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Messages - Ethereal

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1
OXCE Suggestions NEW / Re: [Suggestion] Add Real-time engine
« on: March 26, 2024, 02:52:16 pm »
As far as I know, it was the turn-based mode which was added as an afterthought because the creators feared stranding too far from the previous instalments

Fallout feared this and did so, resulting in Fallout Tactics, where they introduced both modes in such a way that questions arose for both modes. Diablo 1 is a different story, but many are still happy with the result, despite the release of Diablo 3 and the remaster of the second part.

It's fine to prefer turn-based games, but saying that real-time games are objectively worse is silly.

I didn't say that real-time games are worse. I’m not criticizing the games of the Star Craft and Red Alert series, which I myself enjoy playing. It's just that in some cases, the transition from turn-based mode to real-time mode only spoils the game.

2
OXCE Suggestions NEW / Re: [Suggestion] Add Real-time engine
« on: March 26, 2024, 12:26:49 pm »
How about adding a real-time engine to OXCE?

XCOM 3 Apoc is very good in real time (anyone even played the slow turn-based mode?)
Diablo 1 was also planned to be turn-based. But they released realtime and it was better

That's why I didn't play in the XCOM 3 series and above, precisely because of this unnecessary mode. By the way, Fallout-3 and higher, with a realtime engine, showed their inferiority, in comparison with the first two parts of the series.

But about the step-by-step Diablo 1 - this is an interesting thought. I think the idea of the modification to X-COM - is to put Diablo in strategy mode, where forces of hell will fight military units of the army of people... Not a bad idea for a modification.

3
I understand and I apologize if I offended you. However, much is news to me. Now I got the answers, but why did it have to come to this? I’m not on your social networks, I don’t know the language and I’m judging only by this forum. That's where the misunderstanding comes from.

4
Meridian, Only the choice of proposals for implementation is entirely up to you, and all my proposals were entered into the “archive”, except for two, the first logically followed from what was available, the second is still in development at Yankes. So what should I think?
I will not continue this debate between form and content. I express my full support to hellrazor.

5
Well, finally, the specifics have come. Why do you have to wait for such an attack for such revelations? Wouldn't it be easier to explain everything at once? Create a topic with plans and maintain it.
I meant the remasters of Diablo and Red Alert, where they never came to the open source that they had been waiting for. And so - OpenXcom - yes, a remaster. And the most successful.
Regarding modding, I don’t like the trend towards improving the interface, when many of the engine’s capabilities are not fully realized. I remember how it started and what modding in HMM3 WoG has come to. There is now the same swamp, although technically everything is already possible - adding new cities, removing any limits, expanding battlefields, but coders are interested in improving localizations and interfaces. This is “tying the bows.” So it is here - the latest OXCE update for my mod is absolutely useless, since it does not provide any useful functions. Yes, I’m unhappy, but you also understand that the path of endlessly screwing on bows is a dead end.

6
Thanks mate for moving this over to here :)

Thank you! However, some people got carried away with screwing on bows instead of improving the game engine. Or is it discrimination on the basis of nationality - I don’t know and don’t want to know! The fact is that modding failed as a business. Not the first victim, but I hope the last, although hope is a stupid feeling.
Meridian looks like the ultimate modder, but many options are underdeveloped and overall OXCE looks like a beta compared to many remasters. Now, let's fasten the bows.
Do you still have hope?

7
OXCE Suggestions NEW / Re: [Suggestion] First Aid Skill
« on: March 20, 2024, 12:36:58 am »
Medikits are already fully scriptable, you can do whatever you like.

For example? I haven't seen such scripts yet.

Also, adding a bonus to medkit effects depending on the type of soldier is a good idea.

8
sellPriceCoefficient:

I was trying to use the current implentation of sellPriceCoefficient and I was running into the exact same problem as stated here:
I can adjust the Sellprices but this largely effects the manufacturing money making machine I balanced the economy in Hardmode Expansion around.

