Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Stone Lake

Pages: [1] 2 3 ... 13
1
I've had exactly same thing. Once you've finished the mission, it won't spawn again.

So no, you can't get corresponding researches anymore. I suggest editing the trooper corpse into your savegame. The saves `.sav` usually lie in OXCE/user/x-com-files folder. Open your save with a text editor, find within:

Code: [Select]
bases:
    items:

and add this line: STR_ZOMBIE_TROOPER_CORPSE: 1

I'm assuming you didn't actually get and research trooper's corpse. That's the only thing needed for implant.

It's also possible you've hidden some research - check hidden researches tab.

2
The X-Com Files / Re: Is lost Sanity regained after Transformations?
« on: November 20, 2024, 04:04:09 pm »
Quote
so that after installation, they would directly be eligible to get martial arts training
This is also something to keep a note of: only transformations with `includeBonusesForMinStats: true` allow bonuses to affect required stats. That usually applies to basic transforms (martial arts, bio-ex), and doesn't to soldier-type changes (kyberism).

3
The X-Com Files / Re: Is lost Sanity regained after Transformations?
« on: November 20, 2024, 06:12:46 am »
Quote
Thanks, that's what I meant by "regain".
I'm not sure. What I meant is, if you didn't have -10 SAN bonus, you'd have 10 more SAN by now.

Quote
So if I understand correctly, it's better to apply stat-eating transformations before (or just as) an agent reaches the cap for the skills the transformation reduces.
No.

Mostly, transformations apply bonuses to stats that stack independently. For bonus stats it doesn't matter when you apply them.

There are exceptions when transformations "trains" stats, such as gun-kata: it trains 5 REA / 10 ACC, that modify base stats up to a cap, and also grants bonus of 5 ACC/-10 SAN.
Stat trains (listed as "flat stat change" in the wiki) are basically same as stats gained routinely in battle via exp. Better to have early, as they do nothing once you hit a cap.
Commendations gained in battle grant bonuses.


4
The X-Com Files / Re: Is lost Sanity regained after Transformations?
« on: November 19, 2024, 04:54:16 pm »
You can't regain lost sanity. You simply gain more sanity (up to a cap, like any other stat, and bonuses).

5
The X-Com Files / Re: PSI defence & attack formula?
« on: November 14, 2024, 05:08:56 pm »
Quote
I was also surprised. The 'cultist warehouse' mission—I assume it's those in the red-bordered robes Dagon guys —previously they also took control of a soldier with around 50 PSI, but I figured it was just a fluke. Maybe it’s a matter of sub-mods, as I’m playing with random enemy stats, but the ranges and bad luck with RNG would have to be dreadful
I guess sorcerers then? They have psi. And somewhat strong at that, albeit I've never seen them using it.
https://xcf.trigramreactor.net/master/article/STR_SORCERER_OF_DAGON


Quote
So the multi-phased psi-amp is slightly more effective than the regular one (and hybrid internal less effective).
Well, "slightly more effective" AND no los requirement kinda goes a long way here. So I tend to prefer multiphase in most cases.

6
The X-Com Files / Re: PSI defence & attack formula?
« on: November 14, 2024, 05:52:19 am »
(for most chars, sans demons and robots)
PSATK = 0.02 * PSK * PST + bonus + RNG[0, 55] – distance
PSDEF = PST + 0.4 PSK + 0.33 Morale + 0.2 Bravery
PSATK's 0.02 is replaced by 0.14/0.24 for hybrid psi / multiphase amp, and IIRC, for skulljack's PSATK it's different altogether.

You can view weapon accuracy / nearly actual PSI attack value while selecting action in battlescape and holding ALT (or is it now always displayed?). IIRC, the indicator assumes and subtracts 30 PSDEF, so there's a bit of an error.

Quote
Recently, some random cultist took mind control over a soldier with PSI STR >70 (though only lightly trained with 30 BRV and nome PSI Skil but full morale).
...What? What cult? Never saw this happen. Generally, 70 PST is hard to control for Ethereals, much less random cultists.

