aliens

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Dioxine

Pages: [1] 2 3
1
OXCE Bugs FIXED / [FIXED] Game Allows To Launch Craft Without Pilots
« on: November 25, 2023, 07:09:34 pm »
If you choose to do aerial transfer, you don't need to have required pilots in craft. This should never be allowed, as it leads to all sorts of secondary bugs (eg. teleporting pilots to craft in-flight if you change the transfer order to patrol when ship is airborne).

2
OXCE Support / [Solved] Sell All Buttons Are Dangerous
« on: November 10, 2023, 04:07:12 pm »
The functions to 'sell everything' and 'sell everything but 1 of each item' are not only near-useless (I cannot ever imagine a situation when I would want to sell everything or everything but 1 item each from a base, and I have never encountered such need in 30 years of playing XCOM), but actually detrimental to gameplay, since their hotkeys (Z and X) are situated right next to CTRL and ALT buttons, which you use to sort base inventory by size or price. That way it is easy to accidentally sell everything you have on your base by the means of a slight finger slip, meaning the need to replay two missions on average (because that's the usual amount of time before you notice what happened), which is both a major distaste and a lot of real life time wasted.

There should be at least a confirmation popup when these functions are activated from the basescape, ie. when you press one of these hotkeys, 'are you sure you want to mark [everything / everything but 1 item each] for sale on your base?'.

3
OXCE Bugs / Inventory access bug in Apoc-style equip mode (7.9.10)
« on: August 04, 2023, 05:45:38 pm »
This might or might not be related to fixes to Glamour bug.

What happens:
When equipping soldiers from craft, sometimes some items that ARE present on the base, are NOT visible. It appears to plague such things as grenades, medical supplies, flares. It appears random. Here is a save (from Xcom files), where you can check for yourself (compare items available from craft soldier equipment menu to items available if you use 'inventory' function in the main 'Soldiers' menu; as far as I understand the Apoc style equipping, and how it worked up to now, was that availability was the same). The missing item becomes available if you put it on craft, but then the availability is limited to the amount you put on craft, like in the classic equip method. It appears like the game was using the old and new method randomly for random items.

Please let me know if bug description is confusing, it's hard to spell out clearly, at least for me.

4
OXCE Bugs FIXED / [FIXED] Glamour bug in XPZ got much worse in 7.9.8
« on: July 12, 2023, 03:03:42 pm »
The old issue was Glamour stockpiling in soldier inventory. Now, after the fix, the situation is much worse: it stockpiles somehow on craft  inventory (seems like every time you use Bikini), gets saved and multiplied with every use of Bikini. Then it gets destroyed on missions as per standard Glamour behaviour, and then it gets sucked up from base storage to restock. The wake-up call was when I suddenly got message 'not enough Glamour to restock craft inventory'. I attach a mission save after ending which this happens. Just end the mission and see for yourself.

5
Well, what says on the tin. As of now, if random Hidden Movement picture option is used, the picture sticks for the whole mission (or until you load game). Would it be possible for them to be choosen at random at each turn?

6
When you fight in air combat with Hunter Killer, the 'careful stance' button does not allow you to keep distance, even if your craft is faster and your weapons outrange the Hunter Killer. Not sure if this qualifies as 'bug', but it looks not-okay to me.

7
Screen attached. At every difficulty level on which the unit should spawn with +HP bonus for difficulty, it spawns with basic unmodified HP pool instead (suffering ofc loss of accuracies). It affects any and all enemy units. I'm not sure when it happened, but 7.8 was free of the error.

8
If HWP is allowed on mission, but the kind of ammo it was loaded with is not, the ammo stays in the gun and on the mission. This might be a case for all fixed weapons - didn't test.

9
OXCE Bugs FIXED / [FIXED] Vapor trails issue in OXCE 7.9
« on: May 14, 2023, 01:42:48 pm »
After upgrading from 7.8 to 7.9, vapor trails started to display wrong colors in XPZ. Eg. flamethrower is now blue with a tint of yellow, instead of full yellow. What happened? How to fix it? Can it be fixed mod-side?

