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Messages - Juku121

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31
The X-Com Files / Re: [Submod] Stealth armours
« on: April 08, 2024, 03:38:22 pm »
Thank you very much!

I pulled the submod out of my older modifications of the parent mod one evening, at that point got stuck with the scripts, it was two o'clock at night, and I gave up.  And then never really had the inclination to revisit the issue.

I hope this time the submod actually works in all aspects.

Edit: Moved the attachment to the OP.

32
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: April 08, 2024, 02:50:27 pm »
I can easily remove the counter from grenades (and set it to 0 turns), but God knows how many people use the counter and would be sad to see it go.
I've also never used any setting but 0 turns, so add me to the list of those for whom the timer is superfluous. I've never seen anyone use any other setting else, either, though I'm sure there are some cases when it might be useful.

A simple solution would be to make an 'official' submod that either removes the timer or puts it back, depending on which population of mod players gets the upper hand. ;D



Moreover, I propose adding 'isExplodingInHands: true' to most if not all grenades, to discourage the excessive pre-priming mentioned by psavola in the thread the quoted post came from. As I recall, Solarius isn't a fan of pre-priming, either.

33
OXCE Wishlists / Re: _Raven_'s wishlist
« on: April 08, 2024, 11:04:54 am »
There is no indication that the text can be scrolled, but you can just scroll it and it works. Example attached, I added three paragraphs of 'lorem ipsum' there.

Also, I don't see any distortions (see attachments) when looking at 1920x1080 vs 1920x1200. What are your exact graphics settings?

34
The X-Com Files / Re: [submod]Submod list for XCF
« on: April 08, 2024, 08:03:08 am »
The Interceptions Russian translation has an extra quotation mark (") in the description of 'XFS-105', making the mod crash.

The Medical Drone icon mod seems a fine addition, perhaps ask Solarius to include it in the mod proper?

Added both to the list and split the last two sections into the next post.

35
The X-Com Files / Re: [Submod] Stealth armours
« on: April 08, 2024, 07:41:40 am »
Updated, including the Russian strings and altering the startingConditions to use !add. Incidentally, added a missing starting condition, too. Maybe there are more, didn't check too thoroughly.

@AndyFox: Thanks. Your long dash seemed problematic, otherwise inculded everything as is.


As always, if anyone finds issues, post them.

Edit: Moved to the OP.

36
The X-Com Files / Re: [submod]Submod list for XCF
« on: April 08, 2024, 01:20:05 am »
Oh, I completely forgot that I made a second one. :-[


I hope it won't get to a third in the next three years or so...

37
The X-Com Files / Re: [submod] X-Com Files Music
« on: April 07, 2024, 11:42:03 pm »
Interesting. I checked some random tracks, and most of them were kinda too peaceful for my taste, especially the 'ambient' bunch. I much prefer Stone Lake's XCF Remusic, as far as cursory first looks go.

But don't let me discourage you, music is very much a subjective matter.

38
The X-Com Files / Re: [submod]Submod list for XCF
« on: April 07, 2024, 11:39:48 pm »
Added. The OP is now officially full.


Hmm, should I make a new thread, or is there some moderator/administrator ability to reorder posts (probably not)?

39
OXCE Wishlists / Re: _Raven_'s wishlist
« on: April 07, 2024, 11:30:22 pm »
...scrolling the text will not works in OXCE only works in XCOM2012.
Pedia scrolling absolutely works in OXCE, don't recall the exact date when this became a thing, but it was not too recent.

16x9 widescreen patch to remove the stripes on the sides of the screen without stretching the image.
16x10 master race! :P

40
The X-Com Files / Re: [submod]Submod list for XCF
« on: April 07, 2024, 01:32:50 pm »
Added the mods by AlexanderVel and hit the character limit. 😢 Should have made a reserve post or two in the beginning.

