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Messages - Ethereal

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46
OXCE Suggestions Archive / Re: Minimum throw distance
« on: August 11, 2023, 03:45:39 pm »
Okay, I'll write in detail.
1) Limit the ability to throw grenades through elevators, both for the player and for the AI.
2) Stimulate more frequent use of edged weapons.
3) Prevent the use of grenades point-blank.

By the way, for small arms there is such an option "closeQuartersMultiplier", which does not work for grenades. And very sorry. If it were possible to block not only shots, but also throwing and even the activation of grenades - as an alternative, that would suit me.

47
OXCE Suggestions Archive / Re: Minimum throw distance
« on: August 11, 2023, 03:00:11 pm »
Despite having read the thread, I don't understand this request at all. What is it for?

For the same purpose as "throwRange". It's just logical, having restrictions on the maximum range, to be able to limit the minimum as well. For small arms, such restrictions have long existed and should be for grenades.

48
OXCE Suggestions OK / Re: Displaying Dodge
« on: August 11, 2023, 01:19:06 pm »
I would probably do not add rulesets configs for each stat as it would complicate heavily code to handle all possible stats combinations.

Agree. I think "damageModifier", "psiDefence" and "?Dodge" would be enough for the second page. The rest is either too obvious, or does not greatly affect the course of the battle.

49
OXCE Suggestions Archive / Re: Minimum throw distance
« on: August 11, 2023, 07:48:17 am »
Not only. There are grenades of different classes "SMOKE_GRENADE", "PROXIMITY_GRENADE" and "HIGH_EXPLOSIVE". For example -

Code: [Select]
  - type: STR_SMOKE_GRENADE
    minThrowRange: 1
  - type: STR_GRENADE
    minThrowRange: 2
  - type: STR_ALIEN_GRENADE
    minThrowRange: 3
  - type: STR_PROXIMITY_GRENADE
    minThrowRange: 3
  - type: STR_HIGH_EXPLOSIVE
    minThrowRange: 5

I need a limiter not for AI, from which grenades can simply be taken away, but to designate the class of grenades and complicate the throwing of grenades on the upper floors of the UFO through the elevator.






50
OXCE Suggestions OK / Re: Displaying Dodge
« on: August 11, 2023, 12:09:52 am »
I meant mostly aliens. Their stats increase with difficulty, and it is their ability to dodge psychic attacks and melee that is of most interest. The inventory option involves mind control of the target, which is not always possible. In my modification, mechanical aliens are immune to mind control. But if there is no other way, then this is also suitable. Do you mean 2 pages of specs when using "MIND_PROBE"? Is it possible?

51
OXCE Suggestions Archive / Re: shootingDodge
« on: August 10, 2023, 11:55:33 pm »
I did not plan to use this parameter in prohibitive numerical values. I planned + - 20-50. Cheating fans will find a way to cheat the game without this option. And if you use it within reasonable limits, then I don’t see any imbalance.

As for shooting at neighboring cells, burst shots through walls look no better. "Forced shot" too. In addition, it is not always possible to hit the enemy with a splash or hit by shooting at neighboring cells, especially if the target is flying.

In general - such an opportunity to make the player tense up a little and learn how to use the keys.

52
OXCE Suggestions Archive / Re: Minimum throw distance
« on: August 10, 2023, 11:37:30 pm »
Underhand - you can just put a charged grenade on the ground. But to throw - well, try to throw something in close combat with the enemy. He will let you wave your hands? Yes, and an experienced fighter wouldn’t even think of it - to throw something when you can just hit the enemy on the head. However, the aliens regularly throw grenades up close, even when there are melee weapons, which is what needs to be corrected.

53
OXCE Suggestions Archive / [Suggestion] shootingDodge
« on: August 10, 2023, 06:59:35 pm »
I propose to make a parameter for the armor "shootingDodge", which would reduce the chance to hit a given target by the number specified in the parameter. Negative number - increases the chance to hit the target.
Use - Sectoids and Aquatoids are small, which means they are harder to hit. Reapers and tanks are big and easier to hit.

54
Armor stats "psiDefence" and "meleeDodge" still don't have any display. This is very unfortunate, since they are the hardest to set up and balance.

I suggest -
1) make the display of these parameters in the inventory instead of the usual parameters, or under them.
2) In the display window of the characteristics when using "MIND_PROBE", on the right and left of the unit name.

55
OXCE Suggestions Archive / [Suggestion] Minimum throw distance
« on: August 10, 2023, 06:30:47 pm »
There are "throwRange" and "underwaterThrowRange" parameters to control the maximum throw distance. Need the same parameter to define the minimum distance "minThrowRange" and work on the same principle.

56
OXCE Support / Re: sightRange near facilities
« on: August 06, 2023, 02:38:02 pm »
the check is done once per day, at midnight

each facility counts... they don't sum up, each is separate check

two mind shields with 30% have a theoretical combined chance of 51% that at least one of them detects

Please add this information to the Ruleset Reference. I didn’t even find this information in the topic, although Google translator could have failed me.

57
OXCE Support / Re: sightRange near facilities
« on: August 06, 2023, 12:29:04 pm »
It turns out that "sightChance" from two base structures is not summed up? There's 2 "Mind Shield" at the base.

In general, I understood. "sightChance" for base structures is different, but I thought it was like ships - 2-3 hours of patrol and the object was found. It's just that detection was faster in earlier versions. I will be more careful. Thank you for the clarification.

58
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: August 06, 2023, 07:10:24 am »
Meridian, actually, so far, according to my observations, problems arise when several units must react to the enemy. The game can't decide who to react first and... skips the reaction course for everyone. This also happens to the aliens at the start of the battle, when there are no spent action points  (when several aliens must react to a soldier getting out of the ship).

59
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: August 05, 2023, 08:25:58 pm »
No, I can’t give ready-made saves. I have provided an archive in this thread https://openxcom.org/forum/index.php/topic,11405.0.html. On the 3rd and 4th bases, the last units are snipers with high reaction. You can fly to any mission and try.

60
OXCE Support / Re: sightRange near facilities
« on: August 05, 2023, 07:34:05 pm »
I have made a small test and it works fine for me.

Do you have mod/save where I can reproduce the issue?

Yes.
The archive includes the latest version of TFTU, and 2 save files. 1 when the alien base has already been created within the detection radius, the second when the ship creating the base should soon appear.


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