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Messages - Arthanor

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XPiratez / Re: Fighter Balance
« on: November 30, 2016, 01:12:12 am »
Very much looking forward to that. Good job on writing the code for it!

The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: November 30, 2016, 01:10:55 am »
Looking in the ruleset, it looks like it's been changed to not give Alien Origins anymore. At least not directly.

XPiratez / Re: Fighter Balance
« on: November 30, 2016, 12:49:33 am »
Yes, for the first craft you can send up, it doesn't matter much. Spikes are not too bad once you can make them, but really if you can dive and do some underwater missions and get a Sonic, or any light weapon, really, you're probably doing just as well. What you're engaging with early game weapons doesn't really have the potential to hurt all that much until the first military crafts, so you can save money by sacrificing DPS.

OpenXcom Extended / Re: Solar's wishlist
« on: November 30, 2016, 12:32:06 am »

Would you also support a feature that only enabled ignoring 100% of armor for guns instead of letting modders decide how much is ignored, because the purpose was to ignore armor?

If the aim of the modder is to make it easy to upgrade, they set efficiency to 100%. If they want to help but just a bit, they can set it to 50%. You can do the whole range with the efficiency, instead of only a binary choice. What's not to like?

XPiratez / Re: Fighter Balance
« on: November 30, 2016, 12:27:44 am »
Good simply means: More worth using (a combination of damage, DPS and cost efficiency) than light weapons of the same tier.

Ramjets have less damage (and benefit less from +Acc since they have higher native acc than most light weapons), they do have better DPS but they also have an insane cost/damage (22k/shot, really? That's on par with Seagulls and... Plasma Bombs)

In the early game, 50mm are more than enough to down most targets and really cheap to produce ammo for (10x! cheaper than Ramjets, for 1/2 the DPS and +50% total damage). The first decent heavy to me would be 105MM Rockets (bit more DPS, bit more total damage and much cheaper to produce than buying ramjet ammo). The first good heavy is the Naval Gun, then the Rail Gun. Unless there's a revamp coming on combat, Beam lasers are useless against military ships, so maybe build a few for intercepting non-shielded shipping, but keep most of your parts for Rail Guns as those will do the work you need them to against shielded targets.

Yeah, I know, rail guns are where it's at. And I guess you're right that they are what you need in that period. I just fell for the beam laser before shields were used so I have no more power couplings and my experience is skewed. I'm now going back tech-wise and building Naval Guns to tackle cruisers  >:(

Yup, I'm not a fan of the codex thing either.

Open Feedback / Re: Increased reactions
« on: November 29, 2016, 11:38:57 pm »
Just look into the definition of soldiers so you can tweak their starting stat and increase reactions this way?

You can find a definition of all the important terms here and can create a mod to adjust things. The best reference would probably be the "RPG class" mod.

The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: November 29, 2016, 11:36:22 pm »
It think it was the fact that live wild reapers required a special containment facility instead of just animal pens that was the bug (At least that's what I reported). Wild reapers (and silacoids) are ok I think.

I think this is a dissonance created by Solarius saying I should "give myself" a live reaper anyhow since it was not intended that I couldn't keep it (same happened with the Church's pet). Then he fixed it (reapers can be kept live in animal pens) but

He also removed them (and silacoids) from alien origins which is what is required for promotion 3. This means you have to catch one a many other kinds of aliens, none of which come in the early game.

Honestly, I'm quite happy I benefited from this, as I think reapers, silacoids, the little frog-dog from the church, deep ones and hybrids all should unlock Alien Origins (Especially since Reptoids do even though they are properly evolved Earthlings).

I very much think that Promotions 3, and all the stuff that you start with in vanilla, should be unlockable before you have to shoot down your first UFO and kill, let alone interrogate, your first sectoid, to keep the storyline. If the previous means of acquiring Alien Origins are taken out, I'd suggest an early mission type where you can encounter aliens, like a crash site or something, or the UFO that spawns the crop circle sites actually lands first and if you're lucky you can actually catch them while they're down.

Actually, it would fit extremely well in this mod to have a Roswell themed arc. Let's say you break into an early MIB base which still has sectoid corpses from the historic crash site (Maybe the US always denied having anything, because they didn't want to say they almost had it, then it got taken over by the MiB?). After all, every conspiracy theory is true in XComFiles! Getting the corpse (2nd last mission) would enable Alien Containment and finishing that arc gets you a "captive sectoid" (or you face a "sectoid collaborator" on the last mission if aliens and MIB are working together like in the movies) for Alien Origins. Then you can bring the existence of actual aliens to the world (leaders), thus getting your last promotion so you can get skyrangers and interceptors before the invasion begins, like in vanilla.

XPiratez / Re: Fighter Balance
« on: November 29, 2016, 11:14:18 pm »
Good stuff being discussed here!

