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Messages - Vakrug

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1
XPiratez / Re: [MAIN] XPiratez - N9.7.7 12-Sep-2024 Second Coming
« on: October 24, 2024, 08:47:49 am »
Just defeated my first Ninja HQ, yes I cheated, I basically skipped the last two phases.
What does that means? Ctrl+D and Ctrl+K?

2
And yes, I have accepted a PR, which shows a visual form of "average research days" in the Tech Tree Viewer when people caught me off-guard in a weak moment... I am ashamed of it, but I can't take it back.
But I'll do my best to not make the same mistake again.
Very interesting... Does "sort by duration" was part of that PR? Now I can understand why you don't want to swap currently useless "research progress" column with something meaningful.
Overall I am happy that this change was implemented. Without "average research days" game would be much more miserable.

3
Work In Progress / Re: [WIP]X-Mars
« on: October 01, 2024, 08:40:39 am »
I hope this mod will be playable at least on beginner difficulty...   ::)

4
The X-Com Files / Re: The X-Com Files - 3.4: Daggers for Hire
« on: September 30, 2024, 05:36:33 pm »
Why would a mission be in eventScripts...
Aren't stuff in in eventScripts are missions also? ... I got it. It is popup messages... Silly me!  :-[
Found STR_ZOMBIE_HIVE in missionScripts_XCOMFILES.rul.
So 15% after Infector researched? This is extremely strange. I haven't seen this mission not only in my last playthrough, but also in the previous one...

Next time I should be mentally prepared to essentially stuck at secondary plots because of low chances...

5
OXCE Suggestions DONE / Re: [DONE][Suggestion] Experience Overview UI
« on: September 30, 2024, 12:28:50 pm »
So numbers in experience window are actually experience points? In that case everything is fine.

6
OXCE Suggestions DONE / Re: [DONE][Suggestion] Experience Overview UI
« on: September 30, 2024, 09:02:53 am »
I didn't know that the exact numbers of experience gained in a mission is actually calculated before that mission ends.
Wiki says something like "if you shoot a target 11 times, you can get from 2 to 6 shooting experience".
In either case, numbers currently present on Ctrl+Shift+E screen are somewhat confusing.
Imagine a soldier has "2" shooting experience. This may be his cap or may be not. I guess this screen is for dedicated players who wants to get maximum training out of a mission. So it would be logical to at least mark experience numbers with colors to indicate if maximum is reached or not.

And in my opinion, players shouldn't know the exact experience point numbers before mission ends.
There should be something like "6 hits out of 11" per training stats in a table. Or "secondary stats trained".

7
The X-Com Files / Re: The X-Com Files - 3.4: Daggers for Hire
« on: September 29, 2024, 10:23:37 am »
I haven't touched zombie stuff in years.
I don't see STR_ZOMBIE_HIVE in eventScripts_XCOMFILES.rul file!
That is very strange, never happened to me to not have the HQ. A savegame would be nice.
Well, you know how bad I am at keeping saves...
THis mission isn't easy, but I guess at this point it's still easier than doing a MiB base.
A walk in a park in comparison with Arbiter. Also I saw MiB Base only once despite playing this mod a lot.
Doesn't sound familiar, probably a submod?
It actually could be... For the first time I downloaded this mod not from the official place. So sad...
I think it would, bur it's waaaaay beyond my understanding of scripts (which is at about 0).
Probably just a copy and paste. Nord probably can explain...

8
Quote
Usain Bolt mode activated.
What?  ???
In any case, big thanks! X-Com will never be the same for me!

9
The X-Com Files / Re: Love Animal Combat statistics and a weird idea
« on: September 26, 2024, 09:49:25 pm »
One of my agents was killed by a sheep once! THAT is what is called "felt cheated"!

10
(can anyone confirm if these work the same as ye olde psi-amp? They have no damage stats on the generated wiki so I'm guessing so, and testing is inconclusive right now).
I can just say that no matter which formula I use to calculate the success chance of a psi-attack, the obtained number never equals with the number I get when I press Alt.

11
I'm just here to present a guide, and help people, regardless of how they choose to play.
And that is why you should focus on objective stuff, not at "which gun is better". Main difficulty in XPiratez is not even "which path to take", but "what paths are actually available?" Good example is "Cats for life" path. If you are a new player and not follow update notes, you may never know that such path even exists, because it becomes available later at the game and gets invalidated as soon as you pick other alternative available much earlier. (Cough, cough... Gudrun paths... Cough, cough...)

12
If you love to go Ironman, go Ironman. If you love to reload every time a shot misses, do that.
The difference here is that "Ironman" player have rights to speak about game's difficulty and overall balance, while the latter don't.

13
Speaking about "auto-stop feature when walking" btw I found it very annoying then whole bunch of units after first still breaks on same enemy.
Shift+move prevents stopping on seeing enemy.

14
Using max speed all the time is so immersion breaking... Everything looks so stupid. I only recently decided to increase soldiers speed slightly to give it a try. Does saves some time, indeed.

This situation with "ignore spotted enemy while running" is strange. In X-Com Files and in XPiratez it is how described. But in TWoTS+ you need to hold both Ctrl and Shift to ignore spotted enemies. I tried to find where that config is (because I really wanted the same behavior as in XCF) and found nothing. Mystery!

Apart from enemy spotting, sometimes it is important to "run exactly 1 tile". It is possible by running an immediately preventing movement by right clicking. Sometimes you just rotate using 0 TU.

I hope I am not the only one who values aesthetics of movement in X-COM.

15
Hmm... I thought any key can be a modifier key if you wish hard enough...

Wow, this Ctrl+S setting is even better! But there has to be some sort of indicator for being in turbo mode and another hint to tell how to exit this mode if someone pressed those keys accidentally.

Other opinions are welcome! I think this feature will be beneficial to all players!

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