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Messages - Zesty

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1
OXCE Suggestions NEW / (QoL) Quick Goto soldier who can see target
« on: November 20, 2024, 08:01:33 pm »
Clicking the green/red 1/2/3/4 etc for enemies takes you to them. It would be nice if you could control click or right click or something on those icons to go to a soldier who can see them (ideally I'd choose to have it go to whoever has the most TUs remaining). If no soldiers can currently see the enemy then do nothing.

2
OXCE Suggestions NEW / (QoL) View soldier stats from the sell screen
« on: November 20, 2024, 07:59:45 pm »
Right now if I want to check a bunch of soldiers and sell ones I don't like I have to go to the agent screen, check stats, memorize 5 or so names, then go to the sell screen to get rid of them, repeat until finished.

This becomes quite annoying when you have to go through potentially hundreds of recruits (me psi-filtering everyone below 80). For my specific use case I can sort by psi-strength and just sell off people near the top of the list but it becomes problematic when there are slightly lower psi but experienced soldiers I want to keep cluttering up the list.

If its not too much trouble being able to go to the soldier stat screen by left clicking/right clicking/middle clicking soldiers in the sell screen would be nice.

3
I feel I did enough
- for people who don't want it (turned off by default)
- for xcom1/xcom2 players who have similar taste to mine (simply turn on)
- for xcom1/xcom2 players who have a different taste (modify and turn on)
- for modders and their mods (complete documentation and a default mod for inspiration)
- for mod players (line above + easy submodding)

I feel anything more would be counter-productive.
I don't see how category 1 players could really exist. It's a wholesale improvement to the feature. It's also not like it was an original X-Com feature that should be left untouched for legacy reasons, it was added as a QoL in Openxcom and this would be improving that. But OK, I guess I'm probably not making progress in this argument. Thank you for the modding advice.

4
Thank you. Took only a few minutes to copy and paste into Xcomfiles and add the quick draw slot into the slot list.

Maybe it could be made on by default, or the smarter equip mod could be made available for all mods rather than just vanilla xcom? Not properly supporting mod added slots like quick draw isn't a huge deal, its still an improvement over what it was before and most players won't know to edit things and do this manually.

5
Right now if I'm trying to equip a bunch of items by holding ctrl and clicking them on the equipment screen the priority seems to go:

(if item is a weapon)
Right Hand
Back Pack
Belt
Left Hand
Shoulders/legs

(if item is not a weapon):
Belt
Back Pack
Left Hand
Left Leg/Shoulder
Right Hand
Right Leg/Shoulder

As we all know though, the backpack is the least desirable place to have items on account of TU movement costs. This makes equipping a soldiers a lot slower as you can't ctrl-click the item and have to drag it to the proper place instead. Even with the copy inventory feature I still need to go soldier to soldier to adjust what they carry up or down a few lbs and its a lot slower than what it could be.

Given TU movement costs I suggest the order should be:

Right hand (only if item is a weapon)
Shoulders
Belt
Leg
Back Pack

If using a mod that adds other slots then prioritize them based on their TU movement cost to the hands.

6
OXCE Suggestions Archive / Re: "full refit" option in battlescape.
« on: October 17, 2024, 07:25:27 am »
The problem is that dropping and picking up multiple items in X-Com isn't really priced well in TU turns. If you have to move, pick up a gun, and pick up ammo for the gun, you've basically used your whole turn. And because every character has to pick up from the same spot you can probably only move 3-5 characters over the pile per turn.

It's not really a buff to the player because its trivial to simply reload your pre-mission save and redo everything. It is just convenience, but then aren't a huge number of OXC features that? We have features like nightvision mode which is purely there to help the player out.

7
I'm guessing everyone who has played X-Com mods for long as had this problem. You forgot to equip a soldier, or reached a mission and found that you really would have preferred a different equipment set for some or all of your team, or the wrong ammo was auto-loaded into your weapons. Right now its really annoying to do the "shuffle around the weapon pile" game when soldiers can take 2-3 turns to drop everything they are wearing and pick it up again. If enemies are at all near the starting area this goes from annoying to almost suicidal.

Proposal: Have a button available in the inventory screen of a character who is in the player spawning area. Pressing this button will require 90% of the character's TUs. After pressing it, for the rest of the turn, the character is allowed access to all equipment on the floor of the spawning area as if it was directly under them and all item movement into and out of inventory costs 0 TUs.

