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Messages - Foxhound634

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16
The X-Com Files / Re: The X-Com Files - 1.5.1: Around The World
« on: September 27, 2020, 07:22:53 pm »
Hi, i want to talk about undercover missions. Is it just me or are they not worth pursuing at all? I noticed the following.

1) Not being able to retreat from them adds a huge risk, especially early in the game when you only have space for 2 agents in the transport vehicle.

1a) This risk is even bigger when it's the first time you go on a specific type of undercover mission, since you don't know what to expect.

2) The penalty for not going on those missions is very low, and i don't recall the rewards being anything impressive (early game at least, dunno about later on)

So with these things combined, undercover missions just seem like too big a hassle to bother with. Has anyone else noticed this, or am i missing something?

17
40k / Re: 40k
« on: July 27, 2020, 12:50:12 am »
I have been on the receiving end of this, and even recorded it for my LP. Managed to storm my own lift with just guardsmen, lasguns, and combat knives. There likely should not be that many enemies in the lift, I'll have to check the AI nodes on the map.

The fact that the enemies decide to wait with plenty of TUs for reaction fire is an intended part of the AI though. The main difference here is that this mod has higher armor on enemies than most, and it takes a different playstyle to handle. We give tools to deal with armor and tools to mitigate some risk of reactions, and both bulletdesigner and I enjoy using them. It is a difficult mod because of this, but again we like it that way.

You will still have some losses, but using the tools we've built into the mod to handle it will help you gain more out of the missions than you lose.

I managed to storm the access lift as well, but again, my argument was not that it couldn't be done, but that it presented an unenjoyable dynamic that didn't jive with the rest of the experience. And once again, i'm not against the enemy not using all their TUs, but that's not really what's happening anyway, because the end result is units that are stuck...and that's why it blatantly seems like something that should be fixed.

18
40k / Re: 40k
« on: July 26, 2020, 02:56:50 pm »
You can avoid reaction fire with smoke & melee combat.

I know that, but you and the others are missing the point. My problem isn't with reaction fire or how to deal with it, the problem is that the behavior of some units are grossly incongruent with the rest, which leads to lack of immersion, paranoia about whether or not you can only take one step before the unit one-shots you, and missions that become way longer and much more tedious because of it.

The worst example was in a base defense mission. I had made the layout so the enemies had to progress like this: access lift > hangar > hangar > hangar > chokepoint. There was more to it inside my base, but it was a really effective layout and normally that's what i would go with. After i had cleared the initial wave however, no more enemies came. I figured they were on their way because they started further back, but no. I started skipping 20 turns in a row, just to see if they would come to me, but no. Because of this bug/feature, 6-7 enemies were just hanging out in the access lift, which meant that all that base defense preparation i had made was now useless. I had move so many troops all the way down there, and then breach the access lift against full-TU-enemies. This made the mission much longer and much more dangerous than it should have been, and the thought of having to go through all that again at some point, made me start a new game...this time with the access lift first, even though it was a much less efficient layout.

That's why it's not a question of dealing with reaction fire, but much worse than that. Given that i don't remember seeing this happen in other mods, i still think it's a bug, but if anyone thinks it should be a feature, they clearly haven't been on the receiving end of it.

19
40k / Re: 40k
« on: July 14, 2020, 03:28:37 pm »
"The forces of chaos give me strength!" 8)

In general, no one said that it is easy to fight the enemies of the Emperor of Mankind) But so far I have not encountered what you came across. ::) ;D

There are many good ways of implementing difficulty...this isn't one of them. You might as well have all enemies camping around every corner and inside every building. But i assume it's a bug and not a design choice :-)

20
40k / Re: 40k
« on: July 13, 2020, 11:55:35 pm »
I don't know if this is a bug or what, but some enemies will take two steps (if any at all) and end their turn. This happens a lot and it means you can't avoid getting reaction fire from them, and I've had so many units in powerarmor be one-shot because of this. Even if you're able to use grenades, it still makes it a frustrating and paranoid experience. So, is there a way to fix it?

21
40k / Re: 40k Bug/crashes/problem´s report
« on: July 13, 2020, 02:32:51 am »
Hi, i just tried that and i just happened upon another CTD, this time with battlesisters (last time was imperial guard), though i don't know if that matters. This time was also regarding interception, but this time it was and Ork Traktor, but it only crashes when i was half-way to closing in, in the interception window. I tried reloading just before interception, but it didn't happen that time.

Attached error message and log again.

So i happened to save right when a terror mission was launched, and i suspect that the crashes happen if you intercept crafts that are part of a terror mission (not just the terror-mission-spawner-craft itself, but its escort as well)

22
40k / Re: 40k Bug/crashes/problem´s report
« on: July 02, 2020, 01:06:00 am »
Update to the latest version of the mod, 025.

Hi, i just tried that and i just happened upon another CTD, this time with battlesisters (last time was imperial guard), though i don't know if that matters. This time was also regarding interception, but this time it was and Ork Traktor, but it only crashes when i was half-way to closing in, in the interception window. I tried reloading just before interception, but it didn't happen that time.

