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Messages - Amoebka

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On the subject of super soldiers. While the stat caps and salaries are the same, buying a normie first allows you to pre-screen. An elite with stat boosts from the procedure has roughly the same minimum and maximum starting stats as a store-bought super (health is an outlier, store supers are better in that regard), but if you buy an elite and see that the rolls were bad, you can sack instead of upgrading.

Edit: sharking throught the ruleset, I've found that alien missions stop after ~10 years. I wonder how reasonable "outlasting" the invasion on superhuman is, as a stupid self-imposed challenge...

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OXCE Support Y-scripts / Re: No way to retreive unit's coordinates?
« on: March 28, 2023, 07:34:47 pm »
Yeah, I thought about that, but I suspect searching 10000 tiles 20 times every half turn isn't going to be very fast.

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OXCE Support Y-scripts / Re: No way to retreive unit's coordinates?
« on: March 28, 2023, 06:01:13 pm »
Hm. Guess my idea can't work then, because a unit can't know the location of all other units in newTurnUnit and the order doesn't allow passing that information between units. What about local scripts? If I have a newTurnUnit defined on an armor, and another one globally, would that allow "going back and forth" between processing units?

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OXCE Support Y-scripts / Re: No way to retreive unit's coordinates?
« on: March 28, 2023, 04:17:56 pm »
Serves me right for trying to use the wiki.  :D

If I may, another quick question. I have 2 newTurnUnit scripts, with offsets 11 and 12. Will the game run offset 11 for each unit, and THEN offset 12 for each unit, or will it run 11 and 12 for one unit, 11 and 12 for the next, etc?

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OXCE Support Y-scripts / Re: No way to retreive unit's coordinates?
« on: March 28, 2023, 02:18:26 pm »
Thanks a lot.

This does, however, bring the question of why I can't see it in the ref linked on ufopaedia. Is it outdated by now? Where do I get the up to date one then?

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OXCE Support Y-scripts / No way to retreive unit's coordinates?
« on: March 28, 2023, 02:07:57 pm »
Long story short, I'm trying to create an alien with a "dread aura" that drains morale of nearby x-com soldiers, and I want the intensity to scale with distance between the alien and the soldier. Except there seems to be no way to get unit's XYZ coordinates on the battlescape map? There are ways to get facing direction, and even turret turn angle, but I see nothing for actual position. That can't be right, can it? Any suggestions for a workaround?

8
Flagships taking 9000 scientist days is really bs. Assuming the "standart" research base of 250, that's 36 days on average. Meaning sometimes you get lucky and do it in 18, and sometimes you get screwed and stalled for 54. Research time randomization works fine for multiple small projects, because luck averages out with enough rolls, but having one super-long outlier project messes that up.

I also feel you've misunderstood the root of the progression speed problem. The aliens don't need to tech up faster, they are fine. Players progress too fast, mostly because they get near infinite money from too many UFO landings. You get like 10 landed mediums every month, plus smalls. It's both tedious, and overpowered for the player, because selling the loot enables degenerate strats, like rushing 500 scientists before the first summer. Instead of making aliens progress faster, they need to spam less landed mediums.

Exploding deuterium pods need to go. It's funny the first time the entire map blows up, but it gets old real fast. Sometimes you literally lose people before the first turn on the crash sites because the initial explosions reach troop transport if it landed right next to the UFO.

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40k / Re: [ADDON] ROSIGMA
« on: January 10, 2023, 03:11:28 am »
The codex needs a full-on overhaul I think. There is over a 100 items that can be used without restrictions, but their codex entries are only visible when you have researched ways to purchase/manufacture them, and sometimes you can't do that at all with your faction. If an item is usable from the start, its stats should be visible from the start, even if you can't buy or make it yet.

I'm playing sisters, and get an event each month where veterans arrive, complete with their own weapons and armors. I can use those, but can't see any stats for them until I research manufacturing projects for them. So I'm assigning armor to units without knowing what it does.