41
The X-Com Files / Re: [submod] 25 submods by AlexandrVel
« on: April 07, 2024, 01:14:56 pm »
Since the OP of the submod list has hit the character limit, I'll post my take on these submods here:
  • Beware that in-game mod descriptions and text tend to be in Russian only!
  • Handcuffs and 'Begin in 1995' are earlier versions of mods already on the submod list.
  • Crafts deployment (look around) - A pretty limited change to where the agents start and which way they face. Van, Hummer, Land Rover and the two submarines only. The problem described as motivation is better solved via Decreased TUs for aliens on your first turn, though.
  • Cult_base_100_persents - Replaces the 8 (actually 10 in more recent XCF) 4% chances to spawn a cult base with one 100% chance (or 100%, and + 4% + 4% post-invasion). Note that since there are only two regions dedicated to those missions, you never got more than two bases anyway.
  • CraftMissleSoundXFiles - new and different sounds for Avalanche and both Stingray launchers. Originally made by DoubleG.
  • The_Thing_only_Polar_Suit - Obsolete from XCF 1.8 onwards, since there's a whole bunch of new agent types now. No more walking around in -40 degrees in your fancy double suit! Sealed armours only, and only a helicopter can take you there for some reason.
  • Enhanced_training - Incompatible (crashes the game!) and incomplete due to lack support for later agent types. Could be made to work by removing unchanged data from the submod files.
  • Mudrangers_fuelMax_9999 - You take a flight to where the Mudrangers are, and then drive them to the mission. A very slow flight, possibly.
  • Mana nerf - Instant sanity regeneration post-mission, with Golden Dragons and Nobelon nerfed to compensate. IMO, these nerfs make them rather useless.
  • Ectoplasm_extraction - Obsolete, later XCF does this on its own, and you get more Extoplasm to boot.
  • Early_Mind_Probe - A cheaty mind-probing scanner thingy you can buy from the start.
  • Underwater weapons rebalanced - No bows or crossbows underwater, three-bolt horisontal ammo for the harpoon gun that's both more powerful and armour-piercing. Less range, though.
  • Small pockets - Obsolete due to all the newer agent types and corresponding armour definitions. Takes away some pockets from civilian gear in general, and the backpack from the polar suit in particular.
  • Elerium refuelRate x2 - Cheat mod for faster and thus cheaper Elerium refueling.
  • New names for dog attacks - Changes the 'firing' mode names to be more immersive. Russian-only.
  • Increased chance of a zombie mission - Obsolete, since REGION_VAMPIRE_CASTLE and REGION_MUMMY_ABODE don't exist anymore. Would have tripled the chance of getting these, and made the wait less than one month when they did spawn.
  • Horizontal ammunition - Horizontal RPG rockets.
  • Spiderweb extraction corpse - Spiderweb from dead spiders. Yield is 1/6 of the living version, and not all spider types are covered.
  • Swimwear armor on storage - Obsolete, as the item link is no longer there. You can buy the suits, but not wear them.
  • New facilities - Combo stores and living quarters for outposts, and a missile defence system that has in-base security drones. Overwrites a lot of parent mod definitions, so there might be obscure unintentional changes or reversals to how things used to work in XCF 1.4. Not 100% sure, though.
  • Air defense BuiltOver - Build better base defences on top of weaker ones.
  • Taser cannon rebalanced - Makes TC ammo either half-sized with 3 shots, or regular-sized with 6. Adds an Elerium-powered version with 90 damage (original remains at 65). Fiddles with sales price, since that was already added in later versions of XCF.
  • Small shotgun new sprites - A new image for the small shotgun made by obesedog, all of big-, floor- and handobs. Regular XCF sprites are better, IMO, except for the fact that it looks like the Shotgun shotgun when on the ground. The Small Shotgun's new handob dates to XCF 1.5, ironically enough.
  • New listOrder of facilities - Rearranges the list so the similar facilities are grouped tohether. Ironically, doesn't really work together with the 'New facilities' submod.
  • Big Healing Spray horizontal - Turns the big can on its side.

42
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: April 06, 2024, 12:55:44 pm »
Thanks for the tip!

It's indeed a special starting condition, but with an extra-funky 'defaultArmor' setting. :o Even the ruleset reference writer (Meridian, probably) is a bit perplexed. :)


43
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 06, 2024, 12:51:45 pm »
IDK, the effectiveness of tritanium ammo has been questioned a few times. And adding a third ammo type to certain guns won't overload the pedia or anything similar.

As to what the difference would be, better armour penetration, perhaps? Being a denser variant of the indestructible space metal, that would seem logical.

OTOH, adding terramite versions to every possible gun is going to be a lot of work.

44
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: April 06, 2024, 12:45:17 pm »
If more involved combat situations come in the future, they will be focused either on Earth enemies or very special alien missions.
Well, while personally I'm all for more UFOs and aliens, in theory this kind of dynamic can be achieved with pretty much any faction. I don't see a good way to do it on a technical level, though. One can always just make giant waves of UFO-equivalents, or spam mission scripts, but the latter are hard to link together without really convoluted scripting, and the former seems off-theme and/or lazy.

If more At least (unlike in Piratez), your men can't be caught literally with their pants down, or having to defend the base wearing sexy lingerie (and nothing else) despite having a powered exoskeleton assigned.
How does this even work? :o Some sort of armour-forbidding starting condition on base defences?

45
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 06, 2024, 12:36:14 pm »
How about actual terramite bullets, then? In that case, you get the finished product, just like you do with power armour, not the raw materials. And if terramite is supposed to be a 'heavy' relative of tritanium, it should make somewhat better bullets, no?


As to the markers, my original comment was that I didn't know you could have an 'undetected' and thus markerless (because that's how the game communicated detection) 'terror' sites. Your comment could be read as if there was no way to have a mission without a marker, which is possible. I gather that was not what you meant.


Come to think of it, can you randomly click on the globe and 'detect' unseen UFOs this way, too? :)

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