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Messages - Ranakastrasz

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46
The X-Com Files / Re: Clarification questions
« on: August 18, 2020, 04:20:42 am »
2 Handers. Understood now.

Stun damage. Looks like the default is 25%, albiet with a random factor flag enabled. So 20 damage would also deal ~5 stun damage.
That said, Zombies have stun resistance of 70%, so I would expect it to be quite a bit less likely for them to be stunned.

Handcuffs. Is there a guideline, like "1 handcuff per 20 strength" or something at least?

Chupacabras eh. Yep. The readme mentions them. And 25 damage per attack does explain how lethal they are.

-----

Lighting. Why do you have to Arm Electroflares, and why does it take so long. Why do you have to active Flashlights as well.
Do enemies with <20 sight benefit from your light sources, meaning you can do stealth by keeping in the dark, at least to an extent?
Currently, I enter missions with one hand having a weapon, and the other having a flashlight. It takes 2 TU to either flick it on, or drop it, 4 TU for both in the case of a shotgun/Huntsman Rifle.

You can sell live capture humans. Admittedly this is true for aliens in vanilla, but I have to wonder, WHO are you selling these to.
And while I'm at it, what is up with the 10k disposal fee for civilian corpses?

Mudranger. Is there an actual use-case for this? My guess is that you would put them on bases inside a cluster of cities, in hopes that attacks snap to said cities. Obviously the larger capacity would be helpful in such a case. But, what is up with the tiny radius? I mean, can't you shove a few barrels of oil into the thing and refuel it on the way, if you can't just use a gas station? What is the justification gameplay or lorewise?

Killing downed Enemies. Is there an easy way to execute downed enemies? Obviously I don't have reliable explosives yet. Like stab them with a knife or shoot them or something.

Rifle Bash. Is there a reason that only flashlights have a melee option?

Ufopedia, in battle. If you middle-mouse button on an enemy, and middlemouse button on their portrait, it shows data. That said, there isn't everything. It only shows, I think, their armor. Not their stats, or description, nor is there a link to it. I suppose it might require more research?

47
The X-Com Files / Re: Clarification questions
« on: August 17, 2020, 09:52:06 pm »
Dogs. Ok, makes sense. Just a UI limitation, and the used weighy displays as (max(Actual weight,0))

Ah, that works. And it shows the offhand penalty if you can still fire.

Alright. I see, roughly, how accuracy works. So at lower accuracy, bullet spread is lower as nornal. So if you aim at a far away target, your shots have a larger angle they can spread than shooting a close targey. Seems odd, but ok,

Backpacks. Shame. You would think it would show up in info at least.

Stun damage. Is there a place where the actual equation is shown? and I thought damage from non-Stun weapons had a linear 1-3 bonus stun damage. If it is proportional, is that shown somewhere?

Zombies seem to take 30% stun damagr, so ehat mechanic makes them get stunned instead of dying half the time?
maybe it is thr overkill coeficient?

How do handcuffs work? They dont show up in the wiki, and appear to br modified medkits, but I havn't used one yet. My guess is a stim with negative stun recovery, based on strength, but somehow sublethal. However, i have no real idea.

Quote
Energy    Freshness normalized : 20
Health current : 0.25
Health    Stun normalized : -0.1
Morale    *100 : -0.1
Freshness normalized : 14
Stun    Health current : 0.06
Health : -0.09
Stun current : 0.036
Freshness normalized : 8
Time    TU : 0.5
Freshness normalized : 125
Could I get an english translation of this? It looks like regeneration/degenration info, but what is fteshness normalized?
----
Cash is tight right now. 10 scientisits eat around 80% of my income, so I am holding off on getting the last 5 til I impress thr councel more.

Also, fucking zergling rush, no idea what they actuallry are yey, but I am pretty sure that was the sc1 zergling death sound effect.

48
The X-Com Files / Re: Clarification questions
« on: August 17, 2020, 06:16:19 pm »
Alrighty.

Enjoying the mod so far. I have a few questions however.

Stun Damage - Ok, So its some kind of special equation, based on weapon type, rather than damage type. That makes way more sense. By any chance, do Zombies have some kind of defensive modification to increase the stun damage they take, because they tend to fall unconscious a LOT more often than I would expect.
The thing about the electric club isn't that I think it would be ineffective, but that I thought you started purely with Real-life type equipmenet, with no supernatural/scifi or alien influence. I might be entirely wrong, but I don't think those exist IRL, or at least not commonly enough that I have heard of them. But yes, I could imagine them being more effective than a baton. It just feels odd.

