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Messages - Bonakva

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16
Brutal AI / Re: Grenade shortcut
« on: April 07, 2024, 04:34:20 pm »
I merged these from someone quite a while ago. Most likely from you.

Edit: Oh, wait, this thread existed since quite a while. It's just that there is a new reply.

So @Bonakva: Yeah, just it's not 1 or 2 because those are already in use for other things.
OMG. It is amazing.
The only reason I rarely used grenades is the sheer amount of action to just throw a single grenade. This innovation opened up a whole layer of gameplay for me. Thank you.


It is probably worth creating a separate topic for the proposal, but for now I will write here.
Is it possible to increase the aircraft selection windows? I have already proposed this idea (https://openxcom.org/forum/index.php?topic=10066.msg140521#msg140521)

17
Brutal AI / Re: Grenade shortcut
« on: April 07, 2024, 08:47:21 am »
You mean shortcuts?
For example
You press "1" you pick up a grenade from your inventory.
You press "2" you pick up a first aid kit?

18
Brutal AI / Re: Brutal-OXCE 8.3.3
« on: April 07, 2024, 08:39:31 am »
Is there any way to take this mod as a base, but disable all the main mod features?
I'll definitely try out the new ai, but for now I only want automated combat

19
Can you tell me how to get this mod to work? https://openxcom.org/forum/index.php/topic,10723.0.html
I've tried editing the files in "Language" similarly, but it doesn't work

20
The X-Com Files / Re: [submod]Submod list for XCF
« on: February 24, 2023, 07:20:34 am »

21
OXCE Suggestions DONE / Re: [DONE] Weapon range in paedia
« on: February 22, 2023, 04:51:33 pm »
done
How do I enable this feature in OXCE v7.8?

22
The X-Com Files / Re: [submod]Submod list for XCF
« on: January 27, 2023, 12:16:49 pm »

23
OXCE Suggestions DONE / Re: [DONE] Weapon range in paedia
« on: September 04, 2022, 10:24:58 am »
Totally missed that case. I am not that familiar with OpenXcom modding )
Would be good to account for max range, though, please.
I guess, the lowest of two should be displayed?

Great mod!
Perhaps this is the thing that should go by default in OXCE.
And definitely need to limit the maximum range

24
40k / Re: Translation - Russian
« on: May 30, 2022, 06:27:34 am »
Took the baton
For v32
3701 lines EN = 3701 lines RU

Я фанат вселенной вахи, но не так что бы сильно, поэтому поправил некоторые названия перехватчиков и кораблей на те которые используются в русском комьюнити и вики...
Если есть ошибки чур ссаными тряпками не бросаться. Я в душе не ведаю как перевести Haywire Mine, поэтому оставил как есть.
За основу брал перевод вышестоящих, кое какие моменты актуализировал под версию 32. Писатель из меня никакой поэтому не ожидайте художественного стиля. Перевод строго с оригинала.

25
40k / Re: 40k Bug/crashes/problem´s report
« on: May 29, 2022, 05:50:17 am »
I decided to play 40k again
This time for the Order of the Grey Knights.

Very raw branch.
At the beginning of the game we are given 8 soldiers. Certainly powerful armor and excellent starting weapons, but it all makes no sense because of the fact that all 8 soldiers are in the hospital.
There is no way to replenish the team. The only way to increase the number of soldiers is a very long repetitive research. There are only 9 of them, and with each such study comes 2 soldiers to the base, that is, for the entire game we can get 18 people. Research is very long, unreasonably long. Judging by the code, the first study is the easiest, the second is more difficult, the third is even more difficult... this is very bad in terms of balance.
Give us the ability to buy new adepts, at least for a lot of money. Or make unique missions after which new soldiers will join.
I understand that the idea is that the player takes control of a small elite unit. The best of the best, powerful weapons and impenetrable armor from the start of the game, but the reality is that no armor can not save from stray damage. Eight people and all lying in the hospital...

We can't use two-handed weapons in the second hand.
You can't use hammers or power swords. Research just doesn't suggest that (I had to edit the research branch myself to start putting on power swords...).
Because the armor has a built-in weapon a lot of weapons get penalized, this is a purely mechanical problem, but by idea these penalties should not be, as the stormbolter is mounted specifically on the forearm so that it does not interfere with the interaction with two-handed weapons.
Need to change/correct the research tree. Gray Knights use power swords, hammers! These are Gray Knights! They quietly use xenos weapons. They should and must use any Astartes weapon without restriction.

It seems armors Apothecary, Librarian, Chaplain, and Techmarinearmor uses the wrong resistance values. They should be higher, like standard aegis armor. They are, after all, terminator armor...

The Grey Knights dreadnought has an assault cannon, but you can't research the assault cannon and start producing ammo for it. Deadlocked branch of research...

26
OXCE Support / [Solved] Weapons that don't really take up a hand
« on: May 28, 2022, 06:30:14 pm »
Mod 40k
The Grey Knights have one peculiarity. They all wear storm bolters on their forearms. It's a lore, it's okay. The problem is that this feature according to the lore of the universe allows you to use two-handed weapons (various power hammers, halberds, etc.).
In the game itself, this is implemented as armor with a fixed weapon in his right hand. In this case, two-handed weapons that require both hands no longer work. And two-handed weapons requiring one hand gets a penalty.

Is it possible in OXCE to make it so that one weapon does not affect the other weapon?
It's situational but nevertheless you can think of many weapons that mechanically go to the left/right hand but don't really take up arms. For example a shoulder cannon, a forearm weapon, etc.
I've been trying to find the right command in the rule set guide. Either I wasn't looking hard enough or there is no such command.
Maybe you should add a rule that when activated on the weapon makes it "invisible" to other weapons. So that you can use a two-handed weapon with a weapon that does not actually take a hand

27
40k / Re: 40k
« on: May 28, 2022, 10:25:06 am »
Is it designed that when you play as a gray knights of the new gray knights can not get?

28
The X-Com Files / Re: Mysterious Hostile "Human" in EXALT Mansion
« on: May 23, 2022, 10:53:34 am »
What are you implying? I'd do it out of love for the players! ;D

But the real reason why their guns are so modest is that I'd need to make a new unit (for the new loadout), and that's a hassle which I think is not needed.
No Sol. If they had explosives it would be too much. I can just picture two squads showing up at the back of my soldiers on turn 5 of the battle and wrecking all the RPGs.
I once had the luck on the golden tower 2 turns in a row to catch the spawn units (yes, I'm a loser). Dak I lost half my squad, just because I was killed from the rear of a conventional weapon.

29
From the Ashes / Re: From the Ashes META
« on: May 10, 2022, 09:25:02 pm »
You do. Stat increase is just a minor addition, I am considering even to hide it at all, as they take all player's attention. The most important are passive perks' soldier would get, and their mechanics are described in training state. I do not show exact numbers of those mechanics, it's a design decision.
Passive skills?
Whoa... Can I see in the code what they do?

Unexpectedly, looked up the code.
I didn't even know perks were so cool. The training is very useful judging by the description of the perks

30
The X-Com Files / Re: The X-Com Files - 2.4: Flesh and Circuitry
« on: May 10, 2022, 03:56:28 pm »
Sol, doesn't your mod have a script like FTA?
So that in the first turn the enemy has less AP


But okay, what exactly do you mean by tracers? Particle trails left by projectiles?

yep

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