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Messages - remiz

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The X-Com Files / Re: The X-Com Files - 3.5: Whispers In The Dark
« on: November 20, 2024, 07:59:46 pm »
what do you use for repack? 7z is taking ages!!! like a day....

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The X-Com Files / Re: The X-Com Files - 3.5: Whispers In The Dark
« on: November 20, 2024, 06:41:02 pm »
i think latest release needs repacking, openxcom cant see mod. "pakowanie" problem?

3
Having lots of empty space is not fun in my opinion. Jungle Maps are their own special hell due to dense foliage yes, but the biggest challenge with missions

Cover is always pain to find, most textures that look like cover does not work, aliens just shoot at you. i am not sure if all trees work, cause you can easily mitigate tree stump cover.


PS: how do you get gang wars missions? i might have jump over them, those are very fun to watch :)

4
Agree on Biting flora. I had mission , where my dog was in bad spot. so i tried to bite of bush-wall, sadly it didnt help :/
So Melee should be able to destroy almost all stuff. But sometimes some shrubs are invincible.

We need fix on Openxcom, so modders dont have to bother fixing textures(or something else). Yes for devs it will be lot of work.

This is why i am asking here. I hope it gets attention and wont be left between huge pile of suggestions :)

5
Hey @Juku121, it is tactics. this game is all about mix and mash tactics. Player decides how to play. Put ton of options in the game and it will attract different people.

Moders adding different stuff, so it not just rats. I used rat as example of small body.
However small body impedes attacks if "grass" is big, so you not even can hide, you are punished, and enemy can attack you freely.

check github link with Solar Scorch:)

6
i  am having problem in xfiles mod. rats standing in flowers cant attack enemies. dogs same. some grass is okay, the other prevents attack.
Asked Solarius Scorch about issue. He said he cant fix it as a modder, because adds body size problems :/

so here starts to fight those two texture types and body size. one texture sort of blocks small body inside, other does not.
hiding in grass/flowers defeats purpose of hiding if you cant attack, or it works for some textures.
then there come question why to hide with small body animals -> but you need to be sneaky cause rats/dogs/cats are squishy.
if map has places/textures to hide near, then player will use them. Piratez mod has lots of odd plants to hide in too.

this is why i am trying to rise this issue.

ps. I am sorry, my sentences are mess "D



7
Hey :) thanks for noticing :)

(thats might  not work on current engine build)

I want that small body size creature could hide in plants and be able attack enemy. So enemy wont see it but creature could see it and attack it.

Now it can see out-of-grass but cant attack. "There is no one here".

Like you said i want sadly sort of both. So third type of texture, or "vision rule" (could be optional for modders so others wont have to deal with this)
Texture type that obstructs vision but not movement. if you inside it, it wont obstruct vision.

maybe there could be dependency, how small body should be, so that vision obstruction would work.
rat hides in a bush, but human cant unless that bush is big enough.

i hope i explained good enough :)

Something like this
Vision Obstruction if: Body size=1/3Plant size
body size X
plant 3X
might add to that calculation hiding skill. (not sure if it is engine stuff or xfiles mod stuff)

sorry, i dont know how engine works, so i am suggesting nonsenses.
it just sad that such good game has this engine limitation. :(


8
As i understand now a small body creature has problems attacking out of walkable texture field. Grass/bush/flowers.
please add option for textures to not obstruct creature if it wants to attack somebody outside of that texture field.
creature fails to connect.
Unless that texture is made on purpose to obstruct vision to outside.

modders need more options for this to work. please.
example:
https://github.com/SolariusScorch/XComFiles/issues/181


9
OXCE Suggestions OK / Re: [Suggestion] Craft size and Hangar capacity
« on: June 01, 2024, 10:52:53 am »
and it could be useful for Piratez and other mods

10
Please Consider adding mechanics as shoving/pushing mechanics-feature.

Soldier/NPC/Creature/HWP could push smaller or weaker target to next block.

If alien stands on corner of building and Soldier runs and push it, alien would fall from building taking falling dmg.
Alien takes dmg cause it was not ready to safety fall. Animation could be used of knocked NPC.
Modders could add special animations and use this feature/mechanic at their own accord (on/off)

Some calculation could be used to check if object could be pushed. Weight/ Power/ Strength
Like shooting at point blank calculations used now.

------------------

To supplement this addition, new type of block could be made. Pit/ Endless Ravine/ kill block/ moving water-terrain

If Alien is showed onto that block it dies. This could simulate falling out of Big buildings/ Driving trains/ Ships in a sea/ Dangerous caves.
this addition would add to modders extra layer of world building.


this suggestions could be hard to implement.
hope my suggestion could spark some creativity to someone.



11
The X-Com Files / Re: The X-Com Files - 3.3: Mysteries Ancient And New
« on: April 24, 2024, 06:16:52 pm »
on grenades topic. i personally like them, you prep them and use the way you have planed. so my vote is for keeping as it is :)


@Solarius Schorch , Updating from 3.2 to 3.3 do i need to change something or just drop save files? :)

12
The X-Com Files / Re: 1.8 Feedback
« on: May 24, 2021, 02:17:48 pm »
Hey wanted to leave some notes. Not sure if it is related to 1.8 or earlier ones too. Started game at 1.5 and updated to 1.8.
Played for a year on weekends. I noticed that i had no base attacks and maybe only one terror mision.
I guess my raven-avalanche tactics worked way too great.  It just sad :/ i love terror misions and base defence.
It adds extra flavour to game. Maybe we could have forced attack on base if we destroy cultist or sindicate or alien base.
 My base has no mind shield no defences, just solders waiting for guests :D

PS: Absolutilatly LOVE this MOD!! ClosetYeti letsplay reminded me about this mod, was fun to get back to it from i guess 1.2.

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The X-Com Files / Re: How to use Satelite Launch Supply?
« on: May 24, 2021, 02:03:39 pm »
Hey Solarius, just hoped in to say some thinks related a little to this.
So i am at late game. No alien bases. I hunted them down too much. Save updated few times after 1.5-1.7-1.8.
I think Etherials? wont come cause there no bases/embassies. Aliens dont try anymore to build them. I guess i could stop shooting them down... I had Magma moon mision. So if we can do such missions, why couldnt we just build moon control room.  (secondary way/slower one to progression)
Do not wannt to annoy or something. Just opinion into the bucket.
Love yours mod!!!

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