Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Juku121

Pages: 1 2 [3] 4 5 ... 109
31
XPiratez / Re: rss sprites, the legend continues
« on: April 24, 2024, 12:44:05 pm »
Blackmarch SMG is indeed nothing like MP-5, except the visual style being similar, it's chambered for something more like 10 AUTO rounds.
MP5/10 exists (or, well, existed), so that is not a sufficient distinction.

32
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: April 24, 2024, 11:29:41 am »
Can anyone give a complete list of maps from the CMP and Terrain Pack and tag those that are already added to FMP
I doubt there's anyone with such a list. Combing through the terrain.rul files is probably your best bet.

Maybe someday another addition to FMP will be released that will add an underwater world, but until then, I myself need to learn how to create a hybrid globe...
You don't need a true hybrid globe for that. See XCF or Piratez who fake it through other means.

33
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: April 23, 2024, 08:34:43 pm »
Can I install all three, or just FMPE and one?
You can only install FMP(E), unless you want to become a modder yourself.

I'm pretty sure FMP includes some of these maps, but nowhere near all of them.


...yep it needs to be spelled out along the lines of "YOU MUST ALSO INSTALL AND ENABLE FMP."
Well, mod.io does say
"All dependencies need to be installed for this mod to work.
Final Mod Pack [big button]".

¯\_(ツ)_/¯

34
The X-Com Files / Re: Suggestions and requests
« on: April 23, 2024, 02:41:48 pm »
I mean, I understood the proposal as adding 'Labour Concealable' to every single item on the 'labor gear' list, i.e. across a multitude of pedia articles. That sounds a somewhat less sanity-friendly than just one article per mission type.

IMO, the one thing that might acually improve things would be to point new players at mission-specific item filters in equipment lists, since that's where I usually check what I can take on a mission - because one can then immediately act on that information by loading the item on the craft, buying new items, equipping agents or whatever.

35
The X-Com Files / Re: Suggestions and requests
« on: April 23, 2024, 12:25:09 pm »
Maybe put "Allowed on the following special mission types: Industrial Investigation/Beach" or similar on the Ufopedia screens for specific gear.
It used to be that way for plain 'Concealed', and was discontinued as too much manual busywork for Solarius' continued sanity. :) Not to mention the various different and not mutually equipment-exclusive cover missions we have now.

You can either use the INFO button and check equipment categories for a single item (the categories have internal names, but those are usually relatively straightforward), or you can filter your equipment list by category (like 'labor gear' or 'beach gear') in either craft equip or buy/sell screens.

36
The X-Com Files / Re: Willing to pay $1000 USD for alternate endings
« on: April 22, 2024, 04:40:04 pm »
Spoiler" Really offtopic now":
Let me just say that my personal experience with Russia, Russians, Ukrainians and Ukrainian refugees does not quite agree with your picture of it.

I agree that war sucks, getting press-ganged into it sucks worse, and Ukraine is a country wrestling with a giant pile of problems, most of them self-inflicted. But at least it's trying. I strongly disagree with your idea that surrender or defeat would make things better, even for Russia.

In any case, if you think life in Ukraine is worse than under Russia and it's too hard to go over the western and northern borders, there is always the option to defect to Russia or its new colonies. There are people who (presumably) make money as propagandist streamers for the reconstruction of Mariupol. That's in all likelihood an order of magnitude or two more income than you'd ever get from modding anything.

37
The X-Com Files / Re: Willing to pay $1000 USD for alternate endings
« on: April 21, 2024, 08:06:42 pm »
...in a country where there are wars, no one wants to hire anyone, and if they do, then they either pay less than $100 a month or come soldiers and demand from their superiors to send their workers to the military registration and enlistment office for a medical examination and military service (in simple words, they are taken to war, since there are always not enough soldiers, we are suffering huge losses).

...

