Recent Posts

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1
Released Mods / Re: X-Chronicles Release, v.1.2
« Last post by Mathel on Today at 08:05:25 pm »
Funding and/or research times.

When I got many points in my home country, I got a $1 000 000 bonus. That is nice, but not a good basis for funding, as it requires for the aliens to actually attack my home country a lot.

And with research, it still takes too long. Research costs are comparable with the research costs from UFO: Enemy Unkown, but you can afford only a fraction of the scientists.

Additionally, many necessary researches are gated beyond interrogation roulettes, which means that not only does research take way too long, but you also often can't research what you need because you either got unlucky and failed to capture the necessary enemy, or they just gave you intel on something utterly pointless.


The only way I am getting through months right now is repeated raiding of a Nest in Australia. I can not destroy it, but I can crush it's surface defences and sometimes even clear B1, getting around 300 points each time.
2
Help / Alien Retaliation flock
« Last post by robin on Today at 07:35:50 pm »
Goal:
  • Flock of 4 UFOs heading together to X-Com base.
  • 2 UFOs should be hunter killer of type INCURSOR, escorting the generating UFO.
  • 1 UFO should be hunter killer of type ASSAULT_SHIP, escorting the generating UFO.
  • 1 UFO should be the one generating the Base Defense.
  • Once Base Defense is over, generating UFO should fly away with the others (not disappear that is) (is it even possible?).

My current ruleset is as follows.
No matter how much I fiddle, I can't get the intended result.
The effect of current ruleset is: 4 ASSAULT_SHIP UFOs, each generating a Base Defense (so 4 Base Defense in a row), see screenshot.
(timer is set to 10 because I wanted to understand what was happening; since UFOs are supposed to fly together, final Timer is going to be 1 or 0).

Code: [Select]
  - type: STR_ALIEN_RETALIATION
    points: 0
    objective: 4
    spawnUfo: STR_UFO_ASSAULT_SHIP # Spawned for the final retaliation run
    operationType: 6  # take off and land in the same alien base that spawned the mission
    raceWeights: *raceWeightsAlienDrop
    # In the case of a shootdown, race comes from the UFO that triggered the mission.
    skipScoutingPhase: true
    #multiUfoRetaliation: true # test unknown effect
    #multiUfoRetaliationExtra: true # test unknown effect
    targetBaseOdds: 100
    waves:
      #- ufo: STR_UFO_BOMBER
      #  count: 2
      #  trajectory: A1_EXIT_ZONE2
      #  timer: 10
      #  hunterKillerPercentage: 100
      - ufo: STR_UFO_INCURSOR
        count: 2
        trajectory: A1_EXIT_ZONE2
        timer: 1
        hunterKillerPercentage: 100
        escort: true
      - ufo: STR_UFO_ASSAULT_SHIP
        count: 1
        trajectory: A1_EXIT_ZONE2
        timer: 10
        hunterKillerPercentage: 100
        escort: true
      - ufo: STR_UFO_ASSAULT_SHIP
        count: 1
        trajectory: A1_EXIT_ZONE2
        timer: 10
        hunterKillerPercentage: 100
        escort: true

Thanks


3
The X-Com Files / Re: [submod] Expanded Markers
« Last post by varajo411 on Today at 07:18:38 pm »
Thanks for the quick fix, it works great
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The X-Com Files / Re: Bugs, crashes, typos & bad taste
« Last post by Juku121 on Today at 07:17:55 pm »
I think Solarius once said the reasoning was that the rosaries draw their power from the actual priests, and thus persist in their combat-useful form for only a short time.

Edit: I was wrong, he said that about crosses. Rosaries are just there to look pretty and provide priest-related research.
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XPiratez / Re: Everyday is Caturday Challenge Run
« Last post by Kamivax on Today at 07:10:25 pm »
Kaminyan's Log
I finally get out the medbay after a month in following some nasty shocks from one of them fish people things...only to get sent back in...for another 18 days. At least it's just 18 days. I hope every time I get out the medbay I can spend at least one month out of it...I don't know how many times that has happened recently...that fish siege was fun...until I decided to shoot the enemy instead of the tried and true bonking. Not only do the lasers fail to down the target...THEY ALERT IT TO ME and it just zaps me into a month long stay. Every time I'm left in the medbay or at base, the voices come back...begging, pleading and sometimes DEMANDING for me to "make us whole" and then telling me to "collect the legs and heart" and every single time I've told them that we aren't getting missions where we get arcane boxes or that our undersea missions haven't had the fortune of finding those parts...or anymore parts for that matter. The stays in the medbay might be healing my body...but my mind only fractures further outside of missions. This stay can't end soon enough.
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The X-Com Files / Re: Bugs, crashes, typos & bad taste
« Last post by justaround on Today at 06:27:46 pm »
Very possible. Again, if I'll start a new game, I'll check. In the meantime, before I'll disappear again, reporting:

