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Messages - Morbo

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1
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: January 26, 2018, 02:37:12 am »
Saw one of my soldiers had "Improvisation" under kill type list along with grenade, laser rifle, etc.

What kind of kill gets the improvisation tag?


2
OXCE Support / [Answered] Why is Psi Skill in the save negative?
« on: January 06, 2018, 10:24:54 pm »
Hi, not sure if it's specifically related to OXE+ or not, but thought I'd start here:

version: Extended+ 3.9c
build: " (v2017-10-10)"

I have Psi training anytime turned on, but just started training so no one has actual psiskill yet.
When i check the save game file, their psiskill has a negative number.

What does the negative number mean for psiskill?

3
Work In Progress / Re: [Crafts][Weapons] XCom Armoury Expanded - v1.03
« on: January 29, 2015, 04:19:17 am »
Haven't played openXcom in awhile, so had a question about the modular nature of this whole XAE package.

For example, if i wanted to turn ON Scout armor ruleset, but leave "XAE research and manufacture" option OFF (to use vanilla research tree), will I still be able to research the scout armor?

The ruleset for scout armor dependencies reference Alien Electornics, alien weaponry and alien energy cell. Which I think are all new research topics from "XAE research and manufacture" ruleset. If openxcom can't find those 3 research topics, will it just skip it when it does the dependency check for Scout Amor?

Thx

Code: [Select]
research:
  - name: STR_SCOUT_ARMOR
    cost: 100
    points: 10
    listOrder: 3361
    dependencies:
      - STR_ALIEN_ELECTRONICS
      - STR_ALIEN_ENERGY_CELLS
      - STR_PERSONAL_ARMOR
      - STR_MIND_PROBE
      - STR_ALIEN_WEAPONRY

4
Work In Progress / Editting ufopaedia
« on: October 02, 2013, 09:08:49 am »
This might be a stupid question ... but which file is the ufopaedia text stored in? And is it editable with notepad++ like the rulesets?

5
Open Feedback / Re: X-Com reaction fire mechanics
« on: August 09, 2013, 08:28:46 am »
Reaction-chance is proportional to your TUs as well as your Reactions. If you don't move a guy on a turn he's way more likely to get a reaction shot in, unless his Reactions is exceptionally low.

You didn't read my post. All my guys were at full TU because the previous turn i had MC the alien to trap it in a corner (not literally a corner, but a section of the ship where all he can do is walk around back and forth in front of my troops). None of my guys had moved for 2 straight turns.

I just would like to request it to behave similar to vanilla. One of the most fun parts of vanilla was watching the hail of laser + plasma fire when an unsuspecting alien would walk out of the door. Those fun "moments" don't happen anymore.

6
Open Feedback / Re: X-Com reaction fire mechanics
« on: August 09, 2013, 08:26:30 am »
There's your problem. Use the nightly.

Break save game. There's your problem.

7
Open Feedback / Re: X-Com reaction fire mechanics
« on: August 08, 2013, 07:42:35 am »
Agreed. There is something seriously wrong with reaction fire in 0.9.

I've mind controlled the last alien and stuffed it in the corner and lined up my troops in a V formation trapping the alien. on the next turn, the alien walks around and expends all his TUs and not a single one of my soldiers reaction fires. It seems like only soldiers with 70+ reaction stat perform actual reaction fire, and sometimes even they don't fire.

8
Suggestions / Re: Clip ammo checking.
« on: May 27, 2013, 07:24:42 am »
Ammo from clips is already counted and re-packed, with dropping last unfinished clips.

Can you clarify on that? That wasn't very clear at all, especially the last part. So do half used clips still inside guns "disappear" after the mission is over like original vanilla xcom? Or do they get "topped" up back to a full clip and added back to inventory?

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