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Messages - FishyFin

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The X-Com Files / Re: How do Dogfights work exactly?
« on: November 21, 2021, 01:54:40 am »
The Mig-31 is quite primitive compare to alien craft. Also cannon have the shortest range among craft weaponry. Which mean you only stand a chance against small to very small UFO and not a chance against combat UFO (the one with radar).
Cannon class weapon in general are cost and ammo efficient at taking down UFO assume that your craft can take some hit. But their range are short which mean you will probably not getting the first strike.

There are several options for you:
-Get a better craft.
-Out range enemy with longer range weapons.
-Attack as a squadron.

In the third choice, you just simply have multiple crafts tail enemy UFO. When you have enough mass, order them to attack at the same time. By this way you will have extra fire power and enemy UFO can only attack whoever get in the range first. So the leading craft can just be the tank for weaker craft to take cover.

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The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 09, 2021, 03:21:11 am »
Somehow I lost all of my stack after abort the zombie castle without a warning. I'm pretty sure it didn't get destroyed.

3
The X-Com Files / Re: Equipment idea - Megaphone
« on: November 09, 2021, 02:32:04 am »
This might be a dumb question, but how where do I need to extract the megaphone mod?
Just put it in the same folder where you put X-Com Files.
When you start the game. Select Mods on the main menu. Select the base game as X-Com Files. You should have seen Megaphone mod. Change include that mod by change it to YES. Then restart the game.

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The X-Com Files / Re: Equipment idea - Megaphone
« on: November 06, 2021, 03:49:22 am »
The mod is on there. You can check it out:
https://openxcom.mod.io/x-com-files-megaphone

Maybe I should make the vanilla X-Com version of it as well.

5
The X-Com Files / Re: Equipment idea - Megaphone
« on: November 05, 2021, 05:39:07 am »
I was thinking about your ideas. So far this is what I got.

The sprites seems doing alright.

I intent to make this a bravery training tool. Also it should work base on your agent's bravery. You know, courage inspire people right?

I also add the Play Dead option. It's basically mean telling civilians to pretend that they are dead, so that the enemies may ignore them. Also useful when you don't want too many of them walking around and doing stupid things. They will simply get stun like they got hit by a knockout grenade. I saw a group of them got hit if they clump together. Stun damage is a fix 35.

A few things to revise:
-Adding a proper sound and animation: I haven't done anything about the sound. We need something like a strong, reassuring radio voice to give a good impression of a hit. Maybe a distorting sound for a miss. Please give me some suggestion or share me the file.
-Rebalance: So far I make every actions about 1/5 of the user's turn. I don't know if it's ok or too OP. The range is 20, which mean you shouldn't be able to use it on someone too far away. I guess maybe I should give the accuracy like Panic > Mind Control > Play Dead, and cost the user some morale so that they won't abuse too much. Another idea is to give the Hold option which is cheaper than than Play Dead. It will cause civilian run out of TUs or stamina so that they won't move for a turn.
-Commendation: Something like the leader/hero of civilian for helping them making the right decision in mist of chaos. And bully for using it to panic too many people.

Also I'm not very experience so if there's anything else I need to improve, please tell.

P/s: After some testing, I haven't seen any increase in bravery. I wonder if the experience training mode work differently than I expect.

6
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 01, 2021, 10:46:25 pm »
Should Quillbow have tritanium bolt? Crossbow have it.

7
I wonder if it's cool to have X-Com version of some Cyberweb stuff. Since X-Com laser have elerium battery for the first tier and anti-matter containment for the second tier. Something like 2 more tier of Lightning Thrower would be great with upgrade on power input.

Another addition I would like to try making is a transport ship with smart layout. I like how the Lightning have elevators, but I don't like how the alien above and bellow can see my agents inside. Something like multiple auto doors on different directions similar to Skymarshall would be more practical. We can make elevator better by putting it into a different sections separated by some auto doors to avoid being seen through. Also include roof access for artillery as well. All those combine and we can have a rapid deploy + fortress like kind of transport that is safe to our operatives on deploy while deadly to any enemies surrounding it. Of course to make it balance, the ship space will be smaller compare to average transports for having many separate section and doors, or much slower if the player insist on having a big squad size + HWP include.

