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Messages - Alex_D

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1
And I believe, some dossiers may lead into "side quests" missions, with some special items or tech rewards.

2
OXCE Support / Re: Starting base available space question
« on: May 09, 2024, 10:33:54 pm »
Equipped armour? Stored?
 :o
Well, in Piratez, once you remove large armor, such as tanks or armored cars, suddenly I get the base store overflow screen.
So in effect these soldiers sleep in their tanks, or bring their cars to bed  :)

3
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 07, 2024, 11:03:03 pm »
The filter is odd, but it may to do with the handob of what the exalt guy is carrying.

4
Yes, those missions (ski resort) are complicated. I believe I used a smoke grenade (or similar), and play exclusively during the night.
I believe there are some spots for hiding inside the winter cabin. I usually wait for the enemy to get closer, then knife him or shot him with a crossbow, and grab his weapon. I only send soldiers with large HP, else they might not survive the encounter.

5
In my case, I do it manually. I open the save and copy/paste into another file (formatted in yaml).

I found myself using it for Crafts rather than Units, because, as far as I know, Craft load-out templates only have 10 slots, and Units have 50.

6
Currently, a delay for bought items can be specified in "transferTime". Another delay is specified for soldiers and such.
However manufacturing items once made they appear immediately on the base stores.

I'd like to propose the feature to introduce some sort of delay for manufacturing similar to "transferTime". This may apply to any or all items specified under the manufacture order.
The purpose is to simulate claim tickets delivery that is not immediate but take some time to arrive to the base.

I don't know if this would break other things, so please ignore if it's the case.

7
OXCE Suggestions NEW / Re: [Suggestion] add Global equip templates
« on: May 03, 2024, 09:42:36 pm »
If you mean to save across saves the info under "globalEquipmentLayout" and so, well I'm not sure if it's actually convenient or more of a hassle.

Depends of the Mod, items can vary a lot between campaigns. Same with the strings that made up most of the code in that portion of the save.

I'd argue it's better to manually copy the portion of the save with the equipment templates to keep along with some screenshots. In fact, the screenshots alone may be more useful for a guide to set up a new game save template than the code itself.

Having said that, I do modify my global equipment portion of my saves, mostly because, for example, I upgrade from one type of ammo to another, and I don't want to open and save every related template (up to 50, IIRC). Notepad++ makes things easier.

A wish for me regarding templates would be to have more than 10 craft equipment templates.

8
The X-Com Files / Re: Re: Bugs, crashes, typos & bad taste
« on: April 26, 2024, 12:12:24 am »
I'd pay a lot in-game for enhancements or upgrades to the Enforcer armor, so it's more of an unique item.
Imagine nanites on their armor that slowly regenerate the health. Or some additional resistance to plasma or laser.
Indeed Spartans soldiers of maxed out agents are the final team for Cydonia, so I treasure them a bit more.

9
The X-Com Files / Re: Re: Bugs, crashes, typos & bad taste
« on: April 24, 2024, 10:24:58 pm »
If I recall correctly, in my last XCF campaign, enforcers were used as heavy support. Short summary of advantages for me:

Strength to carry heavy weapons, such as the Sniper Gauss
Unable to get wounded, only loss of HP, IIRC.
No downtime if injured.
Immunity to PSI actions

10
XPiratez / Re: [submod] Marching band (Calabria) gal outfit
« on: April 24, 2024, 09:29:38 pm »
No.
Oh, well.
It was fun making it.

11
My approach is:
Spoiler:
Is that the mission where only one gnome is allowed, and you need to go down a hole and cannot retrieve items from your starting loot ?

Tentacle monsters are blue shielded, if I recall correctly. Therefore they are vulnerable to daze. And their attack mode is charm.

Therefore bring a gnome, nude. And arm her with a shotgun with daze ammo. Bring lots of extra ammo, a canteen, a pick-axe, and if available an item that reduce stun. I throw down the hole the loot items before venturing down in.

Good luck.

12
2) Even more importantly, if the pit was only one tile, would the unconscious even get up after first one? What happens in such case?

I believe, if another unit wakes up on a tile that's occupied, the game mechanics will force the spawn of the former unconscious unit on the next available tile. Like when you wake up a soldier using some stims. What I don't know if the game will attempt the spawn on the same map level or will try on different levels.

In any case the mission may end up in havoc if these awaken units cannot surrender and spawn all over the place.

I recall, when I go in with the mission of capturing enemies, I collect the "bodies" into a single area, and put a one or two rookies into whip guard duty. I give them leather whips, and later neural whips. Alternatively, other daze ranged weapons also can be used.

13
I confirm OXCE version 7.12.3 no longer has the long load up problem.

14
Reading the Git commits it seems there were some changes between the versions.

I updated OXCE in my current stock Piratez campaign. Then I realized that version 7.12.2 took nearly 3 mins to load versus about 30 seconds for the 7.12.1 version.

The log files show a bunch of [error] messages for the updated version, versus the old version, both attached.

Maybe there are new settings that I need to modify so the launching isn't that comprehensive? I haven't changed settings in a long time.

To replicate, install OXCE over the current version of Piratez ("Dioxine_XPiratez_N7.0.4.5.rar").

15
I started a XPZ campaign (latest build) and updated to "Extended-7.11.8-e9cde97c1-2024-02-18-win64.7z" version.

When I'm on the soldiers ("hands on deck") screen and I scroll at anywhere but the vertical scroll bar or triangle up/down markers, instead of scrolling the screen, the game selects a soldier. If the wheel was scrolled up the soldier selected is the one where the mouse pointer was. If the wheel was scrolled down, the soldier selected is three positions down where the pointer was.  The same behavior is observed from the training screen.

I don't recall this being the case in previous OXCE builds. I tested it with XCF, and a fresh copy of xcom1 to be sure and same thing.

Maybe I'm missing on some setting in options.cfg that changed between the past few versions?

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