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Messages - vadracas

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Or click the matrix link pinned in this forum…

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The X-Com Files / Re: Red Dawn Cult Manors are crazy!
« on: December 28, 2022, 01:45:59 pm »
Current version values unknown, but Solar changed it in the upcoming version to a 75%.

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The X-Com Files / Re: I can't take these cult manors
« on: December 27, 2022, 02:15:55 pm »
This goes a bit off topic, but I have to note my extreme surprise that boosting a single soldiers stats made a difference, getting high statted soldiers is generally the easy part, the harder parts being as karate mentioned, the strategy layer.

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The X-Com Files / Re: Red Dawn Cult Manors are crazy!
« on: December 25, 2022, 11:04:48 pm »
Well, one good note to this whole situation for you: Red Dawn manors do stop spawning once the HQ is defeated, the existing ones just don't despawn.

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The X-Com Files / Re: The X-Com Files - 2.7: Spectral Entities
« on: December 21, 2022, 01:33:29 am »
Well I feel like I'm a long way away from that. The gap between promotion II and III seems really large and there is so much research to be done and to be honest even by looking at the "tech tree", it's unclear to me how I get to that point. It looks like I have to finish the cult off, but I don't know how to get to there.

Just keep capturing up the ranks of whichever cult you want to end. Without being too specific, to get to the HQ you need to capture an individual of particular note in one of the cult forward bases.

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XPZ Strategy/Tactics / Re: The Newbie Guide
« on: December 04, 2022, 12:12:07 pm »
I haven’t played JS piratez extensively at all so couldn’t tell you about late game wrenches, however. The only differences in JS are not content differences. One major difference is the game forcing you to get base defense within a couple of months, as well as much stricter negative events, higher enemy stats, and worse sell prices

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XPiratez / Re: A thread for little questions
« on: March 23, 2022, 10:11:52 pm »
Don't take my word, I don't find myself playing much recently, but sneaky AI does influence enemies to be less aggressive and try to be "smarter." However with melee enemies it can be detrimental and result in some of what you described.

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OXCE Support / Re: (OXCE) 100% chance of a unit catching on fire?
« on: June 02, 2020, 08:00:12 pm »
Script onHit checking for that particular weapon and then adding the fire status.

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The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: June 02, 2020, 03:52:19 pm »
1.41a, not sure if it's intended but civilian are not suppose to handle tasers? In the "madman rampage" mission there is one wielding it.


So what do policemen in your hometown have holstered, a nerf gun?

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XPiratez / Re: [MAIN] XPiratez - L2 - 21 May - Blood And Skulls
« on: June 01, 2020, 11:31:11 pm »
Tell us what at the beginning, having studied the gold code will give an opening to all others there is a bug? If so, when will it finally be corrected?


What bug?

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The X-Com Files / Re: The OpenXcom Files: Tips and Tricks!
« on: June 01, 2020, 12:24:22 pm »
IMO dogs are best used as highly mobile scouts/spotters in conjunction with smoke or night ops vs early game human factions. Their combat abilities are a secondary (and sometimes impressive) feature but not a big selling point. Interior missions like the EXALT and Lotus HQ being the exception, dogs will absolutely wreck shop on those.

Consider reassigning them to pampered base mascot status when the ayys and other advanced enemies show up or risk a guilty conscience. Still, will never forget the time K9 Pickles (Hero of XCOM) racked up 6 CQC sectoid kills in a row while holding a door on a dicey terror mission.


Correct, dogs are the reason you can win the 1997 landed UFO missions without savescum, no joke. No dogs, no early alloys for me.

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Suggestions / Re: A few things I noticed, suggestions and bugs,
« on: June 01, 2020, 01:15:14 am »
18. New alien, "human looking alien used for infiltration" only available in alien bases and on infiltration large ships.
19. New even higher difficulty level.



If you want higher difficulty play xcomfiles or xpiratez and go on superhuman. One has many new mechanics that screw you on superhuman and the other is like vanilla except in later game expect 500 UFO's a month.

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The X-Com Files / Re: The X-Com Files - 1.4: Signs of Apocalypse
« on: June 01, 2020, 01:12:23 am »
Solarius, what was the reason for changing the Red Dawn HQ map? Not that I'm complaining, but it's extremely easy to cheez the assault now. You might want to redesign the entrance/exit a bit - right now it's a death trap for the enemy. Just station two soldiers atop/to the side and watch the bodies pile up. It's kind of entertaining tbh.

*Step* *Pop* *Pop* *Scream*


This map change happened a long long while ago. The latest change was to add the cars.

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Programming / Re: Auto-Battle
« on: June 01, 2020, 01:10:41 am »
Currently, you can't turn them over to the AI, all of these suggestions require changes to source code. By the way, no matter what you would see the long-hidden movement times if you turn the player over to the AI do to most of that being the AI figuring out LOS and what to do. The ability to interrupt would probably be pretty doable by using the right-click functionality that can already interrupt movement, but that's all that you would be able to interrupt.

The abstraction is a completely different matter.



By the way, I am certainly not asking ANYONE to do this unless they are very interested as this would be a challenging task.

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Programming / Re: Auto-Battle
« on: May 31, 2020, 08:12:20 pm »
If an auto-battle feature were to be created for OpenXcom, how would you want it to work? Would you want something fairly vague like the xcomutil version, or would you want the game to track every single movement and shot? A more abstract system might make it easier to work with mods in the mix, though the results might not reflect how difficult the mission would have been if it were played out manually. Would you want a status screen that shows the relative strengths of each side as the battle progresses, perhaps with simple buttons to influence it (something along the lines of Cautious, Standard, Aggressive, Retreat), or should it jump straight to the battle summary? Should it be made interruptible, so that the player can step back in if something goes horribly wrong (Much harder to implement. Where do you place all the units?)



Actually, if the same AI that the enemies use could just be substituted in as the player, the difficulty of implementation would be similar(but in a different area) to balancing out an abstract points system.

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