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Messages - Abyss

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1
This errors from "Morozova" submod. Download latest version of that submod.
Thank you!
I thought new XCF armor somehow interferes with armors provided by this mod.

2
XPiratez / Re: XPiratez on BrutalAI question.
« on: January 09, 2024, 11:48:20 pm »
It is clearly stated, what BAI can do and cannot.
Setting 1 will allow only units that directly see your troops, to aim and fire.
Setting 2 will make enemies attack only units, which are revealed this particular turn. E.g. when one unit comes close and reveals your positions, pretty much like player, BAI then can attack whenever and however it thinks better for getting to the winning condition. Getting closer to LoS fire, or from deep dark no-LoS, or by melee.

Ok. Now. As far as can get, you want something between setting 1 and setting two, where only part of no-LoS enemies can shoot at you?
If so, go ahead, visit BAI subforum and propose it. Xilmi is opened to suggestion and pays attention to reasonable arguments.

3
Work In Progress / Re: Winter Marshes Terrain.
« on: January 09, 2024, 10:21:03 pm »
Do it. Your marsh is cool.
Also, consider making walkable water tiles consuming x3 TU's

4
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 09, 2024, 10:14:18 pm »
What submods are you using?
If you use Arsenal Additions - you need fix from this topic
https://openxcom.org/forum/index.php/topic,9722.180.html
Have the same problem, but with less armors (4 of them). After installing the fix.
Other guy says he deleted "backup file", then everything started working. What is this he talking about?

5
Brutal AI / Re: Brutal-OXCE 8.1.0
« on: January 09, 2024, 10:11:18 pm »
Supporting all of these scenarios via AI is a gargantuan task. And modders really don't seem to care about AI, as the base AI couldn't even use different weapons at all. Yet a lot of enemies have more than one. Makes me wonder why.
They can, ninjas wielding both katanas and throwing knifes performed both kinds of attacks in XCF way before BAI was presented. Although, I have no clue what exactly triggered one or another. Perhaps, just range to a target.
Also, vanilla AI seemed to most target weakest armored guy, too.
To conclude, it has had (and still has) at least, some logic
 

6
The X-Com Files / Re: Zombie plot stuck
« on: January 08, 2024, 11:59:32 pm »
Thanks! Must be a way to go, then.

7
Everything good now with scripts?
I'm using this mod. Are original files from first page link upgraded too?

What about new armor added to XCF?

UPD. Installed quickfix into XCFAA 0.8.1d for XCF 3.2, got this error

8
The X-Com Files / Zombie plot stuck
« on: January 08, 2024, 11:08:04 pm »
Hi everyone,
I've got zombie plot stucked with something.
It's may 98, basic zombies, their corpses, parasite and evolution hypothesis are researched for 7-8 months already, but not yet single mission with zombie infector appeared.
What is blocking it?
Two submods are installed: natasha morozova join and more guns

9
Brutal AI / Re: Brutal-OXCE 8.1.0
« on: January 08, 2024, 08:30:45 pm »
BTW i recently walked on mine, which exploded. Amazing things happen
That was about AI pre-priming mine and carrying it around as grenade for later. Surely, they don't know the difference.
As for intention, yes. Everyone walked into it,eventually

10
Brutal AI / Re: Brutal-OXCE 8.1.0
« on: January 08, 2024, 10:31:02 am »
Hu? How is adding a new option, which doesn't even change anything unless the player deliberately changes it a "decision" on my part?
Oh, pardon me. I must be f****ng into my eyes whole time, thinking it is permanent change (given all psychological wounds you inflicted on players by denouncing AI nerfing system  <- it was a half-serious joke).

Quote
If you attack tiles that don't contain enemies or objects, the shot will be aimed at the floor. So chances of hitting someone near that tile with stray-shots is reduced quite a bit because of that
Recently I was thinking of the ghost spawn mechanic. It's quite simple.
Say, there's 3x5 rectangle from which proposed enemy has made out-of-dark reaction shooting. If this area is unreachable via adequate losses, BAI can imagine there is a unit on the tile, and then shoots into it. It is a ghost unit, with whole one purpose - to make a line of shot through this rectangle. The hit mechanism has been already introducted by you, so there's no trouble with actual revealing of units. And then, ASA unit is revealed, BAI switches to original/combined strategy.
Again, this is counter-reaction_fire mechanism, which means X-COM units are static and not moving. Moreover, it is not proposed as a whole turn strategy, possibly 20-25% of available shots can make fair scanning, if area is 3 tiles, and there's 30 enemies vs 10 agents. For guys with low nightvision and a good crowd.

While, as Juku suggested, instant-explosive and incendiary (including plasma, which is good light-setter itself) rounds can aim into some different positions, deeper into the rectangle.
End-turn explosives, like grenades, are already good.

What do you think now?
* on attachment, please read grenadeing as instant-explosive/incendiary targeting tiles 

11
The X-Com Files / Re: Synthmuscles availability
« on: January 08, 2024, 09:36:37 am »
You can get it if you share both elerium battery and terramite with MAGMA. So, it's not a very early tech and not a specific mission.
Oh, I got it. Bought it in a plenty previously. Now just mulled it up with power suit, and was thinking what part of MAGMA missions I was missing for years. 

12
Brutal AI / Re: Brutal-OXCE 8.1.0
« on: January 07, 2024, 11:21:00 pm »
Changelog:
Quote
This was previously always the case but now can be turned off. Disabling it will help units with stealth- and vision-advantage to rely on reaction-fire-based-strategies without instantly triggering retaliation to their exact position.
The AI will still know where the shot came from but can no longer target that tile without visual confirmation.

You rush in decisions. The base option of counter-reaction fire was something very new to X-COM mechanics.
Players also use blindfire in some cases. Not as precise as BAI did, but sometimes it helps.
BAI also has no flaring options, which can be used to reveal reaction-fired opponent. 
Actually, questions arise now:
- will BAI prefer hiding&lurking instead of shooting
- what if it's impossible to get reach the positions alive? Will BAI have to run to discover, sacrificing units one by one in order to reveal enemy positions?
- etc etc

BS is cool thing, which also adds dynamics. Just imagine 10 guys simultaneously shooting through the area with rifles, like mexican mafia from B-class action movies. 
Okay, okay. You got me. I just really desire it for you to implement BS into the battles  :D

13
From the Ashes / Re: From the Ashes - initial release!
« on: January 07, 2024, 10:30:58 pm »
Finally, engine for Alpha 2 release considered as done, with feature freeze (only bug fixing), so a few mission and polishing with mod part left before the next huge release!

Dev streams and testing new version on Twitch https://www.twitch.tv/finnik723studio

Ух ты, на русском! Обалдеть. Допили это пожалуйста, шакарная штука должна получиться.

14
Work In Progress / Re: Caffeinated Xcom [WIP]
« on: January 07, 2024, 08:27:55 pm »
Are you alive, dude?
It's painful to see how one of the most promising modding concepts got into dust.
The X-COM armors look great.
The new aliens look great.
The whole plot can be new and great.
What's up?

15
Work In Progress / Re: [TFTD][WIP][OXCE] Zrbite Laser Rifle
« on: January 07, 2024, 08:24:29 pm »
I love how this bastard of laser rifle and sniper gauss looks on handobs.

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