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Messages - Shadow

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61
Work In Progress / Re: Quick manufacturing question
« on: October 14, 2013, 08:50:51 am »
That worked, thanks! :D

62
Work In Progress / Re: Quick manufacturing question
« on: October 14, 2013, 04:34:53 am »
requiredItems: []

No dice. Using the following seems to read the requirement from the base ruleset in that case.

Code: [Select]
manufacture:
  - name: STR_PLASMA_PISTOL_CLIP
    requiredItems: []

63
Work In Progress / Quick manufacturing question
« on: October 14, 2013, 03:46:18 am »
I've come up with a small tweak to make plasma pistols more viable to X-COM: remove their Elerium-115 manufacturing requirement.

Thing is, how can I remove a material requirement like that without having to modify the main ruleset directly? The best I've managed is giving it...

Code: [Select]
manufacture:
  - name: STR_PLASMA_PISTOL_CLIP
    requiredItems:
      STR_ELERIUM_115: 0

And while it works just fine, it's rather unseemly as the game tells you it needs 0 units of Elerium. Ideally, the whole "special materials" section wouldn't appear, like when you produce items such as motion scanners or laser rifles, which only cost money. Thing is, if I don't specify something in requiredItems the game unsurprisingly just reads the missing data from the base ruleset.

Using "-1" doesn't get rid of the special materials section, and I fear going ahead with the manufacturing would net me clips AND free Elerium. :P

Any tips?

64
Work In Progress / Re: Always visible soldier psi stats?
« on: October 14, 2013, 02:09:16 am »
The wrong one? I thought there was only one: data\Xcom1Ruleset.rul

I backed up and modified that one instead of creating a standalone module since I was just testing. Would I have to restart my game entirely? :-\

EDIT: Hold on, I realized what my mistake was. I had hired the test soldiers before making the actual change, thinking their stats would be generated only when they were delivered. I'm guessing that's not the case.

--- posts merged ---

I ran into a potential bug using a custom ruleset only tweaking the following...

Code: [Select]
soldiers:
  - type: XCOM
    minStats:
      psiStrength: 30
      psiSkill: 1

It's supposed to be modular, but for some reason, when I started a bunch of new games, the soldiers generated had bizarrely extreme values save for the psi stats. I'm talking about stats in the hundreds and thousands, both positive and negative. I was baffled by the issue for a while, but I appeared to fix it including the whole XCOM soldier type in the custom ruleset.

As I said, it's a potential bug since the modularity should've allowed the ruleset to only modify a few lines without breaking unmentioned ones. And that's usually the case.

65
Suggestions / Re: Improving civilian behaviour
« on: October 14, 2013, 02:06:40 am »
Damn it, I'm serious, Warboy. :P

66
Suggestions / Improving civilian behaviour
« on: October 14, 2013, 12:49:14 am »
As it stands, at least on Veteran difficulty, civilians are 95% free points for the aliens since it's impossible to save them unless you're willing to take massive losses among your own men. And sometimes not even that is enough to save an acceptable number. I understand civvies work no different than in the original game, but the alien AI has been substantially improved since then, and I think the former require some attention as well.

There's not really much unarmed humans can do against alien soldiers, but they should at least show some instinct of self-preservation instead of wandering around aimlessly, oblivious to the extraterrestrial attack and waiting to get facial plasma surgery.

I don't suggest changing the way they spawn, but wherever they appear, they should...

1) rush (or stay) indoors and find some place to hide, among furniture and/or away from windows.
2) run away from any alien they spot, or at least try to break line of sight.

67
Work In Progress / Always visible soldier psi stats?
« on: October 13, 2013, 10:48:49 pm »
Xcomutil had a nifty feature which allowed the player to see any operative's Psi Strength and Psi Skill without screening them with the Psi Lab. Is there any way to mod the ruleset to allow that or should I put up a suggestion for an advanced option somewhere? I tried modding the soldier Psi Skill minimum, raising it to 1 since that's the trigger to have the psi values show in-game, to no avail: freshly recruited agents still had their psi stats hidden.

68
Open Feedback / Re: Observations: UFO activity and zombies
« on: October 12, 2013, 02:21:53 am »
difficulty level is only really a factor in retaliation missions.

terror sites generate with 0-16 civilians, if you killed one zombie, that one was killed by chryssalids, and i assume the other was shot by snakemen. zombified citizens DO count as casualties, we don't replace the original, we just make it dead with no corpse, and spawn an alien where it was standing.

That explains a number of things. Must've been lucky with that terror mission: minimal danger of collateral damage, and minimal zombifications.

Thanks for your feedback! ;)

69
Open Feedback / Re: Observations: UFO activity and zombies
« on: October 12, 2013, 02:07:36 am »
Thing is, the mission results only reported two civilians being killed by aliens, and there was no mention of civilians saved. Could it be that somehow the terror site generated with two civilians? Or well, three, since I did kill one zombie.

Another issue, you might want to revise the Chrysalid sounds a bit, in a different way. I'm pretty sure they made the same "bwarghjhbl" noise on death, and I remember them having a particular death sound in the original game. Possibly the same one the Ethereal has, but I can't remember for certain. I'll submit a bug report if need be.

Anyway, about UFO activity, I guess I'm just being unlucky if the alien behaviour has been correctly reproduced compared to the original game. Does the difficulty level have any impact on it? It is my first time ever playing Veteran, after all. I only did Beginner in the past, and was used to much higher UFO traffic.

70
Open Feedback / Observations: UFO activity and zombies
« on: October 11, 2013, 02:20:12 am »
I started a campaign on Veteran using a nightly build from a couple of days ago, and updated to the latest nightly (2013_10_10_2011) just now, to tackle a nocturnal Snakeman/Chrysalid terror mission in Australia.

