OpenXcom Forum

Modding => Released Mods => The X-Com Files => Topic started by: Finnik on January 08, 2020, 01:56:21 pm

Title: The X-Com Files online Wiki
Post by: Finnik on January 08, 2020, 01:56:21 pm
We have Wiki about The X-Com Files mod, that contains pages for all game elements presented in the mod - research, production, items, armor, units, UFOs and X-Com crafts, facilities and much more!

The X-Com Files Pedia (https://xcf.trigramreactor.net/master)

Wiki is also translated into Russian and Polish languages.
Any feedback is very welcome!

Upd: link was updated, as we moved.

Upd: link updated again to Trigram Reactor.
Title: Re: The X-Com Files online Wiki
Post by: misterx on January 08, 2020, 02:12:57 pm
Super! Great! Excellent! Please make this post sticky too? Thanks  :) :)
Title: Re: The X-Com Files online Wiki
Post by: Doc on January 09, 2020, 08:06:37 pm
Oooh very nice!
Title: Re: The X-Com Files online Wiki
Post by: betatester on January 09, 2020, 11:38:48 pm
Ultra cool wiki thanks a lot.
Staff of Heart Grip damage seems false it's 0.002*psi skill*psi strength.
Title: Re: The X-Com Files online Wiki
Post by: betatester on January 12, 2020, 11:39:21 pm
the wiki says that attack dog have "Special weapon   Track"
how do you access that.
Title: Re: The X-Com Files online Wiki
Post by: Bananas_Akimbo on January 12, 2020, 11:42:59 pm
Upper right corner. It's the same functionality as motion scanner.

Edit: Now with picture.

Title: Re: The X-Com Files online Wiki
Post by: betatester on January 12, 2020, 11:57:16 pm
I got the bite on right hand, the bark on left but no idea how to track.
Can't be an option for the left or right hand like for the xcom rat ?
Title: Re: The X-Com Files online Wiki
Post by: Solarius Scorch on January 13, 2020, 11:37:03 am
No, because dogs don't have three hands.
Title: Re: The X-Com Files online Wiki
Post by: Doc on January 13, 2020, 01:44:31 pm
They are the best dogs, lack of hands notwithstanding.
Title: Re: The X-Com Files online Wiki
Post by: betatester on January 14, 2020, 01:12:28 am
the icon was so big that I haven't noticed it. Thanks.
And for the track in hand I was thinking of something like the aimed/snap/auto just add a line track to the bark or the bite hand
Title: Re: The X-Com Files online Wiki
Post by: Solarius Scorch on January 14, 2020, 12:34:03 pm
Shooting mode doesn't influence the effect.

You sort of could do this, if there were actual clips involved (separate for different actions).
Title: Re: The X-Com Files online Wiki
Post by: betatester on February 20, 2020, 07:25:57 pm
The Macroflamer is has a weight of 25 on the wiki instead of 85/120
Title: Re: The X-Com Files online Wiki
Post by: Solarius Scorch on February 20, 2020, 07:31:56 pm
The Macroflamer is has a weight of 25 on the wiki instead of 85/120

The wiki is fine. The parameters are taken directly from the ruleset and the weight shows correctly as 85.
What you're looking at is the ammo. Well, I agree it could be clearer perhaps, but that's how it works.
Title: Re: The X-Com Files online Wiki
Post by: betatester on February 20, 2020, 07:46:08 pm
my bad.
Title: Re: The X-Com Files online Wiki
Post by: zoli on March 17, 2020, 06:03:44 pm
Hi!

I would like to ask about the interpretation of accuracy formulas. Let's take the BlackOps Auto-Sniper rifle as an example:
http://thexcomfiles.xyz/index.html#STR_BLACKOPS_AUTO_SNIPER_RIFLE
For aimed shots, it says "120%firing2×0.01 + Reactions×0.5". Does this mean 1.2*( (ACC^2)*0.01 + REA*0.5) ?

