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Messages - HT

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46
The X-Com Files / Re: [Submod][Scenario] Yautja Hunter
« on: January 12, 2021, 07:01:54 pm »
I'm not sure why it crashed. It didn't do it during my tests. Can you post the log file, or the save?

I tried again the Quick Battle thing. It seems I was the one wrong. As long as you don't use Debug Mode to make all enemies die or something like that, the scenario works as intended.

Spoiler:
However, once you drop the Predator's camo, the alien completely disappears. Is that intentional, or a bug? Using the Debug Mode to finish the battle also causes a crash, but I suppose that finishing the map normally will work as it should.

47
The X-Com Files / Re: [Submod][Scenario] Yautja Hunter
« on: January 11, 2021, 07:28:06 pm »
This looks cool! Can the XCOM loot and repurpose the Predator's weaponry as standard procedure when fighting aliens?
I gave the mod a quick spin in Quick Battle mode. It seems to work well until the Pred is supposed to show up, moment in which a bug window kicks me out of the game. Is that because of potential incompatibility with other mods, or because I used this scenario in Quick Battle mode? I suppose it's the latter, but better to check.
I'm using the Yautja mod within the 7z file.

48
Released Mods / Re: [OXCE][UFO][TFTD][WEAPON] Hydrogen Rifle
« on: December 30, 2020, 02:10:43 pm »
You've convinced me. I've altered UFOpaedia articles to include more information about the weapon's damage output.


Here is the method used by the Hydrogen Rifle:
Spoiler:
In this case the Hydrogen Rifle has been setup to use neither X-COM: UFO Defense's (0-200%) or X-Com: TFTD's (50-150%) damage randomization. Instead 100% of this weapon's power is dealt every time with no random fluctuation.

Thanks for the change! Uh, 100% damage? That makes it way better than most gear, since a consistent-damage weapon will obviously be much better than a high-value but random damage one. Still, the HR is balanced by having very small clips, so it should be fine.

49
Released Mods / Re: [OXCE][UFO][TFTD][WEAPON] Hydrogen Rifle
« on: December 29, 2020, 11:37:18 am »

The power value of 1 is misleading so I hid it on the equipment's UFOpaedia pages. Since it takes a fair chunk of health from the target I thought leaving the exact amount ambiguous would be more interesting.

I think it's more annoying than "interesting" being unable to find out how much damage that weapon does, when every other weapon tells the specifics. I'm not sure if inside the INFO submenu it tells you how much damage the Hydrogen Rifle it can do. Regular XCOM1 already has weapons doing literal random damage values, so not being able to tell how much power this thing packs is annoying. Speaking of: Does the HR follow the 0-200% damage rule, or the 50-150% from XCOM2? I believe it depends on the game you use rather than the weapon itself, but I'm not sure, you can change that for the item in question.

50
The X-Com Files / Re: [submod]X-Com X-Files Resound Mod
« on: December 28, 2020, 07:57:20 pm »
Then instead of "*", try "xcom1".
I also tried this, but it didn't work as well. Still, thanks for the help.

51
The X-Com Files / Re: [submod]X-Com X-Files Resound Mod
« on: December 27, 2020, 01:18:32 am »
Try to open metadata.yml (in the Resound Mod) and change "master: x-com-files" to "master: *".

Tried that, but then it doesn't work, saying it cannot detect "*" or something. Removing the space makes openxcom run, but the mod doesn't work then.

52
The X-Com Files / Re: [submod]X-Com X-Files Resound Mod
« on: December 25, 2020, 09:34:15 pm »
This looks cool! Alas, since I play XCOM Files as a regular mod instead of a primary mod, in order to use other mods that have not been updated/cannot be used otherwise, this one doesn't work. I tried by deleting the dependency on the XCF main mod in the metadata file, but still no dice. Any idea about how I could make it work?
As it stands now, I use XCF as a mod, but the "main mod" is still considered to be XCOM1, or UFO, aka the base game.

53
Released Mods / Re: [OXCE][UFO][TFTD][WEAPON] Hydrogen Rifle
« on: December 24, 2020, 08:20:39 pm »
Tested it with X-COM Files just for fun and it works, although I'm not sure how much damage this weapon is supposed to do. It is apparently enough to one-shot basic aliens with ease, and the damage indicators are not very clear (it says something like 1-1, even though it can one-shot XCOM agents for instance).

54
The X-Com Files / Re: Quick question about the sharing tech research
« on: December 16, 2020, 03:47:16 pm »
Sharing tech can also spawn new missions about people being very unhappy with your decision and trying to smear your organization. You have to take them down, preferably with non-lethal measures, but the protestors are as what you expect from RL. Certain enemy factions also may starting use some of said "shared tech" due the black market taking advantage of the situation.
IMO it is worth doing it, if only because there's no downside besides extra missions and a score penalty. I hope that in the future the decision to share tech with shady corporations becomes its own story arc in this mod, or something like that.

