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Messages - Mathel

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The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: January 21, 2021, 11:05:46 pm »
Regarding cones, could it be approximated with a shotgun mechanic with many pellets and very low accuracy?

The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: January 16, 2021, 08:50:43 pm »
Did you try to see what happens if you send someone with low Bravery but high to moderate Psi Power?
How does one increase Bravery besides using medikits on other people by the way?

I retroactively checked. The lowest bravery person who survived the mission was Captain Emere Mauwhata.
Bravery: 30
Psi Strength: 72
Psi Skill: 24
I do not know what Psi Power is, though. I will assume you mean Psi Strength.
Also with the Power or Flying suit (I am not certain which he had, but I know he had one of those), his Psi Defence would be 0.2*30+0.2*24+1*72+0.33*Morale = 6+4.8+72+0.33*Morale = 82.8+0.33*Morale, based on current versions stats.

The vanilla way to increse bravery is to go not panic. Every turn a soldier could panic (Morale<50), but does not, their chance of getting a +10 to bravery increases, up to a limit.

The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: January 16, 2021, 11:11:50 am »
I made an observation myself.

My standard procedure against PSI enemies is to make sure, that anybody with PSI Strength below 40 is harmless to other soldiers. (Stun and weak weapons only).
But in my last mission, an attack on an Ethereal base, I made sure that everybody had 50+ PSI Strength. The Ethereals did not use Psi even once.

So it seems, that they only try PSI on people with low enough defences.

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 05, 2021, 04:07:23 pm »
And someone who is involved in this matter paid attention then or did not begin to correct it?
At least in X-Piratez, the behavior is intentional and descriptions were going to be changed.

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 04, 2021, 01:28:42 pm »
I remember a similar issue happened in XPiratez with damage reducing items. It seems they do not reduce damage by the listed portion, but rather reduce the difference between actual resistance and minimal resistance by listed portion.

So rather than the resistance being max(Armor_resist*item_resist;item_minimum)
it is max(Item_minimum+(Armor_resist-Item_minimum)*Item_resist;item_minimum).

Which means that Cyber Armor with Webwear does not have the max(100%*80%,50%)=80%
but instead min(50%+(100%-50%)*80%);50%)=90%.

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 23, 2020, 08:40:53 am »
When updating installation, UFO/ , TFTD/ and user/ can be kept, common/ and standard/ should be deleted and then coppied in, OpenXcomEx.exe can be copy(replaced).
When updating mods, you should just delete the mod and then copy the new version in.

The reason for deleting directories before replacing them is, that you do not know if all the file names from old version are used in the new version. If they are not, some of the old files will stay there and cause trouble.

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 13, 2020, 02:18:41 pm »
There was no height difference, but yeah I also experienced problems with stairs though the shots didn't phase through them they just couldn't connect. This impossible shot issue happens very rare mind you. It seems I am the only one who experienced it, I will send the battlescape save file if it occurs again.
You are not the only one. It is an engine thing.

I remember a case in XPiratez, where I could not hit this one zombie with a barrage of 100%+ shots. But I did not have a save from the start of the turn and the next turn it moved and could be hit normaly.
I believe it has something to do with relative position, since my gals were all clustered in that situation. But if you have a save from just before you took the shot and have saves resseting RNG on load, you should provide it as proof.

OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: December 01, 2020, 12:59:52 pm »
- Melee terrain damage for 2x2 units:,8634.0.html
If the AI uses it, Reapers will finaly be able to navigate cities. :)

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 01, 2020, 11:49:25 am »
Oh, I forgot to mention that I'm playing in Ironman mode which prohibits manual saving and the dog died right before the game automatically saved its state on the 5th turn in Battlescape. So there was no save prior the unfortunate event.

By the way, I'd like to advice everyone who did not try Ironman mode before — do it. After I managed to free myself from a desire to reload and to replay any of unfortunate events the game shined in new splendor.

I would like to question your success at freeing yourself from said desire, considering you decided to edit a savegame to resurrect the dog.

The X-Com Files / Re: The X-Com Files - 1.6: Life Will Never Be The Same
« on: November 16, 2020, 03:49:37 pm »
I just unlocked pulse weapons and their chem ammo in my game. I also do not think that it being effective against ethereals would be a bug. It is just something the Ethereals did not expect.

The X-Com Files / Re: The X-Com Files - 1.6: Life Will Never Be The Same
« on: October 31, 2020, 11:16:28 am »
-Does one need to start a new campaign to encounter these new missions?
-Is it possible to train psi strength, considering the option is disabled and not changeable for this mod?
Not as such. There is a transformation that increases it.

XPiratez / Re: Bugs & Crash Reports
« on: October 01, 2020, 02:51:51 pm »
Edit: it was you who was lying, sandbags do cut damage in half (*up to maximum resist of 50%).
He is not lying. The descriptions are indeed wrong. if the following formula from earlier in this thread is accurate,
Final resist = Armor resist - (1 - Item resist) * (Armor resist - Item minimum resist)
the sandbags cut the difference between current vulnerability and minumum vulnerability (50%) in half. If the formula is not to change, you could change the text from "Decreases damage by x% down to N." to "Decreases difference between foo resistance and N by x%." for all the affected items.

That way, you would have to rebalance nothing, merely change text for resistance equipment.

Edits:red. Self correction.

The X-Com Files / Re: The X-Com Files - 1.5.1: Around The World
« on: September 25, 2020, 02:11:58 pm »
I think you need a space capable craft for it. Mudranger apparently can do it but you are better off with Kitsune since it has massive range and can still carry tanks you will need.

And i mean, you really need them in this mission unless you have high-end armour (Power armour and up). I had sectopods (2x, because Ayys failed to destroy my base twice so i had something to work with). This might be the mission so far in the game with largest body count ever. If i remember correctly, it was either 76 or 96 enemies. On open plain, with almost no cover aside from few rocks, dunes and buildings but that is a long dash while you are in sight of 20-40 enemies at once. So i did well by using sectopods as cover for my troops but this mission took like a hour or two and i had to sped up the projectiles so i wont die of old age as 20-40 enemies will shoot their lasers at long range. Make sure to arm all of your troops with turbolaser weapons due to infinite ammo and the fact that they can incernate enemies so the Cyberwebs technolads wont have 2 lifes.
Another good thing is to use MC on nearby Technolads and have them blow up themselves or other Technolads. Do this especialy if you do not have flight capable armors (Preferably Flying suits), or Juggernauts.
They love to throw their HE at you if they get the chance.

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: September 14, 2020, 09:07:03 pm »
Crop circles without MiB, I believe.

With MiB, they are civvies, without MiB, they are "hostiles" and can be captured.

Edit: It may be Cattle Mutilations without MiB though. One gives Abducted Farmers. But I am guessing they are the same. There is also a chance of Brainwashed Farmers.

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: September 13, 2020, 09:35:37 pm »
Has anyone lost the Agent training button before? I think its some kind of bug with my save cause if I start a new game the button comes back, but my current save doesn't have it so I can no longer train any agents.

Once you unlock more training/transformation things, it gets fused into the "memorial button", forming the "Agent info" selection panel.

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