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Messages - wsmithjr

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1
OpenXcom Extended / Re: UFO Extender Accuracy settings adjustment
« on: March 01, 2022, 08:42:29 am »
To follow up with this, I also posted this question on the Discord.  It was suggested there that there is not a global setting but that each weapon would have to be adjusted individually.

2
OpenXcom Extended / UFO Extender Accuracy settings adjustment
« on: March 01, 2022, 03:45:39 am »
I'm wondering if it's possible to adjust the settings used for the UFO Extender Accuracy option.

I found a thread at https://openxcom.org/forum/index.php/topic,3156.msg36142.html#msg36142 which indicated you could change the range values at which the accuracy penalty kicks in.  However, I've tried finding the file where those values can be changed and can not find it.

Even so, you had to change the ranges for each individual weapon but it didn't say anything about actually changing the penalty itself.  If I wanted to, say, change the accuracy penalty from 2% per tile to 1% per tile, is that possible by altering a setting somewhere?  And if so, is it possible to point out exactly where.  I've spent quite a bit of time trying to search the files and while it's possible that it's right in front of me and I haven't seen it, it's none the less frustrating that I can't seem to find it.

While I'm using OXCE, if it's possible to change the settings, would it be the exact same with base OXC?

Thanks for any help/guidance.


3
Released Mods / Re: [TFTD][MAJOR] Return to The Deep
« on: February 03, 2022, 09:22:50 am »
Hmm ....

I'd love to help, but I think a lot of it for me is how it feels, which is hard to say without having experienced it yet.  I guess I just reacted to the fact that the large ship missions would be "easier" because you didn't have to deal with Psi attacks much.  I've played a few months game time but haven't gotten to anything big enough to experience how it currently is.  Just did a cargo ship terror mission with Tasoth and didn't experience any psi attacks at all.

I'm definitely of the opinion that XCom shouldn't be able to do Psi attacks without LOS.  So, maybe it's fine the way it is.  But, I also don't want to completely nerf that element of the game, because I recall alien psi attacks that could hit you anywhere be very tense and unnerving.  Fair?  Probably not, but ...  :D

Perhaps playing with some numbers would be helpful?  Maybe it wouldn't be so bad if the aliens could still do the original types of attacks but maybe not quite so annoying.  In that case, would it be possible to turn on LOS requirements for just XCom?  Probably not, but seems like a good solution to me.  I think the problem is, in the vanilla game, while the alien psi attacks were a pain, in the hands of XCom, it would just completely break the game.  Sure, I don't have to do that, but .... the spirit is sometimes weak. :)

Sorry, don't have any definite concrete suggestions.  I'll keep playing and post any further thoughts I might have.  I'm not sure I understand having psi "ammo" would work.

On another topic ...

While I'm thinking about it, what are the chances of getting better USOpedia entries for the laser weapons?  It is SO NICE to have those for the land battles (frankly, they're probably the only reason I survived that first cargo ship terror mission), but now that I've started getting Gauss and Sonic weapons, I find I have no way to compare which weapons are more effective other than observing the TU costs.  I've only got Gauss/sonic pistols at the moment, and I can see how the sonic hits harder but are not as fast.  How does the laser pistol compare?  I can't tell ingame.  Just a thought.

Really enjoying the mod so far.  I'm only on Experienced and that may be slightly easy for me, but I enjoy not getting crushed constantly.

Thanks for sharing.

4
Released Mods / Re: [TFTD][MAJOR] Return to The Deep
« on: January 31, 2022, 05:20:05 am »
Thanks for the mod.  Very interested in checking it out.  Always loved TFTD in spite it being a pain in the butt. :)

Any estimate or thoughts on changing the Psi?  Don't want to make it too easy. :)

5
The X-Com Files / Re: Early gun balance
« on: April 06, 2017, 09:21:35 pm »
Obviously, you would have your own ideas on what you're trying to achieve.  That said, just looking at those stats, the first thing I thought was that the pistol range was very high in relation to a rifle.  Perhaps greatly lowering the pistol range would help define the role of the weapons.

6
Awesome Guns modification works on the OpenXcom Stable and Nightly (with patch). I
Clicking on the patch link does not work. I get an Error 523 Origin unreachable.

