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Messages - Mathel

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The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: September 09, 2021, 09:42:45 pm »
Morale supercharge! :o
Is it from drug use?
I remember seeing energy supercharge from drug use and I guess that things that have a negative cost can supercharge a stat. In case of energy, it dropped to regular levels next turn.

The X-Com Files / Re: The X-Com Files - 1.9: Free Falling
« on: September 04, 2021, 06:26:02 pm »
Not sure if it can be done... I am sceptical, but maybe?

I did some research. Apparently, it could not be done with a set delay from the research, but could be guaranteed to happen next month and never again.

As far as I can tell you'd still run into the same problems - i.e. no real way to tell how "good" or "bad" progression for the player has been, and what might be considered a "trivial" point penalty to some might be (automatically) game-ending for others. Again, if there was some way to scale penalties to actual player scores this might be doable in a sane way, but right now you'd have to be guessing - which I don't think is a good approach to a mechanic that is potentially game-ending.

Not really. It could be scaled to the least power the player can have when they trigger it, which I expect is about when the stuff provided in return is relevant.
Sure, if you research Share Tritanium Ammo when you are already using Plasma, the penalty will be meaningless. So will Tritanium ammo for the various M.A.G.M.A guns.

The X-Com Files / Re: The X-Com Files - 1.9: Free Falling
« on: September 03, 2021, 04:11:56 pm »
I think there should be a large penalty.
However, if the penalty is large enough that you can't do well that month, then for the rest of the month, you have a free pass on any terror missions (And any other missions that are risky for minimal reward). They are merely point loss and you are going to be deep in the negative either way.

What if the penalty was let's say 30k, but instead of it being applied all at once, it would be done by 15k immediately and 15k by event in 30days? So you can still have positive score this month and you can still have positive score the next month, but it is possible to fail both and lose.

The event could say something like "The council is still unhappy about you revealing critical secrets last month and it will take a lot to impress them."

Work In Progress / Re: [WIP] X-Chronicles version 0.5
« on: August 30, 2021, 05:44:27 pm »
Hello again. I have brought 3 more corrections and one bug this time.

Starting with bug, game crashed with attached message upon researching Zombie Corpse. Presumably, it takes the requirement for STR_ZOMBIE_AUTOPSY from .../standard/xcom1/research.rul:222.

As for language corrections, they are now sorted in the order I happened to research the topics in.

Work In Progress / Re: [WIP] X-Chronicles version 0.5
« on: August 23, 2021, 05:05:47 pm »
Hello. I have started this mod recently.

It is fun.

I went through what I unlocked of Ufopedia so far and compiled grammar corrections that I found into a file. They are in the order they appear in Ufopedia, not the order they are in in the original file.

I also have some bugs to report and a suggestion.

Atmospheric Satellite and Stun Rod are in UFOPEDIA from the start, even though you can't buy them.

Missile Defenses are in UFOPEDIA from the start, but can't be built.

TAZER causes critical wounds, making in somewhat bad at capturing foes. No Health damage, just critical wounds.

Grenade UFOPEDIA entry says it has a timer for precise control. But it does not in this mod.

Battle cocktail's UFOPEDIA entry calls STR_BUFFER_UFOPEDIA, instead of STR_BUFFER_1_UFOPEDIA.

I think that the magical daggers (Fire Dagger, Frost dagger, and Icy dagger) in Outcast Mage's 'Gives one for free' should be gated behind Magic Items.

OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: August 14, 2021, 05:26:52 pm »
So I ran UFO: Enemy unknown in DOSBox to check it.
Turns out, it was inconsistent.

Radar ranges in miles, Aircraft armament ranges in KM, Aircraft speeds without units.

XPiratez / Re: Important: Upgrading Saves Between Versions
« on: July 20, 2021, 04:56:34 pm »
Tags have levels, denoted by indentation. A tag ends when another of the same level begins.
Alienstrategy: is a first level tag, as it has no spaces before it. Simply delete from start of it's line, till the start of the next line with no starting space or tab.
In the case of the savefile I looked into, that would indeed be until the start of deadsoldiers:

The tags you listed are all the second level subtags of alienstrategy: in my savefile, so you probably did it correctly.

