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Topics - Juku121

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1
OXCE Support / Mission site detection
« on: March 04, 2024, 08:45:05 pm »
Not sure it's actually an OXCE question, but what governs the detection of 'fake terror' mission sites that are used extensively in many mods to create static mission sites?

The question is inspired by this post and three preceding ones.

2
OXCE Support / [Question] Craft equipment icons
« on: December 29, 2023, 10:26:57 am »
Is anybody else bothered that the equipment icons on the craft equip screen are relatively useless now that the 80-item limit is largely gone? And do said hypothetical bothered individuals have any idea what to do about that?

The obvious thing would be to scale the icons to 'maxItems' and 'maxStorageSpace' (the maximum of used via both if applicable, probably). But these interact badly with the 'Alternate loadout system' (Apoc-style soldier equipment), so not everyone is going to want those. If not, these indicators are mostly useful for showing HWPs. And given how HWPs have been migrating to becoming 4x4 soldiers, there might not be many or even any of those.

The only other idea I had would be to have more than one icon, and use it to indicate the corresponding soldier's encumbrance. E.g. a tiny icon for <25% weight limit/non-null item slots occupied; bigger ones for <50% and <75%, the full pile for 100%, an even bigger one for overload. But that's not too useful, either, and quite a bit of effort for not much payoff.



Should sleeping equipment piles just be left to lie, after all?

3
OXCE Suggestions DONE / [DONE][Suggestion] Base info UI changes
« on: December 29, 2023, 09:59:12 am »
So, bringing this up from the relevant discussion on the Brutal AI subforum.

The proposal:
  • Make any bar that goes off the right edge of the screen scale its 'max' value to the right edge (or, for aesthetic purposes, a little less than that) and the 'current' value to it's proportion of the max value instead of an absolute value. This way, the cutoff shows you the percentage of the space being used, or personnel available.
  • Remove the numbers from the base info screen background(s), since these won't be accurate any more, and most of us probably don't read them anyway. This will conflict with the OXCE goal of leaving the base game relatively untouched, so not sure if it's a good idea. The alternative would be to introduce 'Alternate Base Info UI' as an option, but we all know there are too many options already.
  • Scale the base defence background numbers higher than 1200, since a proper defence system regularly goes higher than that, even in vanilla UFO. This seems to have come up before, here and here at least, although not in the OXCE subforum nor as a suggestion. Same problem as before.

4
Brutal AI / Some information QoL improvements
« on: December 28, 2023, 05:36:23 pm »
Come to think of it, while we're on the topic of base information QoL stuff, one thing that OXCE is likely not to revisit (don't recall if it's been explicitly rejected) that has bugged me for half of forever, is that all the base display info bars go off the right edge instead of scaling the bars according to their max value. No idea if that's something of interest to you.

Edit2: The same applies to craft equipment list icons, which also overflow really quickly and are thus mostly useless as information.  This could scale to 'maxItems' or 'maxStorageSpace', or some ruleset variable if these are not in use.
New thread, as requested. I recall Meridian advising modders to control the base storage bar via item size instead, so any of this probably won't be accepted into OXCE as is. I can see the reasoning, but I don't think his expectations of modder self-control are lining up with reality.

One issue is going to be the base background image with its hardcoded numbers. Probably not too hard to erase those.



Thoughts?

5
OXCE Support / Submod indices
« on: December 07, 2023, 09:04:16 pm »
I admit I never understood how mod index stacking works, but I never really tried. But now, I don't get it even when I try.

Case in point: XCF + the Megaphone submod.

What it says:
Code: [Select]
    hitAnimation:
      mod: x-com-files
      index: 206

What XCF says:
Code: [Select]
  - type: SMOKE.PCK
    height: 80
    width: 160
    subX: 32
    subY: 40
    files:
      56: Resources/Weapons_Compilation/HitAnimations/Taser_hit.png
      ...
      206: Resources/Weapons_Compilation/HitAnimations/Sound_hit.png
      ...

