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Messages - Nerro

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1
The X-Com Files / Re: Psionics
« on: March 16, 2025, 05:53:11 pm »
In my game, I had only a few soldiers dedicated to psionic (mostly hybrids).
They did not use their power often, but when they did, they were extremelly usefull.
Sure you could kill the alien, but with psi control, you can disable the alien for the next turn, scout, maybe kill a few other ones with it and use it to draw fire during the alien turn!

I think this is very well balanced in the mod. It has strong drawback but is very powerfull.

2
The X-Com Files / Re: Pre-Invasion questions
« on: March 13, 2025, 09:49:24 pm »
Are you sure that 0.3 is applied to the damage of the weapon and not to the armour on it's own ? What is the formula ?
Look for "ToArmorPre": https://www.ufopaedia.org/index.php?title=Ruleset_Reference_Nightly_(OpenXcom)
The documentation says it uses the "Primary damage rolled". I'm not sure of the exact formula, but this is clearly using the damage of the weapon and not affected by the armor. ("ToArmor" is the value that is affected by the armor.)

3
The X-Com Files / Re: Pre-Invasion questions
« on: March 13, 2025, 05:24:22 pm »
Okay, so...95 damage * 0.75 resistance = 71 damage. 75 armour * 0.75 piercing = 56 armour. So 15 damage at 100% efficiency. Does rocket explosion count as covering all 4 enemy tiles from point of impact ? If yes - 60 damage out of 75 health for minitank. If not - even less. Correct ?

You are missing the Armor Degradation (0.3 in this case).
That means, first armor is reduced by 95*75*0.3 = 21, then the unit takes 71 - (75 - 21)* 0.75. That's about 30 damage.

Edit: Actually, I'm not sure if the armor pre-damage is taken into consideration in the calculation of the same hit or not. It may only be applied at the end, doing 15 health damage and 21 (0.3 pre-armor) + 1 (0.1 after-armor) armor damage.

4
The X-Com Files / Re: Pre-Invasion questions
« on: March 13, 2025, 04:49:55 pm »
2. https://xcf.trigramreactor.net/master/article/STR_LIGHT_MINIGUN
Quote
Armor Degradation (Raw Damage)   0.05
It means the weapon deals 5% of its damage to the armor before the actual damage calculation.
With 12 shots at 25 damage, that's up to 15 armor damage (multiplied by the target resistance to kinetic) per autoshot.

5
The X-Com Files / Re: Cult of Apocalypse missions
« on: March 10, 2025, 09:42:58 pm »
You should see this mission on difficulty 5-6, you have 2x more ennemy XD
Fun time!

6
The X-Com Files / Re: Cult of Apocalypse missions
« on: March 09, 2025, 10:55:02 pm »
The night attack solution works very well even at early tech.
Throw a few flares, use AoE weapons and watch them panic in the dark.

The mission is actually quite fun when you don't have advanced armor. You have to push back the wave of ennemies and manage lights because they will actually kill you if they see you.

7
OXCE Support / Re: Mark items as don't pick up from missions.
« on: February 10, 2025, 06:22:37 pm »
It is already in the game.

Use the Sell menu at the end of the mission.
If you right click the "up" button on an item, it will remember and auto sell it the next time you go into this menu in a future mission.

8
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: October 28, 2024, 05:42:58 pm »
I think the main issue is that there are to many information in the same sentence. It is hard to make clear which part of the sentence is related to which idea.


Since there is no reason for the X-Com psiclone to not be "just as good", I would suggest dropping it to make space for a clearer description of the X-Com psiclones and go for something like:
"we will flood the market with our cracked Psiclones which will be immune to the disruption and, you know, [...]"

9
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: October 28, 2024, 01:38:17 pm »
A fix would simply be to swap "but functioning and" with "and functioning but".

Edit: Actually, to stay coherent with the previous sentences, I would change to "[...] we will flood the market with our functioning Psiclones which will be just as good but, you know, [...]".
Since "functioning" refers to the fact that the Exalt psiclones are disabled, it is clearer if the word is used sooner.

10
The X-Com Files / Re: The X-Com Files - 3.4: Daggers for Hire
« on: September 22, 2024, 12:05:43 am »
I looked at my video to refresh my memory, and indeed, the ships with follow order did not attack.
But as Stone Make said, I was able to minimize the battle window and order to other ships to attack manually.
https://youtu.be/tB7CU0eVtLk?si=lYVsBXAx8ZDFep-H&t=4672

I was using tormentors, but I don't see how that would make a difference.

11
The X-Com Files / Re: The X-Com Files - 3.4: Daggers for Hire
« on: September 21, 2024, 05:16:44 pm »
I launched my interceptors. And soon realized a problem. This evil Arbiter can shoot as soon as air combat widow opens! So I can't minimize it and wait for other interceptors to join.
You can join your interceptors together on the map by asking them to folow the main interceptor. Wait for them to join up, then, order the main interceptor to attack the UFO, it will trigger the attack screen for all interceptors.

12
The X-Com Files / Re: The X-Com Files - 3.4: Daggers for Hire
« on: September 09, 2024, 12:58:48 am »
Tritanium is Alien Alloy.

13
The X-Com Files / Re: Is there a mod for streamers? If not...
« on: September 05, 2024, 02:16:08 pm »
The way I did it is to just not do a lot of those missions. As long as the score is ok, repetitive mission can be ignored.
It is probably not the best solution, but its the easiet.
The real stream killer for me was the inventory mangement.

On a different note, if you plan to post VOD or stream on Youtube, replace "GMGOE4.oog" from the sound folder. This song will get you blocked. I also preemptively replaced THING.ogg, it could be fine but I would not take risk with song from a movie. Some other songs will cut Twitch VOD sound, but they will not get you blocked.

14
OXCE Bugs from OXC / Re: [Bug] Slow fire shooting and doors animation
« on: April 30, 2024, 10:07:50 pm »
Yeah, OG animation speed is CPU bound.
OXC speed simply matches what you would get with a early/mid 90's CPU.

15
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 08, 2024, 01:34:45 pm »
There is a (most likely unintented) hole in this wall:
https://youtu.be/B-RdY6JY-Sc?si=fN044yTjVlop0mhI&t=3022 (Tasoth factory mission)
Not a big deal, but I might as well report it.

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