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Messages - hth

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1
Brutal AI / Re: BOXCE for Windows XP
« on: September 30, 2024, 10:41:49 pm »
Brutal AI (github link in beginning of first post):

https://openxcom.org/forum/index.php?topic=11663.0

XPiratez actually don't have code modifications, it was only my misjudgment by seeing of OXCE exe inside archive.

2
OXCE Suggestions DONE / Re: [Suggestion] PageUp / PageDoown hotkey in lists
« on: September 30, 2024, 03:22:07 am »
+1

By now, keyboard is not used on lists completely, and by mouse you can _scroll_ them by two methods, _jump_ by two methods, but can't turn pages precisely.

If it will easier to implement than KB binds I suggest change mouse clicking above and below scroll thumb to PgUp / PgDn, because quick jumping still can be achieved by dragging the thumb.

3
The X-Com Files / Re: OMG Natasha Morozova and Co just kicked my butt!
« on: September 27, 2024, 09:26:06 pm »
Yes, if you directly hit a "spotter" unit, all "sniper" units can blind-fire at the unit.
Yes, I was already forewarned about such behavior by answer in another post... But in this case probably
Quote
Most likely the spotters (all of them in this mission) saw you before you put up smoke
, because map is very small.

Thanks for advices.

Yes, if you directly hit a "spotter" unit, all "sniper" units can blind-fire at the unit. Also, if a spotter sees the unit, ... well you get the picture.
And how unit can be clearead out from such "mark"? Retreat behind solid cover and do nothing for turn (or maybe more) can help?

4
The X-Com Files / OMG Natasha Morozova and Co just kicked my butt!
« on: September 27, 2024, 08:19:19 pm »
So it took several reloads from beginning of battle to change the RNG tide in my favor. Shame. It was only second time when this mod brings me on knees (and many more awaits, certainly), but unlike invisible Lotus assasins this time I feel just overwhelmed by AI himself, not a particular new mechanic.

Enemies advanced toward the craft very fast and agressive and smoke cover doesn't help too much! Then at first I just landed two smoke grenades at bottom of dragonfly ladder and place most units slightly behind it (standard approach of vanilla XCOM1) - when on its first turn enemy just begin shooting at them as there was no cover! :o When on second attempt I try be more cautious and keep most of squad in dragonfly and added one more smoke inside it - then on its 2nd turn AI just precisely put a RPG rocket into cabin... XD
So in next few reloads I started to spam smoke grenades more and more and try to spread units, which somehow helped.

After all I managed to kill all enemies without loses (Morozova dies as well, because of her agressivness, see lowest "+" on screenshot), but feel myself moked by AI in field of smoke covering.

So I have some very newbish questions, please help!

1. Can OXCE provide enhanced vision to some uints? Is it "spotter: 1" param?
2. If so, can another (neighboring) AI units benefit from it?
3. How many smoke grenades required for maximizing covering effect? Is staking works if grenades explodes in same tile?

5
As novice player, I prefer keep movement speed slider around a middle. So such key definitely will be handy.

Speaking about "auto-stop feature when walking" btw I found it very annoying then whole bunch of units after first still breaks on same enemy.

6
Suggestions / Re: TFTD - dye grenades
« on: September 25, 2024, 12:44:40 am »
Newbie question btw: why in TFTD dyed area have same movement penalty as mudded after generic explosions? Does this makes water denser?

7
Clearly named pinned post in the OXCE subforum: https://openxcom.org/forum/index.php?topic=11059.0
Anyway, welcome to the forum.

Thanks.

Just will be nice to have the whole thing in one file, for fast search for example.
Quote
OK.
(and it is certainly not the most important statistic now... please don't generalize one mod to the whole of openxcom)
OK)

Quote
No comment.
Am I missed something obvious?

Quote
I don't see any space left on the screen to put anything more in there (see screenshot).
Aye. No simple solution then.

In principle date can merge into "time" field, if its format can easily be shortened, eg "dd-mm-yyyy, day|night"

8
Open Feedback / How to extinguish burning soldier in vanilla?
« on: September 21, 2024, 12:10:12 am »
Vanilla OXC TFTD, ship terror mission. One char was hit by expanding fire and slowly dies from HP drain. Medkit seemingly has no effect (no fatal wounds). Looked very pity and stupid.

9
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: September 18, 2024, 10:27:36 pm »
I think it is something like you have discover a base of the Hybrids. I think that if you do the mission, it is not a UFO, but a building (kind of like a Hybrid Base)
Probably you are kinda right (except it was flyed at first). Found its landing time in ufoTrajectories_FMP.rul :

  - id: B0
    groundTimer: 50000000   

 (~100 years)

Probably by now I will ignore it because for my very late game there is no much reward and sense for fighting with Hybrids.

10
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: September 18, 2024, 02:25:04 pm »
This thing is just sit down here for month or so. Is it broken?

About armor, I think Flying Suit is absolutely superior, even kinda OP. It makes Power Suit ("parent" on tech tree) quickly absolete, because have not movement penalties but offers slightly better protection. Also Juggernauts can have limited usage in late game for commanders and psionics.

11
Brutal AI / BOXCE for Windows XP
« on: September 17, 2024, 04:05:48 pm »
I have created a successful Windows XP 32-bit build using mxe.
Thank you very much!

By the chance, do you have xPiratez and BrutalAI builds for this good old OS?

12
Base -> Equip Craft %craftname% -> Equipment -> Inventory (If crew is not empty)

Also, speaking about Diary page, can we please have missions list scroll focus preserved after examining particular one, without resetting it to beginning? Like equipment/research lists do in OXCE.

And adding date to particular mission screen won't hurt either. Because in case of long-bearded veterans we can quickly lost sense of time then clicks on << >> buttons (see last screenshot).

13
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: September 16, 2024, 10:45:48 pm »
Thanks for clear answers!

14
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: September 15, 2024, 12:33:03 am »
Please enlighten me a bit about enemy race selection for some missions.

1. Retaliation calendar in alienMissions_FMP.rul looks as:

Code: [Select]
raceWeights: # In the case of a shootdown, race comes from the UFO that triggered the mission.
      0:
          STR_GAZER: 5
          STR_WASPITE: 5
          STR_REPTOID: 5
          STR_SECTOID: 13
          STR_SECTOID_SECTOPOD: 2
          STR_SNAKEMAN: 10
          STR_SNAKEMAN_SALAMANDRON: 10
          STR_ETHEREAL: 5
          STR_ETHEREAL_CYBERDISC: 5
          STR_MUTON: 10
          STR_CHTONITE: 10
          STR_CEREBREAL: 5
          STR_ANTHROPOD: 5
          STR_FLOATER: 10
          STR_CHASER: 30
    waves:

So, like vanilla rules, here is no time dependance? You can got ethereals or mutons in jan'1999 in 10% cases? Or specific race should "arrive" at first?

Also, that is so special about chasers for their exceptional 30% chance?

2. Do labels (numbers) in RaceWeights section actually represent months? No scaling via some variable for mod, designed be slow-paced at least in early game (1999)? Excuse me, but seeing mutons and gazers in july and ethereals in september is a bit early for mostly kinetic-equipped squads, imho.

3. Can specific alien base race change during the game? IIRC seeing snakes + chryssalids on early scouting mission, but then I finally got my toys and balls one year later for another visit, it was turned to be populated with mutons instead... Or I just messed my memory with another campaign?

15
+1

Grenades is OP not only because aliens are not smart enough to adopt the human techniques of throwing warfare (borrowed from squids and monkeys), but also for those sniping throws other 100+ meters using friendly FoV. In world of XCOM superhumans basketball game probably played on football fields).

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