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Messages - Mathel

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61
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 02, 2023, 07:46:45 pm »
A solution would be not giving civilian "armors" in-built attacks.

But would it be correct? It would mean that if some other unit used the same "armor" (such as undercover X-COM operatives, or hostiles), they too would have no unarmed strike.

62
The X-Com Files / Re: The X-Com Files - 2.7: Spectral Entities
« on: December 21, 2022, 01:44:23 pm »
As amokk_gw said, a UFO is something that's not indentifiable as something we know, including hostile fighter jets. The term came about as a reaction to certain WWII phenomena, and unidentified/enemy airplanes were quite plentiful then.

UFO stands for Unidentified Flying Object. Not "unidentifiable", merely "unidentified". As such, so long as you know it is flying and you do not know what it is, it is a UFO to you.

This means that a blip on the radar is a UFO until you get some identification on them, be it visual or radio. It is a UFO to the radar operator, but not to the pilot flying it.

63
The X-Com Files / Re: The X-Com Files - 2.7: Spectral Entities
« on: December 12, 2022, 08:20:59 pm »
.308 rifle has armor piercing capabilities. So do warp weapons.

From Warp Rifle Clip
Code: [Select]
power:34
damageAlter:
 IgnoreOverKill:false
 ArmorEffectiveness:0.35
 ToArmor:0
34 Power
Can vaporize targets
Ignores 65% of target armor
0% of final damage damages armor

But you are right that the Tritanium Sword does not have such capabilities.

64
The X-Com Files / Re: The X-Com Files - 2.7: Spectral Entities
« on: November 13, 2022, 09:56:05 am »
Custom VSS Clip, the ammo for Natasha's Custom VSS has the following damage.

Code: [Select]
    power: 20
    damageBonus:
      reactions: 0.4
      firing: 0.36
      flatHundred: -0.20

Which translates to 20+0.4*Reactions+0.36*Firing Accuracy-20= 0+0.4*REA+0.36*ACC. The Wiki is correct.

I have no idea why Solarius decided to make it do 20 damage and then negate it rather than start with 0, nor why it has 0 base damage to begin with, but 0 base damage it has.

65
XPiratez / Re: [MAIN] XPiratez - N2 Apocalyptic Edition 22-Oct-2022
« on: October 24, 2022, 12:04:50 am »
You can't. There used to be an "execute" option when holding them in one hand and a melee weapon in the other, but it was was ridiculous* and thus removed.


*You could execute any fallen unit with any melee weapon regardless of what fallen unit it was and what weapon it was.

66
The X-Com Files / Re: The X-Com Files - 2.6: Paranormal Activity
« on: October 04, 2022, 05:45:53 pm »
Are Aquatoids even able to do melee? When I stormed sunked Cruiser with Aquatoids I tried to hit them with stun sticks. I was confident, that if I stand right next to an enemy unit, then this enemy unit can only react with melee attacks. But those little green men fired instead (with predictable results)! I believe this could only happen with units not capable to do melee (like hybrid drones). Is that true?
The way it works is that melee has priority if the reacter has a melee weapon equipped. For humans, an empty hand is considered a melee weapon. I don't know if aquatoid empty hand is a melee weapon, but if it had two pistols, then it didn't even have that. With no melee weapon available, it's only option was to shoot.

67
XPiratez / Re: [MAIN] XPiratez - N1 29-Apr-2022 Every Day Is Caturday
« on: August 27, 2022, 02:20:06 pm »
There are a couple of changes between versions that I've considered changing, like having 600 capitatory tax (120 space) dumped on you, or giant boulders (100ish), forcing out your inventory before you even get a chance to pay it off. If I want to change them I will. They won't affect my battlescape game at all.

These events forcing bunch of huge stuff into your first base are quite ridiculous. Personally, I think there should be an option after an event to immediatelly sell stuff gained in it, like there is after a mission.

Also note, that if the base it is going to (first base in the base row) doesn't have enough space, but could, the event items are not included in the sell options.
If, however the base can't have enough space, you can instantly sell the stuff from the event along with other stuff in that base. So what I did against such event is placing a base with ridiculously low storage space as first.

68
XPiratez / Re: Bugs & Crash Reports
« on: July 30, 2022, 08:52:12 pm »
Apples can overheal.
Anna Puma (Wearing Unipuma outfit) was wounded, so I had her eat apples. When I eventually looked at her stats screen, I found out she had 60/58 HP.

Edit: Oh, the extra HP gets removed before next turn.

69
The X-Com Files / Re: The X-Com Files - 2.5: Silent Run
« on: July 30, 2022, 10:25:17 am »
Entirely unrelated: Is the MAGMA corporation a reference to something, or is it just something you came up with?
Looking it up, turns out they were a real company up until 2011, when they merged with Plutonic Power Corp to become Alterra Power Corp.

Not sure if Solarius Scorch knew this though.

70
The X-Com Files / Re: The X-Com Files - 2.5: Silent Run
« on: June 18, 2022, 09:46:35 am »
Look into "C:/Users/[your user name]/My Documents/My Games/" for OpenXcom folder. It is possible OpenXcom is searching there, even though it shouldn't.
"./User/" exists and windows usually don't distinguish between cases. If OpenXcom is searching in your private folder, you can copy your mods and saves there.

71
The X-Com Files / Re: Line of fire vs. terrain
« on: June 18, 2022, 09:35:45 am »
The only thing I dislike about this game is the accuracy problems with fences and elevated grounds. Fences I can kind of understand, but I struggle to understand why someone standing exposed on a hill (I am also flanking him so there it is not like only his head is visible etc) can't be hit accurately. I am not even sure what the problem is or even if it exists but can someone explain why I seem to keep missing enemies on slopes and hills? I am guessing it is the original game's issue rather than the mod's, but if so can it not be fixed? Or is there some kind of a logic to it?

I have noticed there are certain positional combinations, where you basically can't hit. >100% hitchance, but the shots consitently miss. But it is a thing with the engine, not with any particular mod. Usually it happens when the shooter and the target are at different elevation. Sadly, I do not have a savefile of such a position.

72
XPiratez / Re: Bugs & Crash Reports
« on: May 26, 2022, 10:45:32 am »
Raider Arms Factory mission is missing it's string.

Then when I researched a live Raider Flame Guard, game crashed with the following error.

Correction: It crashed when I clicked the Show Result button, not when the research was complete.

73
XPiratez / Re: Bugs & Crash Reports
« on: May 20, 2022, 06:07:31 pm »
Following the discussion currently in the main thread, I read the czech list of names for Slave Soldiers.

I noticed that some names and surnames are duplicite.
From names: Durin
From surnames: Burian, Kapóne, Lukas, Lí, Medvídek, Radegast, Roháč, Wrajt

There are also cases where there are two names which mean and sound the same, but are written differently. I assumed these cases are intentional.

74
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 11, 2022, 03:42:26 pm »
It worked because the terrain generates upon mission arrival. Since you did another mission in the meantime (though anyting that calls the RNG would probably work), there was a different lineup of numbers in the RNG. A lineup that, when called for map generation, did not call for a road.

Interestingly, I also observed that terrain generates differently depending on day/night, even when there is no difference in RNG calls.

75
The X-Com Files / Re: The X-Com Files - 2.4: Flesh and Circuitry
« on: May 05, 2022, 08:40:00 pm »
3) My guess is as follows
Flat Stat Bonus affects the stat as is and is limited by the stat's maximal value.
Stat Bonus is tacked on top of whatever the stat happens to be, ignoring maximal stat. Commendation bonuses work this way.

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