Also, I've had misses when the calculated accuracy was more than 100% and hits when the calculated accuracy was 0%. What is the reason for this?
Title: Re: The X-Com Files online Wiki
Post by: PltSgtMac on March 17, 2020, 06:46:12 pm
The percentages seen in game are not true Chance-To-Hit indicators. They are more like Chance-Not-To-Mess-Up. Values 109% and higher will give you the best possible CTH (lowest deviation). Values below 100% will give you a chance to get extra deviation added to your (already lower accuracy) shot. Minimum deviation/spread is never zero so you always have a chance to miss if you are far enough away.
Title: Re: The X-Com Files online Wiki
Post by: zoli on March 17, 2020, 07:14:48 pm
Thank you! Its a pity that we cannot see the true percentages.
Title: Re: The X-Com Files online Wiki
Post by: Meridian on March 17, 2020, 08:29:23 pm
Thank you! Its a pity that we cannot see the true percentages.

The true percentages don't exist, the game doesn't operate on the hit chance concept.
That's why they cannot be shown, not even theoretically.
Title: Re: The X-Com Files online Wiki
Post by: ohartenstein23 on March 17, 2020, 08:31:25 pm
Thank you! Its a pity that we cannot see the true percentages.

You misunderstand - there is no "true percentage" for chance to hit. The shooting mechanics aren't a simple dice roll whether you hit or not.

A line is drawn between where a unit is firing from and the target. Random deviation is applied to the target end of the line according to the accuracy you see. If the new, deviated line happens to pass through or end in your target, then you hit. Whether or not you hit the intended, the projectile travels along that line until it hits something or goes off the map.

If a percent chance to hit was given based on the mechanics of the code, it would only be accurate for the simplest of cases and be much less helpful than you'd think.
Title: Re: The X-Com Files online Wiki
Post by: TheCurse on March 18, 2020, 04:01:39 am
doesn't that just mean that the actual percentage would need to be calculated in relation to the source/target geometry?
Not saying its easy. Or even feasible. ^^
But hella sure it is possible to give a proper hit percentage for any kind of shot.

But thanks for the info. Was wondering why several +100% shots didnt hit...
Basically this means, regardless of displayed hit chance, reduce circular error probability when lining up for a shot. makes sense.
Title: Re: The X-Com Files online Wiki
Post by: ohartenstein23 on March 18, 2020, 02:35:58 pm
Theoretically, we could try to calculate it based on the geometry of the shot, but we'd have to make a number of assumptions in the math that would make the displayed chance to hit inaccurate, and we'd still have players asking "why didn't my 100% hit?" - it's no better off than we are now.

Another option is that we could simulate a large number of theoretical shots based on the exact situation and display a percent of how many times those theoretical shots hit, but in order for that to be reliable the number of simulated shots would significantly slow down the game whenever you're aiming.

In either case it's not helpful to show "true percent chance to hit" and not worth discussing the fact that it's theoretically possible.
Title: Re: The X-Com Files online Wiki
Post by: zoli on March 18, 2020, 07:47:31 pm
I've just found some parts of the accuracy calculations in the OpenXcom source code, and the 109% accuracy limit that PltSgtMac had mentioned. But how do hitboxes look like and where is the center of target when it is selected using the crosshair?
Title: Re: The X-Com Files online Wiki
Post by: Meridian on March 18, 2020, 07:50:57 pm
Hitboxes are defined by LOFTemps: https://www.ufopaedia.org/index.php/LOFTEMPS.DAT

The crosshair is not aiming at the center of the target.
Crosshair selects only the tile, not the target voxel(s).
Title: Re: The X-Com Files online Wiki
Post by: zoli on March 18, 2020, 11:51:07 pm
Very interesting! Thank you. I hope I'll have more questions later :)
I suspected that the crosshair is only for selecting the tile.
Title: Re: The X-Com Files online Wiki
Post by: Solarius Scorch on March 19, 2020, 12:51:41 pm
Theoretically, we could try to calculate it based on the geometry of the shot, but we'd have to make a number of assumptions in the math that would make the displayed chance to hit inaccurate, and we'd still have players asking "why didn't my 100% hit?" - it's no better off than we are now.

