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Topics - MrFrustrated

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1
Open Feedback / Can't find the ruleset for soldiers/new recruits
« on: January 20, 2022, 01:13:15 am »
I can't find the ruleset for soldiers/new recruits. I know I've seen it before but that was many years ago. I need the command path to figure out how to find it.

Maybe I need to be doing it in Xcom? Or openxcom? or Openxcom extended?

I don't want a supersoldier cheat mod. I like my soldiers gradually getting better, but I just want them to start with a bit higher minimum scores. Seriously, soldiers with 21 str; most real life troops carry around 80 pounds of gear.

I have idea of thestats, thanks to finding a post by the_third_curry.

Thank you for any help.



From the_third_curry

There's a pretty easy way to change the stats of incoming soldiers without a mod; you can easily edit the ruleset to get better soldiers. Just look for this section here in the ruleset:

soldiers:
  - type: XCOM
    minStats:
      tu: 50
      stamina: 40
      health: 25
      bravery: 10
      reactions: 30
      firing: 40
      throwing: 50
      strength: 20
      psiStrength: 0
      psiSkill: 0
      melee: 20
    maxStats:
      tu: 60
      stamina: 70
      health: 40
      bravery: 60
      reactions: 60
      firing: 70
      throwing: 80
      strength: 40
      psiStrength: 100
      psiSkill: 16
      melee: 40
    statCaps:
      tu: 80
      stamina: 100
      health: 60
      bravery: 100
      reactions: 100
      firing: 120
      throwing: 120
      strength: 70
      psiStrength: 100
      psiSkill: 100
      melee: 120
    armor: STR_NONE_UC
    standHeight: 22
    kneelHeight: 14
    genderRatio: [3, 1]

2
Suggestions / I wish I could call airstrikes down.
« on: November 03, 2021, 11:58:15 pm »
I wish I could call airstrikes down. While it wouldn't be possible in the final mission or base defense/attack missions, it would be nice to know if I encountered sectopods and didn't have the means to harm them, I could paint it with a cruise missile, get the lock, and fire away. Even better, I wish interceptors could be paired with skyrangers, giving players the ability to call in an immediate airstrike. Vehicle weapons are far more powerful than handheld weapons. The alien fusion ball is the only hand weapon that can blow a whole through alien ship hull. The ship version can blow up small and medium ufos in 1 shot. Clearly blowing up is more powerful than blowing a small hole. A simple stingray missile would likely translate 280-490 explosive attack.

Also, I think many players would get a good laugh calling on airstrikes during a terror mission.

3
OXCE Support / [Solved] Is OXCE compatible with Commendations mod?
« on: November 03, 2021, 05:52:05 am »
I just reinstall openxcom, thought I'd try OXCE, downloaded it, and I've only downloaded 1 mod, Commendations, and I can't get it to work.

It works fine for openxcom but not oxce.

It could just be some screwup on my pert. Appreciate any help, thanks.

4
So its been a while since I played this, maybe as long as 2015, I might need some troubleshooting, and any recommendations for good mods would be appreciate

I hurt my mouse hand/arm, so I'm not using the computer much, but I should be fine come December 1st. Figure I would go back to xcom come December, why not set my computer up now and do all the troubleshooting and mod selecting in the meanwhile. I'm typing this with my non dominant hand. Can't wait for Dec 1st.

I've reinstalled xcom and downloaded the most recent nightly for openxcom.

---Trouble shooting 3 mods---

I noticed in the mod tab 3 mods that I'm worried might not work. I think they're from 2015 and were installed with the 2015 version of openxcom, stayed in my computer after I deleted xcom. One is Commendation Medals, version 2.1. I know I used a version of this mod in 2015, loved it, even asked the creator to include medic medals (I give everyone a medic kit.)

In truth, I'm more worried about the other 2 mods, one is 'AlloyCrafts_F72QmxAR' which has this description, 'Version 1.0 by unknown author./ No description.' The other is 'alloy_ammo_oQHJGCIH,' and again has the description, 'Version 1.0 by unknown author./ No description.' BTW, a '/' means line break, often found in writings where they quote poetry or songs or tv-film scripts. I'm a bit of a language geek.

Since I'm really trying not to be on the computer, I've only been able to limited testing. I did start a game briefly (fighting a battle represents too much temptation, so can't troubleshoot that way), but I notice the in game ufopeadia has entries for alloy craft skyranger but not an alloy interceptor and had many medals, a couple had the caption 'No description.'

The skirmish mode does have alloy clips for pistols, rifles, and big guns.

---Mod suggestions----

I don't want mods that redesign/rebalance weapons or enemy stats. I like keeping the items and stats the same. Granted, I might use the Heavy Laser mod since the original stats made the heavy laser unappealing. I am fine with adding weapons or even new enemies. If you think something makes the graphics better or redesigns city layout, go ahead and give a recommendation. 

I watched someone play on youtube and whenever they finished a battle, they got screen showing stat gains. Do you know which mod that was?

Any suggestion is appreciated

Thanks to anyone who reads this whole thing. Take your time responds, I've got a month to wait.

5
Suggestions / How aliens attacking your base should work.
« on: November 16, 2015, 03:21:43 am »
1. Aliens should not forget where your base is without good reason.

Good reason is you built a mindshield.

