Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - NuclearStudent

Pages: [1] 2 3 ... 5
The X-Com Files / Re: Re: The X-Com Files - 0.9.8: X-Cool
« on: May 10, 2019, 01:25:06 am »
Two questions:

Will it be worth starting a new save for that new update? I'm only half a year into my current save, so it wouldn't be too big a loss for me.

What's the purpose of the flashlight? I don't recall what it actually does beyond an electroflare.

The X-Com Files / Re: Re: The X-Com Files - 0.9.8: X-Cool
« on: April 26, 2019, 09:16:37 pm »
Ummm... Which one? :)

Scratch that bug report.

I feel like I saw a -2 for civilians killed in an after-mission briefing. But when I tested a terror mission in battle mode, I properly got -50 for killing a civilian.

I'm doubting my own memory now.

The X-Com Files / Re: Re: The X-Com Files - 0.9.8: X-Cool
« on: April 22, 2019, 09:53:44 am »
Is it a bug that XCOM murdering a civilian only gives -2 points?

because, you know, perverse incentives...

OpenXcom Extended / Re: [Suggestion] ExecutionOdds scaling factor
« on: December 27, 2018, 04:35:36 am »
I suppose the crucial part is "manually". :P

as in, I tweaked literally all the values by hand, which I am never doing again

OpenXcom Extended / Re: [Suggestion] ExecutionOdds scaling factor
« on: December 24, 2018, 04:04:25 pm »
This feature can be useful for normal game, but will ruin most mods. Doubt.

I manually adjusted the executionOdds for an X-Files game. Dunno if I did it correctly, but my game seems to be working fine and without egregious balance issues.

OpenXcom Extended / [Suggestion] ExecutionOdds scaling factor
« on: December 23, 2018, 11:50:15 pm »
I'd like to have a measure of control over the pacing of my own game, so I've editted all the executionOdds of the various missions down by a third, to reduce the total number of missions by about a third.

If possible, it would be enormously convenient if there were a way to automatically set a scale (ie. from 0.1 to 1) for all executionOdds at the beginning of a campaign.

Thank you for your consideration.

Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: April 23, 2017, 11:54:25 pm »
How does it differ from vanilla?

How does it differ from vanilla?

I don't really understand what you are saying, but the newest version of the mod (1.9.7) works with the newest nightly. I just checked to confirm.

I am also having some trouble getting mods to work (probably because I'm an idiot, though.)

I have the 04-23 nightly, which is the latest one, installed over a previous nightly. I get this error (it's the last entry in the log I attached) when I try to boot up OpenXcom. When I try to boot up OpenXcom, it successfully boots up, but with Final Mod Pack deactivated. (so, WAD)

This doesn't appear to be a FMP specific issue, because I got essentially the same message (error @ something something, bad converstion) when I tried to install the commendations.

I have my mod unzipped and in the mod folder. It's been a really, really long time, and I've kinda forgotten how all this works.


EDIT: Never mind, I'm a fool that didn't realize that FMP requires OpenXcom Extended.

Released Mods / Re: [COMPILATION][RESEARCH] Final Mod Pack (FMP)
« on: December 28, 2015, 08:31:47 am »
Even reverting to UFO damage rules they absorb a staggering amount of fire now. It's taking the entire magazine of a multi-launcher to drop just one.

Have you tried spamming HE packs? If you weaken a cyberdisk with a rocket hit and then slam an HE pack down its throat, it's almost guaranteed to die.

(sometimes they don't though, but that's really bad luck)

Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 16, 2015, 10:44:32 am »
I mean that's the ship
He appeared only once. For the past five years, it is not, it is a norm?

You were actually extremely lucky to see that ship even once. I've gone through, iunno, over a decade of gameplay without seeing that thing.

Programming / Re: Upgrading to the nightly
« on: August 10, 2015, 07:09:57 am »
On a vaguely related note, anybody else have a giggle at the development notes?

Specifically stuff like-

Warboy1982, Wed Aug 5 02:17:42 2015
add sanity

even at the cost of my own.

Warboy1982, Tue Aug 4 23:21:11 2015

Warboy1982, Tue Aug 4 22:33:01 2015
objective sites

warboy forgot to set the success flag, what a nooblet.

I feel a little bit bad laughing, but on the other hand, it is hilarious.

Playthroughs / Re: Heart Attack Jumpscare!! | Power Drill Massacre
« on: August 06, 2015, 09:20:08 am »
It's kinda implied that you only post OpenXcom playthroughs here. Unless I'm misunderstanding the rules.

Open Feedback / Re: Effects of negative weapon power
« on: July 21, 2015, 11:53:20 pm »
I think it's an overflow problem or something. Like how the original Civ, setting aggressiveness to a negative number made the "Peaceful" Gandhi go nuts and kill everything.

XPiratez / Re: [TOTAL CONVERSION] Piratez Extended - 0.92 - 25 Jun
« on: July 13, 2015, 04:24:10 am »
Well they do mutually see each other from that particular position, even through 7 tiles of smoke. A bit strange, but the AI unit isn't favored in any way. Also, she's been seen by him, so she counts as seen, so more Academicians can approach and shoot her when in LOS, possibly.

Is there any reason that the smoke is less effective; as in, smoke decays in strength over time or something.

XPiratez / Re: [TOTAL CONVERSION] Piratez Extended - 0.92 - 25 Jun
« on: July 12, 2015, 09:37:28 pm »
The question is: Has anyone of them seen her prior to the smoke screen?

I don't believe so.  But the trader saw her that turn through the smoke screen.

Offtopic / Re: Introduce yourself
« on: July 12, 2015, 08:31:50 pm »
Welcome SkyBreach! How many rookies did you sacrifice to breach that sky?

Pages: [1] 2 3 ... 5