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Messages - Kissaki

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1
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
« on: November 18, 2021, 09:27:21 pm »
Took them from alien dead bodies, of course. :-)
Just as sonic weapons and other alien stuff.
But I haven't encountered any aliens with vibro weapons yet. I got the research option from a calcinite autopsy, which is how it was in vanilla - and gives the impression that it's alien-inspired human tech.

Well, so long as the non-manufacturability is a feature, not a bug, I'm satisfied :)

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Open Feedback / Re: Selecting which weapon is active for reaction fire
« on: November 18, 2021, 09:23:04 pm »
By "dart rifle" I meant "jet harpoon", I apologise.

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Open Feedback / Re: Selecting which weapon is active for reaction fire
« on: November 18, 2021, 08:03:02 pm »
I don't have OpenXcom 1.0 (it's 7 years old!)

I tested both OpenXcom Extended 7.0 and OpenXcom Extended 7.0.19... and they both work fine.
There hasn't been any change in that part of the code for years.

Please don't make me upload more video proofs.

If you want to continue this (very likely pointless) discussion, please provide some evidence.
I edited my post with new info before you replied.

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Open Feedback / Re: Selecting which weapon is active for reaction fire
« on: November 18, 2021, 07:04:31 pm »
Ok, I'm back home.
These are the versions I have:

OpenXcom 1.0 (older than I realised)
OpenXcom Extended 7.0
OpenXcom Extended 7.019

Anyway, it seems to be the case only for certain item combos. I tested TWoTS, for example, and with a dart autogun and a dart rifle there was no change. With an X-rifle and a thermal tazer, however, the visuals did change. So I don't know what the deal is, really.


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Open Feedback / Re: Selecting which weapon is active for reaction fire
« on: November 18, 2021, 05:57:13 pm »
What the...! I tested with three different versions - an older one with OpenXcom, and two (presumably different) versions of OpenXcom Extended. I noticed it first playing TWoTS, then tested in X-Com Files, then vanilla TFtD with the same result. I'll have to re-test this.

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Open Feedback / Re: Selecting which weapon is active for reaction fire
« on: November 18, 2021, 05:16:34 pm »
Ok, let's say an agent holds a rifle in one hand and a stun rod in the other The graphical representation in the battlescape in OpenXcom will always be the rifle - or maybe it's always the item in the right hand? Anyway, in the original, the graphical representation in the battlescape will always be the item you clicked last. Not the inventory screen, but the isometric view where the action takes place. So if I don't want my dude to reaction fire with his rifle (because friendly fire isn't so friendly), I could L-click on the stun rod (and then R-click to deselect), and then he would be shown as wielding the stun rod instead. This is not the case in OpenXcom. No matter which weapon I click or use, it will not change the visuals. And I also kind of doubt it will affect which weapon is used for reaction fire. This is what's different from the original.

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
« on: November 18, 2021, 11:59:37 am »
Ok, another one:

The vibro weapons - I can research them, but cannot manufacture or buy them. In the manufacture file these weapons are marked for deletion from the vanilla ruleset, but no information is added to replace the vanilla. Removing the delete references did not work. How does one get to acquire the vibro blade, thermic lance and heavy thermic lance?

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Open Feedback / Selecting which weapon is active for reaction fire
« on: November 18, 2021, 11:16:24 am »
I've just noticed it now that it is always the primary weapon which is visible on my dudes. But in the original UFO and TFtD, if you clicked on the item in the off hand, that item became the visible one - and the one which was used for subsequent reaction fire. Was it a conscious decision to change this for OpenXcom?

9
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
« on: November 18, 2021, 01:23:19 am »
I'm not sure but I think that is the gimmick weapon made for ClosetYeti's TWoTS Let's Play series. He has a recurring character named Axe who does only melee and dies a lot. The axe was supposedly just a thermal tazer with a unique graphic and text.

