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Messages - Mathel

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106
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: August 30, 2018, 06:45:53 pm »
Tritanium Shrapnel Charge sets the blast zone on fire. Is this intentional? If so, it should be in it's description.

107
The X-Com Files / Re: The X-Com Files - 0.9.4: We Need a Bigger Gun
« on: August 30, 2018, 12:39:24 pm »
Quote from: justaround on August 28, 2018, 04:57:47 pm
Is stumbling upon outposts and bases of eradicated (with confirmation through confirmed research) faction intentional? On one hand I can understand if some small pockets are still functional, but on the other I was told that it's now a matter of council shock trooper squads/cleaners so should I still be getting those? Not that I mind, more of the loot and whatnot. I just hope not doing those missions doesn't impact my ranking negatively either.

This should not be happening. Have you seen something like this? How long after the faction is destroyed?

Cyberweb lair, 2 months after taking down the Drednaught.

In MissionScripts there are 3 definitions of it.
Code: [Select]
  - type: CyberwebLair
    firstMonth: 0
    executionOdds: 10
    missionWeights:
      0:
        STR_CYBERWEB_LAIR: 100
    regionWeights:
      0:
        STR_CYBERWEB_REGION: 100
    researchTriggers:
      STR_DURATHREAD_ORIGINS: true
    useTable: false
    startDelay: 20
    randomDelay: 43500

  - type: CyberwebLair1
    firstMonth: 0
    executionOdds: 25
    missionWeights:
      0:
        STR_CYBERWEB_LAIR: 100
    regionWeights:
      0:
        STR_CYBERWEB_REGION: 100
    researchTriggers:
      STR_DURATHREAD_ORIGINS: true
      STR_CYBERWEB_DIMENSIONAL_PORTAL_TAKEN: false
    useTable: false
    startDelay: 20
    randomDelay: 43500

  - type: CyberwebLair2
    firstMonth: 0
    executionOdds: 25
    missionWeights:
      0:
        STR_CYBERWEB_LAIR: 100
    regionWeights:
      0:
        STR_CYBERWEB_REGION: 100
    researchTriggers:
      STR_DURATHREAD_ORIGINS: true
      STR_CYBERWEB_DIMENSIONAL_PORTAL_TAKEN: false
    useTable: false
    startDelay: 20
    randomDelay: 43500


The first one does never stop.

You need to research "Terror from The Deep". It requires interrogating an Aquatoid Squad Leader.

I have long since researched it. Perhaps the Tasoth Factory got crowded out by other missions so far.

108
The X-Com Files / Re: The X-Com Files - 0.9.4: We Need a Bigger Gun
« on: August 28, 2018, 08:46:39 pm »
Am playing with that option since a bit. Will report if the issue will still keep happening. There does seem like there are weird things still going on with the game, still. For example, some injured agents are fine but some keep getting stun damage every turn desptie being out of harm's way, requiring steady doses of stimulants to not lose consciousness - and some of those who lose consciousness, despite having no bleeding damage can die after a dozen or two of turns. Some floating point in damage calculation somewhere?

The amount of stun damage that disappears per turn is a function of HP/max.HP. The exact function depends on armor and can be found in its stats for nerds. It  usually zeroes out higher than at 0HP and when your HP is lower than that value, you gain stun damage (fall into shock from blood loss). If your stun damage is too high, you instantly die (die from shock).

109
The X-Com Files / Re: The X-Com Files - 0.9.4: We Need a Bigger Gun
« on: August 27, 2018, 05:20:51 pm »
I need help with the T'Leth arc. I did look what I still need for the Atlantis mission to spawn, and progressing backwards trough research topics ended at Tasoth Creation Data Pad. I get Deep One Rituals, Deep One City and Deep One Village missions from time to time, but none of them has it.
Also, I have yet to see a Tasoth. (In this game)

110
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: August 27, 2018, 09:48:40 am »
When blasted, the Syndicate HQ Exit Grid turns into southern half of that red machine .


