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Messages - Juku121

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1
The X-Com Files / Re: [Submod (s)] Project Xenophobia
« on: April 17, 2024, 11:02:30 pm »
Pfft, chickens used to wield SNIPER RIFLES! :D

2
OpenXcom Extended / Re: Parsing soldier stats from .sav
« on: April 15, 2024, 09:23:45 am »
I've investigated some more and can say with confidence the behavior I'm seeing is:
  • Commendations with the same name and decoration level do not stack.
  • Commendations with the same name but different decoration levels do stack.
That's exactly because of what I said: it's not the commendations that matter, it's the associated bonuses. Identical bonuses do not stack, and bonuses are shared between all 'Master of' and 'Bane of' type commendations.

This seems a bit odd / unintuitive and I'm not sure it's by design.
It's odd, but by design, since all possible alternatives were deemed worse.

I believe this is because the X-Come Files rules file maps different decoration levels for commendations to distinct soldierBonuses entries in soldierBonuses_XCOMFILES.rul.
That's not unique to these commendations, that's how pretty much every commendation with a stat boost I've seen works. What's unique in this case is the existence of multiple commendations mapping to the same set of bonuses. 

3
OpenXcom Extended / Re: Parsing soldier stats from .sav
« on: April 14, 2024, 11:47:51 pm »
But I gather the bonus (+1 throwing) is not in fact added twice.  How does the game compute the bonus to apply?  Does it pick the entry with the highest decorationLevel and ignore the others?
What it does is it gives the bonus associated with the commendation and level. And bonuses do not stack and are shared between all 'Master of' commendations.

Would the same logic apply to STR_MEDAL_RACE_KILLS_NAME and any other case where there are multiple entries with the same commendationName but differing nouns?
'Bane of' is the same, yes. I don't think there's any other commendation that automagically multiplies itself across some parameter (weapon/enemy).

4
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: April 14, 2024, 10:30:49 pm »
Well, it's a hard question. One idea what should be done, if anything, is forcing 0 turn on some of the "classic" grenades, like the basic black grenade. Leaving the timer (annoying or useful, doesn't matter) for more "advanced" explosives. But don't know if it's a good idea, it's just a thought.

On the contrary, I like them. Just never made them.
Well, that was exactly what I had in mind. I made three versions, pick which you want (probably not the instant one :D ) and I'll post the other two separately. Or even one, if you want to include two in the XCF distribution.

I see and understand your points, but I still disagree. Instant grenades break the flow of battle. It's hard to put into words, but they make the game worse.
Can't say I understand (IMO, waiting for grenades to explode is what breaks the 'flow', if anything), but I suppose we'll just have to agree to disagree.

5
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: April 14, 2024, 01:07:56 pm »
In the early game, higher-tier cultists quite often don't get killed by a single grenade.
Fair, but in that case you were going to throw more grenades anyway. If you are relying on saving some TU from the rarer cases by not double-tapping the tougher enemies, you are courting disaster anyway. And that's the main difference between instant and non-instant from that particular balancing POV.

6
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: April 14, 2024, 12:13:10 pm »
Up to you. Why ask me?
Because right now, I can only do the 'make 0-turn grenades' submod. But there's the argument (supported by several people chiming in and a bunch of gameplay footage) that most players might want this as the default, necessitating changes in XCF itself, and then I'd make the other submod to let those people keep their cake.

If you have information to the contrary, or dislike 0-turn grenades and thus don't want them in the mod, do tell.


Spoiler" Warning, rant incoming!":
The cheat lies in that you immediately know if your grenade has eliminated the enemy or not, as opposed to having to wait until next turn.
Yes, and how is that a cheat? Virtually any grenade I've thrown in any game other than X-Com has behaved that way, and no-one has been up in arms about how 'cheaty' grenades are because of that.

The major thing that seems to make people call it a cheat is that it's different from base X-Com, which is assumed to be balanced. Which I very much question.

This largely eliminates the need to use shooting weapons (exxcept in buildings and forests), which invalidates the entire X-Com mechanic.
Grenades still invalidate the entire shooting mechanic anyway. Have you not seen what Superhuman players do to avoid getting spotted? Have people not been saying "forget rifles, use AC-HE and rockets and grenades and suicide rookies and HE packs and grenade relays if you want to be efficient" to newbies since forever?

