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Messages - psavola

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OXCE Bugs FIXED / Re: [Bug] Needed item coloring issue
« on: January 01, 2024, 09:13:27 pm »
This is because of this change:,8653.0.html

Now the "item destroyed" / "item needed" don't need to correspond to any research topic... and thus I cannot determine whether they are researched or not.

Ok, thanks for the explanation.

OXCE Bugs FIXED / [FIXED][Bug] Needed item coloring issue
« on: January 01, 2024, 08:39:56 pm »
Another change or regression in the screenshot. Previously an unresearched topic would show up in 'ITEM DESTROYED' as pink-ish. Now everything is in white, whether new or already researched. With this change there is no longer (AFAIK) a handy way to check if you have already researched the items recovered from a mission (depending a bit on how what the research gives you is structured - at least those ones that don't open up any new researches but give you a few points).

With the new version, the layering of research sorting/filtering box and the research topics also appears to also have been changed, ie. the menu is a kind-of transparent background on top of which the list of topics is drawn (this won't show up in Meridian's example screenshot, because the list there is so short). I guess this is intentional. There are arguments for either approach. After the initial surprise, the new one may be better.

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 01, 2024, 01:41:02 pm »
Here's a screenshot of visibility that IMO should not exist from an agent to an alien that is at the tile of the mouse cursor but one level up. There was also at least one similar case when the alien was somewhere in the direction where the mudranger is facing.

In the similar vein I was reminiscing my old report of 'holes' in the front of mudranger when I was watching Stone Lake's SH/IM run (part 57, around 24 minutes). Someone throws a dimension X grenade that lands on top of Mudranger, just by the chute where you go up and down (as far as I can tell). It blasts the front-inside of the mudranger, which should be inaccessible and protected from such outside blasts.

Did someone forget to close the chute when coming back down from top of the mudranger? I suppose this should be an auto-closing door, much like in TFTD (or at least the agents would be trained to close the chute when they come back inside). Maybe a bug in the mudranger definitions?

See the video:

OXCE Support / Re: OXCE- Performance
« on: December 31, 2023, 08:54:21 pm »
Verify that 'Lazy loading' is enabled in options - advanced - general. That speeds up the start-up considerably. If it's already enabled, I suppose you're out of luck.

The X-Com Files / Re: Need tips for Golden Academy Tower
« on: December 30, 2023, 11:33:40 am »
The weapon effectiveness can be an overwhelming topic, but you must know at least the essentials to survive, let alone succeed well. But you've already found out the trigramreactor wiki so you're on a good start. Take for example BO auto-sniper rifle:

The key things to look out for here are:
 - what is the damage type, i.e. KINETIC. This is what most 'classic' guns do. If you compare the effectiveness of various guns against enemies, you should  check if some are particularly weak or strong against some damage type.
 - how various stats affect accuracy (ie. you need good accuracy, at least 90 to use it effectively, preferably 100+)
 - how accuracy boosts the damage (ie. with 100 accuracy you have the base damage of 50, and with 50-200% damage spread you could get more - this is among the best with easy access KINETIC weapons)
 - how the weapon penetrates armor (armor efficiency of 0.75).

Compare this to UAC rifle. Against 30 armor, in average UAC rifle does only a couple of points of damage. But BO auto-sniper with 100 accuracy deals in average about 30 points of damage. So while you might not one-shot heavily armored foes, typically at most two shots with a sniper rifle will kill most enemies.

There are also many other parameters, but these should get your started.

I've myself found the gun simulator way too cumbersome to work with (you need to input too much information) and haven't bothered with it.

The X-Com Files / Re: Need tips for Golden Academy Tower
« on: December 30, 2023, 07:46:36 am »
You may also need to review your weaponry. UAC rifles are a low-tier weapon. It is effective against unarmored targets (dmg 3x0-30), but as the armor increases, it becomes more and more useless. While it may still work against some ninjas, for example against BL War Witches, Elite soldiers, etc. you're in trouble. I'd suggest something that packs enough punch and/or ignores or degrades at least some of the armor (e.g. sniper rifles, UAC chainguns). I'm actually a bit surprised how you've managed so far and not upgraded to something more effective against armored enemies than UAC rifles.