111
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: August 22, 2018, 11:52:56 pm »
I'm not sure if anyone's noticed before, but I think the AI for Syndicate Security units is occasionally really, *really* dumb. The other Syndicate units seem fine, just the Syndicate Security. I've played the monster lab mission to completion multiple times, and I don't think I've had one of them fire at me on their turn; they seem to just waddle around, even when they have full capability to shoot me. In fact, I've only really been getting shot by them with reaction fire. However, on Syndicate base attacks they seemed to act fairly normal. Am I just going crazy?

I do not know about the Syndicate, but I did notice something like that in Osiron Beach missions. Osiron in those missions only reaction-fires, never taking initiative.

Also, a typo:
in both english files STR_SYNDICATE_SUPERMUTANT_UFOPEDIA has the sentence "However, the process has ab extremely high mortality rate, and also there are... other failures." The "ab" should probably be removed.

112
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: August 21, 2018, 11:40:12 am »
Have a second look at the screenshots I attached, I'm getting negative point for killing zombies.

After having another look at the screenshot.

But the negative points are for corpses recovered, not hostiles killed.
I looked into the items file:
Code: [Select]
  - type: STR_ZOMBIE_STERILE_CORPSE
    categories: [STR_CORPSES]
    size: 0.3
    costSell: 6000
    weight: 30
    bigSprite: 301
    floorSprite: 252
    invWidth: 2
    invHeight: 3
    recoveryPoints: 5
    battleType: 11
    armor: 20
    listOrder: 62300


  - type: STR_HUMAN_FARMER_CORPSE
    categories: [STR_CORPSES]
    costSell: -10000
    size: 0.4
    weight: 40
    bigSprite: 451
    floorSprite: 373
    invWidth: 2
    invHeight: 3
    costThrow:
      energy: 20
    battleType: 11
    armor: 30
    recover: true
    recoveryPoints: -90
    listOrder: 72100

You gained 15 points for recovering 3 Zombie corpses and -180 points for recovering 2 Farmer corpses. -165 points for corpses.

For killing hostiles you gained 72 points. Looking into the units file:
Code: [Select]
  - type: STR_ZOMBIE_STERILE_TERRORIST
    race: STR_ZOMBIE
    rank: STR_LIVE_TERRORIST
    stats:
      tu: 40
      stamina: 110
      health: 124
      bravery: 110
      reactions: 40
      firing: 0
      throwing: 0
      strength: 84
      psiStrength: 80
      psiSkill: 0
      melee: 80
    armor: STR_ZOMBIE_STERILE_ARMOR
    standHeight: 22
    kneelHeight: 22
    value: 4
    intelligence: 3
    aggression: 6
    isLeeroyJenkins: true
    livingWeapon: true
    aggroSound: 122
    deathSound: 121
    builtInWeapons:
      - STR_ZOMBIE_WEAPON

  - type: STR_BRAINWASHED_HUMAN_FARMER
    race: STR_HUMAN
    rank: STR_LIVE_SOLDIER
    stats:
      tu: 46
      stamina: 40
      health: 35
      bravery: 60
      reactions: 30
      firing: 40
      throwing: 30
      strength: 30
      psiStrength: 35
      psiSkill: 0
      melee: 30
    armor: STR_BRAINWASHED_HUMAN_FARMER_ARMOR
    standHeight: 22
    kneelHeight: 14
    value: 30
    deathSound: [41, 42, 43, 135, 136, 137, 138, 139, 140, 141, 142, 143, 144, 145]
    energyRecovery: 25
    intelligence: 1
    aggression: 2

3 (sterile) Zombies + 2 Brainwashed Farmers have value: 3*4+2*30, which adds up to 72.

For some reason you gain more points for killing farmers than for killing zombies, but you gain for both.

This could lead to gaining poins in Farmer missions by vaporising the farmers with energy weapons.

Possible explanation: When captured, you gain just the unit value (or its multiple). When you kill the unit, you gain its unit value and can gain the corpse recovery poins (unles the corpse gets destroyed).
In order for it to be profitable to capture farmers, they have to have positive unit value, but their corpse recovery points are much greater negative to make it bad to kill them.  (Not to mention that you have to pay 10 000 in funeral expenses for them.)

113
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: August 20, 2018, 08:02:44 pm »
The point is that the screen was empty, because the farmers were already sold. If the screen appears after it gives the option to sell spoils and prisoners, it should check whether there are some prisoners left to fail to imprison. But I now realised that this is probably an OXCE+ thing and not a mod thing.