This feels fair to me, essentially losing a full turn (two turns if you have to run inside the craft, wait and do it on the next turn). It would be a huge QoL for players. As it is if I mess up equipping stuff I usually just reload to before the mission and fix it up that way.

8
XPiratez / Re: [MAIN] XPiratez - N6 03-Oct-2023 Zany Cats
« on: December 11, 2023, 09:16:54 pm »
Personally my only grave annoyance with Xpiratez is how often new bases seem to get attacked before I can reasonably set up to defend them. Like I start building on March 1st and then Apr 2nd an attack comes. If you didn't build living quarters immediately you're screwed, if you didn't send over soldiers/weapons immediately you're screwed, if you tried to hire new soldiers on Apr 1st then they haven't arrived yet and you're screwed, and fighting off base assaults early game when the map is only 2 or 3 rooms with 30+ enemies in it is a special kind of hell. Maybe I'm unlucky but it feels like an asshole RNG move that kills 1/3rd to 1/2 of my bases. If attacks on new/small bases could be toned down against it'd be nice.

9
XPiratez / Re: Bugs & Crash Reports
« on: November 12, 2023, 05:20:12 am »
No idea dude, it is you who managed to do that first. Only you can know the secret (another explanation could be very low computer specs, I guess?).

Definitely not a computer spec problem (7600x, 32 GB ram).

Obviously I laid out the base to give them a long path to walk through but I'm not sure how I did it still.

10
XPiratez / Re: Bugs & Crash Reports
« on: November 10, 2023, 02:07:57 am »
I wish this kind of thing happened to me just once in the 100s of base defenses so I could finish a base defense in 2 turns lol! But no, they are always swarming, which can be quite !fun! if defenders are thin :) Zesty must have been born under some unholy lucky star or has a real talent to Hideout construction that causes such unheard of behaviour :)

So is there something I should know when building my bases to avoid this bug? Are they trying to path to a specific tile that I'm blocking somehow?

And yeah, if I knew this would happen it would be easy. I just normally don't equip the grenades during base defense since throwing in low ceiling rooms is problematic.

11
The X-Com Files / Re: Promotion II
« on: November 10, 2023, 02:05:28 am »
To be fair, at no point does the tech tree viewer "deceive" you. It tells you exactely what items unlock what research topics and what prerequesites are needed. The tech tree viewer is a crutch, not an integral part of the mod, given the massive spoilers using it entails.

It does deceive you. It lists, say, Plasma Blade as a path to unlocking Cool Alien Gadget. Except you need an improved lab to research it, which requires promotion 3, which requires promotion 2, which requires Cool Alien Gadget. So Plasma Blade cannot unlock Cool Alien Gadget no matter how you do it and even if you get your hand on one its useless for this purpose.

12
OXCE Suggestions OK / Re: Option to disable "Hidden Movement"
« on: November 05, 2023, 04:08:11 pm »
This would be a nice feature. The Hidden Movement screen doesn't really add anything to the game, and becomes especially annoying when an enemy is firing multiple times and hidden movement pops up between each shot. I don't have any problem with the flashing being uncomfortable but it does still make it harder to read what's going on compared to just seeing the battlescape at all times.

13
OXCE Suggestions OK / [Suggestion] ETA for ground missions
« on: November 05, 2023, 04:03:33 pm »
It'd be nice if we could get a predicted arrival time when launching a craft and (more importantly) a day/night indicator for when arrival will be.

Something like:

Target: Landing Site-X
ETA: 2 hours (put the icon for night missions here if it will be during night)

14
Sprinting (holding ctrl for movement) and pathing through doors gives an inaccurate (over) estimate of the TUs that will be left when the movement is more than 1 step. Can be seen very easily in OG TFTD on the starting triton. Seems to apply only to the automatic doors that close at the end of the turn rather than doors that stay open. Remaining Energy is also off.



15
The X-Com Files / Re: Promotion II
« on: November 02, 2023, 03:31:44 pm »
At the very least, items which can't unlock Cool Alien Gadgets (due to having a prereq that is past it in the tech tree) should not be listed as able to unlock it. I was about to post a thread asking whether the mod was actually broken and uncompleteable because I'm in Feb 1998 with 4 alien artifacts sitting in my inventory and out of reseach options.

I'm fine with "just do more missions and capture more dudes for interrogations", but at the very least the tech tree shouldn't deceive you. Here I was waiting for months to do a half dozen incredibly deadly and painful missions for alien artifacts when I could have just stunned a few more of those morons.

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