Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Ridаn

Pages: [1] 2 3 ... 18
1
Offtopic / Re: Alien Climate Weapon
« on: January 15, 2020, 08:51:24 am »
Theres nothing about aliens in the article. USA indeed tried to affect weather during Vientnam war - the same way we do disperse clouds nowdays.
Its not an official Kremlin statement either - its bizzare asspull from deputys radio interview.
There is a shitload of snow right behind my window, I guess I have to blame Putin now.
And why would russians expect Santa instead of Grandfather Winter.
Much Sensationalism.

2
XPiratez / Re: [MAIN] XPiratez - K2 - 2 Nov - Ice Ice Cool
« on: December 30, 2019, 02:07:10 am »
The second suggestion doesn't make much sense.
Sorry for being vague, its just me fancying an old idea about making some items Geoscape consumables through training screen - Pillow Books for freshness recovery, Magical Cakes for stat boost, Regeneration Chambers to cut down on Wounded time, and the like.

And, just to be clear, I`m perfectly fine with current Fatigue mechanics - still, imo, an extra inbuilt "Rest" action might be a good addition to the game. Effectively youll trade all soldier`s TUs for staying Freshness-neutral, and maybe recover about 8 to 10 Stamina. Losing some morale might be a way to compensate, but you lose some to Stress anyway. Although an obvious abuse would be an impenetrable tank Gal drawing fire and providing sight, while staying full on Freshness - but even those are somewhat punished by getting maluses from Bullet Magnet and Gal of Steel.

I guess I can try to make both of those into submods, just to see if its gonna work.

3
XPiratez / Re: [MAIN] XPiratez - K2 - 2 Nov - Ice Ice Cool
« on: December 29, 2019, 06:32:51 pm »
An item is necessary because of game mechanics, duh...
Not really, I`m pretty sure armors might have an inbuilt action (like Theban dress Ankh, or Bugeye psionics) with cost of 99%TU and +1 Freshness.

Also, why not make use of that fancy OXCE training functionality and make an extra training routine - Pillow Book and 12 hours to recover X freshness.

4
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: October 22, 2019, 01:31:26 pm »
So why '60 damage' displayed on IG screen? Is it 'fake news' or what?  :)
Thats how Incendiary and Smoke define blast radius in vanilla, through power.

5
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: October 19, 2019, 11:10:54 am »
Explain me, The Enlightened Ones, what is the reason to use napalm grenade instead incendiary??? I'm still do not understand why we need  Promotion III to use a manufactured grenade with lower damage and lesser radius. ???
Most likely one is using vanilla fire damage model (5-10damage ignoring armor), while another does proper listed fire damage on top of that.

6
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: October 18, 2019, 05:49:15 pm »
Just assume that pilot armor is a part of the craft. Why bother with making Armor that isnt even meant for battlescape, not even mentioning rebalancing dogfights to account for its existence.

7
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: October 15, 2019, 04:46:51 pm »
In my opinion random events are a staple for a reason. They help to spice up the otherwise monotonous experience and dynamically create situtions you wouldnt experience otherwise. Even if, while isolated and by themselves, those appear as simple as loss/gain of research, money, score or whatever the game has.

In addition, since it is a new system tacked onto a functional game, bad events are there to counterbalance good events - to make sure the progression and balance stay somewhat the same.

"Bad" simple events, such as gain/loss of 50 points and some fluff, can be used to enhance the atmosphere, and help with worldbuilding. And "cheaply" bloat event list of course. They are not bad per se.
"Good" complex events or event chains, with dependencies on missions that spawn randomly, can be completely missed (or messed up) by players, despite increased workload required to integrate and maintain them.

8
The X-Com Files / Re: Stupid dummy question... and less dummy questions.
« on: October 03, 2019, 03:18:47 pm »
Is that means you will not reduce UFOs spam rate at late game stage?  :'(
Ctrl+click will ignore consequitive UFO pop-ups.

9
Help / Re: Can Alien use proximity weapons?
« on: September 21, 2019, 12:25:39 pm »
Not at all, is just extra busywork for player since all proxies are visible on mini map, and are removable by explosions, or flyers. Aliens however will blow themself up all the time.

10
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: August 08, 2019, 06:33:21 pm »
Wow, I thought AI can use direct line of sight only :o I got the point, thanks!

Still, I don't know WTF with smokes... How to use them it the right way? It should be a good defensive device, but enemy can see my soldiers through it! Look at my screenshot in the post above, please.
There is not enough smoke there, smoke has like 9 levels of density and you need about 3 (almost) fully stacked tiles to break line of sight. There is no way to tell exact density on glance, (and there are different smoke sprites nowdays) so its all about your experience with smokescreen tactics.
Scout-snipers will get you through smoke, and thermovisors will ignore about 30-40% of smoke (if there are any in xcom files), so youll have to adjust your habits for those as well.

11
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: August 08, 2019, 01:36:10 pm »
There is no mistake - it IS the night (I've been waiting for full dark cover). Assault screen had a small moon. It seems that game mechanics does not work or AI units have some cheats at superhuman difficulty... Same shit with smokes: my units have a vision penalty, enemies' haven't. All these bugs/features decrease tactical variety... This is very sad.
Some enemies are scouts and will provide squadsight for enemies defined as snipers, its a feature.
Also there is a fire in 9~ tile radius, your unit is visible.

12
XPiratez / Re: [MAIN] XPiratez - J5 - 11 Jun - Applied Chromatics
« on: July 17, 2019, 02:02:19 pm »
Dojo question:

I can set participants to YARR! or NAY. But also to the right at the end of the line there are - and signs for each fighter.   I can switch them between - and + .. What do those mean?
Those are wounded. They wont train till healed.

13
XPiratez / Re: Bugs & Crash Reports
« on: July 15, 2019, 04:37:57 pm »
Looking at bootypedia images there i cannot see that. How is that?
For consistency? Bayonetted AK has 2% less accuracy IIRC.
Some guns get more accurate, some less, some stay the same. No consistency needed.

Named Dogs Bite doesnt consume energy, WAD?

edit: should Singer Zombie ever panic? Because I got her to panic with flaming arrows. I just ran hordes of peasant militias, which make for decent archers.

14
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: July 12, 2019, 07:40:02 am »
I hope we can get Brutes instead of Slave Soldiers for Male Touch branch, but making new armors is a lot of work.

15
XPiratez / Re: Bugs & Crash Reports
« on: July 11, 2019, 07:16:18 pm »
Gals do not automatically change the armor according to weather conditions, like they used to.

edit: Stranded Goverment Agent spawns either only Ballers or only Dogs, WAD?

Pages: [1] 2 3 ... 18