114
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: August 20, 2018, 06:54:40 pm »
Yes, killing Farmers and Concerned citizen makes you lose points even when they are hostile. They are still just civilians.

I recently finished a Cattle Mutilation mission by stunning one and mind-controlling the other farmer.
It was done from a base without prisons, but even though I sold them both, the Prison space exceeded screen appeared.

Spoiler images:


115
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: August 18, 2018, 01:22:10 pm »

False. This mission is in no way related to sharing the tritanium ammo tech.


Hmm, apparently not. Both times I played (I lost my first save file to disk failiure), I got MAGMA missions only after sharing ammo, but the only missions dependant on that are the slander missions. Sorry for the mistake.


Obsoleted by Armored Vest? Sorry man, but the Jumpsuit is definitely more advanced and in many circumstances more valuable than that blasted armor. Depends on the enemy and the circumstances. And I know players who only use the jumpsuits and not the vests.


True, Jumpsuits are better against Melee based monsters (Especially if they hit from the side). But against humans with guns they only give camouflage and the stat boosts, while Armored Vest is better at reducing damage.

116
The X-Com Files / Re: The X-Com Files - 0.9.4: We Need a Bigger Gun
« on: August 17, 2018, 09:00:12 pm »
Having fun shooting sectoids and having sectoids shoot sectoids with this mod.

Interesting fact: quarter of a cyberdisc does not count as a cyberdisc item.

117
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: August 17, 2018, 07:49:02 pm »
Actually it was called Armor Piercing (which is the vanilla name for it) until recently. In my opinion that was even more of a misnomer because it suggests the damage type inherently pierces armor, which it doesn't.

True, someone could think that it ignores the armor values on enemies, but removing the "Armor" part would be enough.
But shooting someone with a crossbow or hitting them with a baseball bat is as much kinetic damage as shooting them with a pistol. (Not nescessarily in quantity, but certainly in quality)

118
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: August 17, 2018, 06:08:39 pm »
Some stuff I find weird.

A) Why is the damage type of bullets and spears named "Kinetic"? That would mean damage by moving object, which, while it applies, it also applies to everything in the "Blade" damage type and also Fists and Iron Pipes, which are in the "Concussive" damage type. I think that naming it simply "Piercing" would be more appropriate.

B) There are some things that are obsolete by the time you can buy or make it. Most of these have some reason for being there.
      Jumpsuit (Obsoleted [against bullets] by Armored Vest) could be gained before said vest.
      Most MAGMA standard ammo (obsoleted by MAGMA Tritanium Ammo) and weapons are dropped by Red Dawn.

   What I have a problem with is MAGMA Pulse Weapons Ceramic Ammo.
   It, and the appropriate weapons can only be gained by completed a certain Team MAGMA Corp mission. But to unlock any MAGMA Corp missions you have to give them the Tritanium Ammo tech, so when you can buy the Ceramic Ammo, you can also buy the Tritanium Ammo.
   While true that the Ceramic ammo does 125% health damage, this only counts after getting through armor. And appropriate Tritanium Ammo is more than 5/4 stronger, making it just better than Ceramic Ammo. I will make 4 examples. 2 for each ammo type. In all cases, the weapon is MAGMA Pulse Rifle.

First, I shoot a Giant Rat (1 armor all around).
Ceramic Ammo has 40 Power and 125% health damage, so it deals anywhere between 0 and (80-1)*1.25 damage, which is 0 to 98.75 damage, median being (40-1)*1.25, which is 48.75.

Tritanium Ammo has 52 Power. The damage will thus be between 0 and (104-1) {0 to 103}. Median is (52-1) {51}.

Next I shoot at a Chryssalid (34 armor all around).
Ceramic ammo deals 0 to (80-34)*1.25, which is 0 to 57.5 Damage. Median is (40-34)*1.25 so 7.5.
Tritanium ammo does 0 to (104-34) which is 0 to 70. Median is 52-34, which is 18.

It would make sense to buy the ceramic ammo, if against unarmored targets, such as humans, it dealt more damage than Tritanium ammo. As it stands, there is never any reason to use it.

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