Previously, my government at least gave assistance to poor citizens in the amount of $50 a month, now the president and politicians absolutely do not care about their citizens and they refused to help everyone in need, people are so weak that they simply cannot protest, and if they go to protest, then the army will shoot them for betraying their homeland.
In that case your problem is not 'bad finances', it's "relatively meek person in war-damaged country". Historically, there's been no good solution to that. I suggest considering emigration instead of hoping for modding to provide what it doesn't provide to almost anyone, anywhere, even in countries far better off than that.

38
The X-Com Files / Re: Willing to pay $1000 USD for alternate endings
« on: April 21, 2024, 02:26:09 pm »
Organize some kind of support system for modders who face financial difficulties and are forced to quit modding and fight for survival.
There are already several such systems: Nexus collects donations for modders, there are quite a few 'donate to a [starving] artist' enterprises like Patreon/Subscribestar/Ko-fi, there are also Kickstarter and alternatives where people beg for money due to all sorts of things, from cancer treatments to criminals shooting them in the head while on vacation.

Any potential money you could get from the OpenXcom community even under the most fortuituous circumstances is going to be tiny, because the userbase just isn't there. Never mind that if we somehow magically did have a system of financial support, there would be a lot of incentive not to pay out to the poorest, but rather to those who contribute the most. Which won't really change much anything for the worst off.

Modding and even game dev in general are not and have never been an answer to financial problems, short of being a lucky founder/executive. Ask all the devs who sunk their life's savings into a pet project that never saw the daylight... :(

The solution is to use the free time you spend on modding to try to dig yourself out of that hole (learning new skills, looking for a better job, getting a side hustle, even navigating the bureaucracy to eke out a bit more support in more developed countries), not dig yourself further in.

39
The X-Com Files / Re: [Submod (s)] Project Xenophobia
« on: April 17, 2024, 11:02:30 pm »
Pfft, chickens used to wield SNIPER RIFLES! :D

40
OXCE Support / Re: Parsing soldier stats from .sav
« on: April 15, 2024, 09:23:45 am »
I've investigated some more and can say with confidence the behavior I'm seeing is:
  • Commendations with the same name and decoration level do not stack.
  • Commendations with the same name but different decoration levels do stack.
That's exactly because of what I said: it's not the commendations that matter, it's the associated bonuses. Identical bonuses do not stack, and bonuses are shared between all 'Master of' and 'Bane of' type commendations.

This seems a bit odd / unintuitive and I'm not sure it's by design.
It's odd, but by design, since all possible alternatives were deemed worse.

I believe this is because the X-Come Files rules file maps different decoration levels for commendations to distinct soldierBonuses entries in soldierBonuses_XCOMFILES.rul.
That's not unique to these commendations, that's how pretty much every commendation with a stat boost I've seen works. What's unique in this case is the existence of multiple commendations mapping to the same set of bonuses. 

41
OXCE Support / Re: Parsing soldier stats from .sav
« on: April 14, 2024, 11:47:51 pm »
But I gather the bonus (+1 throwing) is not in fact added twice.  How does the game compute the bonus to apply?  Does it pick the entry with the highest decorationLevel and ignore the others?
What it does is it gives the bonus associated with the commendation and level. And bonuses do not stack and are shared between all 'Master of' commendations.

Would the same logic apply to STR_MEDAL_RACE_KILLS_NAME and any other case where there are multiple entries with the same commendationName but differing nouns?
'Bane of' is the same, yes. I don't think there's any other commendation that automagically multiplies itself across some parameter (weapon/enemy).

42
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: April 14, 2024, 10:30:49 pm »
Well, it's a hard question. One idea what should be done, if anything, is forcing 0 turn on some of the "classic" grenades, like the basic black grenade. Leaving the timer (annoying or useful, doesn't matter) for more "advanced" explosives. But don't know if it's a good idea, it's just a thought.

On the contrary, I like them. Just never made them.
Well, that was exactly what I had in mind. I made three versions, pick which you want (probably not the instant one :D ) and I'll post the other two separately. Or even one, if you want to include two in the XCF distribution.

I see and understand your points, but I still disagree. Instant grenades break the flow of battle. It's hard to put into words, but they make the game worse.
Can't say I understand (IMO, waiting for grenades to explode is what breaks the 'flow', if anything), but I suppose we'll just have to agree to disagree.

