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Messages - Dogbarian

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31
What mod/options do you recommend?  I noticed you supplied Statstrings, but they are also commented out within the file.

32
I'll have to try it out, but I'm also having too much fun checking out Xpiratez.  :)   I'm assuming this mod requires OXCE?  I'll set up another install folder to add to the collection & rotation.

33
XPiratez / Re: A thread for little questions
« on: April 26, 2021, 06:39:09 am »
Today’s little question - another keyboard control related one. What’s the key combo to remove unequipped gear from a craft, from the Inventory screen?  Meridian uses it several times during his XP LP after equipping his gals, for missions when he doesn’t want to risk losing extra gear (it’s burned him a few times when he didn’t have something he needed!). X drops the gear from a character, so I figured it would be a modified version of that, but couldn’t get it.

34
Released Mods / Re: [ARMOR] Powered Exoskeletons
« on: April 23, 2021, 10:38:19 pm »

thinking of, since both allowstrafing and tu bonus are negated (because it's oxce feature), it could be okay to keep the code as is, I guess?

Strafing does work in OXC, if you enable the alternate movement option.  I can test to see if it adds TU or not, though.  Don't remember 100%, but I think that works in OXC as well.

35
Playthroughs / Re: Reaver Faithful's campaign
« on: April 22, 2021, 11:53:14 pm »
Sure enough, a couple of days later, a large UFO detected that is heading south into Africa.   Custodian launched to give chase, and the next terror site is triggered, and yes, it ends up being Mutons.

Landing in Lagos

Managed to get there before nightfall, as the tank moved down the ramp, strange plasma attacks came in from the left, almost like blobs rather than bolts.  Turning that way, a strange alien blob, sort of kidney-shaped is observed a short distance away (pic Landing).  Ali jumps off the ramp and hits it with two laser shots, and then moves into cover behind the landing gear, but takes plasma fire from the front of the Custodian - armor takes most of it, but he's wounded. Turning that way, he observed a Muton on the far side of a convenience store, staring at him through a window (pic Turn 1a).  Maya opens the front hatch portside, leaps out, and moving to a window, hits that Muton with a bolt from the new Terran plasma pistols that were just delivered by the engineers.  Enzo heads down the front ramp and finishes off the new beastie with his plasma pistol.  Then when Maria opens the starboard front hatch, she sees another one (pic 1b).  She jumps down, and Cheo follows her out, he lobs a grenade over the fence at the beast.  Harald goes out the port hatch to continue shooting at the Muton, and sees another one.  Viktor charges into position to shoot it (probably too risky - pic 1c).  Sure enough, the Muton shrugs off a full burst (4 out of 5 hits), turns and blasts Viktor, killing him instantly.  Mick and Ingrid avenge him with their weapons (heavy and auto laser respectively).  Pangi puts another shell into the first Muton, but he's still standing.  The remaining troops move into position, as the aliens respond.

Plasma fire and lots of civilian death screams in the distance, and the first Muton guns down another one right in front of our eyes in the store.  Another Muton bursts in, but neither are successful in shooting at our troopers, the first one retreats back out of sight.  Cheo's grenade did not kill the beast by the house, which kills another civvy inside.  Our response begins with both Maya and then Ingrid killing the second Muton.  Harald moves into the store, but still does not see the first one.  Maria moves to investigate where the beast went, and is surprised to find yet another enemy, this one looking like a pile of mobile molten rock (pic 2a).  She quickly retreats, and in doing so, sees another Muton north of the house.  Ralf tosses a prox grenade right in front of that one, not being able to get an angle around the house.  Enzo does have a clean shot, though, and drops it with 2 plasma bolts.  We get off a few long range shots at the rocky thing, and others move into position for next turn, but not much else happens.

