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Messages - psavola

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1
Personal template is soldier-specific, while the other one is general. Save+ stores (and restores) also the soldier armor, not just equipment.

If you want to use soldier-specific personal templates, you can store them with 'S' hotkey and restore with 'L'. So re-equipping the same stuff for the same soldiers would always work and be about 10-15 seconds of work if you just TAB through the soldiers and press L on each of them. If you prefer equipment templates, you can save them with CTRL-[1-9] and restore them with pressing 1-9. Likewise, you could restore everything in just a few seconds provided that you don't need to customize the equipment.

2
OpenXcom Extended / Re: Parsing soldier stats from .sav
« on: Today at 07:34:32 am »
The function prepareStatsWithBonuses() with all the things it calls might be want you essentially are looking to duplicate. Not sure if you really want it all.

https://github.com/MeridianOXC/OpenXcom/blob/oxce-plus/src/Savegame/Soldier.cpp#L2045

3
Did you try to save the equipment you want to have (including pre-primed grenades) to an equipment template and restoring that template in the next mission? I think it should work, but I'm not sure if I used it myself. Also, pre-priming might work with alternative apoc-style equipment option, but never used that much myself.

4
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: April 09, 2024, 10:35:15 am »
Not exactly close combat, the fact is that after activating FMPE, I began to receive such a notification “the attack was repelled by the enemy” and the soldier simply began to shoot a little away from the enemy at whom I was aiming. Then I decided to move 3 squares away from the target so that the alien could not push away my weapon and I could finally shoot him, but again he repelled my attack. In the end, I entered two commands "createsMeleeThreat: false" and "ignoresMeleeThreat: true" after which my shots were no longer reflected.

If you move away from all enemy units, this should not occur.

However, if you are adjacent to another enemy unit, that other unit can CQC you and prevent shooting at the original unit (from which you are not adjacent). I suppose that might be what you experienced but didn't notice it. It certainly can be confusing at times.

Rule of thumb: don't have any enemy units next to you if you want to avoid CQC mechanics.

5
Brutal AI / Re: Grenade shortcut
« on: April 08, 2024, 12:29:10 pm »
These shortcuts make assumptions about which grenade you take and prime. Suppose there are multiple ones (like EMP grenades, gas grenades, regular grenades, dynamites, etc.) and they have been equipped at various locations on the soldier's body. Meridian's point was, I think, that implementing such shortcuts makes some assumptions and will in many situations (if there are many options to choose from) lead to unexpected results that players will be dissatisfied with.

Now, as a player, the only thing I would like to see more straightforward would be a way to eliminate the turn counter when priming the grenade. I have only seen it used once (in Stone Lake's XCF streams) and never used anything except 0 myself. IIRC BAI already does this.

As a player, when I'm using grenades extesively I usually preprime them when equipping the soldiers. Then using and throwing them is much faster and smoother (and you can throw 2 or 3 grenades per turn). But this is often only an applicable strategy in the early game. Later, when your soldiers improve you might switch away from these tactics. And don't want to preprime grenades later on because if the soldier gets knocked down, the grenades are going to go boom. So you'll also need to be careful with how you deploy your troops. Still, a valid strategy especially with sniper/spotter mods where you'll need to avoid shooting certain enemies.

6
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 06, 2024, 12:34:14 pm »
Terramite and titanium are not the same thing, though. They are similar and related (you could say that terramite is a special variant of titanium), but outright buying alien alloys wouldn't be logical.

Maybe sharing some tech would allow buying tritanium ammo (a bit similar to how UAC outsourcing allows you to buy some stuff from UAC)? Not sure how useful that would be in the game, but at least it could have some use depending on when you do it.

7
OXCE Suggestions OK / Re: [Suggestions] Crash Site/Event Time Info
« on: April 05, 2024, 02:33:43 pm »
Now that I have thought about this a bit, I will outline a way to potentially restructure the global tracker by splitting it to two parts (with an empty line between the parts) with each part having its own columns for the relevant information:

1) The first part would include all the immovable mission sites. The first heading could be "site", and the following ones "time" (as above the spawn or detection time) and the last one "despawn penalty".

For enemy bases it could count down from the time the base was detected (rather than when it was spawned, as the player doesn't know it). If the detection time is not available, this information could be omitted.

Later more columns could be added if there are ideas what information would be relevant. I'm thinking of in particular whether there should be column "restrictions" which could include "craft", "unit" and/or "equipment" or just "X" or "YES/NO" if there are any. Not mandatory but some indicator might be nice.

2) The second part would include the movable targets. The first column could be renamed "target" and the rest could be kept as is.

The order of these two types could also be reversed. I have no preference. Playing vanilla or similar mods (with few mission sites) would make sense to have the moving targets on top. With XCF-like mods with lots of immovable sites it could be slightly more convenient to have them first.

I think it would make sense to print out both parts even if there are no missions at all or there are only missions for one part. But this could be argued the other way as well (print out only as needed). The downside then would be the question of what should be printed if there are no sites or targets at all. This issue is avoided if both would always be printed out.