Perhaps we could do the same as GMs have done since forever and use a simple descriptive scale:

"practically guaranteed"
"resonably easy"
"fair chance"
"challenging"
"difficult"
"are you a pro?"
"forget it"

:P
Title: Re: The X-Com Files online Wiki
Post by: TheCurse on March 19, 2020, 09:11:23 pm
Don't even think about it ^^
6% vs 1% (or less) makes a tremendous difference when you´re firing in 15 shot salvos... ;)
Title: Re: The X-Com Files online Wiki
Post by: zoli on March 27, 2020, 11:30:35 pm
I also think its worthwhile to see 20% instead of 0% or 90% instead of 111%.  :)

The main problem is to quickly get a list of target voxels which are in LoF, right? Isn't there a well used method for this problem in 3D graphics? I think there are less than 600 voxels that can be hit in a target tile. Once there is a list of target voxels, calculating probabilities should be quick?

About LOFTEMPS:
https://www.ufopaedia.org/index.php/LOFTEMPS.DAT
Why is the height of a voxel is 2 instead of 1 unit?
Title: Re: The X-Com Files online Wiki
Post by: TheCurse 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...
Title: Re: The X-Com Files online Wiki
Post by: anothrgamer1234 on June 02, 2020, 08:15:16 pm
Is the wiki still being worked on? I noticed it's missing nearly all the new content added in the most recent update.
Title: Re: The X-Com Files online Wiki
Post by: Solarius Scorch on June 02, 2020, 09:53:38 pm
Is the wiki still being worked on? I noticed it's missing nearly all the new content added in the most recent update.

Generally yes, but since Finnik moved on to working on his own project (https://www.patreon.com/Finnik/posts), we're currently in the transitory state. Which essentially means that I need to start doing this myself, and I haven't gotten around to learning this yet.

If there's interest and skill, I'll gladly push this onto someone else entrust a worthy hero with this noble task. :D
Title: Re: The X-Com Files online Wiki
Post by: anothrgamer1234 on June 06, 2020, 11:08:04 pm
I see. At any rate you should at least fix whatever it is that's preventing the wiki from loading at all; right now it's not usable.
Title: Re: The X-Com Files online Wiki
Post by: anothrgamer1234 on June 22, 2020, 01:57:34 am
I hate having to double-post, but is there at least an archived copy available that's reasonably up to date? I've been trying to use Internet Archive but all the combat analyses are just blank pages on its most recent stored copy.
Title: Re: The X-Com Files online Wiki
Post by: Solarius Scorch on June 22, 2020, 02:32:12 am
The wiki is back online!
Title: Re: The X-Com Files online Wiki
Post by: tarkalak on July 07, 2020, 07:42:59 pm
The true percentages don't exist, the game doesn't operate on the hit chance concept.
That's why they cannot be shown, not even theoretically.

Theoretically you can calculate them on the fly (or very slowly) in two ways, assuming that you have full access to the formulas that the game uses or you can calculate shots without animations:

A) Calculate the visible surface of the object and using the firing formula - calculate what percent of the shots will land on it. This one is probably pretty hard and you will need to do some real math.
or:
B) Run a Monte Carlo simulation - throw ~1000 (or more) dummy shots at the target with the same ballistics as the real shot and see how many made it. The more dummy shots the better the accuracy of the result, but 1000 should give acceptable accuracy in percents.

Both of the above are probably impractical to implement though.
Title: Re: The X-Com Files online Wiki
Post by: TheCurse on July 08, 2020, 11:05:04 am
I did a dmg/hit ratio simulator. 1000 is definately not enough, i´m running at like 100k for each distance and even there are differences.
the area calculation would be the right way if you want a proper percentage. but its really hard to do.
Title: Re: The X-Com Files online Wiki
Post by: tarkalak on July 09, 2020, 05:12:44 pm
I did a dmg/hit ratio simulator. 1000 is definately not enough, i´m running at like 100k for each distance and even there are differences.
the area calculation would be the right way if you want a proper percentage. but its really hard to do.

I meant per situation. Targets have different profile in the game (sectoids are short, soldiers are tall, etc.). At the same distance, the same shooter with the same gun will get different percentages depending on the target, your elevation and any partial cover that obscures the target.

If there is some button in game that allows you to run a 1000 dummy aimed shots, the result should accurate within 1-2 percent of the actual hit percentage. It would be even better, if, instead of using the RNG, you could just test for all possible RNG values in the formula. Of course I didn't actually test it so you are probably right.