Problem 1: There was something strange about the Chrysalids and the civilians in the aforementioned terror mission. I killed a lot of Snakemen and a good bunch of Chrysalids, but only a single zombie I saw wandering down the street. This is the thing: I heard a lot of bwarghjhbl noises from zombifications coming from the fog of war, but barely saw any zombies (nor civilians) with my men's eyes. After a while, the town fell dead silent, and alien turns became very short. There was this Snakeman panicking and berserking sometimes, somewhere, and the mission ended when I found and shot it.

I got an Excellent rating, and I should've taken a screenshot of the results screen, but I can't remember seeing mentions of civilians besides reporting two had been killed by aliens. No "civilians saved" line that I can recall. The only explanation I can guess for that is that there were a bunch of zombies largely inactive in the shadows, and that they were considered neither alien nor civilian. So killing that last Snakeman ended the mission potentially before the surviving zombies had been dealt with.

Problem 2: I set up my initial base in Europe, and haven't expanded yet. I have one small and one large radar system operational. It's early May and I really haven't seen more than 5 or 6 UFOs, while I've already "attended" 4 terror sites. I made some mistakes, and allowed my interceptors to engage a significant portion of those UFOs over water, so I've really only recovered a couple. Russia whined a couple of times, and Australia once, so there's the possibility I'm just unlucky, and that the aliens are having fun elsewhere on the planet.

This is actually my first time playing on Veteran ever, so I hesitated to report this low activity as a potential bug. Maybe it's normal, but it doesn't feel like it. Graphs show considerable spikes of activity in Siberia, Australasia and Southern Africa to a lesser extent, which is mostly coherent with the whining I've gotten from the funding council. But are they really pouring everything in there? Shouldn't activity be higher across the globe? This is just my first OpenXcom game, but I remember much higher UFO traffic in the original game. On Beginner at least, but...

Anyway, I've attached my current savegame, and config file, just in case. Feedback would be greatly appreciated.


EDIT: Reading around the wiki, I found the following quote from Julian Gollop:

Quoting from Julian Gollop's at 'Classic Games Postmortem - XCOM: UFO Defense' at Game Developers Conference 2013:
"The way this worked was very simple. Basically, if you did very well on the last three previous tactical missions and you absolutely trounced the aliens, the aliens would ramp up their end technology level and deployments more quickly. If, on the other hand, conversely you did very badly, the aliens wouldn't throw in some extra stuff. It kinda adjusted the difficulty as you went along."


That might be related to the low activity I'm seeing. When I played the original on Beginner, it was easy to thrill the council, and I consistently got Excellent monthly ratings. Maybe I'm used to unusually high activity levels because of that, because the aliens ramped up their appearances, being affected by my performance. In my current, Veteran, OpenXcom game, my monthly evaluations have been average, barely positive, which is something I'm not familiar with. It's possible my lack of resounding success is considerably impacting UFO activity. And I think it's making the game even harder (not to mention less enjoyable, admittedly), since I don't get much chances to acquire UFO technology. To give an example, I think this is the first time ever I've been forced to actually manufacture alien alloys.

71
Open Feedback / Re: X-Com reaction fire mechanics
« on: October 08, 2013, 08:49:33 pm »
I've had more success against Floaters just now. Maybe they're slower on the trigger, but I managed to get a satisfying number of reaction-fired laser shots off in my last terror mission.

A bunch of those were good hits, to boot. There's nothing quite like a good reaction-fire kill. 8)

72
Work In Progress / Re: Modding the Psi-Amp
« on: October 08, 2013, 05:01:34 pm »
I guess the only way to tone things down across the board through present modding would be to lower both alien and human psi stats (especially caps for the latter). That'd mean it's not such a pain in the ass for the player, and at the same time X-COM can't abuse it to the point it becomes overpowered.

73
Open Feedback / Re: X-Com reaction fire mechanics
« on: October 08, 2013, 04:54:58 pm »
What's the status on this? I'm using the latest nightly to date, and reactions don't seem to work very well for my guys.

I can get reaction-fired upon by a Sectoid for so much as kneeling (on Veteran), but it's really hard for my men to surprise an alien with any kind of reliability.

Reaction fire was crucial in the original game, and not only for door camping. A good portion of my kills in it was due to it given how I advanced across the field carefully, using scouts and HWPs as spotters and keeping many shooters with TUs so to deal with enemies that would come into range. Active, manual, spotter-aided firing was only half of that strategy.

74
Open Feedback / Re: New AI feedback
« on: October 08, 2013, 06:03:01 am »
My first ever mission, standard scout UFO crash recovery, had me lose two men to Sectoids who played defensively pretty well. They kept popping in and out of those damn apple orchards like bloody Vietcong, taking potshots at my guys while usually denying me good lines of fire.

So thumbs up! ;)

75
Work In Progress / Modding the Psi-Amp
« on: October 07, 2013, 08:19:48 pm »
Hey, guys, long-time X-COM veteran here! ;D

In an effort to perhaps balance psionics a bit, I'm looking into ways to modify the Psi-Amp some, and I've come up with a couple of ideas based on what I read on the wiki.

1) A maxRange variable is mentioned in the documentation, but I've found no instances of it in the actual ruleset. If it actually works, maybe imposing a range limit of 15-20 squares would be a good idea.
2) I figure there's probably some way to make the Psi-Amp a direct line-of-sight weapon, and might be related to its battleType definition, but I'm not sure. Would appreciate some insight into this matter.

While combining both ideas may diminish the item's effectiveness too much, I suppose that used individually at least, the changes should produce interesting results.

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