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Messages - psavola

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If you would be fine with OXC Extended, Linux snapshots are built on a daily basis. I use them myself and work just fine. Here: (the "bionic" packages)

The X-Com Files / Re: Red Dawn Cult Manors are crazy!
« on: December 28, 2022, 10:02:58 am »
I have not played X-Com Files, but another mod (TWoTS) with SH/IM where HKs are equally an issue. So maybe a couple of general tips might be useful here.

The strategy there is to use escort functionality (first send out a transport, then select the transport as the target of the interceptor). With TWoTS settings on SH difficulty, one interceptor is not enough, you'll have to use at least two. And you'll have to pick weapons that are quick enough and have a sufficient range. The only possible craft weapon in early-mid game (before sonic oscillator or PWT launcher) in that mod is Squall launcher, others are useless. You'll want to select a pilot who is not a coward, so that the interceptor can approach fast and fire before the HK kills it. And even that is not enough, if the HK ship is shielded. Also, if the HK is programmed to prefer attacking transports instead of interceptors (rare but possible), you're also screwed. But I have completed SH/IM a couple of times, so it's doable. You'll also learn to be more cautious when you don't have "reload" possibility.

If the HK targets your interceptor, you'll have some time in the meanwhile to act. You could make the interceptor attack the HK (or move in the opposite angle) and make the transport back away. However, transports are typically so slow that they might not be able get out the range of HK, so if the interceptor is destroyed, the transport might be chased off and killed as well.

Destroying the interceptor does not kill the pilot (at least with typical settings), the pilot ejects and returns to your base a few days later.

OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: December 27, 2022, 05:51:34 pm »
The grenade consistently explodes in both cases.

Anything else is (in my opinion) inconsistent.

If by your logic the preprimed grenades should explode, I think that by the same logic all the remaining auto-shots should be shot (for example, destroying equipment behind the final alien), instead of ending the mission immediately in the middle of a series of autoshots. How else could the soldier stop a series of autoshots being shot in the middle of the alien falling down when it's the final alien, but not when it's not the final alien?

OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: December 27, 2022, 02:10:37 pm »
Auto finish mission in Advanced settings could maybe be improved slightly. The turn is ended immediately (even in the middle of a series of auto shots), yet when the turn is ended, for example primed grenades on the ground explode. (For example, if you set one down to be picked up by someone else, or a soldier has gone down with a primed grenade on earlier on the same turn - I have actually been bitten by this behavior once or twice). The immedate ending of the turn in the middle of auto-shots seems to be inconstent with the behaviour of ending the turn and exploding primed grenades. I would suggest that the end-turn phases such as grenades exploding would otherwise be skipped as well when the last alien dies.

Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.52)
« on: December 21, 2022, 07:41:51 am »
I saw something strange. "No line of fire" message from an adjacent square inside a USO. From another adjacent square it worked fine. I wonder if this is another bug in USO floor maps (an invisible wall or something)? Or could it be a bug in the engine (very unlikely I suppose)?

Offtopic / Re: Dark theme of Forum
« on: December 10, 2022, 06:04:59 pm »
Profile - Account Settings - Modify profile - Look and layout - Current theme

Your personal direct link should be;area=theme;u=91496

Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.52)
« on: December 05, 2022, 08:21:32 pm »
Another minor thing I have been wondering. Is it intentional that MC protected aquanauts have higher stat caps than the regular ones? Installing implants on them allows them to increase for example firing and throwing accuracy from 100 to 110, as well as strength from 60 to 75 -- but the implants also severely reduce the maximum bravery and reactions are severely reduced. (However, installing cyborg implants on your aquanauts increases their reactions, bravery, and several other caps.)

Playthroughs / Re: OG TFTD playthrough
« on: December 05, 2022, 08:40:27 am »
The most striking difference to OXC appears to be that the AI is much more passive (moves less and tends to set up ambushes more).

Especially in the early missions, the aliens were camping a lot more at certain spots in the escort USO. They didn't necessarily even move at all, making spotting them unreliable with particle disturbance sensor. You could also see this with the terror missions. Instead of moving a lot and going on rampage against civilians (or the X-COM), the aliens kept much more indoors or near to their spawn locations.

With the exception of ambushing, in general OXC behavior seems to result in a deadlier missions. As a consequence, the original AI behavior also likely results in very tedious bughunts (I can certainly remember some OG e.g. shipping line terror missions, alien colony 2nd phase). With OXC AI, the aliens almost never stay completely still (except when panicking) so you can almost always spot the aliens with meticulous usage of motion scanners.

OXCE Suggestions DONE / Re: [DONE] [Suggestion] Alien missile strikes
« on: December 04, 2022, 05:02:44 pm »
I noticed another nasty thing with an alien bombing run.

The aliens bombed a subpen (one out of three) while two crafts were out on a mission (a transport and an escort) and one was back at the base. The RNG chose to destroy the subpen associated with the transport out on a mission. The transport was instantly terminated midflight, while its escort turned back home, happy to have accomplished its mission objectives.

A more realistic and fair alternative would be that iyou could choose which one(s) of your craft you scrap,. Or transfer one in midflight to another base, or have the time to transfer out a craft still at the base elsewhere before the others get back. But unfortunately this would likely require some new UI features, so I'm not holding my breath.

