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Messages - Zyzyfer

Pages: [1] 2 3 4
1
Suggestions / Re: UFO Extender accuracy discussion
« on: December 30, 2017, 12:46:06 pm »
I also find that on the higher difficulty (on the mod I play), attempting to get 1 square to targets often gets you picked off and killed. So its actually quite risky. So if you do manage it why not reap the reward of 99.9% accuracy of point-blank range; its actually quite realistic.

2
The X-Com Files / Re: Healing for enemy units
« on: October 12, 2017, 09:53:24 am »
The AI doesn't seem to fight as team and spawns a bit too randomly.  I can see huge problems with healing AIs (on most maps); when the lonely medic spawns on the wrong side of the map et cetera.

3
Is there any info about vulnerabilities and resistances of alien races (just like You gave earlier in this post about Mutons and Snakemen)?
That stuff can be found in the AwesomeGuns.rul file

Code: [Select]
- type: SECTOID_ARMOR0
    spriteInv: sectoidInventoryImage
    frontArmor: 4
    sideArmor: 3
    rearArmor: 2
    underArmor: 2
    damageModifier:
      - 1.0 # None
      - 0.7 # Armor Piercing
      - 1.0 # Incendiary
      - 1.0 # High Explosive
      - 1.5 # Laser
      - 0.6 # Plasma
      - 1.4 # Stun
      - 1.6 # Melee
      - 0.4 # Acid
      - 2.5 # Smoke

  - type: CYBERDISC_ARMOR
    spriteInv: cyberdiscInventoryImage
    frontArmor: 34
    sideArmor: 34
    rearArmor: 34
    underArmor: 34
    damageModifier:
      - 1.0 # None
      - 0.8 # Armor Piercing
      - 0.8 # Incendiary
      - 0.5 # High Explosive
      - 0.6 # Laser
      - 0.6 # Plasma
      - 0.0 # Stun
      - 0.6 # Melee
      - 1.5 # Acid
      - 0.0 # Smoke

  - type: FLOATER_ARMOR0
    spriteInv: floaterInventoryImage
    frontArmor: 8
    sideArmor: 6
    rearArmor: 4
    underArmor: 12
    damageModifier:
      - 1.0 # None
      - 0.7 # Armor Piercing
      - 1.0 # Incendiary
      - 1.0 # High Explosive
      - 0.6 # Laser
      - 0.5 # Plasma
      - 1.1 # Stun
      - 1.2 # Melee
      - 0.4 # Acid
      - 2.0 # Smoke

  - type: FLOATER_ARMOR1
    spriteInv: floaterInventoryImage
    frontArmor: 16
    sideArmor: 12
    rearArmor: 8
    underArmor: 14
    damageModifier:
      - 1.0 # None
      - 0.7 # Armor Piercing
      - 1.0 # Incendiary
      - 1.0 # High Explosive
      - 0.6 # Laser
      - 0.5 # Plasma
      - 1.0 # Stun
      - 1.2 # Melee
      - 0.4 # Acid
      - 1.8 # Smoke

  - type: FLOATER_ARMOR2
    spriteInv: floaterInventoryImage
    frontArmor: 24
    sideArmor: 18
    rearArmor: 12
    underArmor: 16
    damageModifier:
      - 1.0 # None
      - 0.7 # Armor Piercing
      - 1.0 # Incendiary
      - 1.0 # High Explosive
      - 0.6 # Laser
      - 0.5 # Plasma
      - 1.0 # Stun
      - 1.2 # Melee
      - 0.4 # Acid
      - 1.6 # Smoke

  - type: REAPER_ARMOR
    spriteInv: reaperInventoryImage
    frontArmor: 28
    sideArmor: 28
    rearArmor: 28
    underArmor: 4
    damageModifier:
      - 1.0 # None
      - 0.7 # Armor Piercing
      - 1.8 # Incendiary
      - 0.7 # High Explosive
      - 0.6 # Laser
      - 0.5 # Plasma
      - 0.7 # Stun
      - 0.7 # Melee
      - 0.4 # Acid
      - 2.2 # Smoke

  - type: SNAKEMAN_ARMOR0
    spriteInv: snakemanInventoryImage
    frontArmor: 20
    sideArmor: 20
    rearArmor: 16
    underArmor: 16
    damageModifier:
      - 1.0 # None
      - 0.8 # Armor Piercing
      - 0.6 # Incendiary
      - 0.6 # High Explosive
      - 0.55 # Laser
      - 0.5 # Plasma
      - 1.2 # Stun
      - 1.2 # Melee
      - 0.4 # Acid
      - 2.4 # Smoke

