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 - Bonakva

Pages: 1 [2] 3 4 ... 14
16
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...

17
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

18
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?

19
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.

20
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

21
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

22
The X-Com Files / Re: Is "farming" cults worth doing?
« on: May 10, 2022, 09:14:56 am »
Promotion 3 does not require the completion of all cults. It does not require the final destruction of the cult at all. It is simply necessary to research 1 final item of any cult to be able to unlock upgrade 3.

23
The X-Com Files / Re: The X-Com Files - 2.4: Flesh and Circuitry
« on: May 06, 2022, 01:40:13 pm »
oh, question solved. I pressed "R."

24
The X-Com Files / Re: The X-Com Files - 2.4: Flesh and Circuitry
« on: May 03, 2022, 11:46:17 pm »
In some mods, when selecting vehicles, you can see the possible radius of flight, depending on the fuel. How do I enable such a feature in X-files?

25
The X-Com Files / Re: The X-Com Files - 2.4: Flesh and Circuitry
« on: May 02, 2022, 05:20:31 pm »
1) Yes
2) It's going to be greasy.
3) I don't know what you mean.
4) It's going to be greasy.

Soldiers are already because of these awards have inflated stats. And if you lower the conditions on these recurring awards, the soldiers will be imbalanced

26
Released Mods / Re: X-Chronicles Release, v.0.99.5
« on: May 01, 2022, 11:23:34 pm »
Logic dictates that this is correct. The taser has small harpoons that conduct electricity, so if they don't penetrate the armor, the electricity probably won't work.

27
The X-Com Files / Re: Endgame tips?
« on: May 01, 2022, 09:31:24 pm »
EM grenades are useless against Sectopods. Sectopods have a huge EM resistance (35). This means that the lower armor (90), 90*1,65=149. EM grenades ignore armor (175%) and do at most 65*1,5=98*1,75=170. So it turns out that the grenades are practically useless, high-explosive grenades too... Resistance against high-explosive damage is 40. In addition, the results of the attack you learn only in the enemy's turn, which is very unreliable.
They are perfectly killed by lasers. Due to the fact that they have low resistance to lasers (150). This means that the frontal armor (145), 145*0,5=73. The Scatter laser doesn't kill them because of its low shot damage (50), i.e. 100. Probably some of the shots fly past, some of the shots go with low alpha. So it turns out that they survive. Hit them with other heavy laser weapons. Tanks with laser weapons (110=220 damage) are great.

28
The X-Com Files / Re: Endgame tips?
« on: May 01, 2022, 05:52:21 pm »
One of the easiest and most versatile tactics in complex missions is a squad of psi soldiers. Simply taking over everything under mind control and destroying aliens with other aliens. As in the vanilla game, after opening psi research, there is a selection of soldiers. All non-gifted go into the reserves. The gifted become the elite, train en masse in psi labs and then go on particularly dangerous missions.

About sanity. The standard maximum for a regular soldier is 120 units. Higher can only be raised by some rewards total of 7, some of the easiest (Night Owl, Cavalier, Solid, Incapacitator). In total, these 4 awards will give 35 (3 gold marks). The gold marks are definitely hard to take, but by late game the silver ones will take care of themselves. A Cavalier with 3 gold marks is only 10 successful missions with no civilian losses.
And in general the easiest as said above is Nobellon.
From the calculation that 1 sanity = 1 move, over 100 sanity is enough for a protracted battle.

If your problem is that you're getting crushed by mind control and panic, then you need to buy more soldiers and pick up those who have 80-100 bravery. As a last resort, pump up your bravery with healing.

29
Is it possible to send multiple fighters to a UFO at once?
I accidentally found out that it is possible to send an escort through "shift". Is it possible to send several ships from different bases at once? After 100 UFOs it's annoying to click on each fighter separately....

30
The X-Com Files / Re: The X-Com Files - 2.4: Flesh and Circuitry
« on: April 28, 2022, 12:11:39 pm »
I don't know how helpful this will be to you, but a couple of tips nonetheless.
The structure of the base:
Three hangars at the top.
A corridor in the form of an elevator at the far left or right wall, a corridor in the form of a warehouse (during the battle, the warehouse has a good arrangement of doors) and then the rest of the base. During an attack on the base, enemies will spawn in the hangars and the elevator. You get a corridor of death, which is convenient to defend.
Do not be afraid to sell plasma weapons, they will not be available to you for a long time, and the money is good.
Top weapons in my opinion:
glock18 (starter weapon with high DPM)->mp5 (great transition weapon)->BlackOps SMG (snap x3 imba)
stayer aug/g36 (good accuracy, snap 20 cells, ignore armor)
BlackOps Rifle (good weapon for beginners, snap 20 cells, ignore armor)
BlackOps Smart Rifle (good weapon for beginners, better accuracy, but snap 18 cells, ignoring armor)
FN Fal (snap 16 cells, bonus damage + ignoring armor, imba in the hands of experienced soldiers)
Arasaka3000 (accuracy!!! snap 24!!! cells, bonus damage + ignoring armor, IMBA)
Asuka4000 (accuracy!!! snap 26!!! cells, bonus damage + ignoring armor, IMBA)
Arasaka3000 and Asuka4000 are some of the best rifles out there. Beginners will almost always hit with good damage, veterans will destroy tanks...
BlackOps Auto-Sniper Rifle (snap 33!!! cells, bonus damage + armor ignore, IMBA). Another IMBA gun. In the hands of veterans can make a bloodbath.
MG3 (great damage especially for the stage it appears, snap x2 32 cells, auto x6 32 cells... Shoot only from a crouch because the accuracy of +160%, IMBA, hits very far, the probability of hitting is very high, the DMP is excellent)
Any Pulse Weapons with chemical ammo. A really fucked up weapon, seriously fucked up. Especially M.A.G.M.A. Pulse LMG (Catastrophic damage, bonus damage, snap 25 cells. Kills almost everything with the first salvo. Stupid IMBA). The enemy has a lot of armor and even has resistance to chemistry? I don't give a shit, after the first shot the armor will disappear, and after the second shot the enemy will disappear...
XM29 only as a grenade launcher. Direct fire and six rounds in a clip. I can't stand other grenade launchers with their hinged trajectory, they are all very slow and heavy, constantly needing to be reloaded. This thing fires direct fire several times with excellent accuracy and damage. Was an imba before the nerf, but still a great weapon.

Try to go straight into promotion 2 and personal protection. They open up armor vests that are very good defense against the kinetics of cultists. For this you need to research a living mutant (MONGORN, SPIKEBOAR, FENRIR, etc.), psiсlone (squeeze from exalt) and "get to know" the cultists . This happens very quickly. In the area of half a year. And you don't have to go in hand-to-hand to stun a mutant, it's enough to shoot him and sit in a safe place. He will go down on his own because of his injuries.

PS. I tried to go out in a good armor. I guess I lied about six months. Personally, I got it, but for a player who is just getting acquainted with the mod, it will be difficult to so rush. Well, within 1 year or 1.5 years of measured play is fine. The main thing to emphasize on the important research and in the first place to open a biolaboratory and intelligence center.

Pages: 1 [2] 3 4 ... 14