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Messages - Mathel

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31
The X-Com Files / Re: The X-Com Files - 1.5.1: Around The World
« on: September 25, 2020, 02:11:58 pm »
I think you need a space capable craft for it. Mudranger apparently can do it but you are better off with Kitsune since it has massive range and can still carry tanks you will need.

And i mean, you really need them in this mission unless you have high-end armour (Power armour and up). I had sectopods (2x, because Ayys failed to destroy my base twice so i had something to work with). This might be the mission so far in the game with largest body count ever. If i remember correctly, it was either 76 or 96 enemies. On open plain, with almost no cover aside from few rocks, dunes and buildings but that is a long dash while you are in sight of 20-40 enemies at once. So i did well by using sectopods as cover for my troops but this mission took like a hour or two and i had to sped up the projectiles so i wont die of old age as 20-40 enemies will shoot their lasers at long range. Make sure to arm all of your troops with turbolaser weapons due to infinite ammo and the fact that they can incernate enemies so the Cyberwebs technolads wont have 2 lifes.
Another good thing is to use MC on nearby Technolads and have them blow up themselves or other Technolads. Do this especialy if you do not have flight capable armors (Preferably Flying suits), or Juggernauts.
They love to throw their HE at you if they get the chance.

32
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: September 14, 2020, 09:07:03 pm »
Crop circles without MiB, I believe.

With MiB, they are civvies, without MiB, they are "hostiles" and can be captured.

Edit: It may be Cattle Mutilations without MiB though. One gives Abducted Farmers. But I am guessing they are the same. There is also a chance of Brainwashed Farmers.

33
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: September 13, 2020, 09:35:37 pm »
Has anyone lost the Agent training button before? I think its some kind of bug with my save cause if I start a new game the button comes back, but my current save doesn't have it so I can no longer train any agents.

Once you unlock more training/transformation things, it gets fused into the "memorial button", forming the "Agent info" selection panel.

34
Work In Progress / Re: [WIP] X-Chronicles version 0.3
« on: September 04, 2020, 12:19:11 pm »
Seems interesting. Once I finish my XCF playthrough, I should try this.

35
The X-Com Files / Re: The X-Com Files - 1.5: Shot in The Dark
« on: August 27, 2020, 03:06:44 pm »
About the optronics...

I researched them, as I upgraded a running campaign, so I already had the dependancies.
But how do I get them? I need a unit for every power suit now, and they do not seem to drop from UFOs.

Edit: Sorry, found it. Manufacture->Components->Alien Navigation disassembly gives 7 Optronic parts from 1 navigation

36
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: August 26, 2020, 07:07:20 pm »
They're not lights, they're electricity poles...
Ok, my mistake.

37
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: August 26, 2020, 10:33:02 am »
I have a lighting bug to report.

In the attached savefile, there is a road west of the Skymarshall. There are poles around it, with what looks like lamps, but they are not glowing.

38
The X-Com Files / Re: The X-Com Files - 1.5: Shot in The Dark
« on: August 25, 2020, 11:58:05 am »

Is there no defense agains enemies tossing granades at your vehicle? Turn 1 all ememies have full TUs, so I get shot the moment my agents try to leave, but if I wait for turn 2, I can get everyone granaded.

sorry for the terrible english :)
Three possible defences.

A) Shoot first. If you shoot them dead, they can't shoot back. Obviously, whoever shoots first has to be able to survive the reactions salvo.
B) Drop live smoke grenades on your feet. In theory, the enemies should be unable to target you.
C) Night missions. Humans can't see very well in the dark. But use flares, NOT flashlights. Flashlights show you, flares only activate after being thrown.
   
Note B and C only work against basic humans. Aliens and hybrids can see well in the dark and may be able to see through smoke.

39
The X-Com Files / Re: The X-Com Files - 1.5: Shot in The Dark
« on: August 23, 2020, 09:35:44 pm »
Hooray, new version. I will upgrade tomorrow. :)

Also, the Alien Key Decryption research last paragraph says:

"It is very likely that the aliens will change the encryption method if we attempt to storm it, even if we fail. And a successful assault will tell them how we got access to the underground facility, so this trick won't ever work again."

Does this really mean I can't destroy the second alien embassy? I just destroyed one in Australia and another one popped in Brazil. I even missed out on capturing those green ehtereals.

40
The X-Com Files / Re: The X-Com Files - 1.4: Signs of Apocalypse
« on: July 24, 2020, 05:56:49 pm »
Not sure what you mean. What's an "alien probe"? What does it mean that "they arise suddenly"? But I don't think I've scripted anything related to air combat like this.
They probably mean small fighter.

41
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: July 09, 2020, 01:41:07 pm »
Hazmats aren't particularly sturdy.
Perhaps an armor with equal stats, but which drops a "Destroyed Hazmat suit" on death. This Destroyed Hazmat suit would have a negative sell price (let's say -$30 000) and negative point value (which I assume would be added to the negative points from losing a soldier.)
The idea is that you are merely borrowing them. If you bring them back, nothing happened. But if you get them destroyed, whoever lended them to you will want compensation. Bigger compensation than if you just bought them.

