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Messages - ohartenstein23

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Offtopic / Re: Base defense tips?
« on: May 24, 2019, 04:00:56 pm »
Don't shoot down UFOs early and you won't get early retaliations. Easiest way to go.

P.S. all of the first month sectoid UFOs land, just follow them. In fact, most UFOs land, meaning you don't need to ever shoot down anything.

OpenXcom Extended / Re: [Documentation] Spawning Units from Items
« on: May 19, 2019, 09:21:34 pm »
Probably, just put the spawn item high enough on the map blocks.

A battlescape save doesn't help to debug this since the map is already generated but the issue happens during generation : P  If you can get a geoscape save just beforehand that'd be the best chance for me to figure this out, otherwise I'll have to check it out in depth later.

OpenXcom Extended / Re: [Documentation] Spawning Units from Items
« on: May 19, 2019, 06:59:09 pm »
Can you upload an example of this? Items should be placed correctly even with vertical levels. Does the log file after you get the crash say anything about the height of the map?

Edit: I was able to reproduce the crash by uncommenting the spawners on the Transporter and using it on the Alien Gate Assault mission. It looks like the height offset of the craft is getting added to the z-position of the items twice, placing your turrets off the top of the map. I'm working on refactoring the verticalLevels code and this is already fixed in my WIP version of OXCE. In the meantime, if you increase the height of the deployment to 11 and leave the height of the verticalLevels at 9, the turrets will be spawned without a crash. They'll also look a little weird since they'll fall from the top of the map to their intended positions.

This is for the alien gate assault mission, using the mapScript "U_DIMENSION", correct? I haven't been able to reproduce what you've been seeing. Can you upload either a save or come up with some instructions to reproduce it?

Can you post your mapScript or the WIP mod for this?

OpenXcom Extended / Re: [Documentation] Spawning Units from Items
« on: May 19, 2019, 05:55:54 pm »
Yes! We use this in the 40k mod to give ground vehicles turrets.

Suggestions / Re: Mortars and custom psi
« on: May 16, 2019, 03:45:39 pm »
Getting arcing trajectories to work properly has been a bit troublesome, so making this behavior more complex is not a very attractive proposal. However, all of what you suggest is either possible or already implemented in some form:
  • Arcing 2 is a feature that I've been working on in the form of "artillery strikes," where an attack will create a projectile that falls down from the top of the map. Whether or not it requires line of sight would be up to the modder. Not finished yet, but shouldn't take too long for me to pick up on again.
  • Arcing 3 is just a damaging psi attack right? That's already possible in OXCE and some mods use it like the Staff of Heart Grip in X-Com Files.

XPiratez / Re: A thread for little questions
« on: May 07, 2019, 07:42:08 pm »
But I'm starting to think that they're multiplicative, and given the nature of XCOM's resists, they're actually more effective on armor which has an issue with that resistance.

This is correct and is the intended use of such items: shoring up glaring holes in your damage modifiers. The actual formula is more complex in that there are diminishing returns on stacking multiple defensive items, but in general the worse your starting resistances, the more the items will help you.

XPiratez / Re: Bugs & Crash Reports
« on: May 02, 2019, 10:15:39 pm »
Might be an OXCE issue, but the Light Sniper Rifle has a listed damage of 0-0 if you hit CTRL+M. Holding ALT in the inventory screen shows the damage range normally. Maybe CTRL+M isn't taking 2d100 rolls into account? The gun is definitely hitting hard.

CTRL+M is only for melee damage. Light Sniper Rifle has no melee, so 0's are shown for the melee damage preview. The equivalent for ranged weapons is holding ALT while aiming with the cursor.

40k / Re: 40k Bug/crashes/problemĀ“s report
« on: May 02, 2019, 08:39:09 pm »
Continuing our streak of release-day bugs, here's a fix for sprites causing a crash when opening the bases screen, just replace the ruleset in 40k/Rulesets.

40k / Re: 40k
« on: May 02, 2019, 05:01:56 pm »
Just released Version 020 on the page! This is mostly fixes for bugs that came to light in the previous release, but there is new content such as Tanith Imperial Guard gear with sprites by Lord Flasheart, and enemy ground vehicles showing damage when "shot down" by your craft!

40k / Re: 40k Bug/crashes/problemĀ“s report
« on: April 30, 2019, 11:16:25 pm »
The terror missions might either be a holdover bug from 018, take a look at this post if you played your campaign with version 018 at all, or if they're done by Orks then it's not a bug. I'm guessing you just have Orks or you're not scouting out where the terror mission is happening to see the enemy craft.

The globe isn't messed up, you're no longer on Terra.

40k / Re: Some misc 40k mod feedback
« on: April 29, 2019, 11:05:33 pm »
I'll throw in my bit here on a few things:
  • We can't use spray waypoints on flamers because they're arcing weapons. There's a fundamental incompatibility in the code between the waypoints and determining an arc.
  • The heavy flamer does both increased HP and tile damage. It can kill chaos marines in a burst or two, reliably dealing damage through armor. It's one of my favorite weapons.
  • Grav guns are a personal preference thing. Like flamers they damage through armor, but the inaccuracy and cost will put many off the weapon. It's guaranteed damage, and there will always be a niche for that.
  • I've been slowly working on code that would turn assaults' flying into true jump packs. Otherwise, flying shooters with AoE will always be strong, and we've done as much as we want to mitigate this.
  • I'm up to Stormeagles in a campaign myself, but I still use the pods. Near-instant marine delivery is great for easier missions.
  • Repairing craft faster can't be done with a facility in OXCE, we'd need new code for that. Instead, we have the techmarine bay for making the armor and attending to the marines' bionic parts, hence the wound recovery bonus.

Open Feedback / Re: How much do you rely on graphs screen?
« on: April 29, 2019, 01:15:41 am »
I somewhat compulsively check my graphs for the first few months before I get global coverage, but not on a 30 minute cycle. I generally turn on 1 Hour time acceleration and just press "G" for graphs every now and then. Usually only 2-3 regions have alien activity per month, so once you identify those you can just watch for those ones to tick up and then send a transport. An extra skyranger as a radar craft to support your graph-watching is helpful.

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