Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - cevaralien

Pages: 1 2 3 [4] 5 6 7
46
Released Mods / Re: [COMMENDATIONS] UFOPedia Mod 3.2 (Updated by hellrazor)
« on: November 24, 2020, 11:02:14 pm »
Ok, perfect.

I put the maxdistanceview at 50 and my game runs fluenty. The nighty releases says that more than 40 is unplayable, but i have no issues.

Anyway, 30 is ok for me.

47
OXCE Support / Re: Changing spotter/sniper mechanics
« on: November 24, 2020, 10:59:31 pm »
In my mod, all alien units could spot and snipe, only 1 turn of spot and 50% of sniper for all units expected to be outside UFOs. Commanders, Leaders and other "inner" personnel, as Engineers, have 75% of sniping.

I'm worried about the minimum distance considered as "long shot" for marksmanship commendation. If i could define the maximum view to this distance, i could use LOS penalty to reduce the "cheaty" effect, even for my soldiers. My concern are about the long shots in LOS.

48
Released Mods / Re: [COMMENDATIONS] UFOPedia Mod 3.2 (Updated by hellrazor)
« on: November 24, 2020, 10:53:49 pm »
For the sniper commendation, which is the distance considered "long"? I'm playing with spotter/sniper feature and i'm worried about LOS penalty and how it could affect this commendation.

49
OXCE Support / Re: Changing spotter/sniper mechanics
« on: November 24, 2020, 10:24:21 pm »
Yes, in fact, without this feature, the game is more easy and "boring", but with it, it is guaranteed to lose one or more soldiers in an open terrain map, because there is no way to defend against the alien sniper. The only tactic to counteract this is sacrifice rookies. Even veterans doesn't survive. You can't shoot first with your veterans, if you have some one.

I nerfed the accuracy, but that feature negates my own snipers.

I think that activating the feature in the alien movement turn doesn't make it less challenging, because the objective of squad-firing is accomplished and the human can't do nothing if it is not his turn. It allows to better thinking about the covers and could balance better the game. But it is activated at human turn, well... it is only a carnage, no matter how well player you are, no matter what decision you take, you will be shooted if your soldier hit any alien.

Well... thanks for the receptivity. I will try to test a more extended vision to enhance the snipering and an increase of the LOS penalty.








50
OXCE Support / [Feedback] Changing spotter/sniper mechanics
« on: November 24, 2020, 08:23:29 pm »
I was playing with sniper/spotter features and i think it could be changed a little to enhance it.

Why our units are plotted in human turn and are available to be shooted at IA turn? That doesn't the way that human squad-firing is working. For the human player, the alien units are spotted in the same turn that human moves, but when that turn finish, these aliens are forgotten, if they moves to a place with no LOS.

But, if the human is spotted on his turn, no matter if they hide in no LOS for aliens, he will be shooted in IA turn. Very frustrating and cheaty, considering that many maps are mainly open-terrain, so, only smoke works as cover.

I think that spotter for IA must work on the alien turn. For example, they are moving and spot a human unit, but that unit kill the spotter with reaction fire... well, the snipers could fire beyond LOS, even if the human unit is covered by smoke.  That is like firing squad works for humans.

It is possible to do that change? I think that it must be done at the source code, but i don't know which language is used. I know python only.




51
Released Mods / Re: [OXCE] XCOM Multimod
« on: November 20, 2020, 04:14:53 pm »
v1.03 work fine !
Bravo and thank you very much !
I will be able to analyse your pack to find an answer to one of my questions that no one has answered here!  ;)

translated by https://www.deepl.com/translator

Question?

52
Released Mods / Re: [OXCE] XCOM Multimod
« on: November 19, 2020, 07:21:37 pm »
I do them point by point, at the file xm-globe.rul. First, i studied the pattern of the points near a known border and added the rest. Some borders aren't mine, but frankly, i don't remeber what is the basis mod.

But you don't need to do a harder work. There is a program from Falko that allows to do these borders. I haven't used it yet, but i know that it could do that.

53
Released Mods / Re: [OXCE] XCOM Multimod
« on: November 19, 2020, 06:21:10 pm »
I have published a new version of XCOM Multimod.

All errors at 6.7.2 loading was fixed.

There is an updated geoscape with a enhancement of the Iran landscape and the texture map of the mountains. If you don't like the new texture, you can use the older file. If you have problems with it, please, tell me and i can guide you.

These are the pictures of the new texture for mountains and the landscape of Iran. I'm working on more detailed geoscape and textures. The pictures are with filter and without filter.

54
Released Mods / Re: [OXCE] XCOM Multimod
« on: November 19, 2020, 02:19:44 pm »
Thank you!
I assure you I am not a modder!
This is for my personal use and to add it to my OXCE which contains many many Mods.  8)   ;)   ;D

At first moment, i was doing it too, but my game crashes many times because conflicts between mods, so, i decided to do XCOM Multimod. In fact, my objective wasn't publish it, but, at the end, i decided to share it.

55
Released Mods / Re: [OXCE] XCOM Multimod
« on: November 19, 2020, 01:10:35 am »
What is needed to play with this Mod (v1.02)?
I tried on clean OXCE 6.7.2 and I can't get it started!
After the error of the "STR_TERROR" that I corrected it is the turn of another error with the "STR_PARAMEDIC" (units) that does not find the "STR_MEDIKIT"!
Normal in OXCE and in your xm-items.rul is "STR_MEDI_KIT".
And after that more and more crashes ... !!
Too bad...  :-[
Luckily I was able to extract your relook from the Skyranger and add it as a standalone mod.

Thanks for your feedback.

The mod was developed under 6.5.3. At the moment, the "latest" version. I'm playing the mod, i finish it two times and i haven't any crashes. Is for that reason that i publish it.

But no problem, that could be fixed. I will download the last version of OXCE to run the mod.

I'm glad you like the Skyranger work. I have no problem if you decide to use parts of XCOM Multimod instead of full mod.

Thanks for the support.

56
Released Mods / Re: [OXCE] XCOM Multimod
« on: November 19, 2020, 01:00:28 am »
Un abrazote desde México. ;D

I tried to send you a PM on Discord, but I couldn't. I thought you used the same username here and in the app.

Anyways, if you want to add extra maps I humble offer you the CMP!

https://openxcom.mod.io/community-map-pack

As opposite to Terrain Pack, it's available for modders (not just the players). ;)

Of course, it is open to new contributions)) *wink wink*

Igual para ti hermano!

Ah thanks. I will check the community map. And of course, my work could be used by the community. I'm working on a more detailed geoscape. I'm waiting more feedback from users, so, i could fix the errors that doesn't show with 6.5.3. Along these fixes i will add the updated geoscape and maybe some maps from community.

If i could help, count with me.

57
Released Mods / Re: [OXCE] XCOM Multimod
« on: November 17, 2020, 04:44:28 pm »
Quote
The validation was added, so that such errors are not silently ignored.

Ohh that explain why doesn't crash.

58
Released Mods / Re: [OXCE] XCOM Multimod
« on: November 17, 2020, 04:37:55 pm »
Ok, i will test again, because these civilians appears in my scenario and my mod doesn't crash because these error.

59
Released Mods / Re: [OXCE] XCOM Multimod
« on: November 17, 2020, 04:28:51 pm »
Ok, but it is working on 6.5.3. Are these errors coming from changes in the version of OXCE?

60
Released Mods / Re: [OXCE] XCOM Multimod
« on: November 17, 2020, 02:59:35 pm »
Ok, i checked the logs. I suspect about the OXCE version, because i'm running it without problems. I'will test with your version

Pages: 1 2 3 [4] 5 6 7