8
The X-Com Files / Re: The X-Com Files online Wiki
« on: April 05, 2024, 12:47:17 pm »
Obviously it takes into account the accuracy, because (at least the sniper) damage is not impacted by the distance. (Not sure if there are guns whose damage decreases with the distance.)

But the calculations are rough and not completely accurate in any case. This is because I suppose the simulator calculates the values based on the bogus accuracy values provided by the mod and displayed to the users (which do not actually correspond to the probability of hitting the target).

9
Work In Progress / Re: Terror From the Deep Remastered Soundtrack
« on: April 03, 2024, 07:35:51 pm »
I've used the orchestra of the deep mod and have been happy with it. But I haven't really paid much attention to the soundtrack specific.

10
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 03, 2024, 07:24:02 pm »
Getting a bit OT, but..  If we disregard the point penalty for the moment, the only benefits of completing the mission are 1) capturing a live reptoid as a way of unlocking alien power systems (if you haven't obtained it before from somewhere else), 2) getting some gauss pistols. I.e. this mission is essentially only relevant after early/mid-1998, and might be irrelevant even then.

Alien power systems is important and useful because that unlocks for example stun rod, which makes it more convenient to capture more aliens (e.g. various sectoids if you get lucky and get a mission). But it's not a showstopper because in any case in the earlyish game you want to do your alien captures with the help of dogs (barking) and after that any stunning will do.


11
OXCE Suggestions OK / Re: [Suggestions] Crash Site/Event Time Info
« on: April 03, 2024, 10:27:27 am »
While the order is usually "good enough", in many cases it can be difficult to keep track when the mission site is going to despawn, especially in mods like XCF where you can have timers of 100's of hours. (Obviously the player will need to also have ruleset information on what the timers are for specific missions for this information to be useful.) With these kinds of missions the player will not necessarily do the mission right away, but wait for something (e.g. some manufacturing project to finish, some soldiers to get healed up, etc.) Therefore some small QoL improvement could be useful (I would certainly turn it on). But the priority would probably be low.

It seems to me that information could be provided in the same manner as in "ETA"-feature, in format and precision of hours, like "23h" or "3d3h" (special case 0h if you click on a new mission).

The information could possibly be provided as follows:
 - in the landing site screens, add a new line after "speed" that would say something like "TIME............. 7h ago" (or alternatively, replace "SPEED" with "SPEED/TIME").
 - for moving targets, don't print information (or always 0h ago, i.e. the location is constantly changing)
 - this information would be most useful in "global tracker", but including the information could be challenging (little or no space) without redesign. One way to redesign this would be to rephrase "SPEED" as "SPEED/TIME" and for stationary targets print out the spawn time like ago "1d11h ago" or just "1d11h". In global tracker all the columns meant for moving targets are useless anyway.

12
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 03, 2024, 07:19:59 am »
Reptoid Assassination Squad mission has a 8-12 hours timer and a civilian craft requirement (all of which are relatively slow - the fastest three being in 400-550 range). Many times the mission spawns you probably can't get there in time (unless you have a global coverage and every base a strike base). I wonder if this really intentional. Note that there are a lot of other similar missions where the timer is not that tight or the timer is tight but you don't have the craft requirements (and can use faster transports).

13
OXCE Support / Re: Support for cheat option
« on: March 29, 2024, 11:16:27 pm »
Awesome, this helps a lot, thank you!

Also, interesting, on a ghost mission  Ctrl + D ->  Ctrl - J only stuns non-ghost characters.  I can stun a ghost with an electric club, but not with Ctrl+J ??

Ghosts are immune to STUN damage, but can get stunned by applying damage of other types. If I'd have to guess, I suppose CTRL+J applies STUN damage to enemies and you get this issue. YMMV whether this could be considered as working as intended or not.

14
The X-Com Files / Re: Quick question on Bravery
« on: March 28, 2024, 11:13:52 am »
Bravery as such is not all that important. It's more important as a gatekeeper for special trainings and progressing your agents.

Combat pilot training requires 40 bravery (and gives +10) and Install TNI requires 50 (and gives +10), Sectoid Legacy requires 60. You need to have these to get Helix Knight or Psion.

So the transformation/training process - especially for the agents you hire later on - gets much smoother if you get at least 40 or close to it in the stats lottery.

Of course, you can get improvements from panicking, getting wounded and for example by using pepper spray. Bravery can also be trained by putting cowards on a craft and making dogfight the enemies. A low-tier manor and its hunter-killers 3-4 times a month with a LITTLE BIRD is ideal for this.

To make the trainings and transformations smoother, later in the game I might be more inclined to sack the agents with very low bravery. In particular when you get hybrid training and want to unlock their maximum PSI fast, I almost always sack the ones with 10-20 bravery. Having 40+ initial bravery would be ideal. But in the beginning of the game I'm not picky at all (so many agents will die or get wounded in any case).

15
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: March 25, 2024, 07:44:03 am »
Yes, this is an XCF problem (already reported earlier above). It is indeed true that this is currently essentially junk, because there is no manufacturing process to repair a broken power armor (like there are for many other armors). But maybe that could change in the future as well.

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