  - type: SNAKEMAN_ARMOR1
    spriteInv: snakemanInventoryImage
    frontArmor: 24
    sideArmor: 24
    rearArmor: 20
    underArmor: 20
    damageModifier:
      - 1.0 # None
      - 0.8 # Armor Piercing
      - 0.6 # Incendiary
      - 0.6 # High Explosive
      - 0.55 # Laser
      - 0.5 # Plasma
      - 1.15 # Stun
      - 1.1 # Melee
      - 0.4 # Acid
      - 2.2 # Smoke

  - type: SNAKEMAN_ARMOR2
    spriteInv: snakemanInventoryImage
    frontArmor: 26
    sideArmor: 26
    rearArmor: 22
    underArmor: 22
    damageModifier:
      - 1.0 # None
      - 0.8 # Armor Piercing
      - 0.6 # Incendiary
      - 0.6 # High Explosive
      - 0.55 # Laser
      - 0.5 # Plasma
      - 1.1 # Stun
      - 1.0 # Melee
      - 0.4 # Acid
      - 2.0 # Smoke

  - type: CHRYSSALID_ARMOR
    spriteInv: chryssalidInventoryImage
    frontArmor: 34
    sideArmor: 34
    rearArmor: 34
    underArmor: 34
    damageModifier:
      - 1.0 # None
      - 0.6 # Armor Piercing
      - 0.2 # Incendiary
      - 1.5 # High Explosive
      - 0.3 # Laser
      - 0.2 # Plasma
      - 1.0 # Stun
      - 1.0 # Melee
      - 0.4 # Acid
      - 2.0 # Smoke

  - type: ZOMBIE_ARMOR
    spriteInv: zombieInventoryImage
    frontArmor: 4
    sideArmor: 4
    rearArmor: 4
    underArmor: 4
    damageModifier:
      - 1.0 # None
      - 0.6 # Armor Piercing
      - 1.0 # Incendiary
      - 0.8 # High Explosive
      - 0.65 # Laser
      - 0.6 # Plasma
      - 0.0 # Stun
      - 1.0 # Melee
      - 0.0 # Acid
      - 0.0 # Smoke

  - type: MUTON_ARMOR0
    spriteInv: mutonInventoryImage
    frontArmor: 20
    sideArmor: 20
    rearArmor: 20
    underArmor: 10
    damageModifier:
      - 1.0 # None
      - 0.6 # Armor Piercing
      - 1.0 # Incendiary
      - 0.6 # High Explosive
      - 0.65 # Laser
      - 0.6 # Plasma
      - 0.6 # Stun
      - 0.8 # Melee
      - 1.0 # Acid
      - 2.0 # Smoke

  - type: MUTON_ARMOR1
    spriteInv: mutonInventoryImage
    frontArmor: 24
    sideArmor: 24
    rearArmor: 24
    underArmor: 15
    damageModifier:
      - 1.0 # None
      - 0.6 # Armor Piercing
      - 1.0 # Incendiary
      - 0.6 # High Explosive
      - 0.65 # Laser
      - 0.6 # Plasma
      - 0.6 # Stun
      - 0.8 # Melee
      - 1.0 # Acid
      - 2.0 # Smoke

  - type: MUTON_ARMOR2
    spriteInv: mutonInventoryImage
    frontArmor: 28
    sideArmor: 28
    rearArmor: 28
    underArmor: 20
    damageModifier:
      - 1.0 # None
      - 0.6 # Armor Piercing
      - 1.0 # Incendiary
      - 0.6 # High Explosive
      - 0.65 # Laser
      - 0.6 # Plasma
      - 0.6 # Stun
      - 0.8 # Melee
      - 1.0 # Acid
      - 2.0 # Smoke

  - type: CELATID_ARMOR
    spriteInv: celatidInventoryImage
    frontArmor: 20
    sideArmor: 20
    rearArmor: 20
    underArmor: 20
    damageModifier:
      - 1.0 # None
      - 1.4 # Armor Piercing
      - 1.0 # Incendiary
      - 1.0 # High Explosive
      - 0.3 # Laser
      - 0.2 # Plasma
      - 0.8 # Stun
      - 1.2 # Melee
      - 0.0 # Acid
      - 0.0 # Smoke

