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Messages - ohartenstein23

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40k / Re: 40k
« on: July 26, 2020, 07:17:38 pm »
I have been on the receiving end of this, and even recorded it for my LP. Managed to storm my own lift with just guardsmen, lasguns, and combat knives. There likely should not be that many enemies in the lift, I'll have to check the AI nodes on the map.

The fact that the enemies decide to wait with plenty of TUs for reaction fire is an intended part of the AI though. The main difference here is that this mod has higher armor on enemies than most, and it takes a different playstyle to handle. We give tools to deal with armor and tools to mitigate some risk of reactions, and both bulletdesigner and I enjoy using them. It is a difficult mod because of this, but again we like it that way.

You will still have some losses, but using the tools we've built into the mod to handle it will help you gain more out of the missions than you lose.

Help / Re: Weapons ADD-ON Flashlight
« on: July 19, 2020, 09:59:53 pm »
It's not possible to add flashlights to firearms in OXCE. The only thing you would be doing with this ruleset is for the rifle to fire the electroflare like it's a bullet.

40k / Re: 40k
« on: July 14, 2020, 05:43:28 pm »
Or with sufficient firepower to kill outright - krak missiles and lascannons come to mind.

40k / Re: 40k Bug/crashes/problem´s report
« on: July 09, 2020, 04:34:56 pm »
We don't support the New Battle feature - there's no way to guarantee it won't crash with a mod, even when the mod has no crashes during a normal campaign. Please don't report crashes with it unless you know what you're doing or are instructed to use it to reproduce a campaign bug.

OpenXcom Extended / Re: Jumping movement type
« on: July 04, 2020, 06:36:06 pm »
I have some old WIP code that allows unit movement by targeting an attack. The idea for this being it could be generalized to jumping, teleporting, using a grappling hook, etc. Tying it to an action means not having to edit the pathfinding code much, but would take more work "teaching" the AI to use it.

40k / Re: 40k Bug/crashes/problem´s report
« on: July 02, 2020, 12:20:33 am »
Not sure if this has been posted before, but i get a consistent CTD when intercepting and Ork Convoy. Any ideas how to fix?

Update to the latest version of the mod, 025.

40k / Re: 40k
« on: June 29, 2020, 04:24:00 pm »
They don't see through smoke. Instead, if certain enemies spot you, they can relay that information to the turret. Just like you spotting an enemy then using a sniper in smoke to shoot the target.

40k / Re: 40k
« on: June 16, 2020, 05:25:43 am »
Personal choice on that one. If it was necessary one way or the other, we'd lock it like that.

I like keeping it on.

OpenXcom Extended / Re: [Issue]Mana expirience by shield hit.
« on: June 10, 2020, 07:23:30 pm »
This could also be solved by a script to keep track of number of hits that didn't get through the shield, then read that number at the end of battle and award stat gains to mana as if it was experience.

40k / Re: 40k
« on: June 09, 2020, 04:51:04 am »
Version 025 of the mod just went live! I'm excited to announce that bulletdesigner's hard work in making the Sisters of Battle a full separate faction is now out for your enjoyment. There are a number of other changes not quite as big as another faction, check them out on our page.

40k / Re: 40k changelog and download / Version 025
« on: June 09, 2020, 04:46:37 am »
Update 11-12-2018
- Guard merged (now available on this download)
- Removed requirement of using a corpse for the dreadnought transformation
- Krak missiles for missile launcher now have a small AoE radius and do explosive damage, but reduced power
- Added krak grenades
- Removed non-soldier versions of assault bike and dreadnoughts
- Rebalanced unit vision
- Some string cleanup
- Mission 7
For Guard:
- Increased quad-linked autocannon damage to match the airborne version, reduced range to compensate
For Marines:
- 3 new armors for each strategy
- Armors are by layers now (so everyone can mod and create their own chapter)
- Resources are linked by chapter (so everyone can mod and create their own chapter)
warning sideoperations mission 8 is WIP (so if you get there hold the horses)

Update 16-11-2018
- behemont recover fix
- nerfed nurglespit
- tyranid now spit
- helmet´s for missions to come
- cyclone mortar buff
- New geoscape sprites
warning sideoperations mission 7 is WIP (so if you get there hold the horses)

Update 31-10-2018
- New Enemy

Update 17-10-2018
- Fix on craft addon research
- Other Fixes

Update 28-9-2018
- Marines Corpses no longer recover (legacy mechanic for dread)
- List order for corpse and live
- New Base Tiles
- New Base defense Mechanic

Update 19-9-2018
- 2 new Dreadnought Armors
- Distinct UI sprites For All Dreadnought  Armors
- Small fixes
- Major fix on Master Crafted Plasma Cannon
- Major fix on Terror map generation script

Update 14-9-2018
- Strategic choices (now enforced)
- Thunderhawk Variant´s for the Strategic choices
- Map fixes
- Small fixes