What OXCE thinks about it:
Code: [Select]
Error for 'STR_MEGAPHONE': Wrong index 1206 for surface set X1.PCK (please note that the index in the ruleset is smaller, by several thousands)

I can bypass this via lazy loading, and the Megaphone works and all, but it never shows the right hit animation (concentric circles, commonly used by barking dogs). I can't even get any psi weapon to show this as a hit animation, even if I just alter XCF itself. At best, I just remove the classic 'panic/MC' 'bubble' animation.

What gives?

6
OXCE Support / Corner visibility
« on: October 27, 2023, 01:21:33 pm »
What's the deal with these guys here? Only one of each pair of agents can see the enemy, though Voxel Vision shows purple slivers visible to both. Granted, the 'invisible' slivers are smaller, and personally I've always found corners working roughly like that, with no guaranteed vision.

If you switch sides at the hole in the wall, now both agents looking in from the outside can see the MiB inside. When I tried with a Sectoid, only the fellow closest to the door (inside) could (the position opposite to the only non-spotter in the current situation).

That is, seeing an enemy round a corner doesn't seem to be particularly reliable/consistent from a player POV.

XCF 3.2 snapshot, OXCE 7.9.16.


The original report that led to this is here.


7
The X-Com Files / Scoped Rifle usability
« on: September 26, 2023, 05:41:47 pm »
...right now I can't see any benefits it could logically have (it's still a hunting rifle, uses the same ammo).
Depends on what this 'Hunting Rifle' is supposed to be patterned off of. The more popular hunting calibers (for large and medium game, which I suppose cultists qualify as :D ) are something like .30+ or .270+, which are very comparable to the .308 sniper rifle, if not exactly the same. A hunting rifle is actually more likely to be accurate and have a more powerful cartridge. Military guns as a rule are not more powerful, they are more resilient to bad luck, bad weather, bad environment, and Jimmy Trooper, who got dropped on his head as a kid.

I would guess it's something more like a .270 and not quite a .30 caliber?

In any case, since it's scoped, it could get all the goodies other sniper rifles have, like power scaling off FA and accuracy scaling off FA^2. Whether it should, IDK.

8
OXCE Support / [Question] How do markers work with submods?
« on: August 06, 2023, 01:38:12 am »
I don't really understand this. If I override the globe marker file in a submod, all existing custom markers get invalidated and don't take the new images corresponding to old indexes?

9
The X-Com Files / X-Com of the XCF, good or bad
« on: June 05, 2023, 01:09:46 am »
So, in the insane and hijacked thread, it was proposed that I make a poll about X-Com the organisation as it is in the X-Com Files universe.

What do you think of our modus operandi, our reasons for what we do and do not do, our little side activities, what we do to our agents, cultists, random civilians, and hapless Sectoids?

10
The X-Com Files / UFOs in Crop Circles
« on: March 17, 2023, 01:48:07 am »
Well, this was kinda going in circles, so I'll move it over.

The proposed mission being argued about:
After reading Rezaf's Recap, I was struck by the idea of having somewhat more diverse crop circles/cattle mutilations, and perhaps even abductions? Namely, offering some mission sites where you get a very early warning and the UFO is still there, making circles, molesting cows, impregnating Earth women, or whatever it is that they do.

Would need a pretty tight timer, comparable to UFO landings, or perhaps double landings. 10-12 hours, tops. The three varieties of scout ships and maybe Abductors/Harvesters look like a natural fit for such missions.

As time goes by, the balance would shift from traumatised farmers towards MiBs and then bigger and bigger farmer-traumatising-UFOs, with everything still possible at any stage, but weighted towards different target mixes.

This would sorta solve both of rezaf's complaints about there being a lack of early UFOs, and crop circles sticking around way too long. And also incentivise building transport coverage for time-critical missions earlier.

An additional aspect that came out of the non-crop circles continuing below was that it'd probably be a good idea to make this into a 'terror' mission with a UFO spawning first and then proceeding to their target, so there's potentially some early warning.



I already laid down why I don't think that - as proposed - this is needed or beneficial...
The 'needed' thing is a red herring. A rare, non-progression-critical mission can't by default be 'needed'.

