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Topics - Meridian

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166
XPiratez / [piratez] Martial Training
« on: December 21, 2015, 04:48:00 pm »
Hi Dioxine, all,

a few questions:

1. can we use the "improve anytime" advanced option for voodoo classes and/or martial training or is it not intended for this mod?

- if yes, some translation is missing on the buttons (e.g. STR_PSI_TRAINING)

2. which stats exactly can be trained in Martial Training?

- I want to extend the GUI, so that it is more helpful and add the relevant stats (i.e. those which can improved) along with more fixes and improvements:
    * fix wrong color on deselect
    * add more columns with important stats
    * add soldiers statstrings to names
    * add reordering
    * add sorting

Thanks,
Meridian

167
OpenXcom Extended / [OLD] Old OXCE+ discussion thread
« on: December 21, 2015, 10:34:26 am »

168
XPiratez / [piratez] Base Defense mechanics
« on: December 08, 2015, 05:13:48 pm »
So, with 0.97 we got Armored Vaults... and I was wondering... has this aspect (aerial base defense) changed somehow in piratez compared to xcom?

In classic xcom, building base defense structures is not only pointless, it is actually is bad for you:
1/ without tech, you need to build 12+ starting defenses to stand a chance of shooting down a battleship... incredible waste of money and space in your base...
2/ late game (basically when you're ready to go to mars anyway), when you have grav shield and fusion defenses, you need 4 fusion defenses and a grav shield to shoot down battleships (sometimes 3 is enough, but 4 is better... sometimes even 4 fail to shoot it down if you're unlucky)
3/ no matter in which phase you are, once they find you, they will start sending "herds of battleships" ( (tm) NeptunesNookGames) until you finally give up from frustration and dismantle all base defense facilities and allow them to attack

Has this changed in any way? Especially point 3) ?

PS: Feel free to post also spoilers...

169
XPiratez / How does damage bonus work?
« on: November 30, 2015, 11:57:40 am »
Let's assume the Bow has 10 base damage (instead of 0).
Let's assume the Bow user gives it a damage bonus of 40.

What is the final damage spread?

a/ 0-100 ? (10+40 => 50 => 0-200% => 0-100) ...also, if this is the case, does the 0-200% get applied at the end or on both components separately?
b/ 40-60 (10 => 0-200% => 0-20 => +40 => 40-60)
c/ 10-90 (40 => 0-200% => 0-80 => +10 => 10-90)
d/ other?

170
Tools / [SOLVED] [help] a small image manipulation request
« on: November 19, 2015, 07:11:23 pm »
Hi,

can someone do me a small favour?

I have the image for smoke animation (by Robin), see attachment. I would like to make the animation static, i.e. use only the first frame (i.e. replace the other 11 frames with the first frame in the image). I did it in Paintbrush in 5 minutes, but it has screwed up the palette.

So, I installed PhotoShop and tried there... but my IQ is probably too low. I managed to delete the other 11 frames, even managed to create a copy of the first frame, but I can't figure out how to move it to exact position in the image.
If someone knows PhotoShop, could you please do it for me and upload the modified image here? Shouldn't take more than 5 minutes if you know how to do it...

Thanks,
Meridian

171
XPiratez / [COMPLETED] Let's play X-PirateZ (182 episodes)
« on: September 18, 2015, 02:51:36 pm »


Rules:
 * Have fun
 * If you die, you need to EXPLICITLY ask for a new soldier, I won't be resurrecting people automatically

Playlist: https://www.youtube.com/playlist?list=PLe0K-GUDQkNJM3d7NgS4gU7u-Pm-4JWk3

Start date: November 2015... every Monday, Wednesday and Friday

If you have any questions, ideas, suggestions or anything else, don't hesitate to share them here... preferably before the series starts.

Enjoy!

172
Hello devs, modders, all,

Since the time I first heard about XcomUtil, I have always played XCOM on Superhuman difficulty.
Most of my games were relatively similar... I shot only very few UFOs down (more Elerium, more loot, etc.) and the games lasted 6-10 months, not more.

