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Messages - Mathel

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1
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 04, 2021, 03:38:24 pm »
Why exactly is the bank that the robot ninjas are robbing flying the Jolly Roger flags? Are they a pirate bank?

This is obviously not gamebreaking, but I do find it a bit weird.

2
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 25, 2021, 11:01:16 am »
Assaulter 10 commendation is not working as expected. I have a soldier, named Adept, with whom I am trying to get it.
He has 8 kills with BlackOps SMG, 268 kills with UAC SMG and 28 kills with MAGMA Pulse SMG, totaling 304 kills with SMGs total (I already filtered out stuns).

Yet, he is still at Assaulter 9.

I suspect that while the type of SMG should not matter, it does and he will have to kill 32 more enemies with UAC SMG to get it..

3
XPiratez / Re: Bugs & Crash Reports
« on: April 21, 2021, 10:59:16 am »
Hello. I have a little question.

Church Exalt vs 'SKULLSTRIDER' armor with floating sandbags.

Church Exalt:
  Melee = 100.
Force lance:
  damage type = LASER
  damage = 50 + Melee*0.6 = 55 .. 165 (with 50-150% spread).
  Armor effectiveness: 0,5
SKULLSTRIDER:
  Front armor = 165
  Damage modifier LASER = 100
Floating sandbags:
  Las 50/50

In total, we should have 165 * 0.5 armor versus 165 * 0.5 maximum damage (exalt cannot normally penetrate armor), but in practice, the resistance from the bags does not work and the SKULLSTRIDER dies quickly.

How can this be fixed?
A side effect of how protective items work. It was discussed at length before.
The "minimum defence" of protective items is not a cutoff, but an asymptote to which the item's protection approaches.
The actual calculation is:
Final resist = Armor resist - (1 - Item resist) * (Armor resist - Item minimum resist)

With skullstrider, sandbags and laser, the calculation would be.
Vulnerability= 1-(1-0.5)*(1-0.5)=1-0.25=0.75

So Laser damage is 0.75% effective against this combination, not 50% effective.

4
The X-Com Files / Re: The X-Com Files - 1.8: The Shores of Hell
« on: April 10, 2021, 08:00:31 am »
As far as I am aware that is not doable given current game mechanics. Research topics can not be country-dependent, let alone affect inifiltrated countries directly. The "massive" negative points-value is also quite meaningless unless you 'decolonize' countries in two consecutive months.
As for the penalty, the capture penalty would be the council being angry and to stop X-Com from doing this too often. The kill penalty could be replaced with whatever Dioxine did with Dr.X's invitation. Except you lose if you fail to capture the guy, not just if you die.

As for research depending and affecting a country, apparently not possible. To remove pact, destruction of a base is required. In which case, I agree that it should not be allowe.

5
The X-Com Files / Re: The X-Com Files - 1.8: The Shores of Hell
« on: April 09, 2021, 06:35:38 pm »
Even if X-Com knew all that, it is not within their power to do anything about it. Even if they assassinated everyone involved, what would come of it? You can't topple a modern state machine by offing a president, things haven't worked this way since antiquity.

The previous story was along similar lines, but it was stretched really thin, especially for something that's supposed to happen multiple times per campaign. For a single mission this might work using lots of plot, special circumstances, allies etc., but definitely not as a generic thing.
I am not suggesting assassination, but removal of MC, if present.

In what I am proposing, killing the person responsible would just give a massive point penalty (let's say -500 000) and not return the country.

Abducting them would give (judging from how I get about 20 000 points per month) -30 000 points. They could then be interrogated and would give one of:
1. Mind control cleared off head of country A. Country A resumes funding.
2. Head of country A was not mind controlled. Country A does not resume funding and other council members are furious. -10 000 points.

Due to research involved, there would have to be a separate unit, mission, and research topics for each country and it would still only be performable once per country with success not guaranteed.

Edit: It is fine if there is now way to get countries back. I am just saying how it could work if there was a way. It would be costly and on failiure potentially devastating to X-Com, as they obviously can't go around killing or abducting world leaders.

6
The X-Com Files / Re: The X-Com Files - 1.8: The Shores of Hell
« on: April 08, 2021, 08:30:51 am »
I see how getting a country back would work in an X-COM game.

It depends on whether the defection was caused by threats of mind control.
If it was threats, then it would be impossible to get them back.

If it was mind control, then it would be possible.

However, X-Com would not know which it is. So it would basicaly have to abduct the council member and hope it is mind control.
This would obviously upset the council, no matter if it was mind control or not. (A point penalty so large, that even in late game it would be difficult, but not impossible, to still be in positive that month).
Killing the council member would be much worse, obviously.

