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Messages - Bobit

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The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: May 16, 2020, 07:03:04 pm »
I don't think it's about red tape and traitorous council so much as it is about funding and trust by the time you reach Promo II->III. The council has evidence there are cults and a small number of aliens, not that the cults are working with aliens. They're not ready to allow you alien military technology.

The X-Com Files / Re: Troop Deployment: Unfair?
« on: May 15, 2020, 11:07:46 pm »
Solarius has specifically stated this mod is not intended for Superhuman. Other mods may be.

Also remember, this mod is hard, but since there are no base assaults pre-invasion (2000) that I know of, you effectively can't lose the game And in general the goals of the early game are not obvious: money and mission success are worth very little, exp will stay relevant forever, but research is the goal.

Surprised no one has mentioned the Osprey. After you unlock all cult operations/bases you unlock the Osprey which SIXTEEN agents. Don't try to do with eight soldiers what you're meant to do with sixteen.

Tools / Re: HandOb maker
« on: May 15, 2020, 05:50:15 pm »
I still think the video I posted was pretty relevant to this topic, because it shows you can take any 3d model and relatively easily convert it to OpenXCOM sprites. I didn't actually watch it, just skimmed through to see the images.

If that's true the only question that remains is: what's the easiest way to make a 3D model? And the community needs to agree on that to make a unit-maker everyone likes.

The images below are in blender and constructed  from a 3D sprite. It's not going to be as easy as items, of course, because units can't be rectangles that look the same on all sides. You probably do need to make a 3D model at some point in the process to make it obvious how it will turn out.

The X-Com Files / Re: Black Lotus' Freakin' Ninjas
« on: May 14, 2020, 09:10:41 pm »

Sorry, can't comment further :P

For real? Pushing a guys gun away can be a good idea, sure, whatever, but that's not what we're talking about here. We're talking about swords. Or, more leniently, combat knives. But combat knife vs pistol in close range, pistol wins most of the time, just the slightest bit of control and you're dead. I've heard a combat knife is more for cutting branches or bandages or smth than it is people. WW1 guns had bayonets, now everyone knows why they don't.

I wasn't trying to imply that swords shouldn't exist because it's unrealistic, if that's what you're saying. Quite the opposite. I was saying that it doesn't make that much sense to say that armor should make swords weak "because it's realistic" when swords are already very unrealistic. Realism has its place even in games about aliens and cults, but only when convenient.

Troubleshooting / Re: Improved Tanks during a plythough?
« on: May 14, 2020, 09:30:23 am »
Usually yes. I suspect this one will just make your new tanks strong. Or not work at all with FMP since FMP adds new tanks, and the improved tanks mod just changes the stats of the original game's tanks directly.

The X-Com Files / Re: Very Early Weapon Balance, take two (1.3)
« on: May 13, 2020, 06:17:17 pm »
I feel like if you're at the 5x snapshot without turning range, you're at the "just run up and auto them" or "toss a frag" range. So M16 wins for me. FAL is generally better than both though, dealing like 15% more damage (more against armored enemies), even on rookies.

MP5 has higher aimed DPS, but, its aimed ranged is 20. However, 20 is vision range, beyond that you have halved accuracy anyways. And it can shoot aimed twice, for 180% "effective accuracy", while M16 just has 115%. And triple auto seems very nice. So I go with MP5 on that one.

So yeah, MP5s and FALs are best rifle-ish ballistic things. Plus BlackOps assault rifle. For ultra-long range rookies incendiary launcher is my goto.

OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: May 13, 2020, 06:02:12 pm »

Soldier transformations remove all commendations if they have "reset = true". Or you can apply a soldier bonus to negate the commendation bonus, and forbid the transformation from happening again.

Scripts that give/remove commendations are not possible. Scripts that permanently modify stats without using commendations likely are possible, but it's an ugly hack. totalTimesWounded or totalHit5Times could substitute for your relative hp commendation.

The X-Com Files / Re: Black Lotus' Freakin' Ninjas
« on: May 12, 2020, 07:53:46 pm »
The tendency for doorcamping melees is for the enemy to get a shot off on them anyway (which is a CQB shot and the enemy dies immediately after, sure), and then the 3 enemies behind the now-dead enemy shoot through the doorway at a very exposed target. It's good, yes, but with the high training cost, hordes of enemies with automatic weapons, and high TUs needed to use melee effectively requiring risking an elite unit, one wonders whether a simple shotgun or smg rookie might get the job done more reliably. Which is intended, I'm sure, and it will get better as I learn (just a moment ago I had no idea how well they train against zoms), but it's not a melee game.

Also, nerfing cutting scaling would mean nerfing throwing weapon's scaling. Which is even more questionably viable, with only one lategame weapon (plasma bow) and no scaling or commendations beyond level 70.

The X-Com Files / Re: Black Lotus' Freakin' Ninjas
« on: May 12, 2020, 10:39:23 am »
Disagree, irl melee is useless, in-game it's already questionably viable for players. Just nerf stealth if needed.

Offtopic / Re: XCOM Inspired Fantasy Game
« on: May 12, 2020, 04:51:14 am »
I imagine an isometric view is pretty complicated graphics-wise and unity might not be the best for it. But google unity isometric tutorials and see what you get.

But on r/roguelikedev there's a strong consensus that you don't need complex graphical engines, depending on what your plans are.  Very simple input and output things like bearlibterminal are consistent and powerful (for ASCII games, not isometric). Most of the more complicated stuff needs to be implemented/tweaked yourself anyways.

Just don't try to make something as complex to design as XCOM.

Thank you, that covers everything I didn't know I wanted to know.

Suggestions / Sprinting slows on enemy spotted instead of stopping
« on: May 11, 2020, 08:22:55 pm »
When you sprint (ctrl+move, alternate movement methods) your soldier doesn't stop when they spot an enemy. If you're playing on high speed this turns it into a realtime game of "can I interrupt movement fast enough". It's a well-intentioned feature as stopping on every single enemy can get incredibly tedious. But slightly gamebreaking if you're sprinting around with few spotted enemies to avoid fire.

Instead I propose that if you spot an enemy while sprinting, the game will set movement speed for the next step to be extremely slow. This gives players the option to pause in a timely manner when they see an enemy, while still automatically continuing if they do not interrupt movement by right-clicking.

OXCE Support / Re: Partially non-logarithmic training
« on: May 11, 2020, 05:02:50 pm »
That is a lot...heh...

Tools / Re: HandOb maker
« on: May 11, 2020, 05:01:03 pm »
Is this video relevant for units?

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