- Rosary doesn't appear in loadout at all. Not even religious gear category. It'd be nice if one could get it and the cross as regular items to be used during anti-ghost missions even when not undercover as priests.
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The X-Com Files / Re: Bugs, crashes, typos & bad taste
« Last post by psavola on Today at 05:44:06 pm »
The most probable reason is that you have accidentally hidden the Secret Files research topic in the research screen and therefore can't see it on the main screen. Or you've after hiding it disabled the extended research options and you can't get it back except by save file editing or turning the option back on (this "problem" has already been reported once here).
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>FontBig_jp.png.
i always delete other language packs to save space and the number of files... usually maybe 10 giga bytes and 15000 files per game series. it became a habit of mine. it was no big deal

>portable installation
thanks it worked very well.

with hotkey support, this remake is really really good.
hope to have one more hotkey something like ALT+Q for a quickexit without being prompted
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Programming / Local Llama3 Integration
« Last post by Whispers on Today at 04:21:52 pm »
Hey,

A while back(several years ago) I wrote some stuff for OXCE which enabled some Lua modding, but it wasn't well received so I abandoned it.

Lately I've been toying with the idea of using a local Llama3:8b LLM model for some limited scope stuff within Xcom. The first, and most obvious one, is the council notices at the end of the month. Instead of it being some bland text which is always the same, I was thinking it would be cool if it could reference what happened during the month, and the results of those actions. Not everything, of course, but just the highlights. Even cooler, imagine if it would read it to you with a similar voice of the Spokesman in Firaxis Xcom, but maybe attenuated and made in 8 bit audio.

Unlike the Lua stuff, where I just went off and did it, then was told it wasn't going to make it into mainline, I wanted to ask before beginning work on something like this.

So the way it would work is fairly straightforward. If you have the option enabled and the address and port to the Llama instance set, then it would work. Otherwise it would fall back to using the same bland text we have seen for decades now. If it is enabled, then it would feed all actions you have performed over the past month, how those actions have changed your political standing within governments, and some very simple prompt engineering to make the report sound like it is coming from the Spokesman, then viola! You have a custom report at the end of every month detailing your progress and standing within the governments. It's possible to take this a step further and enable a conversation with the Spokesman, but I kinda feel as though that would diminish the feeling of finality of the end of the month report.

To do the voice encoding, it's possible to train up something with Piper(https://github.com/rhasspy/piper). Once again, making it optional. If you have piper installed, then we could provide it with a model and text to read, and that's it. You'd have in game text to speech that would sound similar to the Spokesman.

What are your thoughts?
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The X-Com Files / Re: Bugs, crashes, typos & bad taste
« Last post by justaround on Today at 03:49:46 pm »
Thanks for checking/confirmations/pointing out potential other explanations for issues.

I tried a test run with BOXCE 8.5.4/7.12.7, 3.4 snapshot for XCF, and could research all 41 topics from a regular secret files item in succession. So you'd have to provide a save and version numbers if there's indeed a corner case somewhere that doesn't let you research something.

The topics could be researched in that one could get their dossiers from elsewhere (interrogations), it's the documents item itself with them that is not visible in my research screen. I went much further in the game in the saves I have after writing the issue down and I'd have to start a new game now to get to that issue. If I'll have more time and find some will, with no promises - I will do so and attach a save if the issue will keep on happening. Could something Facility Expansion Pack, Resound, Elite Commendations or Alternative Art affect such? I hd cursory look through what I could find and it didn't really affect the item.

I am playing the latest "stable", which is 3.3.1 of XCF on OXCE Brutal 7.12.7 8.5.3 (v2024-05-15).
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