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Messages - HinterDemGlas

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1
OXCE Suggestions NEW / Re: [Suggestion] First Aid Skill
« on: March 26, 2024, 05:50:53 pm »
Can scripts read the level of a commendation? Not sure about that... If so you could make a commendation with totalWoundsHealed and maybe some other conditions, then use a script to add extra HP to every heal depending on the level of the commendation.

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The X-Com Files / Re: [submod] Leeroys!
« on: March 24, 2024, 08:31:02 pm »
I do feel a little cheap, turning on this mod now, in the Osprey era of my game, but it's a real time saver, problem poser and agent killer, so I very much appreciate it!

(I'm not ready for BAI)

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The X-Com Files / [submod]Cryptic Butchery(0.4.0)
« on: March 22, 2024, 04:31:39 pm »
I just had the Dr. Alpha mission and it was fun-- two of my agents were flanked by an Asmodean Cobra while running from a Shambler, that kinda thing. I hate the fucking vents, though, 35+ rounds because a werewolf ate my dog ::)

So I took all of the adorable murderous specimen alive, except for a few very fragile bats and beetles, and was finally annoyed enough by the crafting recipes somewhat punishing that approach to make a small adjustment: this mod.

This mod allows you to craft:
-Mongorn Anzug
-Bio-electric Tazer Clips
-Quillbow
-Dart musket
from living creatures- Wild Mongorn, Muckstar, Spikeboar and Bullfrog (still didn't find any of those) respectively. Mongorn King and similar variants may not work, and I only tested the Anzug and the taser ammo, sorry.

I may add other creatures- not sure what the situation with Synth muscle and anti-grav modules is for example. I will probably not add crafting recipes to turn live beast into corpses, because a) clutter and b) getting one corpse for autopsy has never been a problem for me.

4
The X-Com Files / Re: Lack of XCF wallpapers
« on: March 21, 2024, 11:04:27 am »
That edit looks good to me. The bit of mirrored smoke isn't obvious (and looks a bit like an evil face which is a bonus if anything).

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The X-Com Files / Re: Lack of XCF wallpapers
« on: March 21, 2024, 09:58:53 am »
If you just want to remove the logos and adjust the size, and are apparently willing to invest a couple hours of your time... I would just learn the basics of using an image editor. GIMP is free! Paint dot net is also free and easy to learn and probably sufficient for your purposes.

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The X-Com Files / Re: The heck is an AI core?
« on: March 19, 2024, 05:59:13 pm »
Iirc that's a key word provided by the "Virtualized Headquarters". You can look that up on the q-screen to check what you're missing!

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The X-Com Files / Re: [submod] Medical Medals (0.1.0)
« on: March 17, 2024, 08:52:03 pm »
Very good points, I moved them way down and hid them by game start.
0.1.1 uploaded!

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The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: March 17, 2024, 06:54:10 pm »
Thanks for maintaining that thread, it's been very useful and convenient and I should in fact ask questions like that there! But the art I'm thinking of isn't in XCF Alternative Art (which doesn't replace any vanilla X-Com artwork from what I remember from using it) and it's not in the art part of your thread either. I think I may have to revive my old laptop hard drive to figure this out...

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The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: March 17, 2024, 05:22:58 pm »
I generally enjoy the very 90s Rob Liefeld style vanilla artwork (except for the Hidden Movement screen which is a crime against art and man) but I remember I used to play with a set of more understated, realistic X-files like backgrounds. A mod or graphics pack or something but I can't seem to find it. Does anybody know what I'm talking about?

10
Help / Re: Is it possible to change rifles damage?
« on: March 17, 2024, 04:39:27 pm »
MARTHA

I recommend just changing the mod to your liking, then; you can add weapons and anything else really from the main ruleset to it as you wish. Make sure you read this carefully and check that or that for every value you don't know.

Oh and if you'd like to de-Sniderfy the mod just change or delete Language/en-US.yml ;)

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The X-Com Files / [submod] Medical Medals (0.1.1)
« on: March 17, 2024, 11:36:14 am »
So I've used dedicated medics for a bit and they don't get any commendations for their heroics. Here are some purely ornamental medals, no stat changes, no gameplay effect, for combat healthcare.

There is a commendation for healing wounds (rank 10 at 200 wounds, maybe too low) one for raising the unconscious, and a silly one for using all 3 medical devices in the same mission. I would've like one for self-healing and one for stimulant abuse but there doesn't seem a very straightforward function for those.

The art isn't great because I need to figure out how pallets work. Also I forgot to test this with sprays and drones. Let me know if there are any issues, please. I may make a version with mechanical effects later, but that would require some long term in game testing so don't hold your breath!

