Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - HelmetHair

Pages: [1] 2 3 ... 24
1
The X-Com Files / Re: Submod "Recruit not buy". Test only.
« on: January 04, 2024, 09:10:01 am »
you could always make the mind wipe give you a second chance but it turns them into an average citizen...brain damage from the drugs.

hmm, it could be ulta hilarious to basically abducting people to fight aliens. There would be some interesting quirks you could put there too...

with agents and type for initial stat boosts etc.

2
The X-Com Files / Re: The X-Com Files - 3.1: Lights in The Sky
« on: January 03, 2024, 08:49:42 pm »
I eagerly await your tales of managing aircraft with a garment hook. ;D

But, yeah, two-way swaps are not supported. Frankly, the whole 'craft transfer via flight' thing is borderline cheaty to me, since it also instantly transfers ground staff, fuel, supplies, logistics, soldiers on board and their logistics, etc. With zero cost, unlike base transfers. Meridian has a somewhat similar opinion.

But one can't deny the functionality is already mostly there, it's just the extra hangar and perhaps some 'ignoreInCraftEquip' flags that stand in the way.

 ;D ;D

Yes, I always wash my craft on delicate and line dry them before they get blown to pieces by plasma.... don't you!?!?!? :)

I have a different perspective on the craft. There are three abstractions on how the logistics chain of a particular are explained and how it coorelates to resources of money...

1. Rent - It is a dollar amount per month and you get to use the craft as you wish, as much as you want. The logistics are containerized and mobile with a phone call.

2. Buy- The craft is built by a third party. The airframe or chassis is purchased outright and logistics is handled completely by X-Com with all of the parts being globally available. You do whatever yoo want because you own the craft and can buy stuff easily.

3. Build- The craft is built by X-Com and mission critical logistics are handled exclusively by XCom logistics. You use the craft as you see fit knowing that the golden BB is real and all parts are as modular possible and utilize as much possible already available off the shelf components.


in otherwords, you are already paying for the cost of transfers of men and material by buying, renting, or building a craft and paying for it's fuel and maintence directly in a relational business relationship through those abstractions rather than a transactional one with the transfers from base to base abstracted UPS or merchant shipping.

As far as FEELING cheaty. Sure... totally agree on the logistical side of things. However, I believe you discounted something. By using a craft to move around cargo like that, you introduce the risk of having that craft be destroyed by enemy action on the geoscape. This is not the case with simple transfers and thus the transactional cost... invisble security lol!

My bases are set up in such a way as to be able to support each other in moving troops and their gear around to firefight specific situations. The logisitics  would not support a direct flight from the base of origin of the solider or craft, so a leap from approach sometimes has to happen. The three that situations where I've taken tacitcal advantage are briefly...

1. Aliens attempt a base raid on a listening post and interception base in an activity hot region. Beat them there with two full transports of dudes so instead of facing a few rookies they had over two dozen hard bitten veterans to contend with. Single turn victory rather than a protracted anxiety filled encounter.

2. Everyone one was really wounded at the only base close enough to directly respond to a high score penalty for despawn mission. The party copter visited a few choice bases on the way to assemble the scratch team and then went and smoked it, while the other team recovered.

3. Fighter skipping so that a ufo encounter may be over a period of a day or so and can close the noose and deploy a team to rip and run alien goodies.

3
Hello,

1.

Could we get implementation of a mechanic where if two craft were in flight we could swap their assigned bases?

So, if Craft Alpha leaves from Base 1 and If Craft Beta leaves from Base 2 they can swap assigned bases.

Reason being for moving teams of dudes and gear in a leap frog fashion without using a dummy third empty hanger.


2.

Could we get an implementation for a max flight time of a craft per deployment?

So, like in the Xcom files, a public car or Van could have a maximum amount of time before being forced to return to base starting when they launch.

Reason being is I left a squad of dudes in a Van for almost a month and I thought it was hilarious to think about how awful that Van stank...

4
The X-Com Files / Re: The X-Com Files - 3.1: Lights in The Sky
« on: January 02, 2024, 06:18:48 am »

Can you swap two vehicles in flight without having to use an empty hanger? I just tried it and it did not work.

