aliens

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Countdown

Pages: 1 ... 13 14 [15] 16 17
211
Thanks for the tip, I will use that. I literally never opened the map unless I clicked it by accident, but as I've watched more YouTube videos, I see others do and it can be a useful tool. This is even another way. Thanks again.

212
Programming / Re: Ironman mode: Statistics instead of deleing the savedgame
« on: February 29, 2016, 05:20:29 pm »
Yes! I thought the exact same thing the other day. I mean, I didn't beat it on iron man, I was just playing normal beginner. But there is still no post-game screen to go back and look at all your soldiers stats after the final mission. Especially with the newer versions having "soldier diaries", rather than just going to the main menu, go to a post game screen where you view all the campaign stats (kill counts, missions, etc) you mentioned and save it so you can come back to it.

213
OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: February 29, 2016, 02:15:52 pm »
It is possible, but AFAIK it was a conscious decision, because unconscious people don't scream.
This is true, but in real life you'd be able to tell if you put a bullet in their head haha.

I tried adding a death sound to the corpse in item.rul and that didn't do it. I also tried to use "explosionHitSound" and no luck either (not that I expected that one to do it). Would there be another way?

214
OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: February 29, 2016, 01:07:14 pm »
I've just started trying out OXCE recently and have really been enjoying all the extras. Saw the silacoid with the burning fire animation for the first time; very cool stuff.

I also think the feature being able to shoot unconscious units and kill them is a big plus. Is there a way to add a death sound for this in the rulesets? If you are shooting at an unconscious alien, you might be unsure if you hit/killed it since there is no sound. You have to step on it and look at the inventory. Not a major thing, but just curious if it was a feature in the rulesets to change the properties of a corpse.

Speaking of corpses, I saw this thread from a long time ago and it seemed like individualized corpses (for race/gender) were on their way to being added: https://openxcom.org/forum/index.php/topic,523.75.html

What ever happened with that? Is that moddable too with the current rulesets?

Thank you!

215
OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: February 28, 2016, 08:27:35 pm »
About infirmary time, in some future I will add option for calculating it based on other factors than health.
This will allow some break time because of stress or reduce recovery time for unit with lot of health.
Another benefice of this would be that in even longer run it will be able support surgery rooms that reduce time to recover.
This is a cool idea. Anything that increases the RPG element enhances the game in my opinion.

If you do this you should make it so you can't just sack a soldier that is on leave or injured. I already think that should be an optional enforcement in the game limiting the number of soldier sacking you can do. (Maybe you can sack 1 out of every 10 you hire?) Don't these soldiers have contracts? Workers comp? Severance pay? No, you can just fire them when they take a bullet to the chest for your cause!

Same for firing soldiers with low stats. This is the alien apocalypse, not the NFL draft.  ;) Realistically you wouldn't have an endless supply of expert soldiers you could cycle through hiring/firing on a whim.

216
Oh wow, yeah I never would have realized that watching the videos, but yes I can just make out the shadows in the screenshots. Good tip to know for the future if this happens during one of my night missions. Apparently it would have helped Kikoskia and the other guy as well since they didn't seem to know this either.

217
Suggestions / Re: ufo/TFTD Suggestion. UFO:s/USO:s at terror missions
« on: February 27, 2016, 06:14:45 pm »
Something slightly different: you can have crashed/landed UFO missions on city terrains.
+1 I like this idea.

Maybe it already exists though. I think I saw it in the UFO Redux thread or on one of the extra maps mods. Might have been a terror mission map though; not sure.

EDIT: I guess that's what Warboy was just saying above. A lot of cool maps here, too bad you can't use them with the latest nightly: https://www.openxcom.com/mod/terrain-pack

218
4) this was possible in the original, but not in openxcom, you're supposed to kill the aliens, remember?
Ha, funnily enough I actually wanted to revive them to kill them. Leaving behind unconscious Chrysalids is like a ticking time bomb and I'm watching my back the rest of the mission. I read that in OXCE (maybe the latest nightly as well?) you can shoot unconscious bodies and kill them. So with that update there won't be any need to revive anyway.