7
OpenXcom Extended (OXCE) / Re: Converting OXCE to rapidyaml
« on: November 08, 2024, 08:47:48 am »
Quote
Btw. why does it crash at 1.8GB if I have 32GB RAM? Something to do with 32bit? Why not 2.0GB?
Maybe a stupid question, but I'm curious.
32 bit apps in Windows can only allocate 2 GB of memory (4 GB for 32 bit address, 2 GB system space and 2 GB user-space). 2 GB is already past limit, so it crashes a bit before that.
Memory can be increased to 3 GB by using /LARGEADDRESSAWARE linker flag. In fact, I can only launch XPZ in 32-bit OXCE with it enabled.

8
OXCE Suggestions DONE / Re: [DONE][QoL] Grenade Fuse Hotkeys
« on: November 05, 2024, 07:33:03 am »
Quote
I forgot to write that Q can also be used as hotkey, same function as hotkey 0.
Thanks, that seems like a decent substitute.

9
Quote
An option to disable intercept popups if the enemy craft is slower than yours (in which case it will never intercept successfully unless your craft is grounded)
This one sounds awesome.

10
I'd suggest an option to disable these popups altogether.

In XCF, there's bases that spawn swarms of 3-5 attackers.
There may be many such bases, but no real incentive to spend hour per base to destroy them.
Past certain technological level they can't do anything to you and these popups only serve as annoyment.

11
OXCE Suggestions DONE / [DONE][QoL] Grenade Fuse Hotkeys
« on: October 28, 2024, 04:57:09 pm »
In grenade-focused gameplay, clicking the screen for fuse timers (PrimeGrenadeState) gets repetitive.
So, I suggest hotkeys for selecting most often used 0, 1, (possibly 2, 3) fuse timers, and 1,2, (3,4) as default keys.
Also, cancel - "cancel" hotkey doesn't work in this screen, only RMB.

12
The X-Com Files / Re: XCOM Files Timeline
« on: October 22, 2024, 08:30:03 am »
You're a bit slow, but that's probably fine. The rough average timing for promo II is mid-late 97, promo III mid-late 98. It can be done much faster - reasonably hard promo III by early 98 (or even mid-late 97), but that won't necessarily make your invasion easier. Most aliens are beatable with marginal losses in promo II gear (if you have a knack for tactics). Getting to tanks will make it much easier, though.

13
The X-Com Files / Re: How does Air to Air work?
« on: October 19, 2024, 06:26:02 am »
Quote
OK, but im at a stage where I want to take down my first HQ but it is defended by jets so I cannot get to it. And to get jets of my own I have to take down a HQ first...
Are you talking about HQ protected by manor or something? Just for clarity's sake, no HQ is protected by jets by itself, manors are. And manors are somewhat optional and don't progress the game like HQ would, so it may be better to not waste time on them.

14
The X-Com Files / Re: Advice on armor
« on: October 13, 2024, 11:01:41 am »
Power suits and up are very decent at surviving plasma shots, except heavy or sniper. But in midgame and later, leaving your units open to fire is usually the worst idea no matter the armor, due to rockets, blasters and sectopods.  Psi-puppets make far better "armor", anyway. Also you can make your own cover by punching walls in base assaults.

Assuming land alien encounters and slow basic agents, I'd say using anything besides mobility armor, such as synthsuits / assault / stormtrooper / prowler makes little sense. The purpose of heavier armors is to be vanguard or to cover positioning mistakes of lighter units. Heavy agents suck at this, as they usually lag behind the contact or are too far away from oopsie they're supposed to cover.  This is HWPs's niche, as they're much faster. Advanced units such as spartans or infernals are also fast and thus can excel in whatever role/armor you'll give them.

In short - yeah, you can go fashion-xcomouls no problem.

15
The X-Com Files / Re: Frustration with Syndicate retaliation
« on: September 29, 2024, 04:13:23 pm »
No idea how did you get syndicate retals that early.

Imo, there's nothing you can do, except accept the base defense. It probably won't repeat in a while.

Little birds can be used for shooting cars/convoys or other helis. Can be useful for farming pilot exp, but definitely niche case.

Pages: [1] 2 3 ... 13