Fighters are really annoying having high damage weapons with low RoF. It makes shields useless against them, even though shields are really useful against our pirate fighters until they pack good missiles.

The lack of heavy weapon slots is also very annoying. There is a big gap at the beginning, then you get a few weapons that have potential midgame, then another gap when you're locked behind one gun (boomgun) for progress. The early gap makes ships like the swordfish useless since there's nothing good to put on it.

My fix would be to simply allow light weapons to be installed into heavy slots. If you can fit a big gun, why wouldn't you be able to fit a light one if that's all you have? Sure, having a battleship with only machine guns as weapons looks stupid, but it looks less stupid than with no gun whatsoever. In my current game, I'd happily put plasma spitters on my Dragons, because they're better than anything I own for heavy weapons against the targets I want the Dragons to tackle.

An alternative would be a "duct tape 2-3 light weapons together to make a heavy one" idea, which would increase rate of fire by 2-3, but also decrease accuracy, same damage, same ammo. In fact, now that I think of it, I think I'll mod that one before I play next time.

Hardmode Expansion / Re: Hardmode Expansion - Bugreports
« on: November 29, 2016, 11:03:37 pm »
Improvisation is killing something in a way that isn't normal shooting/hitting. For example, shooting explosive barrels next to an enemy.

The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: November 29, 2016, 09:03:33 pm »
My first UFO catch was in December 1998, but I can't comment on what kind of OP tech I'd have gained since that was the last I played (didn't fancy facing those ethereals again).

I'll have to look in the tech tree to see how broken it can be.

The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: November 29, 2016, 08:02:54 pm »
That's true, I remember silacoids too now (man what a pain to kill with piddly pistols... luckily there's dynamite!).

As for the interceptor, I like the idea of the mod with XCom potentially being able to get all the tools they have in vanilla by January 1999. Then the story of XCom Files becomes "how XCom started from weird cases to the organization that would stand up to the alien invasion". Following UFOs to try to catch them landed is a fun self imposed challenge, but it's not really a viable situation against an invasion. That's something that should be done for the crop circles missions. After Promotion III and January 1999, it's the war now and it's not a war if one of the sides can't fight. That's the whole driving force behind the early years: "You have to get ready for the war" and that's why I liked it so much: I had a clear objective I needed to accomplish before January 1999. As such, if you go fast you should be ready, and if you fail, well you get the MiG and Dragonfly to try to survive until you catch up and get the Interceptor and Skyranger.

The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: November 29, 2016, 04:54:11 pm »
Don't some cults have alien pets? And there's wild reapers too. You don't need an alien containment for those so you definitely can get interceptors before the invasion.

In my game, by December 1998 (so technically before the invasion, even though ethereals already roam the earth), I already was working on interceptors.

Hardmode Expansion / Re: Hardmode Expansion - Bugreports
« on: November 29, 2016, 08:23:25 am »
When in doubt, assume it's the mod. Especially for stuff like missing text.

If it's clearly established that it isn't the mod, then maybe it's the engine. But it's still probably the mod ;)

That being said, I think hellrazor is pretty thorough with his testing.

Hardmode Expansion / Re: Hardmode Expansion - Bugreports
« on: November 29, 2016, 07:00:47 am »
Well, yes, this is not highly critical program error, but still it is strange behavior, and that never happened in vanilla.

The issue is not that you should not report it. It's WHERE you report it. The bug tracker that you used is for the core OpenXCom engine, which is not at fault here. What you are reporting are problems with the hardmode mod, so it should be reported here, not on the bug tracker.

Sorry, didn't get you. What does it mean?
This literally means "One base is not enough." So you need to build more bases, then you can have more of everything.

OpenXcom Extended / Re: Solar's wishlist
« on: November 28, 2016, 10:33:37 pm »
I'm just saying that keeping the old building that's being demolished at 100% efficiency while demolishing it is not really realistic. For having lived in a house under renovations, rooms that are being renovated are not nearly at 100% capacity. 50% maybe. But in practice we didn't use them at all (so 0% efficiency). During the work, the house actually accommodated 1/3 the normal number of people. We could have lived there, but that would have been at the cost of reducing the useability of other rooms further and our comfort/morale would also have suffered :P

The variation of perceptions is why I suggested global efficiencies being definable in the ruleset. If you think you can have as many people sleep in a demolition/construction site as in properly built rooms, you can set the efficiency to 100%  (and you can't argue that they're sleeping in the workshop or something since those are also running at 100% efficiency with runts using all the space). Meanwhile I can set it to 25-50% for my mod because I think organized rooms can accommodate more people than a half-built space with junk everywhere.

Just saying if we're going to have the feature, it might be better to think about these at the same time. Otherwise, after the upgrade mechanic is put, someone will request lower building efficiency and the code will have to be revisited, which takes longer than designing and doing it properly all at once.

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