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Messages - HinterDemGlas

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The X-Com Files / Re: Want to help?
« on: April 08, 2024, 03:30:49 pm »
Neat! I'm happy to hear that.

The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: April 08, 2024, 03:28:26 pm »
I've used setting turn 1 in front of doors and corners for letting enemies walk into it; maybe not the most reliable tactic, but occasionally very successful-- e.g. when  throwing an incendiary in front of the only exit of a safe house on turn one. And in my current game I once used 8 carefully pre-primed dynamites to booby-trap MiB reinforcements. (Mixed success, the dang farmers threw one back and pocketed another two :o )

However, thematically it would be fine, an agent in the field is probably not going to do a lot of combat engineer bullshit to give a grenade a five minute fuse. I assume the vanilla X-Com assumption was that in the far flung future of 1999 hand grenades would be intricately programmable with a convenient holographic interface :)

isExplodingInHands would be !!FUN!!.

The X-Com Files / Re: [Submod] Stealth armours
« on: April 08, 2024, 02:58:44 pm »
I took a look at the scripts because I thought it would be one of the tag-related problems I've dealt with myself, but of course it wasn't and soon I was off on a merry adventure with the debug_log  :P

It seems the problem is that tags YAML maps apparently don't like it when you define the same entry twice in the same file.  I don't know if that's intended behavior. The easiest fix is to remove the second armors: (the one with the tags) and incorporate its contents into the first one. It worked fine for flashbang resistance and Hybrid shields.

The X-Com Files / Re: Want to help?
« on: April 08, 2024, 09:27:01 am »
I present a craft menu preview picture for the Medical Drone. Just a recolor of the scout one really. I hope it's useful

The X-Com Files / Re: [submod]Submod list for XCF
« on: April 08, 2024, 01:24:21 am »
I'm gonna make it worse and drop another tiny submod here! I made a custom craft menu preview picture for the medical drone armor so I know at a glance if I'm bringing a scout or a medic.

Just did the same for the totalRevives medal and stun_recovery. Seems to work, but stun_recovery was a lucky guess since there doesn't appear to be much documentation on healUnit. Oh well. Now I need to think of something sufficiently interesting for the third commendation.

The X-Com Files / Re: [submod] Medical Medals (0.2.1)
« on: March 31, 2024, 09:54:31 pm »
No problem, and thanks for the translations! Updated.

Good point. I made some adjustments.

The X-Com Files / Re: [submod] Medical Medals (0.1.1)
« on: March 30, 2024, 12:53:56 am »
Thanks for this modification. Enclosed a translation into Russian for version 0.1.1.
Very cool, I put it in there and added a German translation as well.

The X-Com Files / Re: [Submod (s)] Project Xenophobia
« on: March 29, 2024, 04:38:40 pm »
A new weapon family, a mission with custom enemies, a re-niche-ing of laser weapons as lethal flashbangs, and an armor rebalancing? Very impressive. A bit too extensive for my current game, but I will at least check it out.

OXCE Suggestions NEW / Re: [Suggestion] First Aid Skill
« on: March 29, 2024, 03:48:50 pm »
commendation can run arbitrary code through soldier bonuses on created unit, this allow you to add custom tags like "better healing" that will be read by medkit script hooks.
I tried this and I think it works; neat!

or you can forget commendations completely and just track the number of heals in your own custom soldier tag?
This plus a "book keeping" commendation is probably the more elegant way, but I want a script I (or anybody else) can just dump in a mod and then simply adjust the commendation.

EDIT: Revised, tested. Happy Easter!

Born out of this thread, as something I would like to do for this mod, I made a "medic stat" that grows with healed wounds and increases the HP restored with every heal. After mixing up all the very similar variables ten thousand times I finally got it to work! Please take a look at it and let me know there is an obvious problem with it. Thanks to Yankes and everybody else working on this project and all the modders for providing examples I could borrow.

(attached file identical to the below code)

Code: [Select]
  - type: STR_MEDAL_MEDICAL_STAT #healed lethal wounds
    sprite: 5
      totalWoundsHealed: [10, 20, 30, 40, 50, 60, 70, 80, 90, 100]

      TAG_MEDIC_PLUS: int
      TAG_MEDIC_STAT: int
    applySoldierBonuses: # apply tag
      - offset: 14
        code: |
          var int bonus_temp;
          var int soldier_temp;
          soldier_bonus.getTag bonus_temp Tag.TAG_MEDIC_PLUS;
          unit.getTag soldier_temp Tag.TAG_MEDIC_STAT;
          if gt bonus_temp soldier_temp;
            unit.setTag Tag.TAG_MEDIC_STAT bonus_temp;
      - offset: 15
        #*** extra Healing ***
        code: |
          var int medic_stat;
          actor.getTag medic_stat Tag.TAG_MEDIC_STAT;
          if gt medic_stat 0;
            if eq medikit_action_type 1;
              add health_recovery medic_stat;
              debug_log "Medic Stat used. " medic_stat " extra HP for a Total of " health_recovery;
  - name: STR_MEDIC_BONUS_1
      TAG_MEDIC_PLUS: 1 
  - name: STR_MEDIC_BONUS_2
  - name: STR_MEDIC_BONUS_3

The X-Com Files / Re: How often you lose everything you had on craft
« on: March 29, 2024, 12:32:08 pm »
I use the alternative equipment option of OXCE, meaning the only stuff on my crafts is the stuff my agents use, and some extra grenades healing items and generic magazines (and some "rare problem solvers" like a couple RPGs and the Tazer Cannon). So I usually only lose those! But I haven't lost an entire craft since the HMMV days. I have no qualms about aborting, and leaving a panicking agent behind

EDIT: Alternate Craft Equipment Management. It's nice for roleplaying and specializing your agents too, but you will have to configure the crew and equipment in base before sending them on their mission, instead of last-minute.

The X-Com Files / Re: Quick question on Bravery
« on: March 28, 2024, 04:12:31 pm »
I didn't pay that much attention to Bravery in my current game, but I guess I lost some people to panicking after being hit by incendiaries.

Of course, you can get improvements from panicking, getting wounded and for example by using pepper spray.
Also, importantly, healing items except sprays. I think it's a 9% chance for improvement per wound healed. When I have an experienced agent with a guts deficit I make them a medic.

There are some relatively easy ways to grind the system, like abusing Psiclones or depleting your agents' sanity on purpose, but those are kinda boring.

Bravery and current morale also count towards PSI-Defense, so you do want to max out Bravery for your elite soldiers eventually.

OXCE Suggestions NEW / Re: [Suggestion] First Aid Skill
« on: March 26, 2024, 05:50:53 pm »
Can scripts read the level of a commendation? Not sure about that... If so you could make a commendation with totalWoundsHealed and maybe some other conditions, then use a script to add extra HP to every heal depending on the level of the commendation.

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