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Messages - clownagent

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61
Released Mods / Re: [TFTD] [Expansion] TWoTS Release (v.1.04)
« on: March 11, 2017, 02:48:55 pm »
Just a wild guess:

You have to give melee weapons
clipSize: -1

otherwise clipsize will default to 'clipSize: 0'
and when an AI unit tries to attack with a  'clipsize: 0' weapon the game will crash.

62
XPiratez / Re: Enemy unconscious units are dying ?
« on: March 09, 2017, 11:50:30 am »
Yes, it's a new mechanism. I don't know how it's coded, but it's probably in armours.

I haven't played with this option yet, so I can't comment on it. I don't know if it's good or not. Regardless, when the first reaction to a new balancing feature is 'how do I turn it off', then I think it's not a healthy approach - unless it's a really, really BAD feature. But then it should be improved, since just turning it off looks like a straight up cheat code to me.
So what's wrong with it, and how to make it better?

Yes, it is in armors, probably with these negative recovery values.

The problem I have is the following:
I do not understand what it is good for.
I have some unconscious enemies lying around which die "seemingly" randomly. I have no possibility to check if they will die or not.  What should I do to prevent this? Try to heal their stun damage and if they wake up stun and heal them again ... spiralling downward in a never ending circle of tediousness?

Maybe this feature was introduced to prevent "mass stunnings" which is ok, but than it would be better to choose another mechanism: Possibly that all stun weapons do some additional random health damage or something similar.

Anyway, thanks for the information, I will probably switch it off. Maybe other players will enjoy the feature.  :D


63
XPiratez / Re: Enemy unconscious units are dying ?
« on: March 09, 2017, 11:14:04 am »
If they have stun at 300% or more of their current  HP, they start losing HP due to system shock.

Oh, this mechanism I did not know.

How is this defined in the ruleset? I would like to switch it off.

64
XPiratez / Enemy unconscious units are dying ?
« on: March 09, 2017, 11:00:04 am »
Why do enemy unconscious units are dying after a few turns?

They have no critical wounds and show the "zzz" symbol.

65
XPiratez / Re: [MAIN] XPiratez - 0.99F.3 - 07.03 - 3 Years of Pirating
« on: March 08, 2017, 09:37:55 pm »
Greetings Dioxine.

I got a error with XPratez 0.99F.3.
"A fatal error has occurred: Sprite InterceptionCIHarverster not found"

There error happens as soon as i move in to intercep what i can only expect to be a Harverster.
I never had a problem with the Harvesteris in XPratez 0.99F1.

This is the first time i reported a error so don't realy know what to do.

had the same problem

go to line 18505 in the file
.\Dioxine_XPiratez\user\mods\Piratez\Ruleset\Piratez.rul

Code: [Select]
    modSprite: InterceptionCIHarve'r'ster  and delete the 'r'

66
Updated version uploaded:
https://www.mediafire.com/file/zi37kse5d0laei7/OpenXcom_LandofSand_0.23.zip

Changelog:
Ver. 0.23
- Added two Sardaukar ships (graphics from XOps)
- Updated mission scripts
- Added items: Spear, javelins (from PirateZ)
- Fixed some smaller issues

67
Thank you, that would be very useful.  ;D

68
you can add items that glow in darkness to unit.

Yes, but I need both hands for weapons and I think glowing items work only when they are in hand.

69
There is a ruleset command to give player armors a personal light. For example:
Code: [Select]
    personalLight: 5

I would like to have the option to give a few enemy units also a personal light. It would make some night missions less annoying and would make it possible to make enemy search units with strong light to illuminate large areas. For example a enemy drone with a strong search light to illuminate the player units.

70
It can be negative too.

The difference to original is that it applies when aiming at a visible enemy... instead of when aiming at anything else than a visible enemy.

As for confusing, I agree, in all cases it would be confusing.
Both Ufopedia and Battlescape action menu would show wrong numbers, regardless of solution chosen... unless someone comes with something completely new.

Not sure if I understand correctly:
1st suggestion: Always use normal accuracy, except for all tiles/enemies NOT seen by the unit. This means the LOS modifier would probably be not used very often, because for most shots you have a line of sight.
2nd suggestion: Always use normal accuracy, except for all tiles/enemies seen by the unit. This means a LOS modifier would be applied for many shots.

If these are the two suggestions I would prefer the 1st one, because I think the LOS-modifier should not be applied too often to avoid confusion.

As information for the player an icon could be shown above the target cursor if the LOS-modifier is applied. For example a stylized crossed out eye icon.

71
Flat or percentage?
Weapon-specific or global?

How about opposite approach... giving bonus when aiming at a visible unit?
That would eliminate problems mentioned above.

A weapon specific flat "LOS-modifier" would be most flexible.

If only bonus instead of penalty is implemented, the information shown in the ufopedia would maybe be misleading?
For example you give a weapon 50% accuracy and  a +30% LOS-modifier it would be in most cases a 80% weapon, but the ufopedia would show 50%.

Therefore I would prefer if the "LOS-modifier" could be positive or negative.
 


72
To implement it directly in the engine would be a little difficult in terms of how to do it without making it possible to get around it as Solarius mentioned. One already-available method for this in OXCE is to write a script to have smoke damage cause an accuracy debuff that lasts for a half-turn.

There should also be the penalty if the unit is just behind the smoke. So the penalty should just depend on the line of sight not if it is standing in smoke.


i guess this penalty should apply on the tile: you target an unseen tile, you get the penalty whether that tile hosts a unit or not.

exactly.

73
I think it would be good to have an (optional) accuracy reduction if you try to hit an unseen enemy, for example through smoke or by arcing weapons.

A common exploit is to put your troops into smoke where they are save, move a scouting rookie out and snipe all encountered enemies from the smoke cover.  The AI can of course not use this simple trick which makes some missions very unbalanced.

I think it would be more balanced if the units sitting in smoke and cannot see anything would suffer from an accuracy reduction for targeting units they cannot see by themselves.

74
I experience a slightly annoying problem with ufopedia:

When you page through the ufopedia there is some flickering whenever the palette is different between two images. It looks like for a few milliseconds the image is shown in the wrong palette before it switches to the correct palette.

I think this effect is also there in vanilla, but only barely visible, because the palette does not change often between pages. However, if you have a custom palette for each image the effect gets really obvious and disturbing.

75
OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: February 17, 2017, 09:24:58 pm »
Yes, `fuseType: -2` explode only when throw, image this as bottle of nitroglycerine, you can put it on ground and it will not explode but if throw is go boom.
If you want "real" grenade use fixed time: `fuseType: 0`it will explode at end of turn even if you keep in hand or throw (of corse if `isExplodingInHands: true`).

If I understand correctly `isExplodingInHands: true` is doing currently nothing for `fuseType: -2`.
Would it be possible to change it so, that the grenade explodes at the turn it was primed, if `isExplodingInHands: true`?

The thought behind this is that I want to prevent pre-priming AND grenade-relay tactics with certain grenades.

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