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Messages - Ronios

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The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 11, 2021, 08:38:33 pm »
I don’t remember exactly when SKYRAIDER appeared, so I didn’t think it would be better to write about it. Move the message where you want.

An extremely unpleasant moment with textures was discovered. There are holes in the side wall near the upper left door that you can easily shoot through if you choose the right angle (the bots do a great job with this).

The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: January 10, 2021, 11:05:09 am »
I don't know if this is a mod-specific issue, but I've noticed a few times that some of my agents' deaths get attributed to another agent's (or in one case, their own!) Smoke Grenade. The couple of times that I've observed this were when an agent died from fatal damage from some previous injury while standing or lying unconscious in smoke deployed by a friendly unit. This awards the Betrayer commendation to the innocent agent who just wanted to protect their squadmates, causing severe mental trauma and reducing their Bravery score. Not a huge issue, but I thought I'd report it anyway since it's probably unintended behaviour.

This is not a bug. A smoke grenade "attacks" everyone who is in the smoke zone every turn, and when someone dies from bleeding, then the last "attack" in your case falls on the smoke. This is how the whole OpenXcom works.

Likewise, you can hit someone who is bleeding with a non-lethal weapon, and if nothing else hits him and he dies of bleeding, then the murder will count towards that strike of a non-lethal weapon.

I have thoroughly studied how scripts work in OXCE and in particular in this mechanics. Experienced all imaginable and unimaginable options, such as negative resistance. I also tested the possibilities of combining the same type of resistance from different things(of the same type and not). I checked it, of course, through the logs and just by shooting at soldiers in the game with different weapons (including those with static damage).

Everything works correctly and bonuses are applied correctly from one thing and from a sequence of different things (several of the same do not match).

By the way, heavy plates with resistance from plasma and laser would be good for a scout with light weapons, but with heavy weapons you would have to fight with standard protection.

Hello everyone!

Many of you have seen things like "webwear" that give our agents extra resistance against any type of damage.
"This ultra-light shirt made of Giant Spider silk can be worn under most armors. It works when kept in the backpack. Reduces the effects of Kinetic damage taken by 1/5, to a maximum Resistance of 50%. Concealable"
It can be seen from the description that the shirt reduces incoming damage by 1/5, but the total resistance (including armor) cannot exceed 50%.

If we pay a little attention to this, we will notice that in fact the shirt does not do this, because the current formula, used in xPiratez, is unnecessarily complicated.
Let's take a look at this formula:
Code: [Select]

            # Only set resistance if better than current tag
            if and neq temp 0 lt itemResistMinimum temp;
              set currentResistance temp;
              set oneMinusResistance 100;
              sub temp itemResistMinimum;
              sub oneMinusResistance itemResistCoeff;
              muldiv temp oneMinusResistance 100;
              sub currentResistance temp;
              itemOwner.setTag Tag.UNIT_RESIST_TYPE_1 currentResistance;

CURRENT RES - currentResistance - the resistance of our armor.
ITEM RES - itemResistCoeff - item resistance (1/5 is 80% = 0.8 ).
ITEM ZERO POINT - itemResistMinimum - item resistance limit (50% = 0.5).
If we calculate our webwear for normal resistance (100% = 1) using this formula, we get the following:

CURRENT RES = 1 - (1 - 0.8 ) * (1 - 0.5) = 1 - 0.2 * 0.5 = 0.9 (90%).

The main question is, how did our 20% resistance turn into 10% under absolutely normal conditions and, most importantly, why? Of course, the point is "(CURRENT RES - ITEM ZERO POINT)", where we set as zero resistance value the minimum resistance of the thing, but not full immunity to damage(standard 0% in game).

I propose to change the formula so that if it is written 1/5, then exactly 1/5 of the current resistance is always given. These are 20% at 100%, 12% at 60%, etc. *. The new formula will look like this (much simpler and clearer):
CURRENT RES = ITEM RES * CURRENT RES = 1 * 0.8 = 0.8 (80%).
And for armor with 70% resistance - 0.7 * 0.8 = 0.56 (56%).

After that, we just do a check so that we do not get out of our 50%.
Code: [Select]
            # Only set resistance if better than current tag (Relative resistance)
            if and neq temp 0 lt itemResistMinimum temp;
              set currentResistance temp;
              muldiv currentResistance itemResistCoeff 100;
              if lt currentResistance itemResistMinimum;
                set currentResistance itemResistMinimum;
              itemOwner.setTag Tag.UNIT_RESIST_TYPE_1 currentResistance;

Need the opinion of other players whether such a change needs to be made. However, I personally think that it is much better when everything works exactly as it looks, as convenient and simple as possible for the players. Moreover, when Solarius Scorch adds new things of this kind, he will not have to puzzle over why the thing is not working correctly and how to do it right.