Update 07-9-2018
- More assistance UFOPEDIA(with FAQ)
- Tank units spawns with OCXE+ new system
- Support Stromtalon now get´s all wrecked in missions( )
- New facility for training

Update 24-8-2018
- Orks race
- No one hand penalty for terminator weapons
- Eldar granades
- Small fixes

Update 14-8-2018
- Fix Craft weapon disable color
- Fix war map won´t spawn Transport thunderhawk
- Fix all Drawing routing 10 to 0
- Fix dreadnought useless soldier armor 0
- HandInv now more up
- Fix predator paperdool
- Shorter ufopedia text when needed

Update 10-8-2018
-1 New Craft weapon
-1 New Craft Systems
-Platform corpse fixes
-Statstring correct
-New base generic banner replacing ultra (for guard and other chapters)

Update 27-7-2018
-5 New Craft Systems
-Minor fixes
-Nerfed Craftweapons acc for systems balance

Update 24-7-2018
-New Craft (Stormraven)
-New Facility (corridor)
-Ranks for adeptas seroritas
-Ranks for guard (basic 4 ranks guardop mod)
-fix ruins bug map
-Some Ufopedia facility text
-Chimera on Urban Maps
-Tractor on refinery maps
-Small fixes on some MCD

Fix 16-07-2018
- Valkyrie Map
- Land speeder map (sound on top)
- Belt expanded, now can carry´s knif´s

Update 13-07-2018
- Thunderhawk
- Thunderhawk transport
- Small fixes ( sniper dosen´t damage tiles/ armor animation)
- remove dreadnought promotions by manufacture (now done in soldier panel)

Update 29-06-2018
- Eldar (new unit´s/weapons/map)
- Chaos Armor values now same as marine (hope balance works)
- Sonic Cannon
- Several Fixes

Fix 07-06-2018
- New Facility (forge required to produce adamantium)
- Several Small Fixes

Fix 18-05-2018
- Several Small Fixes

Update 24-05-2018
- Special scan for techmarine armor
- Merged maps from terrainpack and made a new one
- New Inv´s
- Bike Ammo and other bike related
- New chaos Craft
- New Border´s
- More Globe Markers
- 2x2 unit preview
- Lot´s of smal fixes

Update 11-05-2018
- Realist chaos Craft interiors on all craft
- Hunter killer system (escort for supply and sentry for bases)
- Mortar now special weapon
- Rebalance for all craft
- More Globe Markers

Fix 3-05-2018
- Corrected Strings on Chaos craft
- New Chaos craft
- Melta gun now do melta damage
- Critical mission 5 spawn correction

Fix 28-04-2018
- nerf Chaos Dred missel
- corrected Strings
- Help section on codex
- Minor Fixes (sentinel sound, Joan Sprite)
- Critical Refinery and airport mapscript correction

update 24-04-2018
- Chaos guard sentinel
- hellfire rockets now objects
- Several Fixes

update 18-04-2018
- Sprite Correction on several units
- % on ufopedia Correction
- item categories for weapons
- New Pilot´s Armor (useless yet)
- Ufopedia corrected
- Small fixes´s all around

Troubleshooting / Re: cannot find last alien even with map reveal?
« on: June 09, 2020, 03:21:45 am »
Debug mode is running the civilian turn. You can't select alien units on the civilian turn.

40k / Re: 40k
« on: June 08, 2020, 03:22:41 pm »
Yes, either make an aux mod that contains these lines:

Code: [Select]
  - type: STR_SOLDIER
    femaleFrequency: 0

Or find femaleFrequency for STR_SOLDIER in 40k/Ruleset/soldiers_40k.rul and set its value to 0 (you'll have to do this with every update of the mod).

Meridian's answer was already complete for fereini's situation, your answer gave extraneous information that did not apply to the thread when misinformation and confusion about the file/folder structure is all too common.

You may not have been trying to confuse, but you would have if Meridian didn't already put the correct default answer up.

Help / Re: (OXCE) 100% chance of a unit catching on fire?
« on: June 02, 2020, 10:02:19 pm »
There is no way to get 100% chance to ignite. The code for determining if a unit lights on fire is this:

Code: [Select]
if (adjustedDamage >= type->FireThreshold)
float resistance = target->getArmor()->getDamageModifier(type->ResistType);
if (resistance > 0.0)
int burnTime = RNG::generate(0, int(5.0f * resistance));
if (target->getFire() < burnTime)
target->setFire(burnTime); // catch fire and burn

Once the FireThreshold is passed, there is still a RNG roll based on the unit's resistance to the damage time, and it will always has a chance of rolling a zero.

Edit: On a side note, reducing the ToHealth value looks like it will reduce adjustedDamage in the formula above, lowering the chance of getting over the FireThreshold.

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