The environmental damage idea is good for sewers. But I wonder if agents would even survive in dimension X for a few seconds without an environmental suit of some kind. Of course I do not know it's atmosphere composition, so perhaps they would.

42
The X-Com Files / Re: The X-Com Files - 1.4: Signs of Apocalypse
« on: July 07, 2020, 05:25:42 pm »
How fast does a capacitor loose charge?
The agents could conceivebly charge it the base, from the aircraft they use or from an outlet somewhere while traveling with public/private transport. So they might not even need a chemical battery with the ammo.
From searching the internet:
Capacitors are poor at long-term energy storage. The best capacitor I tested lost 5% of its voltage overnight; the worst lost 50% in 5 minutes.

So if they were good capacitors, indeed no battery needed. They could charge up while traveling/on base (depending on how long they travel).

43
The X-Com Files / Re: The X-Com Files - 1.4: Signs of Apocalypse
« on: July 06, 2020, 06:14:35 pm »
No, you don't need large capacitors.
From the wiki of Ignition coil https://en.wikipedia.org/wiki/Ignition_coil
So a taser powered by car battery and ignition coil can do dozens of high voltage hits. Hitting a normal human with the full power will likely kill him on the spot, but we can imagine that the agent controls the output with some knob.

As for the delivery method, I assume it is the same for the normal taser: a bunch of wires with arrow heads are launched at the target and make contact. An arc lightning will hit the closest uninsulated surface - usually the agent holding this contraption unless he wears protective gear. In the later case it will arc to the ground.

So yeah if you want to be realistic the Taser Cannon is way too underpowered (either in power or in number of hits per battery) for what we could do with the 90's technology.

I am not complaining actually, hitting that Black Lotus Avatar with it was very satisfying.  8)

The reason why the clip has to be capacitors is not the voltage.
It is that you can't possibly empty a chemical battery in 10s.
A chemical battery is composed from electrochemical cells. Each cell has two electrodes and an electrolyte which reacts with them.
This reaction pushes electrons into one of the electrodes and pulls them from the other.

Speed of any chemical reaction depends on:
Temperature, concentration of products, concentration of reactants, and surface. (and obviously what reaction it is.)
To get the fastest reaction at any given temperature, you have to have only reactants, in the perfect ratio, perfectly mixed.
This is not the case with batteries. You have the electrodes and the electrolyte is between them. Concentration of reactants is how charged the battery is. Concentration of products is inverse of that, combined with resistance, impedance and capacitance of the circuit.
Voltage of a battery is how far it is from equilibrium of the reaction. (Increasing resistance slows down the reaction, because the produced electrons can't leave that quickly, so it can't pull them on the other side as quickly either)
So even at 0 resistance, the reaction will still be slowed down by the electrodes not being mixed in, and by the battery not being perfectly charged.

Not that you would want to discharge a battery in 10s. It is an exothermic reaction. Waste heat would light your gun on fire, vaporise the electrolyte and cause the battery to explode.

44
The X-Com Files / Re: The X-Com Files - 1.4: Signs of Apocalypse
« on: July 01, 2020, 09:40:44 am »
Yes but also no

A typical AA battery has a capacity of 2000 mAh. A car battery has ~100000 mAh (100 Ah).

The AA-battery at 1.5 V has about 3 Watt hours. The car battery at 12 V has 1.2 kilo-watt hours.

That's 600 watt hours per shot. Let's be generous and assume that energy is dumped into the target in one second. That equates to 720000 Joule or 720 KJ. The kinetic energy of a typical car moving at 60 mph/100kmh is about 500 KJ.

Solarius, what happens when the human body is hit by a car moving at 100 km/h? Do you think that whatever human-sized target hit by that weapon is going to answer any questions in the forseeable future?

;)

There is another issue with car batteries (and any other chemical batteries). You can't just dump all that energy at once, even if you short circuit them. The chemical reaction needs time to happen. You would actually need capacitors for that. And the problem with capacitors is, that they can't store a lot of energy.

Perhaps the 'clip' is actually a smaller chemical battery, custom made by X-Com, and a massive bank of capacitors.
The battery could store more energy than you need to do two shots, but the two shots are all that fits into the capacitors, and they would need too long to recharge. The battery would then be there just to keep them topped off.

45
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: June 17, 2020, 05:46:59 pm »
I misread it.

I even tried alt-aiming it, to see possible damage. While the Taser Pistol shows 0-88 everywhere (way further than those 5 tiles), Neural Whip shows 0-140 in wielder's column and 0-0 elsewhere. But it does not hit in wielder's column either. I tested that with flying suits.

I just realised something. Taser Pistol has it's powerRangeReduction on the weapon, rather than the ammo. So it may not actually drop the power at all.

Tested this by hitting an agent from 6 tiles away and still stunning him.

But if Neural Whip works at your computer but not at mine, then I have no idea what is going on.

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