  - type: SILACOID_ARMOR
    spriteInv: silacoidInventoryImage
    frontArmor: 50
    sideArmor: 50
    rearArmor: 50
    underArmor: 10
    damageModifier:
      - 1.0 # None
      - 0.8 # Armor Piercing
      - 0.0 # Incendiary
      - 0.8 # High Explosive
      - 1.0 # Laser
      - 0.9 # Plasma
      - 0.8 # Stun
      - 0.6 # Melee
      - 0.0 # Acid
      - 0.0 # Smoke

  - type: ETHEREAL_ARMOR0
    spriteInv: etherealInventoryImage
    frontArmor: 40
    sideArmor: 40
    rearArmor: 40
    underArmor: 40
    damageModifier:
      - 1.0 # None
      - 1.0 # Armor Piercing
      - 0.8 # Incendiary
      - 1.0 # High Explosive
      - 0.85 # Laser
      - 0.8 # Plasma
      - 0.8 # Stun
      - 1.6 # Melee
      - 1.6 # Acid
      - 3.0 # Smoke

  - type: ETHEREAL_ARMOR1
    spriteInv: etherealInventoryImage
    frontArmor: 44
    sideArmor: 44
    rearArmor: 44
    underArmor: 44
    damageModifier:
      - 1.0 # None
      - 1.1 # Armor Piercing
      - 0.8 # Incendiary
      - 1.0 # High Explosive
      - 0.85 # Laser
      - 0.8 # Plasma
      - 0.75 # Stun
      - 1.5 # Melee
      - 1.4 # Acid
      - 3.5 # Smoke

  - type: ETHEREAL_ARMOR2
    spriteInv: etherealInventoryImage
    frontArmor: 48
    sideArmor: 48
    rearArmor: 48
    underArmor: 48
    damageModifier:
      - 1.0 # None
      - 1.2 # Armor Piercing
      - 0.8 # Incendiary
      - 1.0 # High Explosive
      - 0.85 # Laser
      - 0.8 # Plasma
      - 0.7 # Stun
      - 1.4 # Melee
      - 1.2 # Acid
      - 3.8 # Smoke

  - type: SECTOPOD_ARMOR
    spriteInv: sectopodInventoryImage
    frontArmor: 145
    sideArmor: 130
    rearArmor: 100
    underArmor: 90
    damageModifier:
      - 1.0 # None
      - 0.8 # Armor Piercing
      - 0.8 # Incendiary
      - 0.8 # High Explosive
      - 2.0 # Laser
      - 0.4 # Plasma
      - 0.0 # Stun
      - 0.4 # Melee
      - 2.4 # Acid
      - 0.0 # Smoke

ps. this is still the best mod out there; as it is so true to the original only much more awesome & minus the bugs.   ;D

4
Released Mods / Re: The Endless war, A total conversion for Openxcom.
« on: September 18, 2017, 03:54:04 pm »
So tried your mod did x4 missions then i got some aliens that look liked superheros with capes??? they could mind control, used launchers and also good at melee (managed to kill one when it suicided by using its launcher on my tank at point blank range & the corpse said outsider soldier).
Those things are so OP; it single handedly took +15 hits with CR-12 Assault rifle + a minigun burst at point blank range (managed to sneak it in under smoke cover), and the shit still wont die.

In the end had to retreat back to transporter and abandon the mission. Lost my tank and half the team :(

5
For anyone still having issues with OBS.

I am using openxcom* display filter. I had to set up hotkeys to turn on/off recording- NUM1 & NUM2 respectively. The recording needs to be started within game prior to minimising/going windowed. Otherwise OBS recorded sound only, and gave black screen.

6
Released Mods / Re: [FULL MOD] Awesome Guns
« on: February 20, 2017, 06:59:30 pm »
Here's a little more UFOpedia stuff fixes:

Craft Weapons:
Code: [Select]
# Craft Weapons
  - type: en-US
    strings:

      STR_IMPROVED_ROCKETS: "Improved rocket launchers"
      STR_IMPROVED_ROCKETS_TITLE: "Improved launchers"
      STR_IMPROVED_ROCKETS_UFOPEDIA: "Using alien alloys and UFO navigation to increase the homing of standard missiles and improve craft launchers.{NEWLINE}{NEWLINE}Blueprints include an improved craft launcher and a land-based missile launcher. Particularly interesting development is a new compact armor-piercing rocket, capable of penetrating the body of the UFO during combat, this opens the way for boarding by our soldiers."

