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Topics - wsmithjr

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OXCE Support / [Solved] UFO Extender Accuracy settings adjustment
« on: March 01, 2022, 03:45:39 am »
I'm wondering if it's possible to adjust the settings used for the UFO Extender Accuracy option.

I found a thread at https://openxcom.org/forum/index.php/topic,3156.msg36142.html#msg36142 which indicated you could change the range values at which the accuracy penalty kicks in.  However, I've tried finding the file where those values can be changed and can not find it.

Even so, you had to change the ranges for each individual weapon but it didn't say anything about actually changing the penalty itself.  If I wanted to, say, change the accuracy penalty from 2% per tile to 1% per tile, is that possible by altering a setting somewhere?  And if so, is it possible to point out exactly where.  I've spent quite a bit of time trying to search the files and while it's possible that it's right in front of me and I haven't seen it, it's none the less frustrating that I can't seem to find it.

While I'm using OXCE, if it's possible to change the settings, would it be the exact same with base OXC?

Thanks for any help/guidance.


2
Open Feedback / TFTD - 2-stage missions
« on: August 07, 2015, 04:45:25 am »
So, got my first cruise ship terror site ... yeah, we won't talk too much about that!

Anyway, I finished Stage 1.  After losing all my hair trying to complete Stage 2 ... my single soldier gave up the fight and ran home.

Upon arriving back at the base, I noticed that none of the equipment or alien corpses from Stage 1 came back with me.  Now, I believe this is the way the original handled it.  Also, never liked that!  XComutil used to allow us to recover everything from Stage 1 and even if we abandoned Stage 2 immediately ... like I probably should have done ... we at least got something for our effort.

So, is the plan to keep it as per vanilla?  And if so, can we have a mod/option that allows us to recover items if we beat Stage 1 as long as the Triton makes it home?  Obviously, if we get wiped out on the 2nd stage, we lose everything but in a game as difficult as this, it never seemed fair that they took away hard-earned loot like that.

Umm ... maybe this should go in the "Feature Request" section.  Would have been nice to bring that live Calcinite home from Stage 1.

3
Open Feedback / TFTD research issues
« on: August 05, 2015, 08:01:43 am »
Does OXC have the same research issues/problems as the original TFTD?  Specifically, if I research a Live Deep One too early, will I lose the ability to get more powerful armors and techs needed to finish the game, like the original.  Or has this been fixed in OXC?

4
Suggestions / UFO Spotted intercept screen
« on: June 17, 2014, 04:49:56 am »
I'm not sure when it changed, but I like the idea of once a UFO is spotted, you can immediately click "Intercept" and send an aircraft after it.  Seems very useful and much quicker ... except it isn't.  The problem is that you can't see where the UFO has been spotted, so if you have more than a single base, you don't know which interceptor is best to send after it so you need to click "Center on UFO" and then send an interceptor after the UFO the "old-fashioned" way.

Is there something we can do to give us a better idea of where the UFO was detected so that we can better pick an appropriate interceptor?  I don't have any specific suggestions, just that the "shortcut" to intercepting isn't much of a shortcut.

Thanks for listening.

5
Open Feedback / X-Com reaction fire mechanics
« on: August 08, 2013, 03:58:21 am »
So, a recent mission using .9 stable version of OpenXcom has got me wondering about how exactly it is determined if X-Com units can reaction fire at the aliens.

The situation is that a group of rookies assaulted a Muton Supply Ship.  The Skyranger landed right next to the Supply Ship and only found 1 Muton immediately outside.  So, I figured I'd head on into the ship and let the Mutons come to me.  I stationed 2 rookies at one door, and 3 at the other.  They sat inside the ship watching the doors and did nothing else.  Eventually, the Mutons started entering the ship from outside.  One would enter in, shoot one of my rookies and then leave.  I lost 6 rookies in this manner and at no point did any of the Rookies react and fire back.  I don't have a save game and can't say what kind of reaction stats the rookies had, so the stats may not have been particularly notable, but the fact that they sat there turn after turn and had full TUs but never fired makes me wonder how it all works.

Ufopaedia talks about a concept of "mutual surprise" https://www.ufopaedia.org/index.php?title=Reaction_fire_triggers that indicates for the original that Xcom would be unable to fire after the alien first stumbles into their LOS.  This makes sense, but why would the remained rookies not fire once the Muton guns down one of their buddies as now we have a case of an action that can trigger reaction fire?

I remember in the "good old days" having my guys circling a UFO and having tons of reaction fire each time an alien would attempt to walk out the door.  So, I'm wondering if things work differently in OXC and how to best handle situations such as this.  Is there a better way to guard doorways which would enable your soldiers to fire if this behavior is intentional?  Or has this all changed with the Nightly builds.  I'll try to replicate this scenario using a more recent version and see what happens.

Thanks for any comments.