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Help / Re: Is it possible to change rifles damage?
« on: March 17, 2024, 10:42:23 am »
Did you edit while the game was running? (Don't.) Are you using any mods? Did you actually save the .rul document? Did you run the OXC(E) exe from the folder you edited, not a different one? Did you use a good editor like Notepad++ that won't do weird stuff to the document?

EDIT: try out this mod I attached and let us know what happens (I recommend putting all your small changes into a small modular mod like this so you have them in one place and can adjust or undo them easily; it requires no more learning than editing the rulesets directly)

13
OXCE Suggestions NEW / Re: [Suggestion]max stats for transformation
« on: March 15, 2024, 09:15:38 pm »
What would be the logical reason why high psi capability soldiers should not be able to get this enhancement? At least usually high PSI is "something extra", not something that blocks or prevents other progress or makes you weaker?

There is plenty of precedent in sci fi settings with magic brain powers for Psi-immune characters, often coupled with an inability to use Psi. It might be very fitting for certain mods to model that as a transformation for soldiers with exactly 0 PST or something like that. Just something that came to mind when I read the question.

14
The X-Com Files / Re: [submod] Tritanium Bullet Mill (0.1.0)
« on: March 14, 2024, 02:34:27 pm »
I probably won't be triggering any apocalyptic MiB retaliation waves in 1998, at least not on purpose.
Aaand I took out a surprise MiB ufo on a pest control mission with 2 PSGs, incendiaries and a couple dogs in early 1998. I was very lucky with enemy placement or I would've noped out of there. Got... 1 Alloy. Research time! Let's see if this has any consequences :)

This has indeed been discussed before, e.g. here (among other things). A non-XCF specific but interesting take is here.
Thanks for the links! One thing I realized: treating X-Com as hard sci-fi is an exercise in futility (although futile exercises can be entertaining!). The original Image Comics-style intro should probably make that point all on its own. I feel a little silly for bringing up even the "bullets small" argument now.

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IMO, the issues is not so much with alloy availability per se, but with timing: there is only a limited time window when alloy ammo is a good upgrade, at which time the alloy supply is justifiably scarce and usually better spent on other things.
Based on a few campaigns, you'd usually want tritanium early (like, in 1998) and in 1999 it is necessary only for big projects (like building multiple improved labs, crafts, etc.). At that point you don't need to bother with tritanium ammo anymore

Hm, I realize the 14 day building time of the mill further cuts into the window where Trit ammo is useful. Probably not a big deal but also not optimal.

I'm not sure singling out heavy weapons like that is a good idea, perhaps increase costs/man hours instead?
The mill is designed to be kinda optional and obsolete-able: So I didn't touch explosives, shrapnel et al because you want to build those even after you replace the mill (or even never build it). Most of them aren't bullets, too. And they are reasonably popular on this forum so they probably don't need a buff.
The miniguns still burn Alloy because that's a bit of a design and flavor choice in XCF (1 vanilla minigun belt eats like 3 personal armors).

I also increased gains from UFOs by a factor of 10/3 in general, more for small UFOs and less for bigger ones. And a factor of 15 :o for bases, which includes Hybrid Embassies. Over 1k from an Embassy gave me ample supplies to squander away.
Get that bling! Personally I'm not ready for post-scarcity X-Com :P I'm not a hoarder, but I did build an "archive" base with 1 from each artifact and prisoner and the Arrow last time which slowed down a few story bottlenecks considerably.

Since I need to make more human factions anyway, there might be some (other than MiB) that use titanium. We'll see.
Rather ominous!

A research to just contract out the tritanium ammo instead of having to manufacture them would likely be more choice.
Honestly what I would do is take the existing option to farm out Tritanium ammo to MAGMA and expand it. In particular, push it forward a bit so that it comes sooner and let it also give you access to BlackOps tritanium ammo. That would make it a much more worthwhile investment and yet not one without tradeoffs.
Allocating engineer hours is the strategic heart of that part of the game tho. Buying transfer times are an interesting logistics mechanism (e.g. the HMMV) but when it comes to ammo I would simply buy a slightly bigger pile to work around it.

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money making schemes (gas grenades or prods)
I don't have gas grenade production yet; does that actually make money? In my old game all "profitable" projects were actually money sinks because they didn't pay the running costs completely, and it would have strictly been better to hire less engineers.

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The X-Com Files / Re: [submod] Tritanium Bullet Mill (0.1.0)
« on: March 05, 2024, 11:37:34 pm »
Psavola, thanks for the input. I admire that you play a very thoughtful, optimized style which basically defines the current "meta"... but I don't. I probably won't be triggering any apocalyptic MiB retaliation waves in 1998, at least not on purpose.

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