Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Bobit

Pages: 1 ... 4 5 [6] 7 8 ... 13
76
Suggestions / removed
« on: April 05, 2020, 12:36:29 am »
*something about weighting applyAccuracy so it's supposed to hit cover >10% of the time*

77
Help / Re: Implementing Limited Multiplayer
« on: April 04, 2020, 06:03:47 am »
As a fork I would estimate 500 lines of code, but no one will want to update it.

78
Help / Re: Zombie Attack
« on: April 04, 2020, 06:00:58 am »
You can have a chance for zombificaiton via specialChance and make units immune to zombification via zombiImmune, ctrl-f through the reference at https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom).

I agree that basing zombChance off of hp/dmg/armor is better.

79
The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: April 03, 2020, 08:08:52 pm »
Inferno this is really the wrong forum for such questions, they have nothing to do with the mod.

Bravery is used as psi-resist. FearImmune means psi immunity. Plenty of things like the direct damage from Dagon's Staff will still work however.

80
The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: April 03, 2020, 12:00:16 am »
I would also like to know how many rating points are removed for skipping a mission?

alienMissions_XCOMFILES.rul, search (Ctrl-F) for points. I'm not exactly sure whether that means score for skipping mission or also score for losing it. It also says Terror gives -10 which is obviously wrong.

Basically it's about 25 for everything except terror/domination. However you want to send agents to literally every mission except those that have no abort, because it's free experience if you just get 1 shot on an enemy. Experience is way more valuable than score in the early game. Just abort immediately when in danger, often even before your first turn ends.

81
Open Feedback / Re: FireSpeed
« on: April 02, 2020, 11:44:38 pm »
You don't need to edit any files, just go to Options->Battlescape.

82
OXCE Suggestions Rejected / Re: Economic expansion in X-com
« on: April 02, 2020, 08:28:33 am »
Discounts can already be implemented by getting a limited number of "coupon" items which can be manufactured into the desired items at reduced cost. They can also be randomly distributed.

Compensation to the dead already exists in the form of score.

I think it's a good abstract design for a campaign to have economic fluctuations. But there's no need to implement it twice.

83
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
« on: March 30, 2020, 08:34:23 pm »
Shiroi, 50% armor piercing just means enemy armor is reduced by 50%, not that 50% of damage ignores armor.

E.g. 20 armor vs 5 damage. 5 -(20/2) = -5 = 0 damage.

Resists apply before armor.

This isn't really specific to the mod.

84
Work In Progress / Re: [WIP] Chronicles
« on: March 22, 2020, 01:15:00 am »
I do think that bleed buffs are easy to implement and a good idea for the body-upgrade.

Lots of mods have night-vision sure, but putting it together with 1-tile personal light which alerts enemy would be pretty interesting to me. Ultimately it's kinda the same as the XCOMfiles flashlight, and from my experience with that item, I take it back, not actually a great fit.

Really the shaman should probably just have summons if the other classes have it. But what's your summon mechanic? Is it just like having an extra unit, or something more different?

85
Suggestions / Re: Faster Queueing
« on: March 21, 2020, 03:28:02 am »
If you mean for scientists/engineers, just right-click.

86
Released Mods / Re: [OXCE][BETA][MAJOR] Vigilo Confido
« on: March 21, 2020, 03:24:49 am »
This looks potentially really fun as OpenXCOM has a lot better spawning, but, and I'll only say this once, it would be MUCH BETTER with actual cover which nobody will allow me to implement on the engine.

87
Work In Progress / Re: [WIP] Chronicles
« on: March 21, 2020, 02:11:38 am »
 Mostly no scripts design limitation.


Mutologist
Adrenaline: Stam/TU/Morale regen per wound
Ragebolt: Shoots a projectile with small AoE that heals and restores TUs, but causes lots of wounds.

Darkseer
Blinding Shadow: High night vision, but also 1-tile personal light. Melee panic attack.
Opaque Monocle: Fixed reaction-only long-min-range weapon which spawns "illusions", invisible damage dealers with negative HP regen.

88
OXCE Suggestions DONE / Re: [Documentation] Mana
« on: February 29, 2020, 07:50:35 am »
Is there a percentage-based ruleset available for stat strings?

Currently, I want to mod into my X-Com files game stat strings for agents with Readiness (the mana resource in XCF) below 50%?

https://www.ufopaedia.org/index.php?title=Statstrings

No there is not. Just assume your soldiers have the highest max readiness, then you will only get false negatives.

89
OXCE Support Y-scripts / Re: [Suggestion] New Modscript functionality
« on: February 26, 2020, 06:00:42 pm »
The answer is going to be no, you're asking the scripts to access too many variables like Inventory and Facing. Here are some alternatives with a similar gameplay effect:

Simply increase armor penetration on weapons that require high accuracy to be used effectively. Most games and mods do this.

A pump action weapon, that is a weapon that is easy to reload the first time but hard to reload the sixth, is implemented using a quickdraw slot. Increase inventory movement costs, then make a slot which has very low inventory costs when moving to the hand, but is only 1 row high. Then make all ammo that you want to be easy to reload the first time but hard to reload later 1 row high, and all other ammo 2 rows high. In the popular mods these tend to be weapons like Shurikens which are easy to reload the first few times, while Crossbows have a very difficult time reloading. You're surely already aware of this technique, but it can be further emphasized by increasing costs and making frequent 2-row ammo.

90
Suggestions / Re: Non-random RNG (Seeding)
« on: February 08, 2020, 08:22:41 pm »
In many mods it is optimal to evacuate shortly after leaving the skyranger if the enemies spawned right next to you. It's a good mechanic, not a reason to break ironman.

Pages: 1 ... 4 5 [6] 7 8 ... 13