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Messages - NuclearStudent

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16
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: April 23, 2017, 11:54:25 pm »
How does it differ from vanilla?

How does it differ from vanilla?

I don't really understand what you are saying, but the newest version of the mod (1.9.7) works with the newest nightly. I just checked to confirm.

I am also having some trouble getting mods to work (probably because I'm an idiot, though.)

I have the 04-23 nightly, which is the latest one, installed over a previous nightly. I get this error (it's the last entry in the log I attached) when I try to boot up OpenXcom. When I try to boot up OpenXcom, it successfully boots up, but with Final Mod Pack deactivated. (so, WAD)

This doesn't appear to be a FMP specific issue, because I got essentially the same message (error @ something something, bad converstion) when I tried to install the commendations.

I have my mod unzipped and in the mod folder. It's been a really, really long time, and I've kinda forgotten how all this works.

Thanks!

EDIT: Never mind, I'm a fool that didn't realize that FMP requires OpenXcom Extended.

17
Released Mods / Re: [COMPILATION][RESEARCH] Final Mod Pack (FMP)
« on: December 28, 2015, 08:31:47 am »
Even reverting to UFO damage rules they absorb a staggering amount of fire now. It's taking the entire magazine of a multi-launcher to drop just one.

Have you tried spamming HE packs? If you weaken a cyberdisk with a rocket hit and then slam an HE pack down its throat, it's almost guaranteed to die.

(sometimes they don't though, but that's really bad luck)

18
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 16, 2015, 10:44:32 am »
I mean that's the ship
He appeared only once. For the past five years, it is not, it is a norm?

You were actually extremely lucky to see that ship even once. I've gone through, iunno, over a decade of gameplay without seeing that thing.

19
Programming / Re: Upgrading to the nightly
« on: August 10, 2015, 07:09:57 am »
On a vaguely related note, anybody else have a giggle at the development notes?

Specifically stuff like-

Warboy1982, Wed Aug 5 02:17:42 2015
add sanity

even at the cost of my own.

Warboy1982, Tue Aug 4 23:21:11 2015
fml

Warboy1982, Tue Aug 4 22:33:01 2015
objective sites

warboy forgot to set the success flag, what a nooblet.

I feel a little bit bad laughing, but on the other hand, it is hilarious.

20
Playthroughs / Re: Heart Attack Jumpscare!! | Power Drill Massacre
« on: August 06, 2015, 09:20:08 am »
It's kinda implied that you only post OpenXcom playthroughs here. Unless I'm misunderstanding the rules.

21
Open Feedback / Re: Effects of negative weapon power
« on: July 21, 2015, 11:53:20 pm »
I think it's an overflow problem or something. Like how the original Civ, setting aggressiveness to a negative number made the "Peaceful" Gandhi go nuts and kill everything.

22
XPiratez / Re: [TOTAL CONVERSION] Piratez Extended - 0.92 - 25 Jun
« on: July 13, 2015, 04:24:10 am »
Well they do mutually see each other from that particular position, even through 7 tiles of smoke. A bit strange, but the AI unit isn't favored in any way. Also, she's been seen by him, so she counts as seen, so more Academicians can approach and shoot her when in LOS, possibly.

Is there any reason that the smoke is less effective; as in, smoke decays in strength over time or something.

23
XPiratez / Re: [TOTAL CONVERSION] Piratez Extended - 0.92 - 25 Jun
« on: July 12, 2015, 09:37:28 pm »
The question is: Has anyone of them seen her prior to the smoke screen?


I don't believe so.  But the trader saw her that turn through the smoke screen.

24
Offtopic / Re: Introduce yourself
« on: July 12, 2015, 08:31:50 pm »
Welcome SkyBreach! How many rookies did you sacrifice to breach that sky?

25
XPiratez / Re: [TOTAL CONVERSION] Piratez Extended - 0.92 - 25 Jun
« on: July 12, 2015, 04:21:58 am »
Sorry, I posted the wrong save. I'll try to replicate the scenario I had.

Here, a gal can been seen by and be shot by a trader guard guy. However, there's quite a few tiles of apparently solid smoke between him and her.

26
XPiratez / Re: [TOTAL CONVERSION] Piratez Extended - 0.92 - 25 Jun
« on: July 11, 2015, 09:00:38 pm »
I don't quite understand why smoke doesn't seems to be as effective in some circumstances.

For example, in my latest save, (night), enemy units keep shooting me from six or seven tiles away in full smoke cover.

