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Messages - Ranakastrasz

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16
OXCE Builds & Ports / Re: OXCE v7.1.4 for Android
« on: December 03, 2021, 08:14:35 pm »
There does not appear to be a way to enable Debug mode in Geoscape, once the config file is changed. There is no way to send Ctrl-D, or similar, nor is there a button that I can locate.

17
Help / XPedia help
« on: December 03, 2021, 08:40:08 am »
Not actually sure which forum to put this in.

https://github.com/baturinsky/xpedia
Downloaded the project and tried to follow the instructions, including installing node. However, I cannot figure out how to use the tool, as it either results in an empty database, or vanilla with bootypedia icons.

18
Help / Re: Script on Missed shots
« on: December 02, 2021, 10:33:32 pm »
As an option for making suppressive fire, detecting misses and applying morale and time damage. I thought I could detect ground hits and select in area to apply the effect, as one way to do it, even if imperfect.

19
Tools / Re: Weapon Balance Tool
« on: December 02, 2021, 12:54:54 am »
How do I use accBonus and damageBonus, for, say, a sniper rifle in The Xcom Files with 0.01*acc*acc?

20
Help / Floating Tags
« on: December 02, 2021, 12:28:15 am »
Is there a way for a script to add a floating tag like xPiratez or The Xcom Files adds for Fire, Stun, and bleeding, or is that all hardcoded?
And, if not, is there another convenient way to tag units?

21
Help / Script on Missed shots
« on: December 02, 2021, 12:26:31 am »
Is there a way to do something when a shot hits the terrain, or while it flies? It looks like the answer is no, but I thought I should ask.

22
In vanilla XCom, I would say Recalibrate your Expectations. We don't really know how long a turn is, and so it might be that you have an extremely short time to aim before firing. Given that a failed kill results in an alien spinning around and blasting you in half, it probably isn't very long.
Past that, Morale wise, I don't think most people are able to just ignore being shot and and seeing their friends, or teammates die easily and be uneffected, no matter how much soldiers are thought of as robotic, emotionless killers.

In The Xcom files, you have comparisons possible, but largely to Military, and Genetically/Psionically enhanced Cultists and Aliens. So again, hard to say if it is entirely accurate.

This being a turn-based game might make it feel like people have seconds to line up shots, especially with Aimed shots. However, that is a result of the Turn-based format, and so isn't accurate.

----
I don't think variable enemies are possible, except maybe morale, via scripted morale damage, but I am not a modder for Xcom, so am only guessing.

23
The X-Com Files / Re: Clarification questions
« on: August 19, 2021, 08:09:35 pm »
Ah. What are the defaults for Projectile speed and explosion speed, because those don't appear on all clips.

And yea, I saw the tags. Made it way faster. Did machine guns too.

24
The X-Com Files / Re: Clarification questions
« on: August 19, 2021, 05:48:11 am »
Ok, For projectile speed/impact speed.
From what I can see, there are three values that can be manipulated.
The Global setting "battleFireSpeed", which effects projectile speed, but not impact duration.
The Clip's "bulletSpeed", Which is presumably multiplied by the global value. This does not appear on all weapons, and presumably has a default value somewhere else.
and The Clip's hitAnimation, which is how many frames the hit animation lasts, or -1 if it is instant and has no animation.

There is also explosion speed, but it is only on Miniguns, and I have no idea what it does.

So I just need to identify all the SMG in the game, and both increase bullet speed and reduce hit animation for them. I think that would cover it. I might want to to Rifles as well, but one thing at a time. Will probably do a full pass later.

Edit: Hit animation is a graphics lookup index, and -1 is null, meaning no animation. Now I need to figure out what animation to use, if any. I want it to be faster, but not instant, but no animation is still probably reasonable.

25
The X-Com Files / Re: Clarification questions
« on: August 19, 2021, 02:44:49 am »
Are those lights just shy of illumination?

26
The X-Com Files / Re: Clarification questions
« on: August 19, 2021, 01:10:07 am »
What are Auto-lights?

27
Suggestions / Illuminated Unit indicator
« on: August 18, 2021, 08:29:34 pm »
Similar to how when you hold Alt, and units have their positions and facing revealed, if technically visible, also include an indicator that says if they are in day or night visibility.

