to see and inside the motion scanner range.

    88
    Suggestions / Re: [WEAPONS/ITEMS] My suggestions
    « on: June 21, 2014, 09:12:48 am »
    Why do so many people get so interested in adding so many real world weapons? Don't get me wrong, I understand the appeal of having shotguns and anti-materiel rifles, or having real world equivelants instead of "Rifle" and "Heavy Cannon".

    What's the point of adding more variations or better accuracy to the set of weapons you replace in feb-march with all heavy plasmas?

    Why not plasma shotguns, alien grenades in small launchers, elerium powerd railguns, M203-Fusion, anti-grav bouncing disk-blade launchers, hybrid plasma-laser mini-guns, bucket o' lava, chrysalid egg launchers. You know, cool stuff to pry out of some cold dead snakemans hands other then heavy plasmas. Something you can actually point at an ethereal and say 'hahaha I got a gun from your dead buddy over there, check this out!'

    89
    Suggestions / Re: TFTD and Depth
    « on: June 21, 2014, 08:53:46 am »
    This is news to me, I've always made sure to shoot UFOs in shallow waters when I could.

    I'm afraid the intermediate darkness levels would be even more dangerous than "night-time", because the player wouldn't notice a difference of 1 or 2 tiles, while it makes a big difference to the alien.
    Aliens ignore darkness, hence why night missions are so dangerous. I'm not really sure what you mean.

    90
    Suggestions / Re: TFTD
    « on: June 21, 2014, 08:49:29 am »
    I was able to make it run sorta back in .9 just by renaming TFTD files to UFO equivalents. How far away could it be?

    The problems I ran into were mostly XCOM1 specific references in the ruleset and they already got a TFTD ruleset in the freezer somewhere. As I discussed in a previous post pretty much all the core TFTD specific functionality is already in Openxcom, and it's not like you can't have TFTD minus a couple things that aren't implemented yet.

    Then again I'm not doing any coding so don't take my word for it. I don't actually know what I'm talking about, I just think I do.

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