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Messages - hederino

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1
OXCE Support / [Answered] Base name length behaviour
« on: October 15, 2024, 02:39:04 pm »
Base names longer than normally possible (so they're displayed in the smaller UI font) due to automatic name generation in some mods can't be edited back to the same length once enough characters are deleted such that it switches to the larger font.

Apparently, user defined base names aren't allowed to be longer than what would fit in the space in which they appear on the base management UI. This check seems to be done based on the dimensions of the larger UI font's characters. Making it so that it's based on the smaller font would solve this issue.

2
The X-Com Files / Re: Quick question on Bravery
« on: June 29, 2024, 12:40:41 am »
Pepper spraying trains bravery even on unconscious enemies. Healing bleeding enemies lying around and then pepper spraying them often does the trick.
Another thing about bravery is that it also plays a role in your units' psi defence. And levels above 100, achievable with commendation bonuses, have a chance of mitigating sanity loss, the higher the better.

3
it could be confusing if the battle doesn't end immediately, leading to a stressful search for enemies that don't exist.

Not if you get the "Mission completed. X units wounded. Terminate mission?" pop-up, which lets you know when all enemies are down.

4
To clear it up:
With the "auto-end battle" option enabled, if you eliminate the last remaining enemy on your turn and you have any wounded units, you're given the chance to not instantly terminate the mission so as to take care of the wounded. If the same thing happens on the enemy turn (or, though extremely unlikely, on the civilian turn), the mission ends right there and then, so you never get to treat your units. A common scenario is the last enemy firing and wounding your units and getting reaction killed. How about making it so the mission termination is delayed in such cases?

5
Using 1 or 2 Psi weak Soldiers as Lightningrods is really helpful ;)

I would always take two to three inexperienced/sacrificial guys as psi sponges on missions where sectoid leaders would show up. I just wanted to see how psionically strong soldiers would fare against the eths. After all, there won't be enough psi sponges if it's not just the leaders who are psychics. And 90+ psi soldiers are hard to come by (less than 20 of them across three main bases so far).

On an unrelated note, I have a suggestion: the HWP limits for crafts don't apply just for 2x2 tanks, but also for drones. I was scrolling through the ruleset reference and saw that  parameters such as maxSmallVehicles and maxLargeVehicles exist. How about making use of this so that more drones can be carried by each type of craft?

6
also, on a unrelated note, is there a way to beat an unconscious man on the ground with stun batons? or do you have to taze/handcuff them.

You can simply target the tile the body is on. To make sure the shot hits the body, move the shooter to the tile itself (which you have to if there's a wall next to it, otherwise the shots will hit the wall).
In OXCE units lying down are treated just like other units and not like objects, so all the armour and damage calculations will apply.

7
I dunno, base defence is typically a surprise mission, and you can't just tell your soldiers to stay in one particular place 24/7.

No one's staying anywhere 24/7. The way I imagine it, it's rather like the moment the ayys are at the door, they sound all the alarms and the evacuation process for all non-combat personnel gets initiated (as in the mission description text) while each one of the combatants not out on a mission and healthy enough to participate grabs their weapons and equipment and rushes to their designated spot, if any, to meet the intruders.

8
Does Bravery play a role in Psi Defence? AFAIK the psi attack and defence formulas are moddable. In my first Ethereal encounter, a Fighter UFO landing site in February 2000, they managed to get my high psi strength soldiers (one at 83 PST/49 PSK/10 BRV, another at 88/23/20) to panic like it was nothing. I would put it down to the relatively short distance due to the small map size or the controlling aliens being Eth leaders substituted for the lacking officer ranks, but they seemed to go for the low bravery ones to perform their mind tricks on.

9
Since we can have custom craft deployments for each individual craft and even a master template for each type of craft, why not extend the same idea to base defence so we can choose for each base (from the valid spawn nodes of course) where our units will spawn?

10
I second this. Each enemy and neutral unit could be given a "motion scanner detected" variable which would go from false to true if revealed by scanners of any kind. In addition, have the save file store the coordinates of tiles where a scan was performed that turn so that holding Alt would also show the scanned areas.
Though I suspect this won't happen for reasons (one could be discouraging savescumming I imagine).

11
Hardmode Expansion / Re: Hardmode Expansion - Bugreports
« on: June 09, 2024, 02:32:40 am »
Just went through the files, the mechanism in question has been applied for STR_ALIEN_INFILTRATION and for STR_ALIEN_BASE_BASE_MISSION but not for the regular STR_ALIEN_BASE which is the one that's showing in your log. It has no interruption chances and no dummy UFO that would delay the base spawn.

Thanks for pointing this out. I've located the ruleset file and taken the liberty to edit it so the plain base mission gets the same dummy UFO since this seems to be an oversight on hellrazor's part.

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Hardmode Expansion / Re: Hardmode Expansion - Bugreports
« on: June 08, 2024, 07:05:31 pm »
I found a way to make this mechanic work. The Alien Base will now spawn with a extra Dummy UFO, a maximum of 2 days after the battleship shows up. The delay is neccessary, since the battelship needs a few hours to find a landing point and it stays landed around a max of 12 hours.

I'm running the version 0.99.9.5 (with all the QoL changes and stuff) and the mechanism you've described here clearly doesn't exist. I'm still getting an alien base the moment the battleship shows up:

Code: [Select]
  - "gameTime: 2000-01-31 13:30:00 ufoId: 308 ufoType: STR_BATTLESHIP race: STR_MUTON_ELITE region: STR_SOUTH_ATLANTIC trajectory: P6 missionId: 62 missionType: STR_ALIEN_BASE"
  - "gameTime: 2000-01-31 13:30:00 baseId: 13 baseType: STR_ALIEN_BASE race: STR_MUTON_ELITE region: STR_SOUTH_ATLANTIC deployment: STR_ALIEN_BASE_ASSAULT missionId: 62 missionType: STR_ALIEN_BASE"

The mod.io page says it's been a while since the last update and the Github repository doesn't seem to contain any commits more recent than that. I wonder if I'm missing out on something here.

13
Hardmode Expansion / Re: Hardmode Expansion - Bugreports
« on: June 05, 2024, 03:52:22 pm »
On a further note, even with the recent QoL update the Ufopedia hides the fact that melee weapons get a bonus from strength. I was unaware of this until I checked the stats for nerds. Other mods have the pedia entries display accuracy and firepower bonus formulas at the bottom of the page. All this time I thought melee was utterly useless in this mod.

14
Hardmode Expansion / Re: Hardmode Expansion - Bugreports
« on: June 04, 2024, 11:43:16 pm »
A couple things:

1 - Not exactly a bug, but soldier armour sprites on the Craft screen are all the same, you can't tell what armours they're wearing (see attachment where the crew is a mix of power suits, reinforced power suits and flying suits).
[Edit: I've just downloaded the recent version and seen it fix this particular issue.]

2 - The readme file says:
Quote
   
Attacking landed Battleship performing a Infiltrationmission gives 50% to deny the infiltration (OXCE only)
Attacking landed Battleship performing a Alien Base Mission from a Alien Base gives 33% to deny the mission success (OXCE only)

An alien base is generated the moment the final battleship arrives (as the geoscapeDebugLog shows), so this mechanic doesn't work as advertised. Though it does with the other mission types and destroying a pact-generated base does return the country. By the way, does destroying such a base before the end of month prevent the defection from ever taking place?

3 - Something trivial, but still. One of the medics I interrogated gave for free Sectopod corpse (and the lookup autopsy). Sectopod corpse is still on the research topic list. I believe this is not supposed to happen.

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