Oversight, purposeful, or am I just doing it wrong lol?

5
The X-Com Files / Re: [submod]Submod list for XCF
« on: January 01, 2024, 11:31:57 pm »
It was suggested a while ago. Maybe 3-4 years or so)
I think the issue is not solely adding rocks to mongorn maps, but rather having rocks in XCF at all. Imagine power-suit X-COM guys throwing rocks at aliens, instead of using bullets.

Bro, I'm so down to see a team of armor suited hooligans using sticks and rocks to dissuade the alien menace. I think a lesson in humility that perhaps fucking with the planet with a monkey infestation is almost a textbook case of *"fuck around and find out"*.

:)

6
The X-Com Files / Re: The X-Com Files - 3.1: Lights in The Sky
« on: January 01, 2024, 11:27:41 pm »
You can use F5 to save equipment templates and F9 to load them. These work both on the soldier equip screens and on craft screens.

If you have multiple crafts and many bases, or you want to have vastly different kinds of equipment per mission, craft templates might be for you. Soldier templates can be used to have different equipment for various soldier roles or different kinds of missions (in XCF in particular 'crop circles' or 'environment' missions could use a different template than 'real' missions', for example).

Managing the templates takes some time, but if you like template-based equipping (either soldiers or crafts), there are plenty of ways to do that.

Ok, i'll experiment some more in my workflow and see if that helps.


I assumed saved soldier/craft loadouts were a given and not sufficient. I use them, and they're good, but not good enough.

The problem with saved templates is that you have to change the loadouts manually for each agent. Which is a pain to do for more more than a few agents, especially since you now have to figure out what their new role/loadout is (only one universal soldier-specific loadout, sadly). I imagine this is also HH's problem.

Crop circles aren't too different. Undercover, underwater, sewers, space/Dimension X, these are the main culprits.

Yep, You are both correct variously in my opinion.

If I could define an algorithm via a script to handle how I like loadouts, then it would be great.

So, I hit "Best equip to algorith" or something or define a hotkey and it simply equip the agent as I see fit according requirements as defined.... I dunno, call it a mission profile loadout or whatever. a set of buttons or keys to operate it would be great.

so let's say I'm going to deal with some cultists...

I have all the equipment in the van or whatever...

I press the template button for "non lethal" in QD and all my agents get a tazer or electric club in the QD slot.

I press the "Primary weapon loadout" and all my agents are equipped with an MP5 and two magazines

etc. etc.

the point is to have easy to use tools that you can configure to speed up the process of equipping a lot of troops to the tactical situation to player prefrence and incorporate it into their workflow to remove tedium.... Better needle and all that.

I could make a mockup and show the logic of the process flow in a chart... I'm not sure if I'm being clear.

Thanks guys!

7
The X-Com Files / Re: The X-Com Files - 3.1: Lights in The Sky
« on: January 01, 2024, 09:55:11 pm »
Having a blast this playthrough.

I had not encountered the military vs zombies battle before. Yowza!

I unfortunately my poor team of four with MP5s and kevlar eat a rocket and all died....

 ;D

Much more fleshed out and cohesive in story and arcs.

My biggest complaint is not being able to define an algorithim for equipment distribution to my troops.

or

having a set of saved load outs that I could define by agent and then load the ship from their loadouts with a button.

and/or

I'd also love a "range" that gives the ability to shoot at targets with practice rounds or a kill house to practice in.


However, what I'm really asking for is basically a better needle for the digital heroin you're pushing.... more please :)

8
OXCE Support / Re: OXCE- Performance
« on: January 01, 2024, 02:31:35 am »
Nah, I'll deal with it.

You've got better things to worry about that I am interested in; rather than slaking my impatience as a one off.

Thank you!

9
OXCE Support / Re: OXCE- Performance
« on: January 01, 2024, 12:47:50 am »
Lazy Loading: yes

SSD: Oh, yes.

I'll mess around with it some more. Dunno, not gonna stop me from enjoying this :)

Thank You!

10
OXCE Support / OXCE- Performance
« on: December 31, 2023, 08:49:29 pm »
Hey,

Been a while...

