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Messages - Solarius Scorch

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31
Not sure how that makes it better. Also, if it wasn't intended to be an insult to people who decide to take it easy, they could have mentioned it somewhere before you start a game.

And before someone says "But...there are forum posts about it!" or something like that: My first reaction to playing a game is not searching every forum on the internet.

Well, I'm just saying that this information was given directly within the game, not some external source. It literally tells you that this is not the full game experience.

You can always change your difficulty manually in the save, it's just one digit near the top of the file.

32
At least the game informs you directly about it (via the "Enjoying The Dream?" event featuring the Night Witch).

33
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 09, 2024, 12:02:42 pm »
There is a (most likely unintented) hole in this wall:
https://youtu.be/B-RdY6JY-Sc?si=fN044yTjVlop0mhI&t=3022 (Tasoth factory mission)
Not a big deal, but I might as well report it.

Oopsie. Fixed.

I think the Dart Musket is very imbalanced in the time it takes to manufacture.  It's double many other guns I'd consider more complex to produce.  In my opinion 650-700 would be more balanced, unless there was a specific reason on this design decision.

There is no concrete reason, dart weapons are just extra painful to make. It's one of their legacy features. Since you don't need many of them, I think it's okay...

I noticed that the Tactical Grenade Launcher is the only one of the human ones that does not have a smoke bomb. Is that intentional or an oversight?

More like "never got around to make it".
There are many types of ammo and many weapons, not all combinations are available. I can make it, if there's demand.

34
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: February 07, 2024, 05:25:48 pm »
I'm not happy. Not only is the late game already delayed by the possibility of spawning missions once a month. So I also had to wait for the spawn of the orbital station for 6 months after its exploration.  It's been an upsetting 6 months. This needs to be changed.

There is 50% chance... Should I make it 100%?

35
XPZ Strategy/Tactics / Re: Shadow Lamp
« on: February 07, 2024, 05:18:14 pm »
Thanks. I take it you mean a roving band of them? What vehicle do you use to engage them without destroying them?

Some of them will fight to the death, no matter what weapon you use. Other bands will land after enough pounding, unless obliterated with some really strong missile or the like.

36
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 07, 2024, 12:29:51 pm »
You should use pre-priming, it's a very robust feature.

To me, it feels too much like a hack. :P
Not saying that it literally is a hack, but still it feels like a somewhat cheap tactic. Maybe it's just me.

In original (and XCF) grenades never explode in inventory, so time is not necessarily a factor.

I should finally get around to changing that, at least for normal grenades.

Dog armors have inconsistant amount and placement of inventory slots. If I got this written down right:

(...)

I'd expect that at least those that are visually identical (except for the color) would have the same slots: at least combat gear, tritanium and durathread should have the same slots, whatever those might be. (...)

Thank you for bringing my attention to this. I have reviewed and streamlined all dog armours.

Ok, my small bugreport.
1. shambler sprite  sheet broken - attached fixed one;

Haha, thanks... Wonder why nobody ever realised, myself included. And it's a relatively common early-game enemy!

2. canister gun ufopedia colors broken - attached fixed one;

Thank you.

3. dagon chosen corpse uses wrong floorob - must be 231 instead of 374;

Yes, and Sorcerer should be 231.

4. i think srapnel rocket must not work as incendiary. Maybe increase "FireThreshold:" to more than 100?

I haven't decided yet. I like the effect, but maybe a different type of attack is needed for it.

5. attached missing inv pic for damaged zombie soldier and ufopedia pic for ghoul autopsy.

Very cool! Thank you!
I already have the ghoul autopsy pic though. Should I consider it a suggestion? I see that yours is generally better, but there are some changes which I would like to better understand (most notably the mysterious zombie chest organ missing).

I thought it odd that the "Pickaxe" is listed at the bottom of the item menu and not placed with other hand weapons like axes, crowbars, etc.  It's below "Land Survey" Fire Extinguisher is also below Land Survey.  I would think to put it closer to hand cuffs?

Thanks, I've forgotten to add the listOrder to this item.


37
The X-Com Files / Re: Gun Kata requirements?
« on: February 06, 2024, 03:38:03 pm »
Gun Kata is mutually exclusive with Blood Boosting; that might be your problem.

38
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 02, 2024, 02:14:58 pm »
They can, in the equipping screen (pre-priming), by right-clicking. I suppose this is handled in a different manner in OXCE (and it is reasonable to allow "canceling" pre-priming). It is true that in the real battlescape unpriming is not possible.

Ah, I've never used prepriming in my life, so it's never occurred to me.

I'll see what can be done.

EDIT: fixed.

39
Wow, this looks super useful, thanks.

What if there are multiple reasons why you can't remove a facility? (For example, you need that manufacturing space and storage, and the facility grants both.) Will you get multiple warnings?

40
XPiratez / Re: A thread for little questions
« on: February 01, 2024, 07:24:41 pm »
Or just shoot them. Yes, this will hit your Infamy, and I don't recommend harassing govt people in other situations, but if they attack your home, well, it's violence time.

41
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: January 31, 2024, 11:38:59 pm »
Solarius, did you implement Ksennis massive sound expansion extensively?  Were the sounds usable? I'm especially curious about the death-cries. Did you include a lot?  How did you like the quality?

I haven't. I'm not sure if it would be okay for me to do in the first place...

42
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 31, 2024, 07:04:44 pm »
The flares have custom prime message ("Flare is Activated") but default unprime message. I.e. when you deactivate a flare, the message is "Grenade De-activated!". I suggest adding a few unprimeActionMessage definitions.

Uh... A flare cannot be unprimed. What did you do?

Not really a bug but makes one wonder. There is one research, "Any Cult Network", that gets unlocked by the cults, but is not actually used for anything - so it's currently useless clutter. This makes me wonder if this is an omission (it should be used by some research, event or mission script) or things have changed since it was introduced.

You're right, it's not used for anything. I have no idea why it was made. :)

43
Anyway, what color would you recommend for a newbie? I wanted to go with GREEN, but saw that that gives me a craft weapon that, while nice, also can't be used by any of my craft.

There is no simple answer to that. There are many discussions concerning the topic, for example: https://openxcom.org/forum/index.php/topic,5805.0.html

What kind of style do you prefer?
Warrior: Red.
Mage: Grey.
Rogue: Gold.
Cleric: Green.


Edit: While I have fun with the game, I kinda dislike how it feels like I can't just research what I want (most weapons and armor, etc.), because I need to stay above the curve, so to say.

Normally I'd tell you not to worry, but your campaign appears to be unusually screwed by RNG, from what I heard. Things will get better, can't stay unlucky all the time!

44
And never, ever make more than one item of the same prize. ;D

45
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: January 25, 2024, 06:49:41 pm »
The most straightforward solution would be some sort of alternative acquisition path. In X-Piratez, for example, you can buy faction leaders, although that is too straightforward.
Specifically for "Important Ethereal" I envision something like "Important Ethereal Ship Luring Beacon" that a player can eventually craft (using tons of resources, maybe including live Ethereals), then research it, then the percentage of "Important Ethereal Ship" mission appearance chance per month becomes 100%.
Something similar (manufacturing + research) should be done with Mib Leaders. May be some sort of multipart disinformation champagne to eventually trigger Mib base construction.

That's part of it, but I meant much more, like a couple of late game arcs.

We'll see how it goes.

It feels strange. I just managed to kill everyone on the 3rd attempt and finish the mission of the MIB lunar base. The evidence, alas, was destroyed by the explosion of some kind of scenery. I can fight again. But how can there be a second lunar base on the moon if it is unique in lore? If I won the previous one completely.

It's probably the same base... :P

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