7) you may be misinterpreting something, aliens, once spotted, stay "visible" until the end of the turn.

Maybe I am. I'll have to look again for the example where I thought I observed this on YouTube, but here is one I saw last night where the tank doesn't die, but just  moves away and the soldier cannot shoot the alien. Set to start at the 9:53 mark where it happens: https://youtu.be/Fjg_zY9wpm8?t=9m53s

Thanks for the responses!

EDIT: I was hoping I wasn't crazy. Here is where I first observed this, from the 6:30 mark of this video through 6:50. Pretty clear example of what I'm referring to. Maybe it was a bug with his version? https://youtu.be/wjASaeMGx9c?t=6m30s

219
Playthroughs / Re: epic victories
« on: February 27, 2016, 08:35:34 am »
Just beat the game for the first time yesterday (you can read my list of post-campaign quandaries here: https://openxcom.org/forum/index.php/topic,4352.0.html). My experience was the same as others above. MC made it pathetically easy to get to the brain room and destroy it. I lost one soldier on the surface and none in the base. The whole thing was just anti-climatic and unsatisfying.

So then to mix it up, I reloaded a fresh Cydonia map, but this time I didn't use any psi-amps and I brought along some of my oldest soldiers who had low bravery/psi strength, so didn't make the cut for my first Cydonia mission. The result was much more of a challenge and way more fun.

Naturally, I started by sending my mentally weak cowards out to scout and of course, one of them (10 psi strength) was taken over on the first alien turn. I knew going in that Captain Timothy McCahery (named for my cousin) was going to be a liability, so I equipped him with a laser rifle and smoke grenades. Laser rifles are relatively ineffective against flying suits, but still can deal with aliens just fine. However, even flying suits have their laser limits and apparently taking six shots to the face from your teammate at point blank range is over the line. Hence, RIP Sergeant Link (of Zelda).

So after that friendly fire, the added challenge was to not only kill the aliens and make my way to the green lift, but to sneak around Timothy and avoid getting too much of his reaction fire. My squad stepped up big time, had some epic long range kills with their last snap shot and slowly, but surely we fought back. I lost three more soldiers (RIP Sergeant Mario [of Nintendo], Sergeant Donatello [the Ninja Turtle, not the artist], and Sergeant Neelix [of Star Trek Voyager]), but eventually we had everyone in the landing area ... except Timothy. I got control of him for one turn, disarmed him and moved him close to the lift, but then he kept panicking and there was still at least one alien out there doing mind attacks (how many aliens they had left, I don't know).

I know most commanders would have just left Timothy behind, but I couldn't do that. He was from one of my earliest batches of soldiers and the original "defacto leader" back when it was just one base and 14 troops (he was the first Captain, but was never promoted afterwards for obvious reasons). Plus, he's my cousin and Christmas would be awkward if I just left him to die on Mars.

So thankfully I had equipped one of my other mental weaklings with a small launcher just in case he went mental and after two direct hits, Timothy was unconscious. It took four soldiers to drag his sorry ass and all his equipment into the landing area, but we got him in there in one turn. I also had to revive him before we entered the base because for some silly reason (a definite oversight on the game's programming IMO) the Cydonia lift doesn't recognize unconscious soldiers when you hit the "abort mission" button. I think if it's on the lift it should go down into the base with you, but whatever, we got the job done and saved Timothy's life.

The decision to rescue Timothy ended up being a clutch call on my part because once in the base he was the main focus for the Ethereal mind attacks. Sure, they took control of him almost immediately, but this time I only gave him a small launcher so worst case he might knock someone out. Using him as a "psi-rod" probably prevented some of my other troops (two of them were in the 20s for psi strength) from succumbing to MC. There was one really scary moment though when Timothy shot a stun bomb out of the darkness and I thought it was a blaster bomb from an alien. Big time relief when it just hit the wall harmlessly.

