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Messages - Alex_D

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1
The X-Com Files / Re: "Obsolete" missions
« on: March 13, 2025, 11:15:53 pm »
Yes, I am aware people do use such missions for training (I swear I even saw someone say so on this very forum...)
Not particular fan of "obsolete missions" either. Having said that, I'm one of the guys who use low level missions to train rookie troops (whether recent hires or brand new claim pros). If I know the mission won't be too dangerous, I usually sent a mixed team: 1 or 2 high stat veterans, 2 medium stats, and the rest rookies, or someone who was idle for too long.

This works quite well. Case in point for zombies. Once a defensive perimeter is set, everybody reaction fires until the battle is won. Same for bio entities (strange animals), except when
Spoiler:
the MiB shows up with their vessel, large crew and heavy weapons, then it's "ouch time", and my veterans hopefully earn their pay.
In fact, I even hide "Exalt Operations" so I can get the occasional "Safe house" and use mostly rookies for training.


Yeah, I have no idea where people get this idea from. It makes zero sense.
I don't have idea either. Yet somehow I have the same feeling. Like I get X amount of missions for the month, and they are spread among multiple possible scenarios. The more scenarios the less chance the ones favorable to advance the plot to appear.

2
The X-Com Files / Re: CF-105 ARROW vs Greater Manors
« on: March 07, 2025, 02:18:41 am »
The CF-105 Arrow has a niche, albeit, as Canadian, if it's only to soothe some bitter-sweet feelings about the Avro Arrow program  :)

Jokes aside, the IRL plane was designed as a long range interceptor of Soviet bombers during the early Cold War. It was designed with a multipurpose belly-located internal bay, which could have dropped bombs or fire missiles. I don't recall reading the Arrow was designed to be armed with a bullet firing cannon. I suppose in XCF, the Arrow was rebuilt with a cannon mount as well.

The rebuilt Arrow in XCF could show up a little bit earlier, and it's "free" plane. But arming it with cannons only is a bit risky. XCF doesn't have the same large variety of craft weapons like Piratez, so missiles would do.

As for "improvements" to the XCF CF-105 Arrow, I could suggest modifying the missile hard point of the arrow to accept anything about missiles, and all sort of avionic electronic mods, like larger radar or fuel tank.

In my current campaign I took the mothballed Arrow and put in storage. I had two X-Com interceptors operational by the time the Arrow showed up.

3
OXCE Support / Re: AI can pick up the best weapons from the ground
« on: March 07, 2025, 02:02:04 am »
Yes, the infamous rocket launcher-armed civilian team-wiper  :)
Said friendly fire events are reserved for x-com soldiers exclusively!  :D

I'd suggest to have a different value of weapon attractiveness but applicable to civilians only, precisely to avoid those mass casualties scenarios.

On the other hand, a civilian picking up a heavy plasma is a good thing. Can it be mind-controlled and fire said weapon?

4
Done.

Code: [Select]
interfaces:
  - type: articleArmor
    backgroundImage: BACK08.SCR


Thank you!

5
XPiratez / Re: Bugs & Crash Reports
« on: July 04, 2024, 08:43:28 pm »
I encountered a map generation bug on N8, so apologies if it has already been fixed.  During a Demon Bait mission in the tentacle caves I was unable to defeat all enemies.  I eventually used debug and found a section in the bottom right that was cut off from the rest of the map. 
Oh, that map. Complicated to defeat all enemies.
I think a spawned pickaxe will solve those issues.

6
OXCE Support / Re: Healing Spray mechanics?
« on: June 11, 2024, 08:03:39 pm »
Not sure which mod the Healing Spray belongs to.
Usually, healing items (such as this one) are assigned a flag by the Modder, which determines to whom the healing item works on.

See "medikitTargetSelf" and "medikitTargetMatrix" in the Ruleset Nightly for more info.

Thus, it's possible the Spray only works one oneself, and therefore the unconscious unit on the ground won't be affected.

7
I'd like to propose a new option for right click on facilities: Transformations Overview

Currently rightClickActionType allows for a direct shortcut for personnel, research, production, training, prison, etc.

However, I found myself constantly digging into the personnel menu, looking for what transformations are available at a base. And I thought a "shortcut" could become handy.

The idea could be implemented by modders for future facilities.

8
You are almost there. It has been a while since I played that level, so I don't recall very specifics.

Only one of the doors leads to the actual Brain. All doors have nasty characters lurking inside, so prepare for a fight.

Good luck!

9
And I believe, some dossiers may lead into "side quests" missions, with some special items or tech rewards.

10
OXCE Support / Re: Starting base available space question
« on: May 09, 2024, 10:33:54 pm »
Equipped armour? Stored?
 :o
Well, in Piratez, once you remove large armor, such as tanks or armored cars, suddenly I get the base store overflow screen.
So in effect these soldiers sleep in their tanks, or bring their cars to bed  :)

11
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 07, 2024, 11:03:03 pm »
The filter is odd, but it may to do with the handob of what the exalt guy is carrying.

12
Yes, those missions (ski resort) are complicated. I believe I used a smoke grenade (or similar), and play exclusively during the night.
I believe there are some spots for hiding inside the winter cabin. I usually wait for the enemy to get closer, then knife him or shot him with a crossbow, and grab his weapon. I only send soldiers with large HP, else they might not survive the encounter.

13
In my case, I do it manually. I open the save and copy/paste into another file (formatted in yaml).

I found myself using it for Crafts rather than Units, because, as far as I know, Craft load-out templates only have 10 slots, and Units have 50.

14
Currently, a delay for bought items can be specified in "transferTime". Another delay is specified for soldiers and such.
However manufacturing items once made they appear immediately on the base stores.

I'd like to propose the feature to introduce some sort of delay for manufacturing similar to "transferTime". This may apply to any or all items specified under the manufacture order.
The purpose is to simulate claim tickets delivery that is not immediate but take some time to arrive to the base.

I don't know if this would break other things, so please ignore if it's the case.

15
OXCE Support / Re: [Suggestion] add Global equip templates
« on: May 03, 2024, 09:42:36 pm »
If you mean to save across saves the info under "globalEquipmentLayout" and so, well I'm not sure if it's actually convenient or more of a hassle.

Depends of the Mod, items can vary a lot between campaigns. Same with the strings that made up most of the code in that portion of the save.

I'd argue it's better to manually copy the portion of the save with the equipment templates to keep along with some screenshots. In fact, the screenshots alone may be more useful for a guide to set up a new game save template than the code itself.

Having said that, I do modify my global equipment portion of my saves, mostly because, for example, I upgrade from one type of ammo to another, and I don't want to open and save every related template (up to 50, IIRC). Notepad++ makes things easier.

A wish for me regarding templates would be to have more than 10 craft equipment templates.

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