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Messages - Scamps

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31
OXCE Suggestions DONE / Re: [Suggestion] Manual Promotions
« on: February 24, 2023, 12:55:00 pm »
There is a mod for randomized stat caps, so "maxed soldiers have same stats" problem can be solved by existing means. In Piratez there are freaks.
Commendations also help differentiate soldiers if they stick to different playstyles. I am not sure random commendations are a good way to solve that problem. For example, why should you play 10 missions to discover some natural inclination towards firing/melee/reaction that never manifested before? Using random commendations for random lasting injuries ("patient" commendations) seems more realistic. But it would be more frustrating and people would want a way to remove commendations  :)

32
OXCE Suggestions DONE / Re: [DONE] Weapon range in paedia
« on: February 23, 2023, 10:16:50 am »
Same as before, you need a mod. See the link above for example.
That one was made for personal use, I am too lazy to support it. But it is simple enough.

33
OXCE Suggestions DONE / Re: Alt Inventory mgmt improvement
« on: January 21, 2023, 12:38:32 am »
- if you increase anyone's armor size from 1x1 to 2x2 while in the Inventory, all saved "soldier deployment previews" on all craft will be reset
Am I reading it right that you can change armor from base inventory screen, not craft soldier list, nor soldier card?
If so, how?

34
OXCE Suggestions DONE / Re: [SUGGESTION] Alternate loadout system #2
« on: January 21, 2023, 12:34:29 am »
Did a brief test with both Meridian commit and Karadoc commit - both are welcome changes!
Thank you, Karadoc, for taking time and writing down options. I agree that option2 is the best. (I also agree that inventory code is... complicated and big changes are best left to devs  :) )
//I just learnt about craft templates reading this thread.

35
OXCE Suggestions DONE / Re: [DONE][SUGGESTION] Alternate loadout system
« on: December 16, 2022, 04:33:20 pm »
Thoughts on new system (beside huge thanks for hard work)!!!

Due to diversity of missions (looking at you, Dioxine), player sometimes has to change soldier equipment. This presents following problems:

- If you change equipment of a soldier assigned to craft from soldier list, you need to go to craft inventory for equipment to be stored on craft. I keep forgetting it. Is it possible to auto-update craft equipment?

- Finding required soldier on soldier list can be a pain. List is not filtered/sorted by craft and there is no way I know to go to specific soldier inventory from the list.
Solution a) Is it possible to incorporate something like my earlier path (pressing I goes to soldier in question)?
Solution b) Is it possible to show all equipment (craft+base) in craft soldier inventory screen? (and add selected equipment to craft afterwards)

36
XPiratez / Re: A thread for little questions
« on: December 16, 2022, 04:09:30 pm »
There is a new option: Apocalypse-type equipment, on by default.
If it is on, equipment is saved in base soldier inventory screen (opened from soldiers list, not craft). Changing equipment pre-mission does not save it. Not sure about base craft inventory screen.

37
A tiny bug report. Starting zeppelin crashes on preview. The thing is just too big  :)

38
40k / Re: 40k
« on: November 26, 2022, 10:12:24 am »
No hints at all?  :)
It's on the second page though, entirely possible to miss.

Upd: Searching for enemy bases is a good idea in 40k. Will help with your "number of UFOs" problem.

39
XPiratez / Re: A thread for little questions
« on: October 19, 2022, 11:05:49 pm »
I have some questions. Some of them are recent, some are bothering me for a while:
  • What does "gathers intel on missions" means in PIGEON description? It looks like I am getting slightly more personal databases from missions. Is that all?
  • What does "Extra XP (10)" means on Bikini or similar outfits? I am getting more experience while using it, but this is definitely not +10 stats, otherwise a gal would be maxed very soon.
  • How exactly morale damage (from weapons, such as Incendiary Grenades) is calculated (in this mod)? Does target's bravery matter? It looks like yes, but I cannot figure out how exactly.
  • As far as I know, when a craft get's shot down it is 85% (or something close to that) chance for each crew member to survive. But It looks like there are some hidden rules that I am unaware of. In my current playthrough when AIRBUS with 6 ubers was shot down all survived. Then LITTLE BIRD was shot down with 2 Slave Soldiers: none survived. (2.25% chance, OK.) Then AIRSPEEDER was shot down with 3 Peasants, none survived. (0.3375% that is fishy!) EDIT: And then the PIGEON from 1-st point was shot down with 8 peasants: all survived. Now I can only assume parachutes are available only on certain crafts...
  • Good pilots has +% to accuracy, but how exactly does this goes into formula? Is it an additive to enemy's craft evasion or to weapon accuracy? The difference is significant.

Some answers can be found in ufopeadia bumbered articles.
2. Only basic stats (STR, STA, ...). Does not affect  ACC, THR, MEL.
4. I have a feeling that overkill matters. Little bird and Airspeeder are squishy compared to Pigeon.
5. I believe multiplicative to base weapon accuracy. Additive would be imbalanced. Not sure about the rest of formula.
My best guess is CHANCE_TO_HIT = WEAP_ACC*(1+PILOT_BONUS)*ENEMY_SIZE_MULTIPLIER - ENEMY_DODGE

40
The X-Com Files / Re: Chinese first name "U"
« on: October 17, 2022, 02:07:13 pm »
U re questioning devs?  :D

41
XPiratez / Re: [MAIN] XPiratez - N1 29-Apr-2022 Every Day Is Caturday
« on: October 14, 2022, 08:09:33 am »
My guess is they will gradually replace generic govt ships with generic govt agents. They currently seem somewhat out of place lorewize, considering vast diversity of local governments.
Psyentific, do you not have enough recruitables?  ;D
As for allies option, seems unlikely in generic missions, feels like a ton of work to add them in, say, terror missions. Maaybe friends in government ninja mission can be given some variation relatively easy. In new missions - options are endless  :)

42
XPiratez / Re: [MAIN] XPiratez - N1 29-Apr-2022 Every Day Is Caturday
« on: October 08, 2022, 01:28:12 am »
Encountered "surprise" room in UAC vaults. Devs, I love you! (even more than before)

43
OXCE Suggestions DONE / Re: [SUGGESTION] Alternate loadout system
« on: September 22, 2022, 09:25:14 am »
One more quesion came up playing with the patch.
Currently, "I" in base soldier list works only for soldiers not assigned to craft. I intended to add functionality to rest of soldiers. Now in case you want to change equipment of an assigned soldier under new system, craft will likely not have desired equipment. So, what equipment should be displayed in that case? 1) craft, 2) base, 3) base+craft?
Other option is to do a 3-step process (on different screens): 1) deassign soldier, 2) change equipment, 3) assign soldier. Makes me think about implementing "I" on craft soldier screen...

44
XPiratez / Re: Bugs & Crash Reports
« on: September 12, 2022, 06:17:08 pm »
Reproducible crash on mission map generation

45
XPiratez / Re: [MAIN] XPiratez - N1 29-Apr-2022 Every Day Is Caturday
« on: September 07, 2022, 02:59:08 pm »
They definitely do. Recruit more soldiers (any type will do, peasants are the cheapest)

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