Calculating the area would be easy if you consider only ball shapes, but pretty hard if you want to calculate it for any shape.
Title: Re: The X-Com Files online Wiki
Post by: PaulaEliason on August 20, 2020, 08:36:44 pm
I can't find the wiki mode on the website can you please sent me link
Title: Re: The X-Com Files online Wiki
Post by: Finnik on August 21, 2020, 10:57:51 am
I can't find the wiki mode on the website can you please sent me link
Check search field, or sidebar and drop down menu in left top corner
Title: Re: The X-Com Files online Wiki
Post by: anothrgamer1234 on August 21, 2020, 06:55:37 pm
Check search field, or sidebar and drop down menu in left top corner

Is there a means to edit the wiki ourselves or does it have to go through you? I noticed that a lot of the wiki is in need of updating, but I can't add any of the new information myself.
Title: Re: The X-Com Files online Wiki
Post by: Solarius Scorch on September 09, 2020, 02:22:10 pm
Today we have updated the Wiki to reflect the current state of the mod.
Title: Re: The X-Com Files online Wiki
Post by: Fomka on November 04, 2020, 08:13:35 pm
The wiki at http://thexcomfiles.xyz is down.
Title: Re: The X-Com Files online Wiki
Post by: tarkalak on November 04, 2020, 09:12:43 pm
Is there a means to edit the wiki ourselves or does it have to go through you? I noticed that a lot of the wiki is in need of updating, but I can't add any of the new information myself.

No. As far as I understand, they generate it automatically from the game data.
Title: Re: The X-Com Files online Wiki
Post by: Solarius Scorch on November 04, 2020, 10:25:39 pm
Thanks for the report, we're working on the problem.

No. As far as I understand, they generate it automatically from the game data.

Yes, precisely. (Well, data needs to be manually processed and submitted, but it's auto-generated.)
Title: Re: The X-Com Files online Wiki
Post by: Finnik on November 11, 2020, 01:01:26 am
Wiki is back online on another address, check it out! https://thexcomfileswiki.github.io/ (https://thexcomfileswiki.github.io/)
Title: Re: The X-Com Files online Wiki
Post by: BlackStaff on November 11, 2020, 01:13:48 pm
Wiki is back online on another address, check it out!
Thank you very much !  :)
Title: Re: The X-Com Files online Wiki
Post by: flanker84 on February 20, 2021, 05:01:09 pm
Thank you for the great mod!
I have one question regarding commendations: where can I check the conditions for them the trigger (like how many pistols kills do I need to get level 5 "gunslinger", etc.)
And also it seems to get a specific "weapon master" is a lot harder than general "gunslinger", "trooper", etc. Don`t you think it should be the opposite, taking into consideration specific weapons tires, and types?
Title: Re: The X-Com Files online Wiki
Post by: Solarius Scorch on February 20, 2021, 05:40:44 pm
Thank you for the great mod!

You're welcome! Nice to hear that.

I have one question regarding commendations: where can I check the conditions for them the trigger (like how many pistols kills do I need to get level 5 "gunslinger", etc.)

There isn't really a way, unless you analyse internal game files. I'd have to write it all by hand, and it doesn't seem productive.

And also it seems to get a specific "weapon master" is a lot harder than general "gunslinger", "trooper", etc. Don`t you think it should be the opposite, taking into consideration specific weapons tires, and types?

It varies a lot between players, and also I think it's futile to try and keep them "balanced". Too many variables and opinions.
Title: Re: The X-Com Files online Wiki
Post by: Bananas_Akimbo on February 21, 2021, 08:06:46 am
I have one question regarding commendations: where can I check the conditions for them the trigger (like how many pistols kills do I need to get level 5 "gunslinger", etc.)
Look at the rulesets. commendations.rul has the info you want. The names there often differ from the names ingame, though. When in doubt, look at soldierbonuses.rul, which lists the effects of all commendations.