The benefits have been enumerated. You having reservations about their applicability to every player does not mean they do not exist.

...claiming that this would "incentivize" anything is in my oppinion not a valid argument, given what's already in the game.
It will not incentivise the development or improvement of a transport game. It'll incentivise the speed at which one does that. How strongly, well, largely depends on the player.

I am not here to convince you of anything, really. I am aware that that rarely works when people are invested into an idea.
What exactly are you trying to accomplish, then? Because the whole thing is a textbook example of non-constructive criticism if I ever saw one.

I am also not married to the idea of strict early timers. But these already exist for early UFOs, and I don't see a good, lore-consistent way around those. And you have not come up with one, either. And Solarius does care about his lore.

I don't get the part about the despawn timer and UFOs landing or taking off. We are specifically not talking about UFOs here.
We are talking about UFOs doing a mission, even if it's technically a terror mission. And UFO landings are functionally a despawn timer, and one of the more common tight timers post-invasion.

It is unfortunate that the engine does not support UFOs taking off after 'terror' missions, but we work with what we have.

If this would spawn as an actual UFO this would be a different matter.
That could also be done, making it a UFO with a special 'terror' mission. If that alleviates or resolves your reservations, all the better.

I also don't understand why you think that "this covers more than early game" changes anything.
Because for most of the game, the timers are not a big issue? Also because:
...I would have less objections to these were popping up later in the game...


Your claims regarding "incentives" makes even less sense the further the player gets into the game.
Well, yes, when the player has done what they've been incentivised to do, the incentive is gone. Strange, huh?

And when I say "incentivize" or "incentives" I do in fact mean those words and not something else.
I am not saying anything about your terminology. I am saying your reasoning turns the discussion into one of (not) requiring the players to do something. Which this the source of our disagreement AFAICT.

New players "already getting frustrated and savescumming in other missions" still isn't an argument in favor of implementing another mission that is prone to causing frustration because of overly short mission timers in the early game.
But it's an argument for not considering that criticism too important if there are other aspects to the mission other than simply causing frustration. Which there are.

And funny how I...
Yes, that seems the common theme here. Your whole argument is essentially "I don't like it, some others might not either". The solution to that is to make your own modifications, not block everyone from a thing only some might dislike.

Again, I think the "this needed to incentivize ..." is really more of a pretext.
This is not my argument. I said 'would incentivise', and never how strongly (because that kinda depends on the player more than anything), not that 'incentivisation is necessary and this is necessary for incentivisation', which is what you've been strawmanning my position into for a while. Again, 'incentivise' does not mean it must apply to everyone nor that the incentive needs to be strong.

As far as I can tell both craft have their uses and "some people do ... and don't play the game correctly" is a pretty weak argument in my oppinion.
But this is again not my argument. The argument was "This would make the Dragonfly more attractive, because empirical information shows it is sometimes ignored altogether".

11
Released Mods / Help finding a mod
« on: March 01, 2023, 11:35:30 pm »
I recently happened upon a mod that advertised (among other things) a 'craft' comprised of two black helicopters featuring the X-Com 'cross in a circle' logo. But for the life of me I can't re-find the thing. Halp?

12
The X-Com Files / [Submod] Stealth armours
« on: March 01, 2023, 12:20:30 am »
Updated for the upcoming XCF 3.3!

I really hope the submod is more or less in working condition now, big thanks to HinterDemGlas.



The recent discussion about stealth armours and especially SIMON posting an old stealth armour mod made me dust off my own spin on it. So I made a little submod with one somewhat rat-obsoleting starter night camo suit and another, really OP lategame invisibility armour.


Should work with 2.8 and maybe a little further, but armour modding is fiddly enough that the submod can easily become obsolete. And I doubt I'm going to maintain this much.


No credits claimed. Credits given to Robin for the Stealth Suit base, Solarius for XCF and whoever made the ninja suit and visor in the first place. I certainly didn't, though I tweaked it.