      STR_STINGRAY: "STINGRAY"
      STR_STINGRAY_LAUNCHER: "Stingray Launcher"
      STR_STINGRAY_MISSILES: "Stingray Missiles"
      STR_STINGRAY_UFOPEDIA: "ADVANCED AIR TO AIR MISSILE WITH SPECIALLY SHIELDED ELECTRONICS."
      STR_ALLOY_STINGRAY: "TUNED STINGRAY"
      STR_ALLOY_STINGRAY_LAUNCHER: "Tuned Stingray Launcher"
      STR_ALLOY_STINGRAY_UFOPEDIA: "IMPROVED LAUNCHER AND HOMING ELECTRONICS FOR THE STINGRAY MISSILE."

      STR_AVALANCHE: "AVALANCHE"
      STR_AVALANCHE_LAUNCHER: "Avalanche Launcher"
      STR_AVALANCHE_MISSILES: "Avalanche Missiles"
      STR_AVALANCHE_UFOPEDIA: "AIR TO AIR MISSILE WITH A NUCLEAR WARHEAD, POSSESSING AN EXTREMELY HEAVY PAYLOAD."
      STR_ALLOY_AVALANCHE: "TUNED AVALANCHE"
      STR_ALLOY_AVALANCHE_LAUNCHER: "Tuned Avalanche Launcher"
      STR_ALLOY_AVALANCHE_UFOPEDIA: "IMPROVED LAUNCHER AND HOMING ELECTRONICS FOR THE AVALANCHE MISSILE."

      STR_CANNON_UC: "CANNON"
      STR_CANNON: "Cannon"
      STR_CANNON_ROUNDS_X50: "Cannon Rounds(x50)"
      STR_CANNON_UFOPEDIA: "HIGH POWERED CANNON WHICH FIRES ARMOR PIERCING ROUNDS CAPABLE OF PENETRATING 16 INCHES OF STEEL."
      STR_ALLOY_CANNON_UC: "TUNED CANNON"
      STR_ALLOY_CANNON: "Tuned Cannon"
      STR_ALLOY_CANNON_UFOPEDIA: "IMPROVED HIGH POWERED CANNON.{NEWLINE}{NEWLINE}FIRING PATTERNS HAVE BEEN IMPROVED AGAINST UFO EVASIVE MANEUVERS."

      STR_LASER_CANNON_UFOPEDIA: "THIS CONVENTIONAL LASER CANNON IS POWERED FOR DOGFIGHTS AGAINST UFOs."
      STR_PLASMA_BEAM_UFOPEDIA: "OUR ENGINEERS HAVE FOUND A WAY TO MANUFACTURE THIS PLASMA GENERATOR FROM ALIEN HEAVY WEAPON COMPONENTS."

      STR_ELECTROMAGNETIC_CANNON_UC: "ELECTROMAGNETIC CANNON"
      STR_ELECTROMAGNETIC_CANNON: "Electromagnetic Cannon"
      STR_ELECTROMAGNETIC_SLUGS_X40: "Electromagnetic Cannon Slugs(x40)"
      STR_ELECTROMAGNETIC_CANNON_UFOPEDIA: "RAIL HIGH POWERED CANNON.{NEWLINE}{NEWLINE}FIRING PATTERNS HAVE BEEN IMPROVED AGAINST UFO EVASIVE MANEUVERS."

      STR_FUSION_MISSILE: "AVALANCHE upgrading"
      STR_FUSION_BALL_UC: "STORM"
      STR_FUSION_BALL_LAUNCHER: "Storm Launcher"
      STR_FUSION_BALL: "Storm Missile"
      STR_FUSION_BALL_UFOPEDIA: "THIS IS A MODERNIZATION OF THE \"AVALANCHE\" WITH BUILT-IN UFO NAVIGATION AND ALIEN BLASTER BOMB."



Conventional weapons:
Code: [Select]
# Conventional weapons

  - type: en-US
    strings:

      STR_ALLOY_CLIPS: "Improved ammunition"
      STR_ALLOY_CLIPS_UFOPEDIA: "New technology for manufacturing ammunition from alien alloys can significantly increase the firepower of conventional weapon.{NEWLINE}{NEWLINE}A few clips of ammunition can be made from one alien alloys, depending on type of weapon. Also, engineers can produce clips in one production stream for multiple types of weapons. The next section contains more information about manufacturing."