7
Does this final release work with the Nighty or does it require the Stable version?  I'm asking because I was looking at your website and it says to use the Stable but it has a link for a patch for the Nightly but the link is broken.

Also, will it work with Luke's Extra UFOs?  I find the mod indispensable for variety in UFO assaults.

Thanks.

8
Work In Progress / Re: Weapon Rework/Expansion - Version 0.8
« on: February 16, 2016, 11:19:07 pm »
Sorry for my confusion, but saying the mod is not compatible with "Terrain Pack Nightly".  Is that the same as Hobbes Terrain Pack 3.7 listed above, or are they 2 different things?

9
This looks very interesting and I will definitely check it out.

Any future plans for adding some more variety in terms of weapons and the like?

Thanks for sharing.

10
OpenXcom Extended / Re: Add Execution Advanced Option
« on: August 12, 2015, 02:31:45 pm »
Wouldn't mind an option to ice them again as well. A live Calcinite that I wanted to keep woke up and wiped out several of my guys before I could kill it. That was annoying.  :'(

11
Open Feedback / Re: TFTD - 2-stage missions
« on: August 08, 2015, 09:25:06 am »
not to worry, i found the cause and fixed it.

Cool! Thanks for all the hard work on the game.

12
Open Feedback / Re: TFTD - 2-stage missions
« on: August 07, 2015, 02:44:55 pm »
as for unconscious aliens not surviving from stage 1, that seems like an actual bug, because i'm pretty sure i did code around this. get another save if you can (preferably near the end of stage 1) and i'll see what i can see. (and log bugs on the tracker, not here)

OK ... I don't have appropriate saves but I can replay those missions and hope to get similar results.  Unfortunately, I leave for a 10 day business trip today so it's not going to happen for a while.

I didn't post it on the bug tracker because I was remembering (incorrectly or not) it to be vanilla behavior.  When I get a chance to do it again, I'll log it there.

Thanks.

13
Open Feedback / Re: TFTD - 2-stage missions
« on: August 07, 2015, 06:40:33 am »
Then everyone can play their way, and each other's way :)

That works for me. :)

The corollary to this is ... the mission previously mentioned, I went back and loaded the auto-save before I abandoned the mission.  Somehow I got lucky and ran into the last 2 aliens and survived.  So, I got my stuff after all ... except I didn't.  I had a Live Calcinite at the end of the 1st Stage which is not in my base.  Again, I think this is vanilla behavior ... and again I think it sucks!  So, I would like to add that to the request as well.

At this point I don't have the saves so that I can check what I did and did not get after that mission that I think I should have.  If I survive another such mission, I'll have to keep better track.

14
Open Feedback / Re: TFTD - 2-stage missions
« on: August 07, 2015, 05:03:07 am »
Yeah ... but you could also say we secured the artifacts and prisoners in the Triton before descended into the bowels of the ship.  Works for me.  But, your reasoning is why I suspect they will keep the vanilla behavior, but it could be an option like many others that I'm sure would make sense to some if not everybody.

15
Open Feedback / TFTD - 2-stage missions
« on: August 07, 2015, 04:45:25 am »
So, got my first cruise ship terror site ... yeah, we won't talk too much about that!

Anyway, I finished Stage 1.  After losing all my hair trying to complete Stage 2 ... my single soldier gave up the fight and ran home.

Upon arriving back at the base, I noticed that none of the equipment or alien corpses from Stage 1 came back with me.  Now, I believe this is the way the original handled it.  Also, never liked that!  XComutil used to allow us to recover everything from Stage 1 and even if we abandoned Stage 2 immediately ... like I probably should have done ... we at least got something for our effort.

So, is the plan to keep it as per vanilla?  And if so, can we have a mod/option that allows us to recover items if we beat Stage 1 as long as the Triton makes it home?  Obviously, if we get wiped out on the 2nd stage, we lose everything but in a game as difficult as this, it never seemed fair that they took away hard-earned loot like that.

Umm ... maybe this should go in the "Feature Request" section.  Would have been nice to bring that live Calcinite home from Stage 1.

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