Aliens kill a few more civilians (this one is going to be pretty bad, I fear).  On the next turn, the tank moves forward to try and spot the two beasts, successfully finding and killing the kidney one.  Maya moves south and spots the initial Muton on the far side of the store, Mick follows her and kills it.  Maria moves back up to find the rocky thing, and immediately sees it as she clears the fence (another stretch of fence is between it and the tank). Pangi drops it with an HE shell from her heavy cannon.  Maria continues forward and spots another Muton in the distance to the west, in a park (pic 3a).  ZK hits it with a heavy rocket, but it's still up.  Delling, taking guidance from Maria's spotting, lines up a shot over the building with the auto GL, and drops a HE round right on the alien, killing it (this one made me laugh, I really like the arcing shot of the autocannon!  Pic 3b shows where Delling is, with respect to the last pic).  The others move forward.

Another alien appears in the park area, moving forward and misses its shots at Maria.  Another rock thing appears as well, heading for her and the tank (from the NW).  The park alien is killed with multiple shots, the finisher being another rocket from ZK.  Massed laser & plasma fire does for the rock thing.  Ingrid kills another Muton in the gas station area south of the store.  The tank moves further forward and spots another Muton, and Delling lobs 2 minigrenades at it, but doesn't kill it.  Cheo and Ralf both fire lasers at it, but the long range limits their accuracy (pulse lasers not so good at that, I guess).

The alien goes berserk on his turn, firing wildly, no one is injured.  ZK tries her plasma pistol, hitting it once, and then Delling lobs another grenade to finish it off.  The tank moves up, and takes fire from around a corner, spinning the turret around spots another Muton. Unfortunately, no one really has a good line of sight, with the wall it's hiding behind and a few trees (the ones visible in shot 3b, the alien is behind that corner wall just visible to top left).  A few troopers use laser fire to do some landscaping, clearing the trees out of the way for first Ingrid, then Harald to land hits on the alien, killing it and ending the mission.

Lost 10 civilians that time, ouch.  One trooper killed, one injured. Going to need to upgrade weapons to deal with those tough Mutons!

36
Released Mods / Re: [ARMOR] Powered Exoskeletons
« on: April 22, 2021, 10:55:31 pm »
thank you. please keep in mind that even if there's no bug it uses some of oxce features (namely turning costs and stamina recovery) so it would work differently from oxce version.

Ah, yes, those flags are meaningless in OXC.  Hmm, could probably just remove the bonus TU (since you can't adjust AllowsStrafing either).

37
Released Mods / Re: [ARMOR] Powered Exoskeletons
« on: April 21, 2021, 08:28:30 pm »
Nice.  I'll have to give it a try as well (and can probably test it in OXC for you).

38
XPiratez / Re: A thread for little questions
« on: April 17, 2021, 11:00:26 pm »
Dojo training roll once each day for each affected stat. The chance is based on current stat vs training cap. The closer the less chance. If the roll is a sucess the soldier gains 1-3 in the stat. Not all attributes can be trained. What stats are trained and to what limit is detailed in the dojo pedia entry.

Cool, thanks!  Yeah, I had read the entry, and I've got a number of folks already over limit on some stats.  Right now, I have newer gals and then peasants, Locks, and slave soldiers training up.

39
XPiratez / Re: A thread for little questions
« on: April 16, 2021, 10:30:04 pm »
Yeah, I'll probably wait, still mostly using "gunpowder" weapons instead of energy.  I think the heaviest thump I can bring would be recoilless rifle, and RPGs, although a few of my gals do a lot of damage with AP sniper or magnums.  Got a couple of light cannons & LACCs, and some random laser weapons, but haven't used them with no ammo supply chain yet.  Probably need to learn chem rounds soon.  Right now, trying to push to space because I've already had one "disturbing transmission" and I have no space capability.  I did get some space suits out of lucky drops (containers or gambling, not sure where), think I have 3 for gals and 1 or 2 for humans.  Still trying to research to hyperwave decoders as well.

Thanks for the Dojo info.