While for vanilla this doesn't matter, because Aliens all have 20 vision, in mods, like Xpiratez and The Xcom Files, enemies have variable sight ranges like Xcom does, and so being concealed is important. However, it can be non-obvious whether you are illumiated or not, because light falls off, but there is no solid delimination between "Visible to Day range" and "Visible to Night Range"

28
The X-Com Files / Re: Clarification questions
« on: August 18, 2021, 07:56:57 pm »
From a glance at the handcuff script, which may be wrong: handcuffs have a value that's subtracted from strength and stacks across multiple applications. Units have protection from it, which can disable applying handcuffs. These values seem to be 40 for normal cuffs and 60 for Tritanium, and 0, 50 or 100 for protection, essentially either making certain critters (Gilldogs, Waspites, rats, etc) immune or only cuffable by Tritanium (Minotaurs, Werewolves, Zombies, etc). The lists are hand-crafted, so cuff immunity is whatever Solarius wants it to be, no implied relation to strength, e.g. rats are pretty weak. Cuffed enemies are in a state of 'max stun', and recover their true stun values after breaking free. Each turn, units get a percentage roll to escape, with success being [strength - stacked cuff value]%, but always at least 10% chance to fail. Which is a bit weird, because it implies two Tritanium cuffs will keep Werewolves down forever. Maybe I'm mistaken.

I assume their consumable nature is an engine limitation.
Ah, that helps. Looks like it changed since the older version, since you used to be able to handcuff zombies with the basic one. And it also implies that they should't be able to die from overstun either, which I think they used to be able to, but not 100% sure since that was like a year ago.
Not surprised about the consumable nature, although if it were added to their inventory, you would think it would be lootable like any other loot. Not a huge deal though.
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Flares are intentional, since I recall there being a time when they did glow in your hand, and it was a PITA.
I can imagine. Good to know. Now if only there was an indicator for "is Illumiated" because I am not entirely sure about how far from flares I need to stand. Wish there was a filter that made the border blatent, because apperantly my eyes are terrible at judging what other people consider clear color borders.
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In or next to a fire, since fire spreads.
Standing in fire: 1-12 depending on what's on fire, being on fire: 5-10, seem to stack.
Random roll when being set on fire, between one and armour incendiary damage modifier/20 turns, so usually fire lasts for 1-5 turns.
I don't know for sure, but I think not, except for AoE direct fire damage.
Yes, but looks like only more flammable types of terrain.
Fire is complex. And probably still not able to burn down sections of forest in a reasonable time period to clear LOS.
Still, thanks.
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The 'bulletspeed' attribute of individual weapons/ammo. For regular guns, 10 is already pretty fast.
This, plus rest of discussion lower down. Understandable. Mainly it is the part where for rapidfire guns like the Minigun and machine gun have you follow EVERY SINGLE BULLET, which is okay for some weapons.

Red flash on damage helps a lot, but sometimes it hits with no flash, and causes bleeding. Somehow.
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Melee dodge is a flat reduction from hit chance, so [calculated accuracy] - [dodge*facing penalty]. Which makes it very powerful at lower levels. Accuracy calculations are done beforehand, dodge only applies to melee weapons and CQC. CQC accuracy modifier just changes the defensive gun kata roll, it's not about hitting anything yourself.
Mostly. You calculate your melee dodge value, multiply this by the penalty, and that's the value that gets subtracted when you stab people in the back. Scaling is as you write.
Makes sense.
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Engine limit, done away with after the reinforcement mechanic became available. Presumably, your agents were stuffed into a MiB cell and forgotten.
Makes sense. Good to know.
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Does it really matter, unless you want to mod the game yourself? Stab people in the back, take a step away to nullify gun kata, m-click your soldier and press F1 if you want to see the exact hit values (needs debug mode).
Stepping away is something I do often, yes. But I also sometimes have a melee guy next to an enemy ranged attacker, and want to know how badly that effects them, and what the effective dodge/clash chances are.
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No telling with Solarius's take on 'realism'. I assume he just forgot, but maybe there's some extra-convoluted reasoning for it. (Yes, I'm salty. I just read the fire extinguisher debate on Discord, and that confirmed my worst assumptions about his design principles. :-\)
Hmm. I should probably enter the discord. That sounds fun.

29
The X-Com Files / Re: Clarification questions
« on: August 18, 2021, 07:56:29 am »
Its been a while, and a number of questions are still unanswered.

30
That would do it. Thanks.

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