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Messages - Solarius Scorch

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1
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 15, 2025, 12:59:19 pm »
Why Advanced Lab only having function as advanced lab. Why it not having functions of previous lab tiers?

So you'd have to build them all (if you want all functionalities).

And description of seeker drone says that it can work underwater, but actually in underwater missions you get ordinary seabot. Adjust description please or add that it can be deployed in underwater missions

Works just fine for me - see attached.

2
OXCE Suggestions NEW / Re: Minimum Reaction Accuracy setting
« on: May 12, 2025, 03:05:45 am »
1/ split the setting for Xcom, Aliens and Civs
2/ make Xcom a user setting, keep Aliens/Civs a mod setting (but move under `constants:`)

Yes, this is a sound idea.

3/ decouple from UFO Extender accuracy

Not sure what exactly this means, but... all right?

4/ anything else?

Nothing from my side. I'm happy with the feature as is, and the proposed changes sound good.

3
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 08, 2025, 12:56:32 pm »
Yeah, the idea is that all systems are already developed, so all you need to do is design the final product. I can change it if it feels weird, won't make much of a difference.

And thx for the typo report.

4
The X-Com Files / Re: What's up with the research spam?
« on: May 06, 2025, 05:49:28 pm »
What if the weapon is just found?
What if something else unlocks it already?
What if there are two weapons with the same clip, but unlocked separately?
I don't know how to make it better.

And also, apart from the separate acquisition projects, I don't think there's anything wrong with the system. I've played with it dozens of times, on top of actually making it, and I am okay with researching weapons one by one. It's mildly rewarding. I honestly don't understand where this issue is coming from.

5
The X-Com Files / Re: question about rules files
« on: May 05, 2025, 01:28:30 pm »
My only idea at the moment is that you have multiple copies of XCF active. Please check that (including .zip folders).

6
The X-Com Files / Re: question about rules files
« on: May 05, 2025, 01:34:48 am »
Are you making a submod, or editing XCF files directly?

7
The X-Com Files / Re: What's up with the research spam?
« on: May 05, 2025, 01:33:52 am »
The real reason Earth stuff must be researched because there would be no tech tree otherwise, and no early game progression.

Also, features like "should be unlocked automatically when X" do not exist. I did what I could with the existing engine.
(Similarly, this is why purchasing weapons must be researched separately from the weapon itself; though perhaps it can be done better with the current OXCE.)

8
OXCE Bugs / Re: Fatal error
« on: May 04, 2025, 03:43:29 pm »
Sorry about this issue. But I can't replicate it either.
You are using Begin_in_1994 ver: 3.2 - not sure if this mod is OK, as I haven't used it, but I assume it should be...

9
Sorry for miscrediting! I never had idea that Solarius took it from someone else, he's been shilling this submod to me for months.

Sorry, I thought you knew... It all happened here on the forums.

10
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 22, 2025, 02:56:04 am »
The pants of the Battlesage armor doesn't render when walking to the right.

Sorry, the sprite was damaged.
Fixed now (on GitHub).

11
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: April 21, 2025, 12:20:56 am »
What's the implementation hurdle for letting crafts shot down over water leave an underwater crash site like in TFTD?

Colossal, I'm afraid.
One thing is the bare-bones feature. Currently, there is no texture for oceans, they are literally empty. So you'd have to fill all the missing places with new polygons, leaving no gaps. Doable, but quite challenging.
But even if you do that (some people already have), there are many other aspects of the game which need addressing. For example, what happens to the crew? Do they just die? That's kind of unfair and an easy exploit (shoot down the freighter over the sea and then collect the loot). Or perhaps they don their scuba gear? Good luck making a new variant for nearly every enemy unit in the game.

12
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 19, 2025, 02:39:40 pm »
Sure. As a small interim fix, I'd just suggest increasing the despawn penalty to 500 so that the despawn penalty would be better in line with the other events.

Nah, I think not getting the goods is punishing enough. And we can't punish the player for neglecting active officers the same way we punish for neglecting civilians.

13
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 17, 2025, 07:01:16 pm »
Mashinobi go into Alien Containment. This might be an oversight, because they seem much more comparable to other cyborg/cyberweb units that are held in prisons (or maybe general stores, if they were to be more machines than humans).

You're right. Their lore has changed, but I forgot to update the prison setting.

Also, the despawn penalty for Osiron Hidden Warehouse Assault is 300 points. This is a rare occurrence where it is better to let the mission despawn rather than go there and abort immediately if you can't deal with it (for example, it spawns at a location which you cannot access with a craft that can bring along sufficient crew to successfully complete the mission). All neutrals killed gives you -480 points. Maybe the despawn penalty should be increased.

Well, rules are a bit different when non-civilians are involved. But I totally understand where the question came from. Perhaps I should re-examine the entire model, but I don't think it's that bad.

14
I do believe there is, but I've seen plenty of Stun Launcher shots by aliens that ended up stunning themselves. Perhaps they don't consider stun damage that risky compared to explosive, but this is all conjecture on my part.

There are many factors, like their aggressiveness, battle situation, etc.
For the same reason, some units are likely to throw grenades at their own feet when surrounded by X-Com units.

15
The X-Com Files / Re: The X-Com Files - 3.7.2: Best and Brightest
« on: April 13, 2025, 12:03:24 pm »
I think you're misremembering, because AFAICS (at least based on trigramreactor interface to the rulesets), there are no negative events and annoying missions or events that would get activated by researching any cult arms supplier or disabled by refusing the contact.

Yep, I misremembered... Sorry. :-[

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