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Messages - MrFrustrated

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1
Open Feedback / Can't find the ruleset for soldiers/new recruits
« on: January 20, 2022, 01:13:15 am »
I can't find the ruleset for soldiers/new recruits. I know I've seen it before but that was many years ago. I need the command path to figure out how to find it.

Maybe I need to be doing it in Xcom? Or openxcom? or Openxcom extended?

I don't want a supersoldier cheat mod. I like my soldiers gradually getting better, but I just want them to start with a bit higher minimum scores. Seriously, soldiers with 21 str; most real life troops carry around 80 pounds of gear.

I have idea of thestats, thanks to finding a post by the_third_curry.

Thank you for any help.



From the_third_curry

There's a pretty easy way to change the stats of incoming soldiers without a mod; you can easily edit the ruleset to get better soldiers. Just look for this section here in the ruleset:

soldiers:
  - type: XCOM
    minStats:
      tu: 50
      stamina: 40
      health: 25
      bravery: 10
      reactions: 30
      firing: 40
      throwing: 50
      strength: 20
      psiStrength: 0
      psiSkill: 0
      melee: 20
    maxStats:
      tu: 60
      stamina: 70
      health: 40
      bravery: 60
      reactions: 60
      firing: 70
      throwing: 80
      strength: 40
      psiStrength: 100
      psiSkill: 16
      melee: 40
    statCaps:
      tu: 80
      stamina: 100
      health: 60
      bravery: 100
      reactions: 100
      firing: 120
      throwing: 120
      strength: 70
      psiStrength: 100
      psiSkill: 100
      melee: 120
    armor: STR_NONE_UC
    standHeight: 22
    kneelHeight: 14
    genderRatio: [3, 1]

2
OXCE Support / Re: Is OXCE compatible with Commendations mod?
« on: November 04, 2021, 11:42:52 pm »
Yes and I really like R.A. Salvatore's (Drizzt) stories!
Unfortunately the translation into French of all these stories has been stopped... I am very sad about that! But my collection is 90 translated books.  ;)

Sorry to hear about the lost of translation services. I tried reading the Witcher series, story had good ideas but the text was weak. Later a Russian friend told me the Polish and its Russian translation are excellant while the English version was terrible. It made a lot of sense.

I liked Salvatore's earlier stuff. He should have stopped at book 9 of the Drizzt series.

BTW, if like fantasy books, try Elizabeth Moon's series The Deed of Paksenarrion, don't know if its translated into French. https://en.wikipedia.org/wiki/The_Deed_of_Paksenarrion

3
Suggestions / Re: I wish I could call airstrikes down.
« on: November 04, 2021, 07:22:12 pm »
That's awesome

4
OXCE Support / Re: Is OXCE compatible with Commendations mod?
« on: November 04, 2021, 07:20:47 pm »
;D
Are you a fan of the "Forgotten Realms" by Ed Greenwood ?  ;)

Yes, I am.

Use to read many of the novels back in the 2nd and 3rd edition days.

Loved the Baldur's Gate games and the Elaine Cunningham novels.

5
Suggestions / I wish I could call airstrikes down.
« on: November 03, 2021, 11:58:15 pm »
I wish I could call airstrikes down. While it wouldn't be possible in the final mission or base defense/attack missions, it would be nice to know if I encountered sectopods and didn't have the means to harm them, I could paint it with a cruise missile, get the lock, and fire away. Even better, I wish interceptors could be paired with skyrangers, giving players the ability to call in an immediate airstrike. Vehicle weapons are far more powerful than handheld weapons. The alien fusion ball is the only hand weapon that can blow a whole through alien ship hull. The ship version can blow up small and medium ufos in 1 shot. Clearly blowing up is more powerful than blowing a small hole. A simple stingray missile would likely translate 280-490 explosive attack.

Also, I think many players would get a good laugh calling on airstrikes during a terror mission.

