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Messages - krautbernd

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1051
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: July 30, 2018, 11:46:32 pm »
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.

1052
The X-Com Files / Re: The X-Com Files - 0.9.3 alpha: Napalm Death
« on: July 30, 2018, 06:41:02 pm »
You're forgetting that incendiary damage does not do the listed power by default, it's only used for the blast radius.  If you look in the "INFO" section of the 'pedia articles, you'll see that the incendiary grenade only does 5-10 damage on hit and has a radius of 3.
Would you mind posting the stats you're referring to? I don't see the 5-10 on hit damage nor the blast radius of 3 on my info screen. The debug screen shows Power:60 Blast radius:-1 and calculation type:vanilla default.

As far as i can tell from testing, the napalm grenade ddoes marginally more damage than the incendiary, but with a decreased radius.

1053
The X-Com Files / Re: The X-Com Files - 0.9.3 alpha: Napalm Death
« on: July 30, 2018, 05:34:38 pm »
I just looked over the stats of the Napalm grenade, and as far as i can tell it's average damaged seems to be worse than the normal incendiary grenade.

- Napalm has a base damage of 40, and can do anywhere from 20 to 60 damage (50%-150%) and has a blast radius of 3
- Incendiary has a base damge of 60, with 0 to 120 damage (0% - 200%) and has a blast radius of 6 iirc

In what scenario would the napalm grenade outclass the normal incendiary grenade? Am i missing something here?

1054
Released Mods / Re: [OXCE+] - Fire Blanket
« on: July 29, 2018, 11:01:38 am »
If you were careful, you would see that all sorts of fire extinguishers are in many mods.
Another thing is that the option "isFireExtinguisher:" does not work correctly. The fire from units is removed, but from the area - not always and not everywhere, which is extremely strange. In my understanding, the devices with "isFireExtinguisher:" must be guaranteed to eliminate any fire on units and on the ground.
As stated in the flavor text, the blanket isn't meant to put out ground fires - it is meant to keep units - primarily unconcious ones - from dying. That's why the effect covers only one tile and the power is set so low. It's not meant to be a replacement for fire extinguishers, but as an alternative. The X-COM Files only has one that's 2x2 and weighs 9 units - this is meant to be a lightweight, one-use item that can also be carried by squaddies.

1055
Released Mods / [OXCE+] - Fire Blanket
« on: July 29, 2018, 01:26:32 am »
Do you like to panic high value targets by setting them on fire, but resent them for burning to death instead of just falling unconcius? Say no more, this high quality™ fire blanket has you (or rather your victims) covered! No longer do your agents have to be helpless bystanders - now they can save those burning alien bastards so they can suffer a fate more terrible than death when they reach your base - alive!

Originally created as an add-on for the excellent The X-Com Files by Solarius Scorch, but it should be working in vanilla as well, provided you have OCXE+ installed. This is meant as a lightweight alternative for the fire extinguisher, which is handy (but then again, not) for putting out large scale fires, but kind of overkill for putting out one or two burning agents or aliens. This might or might not be balanced as far as TU usage goes.

Should be working flawlessly™ - let me known if you encounter any problems.

1056
The X-Com Files / Re: The Thing arc
« on: July 17, 2018, 07:11:12 pm »

1057
The X-Com Files / Re: The Thing arc
« on: July 17, 2018, 04:31:37 pm »
Or have them start with an unconscious unit in their inventory? That would probably carry the risk of the "original" thing being easily re-stunnable, but once it wakes up it would probably zombify any nearby (civilian) units.

1058
The X-Com Files / Re: The Thing arc
« on: July 16, 2018, 08:07:50 pm »
As for "the thing" not showing up as hostile on the map:
Does zombification work with non-melee type weapons? Would it possible to equip a civilian unit with a timed explosive that zombifies them when it explodes and kills them (would probably require "hot grenades" enabled)? That way non-hostile units might be able to "spawn" hostile entities.

1059
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: July 14, 2018, 05:57:20 pm »
Ah thanks! Now I manged to pinpoint the problem: some ground tiles were missing, so you were walking on the upper surfaces of rock blocks on the level below.
Yeah, that's what i figured was happening, judging by how the tiles were revealed when directly standing on them.  Thanks for the update and the editor package :)

As for the dimensional dreadnaught issue - why not add something like "due to [insert snazzy sci-fi term here] the possibility of a dimensional echo exist, meaning we might encounter the craft again in the near future". No need for any time-travel shennanigans. Just write it of to hyperdimensional geometries.

BTW, is there a way to ovveride .rul files with other .rul files? I like to make my own tweaks to the mod, but going through every file to make the changes when the mod is updated is kind of tedious. Can i add all the changes to one rul file and make it load last so it overrides all other files? Are they loaded according to file names?

1060
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: July 13, 2018, 11:14:45 pm »
Save is attached. I tried to check the map myself, unfortunately i've only worked with MapView in vanilla and i have no idea how to import or open custom maps. Is MapView still the tool of choice for editing and viewing maps in OpenXcom?

1061
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: July 12, 2018, 08:20:57 pm »
Hmmm... Are you sure they were not obscured by stones and other small terrain features?


Sure, could be - if whatever object that's blocking line of sight is invisible.

1062
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: July 11, 2018, 04:09:32 pm »
Some of the terrain tiles in the archives raid mission aren't implemented correctly. They are only revealed when you actually stand on them:



1063
The X-Com Files / Re: TV Tropes
« on: July 03, 2018, 04:32:04 pm »
I'd wager that the handling of...sensitive...topics is highly dependant on the company you're hosting your stuff at and how reliant you are on advertisements. Also, the more mainstream visitors your site attracts the more mainstream your content is going to be.

1064
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: July 02, 2018, 05:03:19 pm »
Yes, it is specifically designed for concealment. I don't know exactly how they did it, but like Otto said, it can be collapsed into a relatively small briefcase.
I am not aware of another sniper rifle with this feature, though I'm sure they exist.
Don't wanna be a smart-ass, but a quick googling indeed turned up other rifles, like the Remington Defense CSR (CSR = concealable sniper rifle) fpr example. Going by the pictures that one would totally fit in a briefcase when it's taken apart.

BTW, do you have any plans of simplifying the unlock-process for guns and pistols as others have suggested? Doing them in batches via one research topic would be a lot less hassle than waiting one day for every pistol, SMG or blunt object XCOM recovers.

1065
The X-Com Files / Re: The X-Com Files - 0.9 alpha: Fists of Fury
« on: June 04, 2018, 12:19:54 am »
Kinda, some stuff shows up if I use the right search term.
Yeah, that's the way it works. Alternativly you can use the middle mouse button on the research topics to directly open them in the viewer.

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