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Messages - HinterDemGlas

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1
I use the alternative equipment option of OXCE, meaning the only stuff on my crafts is the stuff my agents use, and some extra grenades healing items and generic magazines (and some "rare problem solvers" like a couple RPGs and the Tazer Cannon). So I usually only lose those! But I haven't lost an entire craft since the HMMV days. I have no qualms about aborting, and leaving a panicking agent behind

EDIT: Alternate Craft Equipment Management. It's nice for roleplaying and specializing your agents too, but you will have to configure the crew and equipment in base before sending them on their mission, instead of last-minute.

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The X-Com Files / Re: Quick question on Bravery
« on: March 28, 2024, 04:12:31 pm »
I didn't pay that much attention to Bravery in my current game, but I guess I lost some people to panicking after being hit by incendiaries.

Of course, you can get improvements from panicking, getting wounded and for example by using pepper spray.
Also, importantly, healing items except sprays. I think it's a 9% chance for improvement per wound healed. When I have an experienced agent with a guts deficit I make them a medic.

There are some relatively easy ways to grind the system, like abusing Psiclones or depleting your agents' sanity on purpose, but those are kinda boring.

Bravery and current morale also count towards PSI-Defense, so you do want to max out Bravery for your elite soldiers eventually.

3
OXCE Suggestions NEW / Re: [Suggestion] First Aid Skill
« on: March 26, 2024, 05:50:53 pm »
Can scripts read the level of a commendation? Not sure about that... If so you could make a commendation with totalWoundsHealed and maybe some other conditions, then use a script to add extra HP to every heal depending on the level of the commendation.

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The X-Com Files / Re: [submod] Leeroys!
« on: March 24, 2024, 08:31:02 pm »
I do feel a little cheap, turning on this mod now, in the Osprey era of my game, but it's a real time saver, problem poser and agent killer, so I very much appreciate it!

(I'm not ready for BAI)

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The X-Com Files / [submod]Cryptic Butchery(0.4.0)
« on: March 22, 2024, 04:31:39 pm »
I just had the Dr. Alpha mission and it was fun-- two of my agents were flanked by an Asmodean Cobra while running from a Shambler, that kinda thing. I hate the fucking vents, though, 35+ rounds because a werewolf ate my dog ::)

So I took all of the adorable murderous specimen alive, except for a few very fragile bats and beetles, and was finally annoyed enough by the crafting recipes somewhat punishing that approach to make a small adjustment: this mod.

This mod allows you to craft:
-Mongorn Anzug
-Bio-electric Tazer Clips
-Quillbow
-Dart musket
from living creatures- Wild Mongorn, Muckstar, Spikeboar and Bullfrog (still didn't find any of those) respectively. Mongorn King and similar variants may not work, and I only tested the Anzug and the taser ammo, sorry.

I may add other creatures- not sure what the situation with Synth muscle and anti-grav modules is for example. I will probably not add crafting recipes to turn live beast into corpses, because a) clutter and b) getting one corpse for autopsy has never been a problem for me.

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The X-Com Files / Re: Lack of XCF wallpapers
« on: March 21, 2024, 11:04:27 am »
That edit looks good to me. The bit of mirrored smoke isn't obvious (and looks a bit like an evil face which is a bonus if anything).

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The X-Com Files / Re: Lack of XCF wallpapers
« on: March 21, 2024, 09:58:53 am »
If you just want to remove the logos and adjust the size, and are apparently willing to invest a couple hours of your time... I would just learn the basics of using an image editor. GIMP is free! Paint dot net is also free and easy to learn and probably sufficient for your purposes.

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The X-Com Files / Re: The heck is an AI core?
« on: March 19, 2024, 05:59:13 pm »
Iirc that's a key word provided by the "Virtualized Headquarters". You can look that up on the q-screen to check what you're missing!

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The X-Com Files / Re: [submod] Medical Medals (0.1.0)
« on: March 17, 2024, 08:52:03 pm »
Very good points, I moved them way down and hid them by game start.
0.1.1 uploaded!

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The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: March 17, 2024, 06:54:10 pm »
Thanks for maintaining that thread, it's been very useful and convenient and I should in fact ask questions like that there! But the art I'm thinking of isn't in XCF Alternative Art (which doesn't replace any vanilla X-Com artwork from what I remember from using it) and it's not in the art part of your thread either. I think I may have to revive my old laptop hard drive to figure this out...

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The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: March 17, 2024, 05:22:58 pm »
I generally enjoy the very 90s Rob Liefeld style vanilla artwork (except for the Hidden Movement screen which is a crime against art and man) but I remember I used to play with a set of more understated, realistic X-files like backgrounds. A mod or graphics pack or something but I can't seem to find it. Does anybody know what I'm talking about?

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Help / Re: Is it possible to change rifles damage?
« on: March 17, 2024, 04:39:27 pm »
MARTHA

I recommend just changing the mod to your liking, then; you can add weapons and anything else really from the main ruleset to it as you wish. Make sure you read this carefully and check that or that for every value you don't know.

Oh and if you'd like to de-Sniderfy the mod just change or delete Language/en-US.yml ;)

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The X-Com Files / [submod] Medical Medals (0.1.1)
« on: March 17, 2024, 11:36:14 am »
So I've used dedicated medics for a bit and they don't get any commendations for their heroics. Here are some purely ornamental medals, no stat changes, no gameplay effect, for combat healthcare.

There is a commendation for healing wounds (rank 10 at 200 wounds, maybe too low) one for raising the unconscious, and a silly one for using all 3 medical devices in the same mission. I would've like one for self-healing and one for stimulant abuse but there doesn't seem a very straightforward function for those.

The art isn't great because I need to figure out how pallets work. Also I forgot to test this with sprays and drones. Let me know if there are any issues, please. I may make a version with mechanical effects later, but that would require some long term in game testing so don't hold your breath!

14
Help / Re: Is it possible to change rifles damage?
« on: March 17, 2024, 10:42:23 am »
Did you edit while the game was running? (Don't.) Are you using any mods? Did you actually save the .rul document? Did you run the OXC(E) exe from the folder you edited, not a different one? Did you use a good editor like Notepad++ that won't do weird stuff to the document?

EDIT: try out this mod I attached and let us know what happens (I recommend putting all your small changes into a small modular mod like this so you have them in one place and can adjust or undo them easily; it requires no more learning than editing the rulesets directly)

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OXCE Suggestions NEW / Re: [Suggestion]max stats for transformation
« on: March 15, 2024, 09:15:38 pm »
What would be the logical reason why high psi capability soldiers should not be able to get this enhancement? At least usually high PSI is "something extra", not something that blocks or prevents other progress or makes you weaker?

There is plenty of precedent in sci fi settings with magic brain powers for Psi-immune characters, often coupled with an inability to use Psi. It might be very fitting for certain mods to model that as a transformation for soldiers with exactly 0 PST or something like that. Just something that came to mind when I read the question.

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