10
I believe this will open a completely new tactical option; weapons which are meant to not puppetteer enemies, but turn them relatively docile (by changing faction to civilian in case of Mind Control). On the upside, such 'confusing' weapons can be much stronger/faster/cheaper to use than their Mind Control (change to own faction) counterparts.

Example: Herder's Staff in XPZ. My idea for it was to be a pacifying weapon, but I went for MC since it was the closest approximation. Now if it could change enemies into temporary civilians I could give it more attacks per turn, and this gives a fresh dimension to psionic combat: mass confusion instead of direct puppeteering.

As for zombify I don't have any concrete plans yet, but it certainly could offer access to zombifying weapons to player - a new dimension as well.

:)

11
Ability to set flag on Mind Control to change faction to civilian upon successful mind control attack, instead of the faction of the owner of weapon. Could be a fun option. :)

I believe this will open a completely new tactical option; weapons which are meant to not puppetteer enemies, but turn them relatively docile (by changing faction to civilian in case of Mind Control). On the upside, such 'confusing' weapons can be much stronger/faster/cheaper to use than their Mind Control (change to own faction) counterparts.

Example: Herder's Staff in XPZ. My idea for it was to be a pacifying weapon, but I went for MC since it was the closest approximation. Now if it could change enemies into temporary civilians I could give it more attacks per turn, and this gives a fresh dimension to psionic combat: mass confusion instead of direct puppeteering.

12
Work In Progress / Random thoughts on external AI
« on: September 22, 2018, 09:19:09 pm »
EDIT/Meridian: Split from original topic: https://openxcom.org/forum/index.php/topic,6580.0.html

With this Lua support, would it be possible to affect the AI decisionmaking by outside software (like neural networks)?

13
XPiratez / Animu s***t
« on: August 19, 2016, 12:15:52 pm »
I'm not a big animu fan myself (though I don't hate it), I prefer old sci-fi movies, but
1. it's a good source of resources
2. it's another thing that can be smeared, dirtied and assimilated!

14
XPiratez / Grenades & Explosives - advice appreciated
« on: May 25, 2016, 03:53:53 am »
So. Do you think grenades & other timed explosives are OP? Is this why Meridian is refraining from using them? :) Surely there are a few things as sure in this game as grenades.
Cutting to the chase, OXCE allows setting a 'dud chance' for any timed explosive. Would a 'dud chance' in 5-10% range help to balance the grenades? Or are they fine as they are?

15
XPiratez / Bonaventura Variants discussion
« on: May 04, 2016, 04:58:32 pm »
An upcoming addition to the early game will be the ability to build one of 5 Bonaventura variants, each with a special weapon to boot. You will still only ever have a single craft of this type, but now you will be able to choose which one.
The discussion is open to suggest stat changes, map changes and special abilities. I will lay down the basics below:

- Bonaventura (green)
No changes. Special Weapon: Charger Laser. The highest troop capacity variant (others will have 12-14 troops).

- El Fuego (red)
Assault-oriented craft. Special Weapon: Magma Cannon. Will have a bonus to weapon accuracy and highest speed of all.

- Fortuna (blue)
Recon-oriented craft. Special Weapon: ???. Fast, some dodge, very good radar, intended to be ideal for the 'go after landed ships only' strategy. Loses some weapons and armor but it translates into a good mileage and extended flight time.

- Metallo (black)
Tanking-oriented craft. Very tough and with improved repair rate. On the ground, it will be a bunker as well. Special Weapon: Sniper Cannon (best ROF in Cautious mode)

- Dorado (golden)
The swaggiest of them all. Not that good but spawns gold bars on each touchdown! Special weapon: Bling Cannon (stong heavy weapon, but needs gold for ammo).

Pages: [1] 2 3