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The X-Com Files / Re: Bugs, crashes, typos & bad taste
« Last post by Jimboman on Today at 06:55:29 pm »
Aliens are trying to abduct Natasha Morozova! :o

I had a crash with that as well with the 3.4 version from github and openexe 7.11, no mods.

I went into my savegame and deleted all references to 'Natasha' missions and that sorted it.  It hasn't returned in three or four game months since then.

Maybe a holdover from something being changed?
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The X-Com Files / Re: Bugs, crashes, typos & bad taste
« Last post by psavola on Today at 05:53:20 pm »
Very strange. I understand very little of this, but I suppose the MOROZOVA region should not be used to spawn random abduction missions, because its regionWeight is undefined in regions_XCOMFILES.rul which should default to 0. Maybe OXCE is bugged somehow, you have a corrupt mod copy or some other mods are messing up by introducing non-zero regionWeight. Or I'm missing something, which is also entirely possible.
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The X-Com Files / Re: Bugs, crashes, typos & bad taste
« Last post by Kozinsky on Today at 05:29:26 pm »
Aliens are trying to abduct Natasha Morozova! :o
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XPZ Strategy/Tactics / Re: The best place to shoot down enemies
« Last post by Psyentific on Today at 04:33:36 pm »
That matches my observations; extreme-cold terrains like Ice tend to spawn plane wrecks more than anywhere else. The B-17 Necroplanes full of Necropirates are the most reliable source of plane parts in my experience. While the Thunderbolt bandit fighters are plentiful, each one only yields about 4 necroplane parts so you'll need to salvage a lot in order to reconstruct anything.
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Brutal AI / Re: "Realistic accuracy and cover system" option
« Last post by jnarical on Today at 10:28:57 am »
Added some fixes, including important one. Changes involve "missing shots" mostly, improving how they work.

1. When targeting a unit with autoshot, and that unit is killed before all the projectiles are launched - remaining projectiles no more target the floor, they still aim to that target voxel which was part of that unit's body.

That's normal targeting behaviour for OG and always was that way, and I considered it a bug in RA. Now  it's gone, and heavy multiple projectile autofire weapons, like chainguns - work correctly. That was a small code change, but it'a big deal, really.
.
2. Now when shooting empty tile, roll-based hit/miss mechanics considers "virtual" medium-sized unit as target for calculating missing shots. So, if your accuracy roll gets a miss - shot will fly outside that "invisible" unit (but it surely could fly through the target tile at the same time)

3. Since the OG, when targeting empty tile, target voxel is fixed depending on tile type - 2 types of walls, floor, ceiling, object, or void. For example, for "void" tiles target is (8,8,12) inside that tile, its center. For RA, when targeting such tiles and rolling a hit - projectile now gets light deviation around that point. And when rolling a miss - yes, it'll fly outside invisible unit))

I've tested that code a little, in classic, XCF and 40k. All seems fine.

My next goal will be adding two things simultaniously:

1) "weightened" effect of target's exposure.

Possible options would be: 0% (off), 30% (light), 50% (medium), 70% (high), 100% (full)
In current version, it's 100%/full.

For example, you got 100% accuracy shot to 30% exposed target.
With different settings, final accuracy will be:

0%/off: 100%
30%/light: 70% + 30%*0.3 = 79%
50%/medium: 50% + 50%*0.3 = 65%
70%/high: 30% + 70%*0.3 = 51%
100%/full: 100% * 0.3 = 30% (current RA version)

2) "Sniper accuracy mechanics" - portion of accuracy, exceeding 100% initially, added after calculating exposure effect. And that could be weighted based on shot type, if needed. Time will tell.

For example, you get very high accuracy shot to a highly covered target. Initial accuracy 180%, target exposure is 5% (basically, some sectoid looking from a small window, with only its head exposed). Even with 100% exposure weight from the previous option, you get 180*0.05 (9%) + 180-100 (80%) = 89% chance to hit, where 80% part is for "sniping".
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XPiratez / Re: [MAIN] XPiratez - N8 28-Apr-2024 Labyrinthus Noctis
« Last post by shinr on Today at 08:44:59 am »
what's Brutal OXCE ?

I assume it is Brutal AI.
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XPiratez / Re: [MAIN] XPiratez - N8 28-Apr-2024 Labyrinthus Noctis
« Last post by RSSwizard on Today at 04:57:26 am »
what's Brutal OXCE ?
anyway its not the throwing mechanics that would mess it up
the damage would need to be lowered - but not for the target in the square its on
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XPZ Strategy/Tactics / Re: The best place to shoot down enemies
« Last post by Delian on Today at 04:46:20 am »
Necroplane or Thunderbolt are common in the early game and shooting them down will always yield those parts. The Megascorpion Hunt and Shipwrecked Gal mission sites also have a good chance to get them. Otherwise, Sea Ice terrain has the highest chance (1 in 6).
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XPZ Strategy/Tactics / Re: The best place to shoot down enemies
« Last post by gunderson on Today at 03:22:26 am »
Super interesting info, which dovetails into something I've been wondering about quite a bit lately: aside from starting as Iron Tribe, are there any more-or-less guaranteed sources of necroplane parts?  I incorrectly assumed that shooting down low-level planes would have necroplane parts, and now I'm wondering if they're like staplers rather than a chance box for 14mm stuff in that they're just fairly rare drops that gate the airgame tree.  I know that some maps can randomly spawn with necroplane parts, but it's mid-may in my game and I've yet to see a single one.
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XPiratez / Re: Everyday is Caturday Challenge Run
« Last post by Kamivax on May 19, 2024, 04:15:51 pm »
Kaminyan's Log
I normally wouldn't make a log, however certain...events and acquisitions have made me feel like writing one is necessary. Those...things we found at the bottom of the sea and in those magic boxes...I think the brainers and the Capnyan called them "arcane strongboxes", I don't understand why they use such fancy language. Those things have...voices...I can't think of any other way to describe the feeling. I asked Capnyan and anyone with Voodoo aptitude...even Squirrelwizard if they could feel it, they just looked at me like I was mad. Maybe this is less of a log and more just me writing my ramblings down, but I'm certain there's POWER in those things, those 'simulacrum parts'...great power. Power we could use to protect the newer members, power to finally make the Star Gods pause before striking us... at first we just found a torso with a head attached, but no limbs and cavities where a heart and brain would sit....then when opening the boxes we found arms and an strange thing that, if my memory of how the torso looked...would fit in the head cavity so I assume it's the brain. Each piece brings new sensations when I get close to them: the torso brings feelings of a hide of great toughness, the arms bring forth strength unimaginable to us Nekos and the brain brings forth thoughts alien to me, full of Voodoo might. It scares me, but at the same time I feel like they're calling to me, asking me to make the being whole. I'll try asking the others if we could search for the rest of the parts, the legs and the heart, as a side project. Hopefully this will prove to be a great asset to us in the coming future... for some reason I feel like I have heard those voices before, when I had my revelation about the Sivalinga stones, as if the will of Terra herself wants us to bring this being to fruition to break those that have claimed her by force...the vile Star Gods.
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