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Messages - bigwiggy

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1
Open Feedback / Re: tweaking Chryssalids
« on: February 07, 2025, 10:25:06 pm »
Hi Meridian, and thanks for the reply.

What you say is true, but could a scalpel, razor or claw cut through armor plating that can tank a heavy plasma hit? 

Regardless I'm not familiar with OXCE but after doing some research I'm interested.  Can OXCE be installed on top of Open Xcom, or would it be better to do a clean install? 

Thanks for your time.


2
Open Feedback / tweaking Chryssalids
« on: February 07, 2025, 06:55:37 am »
Hi all. 
I'd like to tweak Chryssalids in my game my reasoning being that a lid should *NOT* be able to kill/zombify a soldier wearing a suit of flying armor that can sometimes tank even a heavy plasma hit.  I mean yes, the lids are strong as they have 100 or 110 Strength, but even so that's not even twice as strong as a decent soldier so the notion they could somehow just rip through that kind of heavy armor just makes no sense.  At the beginning when you have no armor lids *should* be be lethal and I could see them being able to get through personal armor, but not power or flying suits.  So my question is how do I do that?

If I reduce their Strength stat would that have the desired effect? 
Or if not how would I go about accomplishing this?
Thanks.

3
Open Feedback / Re: A few questions.
« on: February 01, 2025, 02:06:41 am »
Thanks Juku121  :)
Much valuable info there.

I had no idea the older versions of the game had a difficulty bug, but that certainly explains it.  So 70 rifle hits to take down a disc...say 6 discs on a terror mission is 420 hits  which is 21 rifle clips, lol.   But learning about the difficulty bug makes me think I should have tried intermediate as I was wondering why it was so much harder than I remembered.     

4
Open Feedback / A few questions.
« on: January 31, 2025, 09:32:32 pm »
Hi all.  Just a few questions.  First what PSI strength is necessary for a soldier not to be a "PSI wimp"?
This has obviously changed from older versions of the game as I had a soldier with 69 PSI Strength & 60 Bravery, and he was panicked in 3 rounds as every alien PSI attack reduced his morale by around 40.

Also is it no longer possible to kill cyberdiscs with rifles? 
It was ever easy, but in older versions around 12-15  rifle hits could take down a disc.  But I've never been able to do it in Open Xcom, and that's with 20+ hits.  And discs now routinely survive direct hits from large rockets where as that was rare in older versions.  Lastly I also had a really frustrating thing happen as I brought down a terror UFO, but some of the Cyberdiscs wouldn't come out.  So I go in and find that some of them are actually trapped/hung up in the doors on the upper deck.  Considering the doors are only 1 tile the discs can't even fit through them, but the worst part was the only way to even get a shot at them was to look up through the drop chute which was lethal since being trapped and unable to move they had all their movement points.   I try to avoid save scumming, but that was a deal breaker. 

Thanks.

5
Open Feedback / Re: Soldier PSI strength & Skill.
« on: January 24, 2025, 10:22:02 pm »
Thanks Meridian.

Being able to tweak your soldiers starting values is awesome.  I mean it could be done in vanilla Xcom, but it was a pain as you needed a hex editor.   

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Open Feedback / Re: Soldier PSI strength & Skill.
« on: January 24, 2025, 11:24:07 am »
Ok, I altered the values and the problem disappeared. 
Thanks very much.

Just out of curiosity what's the max value that will work?

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Open Feedback / Re: Soldier PSI strength & Skill.
« on: January 24, 2025, 09:55:00 am »
I even tried just resetting OpenXcom to it default config, started a new game, and it's still showing my soldiers PSI Strength and Skill right off the bat.

I did adjust the Soldiers starting stats, could that be causing it?

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Open Feedback / Re: Soldier PSI strength & Skill.
« on: January 24, 2025, 09:31:02 am »
Ok, hope I'm doing this right...

Also I just want to make sure I'm not misunderstanding as in the old Vanilla Xcom you never saw your soldiers PSI strength or skill stats until you had the PSI-lab.  Is Open Xcom the same, or are all soldier stats visible right from the beginning?

I tried Alt+print screen to take a screen shot, but it doesn't seem to do anything.

Thanks.


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Open Feedback / Soldier PSI strength & Skill.
« on: January 24, 2025, 09:03:55 am »
When I start a new game it always displays my soldiers PSI strength & skill right off the bat which I don't want.  Can someone tell me which option or mod controls that?  I've tried turning off "PSI training at any time", "PSI Strength Evaluation" and "PSI Strength Improvement" as I'd rather not know my soldiers PSI stats until I get the PSI-lab.

Or is displaying all stats standard?
Thanks.

10
Open Feedback / Re: UFO base attack detection distance.
« on: January 23, 2025, 09:28:48 pm »
Thanks for the reply.

And wow, basically 500Km!!  Much further than I remember, but that fits with what happened.  And I'm very happy (and relieved) to hear I'm not going to be deluged with alien BB's and endless base defense missions!

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Open Feedback / UFO base attack detection distance.
« on: January 23, 2025, 09:06:00 pm »
Hi Al.

Just found OpenXcom and I love it as this is what Xcom should have been all along!

But something odd happened as I'm only in early March and I got hit with a base defense mission, yet no UFO's came closer than a few hundred km except for one very small one that did fly right over it but it was going 2200 (full speed.)  So my question is how close does a UFO have to get to detect an X-Com base as what I remember is obviously wrong, or maybe it was changed?

Also my fear now is that since the aliens know where I am I'll get swamped with so many base defense missions the game starts to become to much of a grind as that happened with one of my games back in the day, and I'm a **LONG** way from being able to shoot down alien BB's so I'm wondering if I should just start over.  Thanks.

12
Open Feedback / Re: Game Over
« on: June 28, 2022, 08:40:05 am »
I figured it out.  The game was ending because I was going too far into debt.  I'm not sure what the actual number is but when I sold a bunch of stuff to get enough so I was less than 2 million in dept after the monthly report the game didn't end.  You'd think they'd tell you the number though.

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Open Feedback / Re: Game Over
« on: June 28, 2022, 06:33:37 am »
Thanks for the reply.

Oddly my score at the end of the month was 8709 and my rating was excellent.  In fact I don't think I've ever had a negative score and certainly never two in a row.  The only thing is I'm always over two million in debt which causes a warning, but that's easily taken care of by bagging a UFO or two.  Anyway I guess I'll try taking out one of the alien bases and see if that makes any difference.

14
Open Feedback / Game Over
« on: June 27, 2022, 04:27:58 pm »
Hi all.

I'm playing a game of vanilla TFTD, and for some reason the game just ends at the monthly report for September 2040.  Is there a time limit I don't know about? 
The odd thing is I'm doing very well, never lost a funding country, destroyed the two alien artifact sites that appeared, never lost a tactical or terror mission, etc.  I have Mag Ion armor, Psi disruptors and was researching the first new sub based on alien tech but at the monthly review it just says I failed to stop the alien invasion and it's game over.  There are two alien bases that I left as the supply ships that land at them give me a steady supply of zrbite/aqua plastics, if I destroy those before the end of the month will the game continue?  Or can anyone tell me why it's just suddenly game over?

Thanks.


15
It worked  :)

What did you do to fix it?

Thanks for your help.

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