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Messages - Ethereal

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16
Released Mods / Re: [WIP][OXCE][UFO] Build mods from Ethereal.
« on: March 31, 2021, 11:14:35 am »
Corrected a little. Now at least the numbers are visible normally.

17
Released Mods / Re: [WIP][OXCE][UFO] Build mods from Ethereal.
« on: March 30, 2021, 09:26:03 pm »
I tried to experiment with the interface. It turned out terribly, but nothing else, in this regard, could not be found, so we will have to use what happened.

18
Released Mods / Re: [WIP][OXCE][UFO] Build mods from Ethereal.
« on: March 28, 2021, 02:38:31 pm »
A small addition - UFOs from TFTD land in the sea. Alien colonies are being built at sea. (I hope it works adequately)

19
Released Mods / Re: [WIP][OXCE][UFO] Build mods from Ethereal.
« on: March 27, 2021, 12:01:08 pm »
Update.
- Removed maps not related to the rendering of the original UFO and TFTD.
- Reduced weapon accuracy.
- Added PORTCARGOSHIP, PORTLINERSHIP, RAILYARDURBAN, FORESTMOUNT, POLARMOUNT, DESERTMOUNT, POLARDESERT cards.
- New ship from the SKYLANDER series with increased capacity.
- Improved UCITY script. Now the building is not so dense.
- rebalancing and bug fixes.

For fans of schizaphrenia with copyrights - no authorship is indicated in the modification. All content of the modification belongs to the OpenXcom community and can be used at its discretion.

Modification in the first post.

20
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: March 26, 2021, 05:38:10 pm »
Understood thanks. Found a mistake in myself, there were maps with shading 16. I will fix it.

21
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: March 26, 2021, 05:23:13 pm »
Unfortunately, there are maps with 15 shading. And these are the settings of the original. Try it yourself.
UFO - UBASE, MARS.
TRTD - GRUNGE, ENTRY, ALSHIP, LEVEL, CRYPT.

22
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: March 26, 2021, 04:56:53 pm »
Dear Meridian, could you expand the numeric value for the oxceAutoNightVisionThreshold option to 16?
What for? To enable and disable the Night Vision mode in battle. At least in the settings. And it would be better if there was another hotkey, but this is not necessary.
Backlighting with a "space" is enough for me, and with forced automation, the entire atmosphere of the original disappears in night battles.

23
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: March 20, 2021, 09:38:38 pm »
Is there any means of additional reward with materials for a mission to a self-landed UFO?

24
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: March 19, 2021, 05:13:57 am »
I see multiple mentions of them in the ruleset reference but no actual way to use them, and my searching was only able to find a mention that yes, they exist, but again nothing about how to use them.

https://openxcom.org/forum/index.php/topic,6577.msg103384.html#msg103384

25
Understood thanks. A very useful option.

26
I did not immediately appreciate this idea. Great idea, thanks for the implementation. One question - is it necessary to start a new game by introducing all this?

27
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: March 13, 2021, 11:15:16 am »
Thank you for your work.

28
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: March 12, 2021, 08:52:39 am »
There is a lot of useful information in "stats for nerds" besides the "assumed" parameters. If only "calculated values" could be turned off, that would be great.

29
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: March 12, 2021, 03:51:47 am »
Apparently the translator failed again.

In "stats for nerds" all of these statistics mean nothing for modifications using the options above. In my modification, a fighter with two AVALANCHEs can shoot down a medium UFO, but will by miss with all missiles at very small UFO, due to the high "avoidBonus". How to take this into account?

And then there's "raceBonus".

Spoiler:
    raceBonus:
      STR_SECTOID:
        hitBonus: 100     
        avoidBonus: 40
        radarChance: 10
      STR_SNAKEMAN:
        damageMax: 3500  #additive bonus to craft stats.
        sightRange: 75
        hitBonus: 30
      STR_FLOATER:
        speedMax: 1500   #additive bonus to craft stats.
        accel: 5
        avoidBonus: 30
      STR_GILLMAN:
        speedMax: 400   #additive bonus to craft stats.
        avoidBonus: 70
        powerBonus: 25
        radarRange: 150
      STR_AQUATOID:
        powerBonus: 60
        hitBonus: 60
        avoidBonus: 30
      STR_TASOTH:
        speedMax: 250
        accel: 1
        powerBonus: 100
        hitBonus: 50
        avoidBonus: 35
        armor: 10
        radarRange: 150
        radarChance: 25
        sightRange: 75
      STR_LOBSTERMAN:
        damageMax: 1750
        armor: 40
        speedMax: 250
        accel: 1
        powerBonus: 20
        hitBonus: 25
        avoidBonus: 50
        shieldCapacity: 1000
        shieldRecharge: 15
      STR_MUTON:
        armor: 70      #amount of blocked damage per hit.
        speedMax: 250
        powerBonus: 50
        hitBonus: 55
        avoidBonus: 55
      STR_ETHEREAL:
        shieldCapacity: 2000
        shieldRecharge: 30
        speedMax: 500
        accel: 1
        powerBonus: 30
        hitBonus: 100
        avoidBonus: 50
        radarChance: 25
      STR_MIXED:
        speedMax: 1500   #additive bonus to craft stats.
        accel: 5
        shieldCapacity: 2000
        shieldRecharge: 30
        damageMax: 3500  #additive bonus to craft stats.
        avoidBonus: 70
        hitBonus: 70
        powerBonus: 50
        radarRange: 150
        radarChance: 25
        sightRange: 75
      STR_MIXED2:
        speedMax: 500
        accel: 2
        avoidBonus: 120
        hitBonus: 120
        powerBonus: 100
        armor: 70
        radarRange: 150
        radarChance: 25
        sightRange: 75
      STR_CULT:
        hitBonus: 70
        avoidBonus: 70
        armor: 30

How to take this into account?

30
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: March 12, 2021, 12:17:32 am »
I cannot be the only person who will ever think of using that screen as a quick way to check "can this craft weapon shoot down this UFO before it runs out of ammo".

OK, I'll change it today.

I say right away - I am categorically against if such a function cannot be turned off.

Let me explain why. It will take you several updates to refine this function, since you need to take into account all the factors (avoidBonus, armor, powerBonus, raceBonus, shieldDamageModifier), otherwise it will all work through ass, as the base defense systems work now. I did not write, because even from the original UFO I was used to defending my bases exclusively by aviation and protective buildings for me are nothing more than decor, but nevertheless.

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