Attached error message and log again.

23
40k / Re: 40k Bug/crashes/problem´s report
« on: July 01, 2020, 11:46:59 pm »
Not sure if this has been posted before, but i get a consistent CTD when intercepting and Ork Convoy. Any ideas how to fix?

24
XPiratez / Re: Re: [MAIN] XPiratez - 0.99J9 - 24 Nov - Needs More Muskets
« on: December 13, 2018, 04:57:28 pm »
Look again on your first question: "I just tried the City Raid mission, and i put some of my gals in thief gear, but the others became 'boxed'. Do i need to break them free with a pickaxe or something?"

cc response: "Box armor is the hack used to handle players using armor they shouldn't for a mission. You can't break them out of that."

Dioxine response: "That's what you get for not reading the briefing."

Isn't that clear? That response was insulting?

Your next post: "I did read the briefing (the 'no mutants' thing was the culprit i guess), but i wanted to see what happened. Why not just make a prompt like the one you get when targeting a mission with the wrong type of craft, saying "some of your gals are not suited for this mission"? Also, gals having the wrong outfit isn't a problem with missions like mansion raid, where they will just default to maid outfit."

In other words: "I read briefing stating that this (action) is forbidden, but I did that anyway to see what will happen."
That's it, this is the point where you should end your questions after realising that this action was locked, but in other way for some reason. It wasn't hard to assume that it's technical reason.

It's equal to:
- "Hey guys! I just saw a video where some guy said that 'system32' is slowing my computer, so I deleted file 'system32'. Why my computer is not working anymore like it used to? Should I plug in another mouse?"
- "That's what you get for doing things without any research."
- "I did the research and I know that this is an important system file, but I did it anyway to see what will happen."
- "So you wanted to see what happens, and you did. Wanna Handholding? Gimme a breake."
- "What does it have with handholding?! That has nothing to do with Handholding! Why isn't that file locked from deleting?"
- "It's impossible to do, if it is possible to break if not used properly."
- "REEEEEE! Why you are insulting me! Reeeee! I was curious what will happen if I will do something that I shouldn't!"

This is how it looks in short.

Maybe you need another example?

- "Hey guys! I just stabbed some random guy with knife 43 times. Why is he dead and police is arresting me?"
- "That's what you get from not knowing the law."
- "I know the law, but I wanted to see what will happen if I will stab a person 43 times."
- "So you wanted to see what happens, and you did. Wanna Handholding? Gimme a breake."
- ""What does it have with handholding?! That has nothing to do with Handholding! Why isn't knifes banned?"
- "It's impossible to do, if it is possible to break if not used properly."
- "REEEEEE! Why you are insulting me! Reeeee! I was curious what will happen if I will do something that I shouldn't!"

Are you for real dude? I just pointed out how dioxine straw-manned me left and right and now you're doing it too? Please get your info right before you join in on the condescending shit-talk. I'm not talking about the break-gals-out-of-those-boxes question, i'm talking about the NEXT question about why you as the player wasn't just forbidden to launch the mission, like you are in many other situations. That's the question dioxine blew up about.

But you know what, this is way past being about the specifics of the question itself. You guys act like i committed a transgression against humanity, because how dare someone without the technical know-how ask a curious question, right? Yeah fuck guys like that, better ridicule and shit all over them instead of actually addressing the question itself. But you know, if that's how you wanna conduct yourselves, go right ahead. I won't be asking questions or giving feedback anymore even if it would help the mod, so you win. Because i for one have a spine and i don't need your negative shit, poisoning my mood. But i'm sure other people will still ask questions, so you still have people to insult. Yay!

25
XPiratez / Re: [MAIN] XPiratez - 0.99J9 - 24 Nov - Needs More Muskets
« on: December 13, 2018, 09:40:01 am »
The answer is quite obvious: because it's impossible. I'm a moder, not a coder. I use my influence on the coders sparingly, because they are, too, doing this for fun, like me. I already called the current solution a "hack". And don't give me that "moral superiority" or "you don't win friends like that" crap. I'm not here to win any friends nor feel morally superior, that's fucking ridiculous. Neither did I assume anything about you, don't have the time to assume anything. How about YOU considering the fact that I'm just a single person and I cannot wish things into existence, I have to actually make everything there is. I WORK on this mod, I'm not a desk service to handle disgruntled fans and relay orders to some underground slave dwarves.

If you can't handle a harsh answer, too bad. I guess you set yourself up for being insulted.

 There is a lot of handholding in the mod, but don't act surprised if there is no handholding somewhere. The method where the game prevents you directly from doing stupid things (by disallowing craft) is also a hack, just a different one. My design philosophy is actually that doing stupid things MUST BE ALLOWED, unless there is no ther choice.