Currently, I am playing FMP with following changes to everything I did before:
1. game lasts longer (14 months and counting)
2. I shoot down more UFOs for the viewers (~0% in early game, ~50% mid game... and now I reverted back to almost 0% late game, I'll explain why in just a moment)
3. most of alien missions have more UFOs than vanilla

My problem is, that I am completely overrun/spammed by Alien Retaliation.
I am shooting down only the "necessary minimum", and the game generated 14 retaliation missions already (cca 3 each month, in the last 5 month).

I don't mind an occasional base defense mission, but having to play 3 a month is just too much
(and I consider it the most boring mission of all... even more boring than TFTD bug hunt missions).

Warboy and Volutar have confirmed that the numbers are correct, i.e. as in the original.

... but since the original suffered from the difficulty bug, (I think) they have never balanced it.
The chance to trigger a retaliation grows in a linear fashion (4,8,12,16,20%) with the increasing difficulty... BUT the number of spawned retaliations grows much faster!!

I did some simplified calculations (lower estimates) and the results (attached) are really scary.

I am not asking to change the numbers in the vanilla... shorter gameplays and fewer shot down UFOs keep the number of retaliations somehow reasonable.
But, when playing mods, this has escalated and is now completely out of control.
I was forced to edit my save to escape the exponentially increasing number of retaliations.

----------------

So, what I am asking for is:

1. @players: do you have a similar experience... or am I just going crazy? also, can someone double check my calculations?
2. @developers: could you externalize the percentage for each difficulty, so that we can override it in the mods, which have longer gameplay than vanilla? Looking at the source code, it should be just a few lines of code... pretty please, with a sugar on top  ;)

Cheers,
Meridian

PS: (if implemented) for FMP, I would recommend the following percentages: 4,7,9,11,12%

173
Playthroughs / [CLOSED] [POLL] What to play next?
« on: September 04, 2015, 05:02:44 pm »
Hi folks!

The Final Mod Pack LP is (probably) coming to an end in 5-15 episodes.
So I'd like to ask what (and if) would you like to see next?

1. The first option is X-PirateZ by Dioxine... if I don't get any feedback I will play this by default. Ivan Dogovich has set a high standard, hopefully I can continue in his footsteps... and add some unique flavour.

2. Second option is Hardmode Expansion by Hellrazor. There's no LP yet for this expansion AFAIK.

3. Then there's UFO Redux by Hobbes. There is already an LP by NeptunesNook, but Hobbes has made a lot of changes in the meantime and more are coming so I am quite eager to give it a try.

4. Is there any other (big enough) expansion or total conversion, which I've missed? Btw. I'm waiting for Robin's total conversion too, but that will probably still take some time...

5. OpenTFTD without mods?

Please vote here: https://strawpoll.me/5397297
(or reply to this post)

Thanks,
Meridian

174
Playthroughs / What do I do to make the game more challenging?
« on: July 14, 2015, 08:21:34 pm »
Hi all,

several people have asked me what do I do to make the game more challenging, i.e. harder.
What mods, settings, rules, etc.

To answer all such questions at once, I decided to make this post.
I will ignore mods completely and talk only about vanilla OpenXcom... but similar principles apply to most (if not all) mods as well.

---

So, first of all, to make the game harder, you have to eliminate (or dumb down) things that make it too easy.

Let me illustrate this key point/idea on something I've seen on IRC yesterday:
"07:49    every tactic is appropriate in winning"
That is true, if you are fighting a real war (actually since humanity developed wartime conduct, even this is not true anymore), but in a computer game this has severe consequences.
If every tactic is allowed, then I can just use a squad full of super-psi-soldiers and win every mission without ever leaving the Skyranger. If you want a proof, look at BattleBunny's latest LP (second half of it).

Summary: You need to limit the use of tactics and game mechanics that make the game too easy.

