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Messages - Bonakva

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31
The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: February 17, 2021, 07:55:18 pm »
Show your bases. It is interesting to look at the different layouts

32
The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: February 15, 2021, 07:39:58 pm »
In a vanilla game, general stores are one of those modules that cannot be broken.
I have no idea if it is in the X-files. But I hope so

33
XPiratez / Re: Transifex: Piratez translations
« on: February 15, 2021, 05:52:10 pm »
Should I write here about mistakes in Russian translation?

34
The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: February 14, 2021, 02:52:54 pm »
Is there any way to look at the base modules? I don't want to wait for an attack on the base just to find out that my layout is shit ...

I also want to see how different modules look like))

35
The X-Com Files / Re: Research time
« on: February 14, 2021, 12:08:37 pm »
The research progress is just like how it works in vanilla X-Com. It's simply a comparison of how many scientists you have versus the difficulty. You can get a rough estimate of how long something will take by the little marks on the top left. Each # is 100 scientist-days, and if you're unlucky, it can be an extra 50% on top of that.

And there is where to learn more about it. I only recently learned about this feature. What do dot, dash, 2 dash and etc

36
The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: February 14, 2021, 06:06:47 am »
I’ll just voice an idea that I’ve been thinking for a long time.
I would like to see different colors of the armor by analogy with the jumpsuit. Relatively speaking, different soldiers should be given different colors. Medic - white, assault - red, etc.
In order not to expand ufopedia with new pages, you can simply make a note that the armor has different colors. The gameplay does not change much from this, but it's nice to see that the soldiers are individual.
Repainting the armor doesn't seem to be difficult. I already did something similar for myself, repainted the armor, after several hundred battles I got tired of the blue color. But I didn’t master it so that the armor had different colors, as it was done with the jumpsuit... I got confused in the code...
Solarius Scorch, what do you think of this?

37
40k / Re: 40k Bug/crashes/problem´s report
« on: February 12, 2021, 02:23:44 pm »
I decided to try the mod as it was translated into Russian. Error at the very beginning of the game after 2-3 missions

38
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 11, 2021, 01:11:19 pm »
I can't say for sure. Usually this is caused by very tall maps (because of all the sight calcs), but this one is not particularly tall.

I haven't noticed any noticeable slowdown on it, though.
It's strange. The movement of the soldiers is very slow only on the upper levels of the base. But if the soldiers run at the lower levels, the speed is standard. The movement speed of the soldiers is very different. Apparently precisely because the map is multilevel.

I'm just trying to figure out if anyone has a similar situation.

39
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 07, 2021, 05:36:40 pm »
Solarius, when storming the "red dawn" base my game slows down a lot, is this due to the large number of units on the map? The movement of my soldiers is very slow, it is sad. Is the slowdown due to the characteristics of the computer or is it due to the game code?

40
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 05, 2021, 01:09:57 pm »
It does make me wonder what I'm paying these lab nerds for. If they've had a month or so to study a creature I'd at least like a summary report of basic characteristics relevant to field agents: how fast is it, about how many service sidearm rounds to put one down, how easily can it rip apart a well dressed agent and so forth.

Exactly!
If scientists provide a report, then let it be a full report.
I mostly go to the wiki to see the stats for determining the danger of an enemy.
HP in order to understand how many shots will have to be fired. If there are 2 enemies in front of me and I can shoot 1 time, I will open fire on the one with less HP. Fewer enemies, more chances to survive.
Melee and ranged stats. They help to understand whether to go hand-to-hand. For example, you can engage in close combat with sectoids. In close combat, they will almost never be able to shoot
Reactions. Helps to understand if the soldier can shoot first

41
The X-Com Files / Re: Purpose of grenades
« on: February 05, 2021, 04:56:05 am »
How do I turn off the fire of Tritanium grenades?

42
Open Feedback / The meaning of some variables
« on: February 03, 2021, 03:29:23 pm »
What do these lines mean?

fixedWeapon: true
explosionSpeed: 5
attraction: 8

I apologize if I asked a question or created this topic in the wrong place
If there is a topic with general questions, please give a link

43
The X-Com Files / Re: Early gun balance
« on: February 03, 2021, 01:31:02 pm »
Yes, this is a great weapon.
Good accuracy over a great distance. The fines are not significant.
I have deduced a universal rule for myself. If the weapon has a snap (x2 or x3) with acceptable accuracy at a distance of 15+ tiles, it is a victory weapon. Huge damage due to DPS. There is always a huge hit chance due to the number of shots fired. The main advantage of such weapons is that they do not lose reaction fire.

One of the best machine guns in the early game in my opinion is the MG-3.
Firing range 32 cells. Relative accuracy, but due to the huge shooting distance, it is good accuracy. Snap (x2). Huge damage. Also Auto (x6) allows you to make 2 shots without changing position. If there is a strong fighter with good accuracy, he will annihilate all living things

44
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 01, 2021, 02:56:14 pm »
-Send a tank to defend the house?
-Yep!
 ;D ;D ;D

45
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 30, 2021, 10:03:55 pm »
Ah. Well, there's no such article type in X-Com, so it'd have to be all hand-crafted. To be honest, sounds like way too much work - there are hundreds of units... Also, stats changfe with difficulty, and I think this is a game breaker.
It's a pity you can't stick stats in INFO.
Tired of visiting every time https://thexcomfileswiki.github.io/
I just thought that if you can show the value of "night vision", you can also other stats

I'm not sure if by binoculars you refer to some existing item, or it's a request for a new one. Please specify and I'll see if it has potential.
I suggest making a new item. An analogue of a mind probe, but with clipped capabilities. You can give the opportunity to purchase after "postup 1".
Binoculars!! Designed for the early game. Although, in fact, if you make adequate sizes in the inventory (1x2 or 2x1), it can completely replace the mind probe. Allows you to see the stats (not completely) and the rank of the enemy. Works only with line of sight.
Possible stats for viewing:
HP - evaluate the appearance of the enemy and understand how bad he is
Fatal wounds - if the head bleeds... it is clear that the enemy is bleeding...
TU and Energy - in appearance you can understand that the enemy is out of breath.
Morality and sanity - if the enemy is pissing in his pants... obviously he is afraid...

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