A non-UI option would be to implement a preference algorithm to choose which craft should be scrapped if there no longer enough subpens for the returning crafts, instead of being based on RNG. I suppose players would prefer transports over interceptors, and newer and better equipped interceptors over older ones.

This is particularly nastyt, because you also lose all the crew (if the transport would have been in the subpen, you would have only lost the transport, which would have been manageable). They also don't have a safety eject option, like interceptors getting actually destroyed on geoscape have.

I was playing IM so unfortunately I had no save before the incident.

Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.52)
« on: December 02, 2022, 11:18:51 pm »
My latest SH/IM run has had quite a peculiar RNG. No medium or large ships at all that in the early game Also, only gillman terror missions. The first real chance to get a navigator for gauss weapons was in September. I was already on the way to sonic then (but obviously, having gauss sniper rifles is a must nonetheless). Grenades, ZR gas cannons and SC harpoon bolts seemed to work surprisingly well against typical aliens.

Also, again in this run two of my bases were bombed by the aliens. The radars never spotted the bombers in advance so they couldn't be shot down. A tertiary base was bombed down to rubble (only the lift remained), in the primary base it destroyed the BIOLAB that was being built That really set me back a little, as I had no alien implanters to build another and had to wait for the next very large ship. So, the lesson is, you'll really need to build at least a couple of torpedo defenses in the early game (starting June) if you would want to be reasonably safe from the bombers.

FWIW, also noticed the following.

Sometimes in Artifact Site missions, the sneaky aliens have forever imprisoned 2x2 units in locked rooms with 1x1 exit. I have sometimes seen this at least with Oct, not sure about hallucinoid (with mixed crew). I wonder if the spawn points (or which units can spawn where) could be adjusted. I suppose the vanilla spawn points have made an assumption that this alien rank does not spawn here. (As a player, this is a rather easy - too easy - way to grab a live Oct terrorist and thus get access to advanced MC equipment much earlier in the game.)

OXCE Suggestions DONE / Re: [Documentation] Soldier Transformations
« on: November 30, 2022, 05:53:56 pm »
I noticed (in TWoTS: implant a mind control protection or convert to a cyborg) that if you can apply this to a gravely wounded soldier, the excess wounds get healed up when doing a transformation.

Example: current wound recovery 20 days, transformation requires 15 days of recovery - after transformation the recovery is 15 days.

I would have expected the greater of the two, i.e., 20 - I'm assuming a soldier can both recover from battle wounds and surgery at the same time.

This would likely be a very simple code change, but I wonder if in some other contexts of transformations this might be undesirable. So I'm not sure if it would be worth it.

Suggestions / Re: A Few UI Mod Ideas
« on: November 27, 2022, 05:31:01 pm »
Wrt. "Pre-Intercept Craft Quick Check" I use right-click on OXCE in the intercept screen. That way I can verify for example which weapons are equipped on the craft and whether it's all armed up. Because the length reserved for craft names is rather short, I doubt any statstrings like functionality is feasible (unless the caps are raised significantly).

My method works rather well, but if you really wanted to make QoL changes to the intercept screen, I suppose one could try to embed more info on the screen (now it has the name, status, base, Weapons/Craft/SWS count). At least on higher resolutions, there would be space for example to display the percentage of fuel on the craft, which weapons it has (I wonder if that would require some abbreviations) and how much ammo those weapons have. In the end, the interception screen would look quite a bit different and would deviate from the original X-COM feel. So I'm not really sure if it would be a good thing.

BTW. is there a way in OXCE to change the order by which the craft a) repairs, b) rearms and c) refuels. If you have force craft launch possibility (most players do), I would usually like to refuel first (and in some cases rearm first), repair last.

Released Mods / Re: Finding the right Expansion-style mod for me to play
« on: November 24, 2022, 10:31:46 pm »
Seconded. I have played TWoTS maybe half a dozen times with SH and usually ironman, and it's a classic if you like TFTD. The world is made richer, and there is more playable content (in the order of 5-10x more) - but not excessively more or made too complex or long. The game also starts easy-ish and relatively little happens in the first couple of months, but there are difficult missions you may need to skip. The mod also includes no-sight penalty and accuracy dropoff, which are the settings that a brutal-AI with spotter/shooter mechanics needs to deal with eventually.

OXCE Suggestions DONE / Re: [DONE][SUGGESTION] Alternate loadout system
« on: November 23, 2022, 08:16:35 pm »
Noticed with TFTD TWoTS. When you assign a person to an interceptor (one that cannot land on missions, so the equipment cannot be used), the pilot appears to take his gear with him.

This might be intentional, given the feature "h/ when evacuating the crew / ejecting the pilots - the soldiers are allowed to survive (depending on the modder's taste), but the items on the craft will be destroyed" (which might not make sense if this was not the case). But possibly not, as this also affects the behavior which items are/can be loaded on interceptors and thus reserved or possibly lost on crash. So the alternative loadout system is not just an interface change but also a very minor behavior change.

Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.52)
« on: November 23, 2022, 03:43:40 pm »
Terror ship, passenger ship if I recall correctly. Since then I had another similar mission (I made a backup save just in case the problem would come up again), but there the spawn was correct. This time I didn't have a 1x1 drone which might have affected the placement.

Here's an example save of a cruise ship terror mission where the equipment pile was placed on a non-exit square, thus making it very difficult if you decided to abort the mission.

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