6
Work In Progress / Enhanced Sectopod
« on: July 27, 2013, 04:49:13 am »
So, was browsing the wiki when I was learning to mod the ruleset.  Came across a mod for the Sectopod at https://www.ufopaedia.org/index.php?title=Rulesets_(OpenXcom) which I figured would be cool to try out.  Anybody else try these?  These suckers are brutal, and I didn't even up the stats as much as indicated on the page.  Here's the stats I used:

  - type: SECTOPOD_ARMOR
    spriteSheet: X_ROB.PCK
    corpseItem: SECTOPOD_CORPSE_
    frontArmor: 145
    sideArmor: 130
    rearArmor: 115
    underArmor: 90

  - type: STR_SECTOPOD_TERRORIST
    race: STR_SECTOPOD
    rank: STR_LIVE_TERRORIST
    stats:
      tu: 82
      stamina: 120
      health: 135
      bravery: 110
      reactions: 80
      firing: 100
      throwing: 0
      strength: 90
      psiStrength: 160
      psiSkill: 0
      melee: 80

Can't even imagine what that battle would have been like had I given them 110 TUs.  'Course, it didn't help that I just assaulted a terror ship with 8 of them.  First time through that battle was pretty funny.  Got them the 2nd time but lost 4 soldiers in the process.  I think the Sectopods need some enhancing from the stock, but that's probably a bit too much.  :o

7
Work In Progress / Add new research available messages
« on: July 24, 2013, 03:44:30 am »
Is there any way to generate messages that say when new research is available?  For instance, after you research Laser Cannon, you get a window that says "You can now research Laser Defense".  I don't see anywhere in the ruleset where that is generated.  I've successfully set up a research option to Tank/Laser Cannon so that you have to research the topic before you can build the HWP. And the topic appears at the bottom of the research selection screen.  However, I can't get the game to say "You can now research Laser Defense and Tank/Laser Cannon." 

I've tried setting up the following in the research section:

  - name: STR_TANK_LASER_REQ
    cost: 0
    points: 0
    dependencies:
      - STR_ALIEN_ALLOYS
      - STR_LASER_CANNON
    unlocks:
      - STR_TANK_LASER_CANNON

and it works, but no messages.

I've added the necessity to research the item because at the same time I've changed the armor of the Tank/Laser to be similar to the Hovercraft, so there's a benefit to actually building them.  Not a big deal, but it would be nice to have messages pop up given changes to the research tree.  Maybe it's hard-coded thing. 

BTW, I know you can just put the dependencies in the entry for Tank/Laser but hoped the above code would help with the message issue.  Still haven't quite figured out why sometimes the ruleset uses code as above, and other times it just lists the dependencies.

Thanks for any help.

8
Open Feedback / Terror went down without a fight
« on: July 12, 2013, 03:03:58 pm »
So, radar picks up a large ship.  Hoping it's a supply ship, I sent my 2 interceptors after it.  Interceptor 1 is armed with Stingray/Cannon and Interceptor 2 with Avalanche/Stingray.  Both interceptors catch up and engage at the same time.  Turns out, it's a terror ship, so I figure I'm about to get my butt handed to me, but I engage anyway hoping I can shoot it down before having to retreat both fighters before they're destroyed.  (Looking at the UFOPedia afterwards, I see that I had as bad a chance to bring down a Supply Ship as a Terror Ship, maybe less.)  Both do a standard attack.  After firing off most all of the missles and 27 cannon rounds, the terror ship goes down.  Not only did my fighters not sustain ANY damage, but I didn't even notice a single shot fired from the terror ship.

Anybody seen that before?  My memory is that terror ships are the death of early interceptors until you've got plasma beams.

9
Suggestions / Alien Panic/Berserk Notifications option
« on: July 11, 2013, 02:50:40 am »
I would like to see an option where we can turn off the notifications that aliens are panicking or going berserk.  Our soldiers would have no way of knowing this information, at least in the way of panicking unless they could see them.  And if you can see them, you should see their actions and then can draw your own conclusions.  That said, if an alien goes berserk and shoots up the place, you should still see/hear the shots firing without the message.  Seeing a message that an Sectoid Commander has just panicked gives your soldiers too much knowledge as they go in and try to stun him.

10
Open Feedback / Alien/Sectoid Psi attacks
« on: July 08, 2013, 08:32:45 am »
Started a new game on Veteran difficulty.  Have a bunch of mods installed (Combat Armor, Sniper Rifle, More Enemy Ships, etc.) but haven't fiddled with Psi to my knowledge.  Haven't changed the default ruleset, just added additional rulesets to it.  Had a terror mission with Sectoids at the beginning of February and thought it was odd that the aliens never attempted a single Psi attack against any of my soldiers.  Just now, shot down a Sectoid Harvester, and once again, not a single Psi attack the entire battle.  This time I know a Sectoid Leader was present because I captured him.  Anyone else find it odd that not a single attack in these battles?  There's no way I kept completely out of sight so they couldn't get a bead on me as I lost 3 soldiers in the assault and had a number of non-lethal shots taken at my soldiers.  I used to dread those early Sectoid terror missions because of the possibility of Psi attacks.  I feel guilty about picking up a Leader so "easily".

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