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Messages - Mathel

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
« on: February 09, 2020, 09:25:08 pm »
I wonder if nerfing melee further is necessary. Ideally stabbing someone in melee should be more powerful than point blank shooting (otherwise why bother with melee weapons at all).

Considering CQC does not seem to be implemented, there does not seem to be much point to melee other than stunning.
You could autoshot from point blank and have almost guaranteed hits, or attack in melee and likely miss.

One use I found would be killing Lobstermen before you get powerful enough guns.

Also, termal taser still has 100% hit chance regardless of skill (80% with other hand occupied.)

The X-Com Files / Re: The X-Com Files - 1.2: Masters of the Universe
« on: February 04, 2020, 09:15:21 pm »
Why: Not really compatible.

They never really worked with XCF, which is something I couldn't get through to you numbskulls, which in the end resulted in this change. :P

Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
« on: February 04, 2020, 01:24:59 pm »
Also one thing with metadata.

Metadata.yml and thus mod selection screen still say "version: 2.36".

Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
« on: January 23, 2020, 09:25:11 am »
Dont know exactly how this work, but wounded unconsnious units some times become captured, and sometimes dying. I think about it like "dead before ambulance arrives".

They usually die (But their corpses tend to be recovered). I do not know whether it is because they are already almost dead (Can't check HP), or because any remaining soldiers heal civvies and own soldiers, but do not heal captives. If you want captives, try to make sure they do not have critical wounds before battle ends.

OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: January 22, 2020, 01:32:58 pm »
To Meridian
Can the following proposal be implemented: If a player ignores the crash site, the crew of the shot down UFO gets to the nearest town, and welcome to the terror mission.
Sorry for my poor English/

Same should also happen with aborted crash recoveries.

The X-Com Files / Re: Re: Bugs, crashes, typos & bad taste
« on: January 16, 2020, 08:11:38 pm »
It is shown already, in the same place as recovery time.
I am playing X-Com Files: v. 1.1.2 on OXCE 6.3.3. Unless the feature was added in OXCE 6.3.4, it is not there.

Readiness recovery time is in the Agent screen. I said the agents list, by which i meant the place with
NAME         RANK                CRAFT    columns (Specificaly the Agent Info tab)

XPiratez / Re: Re: [MAIN] XPiratez - K2 - 2 Nov - Ice Ice Cool
« on: January 16, 2020, 07:08:43 pm »
Exactly! Possibly with an automatic rifle you find in abundance in these MODs to emphasize your point.  Or how you see it on these excellent series:
I think that doing so would result in you being imprisoned. Or gunned down.

Demanding something, you gave for free, back is robbery. Giving is transferral of ownership, now they own it.

The reason Hobbes situation is somewhat different is, that his modpack is intelectual property, not a physical object. He never gave away the right to his modpack , he merely allowed others to copy it.
And even then, unless he intends to use it for gain himself, I think it was a poor move. I do not mean the licence declaration. I mean enforcing said licence on things based on previous versions of the modpack. 

Sorry, buddy, I couldn't give a fig about what you are doubting. I stated facts.   Also if I decided to be in the place of Hobbes I would go after every SoB using my content with LAWYERS giving immediate takedown notices or suffer being sued to bankruptcy.   No mercy!!   :D
How ironic.
Also, if at least one person challenged you on that, you would likely fail. The whole modding thing is a legal gray zone. Add in the fact that hobbes allowed usage of his assets before and you have a whole mess.

Basicaly, if you were in his place, you would have to prove 3 things
A) You are the author of the assets (Somewhat iffy. Many of the tiles were recolored TFTD tiles.)
B) The assets used are the same ones (Easy. Hobbes was credited.)
C) The usage was not allowed at the time it was done. (Impossible. It clearly was allowed until the declaration. Anything posted before it would not be affected by it.)

And let's not forget that winning this lawsuit would make you easy target for whoever now owns Microprose, because of point A. Microprose has an actual licence on X-COM.

The X-Com Files / Re: Re: Bugs, crashes, typos & bad taste
« on: January 15, 2020, 12:32:35 pm »
Listing readiness recovery time in the agents list would be nice.

The thing I do is cycle soldiers. Before every mission, unless the last mission took only one turn (Very Small UFOs sometimes), I kick all people off the plane and put fresh ones on. That way, nobody gets too exhausted.