Good luck to all and Happy New Year! ;)

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 07, 2021, 05:48:34 pm »
Details here:,5679.0.html
Check the documentation:,5431.0.html

While I was looking for information, I found these topics as well, tried to understand by the pieces that they write, how it really works, looked at the code, but some points are not fully understood. Therefore, I hoped that someone understood better and would be able to give a few clarifications to my understanding on the fingers.

If you really want to be sure, you could analyse the script. See attachment, because it's too long to fit in this post.

I'll try to dig deeper into the scripts later and maybe I can tell you something interesting.

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 07, 2021, 01:48:34 pm »
Yes, Dioxine has rewritten these descriptions several times, each time swearing profusely at people not getting it/being way too obsessed with numbers :D

So I can just walk past all these things with peace of mind?
Because I have not found any combination with armor (armored vest (70%), alloy vest (80%), ciber armor (100%)), with which it would give at least some bonus. After hundreds of shots, I came to the conclusion that with webwear I received exactly the same amount of damage as without it.

It's a player's choice to do this mission or not. If it was a no-brainer, then it wouldn't be a real choice. ;)

A little later, I felt very well how unprepared I was for this and had to recruit several dozen agents, dogs and stamp rats.

Why give other buildings Sanity restoration bonuses below those of living quarters? For possible future changes, to keep things sane (no pun intended) and compatible with potential future ideas. I never expected this to be even noticed.

I will consider this for the future. And I wrote that I have a rather specific style of play. I often look at little things that only few people are interested in.

A couple more questions, not quite the right address, but where they know, they will escort me out.

Can anyone know the exact formula for closeQuartersCombat? I realized that for the shooter it is (0.5 reaction + 0.5 melee) * CQAccuracy. Does the enemy only take a dodge chance? I ask because there have been many cases where soldiers with 100-110 reactions and melee and weapons with 125% CQ accuracy often lose a check against a simple sectoid.

Do dogs, by design, do not have a melee dodge or is information about him hidden somewhere?

And the last thing. As in the case of CQC, there is no clear understanding of the spotter / sniper system (Already a little used and not so annoying).
Let's say the monster has memory time 1. So it remembers until the end of the current phase, right? That is, if I hit him on my turn and at the beginning of his turn I am out of sight, he should no longer see me and he needs to see me again so that they can shoot at me? Usually it works something like this, but once in a few cases they start shooting at me, as if my people remained visible (the sniper is 50% and I took this into account) (Guarantee that someone else does not see and not in psi-vision radius is also there).

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 05, 2021, 02:04:19 pm »
I remember a similar issue happened in XPiratez with damage reducing items. It seems they do not reduce damage by the listed portion, but rather reduce the difference between actual resistance and minimal resistance by listed portion.

And someone who is involved in this matter paid attention then or did not begin to correct it?

I experimented a little with the restoration of sanity. It turned out that HQ with AI is also not compatible with living quarters and only the greatest bonus is given. This means that any such bonuses are useless, because living quarters give more.

In addition, a regular HQ can only be one per base, but improved infinitely.

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 04, 2021, 06:01:47 pm »
A couple more questions came up.

After the mission of capturing the little UFO by the noobs (extremely painful, because the jungle), there were difficulties with sanity. I looked at how to speed up the recovery and counted the time. It turned out that the lift giving 1 regeneration is not compatible with the living quarters. Will a Level 2 HQ with living quarters and different types of living quarters work together?

The second point with the behavior of aliens. In order not to wait for the smoke to come off (I tried to burn the jungle (it turned out that it was very difficult to do this with simple incendiary grenades)) I went inside the UFO and after a long struggle with mind control and panic, the last sane agent, bleeding, finished off the remaining sectoids (it feels 2 or 3 leaders were sitting there), but the mission did not end. I crawled outside and found another sectoid there, I was able to shoot at him, injure him and he even panicked, but the mission did not end (aliens do not surrender, like people?). And most importantly, he didn't even think about going inside, rounds 15-20, while I was storming the plate, he just stood and waited. It looks strange.

It is not worth advising to walk with a normal team, because all normal soldiers who could catch this plate were lying on the beds in the hospital or were observed by psychotherapists. Almost all of December 1998, 2-3 UFOs a day captured.

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 04, 2021, 12:20:29 pm »
I have repeatedly come across the fact that the weapon, which, according to my calculations, should not harm me, calmly pierces. Recent incidents have been with a hunting rifle and SOCOM piercing cyber armor with a webwear.
To prevent unnecessary questions, I will clarify that more than 20 damage came from the hunting rifle to the side armor (66 maximum damage, 42 armor, 53 maximum damage taking into account 20% of webwear), and from SOCOM more than 10 damage to the frontal armor (60, 48 , 48 respectively). Where exactly the shot hit I can see from the damage to the armor.

