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Messages - Mathel

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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.

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: June 16, 2021, 11:27:37 am »
Why would that be the case?

Because the string in en-US.yml says
Code: [Select]
STR_ALIEN_BIG_BASE: "Alien Colony", not
Code: [Select]
STR_ALIEN_BIG_BASE_: "Alien Colony"

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: June 16, 2021, 10:09:33 am »
Alien Infiltration missions still spawn a red "STR_ALIEN_BIG_BASE_" alien base. This is several in-game months after updating to 1.8.

Edit: The description correctly sais: "Alien Colony Assault". But the last underscore in the base's name prevents it from being translated correctly.

The X-Com Files / Re: The X-Com Files - 1.8: The Shores of Hell
« on: June 03, 2021, 03:47:02 pm »
That's a good point actually. But if I was not going to sell live zombies and parasites, I would have at least made sure to get as few of them as possible by double-tapping downed zombies more. So I would have had some parasites, but still not many.

It might be a good idea to add to Meet the Coven something in the lines of:
"For punishing the Pharaoh, we offer a way to gain immortality by fusing oneself with an Essentor."

It would not be obvious, but at least there would be some hint that you should not destroy all parasites you find.

The X-Com Files / Re: The X-Com Files - 1.8: The Shores of Hell
« on: June 02, 2021, 07:14:30 pm »
So I did Pharaoh's tomb today. It was a slog. 8 allies survived, 92 corpses were recovered, I forgot how many live hostiles were recovered, and I know some corpses got blown up.
In total, it must have been about 110 to 120 AI units.

Also, it would have been nice to have some knowledge that I should stockpile Zombie Parasites before I ended zombie missions. How am I going to get them for Proteanism now? I had a similar issue with Quillbow and Chupacabra serum, but I assume that is just because I upgraded late in the campaign.

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.

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..

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
  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.

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.

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.

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.

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

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.

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.

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