13
OXCE Support / [Answered][Question] Should the soldier bonuses stack?
« on: February 20, 2023, 01:21:18 am »
2. Same tier "Master of %weapon%" and "Bane of %race%" commendations do not stack
I would like to re-raise this issue. Doesn't seem to have been answered, at least not in public.

14
The X-Com Files / MMA and X-Com
« on: January 30, 2023, 12:06:05 pm »
Split from the main thread.

I ceertainly haven't heard of it back then...
Neither had I. But for the enthusiast (mostly in the US, Japan or maybe Brazil), late 90s had a whole bunch of MMA competitions getting themselves established.

Eh, my point was that since X-Com obviously has heard of MMA, it's a strange timeline where it's also heard of drug testing with consequences for MMA fighters. But it's your timeline. I have nothing against an alien invasion that causes MMA promoters to start a serious anti-extraterrestrial-drug-use program. I'd just find it more immersive and funny if there was a reference to the Illuminati (or whatever faction suits best) MMA-afficionados flexing on the promoters. :)

...

I dunno, drug testing in sports is a thing? Seriously, what are you going on about?
Drug testing in MMA is notoriously even worse than it is in wrestling or bodybuilding. I mean, it took UFC until 2015 to start working with USADA. Most of the big busts are from 2010s, and even more post-2015. It was a Wild West in the '90s.

...

But I want you to acknowledge that only only 1 region out of 14 for this even is STR_NORTH_AMERICA
Sure. Until you take notice that UFC is the very best drug testing MMA has. Even today, US-based fighters complain that it's unfair that nobody really tests people doing a training event in Thailand or wherever. Non-UFC fighters still have far more freedom to dope than anyone in an Olympic discipline could dream of.

And while I don't know anything about this particular discipline, to say that a sporting event bigger than a garage brawl goes without any supervision sounds like an obvious bullshit unworthy of discussion. Even if the procedures were lax, it's not like nothing would have happened if something actually was found.
MMA was not a particularly 'sporting' event in the early days. It took decades for it to evolve into something resembling a mainstream sport, and it's not quite there even today. There also were and are lots of small no-name events where even having a ringside doctor was not a guarantee.

And the authorities turned a blind eye to a lot of it. Many a fighter pleaded 'testosterone therapy replacement' and got off scot-free. You got tested when you turned up, at best. That is, you needed to fuck up your doping pretty badly to even get caught. Unironically, the best standards you were likely to get were what Nevada State Athletic Commission felt like at the time of the fight. Yes, promoters state-shopped for their events.

FFS, Gracie vs Sakuraba II is still listed as a 'legal' win despite the man showing up with 25 times the normal amount of testosterone. All he got was a $2500 'fine' and a 12-month timeout. Which isn't a terribly big deal since MMA dudes have a couple of events per year at most. Granted, he didn't have any more official fights and retired a few years later (though made a single-fight comeback in 2016). He still continues to be Hall of Fame-d and promoting his own brand of BJJ.

And if you start looking into the '90s, it's hard to even find a big name getting busted.

People in the business estimate that the vast, vast majority of fighters use some kind of PEDs. Like, maybe 10-20% are totally clean. Maybe. It's not a particularly controversial take. The USADA deal is a giant step forward, but it's still limited to the UFC.


You should really do some research before you start throwing accusations of 'obvious bullshit'.

...

I still can't see how all this is mutually exclusive with the event. You wrote yourself that there were consequences. What would have happened if the effects were more unusual than just high testosterone?
Because a) the consequences I brought up are generally not from the 90s, b) "I'm on TRT, so it's totally okay if I have four times the testosterone of a normal man" was a valid excuse for a long time, and c) if you showed up with a completely unknown substance in your system, chances are the ad-hoc testing bodies of the 90s would have caved to promoter pressure and said "Not on the prohibited list, the fight is on!" Even if your guy was obviously thrice the size of a normal human being.


I mean, it's possible that you got caught and ate some consequences. A $2000 fine and 6 months to prepare for your next fight. It was just vastly less likely in a '90s environment. If you take a look at the 132 guys and gals who gathered enough notice to get themselves noted on Wikipedia, you'll find that under 20 were active in the 1990s. And a grand total of zero were caught then.