Once inside the base my guys were pretty efficient in clearing it out. There were a couple nail biters when a Chrysalid charged out of the darkness at my troops, but some solid reaction fire from Captain Robert Johnson (my boss) and Sergeant Chewy (of Star Wars) saved anyone from becoming a Zombie.

We were down to just the final hallway and one Ethereal and hadn't lost any men in the base. But someone had to be the guy to go down the hallway first and that's how Captain Daryl Dixon (of The Walking Dead) was "naded" to death by the Ethereal who jumped ... err, floated down.

After that, it just took some shots from the door by Colonel Princess Peach (Nintendo) and Colonel Coach Underwood (my former coach) to avenge Daryl by killing the final Ethereal (who was also the final alien alive) and finish the game off without even having to go into the brain room.

So that's the story. Some of the final challenge was self-imposed, but overall it made for a much more "epic victory".

220
This is a long post, feel free to only read/comment on one section. I'm interested to hear from others.

So I just finished my first campaign and beat the game. (It was on beginner, so you can hold your applause. ::)) Now that I'm done, I'm curious how my experience compares with others and what I might expect in my next one.

I wanted to make it a bit of a "trial by fire" so I purposely didn't look up too much info or tips on how to tackle the game. Consequently, I had a lot of dumb deaths (ie shooting a cyber disc standing a foot away from you and blowing yourself up) and it took me a long time to get going with the proper research chain (didn't hire a bunch of extra scientists at the start, didn't work my way up to flying suits/avenger until end of February 2000 I think).

Point is, I racked up 114 soldier deaths through the campaign which I beat in May 2000. That included like three full squad wipes on terror missions. Once I got power suits deaths dropped dramatically and once I got good at MC, deaths pretty much stopped all together. I probably could have launched to Cydonia in March and been fine, but I took my time at the end racking up soldier experience and expanding to 8 bases. So my questions are...

1) How long (game time) does it usually take you to beat the game and how many soldier deaths do you typically go through? Obviously this will vary a lot based on mods/play style, but assume vanilla and not doing save scumming or a bunch of reloading. It's hard to imagine losing 114 again next time since I improved so much by the end (even without MC), but maybe that will be negated by upping from beginner to veteran or superhuman as I plan to.

Spoiler:

2)
Does accuracy and other stat improvement work the same for shooting MCd aliens? Or do you not get improvement for killing them when they are under your control?
*RESOLVED
3) What are your thoughts on Cydonia? Playing normally with MC I beat it losing only 1 soldier and it was way too quick and easy. Very anti-climatic for this big blowout battle I was prepping for. Then I re-loaded a different Cydonia map and did it again, this time using no mind control (no blaster bombs either time) and I brought along some of my oldest soldiers who were very psi weak and/or cowardly. It was definitely more of a challenge this way and a lot more fun. Lost five soldiers, but was still less daunting than I imagined as I was never even close to losing. Felt like the map was too small and not enough enemies. But it's beginner so I know that's a big factor.

Are there any mods that make Cydonia more "interesting" or do you think when I up the difficulty setting that's going to be enough to make it more of a challenge.

Spoiler:
4) Are you supposed to be able to use a medi kit on an unconscious alien? I read you could do this in the original, but can you not in OXC or was I doing something wrong? *RESOLVED
5) Blaster launchers:
Spoiler:
Did I read correctly on here that there was some kind of issue on OXC 1.0 (and fixed later) and the aliens didn't use the waypoint system? I've seen them do that in youtube videos, but never had them do that once to me and only very occasionally did they use even the regular aimed shot with the blaster launcher. *RESOLVED
Even though I really only used it to blow holes in UFO hulls, if I wanted to exploit them fully they really are too powerful. I'm going to change the rulesets to balance them for my next run, but wanted to hear other's perspectives. Do you think it's better to:

a) Change it so the aliens can use the waypoint system, but XCOM can't. Obviously they still get the advantage. You get the huge explosion, but not the "cheap" endless waypoints.

b) Use this mod (https://www.openxcom.com/mod/customizable-psi-blaster-balance) to create a "heavy blaster launcher" which is way heavier and costs more TUs. You can still use the waypoints, but you'll need a very strong soldier who won't be able to carry anything else and won't be able to do it many times.

