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Messages - TheCurse

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31
Tools / Re: Weapon Balance Tool
« on: May 17, 2020, 05:21:58 pm »
nope, CQC would be a completely different calculator.
Optimum firing distance is easy, its closest possible (>minrange).
Cover is not calculated, i´d need to have an actual map for that.
AI does not need this, pretty sure...

3 Weapons is what i can put on the graph without cluttering it up (thats 9 curves) and running out of colors... ;)
Feel free to use noGui mode and visualize the results yourself, for all weapons you can find...

32
The X-Com Files / Weapon balance discussions
« on: May 17, 2020, 04:12:15 pm »
We always had those. And there will be more.

So i´ve made it a little easier ^^

https://openxcom.org/forum/index.php/topic,8229.0.html

33
The X-Com Files / Re: Troop Deployment: Unfair?
« on: May 17, 2020, 03:30:33 pm »
its not all bad, they reaction shot themselves on accident too ;)
Just get decent armor and kill the guys with launchers first...

34
Tools / Weapon Balance Tool
« on: May 17, 2020, 03:22:26 pm »
I´ve created a simulator for the OXCE weapon accuracy behaviour.
It can draw nice graphs of hit ratio / distance (always 0 -50), as well as dmg/turn over distance.


Repository:
https://github.com/t3chn0l0g1c/oxceShooter

No need to build from source, there´s a pre-packed .jar in there.

It has no gui mode too, so you can just generate the input files and let it run over all weapons and compare yourself.
Needs java installed (openjdk 13 or higher )


Feedback, bug reports and feature requests welcome.

Big thanks to all the modders and engine guys helping me with their time and knowledge, especially Meridian. :)

35
The X-Com Files / Re: About difficulty
« on: May 10, 2020, 06:09:47 am »
existing enemies do not get tougher.
however, new ones come.
but its really rare (basically no, but 1 or 2 exceptions) that they look like existing ones.

so either you f'd up your new equipment choice or the one you´re using is very variable on dmg and you´re having a bad streak...

36
The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: May 08, 2020, 09:11:37 pm »
pretty sure no.
they may help with some things though...

37
The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: May 04, 2020, 07:09:11 pm »
its not that simple at all.
Not only the power source, but also proper materials.
Sure we could do now a gauss rifle (and put it on a power cord...), its just gonna weight a ton. Mass accelerators have the problem of wearing out really fast. As in "shoot once and spend a lot of time preparing the thing to ever fire a again"...

38
The X-Com Files / Re: A few doubts
« on: May 03, 2020, 07:23:48 pm »
1. What is overstun? I've heard that is a thing, but not much of a thing it is.
If you stun an unit too much (relative to its current HP), then its so stunned it actually looses health and can die from it

2. How does the CQC mechanics work?
i dunno, it does work though....

3. Is the AI able to run?
You need to put it in a chassis (armor), like tank, flying drone or such

4. I have seen a few events that make me lose points early on, apparently missions I never found. Does that mean that I need to send my agents in patrols around the world? This is making me lose points, first month was horrible for that.
Nope those are random events. Yes in the first time they can be annoying, but they can be good ones as well :)

5. Do soldiers in patrol outside the base still get gym training?
Only the time not wounded present in base.

6. At game start, I got a lot of data about enemy types I never met. Like gangers and stuff, pretty basic. Is this supposed to be a thing?
Yes.

7. Are we supposed to research worker concealment? Seems like I got it from one of the early researchs or something. At least I got such a UFOpaedia topic.
Yes it´ll lead to certain missions.

39
The X-Com Files / Re: Do goverments restart paying me?
« on: May 02, 2020, 03:32:15 pm »
you can get them back if you solve certain problems.

40
The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: May 02, 2020, 03:31:22 pm »
i´d prefer that a lot, compared to psi as is. by design its just way too OP... lategame psi is basically the only thing that matters.

41
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 01, 2020, 03:41:06 am »
Complain all you want, either you're a man of God or you serve the Man. :)
But you can use it temporarily if a priest falls and you vouch to complete his mission. Then you get a short-term blessing until the battle ends.
or the priest is suddenly controlled by a higher power, for the turn... ;)

42
The X-Com Files / Re: Can't disassamble a free hangar
« on: April 30, 2020, 12:19:51 am »
active transfers/buys probably count too...

43
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 22, 2020, 03:47:32 pm »
The units are are armed, but with only what they are carrying. All the ground equipment brought before that is usually on the floor is not available.
oh, i thought its supposed to be that way. since you did not carry your extra equipment stack to the exit tiles...

44
The X-Com Files / Re: Suggestion: Council Trainings/Challenges
« on: April 17, 2020, 11:18:58 am »
Point very well taken. Solarius, is it game-engineeringly possible to disallow sending agents aove a certain rank at a mission?
its probably easier not to make the mission loosable.
So unless one of your guys is actually killed you´d loose none.
However, that may require some changes.

45
The X-Com Files / Suggestion: Council Trainings/Challenges
« on: April 16, 2020, 12:14:56 pm »
So periodically Council does some spec ops training/evaluation...
Like storming a house or item retrieval, hostage rescue or other stuff.
Enemies are either real (only stun allowed, casualties give heavy score losses) or targets (via tile script, needs proper weapons to damage it).
Organisations in this kind of profession do that. Pretty much all of them. Either to compare or to train each other.
(E.g. council wants to train their people by watching your tactics or its a normal spec ops tournament)

Gives some Council props (score, land surveys, whatever) and maybe some money.
Settings can be different (1-4 man teams or so), undercover or not, multi stage even, heavy restrictions on equipment.

Alternatively: tank race  ;D
AI only mission, tank goes on a track and shoots at targets, fixed low number of turns then automatic win, score by destroyed targets.

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