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Messages - peirceg

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16
The X-Com Files / Re: Troop Deployment: Unfair?
« on: May 24, 2020, 11:14:40 pm »
Why not put an extraction point on the other end of the map for the ski mission? Would give you a fighting chance of making it out since it is at night.

17
XPiratez / Re: [SCRIPT] Lucky Rabbit's Foot
« on: May 24, 2020, 01:08:29 am »
Thank you ill test it later today. Just a quick confirmation this is the line that sets chance to be not killed right?

set temp 5

18
XPiratez / Re: [SCRIPT] Lucky Rabbit's Foot
« on: May 19, 2020, 04:30:56 pm »
Should have checked my logical grammar there lol. I mean killed on the battlescape only to have a chance of just being severely wounded.

19
XPiratez / [SCRIPT] Lucky Rabbit's Foot
« on: May 19, 2020, 11:12:01 am »
I would love to see some soldiers having a very small chance of not dying after being killed as long as their corpse was not destroyed. Is this possible with the current engine?

20
Are there any weapons in this mod the accept more than one ammo type at the same time to fire different types of shots? I.e an assault rifle and a underslung grenade launcer?

21
XPiratez / Re: Reaction vs Melee Enable
« on: May 11, 2020, 04:01:23 am »
Guess Ill just save myself the hassle and not use the ranged version. Reactions are based on the melee segment anyways. Is there any way to get the ranged version to not display?

*Just worked it out just needed to delete all references to Snapshots autoshots etc, it acts like a gun without the gun part now.

22
XPiratez / Re: Reaction vs Melee Enable
« on: May 11, 2020, 03:30:10 am »
How can i match the cqc multiplier to be effectively the same?


23
XPiratez / Re: Reaction vs Melee Enable
« on: May 11, 2020, 02:34:09 am »
Was stumped for a bit when "Ranged" melee weapons were not activating on reactions (Barbarian Sword etc), realized that the gauntlets on certain armors were taking priority. I edited the gauntlets to act as ranged weapons with a melee component (both are effectively the same when selected except one has a crosshair icon). Is there anyway to get rid of one of the selections?.

Anyways after testing it seems to work, units use their ranged melee weapons if available, then their gauntlet weapons.

24
XPiratez / Re: Reaction vs Melee Enable
« on: May 10, 2020, 12:46:12 pm »
Ive also noted that in CQC situations pistols are preferred to a melee weapon, is this intentional?

25
Released Mods / Re: [OXCE] Randomized Stat Caps for Soldiers
« on: May 10, 2020, 06:51:31 am »
Seems to load with it. deleted the end bit because it wasnt giving out firing accuracy experience.

Also tested slightly with the 40k version in the 40k mod, doesnt seem to be giving out xp there either.

26
Released Mods / Re: [OXCE] Randomized Stat Caps for Soldiers
« on: May 09, 2020, 06:41:51 pm »
Hi I edited around and got this working for the xpiratez mod. However for some reason soldiers are not gaining any primary stats, is there anything you think I might have missed?

27
XPiratez / Re: Editing Difficulty
« on: May 09, 2020, 03:35:15 pm »
Essentially want to play on normal difficulty with the increased spawns of superhuman.

28
XPiratez / Editing Difficulty
« on: May 09, 2020, 03:06:35 pm »
With these settings editing the piratez global.rul file will I be able to get the extra spawns from superhuman without the malus to campaign and boost to alien stats?

difficultyCoefficient: [0, 0, 1, 1, 1]
aimAndArmorMultipliers: [0.75, 1.0, 1.0, 1.0, 1.0]
statGrowthMultipliers:
  tu: 1
  stamina: 1
  health: 1
  bravery: 1
  reactions: 1
  firing: 1
  throwing: 1
  strength: 1
  psiStrength: 1
  psiSkill: 1
  melee: 1

29
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: May 09, 2020, 12:47:19 pm »
Its more like randomised stats cap, not stats in itself.

I belive that Piratez have something like that in form of Freak Gals that can have starting stats that greatly exceed stat cap.

This is more of a mod design policy, than a new feature.

That is the point, you wont know a units potential unless you allow it to bloom on the battlefield. I love for a way for this to work with enemies too, with slight variance between bandits, and robots etc having no variance at all.

30
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: May 09, 2020, 08:15:48 am »
Saw this cool thing on the 40k forums, would be a nice addition to the random nature of troops in xpiratez - random stats

https://openxcom.org/forum/index.php?topic=7416.0

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