The X-Com Files / Re: Re: Bugs, crashes, typos & bad taste
« on: January 14, 2020, 09:34:19 pm »
So, especially since I had a few other issues to report in my previous post as well (embassies/very large UFOs spam and laser rifles problem) and I read in your other post thatI thought I'll report constant unit freak outs over nothing for the sake of balance consideration btw as even high rank, decent Bravery stat units entering the mission with 25% - 35% of readiness after dozen or so of turns are prone to morale-lock freaking out practically every turn, even over nothing, with no enemies and no injuries, becoming bigger threat toward each other than those enemies. I can understand really exhausted troops with less energy/TU but no way anyone would hire troopers THIS psychotic over being tired, especially when the mission sometimes is just "yo, there's a giant scorpion somewhere in this desert - shoot it and go home, will you?". ;)

25% to 35% readiness on mission entry?
They are not scared, they are mutinious. You drive them too hard.

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 11, 2020, 03:15:36 pm »
That probably means that some agents got this commendation for the same weapon, and some got it for another weapon.
Bane of.. is for slaing certain groups. But Master of.. has the same issue.
And what betatester probably means is, that several agents could get "bane of [group]", where [group] is a constant, and it would still be split.

I guess that since these commendations dynamicaly insert appropriate groups/weapons, they are done case by case, rather than grouped.
Edit: So I think that it is because what you said could happen, not nescessarily because it happened.

Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« on: December 31, 2019, 05:40:36 pm »
I decided to try this during the holidays.

It seems fun so far, but I ran into a segfault. It triggers when the naked civilian man moves after ending the turn.

Since I am already commenting, I noticed that CQC is not enabled. This makes melee weapons less useful, as ranged weapons can be used at melee range with almost perfect accuracy.

XPiratez / Re: [MAIN] XPiratez - K2 - 2 Nov - Ice Ice Cool
« on: December 31, 2019, 03:15:32 pm »
First off, you cannot implement "action", we have to work on items.
Second, this makes no sense: you regenerate stamina by not moving, and how is ever stamina or stun connected to TUs?
Third, using all kinds of stimulants pretty much counts as "passing a turn", so you're suggesting a feature that is already implemented in a wide breadth of ways.

About actions, there are armor actions, which, I suspect, is what was meant in the comment chain I answered to. Bugeyes-advisor has a medikit, pretty much non-tank armor has an unarmed attack. (Perhaps they are implemented as items, I do not know.)

The idea was, that it would sacrifice the possibility of acting or reacting for the effects. The gal (or other unit) puts away her weapon and does some breathing excersises.
With weapon put away, the gal could not react. Doing breathing excersises increases blood oxygenation, increasing stamina and reducing stun.

About it being pointless, I guess you are right.

I'm well aware that you can panic or berserk at 30 moral :-P

By the way, the chance to panic is not related to bravery at all. When you are at 30 moral, there is a 40% chance to panic or berserk regardless of your bravery. See here:
My mistake.

XPiratez / Re: [MAIN] XPiratez - K2 - 2 Nov - Ice Ice Cool
« on: December 30, 2019, 10:07:26 pm »
You can do a "no freshness lost turn" by downing a bottle and two sips of Kaltes Klares. Most armors loose freshness by 0.0014 * moral, so when you are at 35 moral or under the freshness loss is rounded down to 0. Kaltes Klares takes 10 moral per sip, so with 7 sips you are at 30 moral and stop loosing freshness.
But unless you have high bravery, at 30 morale you could to berserk or panic. This could put you in harm's way, hurt allies, waste ammo, or just waste your next turn. Not something I would consider a null turn.

But anyway, if there was a "rest" action, why should it restore or maintain Freshness?
Even when you rest, battlefield is still stressful. Enemies could pop out from anywhere. Someone could throw a grenade at you.
I think that if a rest action is implemented, it should cost ~95% TU, restore a set amount of Stamina and reduce Stun by a set amount.

XPiratez / Re: Bugs & Crash Reports
« on: December 23, 2019, 08:28:36 pm »
Which is why I did not point to it before Dioxine stated that race of brainers would be a concern if they were made into soldiers. If it would be important for brainers, it should be important for other units as well.
The Civilising Beastmen research mentions Epos of Gilgamesh. I doubt the beer and sex would alter someone's genetic code.  But as it requires Medical facility, I guess it is more involved.
As Pigmen are made into a type of slave that can not become a unit, I only pointed to Wolfmen.

In all, I guess the need for Medical facility explains it somewhat, though performing gene alteration in a Sick-bay is strange.

XPiratez / Re: Bugs & Crash Reports
« on: December 23, 2019, 02:20:49 pm »
Potential bug I realised when reading a different topic.
2) More importantly Brainers' race is not determined, since they can be Ubers or Gnomes (or maybe even someone else).

Neither is slaves'. Megapol Wolfmen can be made into slaves, who can then be made into human Slave Soldiers. If race is important, this should be looked into.

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