Option a) was my original plan, but then stumbled across that mod and thought it was an interesting idea.

Spoiler:
6) Do you get anything from doing random research like alien entertainment/surgery/food/corpses? Other than in the UFOpedia entry, does it help you in the game in any way or is it a waste of time? *RESOLVED
Spoiler:
7) I've noticed in YouTube videos of the original game, when it is your turn and you are killed by an alien reaction shot, the alien(s) you saw disappear from your view completely. Soldiers further back who can't see the alien will no longer be able to shoot at them because your spotter is dead. In OXC, even if your soldier dies, you can still "see" the alien and take shots at him. Was this a design choice in OXC or a bug in the original? Or is it a setting somewhere I haven't seen. Or am I completely wrong? I'm just curious about the difference I observed. *RESOLVED
Spoiler:
8 ) I assume it's normal not to get any more terror missions once you get many bases/near global coverage and are shooting down all the UFOs? *RESOLVED
Spoiler:
9) Recommendations on whether to move to veteran or superhuman? Will the jump to superhuman be too crazy or going to veteran too small a change? *hellrazor says superhuman so RESOLVED ... although maybe I should be questioning this coming from the guy who made something called "hardmode" expansion.  ;)
Spoiler:
10) Mind Control: ... Saving the MC discussion for another day.
*If relevant, I played on OXC 1.0, but am moving to the latest nightly or OXCE/OXCE+ for my next campaign (am torn between the extra stuff you can do in OXCE and the soldier diaries in the nightlies ... from what I've tested so far both versions are great).

221
I agree the base base numeration seems like a sensible change to make.

222
Suggestions / Re: Perks for high rank soldiers
« on: February 25, 2016, 05:40:14 pm »
Is it just me thinking this or are promotions actually a bad thing in a way? You have a great soldier and he kicks ass in the field, but then a handful of missions later he's moved through the ranks to colonel and you really can't use him aggressively because if he dies that will be a huge morale loss. Or at least that's what I read on UFOPaedia ... I don't know from experience since in my limited playing time I haven't lost a colonel. My commander/colonels just sit at the back of the ship and do MC or a lot of nothing.

223
Work In Progress / Re: Soldier Portrait Mod
« on: February 24, 2016, 07:38:59 pm »
Almost everything in OXCE is optional as in "If you don't use it in a mod, it's not going to affect the game". Take psi-amps, they can deal direct damage, but unless you mod a psi-amp into the game to deal damage, it won't.

There are a few gameplay things that are there no matter what though. Like shooting at tiles with an unconscious soldier being able to kill them (and conversely, explosions needing to kill a soldier to destroy them, instead of just outright destroying the corpse). Yankes should have a list somewhere of what the "hardwired" changes are.
Thanks, that's exactly what I was hoping to hear. Being able to shoot unconscious aliens/soldiers sounds like an awesome added feature, but I wasn't keen on the psi-amp dealing damage since I was trying to make it less powerful.

Here's the list of all hardwired changes in OXCE, which I think all are improvements.

Code: [Select]
Explosions don't remove unconscious unit if they can't kill them first.
Craft weapon equip screen is a bit rearranged.
Psi-Amp use 3d range, not 2d.
Fixed ammo are added after weapons in armor and unit (armor items are before unit items).
Corpses, items and Chryssalids are not spawned when unit is killed by weapons with overkill.
Stunned units can be hited by bullets and fire.
Big groups of aliens (20+) get less morale losses from casualties.
While loading and unloading weapons you must pay the cost of moving the item to hand.
You can unprime granade for half of prime TUs cost.
Throwing now requires a healthy arm to do it (if the item is two-handed, then it requires both).
Rewriten handling of alien psi attacks to handle new features of Psi-Amp.
Throwing and hitting using two-handed weapons have the same penalty as with shooting.
Thank you for making that list, I agree what I understand there  sounds pretty great. I have a few questions though.

