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Messages - zhorov

Pages: [1] 2 3
1
Should they? it is only source for loot sometimes, especially on highest difficultyYou can always do some mods yourself. This mod is functioning as it must be.Nope. It you are looking some hardcore - you picked wrong gameYou don't need to fight them all. One of tips in Bootypedia says it clear: "There are more important thing rather than win every battle"That's very noobish to lose 8 people in one turn. Try to spread your team, and use some advantages as explosive resistant armor or camouflageTotal playtime is around 400 hours, increasing with every patch. Bases will appear in time, they will appear more often after your certain actions.
1) The maps are small, do the same as half a year ago, then there will be no such problems.
2) What prevents you from doing, by analogy with civil courts, so that they are not displayed? I scroll and what do I see? +7 enk at a time!!!! Just like a screamer jumps out all the time! Skip 7 times each time. Enough! Why is this shit?
Write what I should fix in the files so that
1) Reduce the priority of using grenades
2) Make fewer enks or even remove rats and homeless people from cars after 3 hours of play.
3) Make factions more aggressive towards creating bases

2
All in all it might be a bug because that is not intended, but without a save game, can't check what is wrong. It's not my experience, I had my game full of ninja bases though.
In my game, too, from the version half a year ago. Now they have cut them down but have not replaced them with anyone.

3
Like I said: on Jack Sparrow there should be (A LOT) of ninja bases. If you do not have any, you either met a very serious bug, or you fucked up your game by modding random shit in it.

Please provide a save game, I want to see this 35 hour JS game without ninjas, for myself. Maybe we can debug it.

The rest is just opinion. You do not have to fight bandits, and I believe the grenade issue is not actually true.
The saves have already been overwritten to x files. I decided to freshen up and play there until I solved the problem with the pirates. Of course I plan to start a new game.

4
..actually i really like the new addictions n N7, seems the game has a more progressive pace, so even most of low tech stuff finally is handy
The game turned into chill. There was a war before. And yes, constant base protection. Instead of assalt bases.
Does anyone know what needs to be fixed so that AI can build more bases?
Does anyone know how to make fewer counters?
Where is all this written down?

5
the earlygame is in a really good spot right now. the new bandit cars/trucks/etc added in N7 really add a lot of population and 'life' to the gameworld especially in the first half of year 1. The new earlygame crafts like Angry Bird/Huey are the other half of it to pull it all together; plenty of shitty enemies to shoot down and plenty of shitty crafts to do it. Despite being added literally in this version it already feels like Iconic Piratez Gameplay to fit a Huey with literal cannons and roll up on a bandit wartrukk guns ablaze.
Bandits and rats should disappear at +5-10 hours of the game. Why am I still killing bandits and rats at 35 hours into the game? This is moronicly tiring. I want development, to resist from rats and bandits to aliens, it seems like this is intended, but now I only have endless rats, a couple of mercenaries that fly around the map, a couple of ninja patrols but they don’t have bases, thanks for the stupid fix where their power was reduced so there are no more databases at all. And go fly for 50+ hours so that at least one base appears. The mod needs to be renamed to mad max.
In truth, we need to strengthen the factions, make more bases so that I can assault them instead of my base being assault 2 times a month, this is fucking shit. Add a stop to the appearance of bandits on the car at 5-7 hours of the game and add more appearances of factions. Otherwise my map is full of rats like the one above.
I never received an answer to my question:
"1) Too many encounters. Most of the time I clear the map of shitty cars and shitty gangs, 0 fun, 0 loot. Why so much?
2) AI throws grenades too often now. Literally 5-7 grenades in the first turn. The cards are small and grenades fly across half the map. Why do this? Or do you think it’s fun for me to lose 8 people per turn?
3) Where are the bases!!!!! Assault ninja outposts was fun, assault academy bases was even more fun. I played for 35 hours. I scouted a lot, but didn’t find anything. 0 bases I corrected rule to radar so that the bases would be displayed and again 0. I have no bases for 35 hours? What should I do? Clean out gangs of bandits in cars? After 35 hours? Or should I rewind another 35 hours so that at least 1 base appears? When will I have power armor? I used to assault outposts in PC first armor and it was fun. Losing 15-20 people per assault at the beginning but getting a reward was fun. There was a feeling of war. What now? Mad Max feeling. Why spoil the game?"

