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Messages - TheCurse

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76
The X-Com Files / Re: The X-Com Files online Wiki
« on: March 27, 2020, 11:49:23 pm »
well what you´d basically do is create a cone. starts from firing point (spiky end of cone) and goes to target (round end of cone, with angle "maximum angle error"). then you look at the circle you´ve just made (the cone end) from firing position. everything that is target unit voxel in the circle is hit. everything that is anything else (e.g. a tree standing 20m before target, covering like half the circle from your sight) is not. count voxels and the ratio is your hit probability. accurate, fast and technically simple. (if distortion is not linear need to calculate a factor in)
Of course the concept being easy has no correlation to implementation effort...

77
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: March 27, 2020, 07:06:51 pm »
ok, that does explain, completely my bad.
confusing though. need to keep it in mind ^^

78
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: March 27, 2020, 06:39:18 pm »
the rul files seem to disagree...

79
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: March 27, 2020, 06:24:04 pm »
no, i mean that there are many alloy ammos that still cannot be researched, without having them as item first. (e.g. BO minigun ammo)
Like half the ammos are researchable, half are not.
would not be a problem at all, if enemies using alloy ammo would be common, but they are not...

for the m16... well don't put such a high charge into it then ;) the better penetration due harder material applies anyway. but thats besides the point. ^^

80
The X-Com Files / Re: concealable is not concealable
« on: March 27, 2020, 05:18:52 pm »
Reue, it's not that simple, which is why there are multiple articles on other types of concealable stuff (sports, work, etc.) - if this can be clarify somehow, I'm open to suggestions.
i suppose an ufopedia entry that fills with stuff as you research it is not possible. (e.g. one for beach, one for industrial, etc)
then maybe either drop the concealable from the item description (since thats the confusing part), or add the beach/work stuff too.

Then they can go die in a ditch or something. I painstakingly wrote all this shit (and made it as clear and attractive as possible) to help people; if they're too lazy to read, then I'll spare no sympathy.
yes and no. everyone who does not read the whole pedia at least once should. its gold ^^
the articles are there, but the whole matter is neither intuitive (which item you can take where), nor simple enough to have it in mind all the time (due item and different special mission count).
why is a crossbow beach gear. thats unexpected.
also spy pistols not anymore. that got me by surprise, and ended with 4 nakes agents with knifes against osiris... >_>

to actually make it clear i only see 2 options: either plain visible on each item in ufopedia (like concealed is), or a complete list somewhere.
favored would probably be first solution, since it could probably be done by small icons on the pedia picture. looks nice and plain visible.

81
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: March 27, 2020, 05:05:48 pm »
well that research dependency on the item was a bug before, so i assumed its regression.

so now even though i can produce like a dozen different tritanium bullets, for every other weapon i wanna make tritanium ammo for i gotta find someone else using it first?
HMG yes, but not minigun. Magnum yes, but most other pistols not. etc etc.
that is... not nice.
And kinda completely blocks me from using tritanium ammo at all for the weapons I´m using. unless at some point in undefined future i happen to find someone using that weapon, with alloy ammo.
well... (with all due respect... >_>) if thats not a bug, it is covered at least by "bad taste".
...why? its... horrible...  >:( and does not seem to make sense at all.

82
The X-Com Files / Re: concealable is not concealable
« on: March 27, 2020, 04:37:58 pm »
Oh, they are... but someone forbid them from bringing guns to the beach... >_>

83
The X-Com Files / Re: Chemical Warfare and deployables.
« on: March 27, 2020, 04:36:40 pm »
1) X-Com is more special forcer than regular army, so use of such weapons is disputable;
Exoskeletons, miniguns, HMGs, rocket launchers, mortars, tanks... basically everything short of nuclear missiles or carpet bombing (which would be a cool way to resolve missions...)
I agree though, latest with Promotion III, its an all out battle vs the aliens. It may not be "official", but there´s no holding back either way.

Imagine someone between plasma tanks, auto mortars, multi barrel rocket launchers, scatter laser wielding exoskeleton armored soldiers, trying to deploy an HMG, and everyone is like "hey! this is special forces. we don't do that here... no heavy weapons dude!"  ;D

84
The X-Com Files / Re: concealable is not concealable
« on: March 27, 2020, 10:42:50 am »
Well without spy pistols (they do fit in a speedo, pretty sure...) beach is problematic.
Crossbow and darts and 0 armor vs guys who reaction 1-shot you... nope, no fun and all you get is dead agents, unless you´re extremely lucky to start in a position that heavily favors you and got a ton of luck more not to be killed anyway. not even smoke grenades.
anyone got a proper way to deal with that? because currently I´m all out...

EDIT: just gotta be creative... there´s tons of ways to get gear to the beach. Exploding boccia balls, kevlar plated surf boards as shields (with weapon compartments), pistols hidden in inflatable rubber ducks, durathread reinforced neoprene suits, picnic baskets filled with c4... i don't mind wasting a whole turn just to unpack those things, but beach missions need at least a fighting chance.

85
The X-Com Files / Re: concealable is not concealable
« on: March 26, 2020, 04:43:03 pm »
You can usually take the Spy Pistols with you, including on the beach and ski missions.
Seems in 1.2 spypistol on beach not anymore.
Certainly do not like that...  :-\

86
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: March 26, 2020, 12:54:00 pm »
v1.2, research with tritanium ammo...
Researched tritanium ammo, can now research HMG, shotgun/bs, smart shotgun, magnum .44 tritanium ammo, the rest requires item first to be researched.
Thats a lot of items... and they´re not really that common...

87
The X-Com Files / Re: concealable is not concealable
« on: March 26, 2020, 07:30:10 am »
Isn't this explained in the Pedia?
Technically yes, it is somewhere. Doubt everyone reads the whole thing though ^^
But having "concealable" on some weapons is very confusing in that case, since it does not fully mean what you´d expect from it.
(E.g. its not that simple...)

88
The X-Com Files / Re: concealable is not concealable
« on: March 26, 2020, 12:59:50 am »
there´s more than one type, but only concealable is displayed.
Ye, its kinda weird in that matter.
E.g. there´s beach missions, where you can only take beach gear. Or ski mission. Or others. Concealable does not mean you can take it on any undercover mission.
What you can take where is in each item info though. (the Info button on the items ufopedia page)

89
The X-Com Files / Re: How Bio-enhancement work?
« on: March 25, 2020, 02:25:30 pm »
you need to research it and have a sick bay.
Its a transformation, but thats just details.
basically you select bio enchancement at "agents", where e.g. training status is. if an agent qualifies for it (has the necessary stats, is not a rat, etc) you can select the agent and do enchancement.
may take a while for the agent to return to duty iirc.

90
The X-Com Files / Re: Chemical Warfare and deployables.
« on: March 25, 2020, 06:28:10 am »
thought i read somewhere that DoT stuff is possible with smoke. Fire also gotta work somehow...

The deployable concept totally makes sense for HMG and miniguns. Not just gameplay wise, but balance.
Currently they´re somewhere between close to unusable and totally OP and the margin to each is very very small... Having them deployable would be a great mechanism to fix that.

As for gyrojet... Not really sure what to make of it. The only thing that stands out about that weapon type is that it actually has increased dmg on longer ranges, since it works like a mini missile, which gives for some weird mechanics.
E.g. imagine a sniper rifle that hits with 50 dmg on 50 tiles, but just with 10 on range 10... XD
Not sure if thats possible though. Other question of course, who´d want that...

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