Boxing is similar, but it's had much longer to shape up and a lot more public attention turned on it. I'm not sure what Don King would have done with a 'positive for Storm' test in 1998, but with millions on the line instead of tens of thousands, I imagine he'd have thought much longer and harder.


I like the event, it's just that it would have been kinda rare back then, and if a completely unknown substance comes up in an event that's not yet particularly concerned with its integrity... And are they even willing or capable of looking for it? Having the Illuminati put the local authorities on the lookout for Storm because their favourite doesn't do it would be much more era-appropriate and funny.

...

I also suggest writing here who has what favorite fighter in mma.
Fedor. There was a time when he was considered unbeatable by default and treated like a demigod. Oh, and the Randleman suplex. :D

...

MVP. This dude is just so weird... and it works! And they said counterstriking will never do. It's like he's an alien. ;D

15
The X-Com Files / [submod]Submod list for XCF
« on: January 13, 2023, 11:56:35 am »
Felt that pointing out some of these for the third time was getting old, so made a list. I have not tried all of them and some are pretty old, so there might be inaccuracies.

If you know of any other submods (even and especially ones that are overmod-agnostic), whether from Discord, Matrix or some other corner of the web, let me know.

Indications of outdated mods, mistakes or omissions in the descriptions, or any other clarifications are welcome.



A list of more or less current submods for the X-Com Files megamod:
    Game engine&AI:
    • Brutal-OXCE - Xilmi's "AI that kills you" fork. It really does. Also has options for more than 8 bases. Author: Xilmi.

    Music and sounds:

    UI:

    Graphics:
    • X-Com Files Alternative Art - More grounded Ufopedia images for quite a few entries. Subject to personal taste, but feedback has been 99% positive. Author: Helmet_Hair (the other one).
    • The SFW Files - Tones down the nudity in case you need to play XCF at work, near small children or on YT. Author: 8mono.

    Quality of Life:

