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Messages - ohartenstein23

Pages: 1 ... 3 4 [5] 6 7 ... 129
61
The X-Com Files / Re: Early gun balance
« on: January 28, 2021, 05:28:52 pm »
Armor and body parts are separate things.

The armor side that is hit is determined by where a projectile hits on the unit's hitbox. Under armor is used when an explosion is centered directly below a unit or in one of the 8 tiles surrounding the unit in the same plane.

The body part that is hit is determined after the armor side is determined. Roughly, hits to the sides go to the arms or legs, hits from the front, back, or explosions go to the torso, and hits from above go to the head. But importantly, these body parts are not part of the unit's "model" or hitbox, they're just markers for fatal wounds and how those fatal wounds penalize the unit.

62
Troubleshooting / Re: Playable Aliens mod incompatible with OpenXcom
« on: January 27, 2021, 09:20:45 pm »
So you're saying that something you had to mod data values in the original game to do shouldn't require a mod in OXC?

This just sounds like its a cosmetic thing, which is exactly why simple modding capability is part of OXC. This doesn't belong on the bug tracker for the source code, as modding functionality easily allows for it. If you want a mod that makes your soldiers look like the aliens, you can just ask for assistance in making that happen.

63
40k / Re: 40k Bug/crashes/problemĀ“s report
« on: January 16, 2021, 05:02:01 am »
Open up any of the ruleset files contained in the 40k/Ruleset folder with a text editor like notepad, and add the following line to the very top:

Code: [Select]
baseDefenseMapFromLocation: 1

40k/Ruleset/vars40k.rul is the file the line will be in when the new release is ready.

64
OXCE Suggestions DONE / Re: [Suggestion]craft built-in weapon
« on: January 13, 2021, 03:30:56 pm »
I believe this is a request. There are a few craft in the 40k mod that are supposed to have a specific signature weapon manufactured along with them, and this would skip the management step of making and equipping it. The craft already have the weapon slot that only allows that weapon.

65
The X-Com Files / Re: standard mods openxcom
« on: January 11, 2021, 03:20:44 pm »
No and you don't.

Specifically, X-Com Files has so much new content that those standard mods would need a lot of work to be compatible. XCF was made a master mod partially to make those standard mods not show up and to head off questions about using them.

66
The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: December 25, 2020, 09:37:13 pm »
Also just preventively prioritizing enemies with one empty hand or enemies that have mysteriously acted way too little in their previous turn (As if they were preparing a explosive) to cut it down more.

Neither of these will help more than just killing at random. AI doesn't need an empty hand to toss a grenade and definitely doesn't prime an explosive to throw it the next turn.

67
OXCE Suggestions DONE / Re: [Documentation] Scout/Sniper AI
« on: December 23, 2020, 03:43:10 pm »
As I've said in other threads on the same topic, no. I am not going to neuter this feature to make it "more enjoyable", "more realistic", or "more logical". It fits within the logic of the current AI and how it behaves. I want to leave it as a tool for modders to provide challenge where previously there was just advantage to the player. It should be dangerous to deal with open fields and make you pause to consider whether to advance or retreat/abort.

To specifically answer you point about marking a location - this opens up the feature to be more exploitable. In your example with the rat, changing the feature to your suggestion means that you can tie up all snipers on the map indefinitely shooting at a light by just showing your rat then running it away every turn.

68
40k / Re: 40k
« on: December 17, 2020, 05:10:08 am »
If you mean commandeer them and gain control of the turrets, then no, that's not possible.

69
40k / Re: 40k
« on: December 16, 2020, 04:01:52 am »
It's not a bug with the Chaos shotguns. You ran the mod using OpenXcom (OXC), not OpenXcom Extended (OXCE). You will need to install and run the mod using OXCE, as per the instructions on the mod.io page.

