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Messages - chronocide_commando

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1
The X-Com Files / Re: Rats
« on: February 05, 2021, 01:08:34 am »
Yes. Psi sense. Basically they can see enemies through walls at short range.

2
The X-Com Files / Re: Compact handcuffs
« on: January 24, 2021, 06:43:51 pm »
Made it a submod.

3
The X-Com Files / Re: Night vision device?
« on: January 21, 2021, 07:17:03 am »
As for a new armour with better NV - sure, there is already a wide selection available.
I think he meant something like Armored Vest/Shield. Same item, different stats.

4
The X-Com Files / Re: Research that's listed getOneFreeProtected
« on: January 20, 2021, 09:30:34 pm »
It's locked behind "Alien Vocabulary". You have to research it, then interrogate some engineers.

5
The X-Com Files / Re: Compact handcuffs
« on: January 19, 2021, 09:37:50 pm »
How about this?

6
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
« on: March 29, 2020, 02:05:18 pm »
Hmm I rarely use aimed fire as my soldiers need TUs to return to cover.
As long as you fight at long range you're not that likely to get hit even without cover. And hard suits make your guys likely to survive at least one hit, so the risk is more than acceptable. Closing the distance seems to reduce your advantage, at least in early game.

7
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
« on: March 28, 2020, 11:20:00 pm »
I've tried to play this three or four times but have given-up before the end of the first year because of the useless weapons, even on the easiest setting.  Lasers on the surface are ok, but underwater-wise we need better early weapons (and aquanauts that didn't go to the Stormtrooper School of Shooting).
It's OK as long as you use aimed fire. Bursts are for close quarters, snaps are only there for reaction fire.

8
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.39)
« on: March 26, 2020, 03:42:40 pm »
You totally can. Have the panicking/berserking aquanauts drop all weapons (they can still be used for scanning and healing) and stun the ones already mind controlled.

9
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.39)
« on: March 25, 2020, 03:52:44 pm »
Polyphs are easy to kill by spamming aimed shots at long range. Too easy, in fact, since they have shorter range than your guns and can't shoot back.

10
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.39)
« on: March 23, 2020, 05:38:13 am »
During my last playthrough I lost 3 countries by the end of August on veteran difficulty.
I only lost one, but then I got -2711 rating and lost the game, which was kinda unexpected.

Looks like this parameter was removed from options of main menu. Ok, so here is file to replace.
Thanks.

11
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.39)
« on: March 23, 2020, 03:08:11 am »
Turn on radar circles for hunter-killers. It will make your play a bit more comfortable.
How?

BTW, checked out the saves from the failed campaign in debug mode. The aliens went from one colony in June to three by the beginning of August and five by the end of August (just as I finished my first two Barracudas). Is it supposed to be like that? I didn't rush Barracuda specifically, but ran out of things to research long before Khimtar Crash Site appeared, so it's not like I was too slow.

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.39)
« on: March 22, 2020, 10:33:41 pm »
I'll add it in next update.
Thanks!

What's the intended way of dealing with USOs until you get the Barracuda? I lost a campaign in August because of massive negative rating, probably because I couldn't shoot down any USOs with Cormorant, especially with all the interceptors around. But in an earlier playthrough (around mid-2018) I didn't have any problems like that for some reason.
Was there some balance change regarding alien activity? Was it just bad luck? Should I have used Seamasters as fighters instead of Cormorants? Are Cormorants completely useless? How to deal with interceptors in early game, especially if aliens have a base close to one of yours?

13
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.39)
« on: March 22, 2020, 06:57:16 am »
Could you enable bug hunt and maybe have more units be capable of surrendering? Some of the maps are huge and complex, and finding that one last panicking aquatoid running around unarmed can take quite a few turns, which is kinda pointless.

14
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.39)
« on: March 20, 2020, 04:58:38 pm »
Shard Rifle and Laser SMG still have increased one-handed penalty.

Other guns still have 20% penalty, not 50%.

This is because oneHandedPenaltyGlobal isn't set anywhere, and the default value is 80, not 50.
Was this intended? You just said it's supposed to be 50%.

Sorry for nagging.

15
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.38)'
« on: March 19, 2020, 06:38:51 pm »
No, oneHandedPenalty: 25 means 25% accuracy. See the ruleset reference or just check it in-game.

https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Accuracy
Quote
20% penalty would be encoded as "80" (i.e. 100 minus 20), meaning you will use the weapon at 80% of its usual accuracy.

Normal guns have 80% accuracy when used one-handed.
The default value of oneHandedPenaltyGlobal is 80, not 50. And it isn't set to 50 anywhere in TWoTS. You can plainly see it in Stats for Nerds that it uses the default value of 80.
https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Battlescape

Just try holding a Gas Cannon in one hand and a Dart Autogun in the other, then check their accuracy.

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