There's bit of very recent testing in the BOXCE Realistic Accuracy thread, and jnarical was pretty explicit in saying the way grenade accuracy works is an immediate red flag for them. The streamer testing Xilmi's AI early on largely relied on grenades to break the game, and the AI evolved to play along. The result is an interesting game of mutual grenade tag, but it's not even remotely realistic.

Never mind that you can still be reasonably sure that an on-target grenade will kill an appropriate target. I've not really seen people double- or triple-tap enemies with 0-turn grenades except in cases where their effectiveness is in question - stun grenades, Mutons vs regular grenades, and the like. So in practice, this distinction of "does it kill or does it not" is not as relevant as you think. People tend to just live with the results, and these are close enough to instant grenades that they don't suffer overmuch from doing so.


The broken parts are still the excessive range and accuracy, not the immediate explosions.

Yes, there are intended instant grenades, but they're balanced for this role.
How? The only thing they don't have is the actual cheatyness of grenades as far as long-range accuracy goes. And weight. So you can't really have a grenadier-rifleman the same way you can with regular grenades. Otherwise, as far as I can tell their performance is on par or even better.

It's not just me either, others have proclaimed their like of grenade launchers, too. Well, those who don't play the "don't get spotted by abusing grenades" game. And even some of them - psavola just remarked how instant grenades don't seem to be much of a game-changer to them, either.



Edit: Overall, my point is that grenades are broken anyway, and I agree with psavola that instant grenades merely change the way they work and don't make them much more or less broken./edit



Now, I get that XCF isn't meant to be meticulously balanced or realistic, and people largely like it how it is. So feel free to ignore this, and instead make more of your interesting maps and factions and new items and other stuff which are the main draw of XCF. But I did get a bit triggered here. So, sorry for the rant. :-[

7
Brutal AI / Re: "Realistic accuracy and cover system" option
« on: April 13, 2024, 11:43:45 pm »
So, I'm not only planning to "put that behind RA", but hope to fix it to reasonable state first.
Fair enogh. I quite liked the ability to see the 'hit roll' when I last tried. Perhaps too much PF WotR. :-[

In other words, 100% hit with good enough explosive, or 83,5% (good) hit with weak grenades
Yep, one of my problems with grenades in general. I seem to be somewhat in a minority, though.

8
Brutal AI / Re: "Realistic accuracy and cover system" option
« on: April 13, 2024, 09:51:05 pm »
'OXCE' can cover a lot of things. I've not played the vanilla UFO/TFTD in... decades?

My point was rather that it looks like the limited tools available outside the engine ('accuracyAimed' and 'throwMultiplier') only effect the accuracy part, and maximum dispersion is dictated by the engine (and changes to the engine).

Some mods halve throwing accuracy via 'throwMultiplier' to address the vanilla precision somewhat.

One time when I was trying to see how well that actually works, I set both really low and people were still lobbing grenades two screens away with passable accuracy. The four tiles or so are generally still within explosion radius, although the damage can be quite small.




Current BOXCE means that knowledge is now outdated, and once I discover that (if I do) there's really no way to address it short of petitioning Xilmi or making another fork.



I do hope you either put this behind RA, or introduce some more variety. But the general problem of there being undocumented changes to the base game that are hard to spot and impossible to turn off remains.



Edit: Was there a difference in your tests when using a lower-accuracy soldier?

9
Brutal AI / Re: "Realistic accuracy and cover system" option
« on: April 13, 2024, 07:34:16 pm »
I'd like to know more, do you mean accuracy-related issues/differences by that?
For starters, it's the general problem that BOXCE is no longer an addition to OXCE, but a different fork, as Meridian said. This means not all knowledge transfers over, OXCE devs and informed players can't always provide support, there are undocumented things that may or may not be bugs and only one person in the world can tell the difference without code diving. Stuff like that.

Second, Meridian's example is a very good highlight of something I have a lot of problems with (engine-level tightened throwing dispersion when I think said dispersion is ridiculously low to begin with, and modding tools provide limited means to address that), one which is quite difficult to notice in-game without playing a lot, getting a sense that something's is off, and then either code diving or getting someone else knowledgeable (and right now, that was like two people on the planet!) to point out this got changed.

And ATM it looks like BOXCE is a minefield of such potential subtly but meaningfully different aspects, and that makes me not want to play it at all. Because testing and documenting such things is usually assumed to be the responsibility of those who make the changes, and 'play to find out' is rightfully lambasted as lazy dev behaviour.


