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Messages - vadracas

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1
Help / 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.

2
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?

3
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?

4
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.

5
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.

6
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.

7
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.

8
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.

9
Offtopic / Re: What about humans invading aliens?
« on: May 30, 2020, 11:36:50 pm »
Nice necro, not unhappy, just noticing.

10
The X-Com Files / Re: Vehicles and fighters
« on: May 30, 2020, 07:04:11 pm »
A fighter can't land if it doesn't have pilots and can if it does.


Anyways, why does it matter if someone wants to solo a mission from a fighter?

11
The X-Com Files / Re: Troop Deployment: Unfair?
« on: May 30, 2020, 07:02:35 pm »
But that's not the issue. I am pretty sure OP, whose side I kinda-sorta take, isn't having issue with some battles being unwinnable, but with being surrounded at the very beinning. When the vehicle just stops and the agents unboard, they do so right under the scopes of the enemies and before player manages to make them take even one step, they can fire off.

Unwinnable battles are alright, there's evacuation button just for that. But it's more fun and the design's better when the player evacuates because the battle was hard and tactical errors were made, rather than skipping out of the whole mission at the very beginning of first turn because the driver parked in kissing distance of armed enemies - a situation which is understandable on superhuman level of difficulty, but happens semi-commonly on most others as well.


Explain it like this-"when you are fighting cults, sometimes they ambush you and you ned to get out."
Good, problem solved.

12
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 30, 2020, 07:01:18 pm »
Understood. Is there some way to make the mod differentiate and use different combinations of keys to lead to different screens or would that require code changes in OXCE itself?


It's still consistent-normal middle click prioritizes one, then the other, ctrl-middle-click reverses the order. UFOpedia won't show up if it doesn't have a UFOpedia page and tech tree won't show up if it doesn't have an associated research.

13
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: May 30, 2020, 03:35:18 am »
omfg, yes, you are giving input, but the input is pointless without putting any effort into it. Yours is a voice among hundreds, in a mod that's been developed for something like 5 years.

14
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: May 29, 2020, 06:47:53 pm »
Yes, but you are the only one that wants it, so no one else will do the work.

15
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: May 29, 2020, 03:17:36 pm »
If you're going to suggest something, then please also suggest the reason why it should be in this mod.

To give you an example - why would Dioxine include the DN3D chaingun if we already have the (Doom) chaingun, AMG, LMG, Spitfire and many other autofire weapons. What role would it fit which is not already covered by existing weapons? What makes it different (other than looks)? etc.


Some small assets or lore takes effort, so do the work yourself if you want something trivial added.

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