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Messages - yergnoor

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31
"New Battle" mode, as I understand it, was created more for testing purposes. But nevertheless, it is also convenient and just to test different tactics. But there are a few disadvantages.

First - you have to play a random set of soldiers. This of course is also useful, but it would be nice to use the same soldiers that have already trained in the main game. You're already used to them, you know their strengths and weaknesses. You could try how useful they are against some specific enemies in certain missions.

Second - the content of the file battle.cfg, which contains data for the "New Battle", does not depend on the inclusion and disabling of mods. But even simple mods (not like X-Piratez) can greatly change the parameters and soldiers and their enemies. And then the soldiers created for the vanilla game can be weak against strong enemies from the included later mods. In this case, have to manually delete the file battle.cfg, so it was created anew, with the included mod. And so with any major changes.

Third - there is at least one mod (XCOM Multimod), which is not quite properly defined new classes of soldiers and it leads to the creation of the "New Battle" soldiers with unusable for battles statistics. Whereas in the simple game with the mod, this is not observed.

Hence my suggestion - to give the player an opportunity in a mode "New Battle" to load from any individual normal saving section "soldiers" in the file battle.cfg, replacing the previously used for "New Battle" soldiers. This will allow you to quickly add the already familiar soldiers to the "New Battle", where you can check them in all available in this mode missions.
It is possible to do this manually, although not so easy. I tried it by moving eight rookies from the very beginning of the vanilla UFO game to the battle.cfg file (replacing the rather diverse troops that were there). After which they appeared in the "New Battle" as soldiers to choose from.

If this is added, it will even be possible to fight against aliens even with soldiers from the already completed game, just using them in "New Battle" mode. It's too early for them to retire!

And playing with the new mods will allow you to quickly add new soldiers to "New Battle" to test just with the new mods included.


Additional suggestion:

This is already more complicated, but it would also be nice to move the base map from the usual save in battle.cfg as well. The one that is usually used in the "New Battle" is quite primitive, because it is the starting base. Therefore, testing the mission "Defending the base" comes out rather monotonous.
And loading an already developed base from the usual save can diversify the process.

But here is where the difficulty is foreseen. There can be up to eight bases in a regular save, whereas in "New Battle" only one base is always used. But at least moving the very first base from the general list would give a lot of new possibilities.


If the text is not clear everywhere... I'm sorry... Machine translation.

32
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: August 07, 2022, 03:02:02 pm »
Yeah seems standart mods working with fmp,just with standart game content,but mod "Alien can pickup weapon",seems not working.
We can assume that this mod is already included in FMP.  The alien weapon attractiveness parameter for aliens in FMP is the same as in "Aliens Pick Up Weapons".  So turning it on won't change anything.  And the ability to pick up weapons for aliens does not mean that they will definitely pick it up.  They may pass by and not pay attention.

33
Recycle Bin / Re: Can't move units, time units really low.
« on: May 20, 2022, 08:41:20 pm »
Maybe it's the incompatibility of multimod with the "new battle" mode. When trying to run a single battle, many generated soldiers get strange statistics, with parameters equal to one. The developer of the mod could not find the reason for this behavior.
Yes i was trying to fix the problem of the weird stats on single battles, but i was not able to found the problem. I think that i need to declare all stats for all soldier classes.
Therefore, it is better to play multimod as a normal game, without using the "new battle".

34
OXCE Suggestions DONE / Re: [SUGGESTION] Alternate loadout system
« on: April 01, 2022, 05:52:26 pm »
There is a "hidden" button for this already.
Press `I` in the Soldier List UI.
Thanks for the advice. Yes, it works, although it is not so convenient to do it on Android, you need a special keyboard, which can be called on the screen at any time.

35
OXCE Suggestions DONE / Re: [SUGGESTION] Alternate loadout system
« on: April 01, 2022, 05:03:38 pm »
I have read all of the previously proposed options for the alternative soldier equipment system and thought about how the changes could be minimized so that the new system would be as close to the old system as possible.

So, what is the biggest inconvenience, in my opinion - despite the fact that each soldier now remembers the equipment issued to him (that is, the rudiments of the personal equipment system already exist), when he is assigned to another transport plane, it may not have the right amount of equipment for all soldiers. And if you open the outfitting screen, you see the operatives not fully equipped.
That is, simply assigning soldiers to transport is not enough, because among them there may be specialists who require special equipment.

So I propose that the game itself checks whether there is enough equipment on board, after assigning the crew, based on their previously assigned equipment (summing up their personal equipment and comparing it with what they already have), and asks if they need to supplement the onboard supplies. If there's something missing from the base, it tells what and how much - similar to the lack of equipment screen after the battle. At the same time, if there is a surplus in the transport, it stays there. Also later you can additionally load the necessary reserve ammo and weapons in the usual way.

