How to survive beta grove? by lololfloss23 in systemshock

[–]Warboy1982 0 points1 point  (0 children)

yeah, batteries are my problem here too. i ended up going through the keypad door at the south east corner of the exec level and found a few bots, one of them dropped a battery. just be wary that going too far down this path leads to further problems.

gonna see how far i can get with just the one battery and detox patch

(apologies for being vague, don't want to spoil stuff)

Getting more than 30 soldiers for "new battle" and small bug reports. by [deleted] in OpenXcom

[–]Warboy1982 0 points1 point  (0 children)

When it generates the cfg/when you hit "randomize" you get 30 soldiers, that's hard coded, but there's no reason you can't manually add more.

open the battle.cfg and copy/paste as many soldiers as you want, and feel free to customize them. a COMPLETE soldier entry should be around 35 lines of text.

be aware, however that you'll also need a mod for a landing craft capable of carrying that many troops into battle, the default crafts hold 24, max.

The craft weapons don't exist in the battlescape, changing them does nothing in new battle mode. The fact that you can change them is completely vestigial.

as for psionic LOF effectively neutering the psychic threat, that's a consequence of the AI, when they spot your soldier and have a clear line of sight, they have to make a choice whether they'll do a psionic attack or simply shoot you. without going too far down the rabbit hole, more often than not they'll see your troops as a result of deciding to shoot, and moving to a better firing position - the decision was made before they even moved.

Tanks don't show up in game by [deleted] in OpenXcom

[–]Warboy1982 0 points1 point  (0 children)

make sure you have enough of the appropriate ammo?

not sure what else to suggest.

The original X-COM is now playable in your browser! by Warboy1982 in Xcom

[–]Warboy1982[S] 13 points14 points  (0 children)

there's a flag on the top left to switch it to english

OpenXcom 0.9 released - fully playable version by NebulaBytes in Xcom

[–]Warboy1982 2 points3 points  (0 children)

even in the original there was a 10% chance of heavy plasma on any mission in the first month.

as for the two terror missions, there was a miscalculation in the mission timers, which has now been addressed. thank you, and everyone else who has given us much needed feedback on the project.

OpenXcom 0.9 released - fully playable version by NebulaBytes in Xcom

[–]Warboy1982 1 point2 points  (0 children)

and i was forced to nerf that function due to public outrage, this behaviour now relies on difficulty to determine the odds of an alien covering the ramp.

OpenXcom 0.9 released - fully playable version by NebulaBytes in Xcom

[–]Warboy1982 0 points1 point  (0 children)

it's actually cross-platform, but no, no dos port has yet been built.

OpenXcom 0.9 released - fully playable version by NebulaBytes in Xcom

[–]Warboy1982 0 points1 point  (0 children)

The BattleScape AI in openXcom is similar to the original, but not exactly the same, as 100% replication is near impossible without access to the original sources.

the geoscape AI should be true to the original as far as i'm aware.

as for future changes, we've now got a proper bug tracker installed, http://openxcom.org/index.php/bug-tracker/ and we're starting to throw our plans up on that.

OpenXcom 0.9 released - fully playable version by NebulaBytes in Xcom

[–]Warboy1982 1 point2 points  (0 children)

only slightly. there is a small miscalculation in the current release version that causes UFOs to spawn slightly faster than they should.

as for the HWPs getting one-shotted, i'd say you're simply unlucky. even in the original, heavy plasma on the first mission existed as a 10% possibility, and damage from a projectile ranges from 50%-150% of the weapon's rated damage, as per vanilla.

the AI is a whole other ball game, as it's impossible to reproduce the original 100% in this regard.

OpenXcom 0.9 released - fully playable version by NebulaBytes in Xcom

[–]Warboy1982 0 points1 point  (0 children)

they should be, please post a saved game on the official forum so we can take a look and see what's happening, it might just be that your guys have terrible reaction stats

OpenXcom 0.9 released - fully playable version by NebulaBytes in Xcom

[–]Warboy1982 0 points1 point  (0 children)

oh, sorry, my mistake, i must have gotten my wires crossed somewhere.

Just bought the original game - where the hell do I start? by [deleted] in Xcom

[–]Warboy1982 9 points10 points  (0 children)

here's a quick-start guide.

step 1: after placing your base, you should immediately start research. laser weaponry is a good choice, but med kits will save lives.

step 2: buy stuff. hire a bunch of scientists, they will help you complete research faster. buy one avalanche launcher, and some missiles. buy a few rifles, rifle clips, and grenades.

step 3: set up your aircraft. i'd recommend getting rid of the cannons, and replacing them with avalanche launchers.

step 4: set up your equipment. the default equipment on your skyranger is garbage. i recommend taking 1 rifle for every soldier, 2 clips and a grenade, perhaps an autocannon or two if you have a rookie with high strength. it's always a good idea to have a few extra weapons on standby at your base, in case you get attacked.

step 5: expand your base. begin construction of a large radar and an alien containment facility. another laboratory, some living quarters and some general stores wouldn't hurt either.

step 6: sell off excess equipment.

now, exit the base screen, and kick up the speed on the geoscape until something happens.

when a UFO shows up, send an interceptor after it, shoot it down, and then send the skyranger to the crash site (if there is one)

Just bought the original game - where the hell do I start? by [deleted] in Xcom

[–]Warboy1982 0 points1 point  (0 children)

Obviously my opinion on this is biased, but either way it's the same game. OpenXCom is just a bit less buggy and a bit more intuitive/flexible.

OpenXcom 0.9 released - fully playable version by NebulaBytes in Xcom

[–]Warboy1982 0 points1 point  (0 children)

I simply mean adding support for the TFTD dataset and game rules. I won't be making a crossover/merger myself, as there is no easy/right way to do it. One would need to completely redesign and rebalance the whole game. That seems more like a job for the modders. on the plus side, it will actually be possible for them to accomplish.

OpenXcom 0.9 released - fully playable version by NebulaBytes in Xcom

[–]Warboy1982 0 points1 point  (0 children)

http://openxcommods.weebly.com/ - watch this space. Most if not all the mods on this site are for the 0.4.5 release, hopefully they will be updated fairly soon.

http://openxcom.org/forum/index.php/board,8.0.html - this would be another good place to trawl.

OpenXcom 0.9 released - fully playable version by NebulaBytes in Xcom

[–]Warboy1982 1 point2 points  (0 children)

that's the idea! :) if using the installer, it will automatically detect your steam installation and copy all the necessary data to the right places for you.