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Messages - yergnoor

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Hobbes made one when the feature came out. I don't think it has been updated recently, and is likely pretty bare-bones, but it should apply straight into vanilla.
I checked. That mod only adds the ability for UFOs to be Killer Hunters, but the alien bases do not have the ability to launch UFO interceptors for their protection.

Thanks, might come in handy. While playing vanilla UFO, I used to make notes in the soldier's name.

Suggestions / Re: Statistics soldiers
« on: September 03, 2022, 02:06:08 pm »
Click on the emblem of the rank to the left of the name of the soldier. As far as I remember, this is how soldier parameters were opened back in the original UFO game.

I'll add:
But usually the parameters of the soldiers shown in the inventory are enough. Of course, if this is enabled in the settings. Strength, marksmanship and reaction (plus psi-parameters, when they open) - the main thing you need to decide what to equip a soldier.

It's disabled when the Links button is activated. They don't work together.
Yes, it is. When you turn off the advanced interface, renaming works.
Well, not a feature I need that much. "Links" is more important.

On the Android version, on the equipment screen, when you touch the name of a soldier, for a split second the on-screen keyboard appears, but immediately disappears. That is, it seems that editing the name was provided (otherwise the keyboard would not appear at all), but for some reason blocked.

The X-Com Files / Re: Teleporting 2x2 units in base defense
« on: August 27, 2022, 07:35:54 pm »
This is an infrequent but possible case. When there are many enemies, they may not have enough spawn points in the designated areas (elevator and hangars) and then the remaining enemies are spawned in the points intended for the base defenders.
This happens either when there are too many enemies or not enough spawn points for them. In the case of only one elevator for the entire base, this was almost inevitable.

Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: August 25, 2022, 09:04:01 pm »
Here's the save, before starting the game I reset OXCE to its original settings to eliminate their effect. All repeated - action points of units are only spent, but not restored. On the saving of the first turn with one soldier moved.
Also attached video which shows the lack of recovery.
Android 10.

Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: August 25, 2022, 12:22:43 pm »
I can confirm. On an Android tablet, with OXCE version 7.7, if you turn on FMP and FMP Extended, the soldiers do not restore action points. If you disable the addon, with pure FMP, everything comes back to normal.

OpenXcom Extended / Re: [idea] time travelling
« on: August 20, 2022, 07:23:51 pm »
As I see it, restarting the game process from a distant time point in the past is too drastic a change.
But the idea of "time warfare" itself is quite interesting. In science fiction it is played out in different ways, for example the Terminator movies come to mind.
How could this happen in an X-Com game, based on the idea of the enemy base problem?
Suppose research shows that there is an enemy base that is so well fortified that X-Com is currently powerless to capture or destroy it. And there is information that the existence of this base threatens to defeat the war. For example, the base will begin to expand rapidly, taking over more and more territory. As far as I remember, the enemy bases have such a possibility - to send UFOs, so that they founded more and more new bases, saw a screenshot of this.
That is, you need to somehow make the first enemy base is invulnerable to X-Com attack.
Then the only option would be a past operation - sending a special group to destroy a base when it was just founded and no different than a normal base. Such a journey would only be possible with the use of a huge amount of Eleurium-115, which is a unique resource.
This would require launching a combat mission based on the results of the research and only if the necessary resources are available. Externally, such a launch should work similarly to a flight to Mars. Instead of specifying a point on the map, there should be a separate button to send a special intertemporal jumper.
If the mission fails, the transport and everyone on it is lost, and the enemy base remains in its previous location. If successful, the enemy base disappears from the map as having been destroyed long ago, and the plane returns with the surviving soldiers... who must now explain who they are and where they came from to management. After all, no one sent them anywhere. Destroying the base in the past made the mission unnecessary.
Anyway, that's the basic idea. Not a restart of the game process, but a local operation in the past to change the situation in the present. I have no idea how feasible this is. And whether it's worth doing.