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: July 13, 2021, 09:59:05 am »
By "engage", I meant enter an interception. The first plane is at Standoff, not actually attacking. But the Battleship has enough range (80) to still target them.

But I agree that a plane being targetted should not be minimisable, even at standoff range.

OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: July 06, 2021, 05:51:30 pm »
Hi Meridian,
because I need to update OXCE and the Mod I ask here again.
How do I do this "properly"? It confuses me all the time when I try to update.

I am not Meridian, but I will answer anyway.

1. Delete the original mod in {your path}/user/mods/
2. Copy new mod directory into {your path}/user/mods/

That is how I update mods. It is slower than just copying (replace older) the new files in, but makes sure that any files that should no longer exist are removed.

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: July 06, 2021, 04:59:48 pm »
Hello again,

I just did Alien station, and there are two issues.

Firstly, the "Solid Metal" tiles are sometimes passable. This affects both the inside of the station and the outside (Outside, I know it affects the column that contains the plasma turrets).

Secondly, the goal of the mission is to retrieve a 'corpse' of the living network's node. Unfortunately the tiny alien brain exploded upon death, making its corpse unrecoverable.

Edit: Another thing I just noticed.
It is possible to shoot down a (non-HK) Battleship with almost no danger to your crafts, so long as one of them can tank one hit.

1. Have the "Shield" plane engage and immediately minimise the interception. The Battleship will get 1 shot in.
2. Engage with other crafts and shoot the battleship down, without maximising the first interception.
The Battleship will not fire on the other crafts.

This is caused by a combination of UFOs not changing targets so long as current target is in range, Battleships having range equal to Standoff (so it can be minimised), and neither UFOs nor your planes being able to fire in a minimised interception.

The X-Com Files / Re: The X-Com Files - 1.9: Free Falling
« on: June 27, 2021, 12:01:01 pm »
Also who are Olympians ?
In mythology, greek gods.
In RL, someone competing in the Olympics.
In XCF, soldiers, whose Stat Cap for Psi Skill is 100, rather than 50. Their Psi defence counts Psi Skill half as much as regular soldier's Psi defence though.

The X-Com Files / Re: The X-Com Files - 1.9: Free Falling
« on: June 25, 2021, 09:51:17 am »
Hooray, a new version.

Once I am finished with current mission, I will install.

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: June 23, 2021, 05:25:16 pm »
No way I've ever stated that, because I haven't fixed this. IT'S AN OBSOLETE FEATURE AND SO I'M NOT GOING TO FIX IT.

While I do remember that you did say it was an obsolete feature, it was implied that it's appearence was an update artifact. This one was nowhere near an update.

So I have to ask.
Does an obsolete feature mean it should not appear in current version (1.18b), or that it will be removed in the next?
If the former, then there is a fix that needs to be done, namely making it not actually appear. Because it does.
If the latter, then it is fine.

Also, something that is not nescessarily to be fixed, but to be vary about. 1.18b misidentifies itself as 1.18. I thought I was playing 1.18, went to update and found out that 1.18b was identical to what I already had, down to version number in metadata.yml .

OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: June 16, 2021, 09:57:24 pm »

can this be reproduced or is it some mod version upgrade artifact?

Happened today, on XCOM Files.
Active mods are XCOM Files 1.8b and Dark Geoscape.

Edit: Game version is 7.0, and since either game or mods were updated pased several months, both real and in-game.

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: June 16, 2021, 09:49:42 pm »
As far as I can tell the actual issue quite a bit more complicated. Notice that STR_ALIEN_BIG_BASE_ does not actually appear in alien deployments. It is also not listed as the name of your alien base - you can check that by renaming the marker on the map (click on the name in the intercept window). If you rename the marker and check you save file you'll notice that the base now actually has a "name" entry attached to it:
i did not know I could rename markers.

I am guessing that the game appends the underscore to signify IDs (i.e. alien base or rather terror site numbers) - but for whatever reason these are not actually displayed in-game.

My guess is, that it attempts to append a number and somehow fails. This results in an invalid string as the marker's name, which then does not get parsed. I do not know why the appending of number fails, but since names of regular alien bases and UFOs work with numbers, this would probably also work if the number was there.

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