I am encountering some performance issues that are kind of annoying, but it is most likely just my ignorance and overlooking something.

It takes FOREVER to launch OXCE(7.1) with the X-COM files(3.1)... I timed at about 60 seconds, which honestly is perfectly fine. I however would like to increase the launch speed performance so my ADHD brain doesn't scream at me.

any suggestions??

11
Playthroughs / Re: The story of Maksym Polishuk and Alma Blanco
« on: October 20, 2017, 05:14:55 pm »

The creature sauntered over and promptly mauled them both to death.


I lol'd.

12
The X-Com Files / Re: The X-Com Files - 0.6.8b alpha: Alien Hunter
« on: August 06, 2017, 08:22:34 pm »

Grenade launchers are strictly military equipment. I'm afraid it can't be made more accessible.
(But maybe the flamethrower can...?)


Grenade launchers are available for legal sale in much of the world to civilians. I speak not only of the U.S. and it's Leaf Bros of the North, but a ton of different places. I literally have a coworker who a year ago paid for the privilege of shooting a cow with an RPG in Thailand.

There is a catch. Grenade launchers that are available easily to anyone are 37mm and not 40mm. Some places have the real deal civilian legal 40mm or both 37mm and 40mm legally available for serious. It isn't the law that's usually the issue, but the expense of all the required safety measures of a manufacturer or wholesaler selling to you. Now, 37mm can be considered the "utility" size as just about every thing except HE is easily available.

Flame throwers actually have about the same laws associated with them than grenade launchers due to things like uncontrolled wildfires and something like an attack in Belfast in the 90s but are just as available and "legal" as grenade launchers. I mean for fuck sake there was a dude who had an anti-car jacking system for sale that was a flame thrower.

Strictly military equipment does not mean strictly military availability and quite frankly you should just come out and say that you don't want the players to have too good of equipment too early. :)

13
The X-Com Files / Re: The X-Com Files - 0.6.8b alpha: Alien Hunter
« on: August 05, 2017, 10:26:37 pm »
Oh, it surely must be just a silly rumour!

As long as we don't have to face the Sakkra...we'd be F U C K E D .

Guh, a horrid brutish race who glory in the destruction of their own gods that were most likely an advanced race that engineered them for a multi-generational war of attrition. That combined with the exponential population growth, a willingness and capability to colonize any environment, and whose culture only respects strength and violence...yeah.

So, we have a radical expansionist feudal nightmare enemy perfectly bred to flourish on Earth, who would be happy about and capable of absorbing incredible casualty levels and when pinned down happily dig in for the long fight... and they can move among the stars.

The only worse race I can think of facing in X-Com is the fucking Posleen or maybe the Cthonic Dark. Fucking nightmare lizard centaurs or semi-invisible vampire acid beasts...

14
I'm no expert on missiles... can someone enlighten me if something like that is realistic?
(please note that minimum possible distance in dogfight in xcom is 8 kilometers)

As for implementation, should be no problem...

Meh, A dude shot himself down in 1956 with a 20mm cannon and it hasn't happened since. Since minimum engagement range is 8km i'd leave it be.... but that's just my opinion. Safe distance for torpedoes, Air to Air and even nuclear weapons less than ~1 megaton all have minimum safe distances of less than 8km just hanging out, not counting being in a super advanced fighter which is shielded etc.

15
The X-Com Files / Re: The X-Com Files - 0.6.7 alpha: Apocalypse Who?
« on: July 31, 2017, 12:36:02 am »
You could also use this one instead:

https://en.wikipedia.org/wiki/MIL_Thunder_5


Yep.

I noticed a lot of blackops guns are cheaper than alternatives, namely the blackops SMG cheaper than an mp5 despite being better in almost every way.

Blackops should be noticeably more expensive, considering its not even on the civilian market.


HK is notoriously overpriced so I'm totally ok with this. Also, their service sucks and getting replacement parts is like impossible so I'm giving points to Sol for realism.

I'd like to see an AK pattern shotgun which could fit the timeline for you know... reasons.

Pages: [1] 2 3 ... 24