Once captured, you could research them and it would either turn out they were threatened by the aliens, just losing you more points, or they were MC'd, giving you the funding back (but no points).

You could only do this once per country, of course.


Since none of the alien missions explicitly state the possiblility of mind control, I guess they just threaten the councillor in XCF.

7
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: March 31, 2021, 01:29:23 pm »
Thanks :)

8
The X-Com Files / Re: The X-Com Files - 1.8: The Shores of Hell
« on: March 31, 2021, 12:37:34 pm »


 alien arc is almost vanilla when i brought up the complain about the RNG, capture rullet being quite boring and infuriating thing that ruins the gradual progression of gear that was somewhat consistent throughout the game. And this is probably my only largest gripe with the mod that mid to late game isnt as fun as the early game.

Well, Solarius said it himself
Alot of the tech are also chain-linked to each other or through advanced laboratory, so even if you unlocked 4 of them, you wont be able to make them till you unlock another techs to be able to make the laboratory. This leads to mass-gear unlock which instantly starts to render each other obsolete because the moment you finish the research, its direct upgrade shows up. I have yet to get powerarmour AND not get Juggernaut after the research is done, the only reason to ever make powerarmour would be economic, but usually by the time you can make juggernaut armour, you wont have a shortage of aqua plastics.

You might have a shortage of electronics thought. Juggernauts now cost Alien Electronics.

9
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: March 31, 2021, 11:17:11 am »
My game just crashed when I tried to look at Coelacanth Gas Cannon in UFOPAEDIA with the attached message.

Edit: While I do not think it is nescessary, the messge does tell me to attach a savefile, so I do so.

10
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: March 22, 2021, 08:41:05 am »
You can reverse-click a weapon, which puts that white dot in its image's upper right corner and the unit should use that weapon for reactions.

Fomka did this, according to that image.

I never tested it with melee and ranged weapons though. I know that when in melee, units usually use melee weapons if they have them, even without it, so it is possible that the {Is melee?} check bypasses the {Weapon Selection} check.

11
The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: March 08, 2021, 10:05:57 am »
In the "Base game" dropdown menu in mods, there should be the options:
UFO: Enemy unknown
X-COM: Terror From the Deep
X-Com Files
(One of the first two might be missing, if you do not have the files for it installed, but you have to have at least 1 of them for OXCE to run.)

As long as the X-Com Files is the one selected when you click OK, the mod will be on. Cyrillic Names and Dark Geoscape are submods.

12
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 23, 2021, 07:59:57 am »
So, a minor bug.
I can't buy the Noose. I have it researched, it just has no "costBuy" or "requiresBuy" values.
Since I can buy other tools, such as a Pitchfork or even a Shiv, I don't see why I can't buy a length of rope.

13
The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: February 22, 2021, 09:22:46 am »
Noose is hilarious because with 12x the damage, 5 + 0.2 * Bravery + 0.3 * Strenght (1200%....)

One of my Helix Knights has strenght of 80 and bravery of 92.

(5+18.4+ 24) = 47.4 dmg against a 100% choke target
But with 1200% ?

Ah, its just 568.8 (569 if game rounds up numbers ?)

569

I guess nothing like a good overkill, killing enemy 5 times with overstun in one attack. Who would have known that a piece of rope can deal more damage than multiple rockets to the face.
92 Bravery? I thought bravery was always divisible by 10.

But anyway, I did not remember the noose being a thing. I did use Psi-Amps last time to some effect. I just do not have that many good Psikers. Are Brainjacks more effective?
Also, with the noose, you are forgetting that it has toHealth=0.2, so final HP damage is only 113.76 rounded up to 114(57 to 171). It ignores armor plating though.

I checked Pepper spray and Extinguisher again though, and with RandomType=4 they do fire-like damage (5 to 10). I do not know whether before or after multiplication.
So noose is still much better. I should buy some then.

14
The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: February 21, 2021, 07:39:08 pm »
The issue is Depthopocalypse, yes. I won, but only after the civvies all died and the city was leveled.

I saw their stat block, but do not know about any good choke weapons. I might try those Warp rifles I have in stores the next time the Deathopocalypse comes.

Edit: I suppose with Choke dealing 12x damage, bad choke weapons could be enough. I will also try peppering them and extinguishing them.

15
The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: February 21, 2021, 07:44:44 am »
Any idea on how to fight lobstermen? I tested Turbolasers and Magma Pulse weapons with Chem ammo. Of the first, only Heavy and Scatter seem to work, of the second, they are too slow at killing them.
Do I just have to bring Heavy Plasmas for everybody?

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