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Messages - HinterDemGlas

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31
The X-Com Files / [submod] Tritanium Bullet Mill (0.2.0)
« on: March 05, 2024, 10:14:32 pm »
UPDATE: It has a Basescape sprite now! Still based on General Stores, but far more cluttered, in the purple blue of AA magazines, and with a little work station in the center. The map for base defense remains unchanged. Next is translations, and then bolts.

My own latest play-through isn't anywhere near that part of the game, but I've seen comments on Tritanium ammo being heavily depreciated, because of the limited alloy supply, more crafting projects and the pushed back Alloy Foundry. I don't know if that's really (still) the case but if so that's regrettable. In my last game (way back when *shakes EXALT master cane*) Trit ammo was sweet, made mid-game kinetics like the UAC Rifle worthwhile and plugged a bit of a power gap until I got reliable lazrs and brainweapons. So just in case I decided to make a tiny submod. If it's not needed, it's still a good exercise.

I want Trit ammo production to cost an investment in alloys, but not running (alloy) costs: a bullet is much smaller than a suit of armor, and incredibly much smaller than a fighter jet. And unless you shoot it into an escaping space ship, you can probably pay a guy with a metal detector to recover most of those bullets for recycling. So I would argue two Ravens worth in Tritanium, 100 units, should cover all of your small arms ammo needs in a normal XCF campaign. Let me know if you disagree!

This mod:
-changes the UFOpedia entry for Tritanium Ammo to explain itself, please read it
-makes Tritanium Ammo research unlock a new facility which costs 100 Alien Alloys
-makes all Trit Ammo crafting projects require this facility
-removes the Alien Alloy cost from all Trit Ammo crafting projects, except certain heavy munitions and crossbow bolts and throwing knives. Minigun and LMiniG and HMG have their Alloy cost reduced to 3 and 1 and 1 respectively. Still too low, you know the Heavy quote.

And that's all for 0.1.0. I will try to figure out how to give it a better map soon and maybe do something about the "primitive" weapons. Also you may or may not be able to sell that ammo for absurd profit? I need to test that, $ costs should probably go way up. If I ever get this far in my own campaign and decide this was a good idea I will revisit and rebalance it (maybe the shop should reduce your workspace limit or something similar annoying?). And if possible add a variant only for Superhuman that is size 3x3, costs 10000 Alloys and attracts retaliation missions :P

Please backup your save and report all bugs if you try it out! I would be grateful. I used my own old weird endgame save for testing and almost certainly missed something!

32
Those look really good! Some may be a little too badass for Level 0 cultists.

Also fits my highly specific personal theory that EXALT is the DEA  :P

33
The X-Com Files / Re: German Translation at 100%
« on: March 04, 2024, 04:36:43 pm »
Transifex translation is back at 100% and I cleaned up a lot of the word salad in the early game (as I encounter it in my very slow very occasional play-through). Found 3 typos, marked as Issues. Thanks to everyone who contributed!


34
The X-Com Files / Re: Ways to reduce the tediousness
« on: March 04, 2024, 04:26:20 pm »
I honestly think there is a place for a XCOM Files-lite (or X-Piratez-lite for that matter) that allows to experience the game in a reasonable time frame. It also feels better (imo) to play in Ironman when you know a lost run won't make you lose 200 hours.
I still have a file around from like 2020 with ideas (and a general structure) for an "XCFiles Digest". I think what really deterred me was mission scripting

35
Who would've thought the Madman's Diary was that literal  ;D

36
Translations / Re: German Translation
« on: September 06, 2021, 12:34:30 am »
Vielen Dank für die Mühe! Ich habe mal reingeschaut und das sieht schon sehr gut aus. Sehe ich da eine Lovecraft-Anspielung?

Ich weiß nicht, ob automatisiertes Hochladen eine gute Idee wäre(edit: wegen Veränderungen kurz vor der 2.0, und wegen möglichen Korruptionen, nicht wegen der Qualität der Korrektur!), ich gehe das wohl lieber erst mit dem Vergleichswerkzeug meines Texteditors durch. Ich werde mich daranmachen! Aber erst Ende der Woche.

37
The X-Com Files / Re: The X-Com Files - 2.0: We Will Be Watching
« on: September 05, 2021, 02:35:39 pm »
Congratulations on the big 2!

- Your M83 Barrett rifles and ammo will disappear, sorry.

 :( :-\ why

it was 1 of my most favourites heavy sniper guns
You may find it's still there, "downgraded" slightly... if only in name.

38
Translations / Re: German Translation
« on: September 02, 2021, 02:08:51 pm »
Die Anmeldung ist recht unkompliziert, man muss aber

Quote
Open source project? Sign up here

auswählen für die kostenlose Version.

Angemeldet kommt man über German (de)->Translate->X-Com Files zum Übersetzen, und mit German->View Resources->X-Com-Files zu einem Übersichtmodus.

Anbei die Language-Datei zum ausprobieren. Stand: jetzt. Einfach die de-Datei im Language-Ordner der Mod damit überschreiben!