70
40k / Re: [ADDON] ROSE - Rebalanced Orks and Sisters, Expanded
« on: December 15, 2020, 11:23:42 pm »
You don't need to copy resources from the main mod unless you're making new items/armors/units that use the same resources. Even then, there are ways of loading some resources from the master mod just in ruleset:

Code: [Select]
items:
  - type: STR_SOME_ITEM_IN_MASTER_MOD
    #bigSprite: xx # you don't need to include this unless you're changing it

  - type: STR_SOME_NEW_ITEM
    bigSprite: {mod: 40k, index: xx} # reusing the same sprite as the item above without having to copy the image

You can read more about using this in your ruleset here in the ruleset reference on ufopaedia.org.

71
OXCE Suggestions Rejected / Re: [Suggestion] Generic Bases or Outpost.
« on: December 15, 2020, 08:24:33 pm »
Upon playing the latest version of 40k mod, I felt the outpost idea is great but it uses an actual base slot. Unfortunately, with the 8 bases restriction in the vanilla UFO game, the use of a base for an outpost in the 40k mod is an unjustifiable waste.

Just to answer this point too - I have a long-running LP of the mod where I only use 4 of the 8 possible bases for something other than just the radar or maybe storage. There is plenty of space for all the facilities that the mod offers while using less than the 8 allowed bases. Placing an outpost instead of a base is not unjustifiable, nor a waste of that slot out of the 8 you have. If nothing else, spending a slot on being able to buy manufacturing components you'd otherwise get just from UFOs is worth it.

72
40k / Re: 40k
« on: December 14, 2020, 08:22:32 pm »
Version 028 is released - enjoy a series of above-ground outposts as a new style of base for your troops, purchasable manufacturing components, and updates to a few enemy missions! As usual, the release is available on our mod.io page!

73
XPiratez / Re: Bugs & Crash Reports
« on: December 14, 2020, 04:53:30 am »
With the time you've debated this, it would have been easier to instead use a text editor to replace the offending 101's in the ruleset with 100's. Find and replace is a great feature.

74
Why do special forces operators have maximum psi strength of 75 when all other soldier types have 100? I'd think the cost of them alone is enough of a balance point to not need to make them addle-brained when it comes to facing psionic enemies.

Found a bug with the third level of alien interception missions spawned from a base - the last wave generates 10000 UFOs. Might want to fix that:
Code: [Select]
  - type: STR_ALIEN_INTERCEPTION_3 # Heavy interception
    # snip
    waves:
      - ufo: STR_SENTRY_SHIP
        count: 1
        trajectory: P3
        timer: 9500
        huntMode: 0
        huntBehavior: 1
      - ufo: STR_SMALL_FIGHTER
        count: 1
        trajectory: P5
        timer: 9500
        huntMode: 1
        huntBehavior: 1
      - ufo: STR_FIGHTER_SHIP
        count: 10000 # <-------- how did the aliens smuggle or build all of these on earth without X-Com knowing?
        trajectory: P5
        timer: 0
        huntMode: 0
        huntBehavior: 1

75
Another thing I noticed: E-115 HEAT rounds use incendiary damage type, which do 5-10 damage by default. With the 75% ArmorEffectiveness they have set, it means the weapons often do nothing. I'd recommend setting a RandomType to make it have a 50-150% or 0-200% roll.

Also you can change the strings for Aimed, Snap, and Auto in the Ufopedia to all show how many shots they fire the same way Auto does:

Code: [Select]
  STR_SHOT_TYPE_AUTO: "Auto (x{0})"
  STR_SHOT_TYPE_AIMED: "Aimed (x{0})"
  STR_SHOT_TYPE_SNAP: "Snap (x{0})"

All of the sniper rifles that have damage bonuses on the rifle itself won't get boosted damage due to the soldier's accuracy - the damage bonus needs to be on the ammunition or the weapon needs to have built-in ammo (like the laser weapons) in order to work.

The Bastion advanced satellite has defined weapon types and mentions defensive weapons in it's description, but has no weapon space.

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