I also made a long post about commendations and other stuff a while back. Maybe it contains some useful bits for you. It might be slightly outdated, though. I haven't played in months.
https://openxcom.org/forum/index.php/topic,8463.0.html
Title: Re: The X-Com Files online Wiki
Post by: Solarius Scorch on December 11, 2021, 01:12:07 pm
The wiki site changed again, but this time it's not a simply url change: there is a completely new website, graciously maintained by Noblebright. The site is up to date and it has some really neat functions, like an automatic tech tree drawer or the Weapon Profiler tool to obsess about weapon stats.
you can find the new wiki here (https://xcf.trigramreactor.net/master).

Meanwhile, our old site remains online for now, but it is outdated and there isn't much point using it any more.
Title: Re: The X-Com Files online Wiki
Post by: Fomka on December 14, 2021, 02:48:13 pm
The wiki site changed again, but this time it's not a simply url change: there is a completely new website, graciously maintained by Noblebright. The site is up to date and it has some really neat functions, like an automatic tech tree drawer or the Weapon Profiler tool to obsess about weapon stats.
you can find the new wiki here (https://xcf.trigramreactor.net/master).

Meanwhile, our old site remains online for now, but it is outdated and there isn't much point using it any more.
Wow, the new site offers great features! Playing the game was never such tool-assisted :-) Great work.

Weapon Profiler

Am I right in that the Weapon Profiler uses the game's source code to build graphs and graphs are built dynamically, upon each Submit from a wiki visitor?

And is it right to decipher the attached images as follows?
The 1st graph shows Hit Ratio of snap shots that an untrained but brilliant Agent (see Starting Max stat) clad in Cyber Armor performs with a .308 cal Sniper Rifle using both arms and standing. That Hit Ratio is 20.523 percent for a range of 50 tiles.
The 2nd graph shows another Hit Ratio of snap shots performed by the same Agent with a BlackOps Sniper Rifle using both arms and standing. At a range of 6 tiles this Hit Ratio is at its local minimum of 19.556 percent.


Can someone explain why BlackOps Sniper Rifles perform poorer than .308 cal Sniper Rifles at close ranges? Is it Bravery bonus for the 2nd that interferes here?

And what are the Starting maximums for Accuracy and Bravery, by the way, 70 and 60?

Tech Tree Drawer and a bug of X-COM Files 1.8
Amazing feature, the power of algorithms in action. I can't imagine who will be able to fill all that data manually.

In my current playthrough of X-COM Files 1.8b I have acquired Shrapnel Rocket design for Workshop without the Explosives License. Is it a bug that was corrected in the tech tree that is shown on this site?

By the way, what is the frequency of data update on this site? Instantly upon each new release?
Title: Re: The X-Com Files online Wiki
Post by: ontherun on January 18, 2022, 11:50:30 pm
We have Wiki about The X-Com Files mod, that contains pages for all game elements presented in the mod - research, production, items, armor, units, UFOs and X-Com crafts, facilities and much more!

The X-Com Files Pedia (https://xcf.trigramreactor.net/master)

Wiki is also translated into Russian and Polish languages.
Any feedback is very welcome!

Upd: link was updated, as we moved.

Upd: link updated again to Trigram Reactor.


Hello, there is s new address: https://thexcomfileswiki.github.io/
Title: Re: The X-Com Files online Wiki
Post by: Solarius Scorch on January 20, 2022, 05:24:27 pm

Hello, there is s new address: https://thexcomfileswiki.github.io/

No, it's the old one, I specifically gave a new one in my last post. The initial post was updated too.
Title: Re: The X-Com Files online Wiki
Post by: Akamashi on January 28, 2022, 09:30:46 am
wiki on github was much more convenient. it was very well composed. the new wiki cannot be used on a smartphone. I think this is a big step back.
Title: Re: The X-Com Files online Wiki
Post by: Finnik on January 28, 2022, 06:54:25 pm
wiki on github was much more convenient. it was very well composed. the new wiki cannot be used on a smartphone. I think this is a big step back.