"Because it's impossible in a technical sense, even though the cases might seem similar"

...There, that's the answer you could have given from the start, which would have told me all i needed to know. Concise, objective and to-the-point. Instead, you chose to unload on me because i can't read your thoughts, and now you're erecting straw-men left and right. I never demanded a damn thing from you, i never claimed you have an easy workload, i never claimed you are a help desk, and i'm not a disgruntled fan...and yet you claim that you're definitely not assuming anything about me...what a joke.

And don't give me that bullshit about a harsh answer. What you said initially wasn't an answer to my question, it was just an insult that told me to stop crying and had nothing to do with actually addressing the question. Real helpful. Here's a thought: if you don't wanna address a given question, how about you just don't answer it at all, instead of shitting all over people who are actually just curious.

26
XPiratez / Re: [MAIN] XPiratez - 0.99J9 - 24 Nov - Needs More Muskets
« on: December 12, 2018, 01:48:57 pm »
Well... It's not like those are "shortcomings" of the mod, but rather engine that is stretched to it's limits. Nobody before you had that kind of problem and missions like that existed long before, nobody had a problem.
There is no "fluff" text in the mod besides weapons and items descriptions.
You saw "What to wear", you choosed to send them anyway and you asked: "What could I do with "box" that appeared to gals that were "forbidden" on this mission?"
If I would do something like that, I wouldn't ask, I would know that this is some sort of "failsafe" for people that do it in spite of the rules.

The 'problem' (minor as it may be) is that the game (or mod or engine or whatever) doesn't want you to do X, so it does Y to prevent you from that. A good example is the space and underwater missions, where you get a popup that notifies you that you are not allowed to use the craft you are trying to use. That works just fine, because it tackles the problem by restricting you as the player before the problem ever has a chance to manifest itself. That's in accordance with how the game treats you in general: By simply denying you the possibility of doing what you're not supposed to, or don't have the resources to etc. That's not the case with the City Raid mission however. It tells you not to do X, but it doesn't actually prevent you from doing it. Maybe you forget the rule, maybe it slips your mind, maybe you're mistaking the mission for another. The specific reason doesn't matter. What matters is that you don't find out until its too late where the problem has emerged, and then the mission can easily be wasted. And that's where my question originated from: In all similar situations of preventing the player from doing X, it's tackled by Y method, so why isn't that the case here? That's actually a reasonable question, and remember that just because you may have a lot of knowledge about the technical stuff like limitations of the engine, doesn't mean everyone else has that insight...which is why ridiculing people for their curiosity and just assuming they're whiny children, is all the more an asshole way of behaving...especially because it's uncalled for. I didn't insult Dioxine neither personally or professionally, and yet he just assumes the worst about me. Whether that stems from a feeling of moral superiority because he is the main creator of this quite significant mod or not, i can't say. What i CAN say is that you don't win any friends in life by acting like that...

27
XPiratez / Re: [MAIN] XPiratez - 0.99J9 - 24 Nov - Needs More Muskets
« on: December 12, 2018, 11:06:21 am »
So you wanted to see what happens, and you did. What is your problem, then? Wanna be held by your hand? Also apparently you did NOT read "what I can wear" tab, and you're whining about the lack of prompt?
Give me a fucking break.

I did indeed see what happened. I saw an aspect of the mod that has nothing to do with handholding and everything to do with objectively making the mod better. You're not even contesting that since you say yourself that the boxes have no gameplay value. So instead of attacking the messenger, maybe learn to recognize constructive feedback and not excuse a shortcoming of the mod by calling it whining. And it sure isn't the first time you denigrate and berate people in here for asking sensible questions. Remember that we all want the same thing here, for the mod to be at its best.

28
XPiratez / Re: [MAIN] XPiratez - 0.99J9 - 24 Nov - Needs More Muskets
« on: December 12, 2018, 12:28:20 am »
That's what you get for not reading the briefing.

I did read the briefing (the 'no mutants' thing was the culprit i guess), but i wanted to see what happened. Why not just make a prompt like the one you get when targeting a mission with the wrong type of craft, saying "some of your gals are not suited for this mission"? Also, gals having the wrong outfit isn't a problem with missions like mansion raid, where they will just default to maid outfit.

29
XPiratez / Re: [MAIN] XPiratez - 0.99J9 - 24 Nov - Needs More Muskets
« on: December 11, 2018, 12:15:02 pm »
I just tried the City Raid mission, and i put some of my gals in thief gear, but the others became 'boxed'. Do i need to break them free with a pickaxe or something?

30
XPiratez / Re: [MAIN] XPiratez - 0.99J9 - 24 Nov - Needs More Muskets
« on: December 08, 2018, 08:12:06 am »
I have done the underwater oddity mission two times now, but i have a question that i will try to ask without spoiling anything. The first time, i happened upon the 'goodies' by accident because there was no visual indicator of the stuff, though the location hinted very subtly at something being there. The place i'm talking about is where three of the enemies spawn close to each other, but i'm not sure whether or not there are more places to check out for goodies. Given the intricate nature of the mission, exploring every inch is quite risky, so am i missing out?

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