6
OXCE Support / Re: Is OXCE compatible with Commendations mod?
« on: November 03, 2021, 11:22:21 pm »
You should never put anything into 'standard' or 'common'.
Those folders are reserved for OpenXcom files, not for mods.

I explicitly disabled loading of mods from the 'standard' folder in OpenXcom Extended ... that's why it doesn't work for you.

All mods belong into the 'mods' folder, which is located in %Documents%/OpenXcom/mods/

Thank you so much, I got it to work.

Again, thank you.

7
OXCE Support / Re: Is OXCE compatible with Commendations mod?
« on: November 03, 2021, 11:02:54 pm »
Thanks for the responce Blackstaff, love your screen name.

I'm in water deep trying to understand what you wrote.

My computer doesn't have the folder labeled 'mods', instead it goes 'common,' 'standard,' (the sequel game), and 'UFO.' Mods go to 'standard' folder. This is true for both Openxcom and extended.

I don't know what version of Extended I'm using, the place I downloaded it from doesn't have older versions. Ditto for 'Commendations' mod. I could uninstall both openxcom's and then install an older openxcom.


8
OXCE Support / Re: Is OXCE compatible with Commendations mod?
« on: November 03, 2021, 07:27:04 pm »
Yes, it is compatible.

Any idea what I'm doing wrong?

It works in Openxcom. I just grabbed a copy of the file from openxcom and it doesn't work in extended.

BTW, thanks for the responce.

9
OXCE Support / [Solved] Is OXCE compatible with Commendations mod?
« on: November 03, 2021, 05:52:05 am »
I just reinstall openxcom, thought I'd try OXCE, downloaded it, and I've only downloaded 1 mod, Commendations, and I can't get it to work.

It works fine for openxcom but not oxce.

It could just be some screwup on my pert. Appreciate any help, thanks.

10


Sounds like OpenXcom Extended (OXCE). It's a game client, not a mod. I strongly recommend that you play in OpenXcom Extended. Many if not most mods use features that are exclusive to OXCE, and even mods that don't use them run just fine in OXCE. It also gives you many more options to customize your gameplay. Seeing your soldiers' stat gains at the end of battle is one of many quality of life upgrades that it brings.

Thanks for the responce. I downloaded OXCE, but I can't get the commendations mod (https://openxcom.mod.io/commendations) to work with it. I can get it to work with regular openxcom.

Should I post this on another part of the forum?

Thanks for everything

11
So its been a while since I played this, maybe as long as 2015, I might need some troubleshooting, and any recommendations for good mods would be appreciate

I hurt my mouse hand/arm, so I'm not using the computer much, but I should be fine come December 1st. Figure I would go back to xcom come December, why not set my computer up now and do all the troubleshooting and mod selecting in the meanwhile. I'm typing this with my non dominant hand. Can't wait for Dec 1st.

I've reinstalled xcom and downloaded the most recent nightly for openxcom.

---Trouble shooting 3 mods---

I noticed in the mod tab 3 mods that I'm worried might not work. I think they're from 2015 and were installed with the 2015 version of openxcom, stayed in my computer after I deleted xcom. One is Commendation Medals, version 2.1. I know I used a version of this mod in 2015, loved it, even asked the creator to include medic medals (I give everyone a medic kit.)

In truth, I'm more worried about the other 2 mods, one is 'AlloyCrafts_F72QmxAR' which has this description, 'Version 1.0 by unknown author./ No description.' The other is 'alloy_ammo_oQHJGCIH,' and again has the description, 'Version 1.0 by unknown author./ No description.' BTW, a '/' means line break, often found in writings where they quote poetry or songs or tv-film scripts. I'm a bit of a language geek.

Since I'm really trying not to be on the computer, I've only been able to limited testing. I did start a game briefly (fighting a battle represents too much temptation, so can't troubleshoot that way), but I notice the in game ufopeadia has entries for alloy craft skyranger but not an alloy interceptor and had many medals, a couple had the caption 'No description.'

The skirmish mode does have alloy clips for pistols, rifles, and big guns.