Dogs. Two things.
1, Strength. Ok, I assume that any armor that effects strength/has negative weight fails to show up in the equipment screen?
2, That... Was not obvious. I did not see that at all. Good to know.

Gym. Ok, so it trains to the highest base stats a rookie can have, but you have to go on missions to get any further than that. And it doesn't matter if they are in a vehicle, on base, or halfway around the globe, they train at midnight anyway. So eventually, everyone will have peak-rookie stats, maybe plus a bit from random, maybe plus a bit from medals. Good to know, and I will adjust my statstrings accordingly.

Chem Protection. Understood. Shame, understandable, and good to know.

Research time. So THAT is what those weird symbols are. I did a search, and found this.
Quote
Research Times
A comprehensive list of the time it takes to research a topic can be found at http://www.ufopaedia.org/index.php/Research_Times_(Piratez) Do note that research times vary from 50%-150% like in base XCOM, so don't follow these numbers precisely. Also, a rough estimate of the time is displayed in the tech tree viewer. - is 5, = is 20, and # is 100 (EG. #=-- means the topic takes an average of 130 days)
I assume it works the same, and that helps a HUGE amount in determining which techs are easy and which require thousands of manhours.

2 Handed Weapons. Is there a quick way to see what is 2 handed and what isn't? Also, do 1 handed weapons have a penalty for duel weilding?

Aim. Ok, so Aimed mode has less aim falloff with distance. That makes sense. Still want to know if there is some new weird equation with longer range, because openxcom wiki claims that Accuracy is more how many degrees off you end up, and with longer range, you are less accurate with the same accuracy value, so I was confused.
Also, shotguns are surprisingly medium range capable, which is awesome and realistic.

Loadout screen. That helps, and i will just have to learn to be less triggerhappy.

Backpack. I don't think the Leather Jacket's description tells you that. Is there a spot in the expanded info that tells you, because I can't find it.

49
The X-Com Files / Clarification questions
« on: August 17, 2020, 05:55:44 am »
Enjoying the mod so far. I have a few questions however.

Stun Damage. It seems like there are two, probably 3 damage types that apply stun damage, although how much, I have no idea. This is based on the description of the items.
Electricity damage, Concussion damage, and presumably Chemical from the Bullfrog's Acid Spit (or whatever it has)
However, I have no idea if it is a ratio, or what. I am pretty sure I read that excessive stun overkill results in death, but I doubt even a Sledgehammer would deal enough stun damage to reach 5x hp.
Also, What is with the Electric club? I kinda expected the items you could buy by default were supposed to be more or less common IRL equipment that required little effort to get your hands on. Why not a baton?

Dogs. Two things.
1, the basic combat vest doesn't appear to increase strength, at least not in the loadout screen. Is that a graphical bug, or an actual bug?
2, Tracking. I believe you are supposed to be able to use them like a motion scanner or something, but I don't know how that works.

Gym. How does it work, exactly? I see it is like a modified Psi-lab, and it shows +1 to every visible stat when you add someone.
How often does it execute, Is there a chance, a maximum gain, or what? Can you just train people to maximum stats given enough time, or do you have to train on missions to reach proper peak humanity?

Chem Protection suits. Given the giant frogs, I considered trying to use Hazmat Suits to resist their stun by resisting chemical damage.
However, there is no way to know in advance if they will be present, and no way to change armor in a mission either way.
I assume there will be later missions which you will KNOW to have chemical damage for you to equip your units with said suits?

Research time. Is there a display for manhours for a research project, or do I just have to put a person on it til it changes from unknown to something else, which itself changes based on how many people you assign?

2 Handed Weapons. Is there a quick way to see what is 2 handed and what isn't? Also, do 1 handed weapons have a penalty for duel weilding?

The Glock Pistol has 70 accuracy for both Aimed and Snapshot mode. However, in battle, Aimed mode has higher accuracy. Is there an extra factor here?
Similarly, Distance seems to cut accuracy. In vanilla, I am pretty sure accuracy was more along the lines of how many degrees off of target you could go, with 100 being less than 1, and 0 being ~60 degrees.

Loadout screen. I often forget which mission type I am on when in the loadout screen, and there doesn't appear to be any way to go back.
Knowing if it is day or night, and knowing if it was an arrest or creature mission would be useful, because flashlights and lethal vs sublethal.

Backpack. The text is there, but no slots. Do I unlock it later?