It would also be good to have a separate option to equip a soldier not yet assigned to the transport. To do this, there should be a separate equip button in his profile. If a soldier is already assigned to a transport, he will be equipped from the stocks of that transport, but if he's still free, he will be equipped from the base's store.
That is, if you want, you can give him rare equipment at the base, and then assign him to the transport and then the game will ask whether to load his necessary equipment after him, if it does not appear on board a free replacement.

I understand that my option does not cover all possible situations.
For example, I do not propose to unload rare equipment in the warehouse base, following the departed fighter. This would have to do manually.
But this semi-automatic loading transport necessary equipment, as I think should make the game with mods, where there is a lot of different equipment.

P.S. There may be inaccuracies in the text as it is a machine translation. Sorry.

36
This question has already been asked more than once, there were suggestions that we could send transports to the second mission at once. But the proposal was rejected. As far as I remember, for technical reasons. All soldiers after the mission are considered already in the base, all the wounded are being treated, all stocks on board the transport (weapons, ammunition, and so on) are replenished. That is, on the second mission, the transport would fly in as if it had flown into the base before, leaving the wounded there and gathering new supplies, which looks strange. Well, at the same time this restriction is taken from the original game and they decided not to cancel it.
P.S. Simple mods do not achieve this effect. You need to change the OpenXcom.

37
This requires the mod attached to the first post of this thread - https://openxcom.org/forum/index.php/topic,5932.0.html .  The mod must be enabled before the aliens take over the country.  Only that mod was made for TFTD, but a little editing of the metadata.yml file will make it work for UFO as well.

38
Help / Re: Xcom: UD - Simple soldier stat tweak
« on: August 24, 2021, 01:59:27 pm »
The file openxcom/standard/xcom1/soldiers.rul.  Initially, the bravery for new soldiers in it is set from 10 to 60, the development limit is 100.

39
OXCE Builds & Ports / Re: OXCE v7.0 for Android
« on: August 20, 2021, 04:56:05 pm »
I'd recommend asking sfalexrog, if he would be willing to make the changes.
Or if anyone else can make a PR, I'd merge it...
Unfortunately sfalexrog hasn’t visited the Russian forum for a year, but he hasn’t been here even longer.  Therefore, all hope is for someone else's help.

40
OXCE Builds & Ports / Re: OXCE v7.0 for Android
« on: August 20, 2021, 03:44:28 pm »
Greetings.
Today one of the Russian-speaking users pointed out a small problem with the Android version.  Only OpenXcom UFO Patch is present in apk OXCE.  Whereas there is no OpenXcom TFTD Patch and it must be installed by the user himself.
Therefore, please - add OpenXcom TFTD Patch in the next version of OXCE on Android.

41
Troubleshooting / Re: Installers not showing up on the download page
« on: August 09, 2021, 12:09:45 pm »
The download page consists of three tabs.  I recommend that you familiarize yourself with the second and third.

42
Released Mods / Re: [OXCE] [Total conversion] Lost War
« on: March 30, 2021, 09:18:44 am »
Personally, I liked the mod too.  An original vision of a possible future after the defeat of the X-com forces.  However, something did not seem very logical to me.  One can imagine a world without firearms (I recall the novel "The Black Flame" by Stanley Weinbaum), but it is very difficult to imagine that people will not find any replacement for it.  Man's first weapon was a club.  It is easy to craft and does not require any ammunition.  So why didn't the new resistance arm themselves with melee weapons?  A piece of steel pipe should be quite effective against unarmored opponents.  Therefore, I think that using only ranged weapons is a drawback of the mod.

43
Open Feedback / Re: What explosion height do you play with?
« on: March 11, 2021, 05:44:48 am »
I use the explosion height setting of 2. Simply if you set it to 3, the explosion height will be numerically equal to its radius.  However, the cells of the battle map are not cubic, their height is greater than the width, and if the height and radius of the explosion are equal, it will also be elongated vertically - not a sphere, but an ellipsoid.  Whereas setting to 2 gives the maximum approximation of the explosion to the sphere.  I don’t remember where I read the justification for this, but I agree with its correctness.

44
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: March 03, 2021, 04:39:51 am »
I do not understand, however, why OXC sees my own mod that I add to the "standard" folder, while in OXCE the game only recognizes it if I put it in user/mods. Is this intended? And yes, I did include metadata.yml.
Yes, it was intentional.  There was too much confusion in the discussions, when some wrote that mods should be placed in the "mods" folder, and others that in the "standard" folder.

45
XPiratez / Re: I made it to the end(Victory post).
« on: February 27, 2021, 12:28:25 pm »
As far as I noticed, the link to the trial version for Android, with additional control functions, was never published on the forum.  Personally, I didn't play with her for a long time, but everything seemed to work as it should.  I hope that this link can be shown here, that it is not classified for any reason.
https://lxnt.wtf/oxem/builds/Extended/Extended-6.9.6-64c43a4-2021-02-14-android.apk

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