My first terror and ork bases were deathskull larpers, complete with ghetto terminator suits and commissar cosplays. They dropped like 30 different guns and ammos I can use, but can't see any stats for again. This time, I will NEVER be able to see the stats, because codex articles are locked behind IG-exclusive research.

I've also researched dominion-pattern bolters, which I can use and manufacture. And I can't even see codex articles for those, because they require high-tech requisition level, even though bolters themselves don't.

If you go the bugged chaos route, you also get chaos armors, for which you can't ever see codex articles either.

It's getting really tiresome to assign armor and weapons to soldiers without having the slightest cue about how much protection they offer or how much damage they do. And I'm not talking about 1 or 2 missing entires, more than half my store items have no visible codex entires.

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40k / Re: Thoughts on ROSIGMA vs. vanilla
« on: January 09, 2023, 06:46:46 am »
Vanilla is a well-designed and mostly well-balanced game. Very blind playthrough friendly too. Very few bugs and crashes. Style is consistent and artwork is very well done. End game can get a bit grindy if you want pimped out armors and weapons for all your dudes, but the final mission is perfectly doable without that.
Rosigma is half-broken community junk where you need to be an OXCE poweruser to just get through. There are 10 million different clutter items with minor differences, and you can't view codex for any of them so the only way to know what your weapons do is open up rulesets with notepad and read yaml yourself. The quality of art assets is wildy inconsistent, some of the stuff is incredibly ugly and amateurish. The research tree is unbelievably broken. It can still be fun, but very much in a "make your own fun" way.

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40k / Re: 40k
« on: January 05, 2023, 05:46:00 pm »
Adeptas are more fleshed out in ROSIGMA, so try that submod if they're your jam.

I do plan on doing so after a small break. Still, ROSIGMA is more that a content addon pack, it adds a lot of new mechanics I certainly won't like. Would be nice if some of the content could get "mainlined" into the base mod eventually.

A large part of the problem is just balance, really. Adeptas do already have SOME unique techs and units, they are just so bad you never end up using them, which makes the faction feel like crippled SM.

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40k / Re: 40k
« on: January 04, 2023, 10:17:01 pm »
Finished my first full playthrough as SoB, and the faction sadly feels like an afterthought. Soldiers are weaker than marines, armors are worse than marines while being 5 times more expensive, half the tech tree is locked out with nothing unique to compensate for it, etc.

I used my standart troop carrier, standart armor, and standart bolters for the entire 80 hours, because everything I researched was ruinously expensive and at best a minor upgrade. 500 adamantium and 5 honor badges for an armor that has the same protection values plus a single-use energy shield? 20 badges for a 2x2 unit that dies to a single plasma autofire and has no ranged attack? Why do saints even get firing accuracy bonuses when they can't use guns? Why can I research power swords when even with full upgrades and armor sisters don't have enough strength to ever wield them? Literally the only upgrade I used in the entire game was the master crafted bolter ammo.

Also, the game crashed every time I attempted an eldar mission. Missing PCK for wraithguards.

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
« on: August 21, 2020, 08:59:55 pm »
So I tried to give superhuman a try and it seems like the mod is not really intended for it?

Alien subs shoot 3 frames faster for each difficulty level above veteran, so 6 frames faster on SH. The baseline reload time for fighter craft is already only 12 frames, so on SH they fire twice as fast as on veteran. This makes Barracudas and Morays completely helpless against them, and the game becomes unplayable.

Maybe either increase damage with reduced fire rate or give all XCOM subs some small amount of armor to make difficulty scaling more smooth?

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
« on: July 22, 2020, 01:36:21 pm »
Where can I find it?
Options - Controls - Extended - Tech Tree Viewer

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
« on: July 22, 2020, 11:21:29 am »
Please help me, where can I see a tech tree for this mod?
Go to your OXCE settings and bind the "view research tree" key.

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