May I suggest to add a nested list, of Items to which the sellPriceCoefficient should be applied to?
Code: [Select]
sellPriceCoefficient: [100, 85, 70, 60, 50]
sellPriceCoefficientAffectedItems:
  - STR_PLASMA_PISTOL
  - STR_PLASMA_RIFLE
  - STR_HEAVY_PLASMA
  - STR_MIND_PROBE

All other Items would still have their fixed price, and if the list is empty (as by default), then the sellPriceCoefficient would be applied to all available items.

This would this awesome feature for me exactly the thing I need to balance the economy in Hardmode Expansion for lower diffciulty levels (my goal is to enable players to also enjoy lower diffciculties, in case they wanna do so.)
I basically only want to have the sellPriceCoefficient effect collectable loot from aliens.

Hope this is going to be heared, you guys are awesome :)

hellrazor, I completely agree, but it would be better if such a modifier for the sale and purchase price, depending on the difficulty level, was a property of the item itself. That is, there is a global modifier “sellPriceCoefficient”, and there is an individual modifier in the item itself. Plus "buyPriceCoefficient".

As long as I can set it up so only a selections of Items gets the "sellPriceCoefficient", I would not mind this solution either.

Suggest entering "sellPriceCoefficient" and "buyPriceCoefficient" for items and ships.  :)

9
hellrazor, I completely agree, but it would be better if such a modifier for the sale and purchase price, depending on the difficulty level, was a property of the item itself. That is, there is a global modifier “sellPriceCoefficient”, and there is an individual modifier in the item itself. Plus "buyPriceCoefficient".

10
Offtopic, but still: is there an option to remove the sort button in Uforedia, the list of soldiers and everywhere else? I just don’t use these sortings and the sorting buttons just get in the way.

11
Вроде как последняя версия исправления для русскоязычных ресурсов

Спасибо, товарищ. Исправления будут учтены, но обновление будет, судя по всему, не скоро. Переводчик в запое, хоть самому переводи гуглом...

12
I guess nobody ever used this feature, eh?

Since the beginning, no ammo was spent when a shot missed.
Fixed today.

It’s just that the stationary defense function has not yet been highly refined. It does not take into account the "shieldCapacity" of the UFO (which should also include the "shieldDamageModifier" parameter for defensive structures), as well as "avoidBonus" and "armor". In addition, it is not certain that the "raceBonus" is taken into account. This is actually why such little things as ammunition consumption go unnoticed and seem unimportant.

13
I get ya, currently experiencing some painful moments as I admit, that there are many choices for crafts, weapons and researches after a mission or two. It appears that lazers are good all rounders but i also am wondering when conventional weapons are actually able to be dropped. Currently going to do another run with it as I currently have lost to a cultist mission, first one I had seen and was woefully under prepared. Oddly enough purchasing heavy armor for my troops was not that expensive but was unable to equip it to them. Other than that I had been enjoying it all

Ufopedia has information on what armor needs to be made for what class of infantry. As for lasers, they are distinguished by their accuracy, while plasma destroys armor even when it does not penetrate it, Gaus ignores 50% of the target’s armor, and Acoustic weapons have the most powerful damage and stopping effect. Thus, relying on heavy armor is not the best solution. It has worse visibility and speed of movement and no camouflage devices. That is, there are tactics for using heavy armor, with the total use of smoke, and fragile reconnaissance drones, or for storming colonies, where in narrow passages light armor loses almost all its advantages, but in open areas camouflage works better than strong armor.

14
I don’t want to disappoint too much, but the modification has turned away from the path of endlessly adding new content. On the contrary, I am now trying to simplify the game (in terms of choice, not complexity) and cut out unnecessary elements.

In any case, thanks for the feedback.

15
Doesn't work.

He said "without using a dummy third empty hanger".

Well, then there is only one way out, enter the size of the space occupied in the hangar for ships, and ships with a size of zero will move freely. Is not it so?

Although in reality, don’t have to bother and make the elevator a hangar if you really want to.

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