I have an alternative proposal:
remove that research progress (NONE, UNKNOWN, ...) completely!
The authors of mods can easily remove these evaluation inscriptions, for example, by replacing ALL of the relevant lines with just "Exploring". Since the inscription will always be the same, the player will not be able to assess the progress of the study.
Except that the number of man-days will not be shown in this way.
Such a mod is very easy to make and for personal use, if someone does not like these inscriptions.
True, I'm not sure that these same strings are not used in some other places in the game.
Forcing everyone to use just this weird research option is a departure from the UFO game behavior that OXCE developers probably won't go for. Who needs it - let them use mods, that's what OpenXcom Extended was created for.

XPiratez / Re: A thread for little questions
« on: August 16, 2022, 07:24:25 am »
There is an element of chance in research. The number of man-days recorded in the game files is an average. When a study is started, the game "rolls the dice" and determines how many man-days are needed for the study this time. The minimum is 50% of the average, and the maximum is 150%. Therefore, each time the game is repeated, the research time is unique and it is impossible to determine in advance exactly how many scientists to allocate to research this topic in a certain time frame.

Great! I already did "debug: true", but the Ctrl shortcuts didn't work. Although regular commands via the on-screen keyboard work, but nothing works with the combinations.

Thank you.
I hope to be able to enable debug mode on Android. I haven't tried it before.

Selecting a save file has been suggested so that you can quickly load a list of soldiers for the currently enabled mods. Otherwise, you would have had to start the game with these mods and make a save in it before switching to "New Battle" mode. And so after each major change of the included mods.
Otherwise it will turn out that the mode "New Battle" will be tied only to the game which was last played, and the earlier games as donors of lists of soldiers will be difficult to access.

Although I may have just misunderstood what was suggested. I have my doubts.

"New Battle" mode, as I understand it, was created more for testing purposes. But nevertheless, it is also convenient and just to test different tactics. But there are a few disadvantages.

First - you have to play a random set of soldiers. This of course is also useful, but it would be nice to use the same soldiers that have already trained in the main game. You're already used to them, you know their strengths and weaknesses. You could try how useful they are against some specific enemies in certain missions.

Second - the content of the file battle.cfg, which contains data for the "New Battle", does not depend on the inclusion and disabling of mods. But even simple mods (not like X-Piratez) can greatly change the parameters and soldiers and their enemies. And then the soldiers created for the vanilla game can be weak against strong enemies from the included later mods. In this case, have to manually delete the file battle.cfg, so it was created anew, with the included mod. And so with any major changes.

Third - there is at least one mod (XCOM Multimod), which is not quite properly defined new classes of soldiers and it leads to the creation of the "New Battle" soldiers with unusable for battles statistics. Whereas in the simple game with the mod, this is not observed.

Hence my suggestion - to give the player an opportunity in a mode "New Battle" to load from any individual normal saving section "soldiers" in the file battle.cfg, replacing the previously used for "New Battle" soldiers. This will allow you to quickly add the already familiar soldiers to the "New Battle", where you can check them in all available in this mode missions.
It is possible to do this manually, although not so easy. I tried it by moving eight rookies from the very beginning of the vanilla UFO game to the battle.cfg file (replacing the rather diverse troops that were there). After which they appeared in the "New Battle" as soldiers to choose from.

If this is added, it will even be possible to fight against aliens even with soldiers from the already completed game, just using them in "New Battle" mode. It's too early for them to retire!

And playing with the new mods will allow you to quickly add new soldiers to "New Battle" to test just with the new mods included.

Additional suggestion:

This is already more complicated, but it would also be nice to move the base map from the usual save in battle.cfg as well. The one that is usually used in the "New Battle" is quite primitive, because it is the starting base. Therefore, testing the mission "Defending the base" comes out rather monotonous.
And loading an already developed base from the usual save can diversify the process.

But here is where the difficulty is foreseen. There can be up to eight bases in a regular save, whereas in "New Battle" only one base is always used. But at least moving the very first base from the general list would give a lot of new possibilities.

If the text is not clear everywhere... I'm sorry... Machine translation.

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