40
XPiratez / Re: A thread for little questions
« on: April 16, 2021, 07:26:32 pm »
Today's little question - with regard to Dojo training, how does it increment their skills?  1 pt at some interval (daily?) to all skills not maxed out? Random point(s) added?  Just got those built and gals assigned to them. 

I'm about to complete my first game-year, and just found an alien base.  Deciding whether or not I can take it out.  :)  Best armor I have is chainmail or tactical armor, doing pretty well on weapon collection/research, so I think my firepower is in decent shape.  Although, I did run from some mercenaries, figured they were too much for me (but I made their craft take off).

41
XPiratez / Re: A thread for little questions
« on: April 13, 2021, 05:37:41 pm »
As far as I know, it's neither of the two.

There's a practically un-describable formula/script behind it, trying to understand it just hurts the brain.

The description is "Effectivity: by what factor Resistance is improved between current value and Boundary", so the question is how "improved" is applied.

It should be a simple question whether the resist modifier replaces the armor resist, is multiplicative with the armor resist, or subtracts from the armor resist. I haven't looked into the script, and don't have a copy of the mod data here at work.   My suspicion, based on the combination of gym-suit clad gals wearing a ushanka (who still take noticeable stun, but no longer take HP damage), is that the value is multiplicative with the armor, which also makes the most sense with the text description.  But I haven't done enough testing to confirm that.

42
XPiratez / Re: A thread for little questions
« on: April 13, 2021, 05:19:40 pm »
Freshness is mostly like a secondary fatigue meter, the lower your freshness the worse your morale, TU, stamina, and stun recover are. It is also used to fuel voodoo, and certain consumables.

It's also attacked by certain types of ammo/grenades - which is very annoying!  The lowered effects are quite noticeable when your freshness meter is zeroed out by one of those attacks.  And as far as i can tell, there are very few consumables that restore freshness, the ones that do (cigarettes/cigars) also cause HP damage. Troops recover freshness at the base, certain facilities increase recovery.   It is a way to encourage you to rotate your troops (like Long War's fatigue). 

43
XPiratez / Re: A thread for little questions
« on: April 07, 2021, 02:05:10 am »
If you're curious about exact details, here's everything you want to know about base defense facilities:

https://openxcom.org/forum/index.php/topic,8460.0.html

The short answer is 4 OC radars in a base means never seeing those pesky demons again if you decide it's worth the expense :)  You can get by with as little as 2 if you want to reload (a lot).  Flak cannons are much more cost effective but needs "cannon defenses" which needs a lot of random techs to get like humanist soldier, lacc/spitfire and light cannon.  Flak towers are pretty much trash, just use the radars if you want defense and don't have cannons.

<snip>
Yeah, I read that post and I think my main takeaway then was "I'm not giving up that much space to building defenses!".   :)   If they only raid me every once in a while, I'm good with them bringing me loot via delivery instead of takeout.  It does mean I need to keep a few troopers on hand in each base, but since I'm (happily) mistaken about the usefulness of peasants and slave soldiers in the current version, I'm good using them for that too.   A dog for sensing, a few decent guns, an LMG maybe, some demo & some anti-tank, and call it done.  And I think I'm actually pretty close to Cannon Defenses, just need one more thing to unlock Krazy Hanna and the path is basically there.


Quote
Regarding spy zepellins being useless:  I made that comment back when all of the military ships were HKs, now the skies are (slightly) less dangerous.  Still probably not worth it, but it's not quite as a bad anymore.  The zeppelin is a nice way to shove more gals into a mansion mission if you want to squad wipe even more gals more looters.

Also:  Expeditions are pretty cheap if they get shot down, so you can use those if you want. When I was trying a convoy/expedition game I actually sold my radar and just used an expedition that never returned to base and just delayed mission expirations and acted as radar xD


Yeah, I think your post was one of the major contributors to me thinking about that.  Probably won't bother with Pigeon now, and I've started 2 more bases since then (so up to 4), but if I get zeppelins soon, I may use one or two to cover holes.  I'll have to look to see where I'm at with research, compared to say, hyperwave decoders (which I'm pretty sure are not close yet).