If you want to make an item available for purchase, you have to set a non-zero costBuy. If there is anything listed under requiresBuy, then you will need to have completed research projects matching all string names in that list in order to be allowed to purchase the weapon.
CostBuy - that's what was missing! The axe is a pretty pointless addition to the X-Com shop, I admit, but it makes me happy  :)

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
« on: November 15, 2021, 09:38:53 am »
I've just built my first Cormorant, but it seems it can only be equipped with cannon. Fine, but there are no cannons available to purchase. Isn't the craft gas cannon supposed to be available from the beginning? Looking through the research file, I can find no reference to it at all.

The craft weapons file lists CRAFT_GAS_CANNON, but the research file does not. The only work-around I know how to do is to give the Cormorant the same weapons options as the Barracuda.
Edit: actually, that didn't work either, and I have no idea why.

It seems an oversight that I'm able to research a craft way before I'm able to research suitable weapons for it. And how was I to know that the craft I was researching couldn't mount the weapons I had stockpiled. As it is, since I couldn't possibly know ahead of time that the Cormorant was a tiny little drone, I have wasted about half a month's worth of research, not to mention the money that went into the project. Since the craft gas cannon is such a crappy weapon anyway, I see no reason why it shouldn't be unlocked together with the Cormorant.

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Released Mods / Re: X-Chronicles Release, v.0.99.1
« on: November 14, 2021, 04:29:58 pm »
Well, colour me tickled. I'm trying this out as soon as I have the time.

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
« on: November 14, 2021, 03:21:45 am »
Most of the surface weapons are there for fluff. I'm pretty sure the best surface weapon is the X-Rifle which you can get access to very quickly, maybe the Plasma Rifle but the aimed mode restriction really hinders it.
A bit too quickly, I think. When I retrieved and researched the AKM, I thought "great, now I don't have to suck on the surface anymore!" But researching that unlocked the option to research common weapon acquisition, which allowed me to purchase X-rifles. I never used AKMs in combat.

Oh, one weapon I would have liked to be able to purchase is the axe. Since it gets a power bonus equal to the user's strength, it really isn't bad at all. But then there doesn't seem to be a way to buy it. I tried adding a
    requiresBuy:
     - STR_AXE
string, but that didn't do anything. Ditto the explosive charge (described as C4 in the game, but named dynamite in the items file). And on that subject, both C4 and dynamite are used for demolition purposes, yet the description says it's not suited for that purpose.

And while I'm posting, I might also mention that the DP64 incendiary ammunition weighs three times as much as the HE ammunition. I took the liberty to affix the same value to both, ie. 2.

I critique because I love.

13
Suggestions / Re: A base defense system
« on: November 14, 2021, 12:48:31 am »
My megamod Reaver's Harmony has a solution to this, though it's a bit complicated. The simplest thing you can do is to use
Code: [Select]
lessAliensDuringBaseDefense: true (not nested).
- - - - -
This makes it so that if base defense facilities deal, say, 43% damage to the ship, it will have about 43% less aliens dropping into the base.
Wait a minute... I thought this is how it was originally? So when I have been playing vanilla, all the damage I've inflicted which has fallen short of downing the UFOs, has amounted to a bag of beans?

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The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 13, 2021, 10:31:45 pm »
That's not an issue of 'realism' or suspension of disbelief though, that's more a 'game mechanics' optimization style reason.    My original post is about justifying the in-universe logic for those things, not whether it is competitive with other features.
But that's what I was doing - justifying it by in-game logic, rather than viewing it through a lens of realism. I see three suits of armours where one suit combines the benefits of the other two, and in-game logic dictates that it also combines the disadvantages of those other two.



Quote
Like, you can still bring it up (that's the purpose of this thread) I'm just not sure it's a big enough issue it warrants a change to the game itself, rather than you simply tweaking it so it suits the way you feel it should be handled.   I've had similar feelings about such in XCF and XP myself, but it's more about me than about the games.   In other words, I see it as a 'me' problem, not a 'game' problem.
Yes, well I saw it differently. I spotted something I figured was an error, and so I reported it in the appropriate place. Just because I fixed it in my personal copy of the game, doesn't mean it's fixed for others.

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Suggestions / Re: Clarify switching to TFTD
« on: November 13, 2021, 10:15:33 pm »
I agree. It took me a bit of getting used to as well. Now that I am used to it, it's as simple as  pie, no hassle at all - but I admit to a bit of head-scratching at first.

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