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Messages - Juku121

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1
Help / Re: HunterKiller speed and safe distance
« on: March 30, 2025, 08:16:02 pm »
Fair.

2
Help / Re: HunterKiller speed and safe distance
« on: March 30, 2025, 02:47:51 pm »
fighter jets can't move in any direction instantly, they only move "forward" and need a lot of time and space to turn around
What about bootleg UFOs with inertialess drives and antigravity-waves for propulsion, like the original Firestorm?

3
The X-Com Files / Re: The X-Com Files - 3.7.1: Best and Brightest
« on: March 27, 2025, 03:19:38 pm »
I guess the 'diary' keyword only works for transformations and can't be random? Otherwise, you could do something similar to veteran agent generation.

4
No, gas grenades are not incendiary, they just use the same damage model. Damage type and damage calculations can vary between weapons. The most typical example is napalm vs incendiary, where one actually works off its power rating and the other only uses it to calculate the damage radius. Gas grenades are the choke/smoke version of that.

There's only one type of choke, but it can be applied in different ways.

Reptoids take 80% damage from choke, regular enemies take somewhere around 400%. So essentially they have 20% choke resistance, there's just no good way to communicate this hack to the player.

5-10 * 80% is 3-8 damage, so they can eat at least 5 gas grenades and more likely 7-8. But you can just shoot them as normal if they're wearing suits.

5
Gas grenades do basically fire damage: 5-10, goes completely through armour. Reptoid agents can take quite a few of those, since they have 45 health and no special choke weakness, unlike most other enemies.

6
XPiratez / Re: [MAIN] XPiratez - N11 22-Mar-2025
« on: March 26, 2025, 12:19:46 am »
Well, this way you'd not get the no-LoS penalty if a spotter is actually spotting your target, LoS or no LoS. And maybe computer units should also lose squadsight/sniper without active spotters, although that kinda brings back the player advantage that was the root of the issue. Or perhaps an increased LoS penalty would make more sense.

7
XPiratez / Re: [MAIN] XPiratez - N11 22-Mar-2025
« on: March 25, 2025, 08:12:49 pm »
Some of these things exist in BOXCE, like enemies 'guessing' your location from map and shooting patterns.

Myself, I'd be happy if both the player and the computer had to have a unit with 'spotter' and LoS to the target in order to use squadsight. Otherwise, eat the no-LoS penalty.



As to cheese, I have no real data about whether ironman is more or less cheesy on a player level. It's just that most mods' grenades are as OP as in the OG, and the additional sniper-prevention makes them very attractive to ironman players. That is, cheesy.

8
XPiratez / Re: [MAIN] XPiratez - N11 22-Mar-2025
« on: March 25, 2025, 05:03:16 pm »
Any range damage to the spotter makes the attacking unit a target for snipers, if spotter wasn't neutralized in a single hit. Lethality or damage type doesn't matter.
It's a bit more complicated than that. What matters is whether the target is hit by a 'projectile'. So near misses with AoE weapons or grenades don't spot you for snipers, a fact quite a few people have used to cheese XCF ironman. I think grenades don't count as 'projectiles' at all, even if they hit the Sectoid on the head. At least I've never managed to get them to count.

And that applies to 'sniper spotted'. Plain 'seen' doesn't count 'stun' damage, only visuals and kills, including delayed kills.

9
Brutal AI / Re: Brutal-OXCE 9.2.6
« on: March 24, 2025, 09:31:50 pm »
No, these actually are the mods. The big work is done in code, these small bits just enable the main functionality (and take away human psi). The point is that you do need these (and quite possibly more, there are many extra options documented in the OP and elsewhere) to actually start playing with 'brutal' AI. Just like you need at least a small mod to get physical training facilities, or retaking countries with a pact, or LoS-only psi, etc.

10
Brutal AI / Re: Brutal-OXCE 9.2.6
« on: March 24, 2025, 06:03:04 pm »
The mod should be included in the installer. Not sure if it defaults to 'on' or 'off'.

11
Brutal AI / Re: Brutal-OXCE 9.2.6
« on: March 24, 2025, 04:48:16 pm »
It's both, a fork of OXCE and a data mod for the latter. The first one is more important, though.

12
XPiratez / Re: [MAIN] XPiratez - N11 22-Mar-2025
« on: March 24, 2025, 04:44:59 pm »
I haven't touched Piratez in a long while, so I don't know what scripts might be attached to stealth suits, silent weapons or the like.

But generally, 'stun' damage doesn't get you even 'seen', so feel free to Stun Bomb the enemy. Yet kills can spot you even several turns later, if your victim bleeds out somewhere.

'Seen' is the OG vision marker, and more or less lets the AI maneuver towards you, do mind fuckery and shoot within LoS. It is shared across the whole enemy team and persists for a while depending on the 'intelligence' stat of an individual enemy (well, technically it's a flag on the detected unit, but that's the idea).

'Spotted' is the sniper-spotter flag that comes exclusively from spotters (whether via direct vision or getting shot) and lets only snipers use squadsight on the spottee.

13
The X-Com Files / Re: The X-Com Files - 3.7.1: Best and Brightest
« on: March 24, 2025, 04:36:08 pm »
I don't think this would be possible to do...
Use 'requiredCommendations' and key it off a 'totalMissions' commendation, like the original 'Military Cross'?

14
XPiratez / Re: [MAIN] XPiratez - N11 22-Mar-2025
« on: March 24, 2025, 12:27:07 pm »
It's the new 'extendedSpotOnHitForSniping' option.

Damage doesn't let other snipers know the shooter's location if the fellow getting hit wasn't a spotter, only the one that got hit gets to do spotting. The shooter does get 'seen', but not 'sniper seen'.

15
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: March 19, 2025, 03:19:42 pm »
I mean, it's a matter of tradeoffs. In the OG, this immunity made it so that big units shrugged off the stun effects of small-arms fire, while in XCF there are so many new interactions it's kinda hard to retain everything while changing everything at the same time.



Anyway, so being pain immune is supposed to protect you from the hallucinations from the Hadriex Gun? Like being an Ooze, Calcinite, Waspite, Thing?

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