EDIT: Language-Datei entfernt!

39
The X-Com Files / Re: German Translation at 100%
« on: August 29, 2021, 10:58:18 am »
I will, at least for a while! Keeping it up to date will be a much less consuming task. And I do want to know where the Illuminati stuff is going... By the way, I marked some possible typos as "issues" on Transifex.

40
The X-Com Files / Re: The X-Com Files - 1.9: Free Falling
« on: August 27, 2021, 11:57:08 pm »
After translating a lot of this game I have some random observations/opinions about style, prose and information layout to share.
  • I like the characters, very discernable voices.
  • The entries about weird parapsychology and phenomena were a treat to read/translate.
  • The Madman's Diary and the Planet of the Snakes may be my favorites
  • The Alien Science/Engineering stuff is good. Actually really good compared to the other X-Com-descendants I know.
  • I didn't figure out the Smartgun's strangely unclear name was an Aliens reference even though I had watched that film multiple times before :-X
  • The end of the Church of Dagon feels a little bland. The cthuloid idol is... a filing cabinet? And those deep ocean mages are simply arrested? Okay I guess.
  • This may be partially an issue with the English language and the formal-ish style of the prose, but some texts are absurdly equivocal(if that is the right word). I point out the "Sniper Rifles" entry, which could only be summarized with the word "quite".
  • There is much more fresh information in the _BRIEFING texts than I noticed during play. I thought about it and the problem is that the first sentences are ususally the same as in the _DESCRIPTION texts, and the end is always "To abort this mission..." so my eyes simply glaze over it and never read the center part. Maybe that's just me, maybe some change in layout would help.(Linebreaks?)
  • Speaking of, the "To abort the mission return X-Com operatives to the transport vehicle and click on the 'Abort Mission' icon." text now makes my eyelid twitch in annoyance. After the first few missions the player can probably assume this and only needs to be informed when it's not the case.
  • Not a big fan of the new intercepted cult messages. They only restate stuff you experience in play from a slightly different perspective 9 times. Not a lot of humor or weirdness or foreshadowing I think.
  • Some texts may benefit from being cut down by 40-50% but I'm not zealous about that, verbosity is not bad. Some sentences however should simply be two sentences.
  • Do not attempt a drinking game for the word "alien"  :P

41
The X-Com Files / Re: German Translation at 100%
« on: August 27, 2021, 10:20:15 pm »
Gerne, gerne! Insgesamt hat die Mod mit Leichtigkeit Romanlänge, fühlt sich gut an, das geschafft zu haben.

Morgenrot ist sehr gut. Und es ist besser, auf die Anrede zu verzichten, wenn der englische Text das "you" eher unpersönlich benutzt wie das "man" im Deutschen. Muss ich bei Gelegenheit mal nachbessern.

43
The X-Com Files / German Translation at 100%
« on: August 27, 2021, 03:45:42 pm »
The German translation of the X-Com Files on Transifex is now at 100% (Unreviewed)! I assume this means the next update will have that translation (minus, of course, the strings changed in that update) but I don't know how it works on the dev end. I may be able to whip up a language file before that if anybody is interested.

I think I translated just under 5000 of the 7724 strings, but of course I used the X-Com, TFTD and Final Mod Pack strings where applicable. Thanks to all the other participants!

This doesn't mean the translation is really done, of course. Given that I didn't have a proofreader there are going to be typos, inconsistencies, grammar errors and word errors in there. Some of the translations, especially those I did while sick, read extremely stilted and overly close to the original. Some texts are probably too long for their windows. And then there are the exciting new changes with every update... Feel free to correct any of those on Transifex, or simply message me! I was planning on replaying XCF to find the errors, but I don't think I will have the time to start finish a playthrough over the next months.

I would like some input from German-speakers on a couple questions...
Spoiler:
Wie übersetzt man Red Dawn? "Rote Morgenröte" is pleonastisch doppelt gemoppelt. Den englischen Namen will ich für eine Post-Sowjet-Organisation aber nicht stehenlassen.

Ich habe "Smart-"(gun) weitgehend mit "Digital-"(waffe) übersetzt. Einwände? Bessere Vorschläge? Meine Abneigung gegen das Wort "smart" ist vielleicht zu stark.

Der Spieler wird mit "Sie" angesprochen, da fast alle intra-diegetischen Texte entweder in einem "beamtlichen" Berichtsstil verfasst sind, oder von para-militärischen Untergebenen. Sollten die extra-diegetischen Texte (Anleitungen etc) den Spieler duzen?

44
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: October 19, 2019, 06:54:19 pm »
But if we'll back to 'normal' model, napalm grenade still have no significant advance. Lesser damage, lesser blast radius (napalm square 3x3 against 5x5 incendiary)...
see:
Most likely one is using vanilla fire damage model (5-10damage ignoring armor), while another does proper listed fire damage on top of that.

45
The X-Com Files / Re: Shogg arc design
« on: April 30, 2019, 11:45:43 am »
Personally I welcome our new rat overlords

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