      STR_ACID_CLIPS: "Acid ammunition"
      STR_ACID_CLIPS_UFOPEDIA: "Poison extracted from the chryssalid corpse can be used for the production of a particular acid. The capsule shape holds the acid inside the ammunition and sprays it into the targets body on direct contact. Production of such clips from alien alloys for the Assault Rifle and Thunderbolt is now available.{NEWLINE}{NEWLINE}It seems that most of aliens have immunity to acid. However, robotic components are highly vulnerable from this type of weapon."

      STR_AL_CLIPS: "Armor-piercing ammunition"
      STR_AL_AMMO: "Armor-piercing shells"

      STR_ALLOY_CLIPS_MANUFACTURE: "Production of ammunition"
      STR_ALLOY_CLIPS_MANUFACTURE_UFOPEDIA: "Armor-piercing ammunition> 3 alien alloys are needed to produce 1 clip for the pistol, machine pistol, rifle and sniper rifle.{NEWLINE}{NEWLINE}Armor-piercing shells> 2 alien alloys are needed to produce 1 clip for the shotgun, heavy cannon and auto-cannon.{NEWLINE}{NEWLINE}It is profitable to produce several types of ammunition. The production of ammunition for pointed weapons incurs defective products. In this case just one ammo or clip can be manufactured from the alien alloys."

      STR_ELERIUM_CLIPS: "Elerium ammunition"
      STR_ELERIUM_CLIPS_UFOPEDIA: "The complex science-intensive and technologically advanced process allows using the energy of the Elerium-115. A powerful blast wave could be created after such detonation takes place..."

      STR_KNIFE: "Combat Knife"
      STR_KNIFE_UFOPEDIA: "A combat knife is a fighting knife designed solely for military use and primarily intended for hand-to-hand or close combat fighting."

      STR_PISTOL_AL_CLIP: "Pistol-AP Clip"
      STR_PISTOL_UFOPEDIA: "The semi-automatic pistol with a standard pistol caliber 9x19 mm Parabellum. The clip contains 9 bullets. It is light, cheap and an integral part of a soldiers equipment."

      STR_MACHINE_PISTOL: "Machine Pistol"
      STR_MACHINE_PISTOL_CLIP: "Machine Pistol Clip"
      STR_MACHINE_PISTOL_AL_CLIP: "Machine Pistol-AP Clip"
      STR_MACHINE_PISTOL_UFOPEDIA: "The Machine Pistol is designed to be fired with one hand. It is less accurate than the Pistol, but provides automatic fire of 9x19mm bullets at a high rate of fire using large clips containing 15 rounds."

      STR_RIFLE_AL_CLIP: "Rifle-AP Clip"
      STR_RIFLE_UFOPEDIA: "This highly accurate rifle has laser guided sights and takes 5,56x45mm ammunition utilizing clips containing 12 rounds. It is suitable for fighting at close to medium range."

      STR_ALLOY_RIFLE: "Assault Rifle"
      STR_ALLOY_RIFLE_UFOPEDIA: "The Assault rifle is manufactured from alien alloys. This weapon has excellent precision and fire rate. ROF=2 in Brust mode."
      STR_ALLOY_RIFLE_CLIP: "Assault Rifle-AP clip"
      STR_ACID_RIFLE_CLIP: "Assault Rifle-AC clip"
      STR_ELERIUM_RIFLE_CLIP: "Assault Rifle-EL clip"

      STR_SNIPER_RIFLE: "Sniper Rifle"
      STR_SNIPER_RIFLE_CLIP: "Sniper Rifle Clip"
      STR_SNIPER_RIFLE_AL_CLIP: "Sniper Rifle-AP Clip"
      STR_SNIPER_RIFLE_UFOPEDIA: "Modification of the rifle includes the 7,62x51mm round. The increased accuracy and stoping power make this rifle indispensable at medium and long range."

      STR_ALLOY_SNIPER_RIFLE: "Thunderbolt"
      STR_ALLOY_SNIPER_RIFLE_RESEARCH: "Heavy Sniper Rifle"
      STR_ALLOY_SNIPER_RIFLE_UFOPEDIA: "Heavy sniper rifle. This weapon has great stopping power and extreme precision over long distances. Unfortunately, it is extremely cumbersome with a small clip containing 2 bullets."
      STR_ALLOY_SNIPER_RIFLE_CLIP: "Thunderbolt-AP clip"
      STR_ACID_SNIPER_RIFLE_CLIP: "Thunderbolt-AC clip"
      STR_ELERIUM_SNIPER_RIFLE_CLIP: "Thunderbolt-EL clip"

      STR_SHOTGUN: "Shotgun"
      STR_SHOTGUN_AMMO: "Shotgun AMMO"
      STR_SHOTGUN_CLIP: "Shotgun-AL AMMO"
      STR_SHOTGUN_UFOPEDIA: "Semi-automatic shotgun rifle fires with five pellets per shot. Ideal for close range, door-to-door fighting. The standard AMMO contains 6 shells."