43
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: April 14, 2024, 01:07:56 pm »
In the early game, higher-tier cultists quite often don't get killed by a single grenade.
Fair, but in that case you were going to throw more grenades anyway. If you are relying on saving some TU from the rarer cases by not double-tapping the tougher enemies, you are courting disaster anyway. And that's the main difference between instant and non-instant from that particular balancing POV.

44
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: April 14, 2024, 12:13:10 pm »
Up to you. Why ask me?
Because right now, I can only do the 'make 0-turn grenades' submod. But there's the argument (supported by several people chiming in and a bunch of gameplay footage) that most players might want this as the default, necessitating changes in XCF itself, and then I'd make the other submod to let those people keep their cake.

If you have information to the contrary, or dislike 0-turn grenades and thus don't want them in the mod, do tell.


Spoiler" Warning, rant incoming!":
The cheat lies in that you immediately know if your grenade has eliminated the enemy or not, as opposed to having to wait until next turn.
Yes, and how is that a cheat? Virtually any grenade I've thrown in any game other than X-Com has behaved that way, and no-one has been up in arms about how 'cheaty' grenades are because of that.

The major thing that seems to make people call it a cheat is that it's different from base X-Com, which is assumed to be balanced. Which I very much question.

This largely eliminates the need to use shooting weapons (exxcept in buildings and forests), which invalidates the entire X-Com mechanic.
Grenades still invalidate the entire shooting mechanic anyway. Have you not seen what Superhuman players do to avoid getting spotted? Have people not been saying "forget rifles, use AC-HE and rockets and grenades and suicide rookies and HE packs and grenade relays if you want to be efficient" to newbies since forever?

There's bit of very recent testing in the BOXCE Realistic Accuracy thread, and jnarical was pretty explicit in saying the way grenade accuracy works is an immediate red flag for them. The streamer testing Xilmi's AI early on largely relied on grenades to break the game, and the AI evolved to play along. The result is an interesting game of mutual grenade tag, but it's not even remotely realistic.

Never mind that you can still be reasonably sure that an on-target grenade will kill an appropriate target. I've not really seen people double- or triple-tap enemies with 0-turn grenades except in cases where their effectiveness is in question - stun grenades, Mutons vs regular grenades, and the like. So in practice, this distinction of "does it kill or does it not" is not as relevant as you think. People tend to just live with the results, and these are close enough to instant grenades that they don't suffer overmuch from doing so.


The broken parts are still the excessive range and accuracy, not the immediate explosions.

Yes, there are intended instant grenades, but they're balanced for this role.
How? The only thing they don't have is the actual cheatyness of grenades as far as long-range accuracy goes. And weight. So you can't really have a grenadier-rifleman the same way you can with regular grenades. Otherwise, as far as I can tell their performance is on par or even better.

It's not just me either, others have proclaimed their like of grenade launchers, too. Well, those who don't play the "don't get spotted by abusing grenades" game. And even some of them - psavola just remarked how instant grenades don't seem to be much of a game-changer to them, either.



Edit: Overall, my point is that grenades are broken anyway, and I agree with psavola that instant grenades merely change the way they work and don't make them much more or less broken./edit



Now, I get that XCF isn't meant to be meticulously balanced or realistic, and people largely like it how it is. So feel free to ignore this, and instead make more of your interesting maps and factions and new items and other stuff which are the main draw of XCF. But I did get a bit triggered here. So, sorry for the rant. :-[

45
Brutal AI / Re: "Realistic accuracy and cover system" option
« on: April 13, 2024, 11:43:45 pm »
So, I'm not only planning to "put that behind RA", but hope to fix it to reasonable state first.
Fair enogh. I quite liked the ability to see the 'hit roll' when I last tried. Perhaps too much PF WotR. :-[

In other words, 100% hit with good enough explosive, or 83,5% (good) hit with weak grenades
Yep, one of my problems with grenades in general. I seem to be somewhat in a minority, though.

Pages: 1 2 [3] 4 5 ... 109