6
When I was reading about brutal AI I stumbled upon interesting thing. Last year they had implemented a mechanic allowing to create hangars dedicated to different kinds of crafts. The feature was eventually rejected, which baffles me a lot. I think it would work perfectly with XPiratez, especially with all recent additions. If there was a smaller version of hangar that can only house low tech 1x1 grid crafts like Gunwagon and small electric crafts.
1. Anything that would be 1x1 grid on battlescape.
2. Is not Hellerium powered.
3. Has less than 10-11 transport capacity.

A starting base would have for example 3 small hangars and 1 normal one.
This would allow player to have that 1 more Gunwagon, or something else before you research Minecraft. Benefits early game and has no impact on late game, because all high tech crafts need normal hangar anyway.
However developers of OXCE would have to be convinced to implement this feature.
The bases are too small to build anything new. The number of buildings is increasing but the size of the base is not. We have to build additional bases. If there are a lot of them it is not convenient.

7
The situation with faction bases bothers me too. It looks like there is 50% chance that at some point in time 3 faction bases will spawn and 50% chance that no faction bases will spawn at all in the current campaign. That is really strange and in many ways inconvenient.
I don't have any bases at all. It probably worked for me. Why so bad? Why is it done this way? What should I fix so that everything is fine?

8
https://www.moddb.com/mods/x-piratez/downloads/x-piratez-vn7-flying-tiger-hidden-tentacle-16-dec-2023

New update is on.

v.N7.0.2
- Fix: crafts: auxiliaries capacity bug caused by being not up to date with OXCE changes
- Fix: Kraken, Swordfish and Crab can now carry auxiliaries as intended
- Fix: Sivalinga Resurrection event
- Fix: bandit car crashes
- Small update of Freighter maps
- Merged reskin of Warbird by Dakkon
- Minor fixes/updates (thx to Flyte, Osobist)
- Languages update
Did you reduce ninjas and other bases to add cars? What's the point? Previously, there was a war with ninjas, which hardened me and gave me the feeling of war and constant rivalry. There was something very similar in x files. There is a year there and an alien invasion awaits you, but for now there are 3 factions with which you need to fight. In addition to preparing for a large-scale war, you also need to have time to destroy at least 1-2 factions now so that it would be easier later. It is necessary to create an additional base on which soldiers will only be trained in training rooms. So that we could then take the place of the fallen. What do we have now? Eliminate cars with machine guns in Mad Max style for 50 hours before any base appears? Complete shitty missions that are constantly repeated. For more than 35 hours exactly? Both in the first hour and at 35? With the difference that now you can also intercept others? Where is the war? She was there half a year ago. Now she has completely disappeared. Or do I need to wait another 35 hours? So that every unit I have would be in power armor? And at the same time there were 5 bases with 10 interceptors each? What is this? Dumb routine. The world is not mine to begin with. Ninjas developed quickly, the academy, then mercenaries and later aliens. Now... Nothing. At all. At least for the first 35 hours. But what is the point of such 35 hours? There was pleasure while I thought that I was at war, and not shooting homeless people in a chill. Bring back the war. Bring back the bases, bring back the rivalry and feelings of war for peace. For planet redistribution. Shove your shitty missions regarding food piracy at hour 35 and the Nazis deeper into yourself. This is really unnecessary shit.

9
XPiratez / Re: [MAIN] XPiratez - N4 17-Feb-2023 First Ending
« on: January 07, 2024, 04:52:34 pm »
Sorry, forgot again, another couple of point:

1) pirate and swashbuckle should get a 3x1 belt, more convenient fo fitting a sword, as indicated in the attached screenshot

2) billhook and kitchen knife shold get a bounus when stricking animals, from cockroackes to lobstermen (yummy)  ;D

Edit: 3) don't know if that may shake up the entire research tree but havin a topic named "UAC weaponry" to unlock all UAC weapons might have more sense, instead as of now where the items are unlocked by different research
Why are you happy? You have no one to fight with now. There is simply no threat. There is no opponent. The game has turned into chilling and eliminating homeless people and rats in cars.

