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The X-Com Files / Re: Nice mod !
« on: August 07, 2018, 03:07:56 pm »Well, you completed the mission, which to me means that the balance is good...
![Cry :'(](https://openxcom.org/forum/Smileys/default/cry.gif)
Why do you have to be so mean...
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Well, you completed the mission, which to me means that the balance is good...
But you might have access to the knock-out grenades, but not to smoke grenades... Knockout grenades do not require smoke grenades to be researched. I guess it's an inconsistency actually... I'll fix it.I guess i remembered this wrong, smoke grenades are tied to Promotion II, not to the explosives license. I guess it would make sense to tie the knock-out grenades to Promotion II as well. Once you get acess to smoke grenades X-COM should also be able to buy the fuzes and other parts needed to construct them.
EDIT: Oh screw that, there's no great reason to keep one grenade dependant on the other.
It's a bug. You can never get Chemtrails.
Yeah missions of a type you close off with tech can still spawn until the end of the month. It's the way the engine works, nothing can be done about it without rewriting the whole mission system from the bottom up.The Monster Terror missions aren't tied to the same research trigger as the other monster missions are. You can't "close them off" - my question was if this is intended.
missionSites:
- lon: 1.2985249634837812
lat: -0.51661745859032149
type: STR_CHEMTRAILS
deployment: STR_HYBRID_STORAGE
id: 9
texture: -510
secondsRemaining: 858600
race: STR_HYBRID
detected: true
So... the idea is that you could order tritanium shotgun shells from M.A.G.M.A.?
Yes, it's technically possible and not insensible, but... I don't know, this doesn't seem too elegant. Either you produce an item or you buy this item... If feels kinda bad, aesthetically. But I will think about it, give the idea a chance.
Sorry, what was it about the knock-out grenade?Knock-out grenades require smoke grenades for production. Would consider simply adding the cost of the smoke grenade to the production costs and tie availability to the explosives license? I like the ide aof building of existing technology, but the way xcom works makes this more complicated than it should be - my engineers should be intelligent enough to order what they need if it's freely available.
You could outsource everything and just not use workshops at all, but why the hell would I do that?That's not what i was asking about and i was aware that this would come up, though it's not a valid counter argument. This isn't about outsourcing everything - first off, we can't outsource *everything* (lore-wise at least), seeing how elerium is limited, as is energetic blood plasma. Cyberdisks or Sectopods as well and a number of other stuff. This isn't a slippery slope - don't paint it out as one. We are clearly sharing alloy ammo tech, which is what i'm talking about, and napalm grenades are uprated incendiary grenades. I see no reason why X-COM should have to produce these themselves when can't produce stuff like alloy ammo for MAGMA weapons or certain craft weapons.
M.A.G.M.A. sells ammo for their own guns. Why would it sell ammo for BlackOps? To promote their competition's product? And to get sued in some shadow court?Like they are being sued because they are using unlicensed alien tech?
Because you could have the tech to produce the ammo, but not to produce the alloys.Point taken, but that's not the case for the knock-out gas grenade.
You mean you'd like to buy them instead of producing them?Isn't UAC outsourcing (at least for craft weapons) a thing even before getting napalm grenades (Promotion II -> Promotion III)? Not saying UAC should be producing them, but that having the option later on (when you get access to MAGMA) to simply buy them.
It could be done of course, but IMO we don't have manufacturing projects at that game stage.
I seem to be getting crashes on transitions to new maps in Dimension X, when it first appears. After beating the cave mission, I crash, every single time. After I'd upgraded to a new edition a little bit back, I used an old save in the caves and managed to transition to the new map just fine... except on beating that, I crashed as well.
Just noticed this while trying to add some new missiles:
The backgrund and border colors of ufopaedia images for the craft railgun and the stormlance don't match the other entries, and the stock avalance and stingray images use the wrong palette colors (upper fin on the Avalanche / compare Stingray and Heavy Stingray).
Also, i'm getting a segfault when exiting the "Dimoension X approaches" map by killing all enemies. Evucuating by getting all of my agents to the exit works fine though.
EDIT: Apparently the initial spawn point in the second dimension x map (after exiting the caves) is buggy when using many units and/or tanks - i have 12 agents plus a tank, and loading the map crashes the game ~50% of the time. Works flawlessly when i leave the tank behind.
Its very similar to have a launcher dude faceing the ramp of the transport on spawn, except those you can evac and much less likely to occur cause the guy has to be right in from of the ramp facing the right way. In the mansion its one guy in about 1/2 half the map to ruin your day.Then again, one lone dude with a rocket launcher facing your team is quite different from mutliple dudes with launchers facing your team. Taking out one guy with a launcher before he wipes out most of your agents only take a well placed shot if you're fortunate.