Also while setting up way point I find out that I can set different the patrol priority. We can make it so that the enemy would be very tempting to board the ship. Which mean either you have to kill them fast or they will try to jump in and melee you.

8
Hi!

I think it would be convenient to change agent name on transformation.
I can click on their name there and type a new name but it won't change anything.
Sometime I want to give them notation like B for Bio-enhanced or F for fighter-pilot trained. Doing so help me keep track which agent missing some transformation and who is well trained.

9
The X-Com Files / Re: Equipment idea - Megaphone
« on: October 17, 2021, 07:11:03 pm »
You can have a psi-amp that works only on civilians... call it a megaphone.
We got to make sure they don't become enemy after you mind control them.

I was thinking of battle scanner as well. Just like those in the newer XCOM and XCOM2. Work just like grenade. You throw them away and it turn on the motion scanner screen with where the scanner land at the center. It maybe useful to spot some hidden enemies without getting close to them or light up the place. Maybe you can make it so that we can pick it up and reuse it as many time we want. Also, can we high light spots where scanner detect target? I have to remember where they are in my head all the time.

10
The X-Com Files / Re: Question about shutting down the Cults (Spoilers)
« on: October 12, 2021, 08:32:58 am »
You're welcome!
I know a bit of coding and information gather so that at least I can help.
But keep in mind that Natasha, master Wo Lo mission still require you to find their dossiers in the first place. It maybe longer without some cult member to interrogate.

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The X-Com Files / Re: Question about shutting down the Cults (Spoilers)
« on: October 11, 2021, 11:06:28 am »
If the mission won't be repeated, you will see the description said it.
In my experience, beside Natasha, master Wo Lo and some VIP missions, other cult related mission can still be repeated.
Otherwise there's a way to make sure. You can dig into the mod files (/Ruleset/missionScripts_XCOMFILES.rul)
For example if you see something like this on the mission:
Code: [Select]
maxRuns: 1That's mean the mission will only run one time.

Some lines such as:
Code: [Select]
    researchTriggers:
      STR_DOSSIER_NATASHA_MOROZOVA: true
      STR_DESTROY_ZSRR: false
Are the research conditions in which trigger the mission. If STR_DESTROY_(cult name) is false means the mission will only happen when the cult is still around. If true that's mean the mission won't appear after the cult is terminated. Fortunately, Natasha and master Wo Lo can still be found after their cult is terminated.



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The X-Com Files / Re: Question about shutting down the Cults (Spoilers)
« on: October 06, 2021, 12:05:42 am »
I think early game money mostly come from your council and loot. For council money, just get good score rating and they will pay you a few hundred thousands more each month. For loot, I suggest attacking enemy outpost, and safehouse. Those place sometime have money briefcase which worth 100k each. One safe tactic I know is night raid. Simply just hide in the dark, use flare/fire to light them up then snipe them. Positioning is important. If you find yourself surrounded or too close, you may want to abort.

You also don't need so many scientist early game unless you find yourself out tech or in need to rush some important tech. for first year, about 15 will do just fine. first year tech are cheap, spread out your research unless you see poor progress. Since the research progress will count by day not hours, any excessive scientist will waste their time. If you find yourself researching so many dossier or unused guns because you run out thing need to research, it maybe a sign that you are having too many scientists.

I don't find it necessary to rush for a 2nd base. My first base usually somewhere between Caspian Sea and Black Sea. I find it to be a good spot since it can cover entire Europe with radar. Mean while it's not too far for Osprey to reach Japan or any cult HQ except EXALT HQ. But I don't mind not taking down EXALT early. Usually, I build my 2nd base after I have over 3M of saving. Even without the 2nd base before 1999 won't be the end of the world. It's because UFO assault mission worth a lot of money if you can handle them.

For listing the mission I think you can find some in the New Battle/Mission Generator. There's a list of mission after the cult HQ till Enviromental Alert are some of the cult exclusive mission. The only Black Lotus mission that I haven't seen you mention is The Root of All Evil/Black Lotus Temple which may happen somewhere in Indochina.