---Mod suggestions----

I don't want mods that redesign/rebalance weapons or enemy stats. I like keeping the items and stats the same. Granted, I might use the Heavy Laser mod since the original stats made the heavy laser unappealing. I am fine with adding weapons or even new enemies. If you think something makes the graphics better or redesigns city layout, go ahead and give a recommendation. 

I watched someone play on youtube and whenever they finished a battle, they got screen showing stat gains. Do you know which mod that was?

Any suggestion is appreciated

Thanks to anyone who reads this whole thing. Take your time responds, I've got a month to wait.

12
Hey Mr Frustrated,

I assume you're on Windows.  If so, there should be a folder in your Documents folder called "OpenXcom".    Extract the Commendations zip file under the "OpenXcom\mods" folder so that you have the set of directories like this "OpenXcom\mods\Commendations".  When you start OpenXcom, the program should find it under there, and it will be available under the "Mods" options where you can enable it by selecting "Yes".

I actually figured the solution last night, but thanks.

My first mission since my reinstallation was my 8 man squad in a night raid against an early appearance of floaters (difficulty level 2) in a shot down medium scout hilly forest squares. They killed 1 guy early, a few rounds later 3 guys, one of my guys panic and freezes (the only time that happens in the mission), finally spotted the enemy, next round that spotter gets killed, found the wreck of a ship that had 2 floaters who died premission, a round later another guy dies, I get a kill, I figure out I must be fighting just 2 now just 1 floater, my guy shots and misses, the floater shots and injures my last guy, I shot more and miss, the last floater kills my last guy. In 10 hits, the 2 living floaters completely wiped out my team. That's Xcom. I didn't bring electro flares, but given at least one of those aholes was in the air and the terrain, I'm not sure how much they would have saved me. I don't normally take heavy weapons but maybe explosive heavy weapons would have served me better, but I hate destroying loot. Wish the reinforcements had arrived before mission, I'm sure 14 man squad would have had 1 survivor.

13
Okay, stupid question:

"Go to your Mod folder and delete the old "Commendations" directory."

Where is my Mod folder? I'm trying to install this mod

2nd question, having just downloaded the most recent nightly, I look at the list of mods in the base game, no mendition is made of "Commendations." Is this normal?

Thank you for any help give.

I am not very good manualy installing mods.
 

14
Suggestions / How aliens attacking your base should work.
« on: November 16, 2015, 03:21:43 am »
1. Aliens should not forget where your base is without good reason.

Good reason is you built a mindshield.

Decent reason should be you destroyed a bunch of bases in the area.

2. When aliens retaliate, they should do it en mass.

As soon as a retaliation mission is triggered (ie that scout is looking for your base), the game should generate multiple battleship  attacking all known bases. If the scout finds another base, then another round of all your known bases being attacked by multiple alien ships.

The aliens are suppose to have unlimited resources, they should use them.

3. Battleships or a new larger capital ship should have the ability to bombard your base while you defend it.

If you have no base defenses, aliens win automatically.

Assuming you do have base defenses, every 10 turns, the alien ship takes a blind shot that could destroy a whole room. There should be a certain chance that the alien's bombardment fails to get through. Meanwhile, so long as you have base defenses, they get to keep shooting at the Alien ship. 

4. Multiple ships means multiple waves of invaders.


15
Suggestions / Any chance a Cat terror unit could be made?
« on: November 16, 2015, 02:37:13 am »
Any chance a Cat terror unit could be made?

Granted it wouldn't be as bad a Snake terror unit, but I would like a terror unit that under certain conditions perform a pounce/1-hit kill.

Under normal conditions, the cat will walk up to you and attack you like other melee units. However, when dealing with height differences, the cat can perform 2 different attacks.

Once in a while, the cat will stay in the high ground, wait for a target to get close enough, and jump down on an opponent and instantly kill it.

The cat should also jump up  or down ledges.

The other attack is performed on flying units. The cat can jump up, and drag its opponent down. That could be an automatic kill or not.  If a flying is more than 2 levels highers, cat can't attack it.


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