      STR_HEAVY_CANNON_UFOPEDIA: "The heavy cannon is a devastating, but cumbersome weapon."
      STR_AUTO_CANNON_UFOPEDIA: "The auto-cannon combines the versatility and power of a heavy cannon with a ROF of 4."

      STR_GRENADE_LAUNCHER: "Grenade Launcher"
      STR_GL_HE_AMMO: "40mm HE Grenade"
      STR_GL_I_AMMO: "40mm Incendiary Grenade"
      STR_GL_S_AMMO: "40mm Smoke Grenade"
      STR_GRENADE_LAUNCHER_UFOPEDIA: "Able to fire explosive, incendiary and smoke grenades over long distances."

      STR_ROCKET_LAUNCHER_UFOPEDIA: "The rocket launcher utilizes a laser guided system capable of firing varied sized rockets."
      STR_FUSION_ROCKET: "ANTI-tank blaster ROCKET"
      STR_SMALL_ROCKET: "Blaster Rocket"
      STR_SMALL_ROCKET_UFOPEDIA: "Blaster rocket for Rocket Launcher. This rocket is manufactured from alien ammunition."

      STR_SINGLE_ROCKET_LAUNCHER: "Armor-piercing Rocket"
      STR_SINGLE_ROCKET_LAUNCHER_UFOPEDIA: "Single rocket launcher. Fires a single armor-piercing rocket that can penetrate the wall of the UFO. Not intended for reuse."

      STR_INCENDIARY_GRENADE: "Incendiary Grenade"
      STR_INCENDIARY_GRENADE_UFOPEDIA: "Incendiary Grenades are thrown incendiary devices that burn at extremely high temperatures through a violent chemical reaction. Keep well clear of the ignition point."

      STR_STUN_GRENADE: "Stun Grenade"
      STR_STUN_GRENADE_UFOPEDIA: "An alien stun bomb attached to a grenade casing. Although some effectiveness is lost during the conversion process, this fusion of human and alien technology trades power for convenience."


First-Aid kit:

Code: [Select]
# Soldier's toys

  - type: en-US
    strings:
      STR_MEDI_CHEST: "First Aid Kit"
      STR_MEDI_CHEST_UFOPEDIA: "A first aid kit is a collection of supplies and equipment for use in giving first aid on the battlefield."


Electromagnetic weapons:
Code: [Select]
# Electromagnetic weapons

  - type: en-US
    strings:
      STR_ELECTROMAGNETIC_WEAPONS: "Electromagnetic Weapon"
      STR_RAILGUN: "Railgun"
      STR_RAILGUN_SLUGS: "Railgun Slug"
      STR_RAILGUN_UFOPEDIA: "A mobile electromagnetic accelerator, well almost. It is capable of firing at enormous distances with little or no loss of accuracy. A high velocity slug capable of stopping even the bravest of the Mutons. However, the Railgun is quite cumbersome, only capable of firing a single-shot. Creating an automatic cannon design utilizing a multi-round belt proved difficult."


Alien Weapons:
Code: [Select]
- type: en-US
    strings:
      STR_ALIEN_WEAPON: "Aliens weapons and technologies"
      STR_ALIEN_WEAPON_UFOPEDIA: "Aliens use different kinds of weapons, but the mainstream utilize energy of Elerium-115. The Aliens utilize principles radically different from our technologies and maintain full control of their weapon using psionic skills. This knowledge of nature we have yet to explore. However, some kinds of alien weapons are quite easy to handle and do not require psionic skills. For example, our soldiers are quite capable of utilizing alien grenades.{NEWLINE}{NEWLINE}We need to catch and interrogate more sentient aliens. Perhaps in this way we will find a solution to use or adapt alien technology."
      STR_ALIEN_WEAPON_USING: "Using aliens weapons"
      STR_ALIEN_WEAPON_USING_UFOPEDIA: "Our soldiers can utilize some alien weapons without much difficulty. For example, some ammunition converted from plasma pistols and rifles can now be used in combat. Other types of weapons can not be adapted to human nature and warfare techniques.{NEWLINE}{NEWLINE}However, we may still find a way to use the alien weapons. It may be prudent to store some of the alien weapons for a later time."

