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Messages - Dioxine

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1
I can't into the scripts, so I guess all I can do is being silly. Thank you, I will try this out, looks pretty comprehensive.

As for the philosophical side, well, Delian makes a lot of good points, I won't argue against these. Now as the problem is solved, I did think about why do I care, why does this piss me off. I guess it's the matter of silly principles. If one person notices and says, 'Oh, so no xp for beating up defenseless enemies? Nice', that's worth a lot to me, even if it's irrational. I myself notice games which make such attempts. Of course there is always a gray area. If I wanted to not be silly, I'd work on a game where such things were not possible at all, or embrace it fully, not try to balance the unbalanceable.

2
You write:

"Personally, RNG's hate me with a passion, so when I'm faced with such insanity like having to research a specific NPC you have to work hard to get in a specific mission and then... there's a chance you get a useless result and have to DO THAT AGAIN 20 or 30 times, I'm just like NOPE. NOPE. NO EFFING WAY."

This is misinformation. Rare captures usually only have a handful of rare researches and usually no more than one unique (engineers could be said to be an exception except they're not exactly rare). If you *don't* savescum research early and devote some of research effort to interrogate common prisoners (commonly referred to as 'thinning out the lists), you won't have this issue of having to redo difficult and rare missions. Ie. you propose a solution to a problem you have created yourself. And this is not even issue of IRL time, as you are bound to capture many enemies anyway; it's an issue of cheating early to be stronger faster in game-time terms... I mean it's not my place to say 'savescumming bad' just don't use such misleading justifications.

Next... you write "After 2 mandatory defenses...". I have no idea where you got that from. They're neither 2 or mandatory.

Next... it's actually very unlikely to get the Smooth Captive early. To get 'The Academy' topic just interrogate a Nurse (and it's guaranteed)...

Next, Humanist Leader... apparenly by this point you get savescumming to such routine that you didn't notice simple fact: Yes, he can give you Origins of Dr. X as a random, but if you interrogated him and got a different result, the topic is unlocked for your research anyway...

In any case I'm not criticizing your research methods, and this is immensely useful reference; just I wanted to point out arguable advice.

3
By the way, the original suggestion of handling it would be an absolute pain to mod. I think global setting for explodeinhands (always OR only if in inventory but not in hands) would be enough.

4
Stunned enemy can be easily changed into an unstunned & unarmed enemy, I seen that being done to a single enemy 20 times in one round on one stream (stun, revive, stun, revive) argument about 'shooting wall' not valid. By the same token you currently don't get XP for hitting neutrals or friendlies despite them not being 'walls'.

However, I have to agree that removing XP for shooting panicking enemies would be too much. It would be taking away too much fun (and it'd be unfair, you don't have control over enemy panic in normal circumstances, and even in fully controlled environment there is no full control, AFAIK unit at 0 Morale is not guaranteed to panic), so perhaps make an enemy unviable for XP gains only from the moment they get KO'd (and for the rest of the battle since KO).

I will reiterate again this is only about XP, not commendations. These are a separate topic. However I do think that getting multiple stun commendations for a single enemy is wrong. Otherwise this change should not influence commendations in any way. A kill is a kill, you get award for enemy kills (or civilian, or friendly, which there is no XP for) not fighting the enemy.

About toiling or not toiling, this is not really relevant IMO. I just think that game should limit opportunities to gain XP from not actually fighting, because that breaks immersion. And also when we request and add new OXCE features, like shooting bodies on the ground, we should take responsibility to bring up other related mechanics to date with them, so the new feature enhances gameplay without creating excessive exploits.

5
Right, I very rarely use MC, and even if I do, I never build my tactics around it, that's why I didn't think of that case of using melee vs. friendly unit. This case indeed makes the idea of removing dodge from friendlies valid and not irrelevant.
Also please use a little less vulgar language, it's getting cringe to read.

