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Messages - Ethereal

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451
OpenXcom Extended / Re: [OXCE+] Original discussion thread
« on: July 08, 2018, 08:16:10 pm »
1/ Reaction fire can already be removed by removing the snap shot... and leave just aimed shot and auto shot.

I do, but it's a crutch, nothing more. Would like to have a more accurate configuration tool and more options.

Where they shoot while berserking is completely random... unless they see you of course, in which case they shoot at the closest visible target (which is a totally normal berserking behavior).
Just end your turn behind their back (or in cover) and they won't shoot at you.

Very random.  :D Only when you're hiding behind walls, the aliens don't panic. At best, 1 in 10 times triggered panic on the alien, which is the most dangerous. How much morality he has at the same time-does not matter.

I'm not about that. I understand that alter psionics no one will. Moreover, we have already discussed this. But a couple of the options I described for the weapons to add will not hurt.

Panic is a very strong mechanic and definitely worth more than 5 TU... I use it all the time.

So far, I see that the mechanics of panic are so strong that it doesn't even make sense to use It. :D

452
OpenXcom Extended / Re: [OXCE+] Original discussion thread
« on: July 08, 2018, 05:45:48 pm »
Have a suggestion. Please enter 2 options for weapons:
reactionFire: true(Defualt)\false
berserkFire: true(Defualt)\false

The first is needed for a variety of shooting modes for weapons that should not work on the reaction.

The second, to prevent suicide potentially dangerous aliens and strengthen the role of panic on the enemy. At the moment, the situation with the guidance of panic at the enemy is such that 5 TU to spend a pity on it.
I don't know what's wrong, but zero-morale aliens almost never panic if they can harm a player. Only sometimes falls into the Berserker and shoots strictly on the player's units. No one wants to eliminate the randomization of panic, and therefore need an option that will contribute to the restoration of justice.

453
OpenXcom Extended / Re: [OXCE+] Original discussion thread
« on: July 07, 2018, 05:47:24 am »
Can someone else try?

Everything works fine. Well, except that "shock indicator" is not understood. What's changed and where to look? Everything Else works fine. Thanks for the update.

454
OpenXcom Extended / Re: [OXCE+] Original discussion thread
« on: July 01, 2018, 04:48:22 pm »
And all would be nothing if for the killed grenades would give the same experience, as well as at firing. In addition, the accuracy can be pumped by conventional pistols (or knives in hand-to-hand) on an impenetrable Sectopod, and with throwing it will not work.

455
Suggestions / Re: Statistics soldiers
« on: July 01, 2018, 01:20:23 am »
Why are we even discussing this?

He said it runs faster on his PC already... problem solved. Or am I missing something?

Yes, right. But I'm concerned about the amount of unnecessary information in the save file. And, the rapid growth of the file size because of statistics.

456
Suggestions / Re: Statistics soldiers
« on: July 01, 2018, 12:37:40 am »
We do not do what is really needed. Statistics of soldiers need to put in order, so that detailed information about each destroyed unit is not kept for the entire game time. To simplify all of it. As in FALLOUT 2-so much of these units destroyed\stunned and how many destroyed\stunned with such a weapon, so many missions performed a certain type, so many times successfully applied panic\telepathic control. Why did need this hemorrhoids with " kill List-turn: - side: - body part: - id:" and other nonsense for each unit, which only clogs the save file with unnecessary information?! Explain to me why the game all this to remember every time you load the game not in combat? Why does the game remember everything that happened in 135 previous battles in every battle?

Can do a couple of tables with numbers, where successfully used weapons, together with the counter of the kills, summed up and displayed in this form in the diaries.

Roughly so:

Code: [Select]
        diary:
          killList:
            - STR_FLOATER_SOLDIER: 4
            - STR_GILLMAN_NAVIGATOR: 2
            - STR_SECTOID_COMMANDER: 1
          killWeapon:
            - STR_GRENADE: 3
            - STR_PROXIMITY_GRENADE: 1
            - STR_SHOTGUN: 3

This will reduce the save file by more than half.

457
Suggestions / Re: Statistics soldiers
« on: June 30, 2018, 11:36:02 pm »
Great, that isn't that far from my current test system - 2.0Ghz, 2Gb RAM, but win7-64 and a Q8400.

Please try this build Extended+-3.10a-2d7397146-2018-06-30-win32-lto.7z

Just get the non-debug .exe out of it, copy it into your game folder and see if it's in any way faster.

EDIT: LTO is link-time optimization. I very much doubt it'll make any difference for OXCE+, but still.