Funnily enough that's what you did in classic XCOM and Nu-XCOM, selling alien tech to third shady parties. In the "modern" XCOM, you even receive messages of places like Russia repurposing the alien tech you sold them for their police forces.   :D

55
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 11, 2020, 08:07:50 pm »
Oh wow that's such a rookie mistake  ;D, Thank you so much.

That reminds me: Not a bug, but could you modify the Hangar ufopaedia entry so that it is mentioned somewhere the +25 Storage Cap? It doesn't say so unless you use the info button, and Piratez already includes such mention in the text.
It's not a very important feature, but it would help newcomers.

56
Work In Progress / Re: [WIP]XCOM Multimod: Resistance
« on: December 07, 2020, 08:09:42 pm »
A mod which lets you play as the aliens? Yay! About fucking time. It might be a bit too easy though, as aliens start with plasma tech and it will be difficult to keep the player from steamrolling the opposition as soon as enough money/resources to get multiple Heavy Plasma Guns is acquired.
I wonder what you'll do about research. Besides special armors and human anatomy, there's little the aliens lack IMO tech-wise. Maybe a medi-kit and a few other things.

57
The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: December 05, 2020, 03:27:04 pm »
I assume you mean this particular mission, not the reinforcements mechanics in general.
Yes, of course you can fight them, else what would be the point of the change?
As for mission objectives, they remain unchanged, you just get more enemies dropped on your head.

Thanks for the answer! Still, the farm missions are the ones where reinforcements are most likely to show up. Can they show up in other missions, or is that feature not implemented yet? Having them show up in the middle of a terror attack sorta makes sense, not so much in a crashed UFO one, unless aliens had a teleporter lying around somewhere.

As for the mission objective, assuming you deal with the crazed farmer or whatever after the enemy waves show up, do you still have to retreat to the exit tiles, or does the mission automatically end and the new enemies retreat on their own? I haven't checked that one yet, so that's why I ask. A funny thing would be if the new enemies who are not KO'ed or dead count as captured, but I doubt it will be that easy.

Can the enemy waves spawn endlessly, or are they a fixed number? Does that depend on the mission in particular? Lastly, would difficulty level alter the number of enemies showing up?

That's all for now, thank you for your hard work.
I wonder if something like this could be done during base defense missions by having armed NPCs (ie: generic security forces) show up to help.

58
The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: December 04, 2020, 07:05:16 pm »
How does the reinforcements mechanic work in timed missions? After the time's up, you have to retreat before the sudden spawning of elite enemy units destroy you? Can you still win that mission by killing all of the new enemies, or do they keep showing up? Can you still pass the mission if you deal with the original objective (ie: dealing with the crazed farmer)?

59
The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: December 03, 2020, 11:53:03 am »
Less money from manufacturing might be bad for me. My saves will suddenly have the main source of income dried up. Oh well, at worst I can use save editing.


Actually  I do have two ideas. One would  be relatively  simple- add a building  (a radio station) - that after build allows to recruit  hybrid agents though  the manufacturing  screen. The requirements  to build  the station should  be easier than the rat breeding  grounds. Fluff wise, it could  be justified  as interfering  with the Hybrid chip so that it can be recruited.

An alternative proposition would  be to have a land survey system but for recruitment of mercenaries,  being much more expensive  than regular  agents and having higher salaries,  but with better initial stats. Hybrids could  come it in this system,  appearing  once you unlock them. It could  actually  make for an interesting  mechanism  if properly  balance, allowing for some unique troops for your squads. Ofc it would  require  much more work, so I see it more feasible  for a submod

There was a separate mod that did something like that: The Recruitment Office one. Sadly, it's no longer compatible for now. It allowed you to recruit agents with higher stats at an higher cost. Something like this could be repurposed to do the recruitment of mercenaries to get agents of wildly variable stats, but usually more powerful than regular recruits (aka the XFiles equivalent of the Freaks' recruitment from Piratez). A radio building used to recruit Hybrids is cool too, although hybrids appear late and with lower stats to boot. They have built-in psionics and a force-field, but that barely compensates their low experience.


You probably misread and misunderstood this bug report:
https://openxcom.org/forum/index.php/topic,5047.msg134357.html#msg134357

The problem there was that creating the AI was creating a Smoke Clip, that is an automatically refilled ammo, so the clip shouldn't have been there. The HWP smoke is working as before I believe.

That was it. Thanks!

60
The X-Com Files / Re: The X-Com Files - 1.6: Life Will Never Be The Same
« on: December 03, 2020, 01:27:33 am »
No, I haven 't removed the smoke launchers. Must be some misunderstanding (or a bug).

I think I remember reading a line which said something like "smoke launchers HWPs are a myth", as well as removing said smoke launcher for the scout chassis, but maybe I misunderstood that change.

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