6
Reactivate the goomba stomp and add mario punch? :)
I mean if enemy unit drops from up above, the player unit is pushed away to a neighboring tile. If you added the same for lifts (when AI unit tries to move up or down), and perhaps doors/curtains, you would have this problem solved, but imagine the outrage...

7
Well, I proposed this years ago myself, so I'm still for it.

8
Well, exactly what it say in the title. You should not be rewarded with XP for beating up defenseless opponents. OXCE option to disable XP for hitting enemies who are down, and maybe another to disable XP for hitting enemies (and reacting to enemies) who already are flagged for surrender (even if they are flagged as never surrendering, if possible). These two are the most typical exploits (shoot enemies on the ground with non-lethal weapons, or those which can't break their armor; or wake enemy up, stun, repeat). This suggestion is simply for XP ticks manipulation, I'm not talking about stuff like Commendations, this would be separate topic.

9
The only reason I have is that it pissess off players who attack their own units. Otherwise I just think whether it counts or not, it's really irrelevant because pretty much the only situations you would do it is: 1) sadism 2) testing if corpse and death animation works properly (but you can use a gun) 3) hitting units with melee weapons that cause beneficial effects (XPZ only as far as I know) where the dodge is a rough balancing factor, regarding power structure (eg. if you make a green Lokk a Kumissar, and try to beat up veterans to restore their TUs, you will be missing a lot due to this mechanic). Of course I can rebalance this but why put work on coders and on me since the issue is irrelevant to gameplay anyway?

10
OXCE Bugs / Re: [Bug] totalReactionFire logic
« on: April 10, 2025, 05:53:39 pm »
I think this commendation is hard enough to exploit and easy enough to balance even as it is now (except for double kills Delian mentioned, and since reactions should be also awarded for non-lethal, I second that only the person who neutralized the enemy should gain it, either by killing or knocking out).

Speaking of KO's, there is commendation logic that offers much bigger exploits: STATUS_UNCONSCIOUS 'kill' is awarded to all player units that participated, even if the enemy is KO'd multiple times per mission or even per turn (IMO should only go to the first time in battle). Of course few have the required level of self-loathing presented by some players from Russian comunity, creating stun-revive-stun trains...

11
OXCE Bugs / Door bug in OXCE 8
« on: April 08, 2025, 11:02:01 pm »
Opening doors diagonally seems to cost less TUs now than opening doors when facing them straight. (tested on XPiratez, Guild Outpost mission, attached screenshot)

12
OXCE Suggestions DONE / Re: [DONE][Suggestion] "Force spawn" option
« on: April 06, 2025, 09:24:26 pm »
Thank you for this.

13
XPiratez / Re: Why no backpacks?
« on: March 25, 2025, 05:53:11 pm »
TLDR your best armors are not good enough/not best in every category possible?  ;D

14
XPiratez / Re: [MAIN] XPiratez - N11 22-Mar-2025
« on: March 25, 2025, 05:13:53 pm »
The "how you can deflect chainsaw blade with bare hands" is a strawman. It paints a picture of someone trying to deflect chainsaw blade with bare hands (because it paints a picture of a not-too-bright lumberjack trying to grab working chainsaw by its blade, with obvious consequences) to ridicule the idea of ranged weapons being able to miss in melee range due to enemy evasion. Purposefully ignoring such cases as 'enemy might be armed' or 'enemy might deflect your hands or your whole body, not your blade' because they don't sound ridiculous.

As for spotting system, personally I see no issue to fix. It does work as intended, that is, according to original intention: "create a mechanic that removes or at least reduces the disgusting turkey shoots when you lit up enemies and kill them with complete impunity". The "one shoot kill doesn't make you spotted" rule I added because while it dillutes the original intention and leads to some silly behaviours/exploits, it is just too counterintuitive to have it otherwise.

a fact quite a few people have used to cheese XCF ironman.

Don't be under the illusion that it's ironman players who cheese the most. My own observations do not show any such conjecture.

15
I think attacking your own unit shouldn't negate its meleeDodge. Such negation is certainly not an intended behaviour in XPZ because it seems the contention is about my mod.

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