50
Troubleshooting / Custom Statstrings not working as expected
« on: June 07, 2016, 11:57:49 pm »
Tried to make a custom statstring file. However, it only seems to apply the first set. If I comment out the first set, it only shows the second set. Removing the spaces between the sets has no effect. I am unsure what the cause is.

Code: [Select]
statStrings:
 
 - string: "a0"
   firing: [0, 49]
 - string: "a1"
   firing: [50, 57]
 - string: "a2"
   firing: [58, 65]
 - string: "a3"
   firing: [66, 73]
 - string: "a4"
   firing: [74, 81]
 - string: "a5"
   firing: [82, 89]
 - string: "a6"
   firing: [90, 97]
 - string: "a7"
   firing: [98, 105]
 - string: "a8"
   firing: [106, 115]
 - string: "a9"
   firing: [116, ~]
   
 - string: "r0"
   reactions: [0, 49]
 - string: "r1"
   reactions: [50, 57]
 - string: "r2"
   reactions: [58, 65]
 - string: "r3"
   reactions: [66, 73]
 - string: "r4"
   reactions: [74, 81]
 - string: "r5"
   reactions: [82, 89]
 - string: "r6"
   reactions: [90, 97]
 - string: "r7"
   reactions: [98, 105]
 - string: "r8"
   reactions: [106, 115]
 - string: "r9"
   reactions: [116, ~]
   
 - string: "W" #weak. can only carry Rifle + clips OR Laser Rifle + grenade
   strength: [0, 19]
 - string: "w" #additional Medikit or Stun Rod or grenades possible
   strength: [20, 25]
 - string: "h" #heavy cannon or auto-cannon, each plus spare clip
   strength: [31, 40]
 - string: "H"  #can handle 4 Large Rockets + Launcher
   strength: [41, ~]
   
 - string: "C"
   bravery: [0, 10]
 - string: "c"
   bravery: [11, 30]
 - string: "b"
   bravery: [40, 59]
 - string: "B"
   bravery: [60, ~]
   
   
 - string: "x0"
   psiStrength: [0, 5]
 - string: "x1"
   psiStrength: [6, 14]
 - string: "x2"
   psiStrength: [15, 24]
 - string: "x3"
   psiStrength: [25, 34]
 - string: "x4"
   psiStrength: [35, 44]
 - string: "x5"
   psiStrength: [45, 54]
 - string: "x6"
   psiStrength: [55, 64]
 - string: "x7"
   psiStrength: [65, 74]
 - string: "x8"
   psiStrength: [75, 84]
 - string: "x9"
   psiStrength: [85, ~]
   
 - string: "s0"
   psiSkill: [0, 5]
 - string: "s1"
   psiSkill: [6, 14]
 - string: "s2"
   psiSkill: [15, 24]
 - string: "s3"
   psiSkill: [25, 34]
 - string: "s4"
   psiSkill: [35, 44]
 - string: "s5"
   psiSkill: [45, 54]
 - string: "s6"
   psiSkill: [55, 64]
 - string: "s7"
   psiSkill: [65, 74]
 - string: "s8"
   psiSkill: [75, 84]
 - string: "s9"
   psiSkill: [85, ~]
   

51
Suggestions / Re: Cover bypass, melee Weapons/Crash/Vault
« on: February 11, 2015, 02:40:28 pm »
The idea here is not to be able to shoot around objects, but be able to destroy cover without using standard weapons. Bushes are not that durable, and someone with armor, especially powered armor, should just be able to walk through it.

Yes, an animation for jumping over short objects might be required.

52
Suggestions / Cover bypass, melee Weapons/Crash/Vault
« on: February 10, 2015, 10:05:07 pm »
Suggest ability to use melee weapons on terrain objects, like bushes or walls. Requires a melee weapon mod, but would be helpful in not using ammunition at point blank range to take out a crappy bush.

Suggest ability to treat bushes or similar as possible to walk-through, like doors, except that it destroys them. Possibly use a threshold given by current armor, which would determine the strength of what you can walk through. Powered armor could probably just walk through wooden walls, albiet slowing down in the process.
Also suggest ability to climb or otherwise over low obsticals, like Fences..

53
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: February 08, 2015, 09:48:15 pm »
I have Final Modpack 0.98 installed.
Also, I have "openxcom_git_master_2015_02_03_0012" version of the patch.
Using Windows 7
On loading, and finished the few researches, the game silently crashes to desktop.

Set time to 1-day, skip through research and shipping screen, then it crashes.

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