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Messages - Alex_D

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31
For what is worth, here is my two cents on my understanding of the hangar problem.

The idea was to approach it like in real life, like storing stuff in a warehouse (or even a large US supercarrier), this is using available square footage area.

A global variable is defined which is the square area per craft size. Example for an array with five class sizes: [100,5,2,10,500], where craft size 1 is 100 area (default), size 2 is 5 area, size 3 is 2 area, and so on. Default array would be [100] in this example.

Each applicable facility will have a number than indicate a total footage area (say 100 default) that can be used to store vehicles, and an array of 1 or 0 indicating if a certain craft size will be allowed to "park" in the facility or not (e.g. [1,0,0,1,0] ). Alternative this array can be used to limit the number of crafts per size class, overruling area limitations (e.g. [1,0,0,3,0]).

Each craft will be assigned a size based on the array position (eg. size=1).

Then then game, once every in a while (once a day, or hour, or when there is a need for a check), will allocate the crafts sorting them across all facilities per base.

Of course this approaches doesn't solve graphics or user specific assignments.

32
The X-Com Files / Re: Does anyone else love the early game ?
« on: September 19, 2023, 09:57:39 pm »
I also love the early game. Especially the 40x40 maps where suspects are to be apprehended.

The 60x60 maps for chasing monsters, I'd suggest shrinking them to 40x40 if the number of monsters is to be small (like 2 or so). This is because these monsters don't move much and take forever to just get somewhere. Often bughunt kicks in and this is like 10-15 min IRL time grinding, when I could be doing another mission.

For those fun missions in late game, I'd suggest having more of those special missions where fancy armor and equipment are not possible, like more infiltration missions and the like.

As per grinding, I finished a campaign in Piratez, I went in for six in-game years, until I started earning "bad commendations" for waiting too long!
I was essentially delaying the Cydonia mission and just playing for fun, picking the battles and training the last of my gals. The fully maxed out gals were on a special base and with a special ship. And they were only for those grindy missions where they could finish in like two turns using only melee weapons. This was my way to have fun with the long mods.

Last time I played XCF (long time ago), I sort of stopped as I was waiting forever for some special missions so I could continue with the Cydonia/Moon (?) Arc.

I'm playing again XCF and it's going to be a re-discovering. I also enjoy base optimization and selecting which gun is to be used as mainstream weapon and so.

33
The X-Com Files / Re: The X-Com Files - 3.1: Lights in The Sky
« on: September 12, 2023, 03:07:08 am »
Hey does night ops/liquidator armor help with seeing ninjas? Just curious , thinking maybe it's like infrared
I don't think those armors have the counter for the Ninja Assassin camouflage values. The best bet is to use motion scanners, dogs (if expendable) or position markers (expendable). In addition, use flamethrowers liberally so to break the enemy unit path-finding system, creating choke points in the process.

Was thinking maybe I should send a few to black lotus HQ
I haven't played XCF in a while, but I think this part hasn't changed. So, for the BL HQ get armor that can tank the ninja assassin throwing weapons. Or be ready for mass casualties (injuries or KIAs).

34
XPiratez / Re: WTF is "Capture Aurora" mission?
« on: September 12, 2023, 02:43:55 am »
I made sure it was all right before killing last soldier in the first level; but going into the level 2 ALL MY GEAR WAS GONE.
If the mission first level automatically ended by killing or incapacitating the last soldier, then the loot pile would transfer over. I think if ended manually or by surrendering of the last unit, then the loot doesn't transfer over. But I'm not sure.

Only bring what you can carry. That's my advice.

35
OXCE Suggestions OK / Re: New parameter: Clip can be topped up
« on: September 12, 2023, 02:36:18 am »
I like the idea. I can see a ruleset entry where only for certain ammo (e.g. shotgun shells), a partially empty clip on hand doesn't replace another partially empty clip in gun, but top it off.

Some details need to be worked out:

1/ Only works if the clip on hand is of the exactly type of the one already in gun. Different shell types (e.g. rubber rounds vs buckshot) would be treated separately. If a gun has more than one type of ammo (e.g. rifle with underbarrel shotgun), the feature will only work if there is already the same ammo (then top it off to clip max) or if empty (then insert it all).

2/ Interface. I think CTRL or some other key while reloading from inventory will replace the existing ammo in gun with the clip selected. Another key combo may need to be selected for a top off versus full replacement.

