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Messages - Solarius Scorch

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1
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: Today at 12:34:40 pm »
I've come across this now a couple of times, in the Sea Lab Under Attack Mission, the second story of the large facility, I am unable to go to the left around the stairs without destroying the terrain, not sure if this is a bug or by design, but it feels like this is a bug.

Thanks, fixed. I don't know what has happened here, but TFTD terrain is weird.

Would you mine share your spreadsheets and other tools that you use to forecast the game parameters?

I'm working a few different sub-mods for X-Com Files and want to carefully balance the changes.

I can share something, but my solutions are extremely simplistic.
If you still want it, PM me your e-mail address.

IMHO that is clearly intended. By the time you get Enforcer-"armors", you already have trained your AI units a lot. You wouldn't even want Enforcer-"armor" to be tied to an untrained AI unit, but prefer to be able to use in the AI unit of your choosing.

Yes, it's intended, as the Enforcer is so good. Without the shard, you'd probably want to replace your entire crew with crystal entities.

2
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: Today at 11:55:40 am »
It's important that Ball Bat hit sound be changed to this.

Your wish has been granted. ;D

5 minutes job, but seems to work fine.

3
The X-Com Files / Re: The X-Com Files online Wiki
« on: April 19, 2024, 08:29:14 pm »
Is there anything in the wiki (or elsewhere) that explains basic gameplay changes from the original game?

I found https://www.ufopaedia.org/index.php?title=Differences_to_X-COM_(OpenXcom) but not sure if OXCE is very different. There's also stuff like the red and yellow numbers on weapons when you equip them, the little dot that appears if you right-click a weapon, and the +/- signs when you click an injured agent in the Training screen, or how to construct additional lab space.

https://openxcom.org/forum/index.php?topic=6459.0

4
The X-Com Files / Re: Willing to pay $1000 USD for alternate endings
« on: April 19, 2024, 07:42:46 pm »
I'd chip in $10 for the alternate ending. I'd gladly pay $100 to graphically show agents using commercial planes from major city hub to major city hub in the early game.

Me too! :D

5
40k / Re: ROSIGMA 40k failed to load
« on: April 18, 2024, 07:54:43 pm »
Moved the thread to the proper section.

6
OXCE Support / MOVED: ROSIGMA 40k failed to load
« on: April 18, 2024, 07:54:20 pm »

7
The X-Com Files / Re: Suggestions and requests
« on: April 18, 2024, 01:49:46 pm »
I'd assume that this is the best forum to discuss suggestion for future releases of the mod?

Not really, but no worries, I just made a new topic.

Some ideas I had: (supper low priority or none at all  -- Just my thoughts  :)

- Work in story about the moon being a megstructure (Moonfall Movie)

Sorry, but even if Cydonians were capable of building something like this (which they probably aren't, at least without a VERY good reason, as it would take them geological time to do), the Moon is way older than Ethereals, who have been around for only a couple dozens of millions of years.
The Moon would have to be the work of some civilization from billions of years ago, and probably more advanced than anything we know from the current Milky Way.

- Work in story about ramjet --> scramjet (Arrow 105 having a Temporal variance) needing investigation --> back story to the UAC

Nah, no time travel! It ruins every plot. :P

Sorry to be such a naysayer :D

8
Now, now, catgirls are cool and useful and cute, and I love them, but there's no way in hell I'd consider them on par with ubers, much less better. Sure, they have good vision and combat stats, but they're hard to compare with uber fighting machines who are just as killy and also: Just. Keep. Going.

Ogres are a more serious competition for Gals, and by this point I consider them essential. But I wouldn't say they're that much "better" than Gals.

In my opinion, only Synths are certainly better than Gals (though not in every task). Not counting Chorts and such.

9
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 16, 2024, 12:29:38 pm »
Minor bug: human-made laser smg has bulletsprite of a bullet, not beam.

Heh, indeed. Thanks!