      STR_CONVERTED_PLASMA_PISTOL: "Converted Pistol"
      STR_CONVERTED_PLASMA_PISTOL_UFOPEDIA: "Converted Plasma Pistol from alien pistols. It is not the size that matter but how you use it."
      STR_CONVERTED_PLASMA_PISTOL_CLIP: "Converted Pistol Clip"

      STR_CONVERTED_PLASMA_RIFLE: "Converted Rifle"
      STR_CONVERTED_PLASMA_RIFLE_UFOPEDIA: "Converted Plasma Rifle from alien rifles. Just like the plasma pistol only bigger...also known as the Ron Jeremy."
      STR_CONVERTED_PLASMA_RIFLE_CLIP: "Converted Rifle Clip"

      STR_CONVERTED_PLASMA_CANNON: "Converted Cannon"
      STR_CONVERTED_PLASMA_CANNON_UFOPEDIA: "Converted Plasma Cannon from alien heavy plasma rifles. Our engineers have no idea what it is..."
      STR_CONVERTED_PLASMA_CANNON_CLIP: "Converted Cannon Clip"

      STR_CONVERTED_GRENADE_LAUNCHER: "Converted Launcher"
      STR_CONVERTED_GRENADE_LAUNCHER_UFOPEDIA: "Converted Grenade Launcher from alien small launchers. It can be a BFG... or not..."
      STR_CGL_PLASMA_AMMO: "Plasma bombs"
      STR_CGL_STUN_BOMBS: "Stun bombs"
      STR_CGL_ELERIUM_BOMBS: "Elerium bombs"

      STR_PLASMA_SWORD: "Plasma Blade"
      STR_PLASMA_SWORD_UFOPEDIA: "This lethal implement of sword combines a large blade, a micron thick at the edge, a plasma emitter, and an electromagnet. When activated, hot plasma floods the EM field surrounding the blade, superheating it to the point where its touch would make titanium run like water."

      STR_ALIEN_GRENADE_UFOPEDIA: "This device works in the same way as a terrestrial grenade - except that it is more powerful and does not requires psi-skills."
      STR_SMALL_LAUNCHER_UFOPEDIA: "A small launcher which fires stun bombs. Unfortunately, cannot be used by our soildiers."
      STR_BLASTER_LAUNCHER_UFOPEDIA: "This is an alien guided missile launcher which fires powerful 'blaster bombs'. When you click to fire the weapon it will generate 'way points' for the blaster bomb to follow. This weapon is controlled by mind and only aliens can use it."

      STR_UFO_POWER_SOURCE_UFOPEDIA: "The power source of alien craft is an anti-matter reactor which uses Elerium (element 115), to generate powerful gravity waves as well as other forms of energy.  The conversion of matter to energy is an incredible 99% efficient, therefore tiny quantities of Elerium can produce a huge amount of power."
      STR_UFO_NAVIGATION_UFOPEDIA: "Alien craft use sophisticated computers to navigate on earth and through space. The system is based on optical processors arranged in network fashion. The control interface is relatively simple - the navigator controls the direction of gravity waves generated by the power source to move the craft in any direction. This system can easily be utilized by humans."


Alien Containment:
Code: [Select]
- type: en-US
    strings:
      STR_ALIEN_BIOLOGY: "Alien Biology"
      STR_ALIEN_BIOLOGY_UFOPEDIA: "The Alien DNA is totally different from mankind, but some of the pieces have been added artificially and have a terrestrial origin. This was done for adaptation with the Earth's environment. However, a prolonged stay on the Earth is not possible. Their immune system is not adapted to fight against our diseases, they are very picky about food and, their nervous system is poor at dealing with constant external and sensory stimuli. We have to build a special containment facility for keeping aliens alive for examination and interrogation."

7
If you want to be gamey give all your soldiers primed Heavy Explosives. Throwing is more accurate, and HEs do big AoE damage, and any aliens caught in the blast (even if not killed), will also count towards firing accuracy improvements. This way you can have a bunch of guys with high firing accuracy really quick & then if you want, you may switch some to use guns etc.