10
WTF?
1) Too many encounters. Most of the time I clear the map of shitty cars and shitty gangs, 0 fun, 0 loot. Why so much?
2) AI throws grenades too often now. Literally 5-7 grenades in the first turn. The cards are small and grenades fly across half the map. Why do this? Or do you think it’s fun for me to lose 8 people per turn?
3) Where are the bases!!!!! Assault ninja outposts was fun, assault academy bases was even more fun. I played for 35 hours. I scouted a lot, but didn’t find anything. 0 bases I corrected rule to radar so that the bases would be displayed and again 0. I have no bases for 35 hours? What should I do? Clean out gangs of bandits in cars? After 35 hours? Or should I rewind another 35 hours so that at least 1 base appears? When will I have power armor? I used to assault outposts in PC first armor and it was fun. Losing 15-20 people per assault at the beginning but getting a reward was fun. There was a feeling of war. What now? Mad Max feeling. Why spoil the game?
I'm playing on the Jack Sparrow. But what is the difficulty? Is it because the map is covered with shit on the machines? The fact that 99 grenades are flying at you? What is it? Oh, sorry, there are no bases.  I switched to a new one this year and what did I get? Disappointment. Last time I played on 7.5.3 and had almost no problems. Why did the game go like this? There was a feeling of race, as if you were constantly late, you could ruin the game if you didn’t have time and it was fun! What now? Just +50 hours of globe shaking? To get to something? Now just intercept the cars?
What should I edit in the files so that:
1) Fewer encounters
2) Less grenades to ai as in 7.5.3
3) More bases!!!

11
OXCE Support Y-scripts / [Solved] Drugs that restore / give time (tu)
« on: June 12, 2022, 10:29:28 pm »
Hello. I decided to change the preparation in XPiratez so that it would add time.
For some reason no one added this except the creator of x-files mod (Zephyr serum), and this thing really makes you try to get it and not use it like other things. But why? There are many items that give energy, morale, mana, even health but not time? Why not add a few items that would give a little time and not be so valuable? This is the question I think about a lot. Why not add pills or serum that would give 20 tu. 6-10 to drag to hand and 1 to use. There would be 13-9 left that would be enough to use the first aid kit or simply leave the aisle. Also add a valuable drug that would immediately give 100 tu.
It's simple, isn't it? It should also be interesting and varied. But I saw it only in x-files and only 1 time. I want to fix this, at least for myself anyway, but I hope somebody help me.
Since the game is full of other drugs that give anything, but not the time, I decided to fix it.

I decided to edit combat drugs.
items:
  - type: STR_COMBAT_DRUGS
    medikitActionName: STR_INJECT
    costUse:
      time: 1
      health: 1  (We will lost 1 hp for each use)
      stun: -50
      morale: -50
      mana: -50
    costThrow:
      energy: 6
      time: 40
    flatRate: true
    isConsumable: true
    flatUse:
      time: true
      health: true
    recoveryPoints: 1
tags:  (The tag is what the script will use)
      WM_IS_WACKY: 1

Here is the script from x-files
 code: |
          var int temp;

          item.getTag temp Tag.WM_IS_WACKY;

          if neq temp 0;
            # debug_log "healUnit: applying wacky medikit, skip normal effects completely";
            set medikit_action_type 0;

            target.getTimeUnits temp;
            add temp 55;
            target.setTimeUnits temp;

            target.getEnergy temp;
            add temp 50;
            target.setEnergy temp;

            return;
          end;

          # debug_log "healUnit: not wacky...";
          return;

I tried to add this to my script file and to the Yankes_Scripts. It just doesn't work. Why? I dont know. I never wrote scripts, I never made mods until yesterday.

12
Help / Re: Need help with sub mod / error when editing deployment
« on: June 12, 2022, 09:36:23 pm »
Problem solved

13
Help / Need help with sub mod / error when editing deployment
« on: June 12, 2022, 05:00:30 pm »
Hello, I want to edit the FUEGO transport. There are only 12 soldiers there. This is very little. And there are a lot of places in transport. I already need to raid the bases, but with 12 units it is very difficult to do this (enemies in the base are under 60).
I created a sub mod: FUEGO_more_unit_capacity
It shows a modified number of soldiers, but they do not appear in the vehicle.

