aliens

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 - Delian

Pages: [1] 2 3 ... 46
1
That's in the standard folder tho. When you upgrade the exe file, standard and common folders should be upgraded as well.

Also, lol, it does look like the first post was written by a bot. That LLM-like perfect english is unmistakable. And then that last paragraph in the 3rd post with totally broken english is the guy writing himself.

2
XPiratez / Re: A thread for little questions
« on: March 30, 2025, 03:27:01 pm »
You're missing a facility with Culture service, e.g. Mess Hall. Also, Back to School requires Library service, which is different.

3
XPiratez / Re: A thread for little questions
« on: March 30, 2025, 02:20:32 pm »
post .sav

4
XPiratez / Re: A thread for little questions
« on: March 30, 2025, 04:24:27 am »
The dreaded "I accidentally hid the research topic" strikes again.

5
Thanks, altho... that's quite a departure from the original suggestion. Can you elaborate on your choice of different implementation (to have instant retaliations never show hyperwave info)? If Dioxine requested it, then fair enough. But then, what if some other modder wants the player to see the hyperwave info?

6
XPiratez / Re: Who are your gals?
« on: March 29, 2025, 04:36:49 pm »
I name them Red, Green, Blue, Yellow... and then I change their hairstyles to reflect this color. Makes it very easy to tell who's who lol

7
OXCE Suggestions DONE / Re: [Suggestion] Show ufo info at base defense
« on: March 29, 2025, 04:23:11 pm »
Both palettes actually look good lol

Hmm. I think it would be better if the image was on top and the ufo info below. Assuming that it's possible to fit the ufo info on the right half of the screen. If not, then nm.

Also, it would be nice if the image experienced some sort of gfx effect when the ufo is hit (if the player decides to fire).

8
Open Feedback / Re: Xcom Apoc and infiltration speed
« on: March 25, 2025, 10:18:01 pm »
Because gangs have a loose leadership structure and lack of internal security. With an editor you can change those multipliers to whatever you want. Anyway, OpenXcom has nothing to do with Xcom Apoc, so this is a wrong place for the feedback for that game.

9
The contention isn't about your mod, but all the mods that use the dodge mechanics; I simply mentioned it because it's the only mod I play. Can you explain why friendly (and mind-controlled) units shouldn't ignore meleeDodge then?

The way I see it is, this is a game where a player has perfect control over their units. If you tell a friendly (or mind-controlled) unit to walk forward, they will do it. If you tell them to shoot, they will shoot. If you tell them to throw a grenade under their own feet and kill themselves in the most gruesome possible fashion, they will do it. There is zero disobedience. All the disobedience that this game has to offer is already included in the morale mechanics.

The dodge mechanics that were added at some point did not properly consider this original game design pattern. If they were, then they would've given the player the control over their own dodge. The players even get control over reaction fire (can zero out TU to prevent reactions), but for some reason, someone forgot to add a button to turn off dodging. Because such a button is missing, we now have to make assumptions about what the player's intentions are when the dodge mechanic comes into play. Does the player want to evade hostile melee attacks? Probably? Usually? Does the player want the hostile units under their mind-control to evade melee attacks? Probably not. What about friendly units melee attacking friendly units? Also probably not. If the player made such an attack, then the intention is for the attack to hit, so if the player had control over the dodge, he would've turned it off.

Now, it might make sense in real life, that someone you attack tries to dodge you no matter what, but this isn't real life, because you have perfect control over them. In real life the commander tells a soldier to go fight, and he then fights on his own. But here they can neither move their feet, nor their hands unless you control them to do so. Well, even in real life there are certain scenarios (like officers beating up recruits), where the punished person isn't going to dodge despite their ability to do so (don't make me post videos). Anyway, to me it just doesn't make sense to declare that this particular mechanic is subject to disobedience, and that somehow you can have enough control over a unit to make them swallow a rocket, but not enough control over them to prevent them from dodging a melee attack.

10
XPiratez / Re: [MAIN] XPiratez - N11 22-Mar-2025
« on: March 25, 2025, 01:50:51 am »
Huh. Melee killing a spotter shouldn't make you spotted. That sounds like a bug.

11
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: March 23, 2025, 10:33:58 pm »
it will be high HP freaks instead

That's perfectly fine. You only get freaks in mid-late game, and you can only recruit 3 per month. It takes 12 months just to roll a good one, and even a good rolled one will always have subpar firing/throwing/melee.

12
OXCE Suggestions DONE / Re: [Suggestion] Show ufo info at base defense
« on: March 23, 2025, 09:55:59 pm »
This could be correct only as stop-gap, you can't covert palette images without loose of information.

Sure, the auto-converted ufo image can be the backup if the modder doesn't provide a custom ufo image. Altho I wouldn't call it stop-gap, because it doesn't matter if the image isn't pixel perfect. Even if an image was converted to grayscale, I think the quality would be good enough for players to get the idea of what the ufo is.

The path of least resistance will be modding the UI palette to PAL_GEOSCAPE

So you're saying that the BaseDefenseState should be modded to use "palette: PAL_GEOSCAPE"? And then no image conversion is necessary?

Also, a question. I think BaseDefenseState is technically a Geoscape State, but the standard (xcom1) interfaces set its palette to PAL_BASESCAPE. Why wasn't this State a Basescape State from the beginning?

13
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: March 23, 2025, 06:42:53 pm »
10% of 25% is 2.5%. So out of 80 crew you only have 2 ogres? Did you only play the game for 2 months?

When I say people end up with half their crew being ogres, I mean active crew, the one they take on missions. No one keeps 20 ogres in their bases doing nothing.

14
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: March 23, 2025, 05:16:13 pm »
my ogre count is always like 10% of what I want

What you want is for your whole crew to be just ogres, right?

15
OXCE Suggestions DONE / Re: [Suggestion] Show ufo info at base defense
« on: March 23, 2025, 04:23:59 pm »
I suppose in that case it would make sense to not show anything. It's your choice how to handle this case.

Pages: [1] 2 3 ... 46