Author Topic: TFTD - dye grenades  (Read 5446 times)

Offline Kissaki

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TFTD - dye grenades
« on: November 13, 2021, 09:19:51 pm »
I notice OpenXcom has integrated Zombie's dye grenade mod, which increases the damage from 10 to 60. There seems to be broad agreement that the original value was a mistake, that it rendered the dye grenade useless.

Personally, I disagree. I played the original TFTD extensively, and made good use of dye grenades. It's actually one of the things I found to be realistic - you need to give it time to work. The dye spreads with each turn, and in 4 or 5 turns the area covered is the same as the 60-power dye grenade. A gradual coverage, especially underwater, seems much more realistic to me than an instant big blanket. So the 10-power dye grenade is certainly not useless, and like I said I made good use of it myself.

So why not keep Zombie's mod, but as an option? Make the mod active by default, but please include the option to switch to the original value for old fogies like me who like to relive the original feel of the game as much as possible. It wasn't difficult to edit the values back to 10 myself, but doesn't it belong among the other bells and whistles you can turn on or off in the menu, though?

Offline BlackStaff

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Re: TFTD - dye grenades
« Reply #1 on: November 13, 2021, 09:45:50 pm »
Nothing prevents you from creating a mod with the value you want.
You will then be able to activate/deactivate it at will!  ;)
See attachments !
Work fine in my OXCE !
« Last Edit: November 13, 2021, 09:55:57 pm by BlackStaff »

Offline Kissaki

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Re: TFTD - dye grenades
« Reply #2 on: November 13, 2021, 10:04:52 pm »
Nothing prevents you from creating a mod with the value you want.
Well... except skill  ;D


Quote
You will then be able to activate/deactivate it at will!  ;)
See attachments !
Work fine in my OXCE !
Thanks, I'll check it as soon as I get home :)

Offline aziza

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Re: TFTD - dye grenades
« Reply #3 on: April 10, 2024, 10:08:54 am »
OpenXcom creators talking about they almost as original game:

The goal of OXC and OXCE is to replicate the original Xcom, not any fan mods.

and what will any player see?
this? :

OpenXcom 1st turn after dye grenade exloded:


Original TFTD 0-3 turns after dye grenade exloded:


Nothing prevents you from creating a mod with the value you want.

Since when does the original balance of a game have to be adjusted by mods to be like original game?

TFTD is added in 2015, today is 2025
« Last Edit: April 10, 2024, 10:32:09 am by aziza »

Offline Meridian

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Re: TFTD - dye grenades
« Reply #4 on: April 10, 2024, 10:36:22 am »
Yes, we are bad people.

OpenXcom is totally not worth your time, we destroyed xcom beyond repair.

It will be best if you stop playing OpenXcom and return back to the true original.

Edit: PS: https://www.ufopaedia.org/index.php?title=Known_Bugs_(TFTD)#Battlescape_Bugs
« Last Edit: April 10, 2024, 11:07:05 am by Meridian »

Offline Ethereal

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Re: TFTD - dye grenades
« Reply #5 on: April 21, 2024, 04:04:31 pm »
Since when does the original balance of a game have to be adjusted by mods to be like original game?

There is no need to impose your opinion on us. If you don't like OpenXcom, play the original, which under MS DOS.

Offline hth

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Re: TFTD - dye grenades
« Reply #6 on: September 25, 2024, 12:44:40 am »
Newbie question btw: why in TFTD dyed area have same movement penalty as mudded after generic explosions? Does this makes water denser?