27
XPiratez / Re: [TOTAL CONVERSION] Piratez Extended - 0.92 - 25 Jun
« on: July 11, 2015, 12:32:05 am »
Similar to a degree - I like to shoot from afar, but I don't like to wait, so I usually break up troops between fast-map-clearing teams and second line support (with guns and explosives) :)

And here I am, taking one hundred and twenty three turns to finish a terror mission. ???

(not that I'm completely patient. Impatience has killed so many of my troopers I don't even know the number)

I actually surprised that Piratez is balanced with impatience in mind. It's still fun and fast paced if you mostly disregard how log each individual mission will take.

28
Playthroughs / Re: Let's Play PirateZ! (0.9j) Now with Limericks!!!
« on: July 10, 2015, 04:06:07 am »
Who would've thunk that boardin' and pillaging be a safe business capt'n? As long as the loot keeps coming, the rum keeps flowing and the clone machines keep going, we'll be a happy bunch!

Long live the Capt'n!

(hum... why is he never needing the clone machine, uh?)

Capt'n to the front! Capt'n to the front!
You need your own Gal, Ivan!

As a matter of personal preference, I don't like the idea of cloning machines. Each gal is different and deserves her own story. For me, it cheapens the sacrifice, the immersion, and the simulationist aspect of the game.

On the other hand, XCOM has a really heavy emotional whack in the heart for me, so whatever floats your boat.

29
XPiratez / Re: [TOTAL CONVERSION] Piratez Extended - 0.92 - 25 Jun
« on: July 04, 2015, 10:15:08 am »
Dioxine, your combat doctrine interests me. Particularly because nobody seems to play as intended ;D


30
XPiratez / Re: [TOTAL CONVERSION] Piratez Extended - 0.92 - 25 Jun
« on: July 04, 2015, 12:25:02 am »
@NuclearStudent:
I posted my old cheatsheets in the old version thread here: https://openxcom.org/forum/index.php/topic,1898.msg47447.html#msg47447

Cheers, Ivan :D

Thanks! Out of date indeed but got me thinking. On a related note, do you or anybody have a list of squad loadouts/fireteam organizations you like to use?

An idea I'm toying with is making a list like this (NuXCOM build list https://docs.google.com/spreadsheets/d/1REN2q21hLugBeoVfthNapQE7qp58IztZekdT8hnsdfw/edit#gid=83878175). But with a further level of subdivision of CREW-->SQUAD--> FIRETEAMS--> Individual troopers.

Basically, bringing discipline to messy pirate crews. Plan as follows.



Divide the crew into SQUADS. Alpha SQUAD walks out the front. Bravo SQUAD drops down the hatch. Each team should be self sufficient in terms of antiarmor capability, ranged fighting capability, mid-range grenadiers, etc..


Each personnel is labelled and classified according to their capabilities. Common sense stuff.

 A STR is a stormtrooper. Heavy armor, does scouting, digs in and holds ground, leads in to take reaction fire. We all have something like them. High health is a must. I like to have the frontline tanks strong and with heavy anti-armor weapons (eg. hammers) with various explosives so they engage in mid-range frontline combat and skirmishes. 


 A CAV for me is a cavalry type unit. They go in with rapiers or whatever and charge in after reaction fire is taken. May carry sidearms (eg. sawed off shotgun) to clean up hard.

A FLA deals with shitty situations. She has the flamethrower as well as the highest casualty rate in my squad. She doesn't have good armor because I'm poor and choose to put the armor on the midrange skirmishing stormtroopers.

A NJA uses the Fuso knives. High throwing accuracy and reactions. In Extended, the Fuso knives do 60% of throwing accuracy in damage. And accuracy is almost perfect. Guaranteed 60-something damage hits from range are a godsend. Absolutely lethal in close quarter combat and smoke ops. Cleans up targets, executes soft humans, and serves as anti-armor troopers (hence reactions).

A BD is Backline Designation. For my bowmen, my assault cannonaders, and musketmen. Yes, I use musketmen. What else do I do with a rookie that can't hit, throw, or evade reaction fire, but has a good eye for shooting?

The five classifications above make up the real combat effective fireteams.  I have more but they don't matter as much.

The Alpha-Bravo team separation breaks up almost immediately. The Alpha-Bravo team separation only lasts long enough for the disembarkment to be secure.

Fireteams generally consist of CAValry, NiJnAs, and a specialized class (eg. a grenade-spec medic) following the lead of a SToRmtrooper.  When necessary, the CAV detach from the team to go clean up dangerous threats that arrive. Often, the specialists in each fireteam detach and form a special team (often special anti-armor teams, or EVAC body carriers)

I'm sure there's something important I'm not doing-(hence why I'm looking at spreadsheets.)

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