Decent reason should be you destroyed a bunch of bases in the area.

2. When aliens retaliate, they should do it en mass.

As soon as a retaliation mission is triggered (ie that scout is looking for your base), the game should generate multiple battleship  attacking all known bases. If the scout finds another base, then another round of all your known bases being attacked by multiple alien ships.

The aliens are suppose to have unlimited resources, they should use them.

3. Battleships or a new larger capital ship should have the ability to bombard your base while you defend it.

If you have no base defenses, aliens win automatically.

Assuming you do have base defenses, every 10 turns, the alien ship takes a blind shot that could destroy a whole room. There should be a certain chance that the alien's bombardment fails to get through. Meanwhile, so long as you have base defenses, they get to keep shooting at the Alien ship. 

4. Multiple ships means multiple waves of invaders.


6
Suggestions / Any chance a Cat terror unit could be made?
« on: November 16, 2015, 02:37:13 am »
Any chance a Cat terror unit could be made?

Granted it wouldn't be as bad a Snake terror unit, but I would like a terror unit that under certain conditions perform a pounce/1-hit kill.

Under normal conditions, the cat will walk up to you and attack you like other melee units. However, when dealing with height differences, the cat can perform 2 different attacks.

Once in a while, the cat will stay in the high ground, wait for a target to get close enough, and jump down on an opponent and instantly kill it.

The cat should also jump up  or down ledges.

The other attack is performed on flying units. The cat can jump up, and drag its opponent down. That could be an automatic kill or not.  If a flying is more than 2 levels highers, cat can't attack it.


7
Troubleshooting / Where's the Debug option?
« on: December 11, 2014, 12:51:56 am »
Where's the Debug option?

I'm using 1.0 OpenXcom. I've looked through all the screens that I could think of. I've tried finding it under every heading in options, both during the game and from start screen. I can't find it.

I expect this to be just like psi strength improvement; not found in 1.0 version.

Thanks for any responces.

8
Troubleshooting / Battlescape victory causes crash.
« on: December 03, 2014, 04:02:08 am »
Battlescape victory causes crash.

I haven't tried other battles, but when I finish a particular battlescape, I get a crash, 'not working' message.

I have both soldier diaries and shoes ufopedia compliment mod. No other mods

I have some work I need to do, but I will troubleshoot later, see if other saved fights end in a crash.

Thank you for any responces.

9
Suggestions / Medkits should work on MC aliens.
« on: November 20, 2014, 07:33:32 am »
I know it will only help a few player like me who love to use alien blood option, but medkits should work on mc aliens.

They work on unconscious aliens, but not unconscious ones.

10
Troubleshooting / Can't find Psi stregth improvement option
« on: November 19, 2014, 09:34:25 am »
Can't find Psi stregth improvement option.

Its mention in Open Xcom entry in ufopaedia site.

https://www.ufopaedia.org/index.php?title=Options_(OpenXcom)

Am I suppose to go into the options section in the game start screen? Or from the Geoscape? Battlescape?

I think I've looked under every possible combination of those paired off with looking under 'Options' and 'Mods.'

Was the option removed?

Anyways, I appreciate any help.

11
Suggestions / Turn UFO landing into crashed ufo via battlescape damage
« on: November 16, 2014, 01:16:10 am »
You should be able to turn a ufo that has landed into a crashed ufo by destroying either all its nav computers or blowing up all its Power Sources during a battlescape combat.

Granted, if you manage to do that, chances are you will be able to mop up the rest of the aliens

12
Suggestions / Better path finding for civilians like avoid fire
« on: November 06, 2014, 12:29:45 am »
Better path finding for civilians.

For example, I have one right now sitting in the middle of a fire. Not a massive infero but a solitary patch of fire.

I so wish we could play as aliens, so I could butcher those dumb jerks.

13
Troubleshooting / Do aliens gain morale for killing civilians?
« on: November 05, 2014, 11:56:17 pm »
On terror missions, do aliens gain morale for killing civilians?

I ask because I just destroyed a cyberdisk, which exploded and killed a civilian. My shooter lost morale, but none of my other men did.

14
Troubleshooting / How is your soldier death calculated?
« on: October 29, 2014, 08:49:59 am »
How is your soldier death calculated?

To be precise, can soldiers die even when they still have hitpionts left if the aliens hit them hard enough? I'm NOT asking about someone iying from bleed damage, nor your last conscious soldier being mindcontrolled, nor them being turned into a Zombie.

I have noticed often when an enemy kills one of your guys, you see in a flash thier hitpionts and morale decrease but not to zero, and yet they die. To use a d&d reference, its like they failed thier saving throw. Once in a great while someone survives losing 80% of thier health. Do those few make thier saving throw?

Curious to see what better players than I say. 

15
Troubleshooting / Game crashing with Commendations/soldiers diaries mod
« on: October 26, 2014, 06:40:33 am »
The only mod I have in my game beyond Open Xcom is the soldiers diaries. My game crashes everytime I load a save game or try to start a new game.

I've already tried switching the option off, but that didn't help. I did flip a few other options on, can't remeber, but they would have all been standard open xcom options.

I would deeply appreciate  any help.

Thank you.

BTW, I posted a similiar message in the mod thread dedicated to soldier's diaries.


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