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Messages - krautbernd

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946
The X-Com Files / Re: Light Cannon blocking major game parts
« on: January 26, 2019, 08:03:59 pm »
No idea what's in the game right now, too lazy to start it up and look, but how about simply stating it the way it is - that the tanks are really only the chassis for an AI unit and that they can't be used on their own but have to be equipped by said AI unit?

947
The X-Com Files / Re: Light Cannon blocking major game parts
« on: January 26, 2019, 04:16:30 pm »
Usage of tank armors is probably non-intuitive for those used to vanilla x-com where tanks are stand-alone units and don't require token units to be purchased.

948
The X-Com Files / Re: Light Cannon blocking major game parts
« on: January 26, 2019, 02:44:38 pm »
They are handled as armor for AI units. Should be stated as such in-game iirc.

949
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 16, 2019, 11:42:11 pm »
The purple shield has dependencies for sectoids and aquatoids, but only the aquatoid actually unlocks it. Is this intended?

950
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 16, 2019, 03:53:49 pm »
The way i understood it it's not the roboturrets being MC'd, but his agents - who are then targeted by the turrets. Is it even possible to have non-player factions differentiate between hostile and MC'd units?

That aside, why not make the robo turrets player controlled to begin with?

951
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 14, 2019, 11:30:33 pm »
Also:

Could it be that the slow learning of the AIs has something to do with maxStats being the same as minStatsor that most stats are already maxed out by default?
That's what the statcaps are for. I just had a base defense and judging by the save both my tanks should have seen an incrase in accuracy (one had 8 exp in fireacc, the other 14), but the most they get is one point in reactions. Might this have something to do with unit size?

952
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 14, 2019, 05:01:51 pm »
21 missions / 19 kills. No improvement in any stats but reactions (+4). I find that strange, seeing how the laser pretty much disintegrates everything it hits, including sectopods. Again, might be related to 0.9.6, but as far as i can tell definitions haven't changed, so this should not matter as far as gaining experience is concerned.

953
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 14, 2019, 03:54:31 pm »
As for tanks/basic AI not gaining experience - this is something i'Ve observed as well, but i am still on 0.9.6, so no idea if this is still relevant. I remember you stating that you revided basic+alien AI in regards to gaining experience.

My laser tank has gained only 3 reactions over i don't know how many missions that have maxxed out most of the rest of my squad. This might be related to the tank only having a limited amount of possible actions (i.e. shoot and move), but it's strange that it has only gained reactions considering the number of kills it has rapped up. As far as i can tell the soldier/armor definitions for tanks haven't changed between versions, at least in reagrds to stats and training.

As for transports:
The Skyranger is fine as it is as far as i am concerned, considering where it stands in the hierachy of Sky-stuff. The Skymarshall's backside could probably be improved, but i like how it prevents enemies from reaction firing rockets straight down the gangway.

954
40k / Re: 40k Bug/crashes/problemĀ“s report
« on: January 14, 2019, 01:34:26 am »
Sorry, my bad, should have read the preceeding posts.

955
40k / Re: 40k Bug/crashes/problemĀ“s report
« on: January 13, 2019, 07:33:24 pm »
Quote
[13-01-2019_18-34-27]   [ERROR]   Error linking 'STR_COLONY_CONDITIONAL' in startingConditions: Armor STR_SCOUTHR_UC    not found
startingConditions_40k.rul in the most recent available version on mod.io contains a tab at the end of the file which causes a crash on startup after enabling the mod.

956
OpenXcom Extended / Re: OpenXcom Extended (OXCE) main thread
« on: January 11, 2019, 12:26:13 am »
Well, it's not like I've ever actually needed to use this, but I dig this [self-destruct!] button idea for the sheer awesome potential. :D
Potential for awesome misclicks? :P

...why would a friggin' troop transport even have a self-destruct feature in the first place? I'm just imagening having this in X-COM files and your agents being intercepted on a commercial flight, only for guys to blow up the plane. Not that it wouldn't be hilarious (this being xcom after all), but i'd be in favor of a "limited ammuntion" or "ufo breaks off/outruns" feature.

957
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 11, 2019, 12:22:13 am »
How the hell did you manage to find a bug like this? Are you Nagato Yuki or something? ;D
That would be both awesome and unsettling.

Nah, i was just browsing the ufopedia and figured you probably copied the resistance values for the large drone and xcom's version of it :D

958
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 10, 2019, 11:09:50 pm »
STR_ALIEN_DRONE_ARMOR, STR_LARGE_ALIEN_DRONE_ARMOR and STR_XCOM_FLYING_DRONE_ARMOR have 16 entries in their damageModifier. I take it the drone is meant to be immune to E115 damage and the second to last entry (0.5) can be deleted?

959
The X-Com Files / Re: The X-Com Files - 0.9.8: X-Cool
« on: January 09, 2019, 09:08:40 pm »
Sorry if this should be redundant, since i'm still on 0.9.6, but would you mind refactoring/resizing the "aliens attack financial district"-mission? I like big maps just as much as the next guy, but is it really a good idea to put two or three high-rise buildings in one map, seeing the impact even the one in the syndicate map has on game performance? At least on my system the map more or less constantly lags while scrolling or when movement or shooting of any kind is going on. Might i suggest either lowering the number of potential buildings, the height of said buildings or overall map size?

960
On a related note, would it be possible to scale in-game windows (or the size/type of fonts) according to the number of entries they have? Case in point, the commendations mod adds a new section to the UFOpedia, so the window title now overlaps the frame.


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