I personally also recruit guys with at least 50+ reaction- the goal to have super team with high reaction and firing accuracy- this really pays-off later in game (as long as you play to keep casualties low).

8
Suggestions / Re: Choosing promotions?
« on: February 10, 2017, 06:04:46 pm »
I am baffled by your bafflement, I believe my post was very clear. Clearly it's not.

9
Suggestions / Re: Choosing promotions?
« on: February 10, 2017, 08:14:00 am »
Because it is bad design.

I don't mind people hacking saves or making cheat modes, it's their life and their entertainment. There are ways to draw fun from this. But as a developer of a mod meant for other people I can't do this stuff, because it's unprofessional.

Also please consider that there are many players who will do anything within their rights to win; anything that is not specifically forbidden is fair game to them. Then they come and complain that the game is too easy (or worse - brag how unstoppable they are). What am I supposed to do, make the game impossibly hard to give these people a challenge and make it hell for everyone else? Nah. But if I let them be, other players will feel like suckers, because their soldiers will be weaker, their bases will be smaller, etc. So leaving such exploits actually promotes playing dirty and ruthless micromanaging, which is a very bad thing in itself.

I find your logic baffling (but to each their own), with that said everything can be manipulated with exploits and/or macro programs etc. (does this mean you will never release another mod upon hearing this!?).
Even the big companies with big budgets can't stop cheating so don't beat your self up if a couple of players brag about the difficulty of the game after manipulating the game to make things easier (this has zero implication on my games).

At least XCOM is single player game and one will never have to go up against anything other than the AI. Why even bother with all the rank exploit- when one can just give one self all the money one needs by way of simple editor like winhex, one can also edit the script and make the price/cost of scientist/engineers/soldier =$0 etc. regardless of your mod.

edit: With that said the ability to choose promotions would be a really cool feature. :)

10
Suggestions / Re: Choosing promotions?
« on: February 09, 2017, 08:54:09 am »
I would like to add that there were long discussions on the Piratez Discord channel regarding what to do about it, with no good solution. So the degrading mechanics was indeed unviable for balance reasons.

As a modder, I actually breathed with relief when this element was removed, and I think Dioxine did too.
Why do you care? It's a single player game if I want to abuse by editing all my stats to 255 (made for a really boring game- and its the first & last time i did that), let them. For the rest of us who prefer to rp a bit this looked like a really nice feature.

11
The with Base Attack missions from the Aliens is, they need to find your base first.
Once they do, they will send in a crew to attack you, usually the crew of a battleship.
So yes they do work.
Yeah I think it was like that in vanilla. With that said, I seem to remember having multiple base defense missions playing vanilla xcom even during a single campaign. Yet after multiple campaigns roughly 2 years of play since i discovered openxcom not a single base defense mission- and I am playing on the highest difficulty. 
Could be just dumb luck, hopefully not a bug with openxcom. Albeit there is the 'aggressive retaliation' option, might try it during next campaign & see what it does.

12
I just noticed I haven't seen any base defense missions in your LP. In fact I have been playing xcom for about 2 years & having the same issue in my games. Which is a bit annoying since I have my bases set up for base defense. Do they actually work in openxcom!?

13
Quote
i finally managed to get OBS running properly.
I made a recording of a groundbattle, maybe worth a watch: https://youtu.be/Ybbmzqz0UVU
Nice.
It's good to see how others do it. Man I just wished I had smoke machines available for the mod I am currently playing XDDD
I also never thought about using stims in that way- good idea.

14
Quote
The Elerium Rocket (140 HE Damage)...
Nice :)
I already abuse the vanilla launcher in the current mod I am playing, only if I had this XDDDD.

15
I dunno about this particular mod, but in other mods I've played rifles tend to be garbage. Is it viable to drop them altogether for auto cannons/shotguns!?  You'll be fighting in close quarters anyways.
I personally wouldn't bother with pistols/medkits (well maybe just limit it to x1 medikit), in this situation- you ain't got the armour & probably also lack the health since all you got left is a bunch of rookies. Instead use the room for auto cannons/shotguns, HEs. etc.
 
I'd also would personally take some Heavy Explosives (at least x1 per trooper for those that can carry the extra load), as you can still throw them a fair 10-15 squares (and further in those dark garden areas). Use them it tight spots- personally HEs always seem to get me out of tight spots & I tend to use them even on Base assaults.

Anyways looking forward to this (albeit personally I wouldn't dare assault alien bases until i got at least a semi-pro team)...this should be FUN XDDD

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