Spoiler:
Note: to be absolutely fair, you can theoretically make it harder by pumping up alien side of the game instead of dumbing down the human part of the game (i.e. still happily abuse all cheesy stuff) ... but to get a comparable level of difficulty, you would have to make aliens/AI 1000% "better" (progressively)... and yes, that is not a typo, I meant to say 1000%, not 100%. And then it will just not be the same game we all love anymore...

Very stupid and unrealistic example (just to illustrate the point): Sending hordes and hordes of pumped up ethereals, sectopods and chryssalids at the player -- while allowing him to reload endlessly -- is a lot easier than sending just a couple of floaters at him in Ironman mode. Yes, fricking weird (nobody would reload endlessly), but strictly speaking easier.

---

Now, when we know we need to set some rules, let's discuss what can we do.
The game is basically divided into two parts: geoscape and battlescape.

In geoscape, there is very little potential to make the game truly harder (and a lot of potential to just make it annoying instead).

First option would be to make the dogfights harder (e.g. attack with one interceptor only; or use inferior weapons only, etc.). But since the game can be won without ever shooting down any UFO (for proof see my Hawaii challenge LP), this is of little importance.

Second option would be to make economy-based constraints with implications such as more expensive staff, craft and equipment; longer research, etc. And that might seem like a perfect way to make the game harder.... until you realize that it doesn't make the game "harder" in any way... it just makes the game *longer*. Oh and btw. it is possible to win the game with starting tech (plus Cydonia-or-Bust and Avenger), you don't need better weapons, you don't need any armour (although it looks funny to walk on Mars without helmets), you don't need experienced soldiers... you can win with a bunch of rookies carrying rocket launchers, heavy cannons, HE packs and flares (I would give you a proof but I don't remember who did it on camera).

So, what's left are rules for battlescape...

Summary: If you want to make the game longer, download one of many mods, which make the tech tree more complicated and/or economy more tight (Solarius' FMP, Hobbes' Redux, Hellrazor's Hardmode, etc.). If you want to make the game harder... continue reading.

---

Now we know we need to set some rules for the battlescape to eliminate the "cheesy" (sometimes even "cheaty") stuff.

So, what is cheesy?
What makes the game "not challenging" anymore?
If you want a text book example check out Ivan Dogovich's "Up Close and Personal" mod.
There is a weapon called "Advanced Flash Bang"... a super-effective stun grenade, which doesn't give aliens any chance of success whatssoever (especially with instant grenades option turned on).
That's cheesy.

I know that everybody will have a different view on what is cheesy in vanilla, so I will name only things, which I believe most of us can agree on. Eliminating those should cover 90% of cheesiness in the game.

Cheaty:
 1. Reloading

Cheesy:
 2. Abuse of psionics
 3. Supersoldiers
 4. Abuse of explosives
 5. Abuse of AI

Summary: Don't worry, I will go into details. Please continue reading.

---

1. Reloading... is sometimes necessary, especially if you are playing with mods that are not 100% stable yet. But in most cases, autosave is enough.

Not reloading is the single most effective way of making the game harder. For those who don't have a strong enough will (98% of us), turn on the Ironman mode, to escape temptation.

Your best soldier dying is part of the game. Your most favourite soldier dying is part of the game. You making a stupid mistake is part of the game. You making a misclick is part of the game. Everything else (expect for game crashes) is part of the game!

Btw. this option almost entirely eliminates also issue #3 (supersoldiers)... more about that later.

Summary: DON'T RELOAD! If you can't resist, play with Ironman mode on. If you rage quit on Ironman, go play with Barbie instead.

PS: as a funny fact, if you decide to allow reload anyway (I don't blame you)... consider turning save scumming ON. Basically both options are cheesy, but here's my explanation why:
 - With save scumming OFF - every time you reload, everything will be the same... so you can reload until you develop a perfect recipe for the problem at hand.
 - With save scumming ON - every time you reload, everything will be different... so your original problem will disappear... but at least it may be replaced by a different, maybe even harder problem

---

2. Abuse of psionics... as I mentioned before, you can win every mission by having a handful of psi-freaks while hardly moving from the safety of the skyranger.

