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XCOMUFO & Xenocide

Violazr

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  1. Yes... that kind of put me off back then, when the beta rendered all the maps I made in my short but very active participation here useless. Greetz to all who still know me, I'll have a look around what you've been up to since then.
  2. If I got any new submissions, I would put them up, but there haven't been any so far. My own map production has ceased too, for I'm rather tied up with other things at the moment. First I'd have to get back into U2K with all the new features and changed graphics, and see if I can still use the maps I started. But if you have a map ready to be published, feel free to post it!
  3. Violazr

    Brilliant!

    Talking about 10 years ago, did anyone play MASTER OF MAGIC? http://www.mobygames.com/game/dos/master-o...gic/screenshots Agreed to be one of greatest strategy games ever made. I recently got it to run again using "DOS-Box" and was playing it for the next 2 days.
  4. Like I said, the problem is that a conscious prisoner can throw bodies back out, even through a fence/door! If there were switches that can create "solid wall" doors, it would be different.
  5. Violazr

    Frames

    Put the chat console under the minimap? Everything being tiny is more of a problem than of use IMHO (and I'm using a 19"). But we had that discussion about resolution before.
  6. That's a good idea... like an overcharge, but only on energy weapons. "A professional killer would have had one look at that gun and first of all asked about the red button at the bottom..." - Zorg, The fifth Element
  7. Whether and how easily any object (everything, including floors) catches fire, and for how many rounds it will keep burning, is defined in each tile's properties and can therefore be modified by a map's author. -> Notice that the wooden watch tower in Normandy burns down completely once ignited. The problem with this is that, once the "burn time" is over, the object is destroyed. - That's why some things are set not to burn. There should be a "minimum burning time" on every object which does NOT destroy it, to simulate the ammo's napalm fire itself.
  8. That's one reason why I made a new plane map. I like this Idea, it brings some Atmosphere to the game!
  9. If a wall's strength is 255, it's indestructible no matter what the damage. And no destructible piece of wall should be above 120 (be sure to turn off deviation). But even with "only" 120 damage, units will be stunned very easily. And in my opinion, stun weapons destroying walls is a bug yet to be removed. Maybe one could introduce a special "siege" damage class instead?
  10. If I recall correctly, the Biodrones from TFTD left a path of fire wherever they went, so that should be possible. Or the mech could just have a low-cost "stomp" HTH attack with a little radius.
  11. Wrong. One veteran with a flying powersuit and good weaponry is almost as good as a HWP, but less of a target, and more flexible. The main reason in XCOM, however, was that you could pack four such vets instead of one HWP - which was a superior choice by far.
  12. He could also have more stat points to spend, so he can carry more grenades etc. to take them out. Ort just have everything maxed.
  13. So you just decided to use your scenario and started writing? Have you sorted out how everything is going to work, then? I'm confused. But I guess I better don't start any new mapping projects until this mess is sorted out...
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