    Rebalance/Addon:
    • X-Com Files Additions 0.8.1d - Quite a few additions to various parts of the mod, especially ground equipment (but also HWPs, enemies, armours, crafts, some missions, etc). Author: 8mono.
    • Project Xenophobia - An ambitious submod that does quite a few things: a rudimentary extra stealth layer, vest and headgear slots (with new headgear), aimed shot crits, recoil, blinding lasers, shield-blasting weapons, damage model rejiggery, some minor armour rebalancing, a new mission, and more. Requires both Arsenal Additions, Natasha Morozova join, and a compatibility patch for the two. Author: Barghum.
    • Mods by AlexandrVel/AleaxandrVel&collaborators:
      • Start early - Start in 1995 or 1994 to have more time to prepare. Might not be comprehensive. This thread has the older and much less extensive 1995 version. Author: AleaxandrVel/stnetw/Fenixlord.
      • Handcuffs_250_Gorizontal - A somewhat outdated and cheaty mod that makes the regular handcuffs item 2x1 instead of 1x2 (note that XCF 1.8b+ has handcuffs at 1x1), increases all cuffing ability to 240 instead of 40-60, and makes it one-handed to use. Probably a further development of Rotated Handcuffs. Author: Centron/AleaxandrVel.
      • There's a large number of submods by AlexanderVel in this thread.
    • X-Com Files Medical Rework - A rebalancing of medical items (mostly to make them more useful). Oh, and gauze bandages. Author: Xer0_Moustel.
    • Medical Medals - At least now you get a T-shirt medal for patching up fellow agents. Author: HinterDemGlas.
    • Battle Scars That Hurt - Permanent stat penalties for getting wounded. Author: Fomka.
    • Open Xcom Files - Lightning Weapons - A mid-late game development based on Cyberweb weapons. Kill, stun, and EMP. It's like getting phasers. Author: FishyFin.
    • Stealth Armours - Two stealth armours, one night camo suit for mid-early game and an OP invisibility suit for lategame. Author: Juku121.
    • Medical drone icon - To make the carebear drone look different in the craft equipment screen. Author: HinterDemGlas.
    • XCom Drone Bombers 1.0 - A few extra inventory slots for Shadowbats, Small Drones, Gunships and Hovertanks so that they can drop explosives on your enemies. Only 4/10 Hovertank types are supported. Author: Sergey Q.
    • Advanced Marker - Two new markers, with slightly better night vision (+1) and faster deployment. The better one is smaller in the inventory, too. Note that these do not incorporate the 'anticamo' fix from more recent XCF, and pedia text is only for the Russian language. Author: Di aka stnetw.
    • Megaphone - A new item that orders civilians to evacuate or play dead. Needs fixing currently. Author: FishyFin.
    • Liberation - An opportunity to get back any Council nations taken over by aliens. Author: Finnik.
    • To Final - Ungate the endgame. Massively so - you just need the tech for your interplanetary craft, no need to find out where you're going by interrogating these pesky Ethereals. Author: Di aka stnetw
    • Leeroys! - Cryptids and other melee-only enemies hunt your agents down with a vengeance, just like Zombie hordes do. Author: Juku121.
    • Stupid Mongorns - A specialised version of the above gives the rabies only to Mongorns (Zombies and similar still retain theirs, of course).  Author: Solarius Scorch .
    • Cryptic Butchery - A way to make Mongorn Suits out of live Mongorns without the 'retain interrogated aliens' option. Also works for Bullfrog-, Muckstar- and Spikeboar-corpse-exclusive manufactures. Author: HinterDemGlas.
    • Everyone surrender - "No longer battle against wimpy things, they must surrender." Everyone surrenders. Less chasing down stragglers, your immersion gets abducted by Martians. Author: Belcanzor.
    • Manor 1.1 - Replaces the Elite Soldiers who reinforce manors with cult-specific enemies. Overwrites GlobeMarkers, so likely won't work with current XCF, and Expanded Markers need to be loaded as higher-priority if you want both. Author: Di aka stnetw.
    • Interceptions for X-Com Files - Adds some extra aircraft. Looks kinda amateurish to me, but what do I know. Author: Fenixlord.
    • X-Com Files: Realistic Air Defense Systems - Some realism never hurt anyone, now did it? Ignore the purple-faced guys in green bodygloves in the access lift, they're friendly fellows helping us test the new system. Just make sure to sign the ammo expenditure authorisation, Commander Chief. Author: Kozinsky.
    • X-Com Files: Air Raids - Enemy attacks on your base facilities come to XCF. Author: Kozinsky.
    • X-Com Files: Damaged Facilities - Rubble instead of dirt. Recommended for the Air Raids submod. Author: Kozinsky.
    • Facility Expansion Pack - The successor to Hanger Expansion Mod (below). Bigger hangars (three and four craft) and a small garage (and this is now what you're starting out with). Do note that this mod also changes several other facilities, and a few more minor aspects of the parent mod. Requires Brutal OXCE. Author: 0xEBJC.
    • XCom Files Garage mod - A precursor to  the Facility Expansion Pack, introducing the 1x1 garage. Requires Brutal OXCE. Author: Flaubert.
    • Hanger Expansion Mod - Bigger hangars (two and eight craft). Author: Biggieboy / 0xEBJC.
    • Angar x4 - And people were up in arms about how the Hanger Expansion Mod and Facility Expansion Pack were balance-breaking. Those were rookie numbers, this mod is where the real hangars are at! Author: Di aka stnetw.
    • Tritanium Bullet Mill - Tritanium bullets for everyone! Author: HinterDemGlas.
    • Empty space - An alternative to corridors. Author: Kozinsky.
    • Yautja Hunter - Adds a mission to fight a Predator. Needs fixing currently. Author: Alex_D.
    • Manor 1.0 - An assault on a Dagon Manor where the military fights for X-Com, not the other way around. Pedia text is only for the Russian language. Overwrites GlobeMarkers, so likely won't work with current XCF, and Expanded Markers need to be loaded as higher-priority if you want both. Author: Di aka stnetw.

Continues...

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