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Messages - Ethereal

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421
Work In Progress / Re: How do I make Chryssalids not always succeed?
« on: July 30, 2018, 11:00:56 am »
I don't really understand what these calculations are for, but I can confirm in armor with "zombiImmune: true" soldiers never become zombies. In the armor without this parameter, from turning into a zombie saves a "melee Dodge:" when Chryssalid stupidly misses the target. However if he not misses, the trouble can not be avoided, but it's as lucky. In General, the instruments to combat Chryssalid and Tentaculat full.

422
OXCE Suggestions DONE / Re: [Documentation] Soldier Transformations
« on: July 30, 2018, 01:45:35 am »
Hi,  I´m interested in the cloning dead soldiers feature. How do I enable it ingame?

Code: [Select]
soldierTransformation:
  - name: STR_CLONE_SOLDIER
    requires:
      - STR_SOLDIER_CLONE
    cost: 1500000
    producedSoldierType: STR_SOLDIER
    producedSoldierArmor: STR_NONE_UC
    allowsDeadSoldiers: true
    allowsLiveSoldiers: false
    needsCorpseRecovered: false
    createsClone: true
    allowedSoldierTypes:
      - STR_SOLDIER
    lowerBoundAtMinStats: false
    upperBoundAtMaxStats: false
    upperBoundAtStatCaps: true
    flatOverallStatChange:
      bravery: 10
      reactions: 10
      firing: 10
      throwing: 10
      melee: 10

Allegedly so...

423
Sigh, I just hope you don't start stopping alien research, harvest, abductions, etc.
That would be a real shame...

I will add the feature in the next version.

I'll tell you a secret, I'm not going to interrupt even the RETALIATION. Only Infiltration, under which still and a special base will make, with special composition. Well, maybe even interrupt the construction of bases, with a 50% chance. Terror to interrupt don't see the point. Can just shoot down a UFO.
Thank you very much!

424
Why should a player feel like they can't take the big ship on the ground just because it'll force mission completion? Does it make sense that the mission only fails if they wait for it to take off and shoot it down again?

After takeoff, the mission is usually considered to be completed and to shoot down a UFO it makes sense only for statistics. Meridian is right. Either resources from the whole UFO, or the interruption of a dangerous mission. The player has a choice of what is more important to him.

425
Yes, that's a well known fact.
It is always unprofitable to shoot down UFOs... it's always better for the player if they land.

What does that have to do with mission interruption?
Why would I want to interrupt a mission that's good for me... gives me money, resources, experience, etc. and all without a hassle of shooting UFO down. Plus it gives more than when shot down.

I just gave the obvious reason.  :) You're absolutely right.

426
I can.

Give me a good reason.

Very often it is unprofitable to storm the shot down UFO. It happens that have to wait when the UFO landed, despite the possibility of destroying it.

427
Each infiltration base makes a pact with exactly 1 country when it is spawned.
This country is remembered.
When the base is later destroyed, that remembered country is liberated.
Other bases don't have any effect.

Understood. Thank you!

428
I didn't change anything in the base... it's the same base that always spawned when infiltration was done.

I mean, there could be multiple bases in the zone. If they are, say, 3, then the destruction of one of them return country, or have all 3 to destroy?

429
If you destroy the alien base that caused a pact, you will get the country back... at the end of the month... unless aliens manage to infiltrate it again in the meantime :P

And technically, what would it look like? The base will be somehow different from the usual? I understand that can assign anything to "siteType:", but I'm just curious.

430
OXCE Suggestions DONE / Re: Fire Extinguisher/Suppressant?
« on: July 29, 2018, 01:37:22 pm »
I don't care if it's correct or not... it's in vanilla, it stays.

Just what you need, no? More features to make the game easier Kappa.

No way, I would have preferred that the fire extinguishing tools and devices smokescreen was separately. But at the moment, "tooMuchSmokeThreshold:" it is impossible to set for a particular items separately. A pity...

431
That's great! However several times I encountered a situation when creating a database of aliens is beneficial to the player who is in urgent need of Ellerium 115. With new settings... Oh, don't overdo it! Thank you very much! Dreams come true!

432
OXCE Suggestions DONE / Re: Fire Extinguisher/Suppressant?
« on: July 29, 2018, 01:10:43 pm »

The "isFireExtinguisher:" works correctly.
It is meant to work only on units.

For tiles, there is a different mechanism (based on smoke, not on "isFireExtinguisher:" flag) and different global settings for smoke effectiveness.

https://openxcom.org/forum/index.php/topic,4057.msg59352.html#msg59352

"tooMuchSmokeThreshold: 13" you should be able to extinguish fire from all tiles. If it doesn't work, try
"tooMuchSmokeThreshold: 16"... that should definitely work.

PS: vanilla value is tooMuchSmokeThreshold: 10

Thanks so much. It works. The truth is that fires can be extinguished with smoke grenades, and not only with special means, I do not think it is correct. On the other hand, this makes the smoke screen devices more versatile.

433
Released Mods / Re: [OXCE+] - Fire Blanket
« on: July 29, 2018, 04:51:18 am »
If you were careful, you would see that all sorts of fire extinguishers are in many mods.

Another thing is that the option "isFireExtinguisher:" does not work correctly. The fire from units is removed, but from the area - not always and not everywhere, which is extremely strange. In my understanding, the devices with "isFireExtinguisher:" must be guaranteed to eliminate any fire on units and on the ground.

434
YES... but WHY would you do that? Just let them into the base, win the mission and they will STOP retaliating... it's MUCH easier than shooting them down with Avengers...

Not always. It happens that there is either no armor for soldiers or weapons, or the soldiers themselves to the new base did not have time to start, or all the soldiers at the base flew on a mission in another transport. And in General, I do not like to let the enemy on their bases. Since the time of Red Alert, the habit has been preserved.

P.S. By the way long dreamed that after the attack on the base, half of the blocks would be broken and required to restore half the time of construction. Just to let the enemy to its base would be the most dangerous and unprofitable under any circumstances.

435
Shooting down the battleships with your interceptors is normally impossible, since they are quicker than your interceptors and just attack your base anyway.

In the original Avenger faster than any UFO and perfectly intercepts battleships. Not infrequently he had become a major base defense. In the modifications-there is no understanding who is faster, whom and what to intercept and what exactly UFO should attack the base.

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