10
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: April 14, 2024, 09:33:36 pm »
Because right now, I can only do the 'make 0-turn grenades' submod. But there's the argument (supported by several people chiming in and a bunch of gameplay footage) that most players might want this as the default, necessitating changes in XCF itself, and then I'd make the other submod to let those people keep their cake.

Ah, okay, I understand.

Well, it's a hard question. One idea what should be done, if anything, is forcing 0 turn on some of the "classic" grenades, like the basic black grenade. Leaving the timer (annoying or useful, doesn't matter) for more "advanced" explosives. But don't know if it's a good idea, it's just a thought.

If you have information to the contrary, or dislike 0-turn grenades and thus don't want them in the mod, do tell.

On the contrary, I like them. Just never made them.

Warning, rant incoming!

I see and understand your points, but I still disagree. Instant grenades break the flow of battle. It's hard to put into words, but they make the game worse.


11
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: April 14, 2024, 11:08:38 am »
Would this be a 'revert to timer-grenades' submod, or a 'make 0-turn grenades' submod? Because the thing here is that so far, evidence suggests people very rarely use timers different from 0. So it would seem to make sense to make a submod for the minority, and have the parent mod cater to the majority.

Up to you. Why ask me? You know best what you want. :)

Eh, I beg to differ. The big cheat has always been that you can throw grenades across the map, and rookies do it with far, far better accuracy than they can shoot rifles with. This and 'non-instant' grenades have somehow become really ingrained among X-Com players, even to the point of dogma. And that's despite virtually every other squad-level game I've ever played having the equivalent of instant grenades (if it had grenades in the first place, of course). And I've played quite a few.

The cheat lies in that you immediately know if your grenade has eliminated the enemy or not, as opposed to having to wait until next turn. This largely eliminates the need to use shooting weapons (exxcept in buildings and forests), which invalidates the entire X-Com mechanic.

Finally, we already have grenade launchers, which are basically instant grenades with a weight/inventory space tradeoff. So, in a sense, we already have instant grenades, and it's a bit schizophrenic to have to justify instant and non-instant versions at the same time.
[/quote]

Yes, there are intended instant grenades, but they're balanced for this role. Normal grenades are not.

How do I know (or guess) which these are?

You obviously can't, if you don't know the faction/mission, but they are generally very rare (endgame excluded).

12
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 14, 2024, 11:02:55 am »
Also, wondering, do you have any tools or scripts like python to automatically scan through your mod and update specific things across the code?

No, I am not a coder. I use "replace all" sometimes (but not often, I want to see what I'm changing).

And how do track and make changes like determining the cost ration for production, manufacturing, income, expense for soldiers, facilities, engineers, weapon damage range balance, etc. or do you just all manually? maybe with an excel spreadsheet?

Yes, I use Excel spreadsheets with formulas for many of these things.

13
XPiratez / Re: Everyday is Caturday Challenge Run
« on: April 13, 2024, 01:46:31 pm »
Here's "my" 2 minutes silly tribute to the LP. Saint Catgirl, deliver us!
(Generated with Stable Diffusion, arthemyComics model)

14
Tools / Re: WORLD.DAT editor by Volutar
« on: April 12, 2024, 02:16:03 pm »
Is it ok for the attachment to cointain what it looks to be an original WORLD.DAT asset? Perhaps replacing it with a dummy WORLD.DAT would be better and let the user copy over the one in their installation.

This is what Volutar distributed in his original release, the archive has not been changed in any way.

I don't think it's an issue, since it's not a resource per se, but I'm not really a person to ask.

EDIT: Added a link to Volutar's original page.

15
Fan-Stuff / Re: Vegetation Earth map
« on: April 12, 2024, 01:16:36 pm »
Since Volutar's link is no longer valid, I have reuploaded the World.dat editor here (with supSuper's permission).

Volutar, if you have an issue with that, please let me know and I will remove it.

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