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Messages - Markus Ramikin

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Edit by Meridian: resized the picture

Edit by Markus: Thanks, Meridian, was trying to figure out how to do that.

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Released Mods / [UFO] Ramikin Rebalance
« on: March 26, 2021, 07:28:30 pm »
https://openxcom.mod.io/ramikin-rebalance/

Works with OXC and OXCE.

This mod adds (almost) no "new cool stuff". Rather, it addresses problems with vanilla content.

In the main, this is a rebalance of Geoscape combat. Instead of relying only on Avalanches, then Plasma Beams and Avengers, you'll have good incentives to use all existing Craft weapons at some stage, you'll have reasons to make Firestorms, and eventually you might settle on a mix of Firestorms and Avengers using Lasers, Plasma, and Fusion Balls for different reasons. (Lightning are still trash, of course. They will always be trash.)

You'll also notice the UFOs hit harder - some a LOT harder - but the two smallest ones are prone to getting destroyed instead of downed. This makes the right choice of weapon and craft important.

There is one new Craft (thanks, MickTheMage!), rentable after researching Alien Alloys. This helped me make all 3 starting weapons useful: Stingrays and Avalanches are good for Very Small and Small craft respectively if all you have is Interceptors, but once the tougher Alloy Craft is available Craft Cannon come into their own as a high DPS weapon good against anything up to Harvesters.

To let that happen, I felt the need to delay the availability of Laser Cannons. I chose to do so by making Laser tech depend on Alien Alloys, and then I realized it's also a good idea to tweak Lasers a little: the Heavy Laser is now more useful, especially as a sniping weapon, and since Lasers are alloy tech now, the Laser Tank is now an Alloy Tank.

This creates a more distinct Alloy tech stage, with a craft weapon, a line of small arms, and a tank that's noticeably tougher than standard Earth tanks. I find this a satisfying side effect of what was originally going to be purely a Geoscape rebalancing.

All in all I feel I accomplished everything I wanted, at least according to my tastes. The end result is pretty much the same vanilla content (except that one new Craft) but now I have good reasons to use pretty much all weapons. My endgame save has Avengers with FBL for Battleships, Firestorms with Plasma Beams for Terror and Supply ships, and Firestorms with Laser cannons for everything else. And the performance of my veteran soldiers with Heavy Lasers and Laser Tanks is so fun that I wanna try a no-plasma no-psionics playthrough.

Originally this was just me tweaking the game for myself, but perhaps someone else will enjoy this.

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Troubleshooting / How does blast damage work around the Avenger?
« on: March 23, 2021, 09:53:57 pm »
I am confused and curious.

I fired a Blaster Bomb at a 30,30,1, the corner of the building in front of the craft. This downed a soldier, but that was a guy who was pretty much in the middle of the Avenger. The hell?

After reloading I tried some other locations. If I hit the Avenger straight from above or below or the sides, nobody seems to get hurt. If I hit the ground to the right of it (away from the player), people under the front landing gear get hurt. Makes no sense.

Anyone understand this and able to explain?

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I thought this subject couldn't surprise me further.

Behold.

5
I did.

And I expect when it's just the tile spawn, it's for the same reason. This is because exploded Terror Ships' Power Sources affect each other in a chain reaction, and that seems to indicate that pre-mission explosions obey the same engine physics as what happens during the actual mission. I'd be suprised if that cloud spawned like that in the original X-com.

But one way or the other, yes, I did throw a smoke grenade there.

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Released Mods / Re: [FINAL][MegaMod]Equal Terms 2.0++
« on: March 16, 2021, 06:37:57 pm »
Yeah, I did that. Just adding feedback for the author(s).

Thank you, though.

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It requires LoS, not LoF. Which is different: LoF could be from the other end the map, allowing scout-sniper tactics. So the mod should be called Psionic Line of Sight.

How was it in the original Extender? I've never played it.

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OpenXcom Extended / Re: Alien sale triggering even when not needed
« on: March 15, 2021, 03:48:47 pm »
Forced sale is a solution, no? Works fine for me, although I suppose there may be traps in Extended features, which I don't use.

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Released Mods / Re: [FINAL][MegaMod]Equal Terms 2.0++
« on: March 15, 2021, 12:56:33 pm »
In OXCE I get the same error as the guy above,
Code: [Select]
[ERROR] Error processing 'HOVERTANK_ARMOR_ET' in armors: Number of battle corpse items does not match the armor size.
In OXC I get
Code: [Select]
[ERROR] failed to load 'Equal Terms 2.0.049 FINAL'
this mod name is already used
even when this is the only copy of the mod on my entire computer. Weird.

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OpenXcom Extended / Re: Alien sale triggering even when not needed
« on: March 15, 2021, 11:44:19 am »
I've "fixed" this a million times already, I honestly don't give a flying fu*k about this feature anymore. There's about a 100 issues with it in OXC, and I wish I could say there's only 50 issues left in OXCE, but more likely there's 200.

Either stop using limits or start building storage.

<Complaining over/>
Haha. Okay. I stepped on an unexpected mine, eh? Didn't expect this to be a complicated area.

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OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: March 15, 2021, 12:48:47 am »
To add to the topic of mutual surprise changes in OXCE: for some extra fun, the situation from the savegame attached results in mutual surprise in OXC, but not in OXCE, the reverse of what I usually experience.

I confess myself confused.

(Not trying to rush you, Meridian, just figured if/when you get to examining the smoke vs sight range issue you might possibly find another datapoint useful. If not, ignore.)

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Well, with Terror Ships it's like Meridian said, a chain reaction because the Power Sources are so close. If one goes...

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For extra silliness, the broken walls of a crashed UFO stop smoke too.

https://i.imgur.com/ho4ExuM.jpg

This also seems to be new to openxcom.

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OpenXcom Extended / Alien sale triggering even when not needed
« on: March 14, 2021, 05:07:42 pm »
A minor issue, but when you have storage limits enforced, and you can finish a mission with too many items AND too many live aliens. In OXCE the forced item sale comes first, then the live alien sale. It's possible for the player to have sold enough aliens during the item sale, but the live alien sale will come up anyway, even when no longer necessary.

This once confused me and led me to sell more aliens that I didn't need to sell, since it was a "forced sale" so I figured I had to. After retesting I now realize I could have just hit "sell", but still.

In regular OXC the Alien sale comes first, which prevents any confusion. That would be one way to solve it.

If there's a reason OXCE departed from that, another way - indeed, probably more convenient for the player - would be to delay the alien overflow check until after the item sale screen.

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The likelihood of that is below 1%
I wonder how you calculated that? 75%^4 ≈ 32%.

No. Each power source has a flat 75% chance of exploding on crashes.
Thanks.

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