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Messages - Kissaki

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16
Suggestions / Re: TFTD - dye grenades
« on: November 13, 2021, 10:04:52 pm »
Nothing prevents you from creating a mod with the value you want.
Well... except skill  ;D


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You will then be able to activate/deactivate it at will!  ;)
See attachments !
Work fine in my OXCE !
Thanks, I'll check it as soon as I get home :)

17
Suggestions / TFTD - dye grenades
« on: November 13, 2021, 09:19:51 pm »
I notice OpenXcom has integrated Zombie's dye grenade mod, which increases the damage from 10 to 60. There seems to be broad agreement that the original value was a mistake, that it rendered the dye grenade useless.

Personally, I disagree. I played the original TFTD extensively, and made good use of dye grenades. It's actually one of the things I found to be realistic - you need to give it time to work. The dye spreads with each turn, and in 4 or 5 turns the area covered is the same as the 60-power dye grenade. A gradual coverage, especially underwater, seems much more realistic to me than an instant big blanket. So the 10-power dye grenade is certainly not useless, and like I said I made good use of it myself.

So why not keep Zombie's mod, but as an option? Make the mod active by default, but please include the option to switch to the original value for old fogies like me who like to relive the original feel of the game as much as possible. It wasn't difficult to edit the values back to 10 myself, but doesn't it belong among the other bells and whistles you can turn on or off in the menu, though?

18
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 13, 2021, 07:22:08 pm »
Military NVG can easily weigh 1-2 lbs depending on design and configuration (older tend to be heavier, but even modern 'lightweight' ones can be close to a pound and that's just for optics covering one eye.   On top of that I'm pretty sure that OXCE 'weight' isn't just mass (whether in lbs or kg) given that a Glock 18 weighs '3' yet IRL weighs about .94 kg (pistol weight with a loaded magazine)

Assuming one weight unit was ~300 grams approximately, a 'weight' 10 vest will weigh 3 kg, and a weight 8 vest would weigh 2.4 kg.     600 grams or so would be plausible for NVG especially circa late 90s or early 2000s.
Yes, I considered that, but then the night-ops armour - which sports bulkier night-ops than the liquidator - does not add bulk beyond a leather coat, I believe. It does penalise reactions by -5, but that's it. The liquidator provides the same night vision benefits as the night-ops armour, but not a penalty to reactions. Instead, it adds additional penalties to tu and stamina, as well as weighing more than the armoured vest. And the optics on that liquidator helmet do not look particularly cumbersome. So for game-purposes, I altered the penalties to the liquidator harness as mentioned before.

19
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: October 30, 2021, 08:12:56 pm »
You sounded kind fo sincere given your inflection. Sorry if I misunderstood you ;)

Not really up to me to say, and I am not the mod author. The nice thing about OXC is that you can change most of the stuff to your own liking, as the *.rul files are all plain text. Don't like how somehting is implemented? Just change it.
I already have. Don't tell anybody. :D

20
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: October 30, 2021, 08:54:32 am »
Not Protein, Protean.
I was being facetious.


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Those are not different types of armor, but the same kind of armor for different types of agents (or soldiers). Due to the way that OXC handles unit properties, some attributes are assigned to units themselves, while others are part of the armor definitions.
Ah, that would explain it, then. Thank you. However, it still doesn't make sense to me that a suit of armour should be heavier and bulkier (but offering the same protection), just by adding night vision goggles. Wouldn't it make more sense for it just to have the combined drawbacks as the armoured vest and the NightOps armour? Ie., -5, -5 and -10 to TU, stamina and reactions respectively.

Although I have to say, stamina has never been remotely an issue for me in Xcom-Files, not even with rookies.

21
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: October 30, 2021, 01:16:50 am »
That is irrelevant in regards to your original question, but we will get to that in due time (provided nobody else wants to answer it). I asked you to double check the numbers you gave for both armors. What is the value for visibilityAtDark for STR_ARMORED_VEST_UC?
Ah, yes - that particular armour only has a value of 9, I see that now. I must have looked at STR_ARMORED_VEST_PROTEAN_UC before, which has a value of 12. What difference proteins make.

22
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: October 29, 2021, 10:58:42 pm »
You might want to double check that.
Yes, it seems some instances of the liquidator armour have different values for visibilityAtDark, although I don't know which is the one I'm getting when I pay for it (numbers are :

STR_XCOM_LIQUIDATOR_ARMOR_UC: 12

STR_XCOM_LIQUIDATOR_ARMOR_OLYMPIAN_UC :12

STR_XCOM_LIQUIDATOR_ARMOR_PROTEAN_UC: 15

STR_XCOM_LIQUIDATOR_ARMOR_H_UC: 14

23
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: October 29, 2021, 09:32:44 pm »
What does the description say about that armor? Would you mind quoting it here?
The description of the Liquidator armour says it has better NV (night vision?) than the armoured vest, but how is that reflected in the stats, exactly? The only stats that seem relevant to my eyes are camouflageAtDark (neither armour has a listing), visibilityAtDark and personalLight (both armours 12 and 5 respectively).

24
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: October 29, 2021, 01:10:47 am »
I may be missing something, but it seems the liquidator armour is considerably worse than the armoured vest. The protective stats are identical, but the liquidator armour - despite requiring considerably more research - has greater penalties to stats, and costs over twice as much. Besides looking cooler, why would I want it?
v.2.1

25
Fan-Stuff / Re: Soldier names
« on: October 25, 2021, 10:18:05 pm »
Thank you very big!

26
Fan-Stuff / Re: Soldier names
« on: October 23, 2021, 03:33:44 pm »
Is there a list containing only the original EU/TFtD names? Not to disparage the current list, but it would be nice to be able to choose "original names" for those who want to get as close to the original feel of the games as possible.

But while I'm here I may as well point out, as a Norwegian, that the Norwegian list contains a few errors. The most glaring of which is the fact that you have "Quisling" listed as a surname. This name no longer exists in Norway, and hasn't since the end of the war. It's just as much an eyesore to a Norwegian as "Hitler" would be in the German list, and just as unthinkable - for the exact same reasons.

Another one is that "Inge" is listed as a female name. It's female in Germany and Denmark, but in Norway it's male (just like "Janne" is female in Norwegian but male in Finnish).

27
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: September 29, 2021, 03:46:21 pm »
It doesn't seem possible to buy 5.56 ammo until Milestone 2, which is a bit frustrating seeing as I'm able to purchase FAMAS, L85 and G36 from the Dagon suppliers before then. I presume the Church of Dagon buys ammunition for their weapons as well (or maybe they've reached Milestone 2 ahead of me), and browsing through  research_XCOMFILES.rul it does seem like I'm supposed to be able to buy ammo to weapons I can buy. I solved this one rather inelegantly by moving the following lines from Milestone 2 summary to Milestone 1 summary:

    unlocks:
      - STR_RIFLE_M16_CLIP_BUY_CONDITION

This allows me to research the above string. Crude, but it's the only thing I was able to do which actually worked.

EDIT: I think I found out why my other changes did not work. I had a backup folder in the ruleset folder, where I kept items_XCOMFILES.rul and research_XCOMFILES.rul. So long as they were in a sub-folder of the ruleset folder, the game kept overruling my changes. None of my edits of the items registered at all, and I could even delete the .rul file with no consequences. Only once I relocated the backup folder did my changes register. Makes me wonder why the abovementioned change in the research .rul file did make a difference, but I guess I shouldn't question a good thing too much.

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