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Messages - The Reaver of Darkness

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Offtopic / Re: Footage of real XCom ufo interception.
« on: May 04, 2020, 10:47:19 pm »
Why is it so fat? Where are the wings?

It's in infrared. All you see are the engines.

Actually it has come to my attention that the image may in fact be a bird. I had heard somewhere else that it was a twin-engine aircraft. Either one easily fits the image profile from our position of limited experience. Perhaps there was a different one of a twin-engine aircraft floating about on the internet and I confused the two.

Offtopic / Re: Footage of real XCom ufo interception.
« on: May 02, 2020, 03:03:46 am »
I bet these are some lightning related phenomena or maybe camera problems. Like i.e. interference for electromagnetic activity in these fat clouds.
No, it's a twin-engine aircraft.

IDT Modding Hub / Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« on: April 18, 2020, 10:35:51 pm »
Since auto laser weapons are a thing and we have pulsed laser craft weapon as well as plasma equivalents wouldn't it be fair to get auto laser tanks and auto plasma gun hover tanks?

It's an excellent idea and one I toyed with. In the end, I rejected it because autofire tanks are basically just crappy soldiers that have a single point of failure. The real power of tanks is in supporting soldiers. They have more armor than soldiers, or they hit harder than a soldier. Four soldiers with heavy plasmas is a way better autofire platform than any tank could ever be--it's 8 high-accuracy and high power shots per turn--and they can stand behind a guardian hovertank for defense.

Work In Progress / Re: Looking for a modder.
« on: April 17, 2020, 02:51:43 pm »
In vanilla X-Com, alien missions have no fail state and can only be delayed. Eventually, all nations except Russia will quit the project. Hypothetically you could lose the game if the aliens ever infiltrated Russia, but it's in Siberia which is considered to be barren land, so the aliens won't do life-oriented missions there (harvest, abduction, infiltration). Mods can change all of these things.

There's very little to do in the end game. I'd recommend playing a mod that gives you more to do. I know that Precentor Appollyon's Hybrid Mod allows you to go to Cydonia and the game doesn't end when that mission is over.

Help / Re: Disposable Interceptor
« on: April 15, 2020, 08:32:30 pm »
I know missiles is a thing to some extent, but I don't know the details. Check out TechComm for a mod that uses geoscape missiles.

Open Feedback / Re: Maybe bug with manufacturing.
« on: April 14, 2020, 12:20:32 pm »
Oversight, might not be fixable. You can turn the craft into an item and then into a craft to circumvent it, though it's an annoying addition of manufacturing recipes.

OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: April 12, 2020, 11:57:02 pm »
"100%" chance to hit can roll a miss, but it won't very often. The vast majority of times it'll have an actual miss is because it's not aiming at the target. This is an extremely common problem. There's a tiny place where the shot aims for, and a good fraction of shots travel along a line that would intersect that tiny place that the weapon is aiming for, and it's about the size of a 9x9x9 voxel cube. The fraction of shots that intersect this target area is similar to the accuracy as a percentage for most values, especially anywhere from "10%" to "90%" accuracy. Thus while it is not an actual percentage chance to hit, you can pretend it is in your head and your results will not significantly vary from that, provided the target area is inside the hitbox of what you're aiming at.

Sometimes (way too often, in fact), the target area that the soldier aims for is partially or completely protruding from the hitbox of the thing you told them to fire upon. This is especially common when shooting units, as their vanilla hitboxes are a fairly narrow cylinder. If your soldier has greater than 90 applied shot accuracy, their shot trajectory will generally intersect with the small target area they elect to fire upon. If that target area is within the unit's hitbox and it isn't occluded, they will generally hit the unit. If it's outside of the unit's hitbox, they will basically always miss, no matter how many times you play the shot over. The only way to fix it is to fire from a different position, as the way the soldier chooses their target area seems to be based on the position of the target tile relative to the position of the one who is firing. It applies to aliens shooting at you as well--it's very possible to be in a place from which a given alien can't hit you.

When the shot does not intersect with this small target area, it chooses a nearly random trajectory whose angle tends to go wider the lower the shot's effective accuracy. It's more likely to go near the target than it is to go wide, but not by a very big margin. On low accuracy shots (~25 or less), it is possible for the shot to go further than 45º from the target. On high accuracy shots (~75 or more), a straying shot usually won't go more than about 15º from the target, but that's still more than far enough to miss with only 1 tile separation between the shooter and the target unit. Large targets (cyberdiscs, reapers, sectopods), using vanilla hitboxes, the hitboxes are vastly larger than with small units. Because of this, your actual hit rate at shorter ranges (approx. 3-10 tiles distance) varies greatly by target size. For a small unit, hit rate is roughly identical to the rate that the target area is intersected, provided that area is inside the unit's hitbox. For a large unit, stray shots frequently if not usually still hit.

Compared to real life shooting, the X-Com units have abysmal accuracy. But also in real life, chance to hit a target varies greatly by the target's movement. Headshotting a non-moving snakeman at 30 yards with iron sights is a trivial task for a rookie shooter, but trying to hit a snakeman rapidly weaving side to side at 30 yards is very difficult without significant marksmanship training.

