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The X-Com Files / Re: [Submod (s)] Project Xenophobia
« on: April 17, 2024, 11:02:30 pm »
Pfft, chickens used to wield SNIPER RIFLES!
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I've investigated some more and can say with confidence the behavior I'm seeing is: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.
- Commendations with the same name and decoration level do not stack.
- Commendations with the same name but different decoration levels do stack.
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.
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).
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.Well, that was exactly what I had in mind. I made three versions, pick which you want (probably not the instant one ) and I'll post the other two separately. Or even one, if you want to include two in the XCF distribution.
On the contrary, I like them. Just never made them.
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.
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.
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.
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 grenadesYep, one of my problems with grenades in general. I seem to be somewhat in a minority, though.
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.
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.
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?)
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.
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.
it could be inaccurate, but will be fixed... eventuallyDidn'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.
...
Min/max accuracy caps at 5%/95% respectively. For 5% or less - kneeling grants additional 2%, and aiming another 3%
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.