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Messages - PPQ

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31
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: January 16, 2024, 11:12:05 pm »
Is there a way to make a certain type of enemy spawn more often? I can't seem to figure out how the spawning code works.

32
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: January 14, 2024, 01:07:42 pm »
It's base -> agents -> transformations from dropdown.
Also, I recommend matrix or discord for stuff like this.
I can't use discord since I don't want to register my real world phone number to an internet company unless I absolutely have to. And matrix is great but it takes forever to load for me. Like, I wish there was a way to download the matrix and have it work offline so that it does not have to recalculate the whole thing every time I open a new tab.

EDIT: Looking at it now he seems to have made the wiki open up much quicker. It's still a chore but like, at least it's 2-3 seconds of waiting vs the 15+ that it used to be a year ago. And no, it's not my internet or my PC as neither have changed in that time.

33
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: January 14, 2024, 12:37:03 pm »
I unlocked pilot training in the research but I forgot how to actually use it. Like, I think it's supposed to be in the transformation overview but I can't find it there.

34
Released Mods / Re: Decreased TUs for aliens on your first turn [OXCE]
« on: January 13, 2024, 11:13:30 am »
Same question, ages later. Can I use this on the new version? Also, how do I install this. I forgot how I did it the first time round.

35
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: January 13, 2024, 10:50:24 am »
Thank you. I've been away from this game for over a year so I need to get back into the loop.

36
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: January 13, 2024, 10:31:43 am »
What version of OEXE do I need for this? IIRC I know the old version I used a year ago needed some special version.

37
The X-Com Files / Re: The X-Com Files - 2.8: The Lunar Protocol
« on: March 07, 2023, 07:07:46 pm »
Yeah. This mod is full of small-percentage stuff like that. The Envoy Ships have an under 3% cumulative chance to spawn per month. But it's random, so you might get three in a row and then go three years without.
What do I need to change to make that more common?

38
The X-Com Files / Re: The X-Com Files - 2.8: The Lunar Protocol
« on: March 05, 2023, 08:17:32 pm »
Hello everyone,

I wanted to ask how spawning in allied NPCs works?  I have played a few terror missions with aliens in built up city centers and while I like the missions, the main thought that goes through my head is..."where the hell are the cops?" . 

Yes, I know what you all are going to say which is stuff like, "There's a couple of them running around" (yes there's like one or two but I was expecting a SWAT response team at least), or "Cops got better things to do than get killed" but I have always wanted to see more of them around on these missions.  I am not asking that this be changed for the game since I think the terror missions are fine as is, this is just something I would like to add in myself for personal satisfaction. 
They are being useful elsewhere.

Remember, the police are not a heavily armed military force. They have neither the training nor equipment to handle an active shooter situation beyond the level of a random madman with a gun.  Even the elite door kicker units that go out to arrest organized crime and such at best have light body armor and the occasional MP5. So something like an organized cult raid or god forbid an actual alien assault is going to be hilariously out of their league. So even in the most charitable scenario of something like a simple cult raid if the police were to send in forces to "help" XCOM they would at best get in the way and at worst be an open hindrance as XCOM would have to babysit them.

The police are far more useful in these scenarios using their numbers, authority and training to provide general support by cordoning off the effected area, assisting in evacuation of civilians, preventing panic etc.

39
The X-Com Files / Re: The X-Com Files - 2.8: The Lunar Protocol
« on: March 01, 2023, 08:30:21 pm »
Is it normal that golden ships just don't spawn? Like I had exactly one spawn in my game, I shot it down over water not knowing that I shouldn't and now a year later I am yet to get another.

40
The X-Com Files / Re: The X-Com Files - 2.8: The Lunar Protocol
« on: February 24, 2023, 11:33:56 pm »
Cool. Thanks you guys. All I had thought of to do was make a chart in excel.

41
The X-Com Files / Re: The X-Com Files - 2.8: The Lunar Protocol
« on: February 24, 2023, 10:14:46 pm »
So what you are saying is that base defenses do between 50% and 150% of their rated damage, that they do stack and that fusion has a 80% accuracy? Am I reading that correctly?

42
The X-Com Files / Re: The X-Com Files - 2.8: The Lunar Protocol
« on: February 24, 2023, 06:26:47 pm »
Do multiple defense buildings stack? As in is it worth having more than one of them? Also, is it worth not deleting my old obsolete ones when I build a new shiny one next to it?

Also if they do stack how many total defense points are enough to make sure I am basically OP and be boarded?

43
The X-Com Files / Re: The X-Com Files - 2.8: The Lunar Protocol
« on: February 18, 2023, 06:21:43 pm »
Might I ask what desktop resolution you're using and if you're also using said resolution for OXCE? Also, have you considered consulting an ophthalmologist? Because as Juku pointed out, this sounds like your accessibility issues might have other reasons.
1920x1080 obviously. But it's not an issue of size. I see the images plenty well. They are about the same size on my monitor as they are in that file you attached which is good enough to spot differences if and when I know what I am looking for.

But that's the key here. You need to know what you are looking for and indeed that you are supposed to be looking for something in the first place. And if the only differences are small details tht can only be seen from one angle there is nothing to even tell me I am supposed to be looking for differences.

If it was up to me I'd have big obvious differences like capes, different colors of helmets or shoulderpads etc. You know, big obvious things that immediately catch your attention.



44
The X-Com Files / Re: The X-Com Files - 2.8: The Lunar Protocol
« on: February 18, 2023, 12:32:06 pm »
the other variant?

I guess you would have no idea that these might be different units either?
No, not really. They look about the same to me.

This might shock you but not everyone here is a young man with good eyesight.

I had to spend several minutes staring at those images before I noticed that one of them has a different color in one small area. And I only noticed it because I knew that I was supposed to be looking for something so I spent time looking for it.

45
The X-Com Files / Re: The X-Com Files - 2.8: The Lunar Protocol
« on: February 17, 2023, 09:39:20 pm »
So, just to clarify, do Sectoid Commanders look distinct enough for you?
No, but I didn't get to them yet. Ideally all commanders, leaders, engineers etc. would have little distinguishing features to let us tell them apart.

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And, personally, I'm not a fan of game UI beating you over the head with information you can discover on your own. That's a fine line, of course, and clearly the Scorpoids fall on one side of it for me and krautbernd and the other for you.
That's the thing. How do you even know eye color is relevant in a mod where some creatures all share the same model and others (like humans for example) have multiple models for the same unit type.

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