1) Psi-Amp use 3d range, not 2d.

-I assume this means before the psi attack/defense formula didn't take into account if you were on different floors/levels, only horizontal distance. Any idea how many "tiles" this adds to the distance in the formula? If you are directly below someone does that count as "1" tile?

2) Fixed ammo are added after weapons in armor and unit (armor items are before unit items).

-I have absolutely no idea what this means. Not even an educated guess, haha.

3) Corpses, items and Chryssalids are not spawned when unit is killed by weapons with overkill.

-I assume this means big explosions will blow up bodies/items/Chryssalids rather than leave a corpse or zombie. Makes sense. What vanilla weapons would have overkill? I assume blaster bombs, alien grenades, heavy explosives and tank rockets/fusion bombs?

4) While loading and unloading weapons you must pay the cost of moving the item to hand

-Is this just the 4 TUs it costs to switch hands?

5) Rewriten handling of alien psi attacks to handle new features of Psi-Amp.

-What does this mean? How are alien psi attacks different? If you don't use the damage dealing feature of the Psi-Amp, what changes?


Sorry for all the questions. I appreciate the help.

224
Work In Progress / Re: Soldier Portrait Mod
« on: February 24, 2016, 04:10:15 am »
Thanks for the replies. So it sounds like OXCE+ has everything OXCE has, but adds extra UI changes like the currently discussed portrait mod?

And I'm reading the list of changes in the OXCE thread: https://openxcom.org/forum/index.php/topic,2915.0.html

Are all these changes mandatory and automatically implemented, or do you just have the option to change them in the rulesets? Is it possible to play the vanilla game with OXCE/OXCE+, but only makes the changes you want?

Examples from the top of the thread:

-Psi-Amp can now deal direct damage using special attack type in popup menu.
-Throwing now requires a healthy arm to do it (if the item is two-handed, then it requires both).
-Rewriten handling of alien psi attacks to handle new features of Psi-Amp.
-You can train your solders basic skills.

Implemented automatically or just the option to implement? Mostly I wanted to use OXCE to change psi balance in the game (requiring health and energy costs for XCOM soldiers, decreasing range, etc), but am a bit overwhelmed trying to take in and understand all the other changes/options listed there. As a beginner, I'm not even sure what a few of them mean.

225
Work In Progress / Re: Soldier Portrait Mod
« on: February 23, 2016, 10:01:09 pm »
Would love to have the soldier portrait available on the stat screen and the battlescape. Having more faces available would be awesome as well. 128 would be insane, but even upping it to 16 from the current 8 would be huge progress.

Have you considered making a smaller sized rank insignia and putting that next to the name? Like Perpetual's idea, but tiny pixel art picture instead of name.

Or even take that tiny rank and put it in the top left corner of the portrait.
I think it's important rank still be there and preferably as an icon rather than text. Meridian I liked the way you did it with the example you linked to having the rank icon to the right. I think it would work just as well if not better in the corner of the portrait, but it could be a fine line between being small enough not to look crowded, but big enough that it is easily distinguishable.

2. which avatar to use?
a/ avatar with the corresponding armor?
b/ or take fixed armor (e.g. NONE)?
100% you had to go with no armor. That's the whole point, to get some extra personality and armor kills that already. Currently the most frustrating thing for me is all my soldiers are in flying suits and it takes me clicking 10 of them before I find the one I'm looking for.

But if you'd like to see the avatar on the battlescape GUI only, I can do that as optional feature in OXCE+.
Sorry, I'm pretty new here, what exactly is OXCE Plus? I was using the OXC 1.0 version and I've only just started playing around with OXCE (2.9 version) and figuring out what that is all about . So what is the +, how is it different than the normal extended and how do you implement it? Is it an only for X-PirateZ thing?

Thanks for any info, I tried searching for the answer and I find lots of references to OXCE+, but not any how to for dummies.

Pages: 1 ... 13 14 [15] 16 17