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Messages - zoli

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1
The X-Com Files / Re: The X-Com Files online Wiki
« on: March 27, 2020, 11:30:35 pm »
I also think its worthwhile to see 20% instead of 0% or 90% instead of 111%.  :)

The main problem is to quickly get a list of target voxels which are in LoF, right? Isn't there a well used method for this problem in 3D graphics? I think there are less than 600 voxels that can be hit in a target tile. Once there is a list of target voxels, calculating probabilities should be quick?

About LOFTEMPS:
https://www.ufopaedia.org/index.php/LOFTEMPS.DAT
Why is the height of a voxel is 2 instead of 1 unit?

2
The X-Com Files / Re: How Bio-enhancement work?
« on: March 27, 2020, 11:14:36 pm »
Thank you X-Man!
All requirements are directly listed in the Pedia...
I know that the unit requirements are there but there is no explanation for the bar chart.
Is the attached explanation correct?

3
The X-Com Files / Re: How Bio-enhancement work?
« on: March 26, 2020, 10:28:18 pm »
Sorry, a noob question, but which part of the bar chart should exceed the transformation requirements?
I have this soldier and I was only able to send her to bio-enhancement and combat pilot training but not for the other two transformations.

4
The X-Com Files / Re: The X-Com Files online Wiki
« on: March 18, 2020, 11:51:07 pm »
Very interesting! Thank you. I hope I'll have more questions later :)
I suspected that the crosshair is only for selecting the tile.

5
The X-Com Files / Re: The X-Com Files online Wiki
« on: March 18, 2020, 07:47:31 pm »
I've just found some parts of the accuracy calculations in the OpenXcom source code, and the 109% accuracy limit that PltSgtMac had mentioned. But how do hitboxes look like and where is the center of target when it is selected using the crosshair?

6
The X-Com Files / Re: The X-Com Files online Wiki
« on: March 17, 2020, 07:14:48 pm »
Thank you! Its a pity that we cannot see the true percentages.

7
The X-Com Files / Re: The X-Com Files online Wiki
« on: March 17, 2020, 06:03:44 pm »
Hi!

I would like to ask about the interpretation of accuracy formulas. Let's take the BlackOps Auto-Sniper rifle as an example:
http://thexcomfiles.xyz/index.html#STR_BLACKOPS_AUTO_SNIPER_RIFLE
For aimed shots, it says "120%firing2×0.01 + Reactions×0.5". Does this mean 1.2*( (ACC^2)*0.01 + REA*0.5) ?

Also, I've had misses when the calculated accuracy was more than 100% and hits when the calculated accuracy was 0%. What is the reason for this?

8
The X-Com Files / Re: The X-Com Files - 1.2: Masters of the Universe
« on: February 13, 2020, 06:29:19 pm »
Quote from: Science Laboratory Ufopaedia entry
Throwing more scientists at a problem becomes pointless after a certain point, so it is senseless to build more than a single facility of this type per base.
Is this only about the 1 Lab/base limit? Are there any special formulas on research mechanics? I know that reports are always finished at midnight so it doesn't make sense to assign many researchers to short research topics.

9
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 12, 2020, 09:16:55 pm »
Also it's lighter and has other such advantages.
It's like comparing the jumpsuit to the combat vest.
Thank you. I saw the better damage modifiers but i thought the basic armor values should be better as well.

10
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 12, 2020, 12:55:02 am »
Hi!

The dog durathread armor offers worse protection than the original combat gear.

http://thexcomfiles.xyz/index.html#STR_DOGE_DURATHREAD_VEST_ARMOR
http://thexcomfiles.xyz/index.html#STR_DOGE_COMBAT_VEST_ARMOR

11
The X-Com Files / Re: The X-Com Files - 1.1: Big Rain
« on: December 28, 2019, 04:25:54 pm »
I was looking for reasons to use the Humvee. It didn’t seem that its usage can depend so much on personal tastes. I didn’t bother calculating the cost of a new base until now! :) And I never thought transporting teams and choppers from one base to the other can be that quick – I have to use vans now and I miss a lot of missions just because my agents can’t get there in time. I work with two teams now and I planned to move one of them to the new base.

Thank you for the manufacturing tips! I think alien alloys will be the first item i can research on this list.