After which I started testing with a different set of weapons and armor. As a result, the webwear script does not work at all (if the armor is with or without resistances). I looked at it, but did not understand what the error might be, but if in calculating the resistances, then the bug will appear with other similar things (so far there is nothing to check with).

Or am I just misusing it? I put it in my inventory (anywhere from these 9 slots) and catch a bullet. Or does it protect not from kinetic damage, but from another?

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 30, 2020, 11:38:38 am »
I stumbled upon the same joint at the cyber armor for the dog as the tritanium one and decided to look at the files better.
There are probably errors with energy recovery.

        flatHundred: 0.16
        healthCurrent: 0.25

        flatHundred: 0.2
        healthCurrent: 0.25

        manaNormalized: 2
        healthCurrent: 0.3

I don’t know anything about this armor and may be wrong, it just doesn’t look standard for X-COM armor.

        flatHundred: 0.25
        healthCurrent: 0.25

I got to the blackops machine guns and chose between standard and assault and something seemed strange:
According to the description, the assault rifle is less convenient and is intended for shorter distances, moreover, based on the stats, it is more suitable for a Snap shot, but the feeling that the "snapRange:" line is missing, because the range of Auto shot 20, and Snap shot only 15.

    accuracySnap: 40
    accuracyAuto: 40
    tuSnap: 42
    tuAuto: 42
    tuLoad: 20
    snapRange: 25
    autoRange: 25
      shots: 3
    autoShots: 5

    accuracySnap: 53
    accuracyAuto: 35
    tuSnap: 35
    tuAuto: 45
    tuLoad: 25
    autoRange: 20
      shots: 2
    autoShots: 5

And what with zombies and bark? It's my fails or really bug with them?

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 26, 2020, 01:39:54 pm »
Tell me who knows. It used to happen sometimes, but on a zombie mission at MAGMA it became a pattern. When zombie soldiers or mega zombies approach, the reaction attack does not work in some specific cases (even with full TUs and 100+ reactions).

In the case of the megazombie, only one pattern was visible - the reaction was triggered only if it had less, approximately 1/4 TU. He could go straight into the face of my soldiers and dogs and only the shots were fired on time.

I tried to deal with the zombie soldiers from the corner after the doorway, but he could easily run another cage forward, turn around and make several attacks until the TU ended and only then there was a retaliatory attack. I put both the dog and the man in a row, but both stood motionless. However, when I put the dog in front of the door on the cage deep into the building, it calmly began to bark and stopped this zombie.

And at the same time the question is why very often barking is not activated when enemies run through the cage from the dog's nose. Marking priority for reaction attacks has no effect at all in this case and, it seems, in many others. If they come close, there will be a bite in any case.

The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: December 26, 2020, 07:24:18 am »
In general, against Exalt, Red Dawn, do missions at night against them. DONT do night missions against  Lotus.
Ninjas are hard to spot already, night just adds more insult to the injury.
Scout drones have anti-camo, capable of spotting ninja's better than humans.

I no longer feel much difference to go on missions of factions day or night. I have found enough countermeasures against each type of enemy to fight in both light and dark. And yes, assassins are always equally well disguised and usually I take a rat against Lotus, which is much more effective than a drone, especially at night. Although the drone is also present.

One way to discourage grenade throws is to space out your troops. Have 4-5 titles distance between them and its just better to have one guy hit than two. That helps considerably.

Osprey and Kitsune are neat that you can stand beneath them to cover from grenades.

About the separation of soldiers, I think so it is clear.
And about the shelter under the planes. Several missions were such that the whole crowd stood behind the wheels of my plane for a long time, minimizing the chance of hitting me with conventional weapons and not giving the chance to throw grenades at me, and this is also quite a common thing.

A little out of place in this topic, but I wanted to tell the story of one of the last, interesting long battles.