thanks) making it usable on smartphone was my personal initiative, and I invested quite a lot of time to make it usable.
sadly, there is no will to support the site with new mod data, so I was asked to remove it.
Title: Re: The X-Com Files online Wiki
Post by: Akamashi on January 28, 2022, 11:00:13 pm
thanks) making it usable on smartphone was my personal initiative, and I invested quite a lot of time to make it usable.
sadly, there is no will to support the site with new mod data, so I was asked to remove it.
I'm going to miss this. It's sad. a good idea would be to make a note that the database is outdated... because now I can't surf wiki in my free time.
Title: Re: The X-Com Files online Wiki
Post by: Finnik on January 29, 2022, 02:01:49 am
Well, the wiki engine is not lost at all =) I just removed it from online because I was asked to.
Title: Re: The X-Com Files online Wiki
Post by: Bonakva on April 05, 2022, 01:10:02 am
I need an explanation. What does "stat max", "training max" and "starting max" mean? What values are we talking about?

I used to use this to compare weapons https://openxcom.org/forum/index.php?topic=8229.0
A very handy program. The wiki site has an analogue. Looks neat, but not without its flaws. I would like customizable soldier characteristics, as well as the ability to remove unnecessary graphics. For example I want to compare the two weapons only a snap shot
Title: Re: The X-Com Files online Wiki
Post by: norpan83 on May 08, 2022, 09:33:29 pm
The wiki shows that lab ships have 1 commander on veteran/genius

but the c++ code rounds 1/2 down,  so it doesnt get deployed.


lowQty: 0
highQty: 1
dQty: 0
int quantity;

if (_game->getSavedGame()->getDifficulty() < DIFF_VETERAN)
   quantity = (*d).lowQty + RNG::generate(0, (*d).dQty); // beginner/experienced
else if (_game->getSavedGame()->getDifficulty() < DIFF_SUPERHUMAN)
   quantity = (*d).lowQty+(((*d).highQty-(*d).lowQty)/2) + RNG::generate(0, (*d).dQty); // veteran/genius
else
   quantity = (*d).highQty + RNG::generate(0, (*d).dQty); // super (and beyond?)

quantity += RNG::generate(0, (*d).extraQty);
Title: Re: The X-Com Files online Wiki
Post by: Chuckebaby on November 15, 2022, 01:38:21 pm
This has been very helpful for me. I really appreciate it.
The resource trees are very well laid out.
Title: Re: The X-Com Files online Wiki
Post by: PPQ on December 31, 2022, 05:35:02 pm
This is cool and all, but the main issue is that every time I open a new tab from it the page has to reconstruct what ever it is doing when loading. And that takes forever.
Is there a way I can download it to my machine or preload it or otherwise just make it not load from scratch every single time.
Title: Re: The X-Com Files online Wiki
Post by: Spacewolf on June 04, 2023, 04:43:39 pm
I have no idea how to navigate the UI for this site (the wiki, to be clear) to actually find anything. Am I especially dumb (I'm not in anything else, so far as user interfaces go, in my experience) or is there something I'm missing?
Title: Re: The X-Com Files online Wiki
Post by: psavola on June 04, 2023, 06:05:00 pm
I assume you're talking about xcf.trigramreactor.net. You have three choices:
 1) enter a search term in the top left corner
 2) browse certain limited categories in "Categories" tab
 3) click on the rather heavyweight Gun Profiler.

99 % of my usage entering a search term, for example, when typing "Vampi" you get various choices related to Vampires (the monsters and the Vampire Castle mission). For example, by searching for and opening a mission you can see which enemies are going to be deployed there, what kind of properties they have (e.g. sniper/spotter characteristics, weaknesses) and what kind of loot there might be. You can also use it as a tech tree viewer, though the inbuilt one is better for that.
Title: Re: The X-Com Files online Wiki
Post by: Spacewolf on June 17, 2023, 08:33:21 pm
OK, understood, thanks. (I was talking about the site you were referring to, yes.)
Title: Re: The X-Com Files online Wiki
Post by: psavola on June 21, 2023, 09:46:59 pm
By the way, who is responsible for xcf.trigramreactor.net, how do you report bugs?

