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Messages - Juku121

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1
The X-Com Files / Re: A question on aircraft
« on: May 11, 2024, 02:49:22 pm »
Is there a quick summary somewhere?
Not that I know of. You can check the Ufopedia, but that's not short. For the most part, it's intuitive enough.

...asterisk in its name (like PKM / *PKM). What does it mean?
Pre-disable the weapon so your craft won't use it in combat until you re-enable it, either in combat or clicking that spot again.

Does it matter what machine-gun I'm mounting? Like is there any difference if it's a PKM or a Minimi for example?
Depends. A big minigun is double the DPS of a small one, which is double again of a BO LMG.

OTOH, early craft, yours and the enemy's, are so fragile the combat is a crapshoot anyway.

I see that I can mount a Rocket Launcher on my Humvee. What rockets will it use - small, big, shrapnel? Does it matter?
Small. They cost less?

Can I shoot them down if I mount a Rocket Launcher?
Even the PKM has better DPS than the Rocket Launcher, and there's no range difference. The RL has vastly less ammo, too. So unless you're betting on alpha-striking them with quad rockets (and I think the odds are against enough of the rockets connecting for that to work), use bullet sprayers. I liked miniguns several versions ago.

Chinooks are tougher than your craft, but should be less well armed. So I'd guess you can shoot them down with anything, but there's always the chance it'll go wrong.

In general, early combat craft are either really slow or limited-range. I wouldn't bother unless the enemy tries to mess with your transports.

2
If the template is universal, the copy/paste functionality is quite close for all but the largest transports.

If there are different templates, you still need to match the template with the soldier who fits the template best. No real way to automate that within the current constraints.

And in that case, both soldier-specific and generic templated do a passable job. What exactly is it that's missing for you and implementable without more-than-multiple-hangar-types level of work?

3
OXCE Support / Re: Starting base available space question
« on: May 09, 2024, 08:34:01 pm »
Well, 15% of gals certainly don't sleep in their arnour, so it's got to go somewhere. Gnomish bags of holding? :D

4
The X-Com Files / Re: Old versions archive?
« on: May 09, 2024, 12:14:44 pm »
I doubt there's an archive, since at that point XCF wasn't even on Github.

I looked and I do have something called XCF 0.6 in a forgotten directory. Don't know if it's the actual 0.6, but it probably is. Linky.

In that same directory I also found an OXCE+ archive. Apparently, this was before OXCE and OXCE+ merged. Linky.

You probably also need an OXC build that doesn't conflict with those. I don't seem to have a corresponding version of that, and I don't know if you can access earlier nightlies somehow.

5
The X-Com Files / Re: [submod]Submod list for XCF
« on: May 07, 2024, 10:03:07 pm »
Are you saying there's no savescumming option, or that the option exists but doesn't work? In any case, if that is so then it's something to take up in the OXCE subforum, not here.

6
The X-Com Files / Re: [submod] X-Com Files Medical Rework
« on: May 06, 2024, 04:41:38 pm »
Can you be more specific? Saw what message and when? I tried, and both 1.0 and 3.0 at least load together with 3.4 snapshot.

Edit: Upon reflection, this might be because you still have some of the now non-existent Medipacks in play. Remove any you have before enabling the mod and try again.

7
Use equipment templates and quickload 'Laser' or 'Rifle' onto the soldiers in these spots in the craft equip screen?

8
My question is- did this enhancement raise the cap for exp as well, enabling them to reach 70tu from exp gains, or did it just take them to the limit of exp gains and leave them there?
Neither, but mostly the first. I tried to explain this, but apparently didn't do so well enough. Your 60-TU agent with a Bio-Enchancement will have 65 TU and another 5 can still be added through experience, the stat cap is now 65 + 5. Think of the +5 as a separate stat gauge that got added and filled at the same time.

Well, the addition is more like 5-6 for a secondary stat like TU and 5-10 for primaries like Firing, if you do things perfectly and have a battle with 69 max TU while acquiring 11 points of relevant 'stat XP' (or just 1 in the case of secondaries like TU), but that's a bit beyond the point.

You can think of most commendations/transformations as giving you both 'exp gains' and raising the cap. Which means you don't lose anything (except possibly the random field exp roll for select few commendations) regardless of when you do the commendation/transformation.

9
Commendations and other bonuses are sorta perpendicular to stat caps: they just add a fixed amount to the stat regardless of what's happening with stat caps. Some commendations (Gun Kata is probably the most notable) do give you a boost that's capped by max stats, but that just means you should take this commendation before maxing your stat, or you'll waste the 'free' stat points. You never lose out on max stats via commendations as such, short of not gaming the 'Master of' and 'Bane of' commendations to get one of each level of commendation via different weapons/enemies.

Most XCF commendations actually don't really care about "allow above maximum results" and "upper bound mode", since it's not the commendation that increases the stats, but rather the associated soldier bonus.

What loses you potential stat maximums is the random stat gain when you hit the stat caps in the field. If you hit it via other means (mostly 'soft' commendation boosts like Gun Kata, but theoretically also training), you don't get to roll over the nominal maximum.

10
XPiratez / Re: A thread for little questions
« on: May 04, 2024, 11:51:41 am »
For some reason the line "FixRadius: 0" does not work...

Demystify me please.
'FixRadius' is a subfield of 'damageAlter', yours isn't.

Do enemy craft attacking your base follow the same crash at 50% hp rule of normal craft?  During an interception a ship with 100 HP crashes after taking 50 damage, so would you need only 50 defensive power to stop them, if it hits, or 100?
No, you need to deplete the whole HP. Do note that any individual shot does 50-150% damage, so evenly matching defence power to enemy hulls won't be reliable.

11
Brutal AI / Re: Brutal-OXCE 8.4.0
« on: May 03, 2024, 09:39:43 pm »
what means 2-1-1?
Quote
2> Multiplied with unit-aggression and take Leeroy-flag into account.
1> Use unit-aggression.
1> Inherit intelligence from unit-intelligence

maphack by aliens - is not a realism (Targeting behaviour 4 + Bug hunt)
leeroy too, maybe
The aliens can mind scan you. Realism! ;D

More seriously, this doesn't really narrow it down much. Do you see the enemy defeating you with optimal play as 'realistic', or do you want them to have 'realistic' weaknesses in tactical decisionmaking?

12
Brutal AI / Re: Brutal-OXCE 8.4.0
« on: May 03, 2024, 08:22:06 pm »
Purely technical complexity: 2-1-1.

Actual in-game complexity of player/computer decisions: likely depends on the map and other factors.

Realism: impossible to tell without knowing what you consider 'realistic'. Especially considering you're the guy with DOSBox speedup addiction and certain other strange ideas.

13
Well, it adds the 'move to hands' cost. So in a sense, yes.

Does some mod actually not do that?

14
But Cavemen aren't random civilians, hi-tech or even modern tech isn't their vibe. Dinosaur riding is where it's at.

15
OXCE Bugs / Re: [Bug] Slow fire shooting and doors animation
« on: April 30, 2024, 08:00:52 pm »
Uh, if you think these speeds are the same, you need to get your vision checked. The OG is significantly sped up (DOSBox?), while OXC is not, including all the doors. Just watch the yellow arrows.

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