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Messages - The Reaver of Darkness

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OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: July 09, 2019, 01:37:12 am »
I was under the impression that most people, especially veterans, used the TU reserve buttons. I use them frequently, usually to move several soldiers quickly without overspending their TUs. It's a great timesaver at times, but sometimes I turn it off because the amount I want to reserve isn't an available option.

While we're on the subject of the movement and indicators, I have noticed another bug quite a few times: When a soldier with 8-11 time units tries to walk through a closed door, they open the door (spending 4 time units) and then stop, giving you the error that they do not have enough time units to proceed. You have to issue the order a second time to get them through the door. I suspect that what's happening is the game deducts the 4 TUs for opening the door without going through it, then incorrectly tests for 8 time units remaining for going through a closed door. It may be failing to update the door's status on the time unit checker.

He's serious.
The feature though is completely redundant/irrelevant IMO, feels like it's done only because it can be done, no other reason.
But maybe it's just me...
That's X-Piratez's features in a nutshell. The mod uses features because they are available. I like it, because it's a one-stop shop for modding examples. X-Piratez plus the ruleset reference (fantastic work on the OXCE documentation btw) will get you enough info to type up almost any mod features short of scripts.

OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: June 30, 2019, 10:51:23 pm »
Without trying to say something bad about the game or about the players: I haven't seen a game, which would spawn more myths about its mechanics than Xcom.
No kidding. I recently came across my old pro-tips forum post and was appalled to see just how inaccurate it was. And I was a veteran player of several years when I posted that. Modding has really helped me to understand the game in a way that playing it could never teach me.

X-Com Pro-tips!

Fan-Stuff / Re: Has anybody tried computing travel time from Mars?
« on: June 22, 2019, 03:24:57 am »
Mars is moving at some orbital speed and Earth is moving at another. The difference will be the dV (delta V, change of velosity) that the UFO needs to do. Like two cars speeding on a circular high way, the UFO is a roller scater that jumps off one car and travels to the other.
At the acceleration these craft can sustain, they would be able to reach orbital velocity in seconds. After a few hours of acceleration, they would be going many times the speed of the planets they're traveling between. It would be more like riding a motorcycle onto the autowalk at the airport.

OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: June 21, 2019, 06:38:35 pm »
Question about damage and ranks - I've found what new soldiers (aquanauts) often not killing enemy in one shot what usually dies of it if someone more experienced shoot them. Same for throwing grenades.

It's a variety of subtle factors you may not be noticing, plus some apophenia. Maybe your less experienced soldiers are up toward the front and more likely to get the first shot. Maybe your more experienced soldiers carry better weapons. Maybe aliens are less likely to survive a hit gradually as the game progresses--your soldiers become more experienced but also get better weapons. Maybe you get better at using the same weapons, because you the player are more experienced and know what kills them. As for grenades and other explosives, it's probably the same, but hitting a square closer to the target counts for more damage (usually 10 more).

I've actually experienced the converse: as I research better armors, my rookies seem to become more powerful in combat. It's probably just that they can hold the line better, and it's definitely not them doing more damage.

Released Mods / Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« on: June 19, 2019, 04:39:45 am »
Glad to hear it! I'm watching your new livestream. Perhaps some day in the distant future I'll make a TFTD mod.

Released Mods / Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« on: June 13, 2019, 06:50:43 pm »
Hmm, yes, it seems the cyberdisc takes less damage than I expected. It takes some, but not enough to be effective.

Big alien tanks then. Good luck. You're gonna need it! >: )

Fan-Stuff / Re: Has anybody tried computing travel time from Mars?
« on: June 12, 2019, 12:16:03 pm »
If you assume that the UFOs are a tourchship then the path that you take between mars and the earth should be a Brachistotrone curve and not a stright line. Traveling in space isn't just about the distance, you must match the speed and orbit of the target.

At the speeds it'll be traveling, with acceleration many times greater than Earth's surface gravity, its ideal path would be slightly curved yet almost a straight line. They would essentially compute the length of time it takes to reach the destination, and aim ahead of the target based on the movement of the target over that time.

Released Mods / Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« on: June 12, 2019, 12:47:42 am »
Version 1.3.1 is out! This version fixes several of the issues I discovered while watching Hadriex's stream, and also brings in a few changes from the upcoming mod. The largest changes are that you'll have more money, aliens won't do as much psionics, and you can now get alien entertainment from Abductors. I've also incorporated Luke's UFOs into the mod--this means you no longer need his mod running to get the full array of alien craft.

Overall, these changes should make the game easier, but it should also put it more in line with the way I originally intended it to be.

Important note: For version 1.3.1, soldiers' minimum psionic strength was increased to 30. Already existing soldiers recruited in prior versions will not have their psionic strength changed. You can use the psi lab to check their psionic strength. Any soldier with less than 20 psionic strength will be extremely prone to psionic attacks and should not be brought along on missions with psionic aliens.

Released Mods / Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« on: June 11, 2019, 07:19:35 am »
EDIT: 8 cyberdiscs on the first terror mission? They only take damage from tank cannon shells and heavy cannon incendiary rounds. How did I survive that? Almost like I'm waging war against a highly advanced alien species far ahead of human technology or something. Time for some of my troops to hold a spare heavy cannon clip for the snipers...

Try rocket launchers!