EDIT2: in before I fire up the 1.8Ghz Athlon 64 system I mentioned before, can you please share the make and model of your CPU so that we can establish a perfomance baseline? Because maybe a Celeron D at 2.66Ghz would make a better fit.

Tried both ."exe " - no differences in load speed were found. The speed is the same as the standard OXCE+ latest version.

CPU Intel Core E7500 so what will... I have on this CPU World of Tanks and a Perfect World - just fly like swallows. No brakes, no lags, no traffic lights. And for openxcom it may lack performance? Not believe!

458
Suggestions / Re: Statistics soldiers
« on: June 30, 2018, 09:53:37 pm »
Yeah, I saw that. But still if he's not disclosing wtf is his hardware, there isn't anything we can help him with.

Latest MXE builds, 32bit, 64bit with the latest YAML and LTO enabled might help a bit, but not much.

I'm not going to code support for zlib-compressed savegames on no evidence of it being a bottleneck at all.

EDIT: check out the PR

CPU 2.93 GHz, 3 GB RAM, 32bit XP SP3. YAML has not updated for a long time (since 2017 approximately). That such "LTO" and at all not know.

459
Suggestions / Re: Statistics soldiers
« on: June 30, 2018, 08:03:27 pm »
What about my system? I told that I replaced the broken hard drive and loaded faster. But, the save file from this increases in size does not stop. That's the main problem. And I wonder when it will reach 50 + megabytes game will be able to load it at all?

460
OpenXcom Extended / Re: [OXCE+] Original discussion thread
« on: June 30, 2018, 03:02:11 pm »
One way you might get around this is to make one weapon use different ammo types for different firing modes, so at long ranges they might fire an aimed shot with a rocket, but up close they use a rapid-fire plasma weapon.

And if in additional weapons add hand-to-hand attack? Is there a chance that this weapon slot will be used to launch a rocket or a minigun queue? Terrorists use additional melee weapon of the second slot. And is there a check on "battleType:" and how does it work?

Oops. Checked-nothing came out. I'll just take your advice.

461
Suggestions / Re: Statistics soldiers
« on: June 30, 2018, 04:39:33 am »
XP SP3. Equipment is old. Recently replaced the hard drive and loaded much faster, but the problem is different. 6 MB get in the middle of the game. That in the end will be - it is terrible to imagine. That's what worries me. The file will continue to gain weight and can grow to monstrous proportions.

462
OpenXcom Extended / Re: [OXCE+] Original discussion thread
« on: June 29, 2018, 03:02:26 pm »
Meridian, Thanks for the reply.

Another question. I hung up the missile launcher on the Sectopod, and on the Cyberdisc the minigun, as the second weapon. But they do not use the second weapon. In weapons 1 shooting mode - aiming in the first, automatic in the second.
1. Are there options in OXCE+ for using AI weapons? (Do not use a tourn, but use in principle)
2. And is it possible to regulate the range of shooting for the AI with different shooting modes?

P.S. Yes, and still AI does not know how to use first-aid kits, which is sad.

463
OpenXcom Extended / Re: [OXCE+] Original discussion thread
« on: June 28, 2018, 08:53:21 pm »
Meridian, what other plans?
By the way, it would be good "Readme.txt" to upgrade, write there all the available options for rules files. And then I heard something about anti-camouflage, but found none and even impossible to understand, it exists or not?

464
Suggestions / Re: Statistics soldiers
« on: June 28, 2018, 04:19:58 pm »
I again about statistics. In the file with 6 megabytes of storage, the statistics takes 4 megabytes. Comrades programmers, is not it time to remake the statistics of soldiers, making it less voluminous?

465
OXCE Suggestions DONE / Re: Hunter-killer
« on: June 24, 2018, 08:58:34 am »
@robin: I can't find any issues with stuck HKs... maybe it's because of missing radarRange? Can you try again after you give them radarRange and if you still have issues, give me a save or a video or something for me to see how you did it...?

And I understood what's wrong. At HK escort the goal is to accompany a certain UFO and attack the X-COM aircraft in the range of the radar. If the escorted ship has crashed or landed, the escort hangs over it. When the principal completed the mission and flew away, only then the escort mission ends. HK also flies but after a while. In missions (RESEARCH, HARVEST, ABDUCTION), the escort ship, after the disappearance of the main ship, begins to carry out the same mission (something is looking for, landing), and only then flies away.

I do not think that there is anything to correct. So even more interesting. Especially if it is not visible circles enemy radar and do not know that the landed ship - HK, and you guide defenseless transport on him.  :D It would be nice if the HK was to take off for the attack.

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