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Messages - bouchacha

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46
XPiratez / Re: A thread for little questions
« on: April 28, 2018, 09:06:32 pm »
Disabling a core feature would make the game easier in some maps and kill the purpose of at least 50 items and armors.
It's the same deal with 'daytime-only' to avoid re-equip your squads.

It's a game from 1994 and only the hard work of modders made it an incredible longlasting (partly addicting) experience. Curse and blessing at the same time as RNJesus pleases.
Every compaining targeting implemented features is an 'insult' against the hard work put into the modification.

Try to adapt to the circumstances and pay attention to details and give all those items and armors at least a try before considering such brutal changes to your gaming experience.

Calling it an insult is a bit hyperbolic. I already have all the mitigating items (e.g. Ushankas & beer for cold, fan & mesh shirt for heat) which functionally nullify the weather effect for the average duration of a mission. The only reason I want to disable it is because 90% of the time, I realize the weather effect is in place only after the end of my first turn (when the brightly colored message notifies me). At that point the effects are too crippling (especially heat) to continue with the mission normally so I end up reloading a quicksave in geoscape so that I can equip my gals properly. Once you already have the equipment, I don't see what that bit adds in terms of gameplay, because it's just a matter of remembering to slot it into your backpack/belt.

I'm thoroughly obsessed with this mod and have tremendous gratitude to the mod makers; I'm still allowed to have a difference in opinion on certain features.

You can edit the ruleset files and change the environment conditions. You do lose out on an aspect of the game, how you want to play is up to you.
Which file would it be? I'm happy to try and figure it out on my own.

47
XPiratez / Re: A thread for little questions
« on: April 27, 2018, 06:45:26 am »
Is there any way to (hidden config flag or otherwise) disable freezing and scorching hot battlescape effects? I know that they're mentioned before you embark but I usually don't pay attention until the big bold message after the first turn.

48
XPiratez / Re: 1-tile "Melee"
« on: April 23, 2018, 08:48:24 pm »
Hmm, so would one way to circumvent that be flanking?

49
XPiratez / Re: 1-tile "Melee"
« on: April 23, 2018, 10:18:12 am »
I just realized this makes pikes an amazingly good weapon once you get them: 150% base accuracy, 3-tile range, and you basically bypass melee evasion and reduce the need to flank. 10% penalty for one-handed ain't too shabby either.

50
XPiratez / Re: A thread for little questions
« on: April 21, 2018, 07:20:53 am »
What does the range on the ship stat screen mean? The Scorpion just became available to me but I noticed the range is "60" which seems ridiculously short.

51
XPiratez / Re: A thread for little questions
« on: April 20, 2018, 11:16:45 pm »
What's a guideline for when to build a 2nd or 3rd base, and what do people usually specialize in? Covering the globe in radar and interception seems like a very low priority compared to just making money.

Similarly, what's a good base defense strategy? Can I get away with peasants with ak47s and guard dogs? If a base is used as a production backwater, does it still get targeted by retaliation?

52
XPiratez / Re: 1-tile "Melee"
« on: April 20, 2018, 08:22:14 pm »
This makes a whole lot more sense! I figured the CQC check was getting triggered but I also assumed that the CQC penalty for "melee" would intentionally be zero or something. I understand why you wouldn't want a 100% accurate melee but the current mechanic is too opaque and misleading.

53
XPiratez / 1-tile "Melee"
« on: April 20, 2018, 11:27:38 am »
How exactly do 1-tile "melee" weapons work? I know with traditional melee it's advantageous to strike from behind/flank to reduce enemy evasion; do 1-tile weapons have the same advantage? Also, how is accuracy calculated? Most of the guides I read seem to claim that misses should almost never happen but this has not been my experience. I have not done extensive testing but it definitely seems like an ax is much more reliable than a ripper or auto-ax. Even when a ripper claims to have 135% accuracy, I still get my gals "shooting" the ground when attacking. I also get messages at the bottom claiming that the enemy evaded my attack.

So:
1. Does melee evasion apply to 1-tile weapons?
2. Is the accuracy rating comparable between the two types of melee weapons?

54
XPZ Strategy/Tactics / Re: Weapon damage calculation spreadsheet
« on: April 13, 2018, 10:22:53 am »
I don't mind micromanaging necessarily; it's just that the engine limitations really make this difficult. Ideally the inventory screen would automatically calculate damage for each person, and you'd also be able to sort by TU, energy cost, stun damage, etc. and choose accordingly. Massive props to Meridian and Dioxine for working with what they have nevertheless.

55
XPiratez / Re: A thread for little questions
« on: April 13, 2018, 09:35:39 am »
Is there a way to change the target for items without moving and/or changing your face? Sometimes when there's an enemy on the ground, using a medkit or drinking a beer targets the body on the ground instead of anything else I want. I can see this telegraphed when I hover over the item but there's no indication on how to change it.

56
XPZ Strategy/Tactics / Re: Weapon damage calculation spreadsheet
« on: April 13, 2018, 02:26:12 am »
I tried to create a spreadsheet as well and appreciate your efforts. In the end, a spreadsheet is not that useful because *most* weapons are useless. The general recommendation early on is "Just use an ax. Use a handle if you want to stun, or use fisticuffs if your melee is high enough". You can basically ignore 95% of weapons and the amount of effort required to pair them with your gals is usually not worth it.

57
XPiratez / Re: A thread for little questions
« on: April 11, 2018, 08:16:40 pm »
I have the latest version but I can't build barracks. Is this a bug or am I missing some obvious research? The entry is unlocked in Bootypedia but it doesn't show up as an option under Expand. At least burrows are available though not ideal.

58
XPiratez / Re: A thread for little questions
« on: April 11, 2018, 11:16:02 am »
What research unlocks being able to build barracks?

59
XPiratez / Re: A thread for little questions
« on: April 10, 2018, 11:13:54 am »
What's the recommended difficulty level if you want a challenge but not play this for 300 hours? I've been watching starving poet's LP and this mod looks amazing but I definitely don't have the commitment for a 300 hour playthrough. At the same time, I don't want to start curb stomping everyone after a few months of well executed missions.

I beat the original XCOM on ironman superhuman a couple of times but it's also rather easy if you know how to metagame the campaign. I don't anticipate that this mod is as simple to cheese.

Should I just pick the middle difficulty and then change it later?

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