The Humvee usually good for early game until you can make use of the Osprey, Helicopter, Dragonfly. Osprey is the best early game transport since it can carry 16 agents. The requirement to unlock is to research all 4 cults Operations. Which mean, find each of their Outpost and capture the leaders of those Outpost. But those copters can't cover oversea operation so you will still using Humvee or Van to patrol oversea until you got a Skyranger or something similar.

13
Translations / Vietnamese Translation (onprogress)
« on: March 07, 2019, 02:06:48 pm »
Hi everyone! I'm currently working for Vietnamese translation at the moment.

At this time, however, the translation hasn't been completed.

I did some translation on Transifex. It seems working fine, except there are a lot of missing characters in the game.
So I dig up the language guide and find out that I need to add more character image and modify the font.dat in the OpenXCom directory.

I managed to change some but then there is a problem.
Vietnamese characters were based on the Roman alphabet. But in extent, they have nine accent marks included. (detail on how they are is here: https://en.wikipedia.org/wiki/Vietnamese_alphabet)

So an "a" character can be "ả, ạ, ắ, ằ, ẳ, ẵ, ặ, ấ, ầ, ẩ, ẫ, or ậ" depend on the word.
The problem is how to fit them into FontSmall.png without compromising the look in game.

If I keep each character to be the size of 9x8 pixels, I may not be able to make a readable Ấ or Ứ because they are too big.
If I change the entire font to make it more compact. It will be hard to read.
If I increase the size to 10x8 or 11x8, I will be able to keep the same font style. However, it will have some display issue such as the text on geoscape goes out of bound.

Some translation issue footage: (if I posted correctly)


if not, here's the link
https://imgur.com/JXdP6EA
https://imgur.com/EPPR5HY

So my current way is to change the char in FontSmall.png to 11x8 pixels to keep the same style.
Of course, it will get the 2nd picture's problem, but that's the only problem I've seen so far with 11x8.

If there are any better options, please let me know. Thank you!

Update Mar 19th, 2019:
-After a few hours, I've made a prototype FontSmall.png for this language. It overwrites FontBig.png, FontSmall.png, and Font.dat in "\common\Language" directory.
-There a few char removed, but they are uncommon in English and you should be able to read most of the Vietnamese text written in FontSmall.
-I have to change the FontSmall characters into 11x8 pixels to there will be some display issue. If there's any way to fix this please help! Thank you very much!

Cập nhật ngày 19 tháng 3, 2019:
-Hiện tại đã có bản vá thử nghiệm cho tiếng Việt. Bạn vẫn phải chép đè FontBig.png, FontSmall.png và Font.dat tại "\common\Language" nơi cài đặt OpenXcom.
-Sẽ có vài kí tự gốc trong game bị loại bỏ nhưng nó ít được sử dụng nên không ảnh hưởng nhiều đến văn bản. Mọi người sẽ thể đọc được hầu hết các kí tự viết bằng FontSmall.
-Vì cỡ chữ của FontSmall đã được thay đổi kích thước thành 11x8 pixel nên sẽ có vài vẫn đề về thẩm mĩ. Nếu ai có khả năng vẽ chữ nhỏ gọn và dễ đọc hơn mình thì xin hãy đóng góp.
Xin Chân thành cảm ơn!

I will also try to work on Transifex daily for XCOM1 Vietnamese translation. If you want the latest translation, here's the link:
https://www.transifex.com/openxcom/openxcom/x-com-1/vi/download/for_use/
To update your translation:
-Download the file
-Rename it as "vi" then copy to "\standard\xcom1\Language" where OpenXcom is installed

Mình sẽ tiếp tục cập nhật bản dịch tiếng Việt thường xuyên. Nếu bạn muốn phiên bản mới nhất, hay download tại:
https://www.transifex.com/openxcom/openxcom/x-com-1/vi/download/for_use/
Để sử dụng bản cập nhật:
-Download file tai địa chỉ trên
-Đổi tên thành "vi"
-Sau đó chép vào địa chỉ "\standard\xcom1\Language" nơi OpenXcom được cài đặt.

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