Rul
crafts:
  - type: STR_FUEGO
    soldiers: 16
    vehicles: 16
 Need to edit deployment
so
crafts:
  - type: STR_FUEGO
    soldiers: 16
    vehicles: 16
    deployment:
      - [12, 4, 1, 2]
      - [12, 5, 1, 2]
      - [11, 4, 1, 2]
      - [11, 5, 1, 2]
      - [7, 4, 1, 6]
      - [7, 5, 1, 6]
      - [8, 4, 1, 6]
      - [8, 5, 1, 6]
      - [8, 3, 1, 6]
      - [8, 6, 1, 6]
      - [8, 4, 2, 2]
      - [8, 5, 2, 2]
      - [8, 3, 2, 2]

for ex. add only 1 dep sor soldires - [8, 3, 2, 2]

I thought that I was wrong and I need to change
useAllStartTiles: true on useAllStartTiles: false
But no.
So i think i need copy all but change soldiers/vehicles and deployment: but no. Error only in eding deployment. All time.
I tried changing the numbers ([8, 3, 2, 2])but it never helped. I've spent 6 hours already and still haven't found a solution to the problem.

14
The X-Com Files / Re: The X-Com Files - 2.5: Silent Run
« on: June 11, 2022, 07:29:30 pm »
And most likely I know the answer. (No)
Is there a way to make the base bigger? (more cells) ;)

15
The X-Com Files / Re: The X-Com Files - 2.5: Silent Run
« on: June 11, 2022, 07:22:41 pm »
If you've received no reply in the x-piratez subforum it's unliekly that anbody here will bother to write a complete submod for you.

The wiki alone isn't going to help, but you will probably need it in order to understand what it is you're modifying and what definitions you need. Don't start with the wiki, use it alongside the existing rulefiles. You've already identified the script (or at least parts of it and know what tag is attached to the item. You can use this to work your backward through the definitions to understand how this works. The item in question (found in item_XCOMFILES.rul) is STR_ZEPHYR_SERUM and the script is linked to this item via the
Code: [Select]
    tags:
      WM_IS_WACKY: 1
entry at the end of the entry for said item.

The isolated script you need is (though you can remove the comments if you like):

Code: [Select]
extended:
  tags:

    RuleItem:
      WM_IS_WACKY: int

  scripts:
    healUnit:

      - offset: 50
        #*** Stat boosting ***
        code: |
          var int temp;

          item.getTag temp Tag.WM_IS_WACKY;

          if neq temp 0;
            # debug_log "healUnit: applying wacky medikit, skip normal effects completely";
            set medikit_action_type 0;

            target.getTimeUnits temp;
            add temp 55;
            target.setTimeUnits temp;

            target.getEnergy temp;
            add temp 60;
            target.setEnergy temp;

            return;
          end;

          # debug_log "healUnit: not wacky...";
          return;

Put this in a separate rul file (best practice would be to call it scripts.rul or something similar). You can use this along with the other defintions you need in a dedicated submod. For (sub-)mod definitions look at the metadata.yml in the base directory of the x-piratez sub-mods (for example the czech name mod). This will involve some trial&error work on your side if you want to learn and understand how to mod, no two ways about this. And yes, the best thing would be to put this in a submod so you don't mess up the mod itself.

All of this is plaintext. You should be able to work your way throught this if this is indeed something you "need".

If you need further help you're better off asking in the dedicated modding help subforum:

https://openxcom.org/forum/index.php/board,24.0.html

This isn't really the place for this.

You need to make your own submod, but how to make it? What files where to prescribe metadata.yml? What and how to do it?
I'll figure it out over the weekend.
So far, can someone tell me how to modify the number of crew on my ship?
rulsets:
soldiers: 12
If we change to a larger amount, this is not enough. Since they need to specify the place where they will spawn at the beginning of the mission.
deployment:
      - [12, 4, 1, 2]
      - [12, 5, 1, 2]
      - [11, 4, 1, 2]
      - [11, 5, 1, 2]
      - [7, 4, 1, 6]
      - [7, 5, 1, 6]
      - [8, 4, 1, 6]
      - [8, 5, 1, 6]
      - [8, 3, 1, 6]
      - [8, 6, 1, 6]
      - [8, 4, 2, 2]
      - [8, 5, 2, 2]
The numbers are the coordinates where the soldiers or vehicles will spawn in order.
So you need to add something like this
       - [8, 2, 2, 6]
and check if it works or not.
But the problem is, the game crashes, as it complains about changes in the line. What to do with it?

As far as I understand, it is necessary to register somewhere that there are more lines now?

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