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Messages - psavola

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1
The damage of sporting rifles is puny, you always require at least two shots to kill. You need ways to avoid enemies spotting you and firing back, for example the smoke or good luck. For what its worth, crossbows are also sporting gear and they pack a bigger punch than sporting rifles. So it's a tradeoff which long range weapons you bring along. Crossbows and heavy crossbows (if you get lucky to get them) are otherwise the ultimiate weapon for special missions, because they are acceptable in beach conditions as well.

2
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 20, 2024, 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.

3
I kind of sympathize with this request, because if you do the soldier equipping only after the mission briefing (i.e. not already in the base), you may very well lose track which soldiers were in the first row or so and prepare accordingly (if you don't distinguish them in some other manner, for example by putting on a different armor). And you can't go back and redo this like Meridian suggested. But if there is no space to make this available, there is no space, end of story.

I suppose this mostly affects vanilla. Many mods have so many special soldier types which you usually sort out as going out first (e.g. in XCF rats and dogs) and you can use those to navigate which soldiers were the first ones to deploy.

4
OXCE Suggestions NEW / Re: [Suggestion] center on landing UFO
« on: May 14, 2024, 03:38:47 pm »
Not a big deal but sometimes I have wished for this kind of QoL improvement as well. Also, sometimes it might take a few seconds to spot the location.

5
Indeed, I should have said that as well. For what its worth, here's the list which dossiers are also mission script triggers (some of those are also very important):

Spoiler:
      STR_DOSSIER_AGENT_WILHEARD: true
      STR_DOSSIER_DAVID_VINCENT: true
      STR_DOSSIER_DR_ALPHA: true
      STR_DOSSIER_DR_HADRIEX: true
      STR_DOSSIER_GERTRUDE_ELLISON: true
      STR_DOSSIER_LO_WO: true
      STR_DOSSIER_MERIDIAN_HUNTER: true
      STR_DOSSIER_NATASHA_MOROZOVA: true

6
Released Mods / Re: X-Chronicles Release, v.1.2
« on: May 13, 2024, 09:36:20 pm »
From what I recall from playing two years ago, almost all the shields and enemies that you came across in the first couple of years could be dealt rather easily with explosives (grenades or explosive guns). That kind of broke the immersion of the fantasy setting. But my recollections might be failing me or this could have changed.

7
Why are dossiers needed?

I suppose they are there for immersion and inside jokes. From gameplay perspective they introduce randomness to interrogation so that you sometimes get just points, not information that progresses anything. You'll want to research the dossiers with lowest-cost prisoners you have.

8
The X-Com Files / Re: Old versions archive?
« on: May 09, 2024, 11:03:51 am »
Those versions would no longer work with any even remotely recent version of OXCE. If you manage to find an an ancient version, I'll just note here that you'll need to find an ancient version of OXCE as well.

9
That would indeed be preferable  ;D

10
For what it's worth, the Trouble in Ski Resort mission can be challenging. You're restricted to rather puny weapons. The hut has so many windows that there are few or no "safe squares" inside. However, this depends on where on the map the hut spawns. (If you get a nice corner spawn you might be a bit better off.) This is important especially if you get Red Dawn, and you'll have to deal with sniper/spotter mechanics. The upstairs and some other squares are lighted, so you're a little bit restricted if you want to stay in unlit squares.

As a result, I have usually just skipped the mission. The penalty is very small and the reward doesn't offset multiple agent deaths or losing a craft.

By the way, the mission briefing says you cannot evacuate from the mission. The hut where you spawn is apparently defined as entry squares, so aborting the mission does seem to allow you to evacuate (at least it seems so based on 'New Battle' testing). The description should probably be fixed.

11
The statstring is now shown while you are renaming the soldier, because they are not actually part of the name. The statstring shows up when you're done renaming the soldier. IMO this is exactly as it should be.

12
OXCE Suggestions NEW / Re: [Suggestion] add Global equip templates
« on: May 03, 2024, 09:33:14 pm »
after starting a new game you need to re-create equipment profiles
why not create global profiles for all games?

Where these would be saved? Options.cfg? Some "pseudosave" that actually applies to every game? Doubtful.

13
The X-Com Files / Re: Progress stuck, help needed
« on: May 03, 2024, 06:41:45 am »
OK, so assuming you also have the Hyper-Wave Decoder researched, you should just wait for the new mission to spawn. 50% chance per month.

By the way, shouldn't that chance be increased? Given that the game is otherwise already done, having to wait multiple months could be a PITA. There's still 12.5 % chance that you'll need to wait at least more than three months, so a longer wait would not be unheard of. If you'd prefer not to make this 100 %, I'd suggest at least 75 or 80 %.

14
I suppose the easiest way to "fix" this, if anything is needed at all, would be to replace the craft with spawn tiles - if that works for that specific kind of mission. Then you can just explain this so that some vehicle dropped them nearby to avoid detection and they just walked on the mission site. The only a little bit shady aspect with that might be how they carried the huge loot pile on the site...

If needed, a similar approach can be used with some other missions as well, if there is any need to make any mission harder (= no turn 1 or later cover provided by the craft).

15
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: April 27, 2024, 07:39:57 pm »
I downloaded a mod that had this large hangar for 4 planes, there was also this “craftSlots” command, it should place the aviation sprites in different places on the hangar sprite, but no, you can still only see the sprite of one plane in the center of the hangar.

The mod uses features which are not available in vanilla OXCE so I think this is the wrong place to ask this question.

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