12
The X-Com Files / Re: The X-Com Files - 1.1: Big Rain
« on: December 28, 2019, 10:51:15 am »
Hi!

First of all, I would like to thank Yankes and Meridian for creating OXCE and Solarius Scorch for creating XCF! The game is great! I tried it a year ago and i started a new game now. I look forward to the changes since last time.
There are a lot of new functional and game mechanic features in OXCE, i discovered some of it by watching youtube videos and some of it by complete accident(for example: i can hide items in the purchase menu, its useful to clean up that list!). The bug hunt mode is much appreciated!(I also know its necessary because of the new readiness system)

I have a question about Humvees vs Helicopters: are the Humvees intented for poor financial conditions(compared to choppers)? This is what i know:
1. Research:
After recruiting the millitary envoy, I needed about 5 days to research Humvees with 15 scientists. I needed 6 or 7 days to research flight training and helicopters.
My conclusion: you get to both vehicles at the same time. You need to research flight training later anyway.
2. Stats:
The chopper is faster, carries more people but its range is limited to almost 10.000 km.
The humvee has a practically unlimited range. It has a weapon hardpoint but AFAIK it won’t be needed?
3. Price tag:
Humvee: 75K, then 5K monthly.
Helicopter: 100K, then 6K monthly.
Because choppers don’t have global coverage, you should build a second base for chopper number two.
A new base for interceptions can cost 1.5-2 millions and the upkeep is 60-100K monthly.

So I think now it only makes sense to go for Humvees if:
1. you don’t have money for a second base for several months after recruiting the envoy
2. you don’t have a big enough revenue to maintain two bases

Experienced players, do you actually need Humvees as an intermediate transport on Superhuman? I have enough money to build a new base so i won’t need Humvees. But I desperately need faster transports.

Also, what are the best ways to make money in this game? What items are profitable to manufacture once i can build a workshop?

13
Suggestions / Re: Repetitive missions
« on: February 10, 2017, 07:19:36 pm »
Quote
Luke's UFOs - this mod meets with my approval!
https://www.openxcom.com/mod/lukes-extra-ufos

Terrain Pack by Hobbes - I haven't used this mod but I believe it is used in FMP.
https://www.openxcom.com/mod/terrain-pack

Reaver's Air Weapons - my own mod
https://openxcom.org/forum/index.php?topic=4791.0
In posting this I have come to the realization that I don't have a page for this in the mod portal yet. That will be fixed eventually!

Reaver's Soldier Classes - also my own mod
https://www.openxcom.com/mod/reaver-039-s-soldier-classes
This one changes armor in a way you might find useful, though it also makes some other major changes you may or may not like. Still, having hiring options may further assist you in getting back on your feet after losing soldiers.

These are great! Thanks!

Quote
i made a bombard beacon for 40k mod , a bit OP but get´s the job done. also a solo pod with only 4 seat for that hwp, so no points is lost... so if done right even colony's get theirs

Are these on openxcom.com?

14
Suggestions / Re: Repetitive missions
« on: February 09, 2017, 12:32:42 am »
Quote
A bombard option like Xenonauts would be pretty cool.
That would be interesting if the player would get huge penalties in the monthly score for ignoring crash sites.

15
Suggestions / Re: Repetitive missions
« on: February 05, 2017, 07:03:33 pm »
The terrain and the UFO interior mods look great, they'll give a lot of novelty of the vanilla game.

Quote
Also, consider that you don't HAVE to play each and every mission. If you reach a point where money is not holding you back, you can simply let UFOs fly (especially smaller ones), or crash them to stop them getting any points, but don't bother assault.
For the endgame stuff, you need specific alien ranks which can only happen on largest ships of some races, so there's little reason to bother with smaller ships and mutons / snakemen.
Quote
Now seriously, skipping these types of UFOs/races has become my standard fare when playing vanilla
I do skip missions and I only go to ethereal missions if it is absolutely necessary. I don't care that I ought to do as many missions as I can. But I want to train my soldiers for the final mission and I'm basically looking for a safe and non-boring way for that :) If too many soldiers die then I can hire rookies and start all over again.

I was looking for mods that could help:
1. Elerium recovery
https://openxcom.org/forum/index.php/topic,2055.0.html
https://openxcom.org/forum/index.php/topic,4874.0.html
https://openxcom.org/forum/index.php/topic,2369.msg23805.html#msg23805
I had a terrible luck with shooting down UFOs or attempting to anticipate their landings. This would give a secondary objective besides killing all aliens: spare the plasma clips on both sides.
2. The built-in Self-destructing weapons mod
This would make capturing aliens more important.
3. Long research times unless you have live aliens
I remember that the new XCOM gave research credits after interrogating live aliens, but can something like this be done in OpenXcom?
4. Autocomplete missions
A few strategy games had this option. After clicking the autocomplete button, the player would instantly see the mission debriefing, with the score, who died, who got promoted, etc. Would it be possible to create a mod like this in OpenXcom?

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