I can safely say it was all of it in this case. Not that it really matters much, the "big" armors tend to hard stop most things at there tech level, so taking more hits then a smaller unit is kinda irreverent. Taking 6 extra pistol hits does not matter if the pistol has zero ability to penetrate.

Yeah, exactly, taking a few extra hits for zero damage is pretty irrelevant!  :)

In fact, if the "bigger" armor can better block a buddy standing behind it, that's actually a good thing.



As far as the debate on save usage, where I am on that is that my free time is valuable, and limited, so with what I do have, I want to enjoy playing, particularly this and other mods as a new experience.  But I don't want to redo a whole bunch of stuff, because that means some of my time got "wasted".  I don't mind losing troopers, or having a lot of them spend a long time injured, but I don't particularly want to lose a lot of game progress either.  So a base wipe, yeah, I might have to think about reloading, but at the same time, as I said above, I don't mind over-preparing for something that might never happen.  I do take a lot of extra gear with me on missions to be prepared for unforeseen circumstances (like the first time I ran into Zombie Troopers). But at the same time, I do save during combats, more to guard against a crash (and that's more my computer than the mod, by the way).  I'm not going to reload because I got ambushed, or did something stupid.  I have also saved as a "test" before trying new things from time to time, but, as it happens, for nearly all of those, I've accepted the outcome of the test and moved on.  But I don't care about e-penis size, so I'm not going to play super hard core challenge mode or anything similar.  I play for my own entertainment.  Sometimes that does mean reloading and replaying something, because it is fun to solve the tactical puzzle. 

Thanks for everyone's input!

44
XPiratez / Re: A thread for little questions
« on: April 02, 2021, 07:39:26 pm »
My poor second base got jumped again, this time with no warning at all.  Dark Ones this time.  Two things really sucked about this - I had just moved 5 "veteran" peasant militia (very loosely defined as trained + surviving 3 or 4 missions and getting some stat increases) out of here to send to my new third base to start staffing defense there, and, since I had just run a training mission out of this base about a week before, a number of decent gals had little to no armor equipped.   You can't change armor in the equipping screen (which makes sense, since the alert just went off and your troops are scrambling to grab weapons).  I guess I need to keep people armored up when not on missions, which probably actually means I need more armor or outfits.

Luckily didn't lose anyone, although the worst injured gal is down for 40 days, even with a sickbay.  Ouch!

So, the little questions for this - is it worth building defensive buildings, or are those just a waste of space?  Never really built them in vanilla, because I relied on either my aircraft to shoot down the attackers, or my ground troops (but I had tanks and such reserved for base defense).  My overcharged radar did get in a hit, I have no idea what benefit that actually provided.
 Second, is my backup gear scattered around in the vaults, or is there a big pile of most of it in one place?  And third, with the devaluing of peasants and slave soldiers compared to what it sounded like existed a few versions ago, is it worth buying some of those to staff for defense, or just buying a few hands (more expensive, but more capable/flexible as well)?

Oh, and a semi-related question - since it looks like all of the lottery armor winnings are slave SS suits, are there plans to change those rewards into gal armor? It doesn't like I can scrap those either, but maybe I need to research them first (gotten multiple suits of SS Defender & Kevlar, even though I haven't actually unlocked Slave Soldiers yet).


45
Open Feedback / Re: Distorting colors in full screen mode.
« on: April 02, 2021, 07:04:57 pm »
Since windowed mode works fine, but full screen/borderless does not, that kind of sounds like a video driver issue.  I know you said you updated that, but you might need to downgrade one level (or check for further updates from vendor - trying to keep pace between vendor and MS updates is sometimes a challenge!).

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