3/ Proportional TU usage. I'd suggest that the TU used for top off the ammo in the gun be proportional to the number of rounds being added. This is in addition to any TU to move item from pocket into hand (or equivalent), as applicable.
E.g. if clip in hand has 6 shells, and only 4 are in gun (2 free). Then the total TU cost is TU of moving item to hand + 2/6x(TU of normal reloading).

4/ This can be applied to shotgun shells (not drums or magazines), some pistols (loose rounds, not quick loaders), some belt ammo (maybe), some quivers (arrow holders), maybe some drum grenade launchers.

36
The X-Com Files / Re: What can I do with a "Position Marker"?
« on: September 01, 2023, 11:17:49 am »
The Marker was made originally as a counter to Ninja Assassins  :)  and as a general "canary in the mine" thing, quite literally in underground map passages. Some tips:

- You can deploy them fairly quickly tossing them to forward units. Have the strong guy toss them to the scouts who in turn plant them at choke points.
- When possibly deploy one or two near the loot pile of your car or van.
- In caves, have one or two as standard backpack issue, next to a pick axe.
- Not always needed, but very useful when there is chasing for the last few enemy units and the bug-hunt hasn't triggered yet.

37
I can certainly see the benefit of having another way to de-clutter a base inventory.

Just head to the craft or soldier screens and click away unused or unwanted items.

A mechanic for the sale needs to be implemented. It could be some sort of CTRL SHIFT ALT and LMB or RMB, for one item (on a soldier or one on the ground) or all items on the ground or on a soldier. They will be immediately sold, so extra care would be required, especially for unique or expensive items.

38
Suggestions / Re: Deploy Multiple Attack Interceptors or Wingmen Attack
« on: August 22, 2023, 01:53:54 am »
Escorting crafts only engage if the UFO is attacking. But if the escorted craft does the attack and the UFO keeps flying, the other crafts do not do anything.

Indeed it would be a good QoL if there was a way to select multiple craft to launch simultaneous attacks. Currently I send them escorted and then after they launch I select each of them pressing "I"  and select the UFO to attack.

39
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: August 19, 2023, 04:36:02 am »
Small breaking change, `personalLight` from armor now is used by aliens too, previously aliens ignored it.

In which way the "personalLight" is now used by the aliens armors? Like, can they turn it off and on at will or something else?

40
XPiratez / Re: [MAIN] XPiratez - N5 07-Jun-2023 Shadow Descent
« on: August 15, 2023, 05:18:48 am »
And get cash cow bases asap.
I have two bases with a token defense. It started as a plantation base. Now it's full of power plants and prisons for the courtesans/dancers, plus a casino.

41
Help / Re: Soundpack Problem
« on: August 06, 2023, 10:05:45 pm »
Perhaps it's a file compatibility issue. OGG files are usually compatible for music in OXCE. Other formats may not be fully supported.

42
I saw some mods using a workaround. Essentially an item (e.g. the radio from the OP) that upon firing spawns another item, sort of targeting reticle or laser pointer (essentially a 1x1 or 2x2 circle). Then this reticle, on the next turn, can be moved pretty much anywhere as it has very high TUs. Once it reach the destination, it can "detonate", essentially "imitating" an air strike, orbital strike, etc.

I think there are other options for similar effects using a Psi device, but I haven't looked into it.

Of course all the above can be streamlined with some additional rulesets. Let's see what the OXCE developers think.

43
Help / Re: Soundpack Problem
« on: August 05, 2023, 12:04:23 am »
If you can see the mod within OXC, then it's presumably on the right folder for mods.
As per why nothing happens, mods are loaded in order, so the mods at the end are loaded last.
Can you provide the following just to be sure?
  - a screenshot of the mod screen
  - url of the mod package you wish to run

44
Help / Re: Soundpack Problem
« on: August 04, 2023, 12:35:11 am »
I don't know how useful it can be, I haven't installed the OP music pack.

An example of a sound mod pack is here:
https://www.moddb.com/mods/x-piratez/downloads/vdbombers-music-pack-for-xpiratez

Inside the downloadable zip file there are several .yml files. The structure of said text files is easy to follow. Just replace the files.

If more insight is needed on ruleset files, this is the best place:
https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)

45
If found the hard way (using piratez) that if for some reason I quit OXCE via ALT+F4 while on the preview of a craft via the Ufopedia, all of it on a game with Ironman on, the save is corrupted and cannot be recovered unless manually edited. By editing, I mean removing the battlescape portions and such.

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