I will not give you any specific advice here, one man's meat is another man's poison... so decide for yourselves, what do you want to do about it.

For inspiration: I am taking no more than 2-3 psi-amps on any given mission. And even then I am using mind control "with care".

Summary: Give aliens a chance ffs... you'll enjoy the game more, trust me!

---

3. Supersoldiers... are soldiers, which have survived 20+ missions and their stats have increased significantly (e.g. strength = 60+, firing accuracy = 90+, psi skill = 60+, etc.)

With several of these, you can run around with rocket launcher, three rockets, heavy plasma, five alien grenades, medi-kit and psi-amp... while every shot will be a hit, every throw a kill and every mind control a success. A lot of fun, if you're playing for the first time... afterwards... not so much.

If you follow the above and below recommendations (i.e. don't reload and don't abuse), such soldiers should not exist!

Soldiers have a life expectancy between 1 and 20 missions. Supersoldiers break the balance of the game. "Allow them to die" for the planet, with honour.

You can get supersoldiers in an even cheesier way than honest battle experience (honest only on their side of course, mostly abusive on your side).
You can (ab)use active "training", for example mind control and disarm a muton, and shoot at him at point blank range until you're out of bullets in your pistol; or even better put him in a circle of soldiers and let them reaction fire and train reactions too. Or mind control him many times to improve psi skills.

Does this feel right? Don't answer, it was just a rhetorical question...

Furthermore, there are several settings in OpenXcom, which can also increase your soldier's life expectancy a lot and I recommend to turn them off.
First is the "alternate movement methods"... being able to "run" for cover is a life saver; so is the ability to "strafe" around corners. Keep it turned off.
Second is the TFTD damage formula. Basically original has 0-200% damage spread on shooting weapons, whereas TFTD has 50-150%. And while minimum of 50% may sound like it makes the game harder (because unarmored rookies don't survive by pure luck), it is really the upper boundary, which is problematic. With 150% max damage the aliens can barely do any damage to you in power armor facing their direction. I would appreciate having 50-200% roll, or double 0-100% roll... which seem the most fair to me... but since we don't have them, take the 0-200% roll (not the 50-150% roll).

Summary: Every soldier has a right to die.

PS: Lastly, everyone who played this game at least 2-3 times knows that 10 random soldiers in power armour with heavy plasmas on autofire can win any non-Ethereal mission. For proof look at BattleBunny's latest LP (first part of it).

Therefore, although I recommend not to use any new fancy OpenXcom options, I do STRONGLY recommend turning on this non-standard option called "UFO extender accuracy"... I honestly can't imagine playing without it anymore. Btw. if you're wondering why is it in this section... it allows the soldiers to miss, which decreases their life expectancy. Also, without it, you have almost no reason to use aimed shots.

---

4. Abuse of explosives... I hope it's not a surprise for you, if I tell you that explosives (grenades, rocket launchers, etc.) are the most powerful weapons in the game. Lots of damage, accurate throwing, small weight, bad resistances of aliens, throwing possible even from cover, grenade relay.... and many more reasons.

Now, I am not telling you to stop using explosives... but at least don't make them even more powerful than they are supposed to be.
There are several settings in OpenXcom, which transform explosives from the best weapon in the game into game-breaking uber-weapons:
 - instant grenades - keep turned off
 - pre-primed grenades - keep turned off (even for non-lethal, such as smokes)
 - explosion height - keep at 0 (zero)

Already one of these settings breaks the game (IMO), all three are just ridiculous.

Summary: Not everything that looks cool is really cool.

---

5. Abuse of AI... AI is stupid! If AI was not stupid, you would lose every time. Since AI is stupid already, don't take too much advantage of its stupidity.

Again, there are dozens of examples, but I will name only a single one, which is ABUSED most frequently:

When you land with a loud Skyranger, common sense tells you that all nearby aliens would be waiting for you to stick your head out of the craft and shoot you in the face (or if you throw a smoke first, shoot blindly at you... which unfortunately AI is too stupid to do). And they do!! All aliens start with full time units on turn 1 and on Superhuman difficulty they are even all turned towards you. That was a conscious game design decision. Please read the last sentence once more. If you didn't read that sentence again, please return back and really read it one more time! Thank you.