Bottom line, I can no longer trust BOXCE to behave like OXCE, with AI-oriented changes and some option-gated additional stuff. And I have little desire to learn two subtly different sets of game rules/behaviours. I can get changing some things because vanilla behaviour wasn't working for AI, or it was somewhat disputably a bug, one OXC(E) didn't care about but didn't really change the game much. The above example is neither, and a significant change at that. And I don't want to walk on a minefield of finding out what exactly does or does not work as it used to, without a clear heads-up.

10
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: April 13, 2024, 12:46:57 pm »
How do I know (or guess) which these are?
As ever, you either screen them in the labs or conduct field testing. Might need a few extra body bags if you do the latter. ;)

If you're impatient, you look in the save instead.

Also what is Apocalypse-style equipment assignment?
Equipment is assigned to a soldier instead of craft and moves with them from craft to craft (and maybe even base to base?)

Since the game is still built on the assumption that items live in the store and not on a soldier, I gather it might be a little clunky in certain circumstances.

11
Brutal AI / Re: "Realistic accuracy and cover system" option
« on: April 13, 2024, 09:08:43 am »
No, the problem isn't the values of the flags for RA, but rather the fact that RA can't really be 'turned off' without reverting to OXCE.

12
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: April 12, 2024, 08:11:20 pm »
Feel free to make it, if you like. I would prefer to focus on other stuff myself, but I totally don't mind if someone else does it.
Would this be a 'revert to timer-grenades' submod, or a 'make 0-turn grenades' submod? Because the thing here is that so far, evidence suggests people very rarely use timers different from 0. So it would seem to make sense to make a submod for the minority, and have the parent mod cater to the majority.

Should we do a poll?

the other is a brutish cheat (which ruins the balance even more).
Eh, I beg to differ. The big cheat has always been that you can throw grenades across the map, and rookies do it with far, far better accuracy than they can shoot rifles with. This and 'non-instant' grenades have somehow become really ingrained among X-Com players, even to the point of dogma. And that's despite virtually every other squad-level game I've ever played having the equivalent of instant grenades (if it had grenades in the first place, of course). And I've played quite a few.

I rewatched a few episodes of Meridian playing TWoTS a few weeks ago, and it was quite funny to see how quickly he reverted to Magna-pack spam and how quick their reduced lethality was to disappoint him. :D

Instant grenades and unlimited range are somewhat cheaty, true. Instant grenades and limited range means you can no longer do the grenade relay trick and now all grenades work more like they do in IRL - as close-quarters AoE weapons.

The one grenade type where this can be argued is smoke - instant smoke cover is not too realistic nor does it make for better gameplay. Then again, you do have to shoot through your own smoke if it's instant, instead of shooting in the clear and then laughing as the smoke screen comes up on the enemy's turn.

Finally, we already have grenade launchers, which are basically instant grenades with a weight/inventory space tradeoff. So, in a sense, we already have instant grenades, and it's a bit schizophrenic to have to justify instant and non-instant versions at the same time.

13
Brutal AI / Re: "Realistic accuracy and cover system" option
« on: April 12, 2024, 07:59:02 pm »
it could be inaccurate, but will be fixed... eventually
...
Min/max accuracy caps at 5%/95% respectively. For 5% or less - kneeling grants additional 2%, and aiming another 3%
Didn't we discuss this, and it turned out that the cap wasn't really as hard as this line says it is? I recall testing it in... December? ...and getting something like 99% accuracy at non-point-blank distances.



When RA option is off - the game should works the same as OXCE... but it doesn't.
This sounds like a big problem for BOXCE in general. :(



...balancing RA around XCF to make all those 100500 weapons good and realistic is far beyond my goals.
XCF weapons aren't meticulously balanced or even close to 'realistic', nor were really intended to be, though. Same for Piratez.

14
The X-Com Files / Re: [Submod] Stealth armours
« on: April 10, 2024, 11:51:03 am »
Alright, appreciated. I noticed there's also a new 'Prowler' armour that's also somewhat stealthy. Less than the Shadow Suit, but with better vision and stat boosts.

15
XPiratez / Re: A thread for little questions
« on: April 09, 2024, 09:35:30 pm »
It's probably the '15% of gals sleep in their undies' mechanic I was made aware of three days ago.

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