It was the defense of the mansion against the Exalts. On the mission, I took a drone, a rat, 2 dogs and 4 agents with all stats, except for melee combat, maximally raised (for this stage of the game). Armed at the start all with two-handed electric stunners and 2 with MAC-10, 2 with light cannons (first trial). On the first moves, I stunned as many civilians as possible so that they would not be killed immediately and ruined the house with grenades. At this time, the dogs stood in the courtyard in front of the doors and waited for guests, and the rat simply hid. Then he gradually took all the residents to one of the windowless storage rooms and put the drone inside the room in front of a closed door. When the enemies began to come more actively, I had to move from the courtyard (there is no roof there) into the corridor. But after some time and a dozen or one and a half corpses, the crazy grenadier smashed and burned this room and had to retreat deeper into the building. For a while, it was possible to shoot back, looking through the windows from the room, opposite the front door, but the outer window made me a little nervous, even though the rat with psi-vision illuminated the approaching enemies. Then, with a wrench, i made holes in the walls and placed the dog comfortably so that it would calmly kill everyone who came. On the second floor, there was also a war, and I burned part of the floor myself, and the other part was destroyed by enemies with miniguns. When I had to go to rearm, I put the dog in one secluded place behind a broken wall, in which it is not visible from the street and it easily kills those entering the stairs to the second floor.
When the mass panic had already begun and the enemies stopped coming, i began to inspect the territory from the roof with a rat, broke the wall on the ground floor so that it was convenient to go outside and showered the territory with flyers. Two armed with sniper rifles that ignore 25% of the armor and went to the roof. Then a couple of grenades and 3-4 shots of snipers and the armored car was destroyed. Victory with 2 dead civilians who, after the middle of the battle, simply trampled in a closed room.

The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: December 25, 2020, 07:26:42 pm »
I try to try all possible options and styles of fighting, but some moments forcefully nullify all efforts. Instead of running around and shooting in smoke and behind small shelters, everything began to come down to finding a roof over your head (otherwise they would immediately throw grenades), doors and walls, and waiting for the enemies to come themselves, even if time is limited.
Or the second option, for open spaces, when we pack 5-8 fire and explosive grenades into each agent, throw smoke grenades into half of the map, and after a few rounds we run out and start flooding the map with fire and explosions at the light of the rat.

2 last, many hours, battles, I was able to get the agents out of the plane only after 20-30 rounds, otherwise they just killed immediately, even with a strong smoke. Hehe.

This is relevant in advance 2 with tritanium body armor as the best armor against kinetic weapons and no protection against explosive damage.

The Assassins, by the way, are perhaps the most frightening opponents for me. And in general I agree that other factions have strong traits that Red Dawn does not.

I wanted to ask why the stun grenade made such a huge production time? They are good (initially), but 440 hours apiece, when armor and weapons are in the region of 400-1000 hours, is a little strange. In general, consumables that are relevant at the initial stage, but which are actually produced (due to the high cost) much later, are meaningless. Like 3-5 rounds and 30 damage clips(virus) with the same production time. After all, the real price includes the production time that engineers can spend to produce items for sale.

I do not want to say that something is bad and wrong. I just want to produce and use the things that you have invented and added, and not see that this is 20 times worse than just buying store consumables and calmly winning in dull ways. For example, personal armor, worth 2500 hours with the possibility of repair, is quite worthy of its price (in my opinion), especially since this is the first defense against energy weapons.

OpenXcom Extended / Re: [Documentation] Scout/Sniper AI
« on: December 23, 2020, 11:32:22 am »
After 2.5 years, I would like to draw your attention once again to the fact that this feature, although it works as intended, is absolutely at odds with the logic. We're talking about night missions in XCF. I perfectly understand that I can hide my people behind walls / stones, etc. But there are a lot of situations when there is a bare field around and it is impossible to hide physically.

Option one: The rat came under the light of a flashlight on the ground and ran away 20 meters from this place on the same turn. This was noticed by the spotter and at the enemy turn, without flashing or detection, it is completely unknown where the sniper kills the rat.
Option two: Any hit on an enemy marked "spotter", as described above, automatically makes a target out of the character. Only the death of the spotter(but not always) can stop this madness and using grenades that don't triggering reaction.

I managed to see many other points and understood well how it works. Don't you think it's better to use not the "current position of the character" in any situation, but to write down the coordinates of where the target was last seen or where the shot was fired from?

You can say that I can change the settings so that the opponents will stop shooting in the dark and will only be at a visible target at the moment, and you will be right. I can do that. But this does not change the fact that this mechanic is initially built on strange logic. In general, I think the possibility that opponents will shoot at the places from where my agents were shooting is very natural and interesting and I don't want to lose that cool mechanic.

I beg you, please reconsider the approach to this feature and make it a pleasant and interesting and not annoying (especially for ironman)

As an option, you can show all opponents who hit and did not kill the agents, for several turns at any point on the map, for honesty, so to speak ;D.

The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: December 22, 2020, 10:59:51 am »
When I researched the tritanium gear for dogs and started comparing it with what it was, I found a small joint. According to the description, this armor is lighter and stronger than the purchased one, but it turned out that it gives much less stamina recovery, and after digging, I found this:

        flatHundred: 0.21
        healthCurrent: 0.25


        manaNormalized: 30
        healthCurrent: 0.25

and basic purchaseable armor


        manaNormalized: 30
        healthCurrent: 0.25
And perhaps, if it is more convenient, as they say, is it worth slightly raising the recovery? But until I tried it, I can't say anything.

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