The X-Com Files / Re: [Submod] Everyone surrender
« on: December 29, 2023, 02:25:12 pm »
In OXCE you can set the option that you get the corpses after interrogation, but XCF forces this to be disabled. So the interrogations don't lead to executions. Based on SS's answer I wonder what happens to the interrogated aliens or other monsters. They need to be moved to some prison-like environment as well, rather than killed. Unless their interrogation leads to vaporization and you don't get the corpse that way.

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 29, 2023, 12:33:24 pm »
I doubt this is going to be changed, but I'll just note it for the record. There appears to be little logic to what equipment is 'Space-Capable' and what is not. Basically some of the first/second tier equipment appears to be exempt, while essentially identical (physics-wise) other later equipment is valid. However, I don't see how essentially any equipment would not physics-wise work on the moon or inside moon base, even if the use would be very different (due to different amount of gravity).

In an ideal world this should be rethought. If so, I'd also consider separating 'Space-Capable' to two categories. Equipment that works in zero-gravity situations (the orbital platform mission?) and in space but with some gravity (mars, moon).

For example, I'd suppose arced throwing or launching cannot physics-wise work in zero-gravity environment. I suppose arced shots could still work in non-earth gravity situations but use could be more cumbersome (how can you calibrate your skills to a very different amount of gravity and thus the power and trajectories used?). Not sure if this is there are enough gains for the work required unless the missions with zero gravity are increased, though.

OXCE Support / Re: [Question] Craft equipment icons
« on: December 29, 2023, 11:08:47 am »
What could be marginally useful is displaying the total storage space of the equipment on board the craft somehow. There is currently no way to find out this information (AFAIK). This could be useful in particular when figuring out whether you can transfer a craft to another base and how much storage space is would be needed or used there.

One way to designate this would be displaying one equipment (or some other) symbol per 10 storage space, for example 9 symbols for total space of 80<x<=90 even if the GUI is not changed to show the numerical total storage space. (An alternative would a symbol for each 5 storage space.)

Open Feedback / Re: Is there an overview post?
« on: December 27, 2023, 11:46:49 pm »
If you liked TFTD, go for TWoTS mod to get the expanded experience.
If you liked UFO, try X-Com Files (though FMP might also work).

There are also quite a few more or less "total conversion" mods, but if you want the experience to have some basis on original games, I suppose those two might be the best places to start.

The X-Com Files / Re: The X-Com Files - 3.1: Lights in The Sky
« on: December 27, 2023, 06:26:53 pm »
Ok thanks btw I just had an interceptor shot down and I see the pilot is transferring after 70 hours to return, but another interceptor shot down but I dont see pilot returning? Is it possible for pilot to not survive? How's Air combat deaths work

From the ruleset:

pilotsEmergencyEvacuationSurvivalChance: 75
crewEmergencyEvacuationSurvivalChance: 97

This means that there's 1/4 chance that a shot down pilot is lost.

OXCE Support / Re: Iterating inventory slots
« on: December 27, 2023, 08:13:39 am »
I do wonder, though, which hand(s) will be shown in on the battlescape, because the GUI has room only for two and a special attacks icon on top right corner. So, while creating additional inventory slots has already been done a lot of times in the mods, more "active hands" could be troublesome.

OXCE Support / Re: Why is first TFTD terror mission usually Gillmen?
« on: December 25, 2023, 07:54:45 am »
Interesting. That could be modded by ruleset, I guess.
Anybody has a clue why vanilla designers set first mission specifically Gillmen? Are they considered easier than Aquatoids, for example?

About the same idea is in xcom1 where first terror mission has more chance to have floaters than sectoids.

Gillmen are easier (no MC attacks, pretty tough calcinites). And to progress the research, you require a Deep One and a corpse, and you can essentially only get them with the land-based gillmen terror attacks. I'd suspect that's another main reason to maximize the chance of being able to get one.

OXCE Support / Re: Why is first TFTD terror mission usually Gillmen?
« on: December 24, 2023, 09:30:25 pm »
Curious why first terror mission is usually Gillmen?

Because the alien Mission is defined in such a way. See for example

    points: 10
    objective: 3
    spawnZone: 3 #Mission zone for terror missions
          STR_GILLMAN: 100
          STR_AQUATOID: 20
          STR_GILLMAN: 80
          STR_AQUATOID: 20
          STR_GILLMAN: 30
          STR_LOBSTERMAN: 50

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