If you skip action on the first turn, aliens (driven by the stupid AI) will start running around "aimlessly" (or killing civilians in terror missions) and spend their time units, making it a LOT easier for you in the second turn...  effectively losing the combat advantage the game designers have given them. And this will increase your soldier's life expectancy, which will lead to more supersoldiers... and same old story again...

I personally would even re-classify this exploit from cheesy to cheaty... but I will leave it up to you.

Summary: Don't just wait on turn 1! Fight and look for cover...

---

Final summary:
 - don't confuse the words "longer" and "harder"
 - don't reload
 - don't abuse any tactics, which lead to easy victory (whatever that may be for you)
 - EDIT (thanks NeptunesNookGames): don't wait until it's day... always take off immediately and play night missions too

Cheers,
Meridian

Disclaimer: Everything above is just my opinion, not scientifically proven facts... you are allowed to disagree... I don't mind if you do, I don't care either.

175
Tools / [SPOILER] Various tech trees (FMP, X-PirateZ, ...)
« on: June 24, 2015, 11:23:59 am »
Tool used: Violet UML editor v2.1.0
URL: https://alexdp.free.fr/violetumleditor/page.php

Final Mod Pack (FMP) tech tree
=================
Compatible mod versions: 1.7.1
Image: fmp_tech_tree_v1.7.1a.png
Source: FMP_v1.7.1a.violet.html.txt (you need to remove the .txt extension in order to open the file in the editor)

X-PirateZ tech tree
=================
Compatible mod versions: TODO
Image: TODO
Source: TODO

Bug reports appreciated...

176
Playthroughs / [FUN] Blue
« on: April 18, 2015, 12:09:42 am »

177
Playthroughs / [FUN] Disco Inferno
« on: April 15, 2015, 11:22:17 pm »

178
Fan-Stuff / Super leap year ;-)
« on: March 12, 2015, 11:22:36 pm »
Or is it Y2K bug?  ;)

I played xcom a hundred times, but never got into year 2000 actually.... now I am just testing something and this made my day...

179
Playthroughs / [FINISHED] Let's play OpenXcom (Final Mod Pack)
« on: November 05, 2014, 12:30:20 pm »


Rules:
 * Superhuman
 * Ironman (not the built-in Ironman though, I need the saves in case of crashes/malfunctions... it's a big mod you know)
 * No (throwable) explosives in the first 2 turns (banned: grenade, proxy grenade, alien grenade, HE pack, blaster launcher; allowed: HE ammo for heavy cannon etc., rocket launcher, smoke grenade) since episode #33, allowed again
 * Primed grenades can be carried ONLY in hand
 * No spoilers (I have virtually zero knowledge about the content of this mega-mod... and I would like to enjoy the "playing for the first time" effect... please don't spoil anything in this thread or in the YouTube comments section... thank you!)

Playlist: https://www.youtube.com/playlist?list=PLe0K-GUDQkNIFsiJLbZIfaoRVsY5qmx09

Start date: 26th January 2015... every Monday, Wednesday and Friday

If you have any questions, ideas, suggestions or anything else, don't hesitate to share them here... preferably before the series starts.

Enjoy!

180
Programming / [Missing feature?] Base Defences - Damage range
« on: August 12, 2014, 04:28:16 pm »
Hello,

reading the code (BaseDefenseState.cpp, line 190), I didn't find any range for the damage of base defence facilities.

I am also not sure if the range is 50-150% or 0-200% (in the original xcom). If someone knows, please post it here. If nobody knows, I will try to make a patch, which takes the value from the TFTDDamage configuration setting.

Or, if somebody would like to implement it instead of me, feel free.

UPDATE: pull request is here: https://github.com/SupSuper/OpenXcom/pull/937

Regards,
Meridian

PS: more info here: https://www.ufopaedia.org/index.php?title=Talk:Base_Defense_Measures

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