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Messages - Solarius Scorch

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1
There are players, who equip soldiers based on their name. Because lore, immersion, role-playing, etc.

But there are also players (including myself), who don't equip soldiers by name, but by their position on the craft (i.e. their role on the team). For example: first two are scouts, next four are melee, next four are riflemen, next four are grenadiers and last two are psi.
For such kind of equipment, knowing which "position" you are equipping currently is useful.

Yeah, I get it, I do it too. I normally don't equip soldiers based on RP or some kind of story; I equip them based on their stats.

I don't pay that much attention to who is where; but I still want snipers/mortars on the upper deck of a Menace class craft, and maybe rookies at the front. But it's easy to manage with just the soldier list.
I equip soldiers first (Apoc-style inventory), and placing them in a particular position goes after that. Moving a soldier to the very top or the very bottom is a matter of one r-click. The only problem I can imagine is if you don't remember who uses what equipment, but it sounds like just careless play to me. A certain minimum of focus is required.

2
He says it's not clear whether he's equipping the first soldier, the last soldier, the 13th soldier of 42... or Seven of Nine.

If you can understand this, good enough...

I don't. Why would anyone care about these numbers? They change nearly every battle anyway.

I kind of sympathize with this request, because if you do the soldier equipping only after the mission briefing (i.e. not already in the base), you may very well lose track which soldiers were in the first row or so and prepare accordingly (if you don't distinguish them in some other manner, for example by putting on a different armor).

First soldier is spawned at NW, the rest goes in succession to the east and then south...
This is so basic that I don't understand what else is needed, sorry. But like I said before, I don't really have to, so don't mind me.

3
Personally, I do find it a bit annoying that there's no way to figure out which (at a glance) soldier you're currently equipping.

Can you elaborate? Because I don't understand at all what you mean, and I suspect others may have the same issue.

I mean... you can clearly see whom you're equipping, name and face and all... What is missing?

4
The X-Com Files / Re: Old versions archive?
« on: May 18, 2024, 05:07:02 pm »
Man I tried out this old version of the game and it feels strange to not see enemies fishing red when hit and there is no melee attacks

If you want, you can simply copy the file HitFX-basic.rul from the current version of XCF to your ancient one. It will enable hit flashing.

5
OXCE Bugs / Re: BUG: Not Enough Workspace Avail Loop ∞
« on: May 16, 2024, 10:41:06 pm »
To be honest, I missed that file too... :) But it's there. :)

6
I really like this mod, especially the first part before the alien invasion. I would love to extend it for another couple of years...
From time to time I return to the game, and sometimes I look at some things with a different perspective.
I understand that you have a lot of work to do, but perhaps someday you will want to give these dossiers more meaning, because this is a very good start to something more significant.

Thank you for the insight. Yes, I have a few more sort of planned. :)

In the meantime, here's a peek at a new mission.

7
I thought it would work in a more complex way... for example, I would meet these people, and such meetings would move the plot...

To a small degree, this is true; but most of them do not have any substantial impact on the game.

I also read that enemies and friends on the Council are the sponsors of the mod. So, they are also no longer involved in the game? Is this just for fun?

Friends on the Council is merely a thank you article, mentioning people who either gave me a tip or helped with the mod in some other way. They are not meant to play any specific role in the setting.

I remembered Natasha Morozova - there was a dossier on her, and I met her in the game. Perhaps this is the only such case in my memory. I also received her rifle.

There are several others as well.

8
Why is the mod needed? It's not, actually. Nor is X-Com. Nor video games in general. Or human culture. As a species, we could function perfectly well without these things.

If by that you meant "what function do dossiers perform within the context of XCF", then Psavola and Alex already raised some answers. I would also add that they make research lists longer, therefore statistically delaying certain topics.

9
OXCE Support / Re: Original 8 commendation combined with another
« on: May 13, 2024, 02:58:01 pm »
It would probably have to be a transformation with two commendation requirements.

Thanks Delian, it makes sense. However, wouldn't work well for my case, since it has to be automatic to not look stupid.

If that's not possible, then I'll drop the feature, it's not essential.

10
OXCE Support / Original 8 commendation combined with another
« on: May 13, 2024, 11:12:11 am »
I would like to create a commendation which combines STR_MEDAL_ORIGINAL8_NAME (which AFAIK is hardcoded) with some extra criteria (specified with missionMarkerFilter). The resulting commendation would be given to soldiers who were members of the original team and also participated in some particular mission.

Is it possible to make such a commendation? If yes, what would be the syntax?

11
I didn't know that. Do people know that? ???

12
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 10, 2024, 11:00:39 am »
With mods disabled, it does not allow you to complete the mission when you have cyber disks under your control (there were 2 units). Mission to destroy the enemy base.

Um... What do you mean "does not allow you to complete the mission"? How am I supposed to debug something like that?

Do you have a save? And can you please state what to check?

13
Help / Re: Two Questions
« on: May 10, 2024, 10:54:50 am »
First on my list of problems: can I make it so that the entire map is a Custom UFO and if so how?

A UFO by definition (at least mine) does not occupy the entire map, as normally it is not a perfect square, and even if it was, you need to put south and eastern external walls outside. So no, you need to at least place the ground underneath it.

But if you mean the whole area being a single terrain block (map), then sure, you can do that. Just remember to include spawns for X-Com units.


Second: is it possible to recreate UFO extender's  Wreck Analysis via missionCompleteText (or any of the other types of text like that) and if so how can I

I don't know what this option did, but I assume it gave you the research of this particular UFO. If yes, you can do this:

Code: [Select]
alienDeployments:
  - type: STR_SMALL_SCOUT
    unlockedResearch: STR_SMALL_SCOUT

This should automatically give you research on the Small Scout if you win a ground battle with it. Note that you won't get the research if you abandon the mission.

14
OXCE Support / Re: Starting base available space question
« on: May 09, 2024, 07:20:34 pm »
hm, then soldier's equipped armor should be stored in the General Stores or in the soldier's bedroom? today is in the bedroom
(Hangar is the bedroom for aircraft)

Equipped armour? Stored?
 :o

15
The X-Com Files / Re: Base defense entry points
« on: May 09, 2024, 12:59:58 pm »
Hmm, I think it was a bug... Thanks, fixed.

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