Technically speaking, the shot accuracy is not a percent chance to hit. But the actual % chance to hit (the target area) is so similar to the shot accuracy value at most accuracies that it is an effective shorthand to keep in mind either when firing or when explaining shooting strategies. The primary discrepancies are positioning of the target area relative to the target's hitbox (which varies depending on relative position of the target), and hitboxes not matching their sprites.

Offtopic / Re: What happened to Blizzard?
« on: April 05, 2020, 12:27:27 am »
+1 to D2 instead of a knock against it because that sounds like an advanced or alternate strategy that wouldn't occur to a casual player.  Many of the alternate viable builds depended heavily on finding the right items to make the build work.  So it was sometimes better to wait until certain items were found and then spending the points to fit.  But then respecing became a thing and saving points for allocating later wasn't as useful.

And IIRC, fully immune monsters on at most 3 out 6 damage types were only on the hardest difficulty.  D2 probably could have been balanced a bit better for single player, since multiplayer shouldn't have a problem with this.  But they called it Hell difficulty for a reason.  :P

There were quite a few hidden strategies to building your characters. Unfortunately a lot of the skills were actually so trash that they weren't worth spending the points, and it was stupid having to spend the points first in order to find out the hard way. Other skills just scaled really poorly, especially early spells. It could have been a really good skill system, it was halfway there, but it was really buggy and problematic and altogether unfinished.

It was great fun unlocking a super powerful nuke spell which obliterates the enemies as well as your mana pool. And a lot of times it was still pretty balanced, especially after they added skill synergies. Finally you weren't wrong to have spent so many points on firebolt. Might be a boring spell, but with enough synergy points it was plenty effective. Originally, if you spent 20 points on firebolt, it hit around as hard as a 1-point meteor, and that was without any items that boost skill levels. So the synergies were an enormous improvement, but the game still needed more work like that. It never got finished. Some skills seem like trash but are just tricky to use, like battle cry. Others are just plain trash no matter what you do, like slow missiles--worth having 1 point in it but useless to put in more. And telekinesis has seen use in scamming and harassing unskilled players but has no real constructive use.

Help / Re: Night vision?
« on: April 04, 2020, 06:53:08 am »
By default, it's hold space to temporarily activate, num-lock to toggle.

OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: April 02, 2020, 04:43:50 pm »
Back to "Gauss Pistol (x4)" question. Modder has changed produce message to "Gauss Pistol (x4)" now, but another thing now bothering me. First time red popup screen when this project completed. It's now has that multiply modifier too: "Gauss Pistol (x4)". So can we have two different options: Normal message after research finished which could looks like: "Gauss Pistol", but have correct multiply amount "Gauss Pistol (x4)" in production screen when you start it? Or it's not possible? Two different lines in .rul files one for research complete and ready for production screen and second for starting production in workshops?

The manufacturing recipe must have a different name from the name of the item it produces. Example:

Code: [Select]

Suggestions / Re: Faster Queueing
« on: March 21, 2020, 05:18:03 am »
You can also set a number to increment for the scroll wheel. I like to set it to 10. That way every scroll wheel increment increments the list by 10.

XPiratez / Re: A thread for little questions
« on: March 17, 2020, 04:46:57 am »
If you're able to choose your engagements (not going against HKs), then you can set up one craft to be a super tank with no damage, and 1-2 other craft to deal all the damage. Just make sure the tank craft attacks first. Also get max reactions on the tank, and max bravery on the DPS.

Offtopic / Re: What happened to Blizzard?
« on: March 15, 2020, 10:35:48 pm »
It has a lot of roguelike features and was inspired by roguelikes.  But the biggest gameplay difference would be that it is not turn based.  As for the sounds and graphics, that just means the player's imagination doesn't have to work as hard.  Kind of like the difference between reading a good book vs seeing the movie made from that book.
Yes but you don't have to hold it to those standards. Just because it was inspired by roguelikes or has roguelike elements doesn't mean that it should be a roguelike. When you judge a detail based upon how roguelike it is, you're ignoring how well it fits into the game. If upgrades to the game make it more or less roguelike, that's all fine and doesn't matter; the players can define it how they choose but what matters is a game should be good.

I judge the faults of Diablo 2 based on its own merits alone. It fails when I see a way it could have easily been better. Besides, the best games usually step freely outside of their own genre because the genre doesn't confine it, it only defines it, and only so in a transient manner.

Offtopic / Re: What happened to Blizzard?
« on: March 15, 2020, 10:09:30 am »
I personally don't think RPG elements are the core feature or roguelikes and that important at all to the genre.
Some people might call Diablo 2 a roguelike but that's not really what made it great to me, and I don't think it's what most people saw in it. There's plenty of people who are into roguelikes but plenty more who don't care or even hate roguelikes. Yet all of these people loved Diablo 2.

Help / Re: Inventory
« on: March 15, 2020, 09:20:44 am »
Thanks. But I do not like that the slot covers the words and the words cover the armor.
Ah, reasonable. The words go over the armor on mine as well, I just never minded it.

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