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The X-Com Files / Re: Ghost missions
« on: August 21, 2021, 08:35:44 pm »
No, the ghost of the tank will still remain behind.
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The issue is that only the players units are generated with (a range of) randomized stats, while alien stats are fixed.I don't think it's a problem as such. It's an asymmetric solution to having a progressive variety of units on both sides. Aliens and other enemies have different types/races, X-Com has 'leveling up'.
I would love to see randomzied stats on aliens as well as "randomized" stat caps for soldiers, but as far as I can tell this would be a hell to implement.Random stat caps for soldiers/agents already exist via scripting. Probably takes a bit to balance it for XCF, but doesn't look that hard.
Sorry, EXALT who???Enforcers. Whose only big advantage is that they're snipers, but we already had that discussion.
...this is the level where you get normal grenades and industrial explosives... The RPG is a purely military weapon, therefore belonging strictly in the Promo 3 category.IRL, RPG-7 is about as available as hand grenades and AKs, though. There are pirate fishermen touting RPGs, and the Taliban are now using them in their 'police' patrols of Kabul... Javelin, Spike, CG, etc... These aren't handed out like candy.
I changed the standard extinguisher a couple days ago to work the same way.Ah, okay. I wrote this before I read that discussion.
But it's instant. Also, you can deploy multiple per turn. In short, as designed.
It's so much better though!No problems with getting to buy it later on. It's just that there's this huge gap between "rare as hen's teeth" and then you suddenly get an unlimited supply. Would be more interesting if we got multiple per Muckstar corpse. Even 3-5 would be relatively workable.
(And later on, you'll be able to buy monster-related items for cash.)
Perhaps the bonuses you get from commendations are too good, but I don't want to remove them.Yeah, I see your problem. If it was me, I'd just remove all commendation bonuses except bravery and go back to high-casualty warfare, but I understand that XCF is trying to be a more personal experience. I think these two contradictory goals will never be fully compatible, but all the small changes you mentioned ought to help.
Yeah, it's to promote the usage of auto, and therefore hamper reacting.Hmm, maybe boost the values a little, then, so the advantages are a bit more clear. And possibly make the values a tiny little bit different, so it's absolutely clear this is not a copy-paste typo. Maybe something like auto TU 42% -> 40%, accuracy 40 -> 44, and snap TU 42% -> 39%, accuracy 40 -> 45? This is roughly in-between Assault LMG snap and auto shots.
There is also explosion speed, but it is only on Miniguns, and I have no idea what it does.That speeds up the 'hit explosion', which is analogous to bulletspeed for projectiles. Setting that to even 2 or 3 is, again, a more immersive solution than deleting the hit animation altogether.
I want it to be faster, but not instant
So I just need to identify all the SMG in the gameSolarius has helpfully already done that. Use his item filter strings to search for specific item classes.
And it also implies that they should't be able to die from overstun eitherYeah, looks like it.
Now if only there was an indicator for "is Illumiated" because I am not entirely sure about how far from flares I need to stand.I think the auto-lights are about at the threshold. Toggle the lights a few (hundred) times, and then gauge battlescape lighting according to that.
...probably still not able to burn down sections of forest in a reasonable time period to clear LOS.Explosives. Lots of explosives has always been the X-Com answer to everything.
Mainly it is the part where for rapidfire guns like the Minigun and machine gun have you follow EVERY SINGLE BULLET, which is okay for some weapons.Miniguns are already very fast, aren't they? Machine guns, rifles and SMG's, there I agree. I added bulletspeed 8-12 to those myself, and it's more or less okay.
Red flash on damage helps a lot, but sometimes it hits with no flash, and causes bleeding.Maybe the red flashing script doesn't account for miniscule damage? Because only damage is supposed to cause wounds in core code. IDK, I haven't really paid attention.
But I also sometimes have a melee guy next to an enemy ranged attacker, and want to know how badly that effects them, and what the effective dodge/clash chances are.Enable debug mode, m-click, press F1.
I should probably enter the discord. That sounds fun.Well, it's where the XCF development and discussion is these days. Myself, I dislike Discord for anything complex, since it's hard to make a good long argument in that format, any filtering between your brain and your fingers is more or less gone, and browsing for information is non-existent. Vast numbers of people disagree with me.
It all depends on the target.Of course. Your method is very nice if you don't care about shooting aliens in the face with LAZORS and PLASMA BULLETS! Some others might care about that, though.
battleFireSpeed: 1000There will also be no firing animation to speak of. Bulletspeed is technically the better solution, or even something like the Hyper&Trajectory mod. But it requires a lot of boring manual work, because there are so effin many weapons.
As a result, all shots are instantaneous and there is no delay between hits.