I have noticed some things that appear to be missing from there for no apparent reason. As a recent example, Alien Colony Assault (STR_ALIEN_BIG_BASE_ASSAULT) doesn't appear to be there, even tough the regular alien base assault is. I wonder if there is some more generic bug that makes some ruleset definions go missing.
Title: Re: The X-Com Files online Wiki
Post by: Chuckebaby on September 04, 2023, 04:23:07 pm
X com files wiki page down ? Getting an error
Title: Re: The X-Com Files online Wiki
Post by: Solarius Scorch on September 04, 2023, 08:12:06 pm
X com files wiki page down ? Getting an error

Works fine on my end, at least at the moment.
Title: Re: The X-Com Files online Wiki
Post by: Juku121 on September 04, 2023, 10:29:39 pm
Yeah, I'm getting the same error, except the "Details:" are a bit different.

That's with Firefox and Opera, Chrome seems to be working, at least for now.
Title: Re: The X-Com Files online Wiki
Post by: Chuckebaby on September 04, 2023, 10:57:30 pm
Yeah, I'm getting the same error, except the "Details:" are a bit different.

That's with Firefox and Opera, Chrome seems to be working, at least for now.

Ironically chrome is a no go here but firefox is working  :D
Title: Re: The X-Com Files online Wiki
Post by: Juku121 on September 04, 2023, 11:32:24 pm
Interesting, now they all work again. Maybe it was a temporary blip. Or perhaps the whole wiki will be on fire come tomorrow? :P
Title: Re: The X-Com Files online Wiki
Post by: Chuckebaby on September 05, 2023, 03:49:56 am
Interesting, now they all work again. Maybe it was a temporary blip. Or perhaps the whole wiki will be on fire come tomorrow? :P

Same here. Working on both again.

Though stalling a bit on Loaded file: /Language/de.yml

Chrome took a while to load but no more error.

Thanks gents
Title: Re: The X-Com Files online Wiki
Post by: DeltaEpsilon on September 05, 2023, 05:41:05 am
Are there any plans to make the source code public?
Title: Re: The X-Com Files online Wiki
Post by: PPQ on January 26, 2024, 09:17:29 pm
If I could offer one suggestion. It would be nice if we had categories for craft and AI unit equipment.
Title: Re: The X-Com Files online Wiki
Post by: AmanitaVerna on January 31, 2024, 06:03:54 pm
I'm just getting a blank page when I try to load the trigramreactor site today. Seems like it's broken.
Title: Re: The X-Com Files online Wiki
Post by: psavola on January 31, 2024, 06:08:19 pm
I'm just getting a blank page when I try to load the trigramreactor site today. Seems like it's broken.

Works fine for me right now, at least.
Title: Re: The X-Com Files online Wiki
Post by: Charly1 on April 04, 2024, 07:37:10 pm
Hello

On the gun profiler, snap and auto shots do more damage.

I assume its taking into account multiple shots hitting the target?

The Blackops Auto Sniper Rifle for example:

The auto shot does more damage, but then drops off massively over distance.

Is the damage actually less at distance?

Or is this taking into account a higher chance to miss on some of the shots (ie all action points are used on auto shot)?

Thanks!
Title: Re: The X-Com Files online Wiki
Post by: psavola on April 05, 2024, 12:47:17 pm
Obviously it takes into account the accuracy, because (at least the sniper) damage is not impacted by the distance. (Not sure if there are guns whose damage decreases with the distance.)

But the calculations are rough and not completely accurate in any case. This is because I suppose the simulator calculates the values based on the bogus accuracy values provided by the mod and displayed to the users (which do not actually correspond to the probability of hitting the target).
Title: Re: The X-Com Files online Wiki
Post by: Stone Lake on April 05, 2024, 01:01:52 pm
Quote
This is because I suppose the simulator calculates the values based on the bogus accuracy values provided by the mod and displayed to the users (which do not actually correspond to the probability of hitting the target).
There are many cases where close range damage sharply rises (if it's possible, e.g. select training or starting stats for blops sniper). I don't think that coincides with what ingame interface says. Thus the gunsim has some additional distance-to-probability mapping, at least. And thus results are at least somewhat reliable.

It does account for accuracy and possible amount of shots for damage.
And there are some guns for which damage dips with distance (powerRangeThreshold/Reduction rules, wiki doesn't display it), they're rare though. E.g. - sonic guns. No idea if this is accounted for (probably not).