Released Mods / Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« on: June 05, 2019, 01:59:40 am »
See you after my first superhuman run and thanks for the mod as always.
I look forward to hearing about it! Good luck! (You're going to need it!)

I noticed that, but I assumed  the early Mutons were for the difficulty and I personally like the "oh crap" moment when you first encounter them with nothing but lasers and kevlar.
I like that, too. If I could balance it perfectly, I'd try to make the player fight Mutons for the first time with second-tier technology (such as lasers). But one of the problems is when players are stuck fighting them with first-tier (starter) technology. It's certainly possible to beat them with first-tier, but can be unreasonably difficult. So my ultimate goal is to balance the user into meeting them at second-tier as much as possible. It'll help me to hear reports like this from players, so thanks for that! I'm hearing players meeting them both at first and second tier, but so far usually second so that's pretty good. I might push Mutons back just one month, but I want to hear from as many people as possible to set it carefully.

Released Mods / Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« on: June 04, 2019, 05:59:23 am »
Wait, so you're telling me all the deaths I took because custodian doors are always open and my tactic of smoking the doors wasn't intended?

There are other unintended "features", such as the aliens handing you mutons too fast or the sectoid leader deep inside the ship seemingly being able to see your troops through walls. They are in the mod because I had not been able to solve them in the past. My skills as a modder have improved over time, and so I'm gradually reviewing my mod. I plan to make a few updates to fix a few things that bug me. It might make it easier overall but hopefully not too much easier. For example, the door fix I just uploaded will prevent the aliens from shooting into your ship during their turn, but you'll still have them shooting into your ship during your turn, and it'll be your fault for opening the door to let them do it.

Released Mods / Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« on: June 03, 2019, 06:05:05 pm »
I'm so excited to watch your let's play! I've gone through the first episode and it's a lot of fun watching you play! I had intended the Veteran difficulty setting to be about as hard as Veteran in vanilla, but you're not the only one who says it's a lot harder. Also, there are shortcuts for loading your troops faster or saving and loading entire equipment setups. There are lots of shortcuts for all sorts of things! You can ask on Discord to get some help finding them. And I'd recommend finding the setting to see your soldiers' strength in the equip screen. Your soldiers are way overloaded and can barely move!

I'm sorry for not doing this sooner, but I finally fixed the back doors on the Custodian. I didn't know how to do it until about last year, but I should have fixed this craft earlier I suppose. It looks a little funny but should work much better now!

OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: May 28, 2019, 08:26:51 am »
Could you make a tweak to the ToItem attribute on damageAlter? Currently, it goes through items one at a time, damaging it until it destroys that item. I can't see a good way to use this functionality. It randomly destroys an almost-fixed number of items, regardless of how many items are on the unit(s) hit by the attack.

I propose that ToItem causes all items held by the attacked unit(s) to be hit the same as if they were on the ground. This means, for example, that a ToItem value of 1.0 on an explosive would destroy items held by units just as though they were laying on the ground.

If the current functionality of ToItem is worth maintaining, then I propose a new value: ToAllItems

OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: May 22, 2019, 02:09:37 am »
So morale damage is no longer inversed when above BRA 110? Not a big thing, but, EDDIE, why? Why did you do that to me? Why do you hate me? (We both know that only Piratez use >110 BRA) I just only learned about it now.

I think bravery damage inversion is far more likely to be problematic than useful. And more importantly, it seems reasonable to ask for the use as a separate feature: a feature in which it's possible to declare a state that causes some units to have morale restored under certain conditions. Maybe the end result will give you MORE control than you ever had before.

I support the change. It doesn't currently affect my mod either way, but if it ever did it'd be negatively.

P.S.: My upcoming mod has >110 BRA.

- - - - - - - - - -


Thank you so much for everything you do! I could never repay you for all your work, so the best I can do instead is show the value of your work by using it to better my mod. The following suggestion is merely tossing ideas against the wall. I put you under no pressure to set any of it into action. Feel free to ignore anything I say here.

Here's some suggestions to perhaps cover for Dioxine's needs while also opening up an entire new angle to modding involving morale management. Should you pursue this suggestion, you can expect to see more people finding more ways to break their mods. It's a labor of love, and every time someone asks for a new feature to get out of a corner they drove themselves into, it's a way of saying "I love all these options and it inspires my creativity!".

 A.) Add a damageAlter which deals (or heals) damage to morale, and can be based on a resistance. If the resistance number declared is -1, then it uses bravery as we understand (including healing for bravery 120+). If it's 0, then it deals the morale change regardless of other considerations. It should allow for negative numbers on the effect value, so you can make something that heals morale to anyone (even lily-livered), or you could even make something that heals MORE morale the LESS brave the soldier is.

 B.) Add an option for medi-kits to make the pain killer option heal morale damage that wasn't caused by injury.
0 = vanilla (only heals morale lost by injury
1 = only heals morale lost by psi/use/item effects
2 = only heals morale lost by friendly deaths
3 = 0&1
4 = 0&2
5 = 1&2
6 = all three (always heals morale)

Released Mods / Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« on: May 20, 2019, 07:51:10 pm »
Wow! That was quite an adventure! I'm glad to hear you enjoyed it!

Don't be too quick to jump into Superhuman without trying Genius first. I scaled up the difficulty differences quite a bit. Or go Superhuman next if you're feeling brave!

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