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Messages - Thermite

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121
The X-Com Files / Sawn-offs are listed as pistols, not shotguns.
« on: April 07, 2020, 07:07:12 pm »
Under the buy/sell list, if you filter under pistols, the sawn-off is there, but when listed as shotguns it isn't.

P.s.: if you research the sawn-off before you research the double barrel, you can't buy DB ammo.

P.p.s.: Couldn't you add, instead of a "shot" attack, the "special attack" for the Kukri?

122
The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: April 07, 2020, 02:50:57 pm »
I don't know of any mod that comes with its own statstrings. They probably should, as they help you get much more attached. But they don't, and it doesn't really make sense for someone else to make a thread for unofficial statstrings.

Doesn't 40k has it's own statstrings variant?
Also, I think the statstring mod got incompatible with XCF since new stats were added (i.e.: sanity).

123
The X-Com Files / Re: Is there a version control system for this mod?
« on: April 07, 2020, 02:39:03 pm »
there is, just google xcomFiles github and you've got the mod xcomFiles with all of the latest commits.

Thanks darling.
 :-*

124
The X-Com Files / Is there a version control system for this mod?
« on: April 07, 2020, 03:31:36 am »
It's always annoying to have to download the entire mod pack every time I want to update it. So, in sum, is there a git repo from where I can download it and keep it updated from?

125
The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: April 07, 2020, 03:06:46 am »
Vanilla strings wouldn't make much sense in XCF, as it's a different scale.

1.3.2 has been released.
- New weapon: Taser Cannon (by Finnik, sprites by Brain_322).
- New sprite for the Plasma Carbine (by Brain_322).
- Proper paperdoll for the Large Alien Drone (by Brain_322).
- Sentinel is now a transport (map by Dioxine).
- 4 new Dimension X Base buildings (by Wolverin).
- Made defensive drones inventory a bit friendlier.
- Fixed the letter э in small font (by Kato).
- Fixed Tritanium Shrapnel Rocket and Laser Cutter not being manufacturable.
- Fixed a crash on some ADVENT missions.
- Fixed potential disconnected sections in the Chtonite Base.
- Various terrain fixes.
- Other minor fixes.

But statstrings does allow you to make custom ones.

126
Help / Re: Zombie Attack
« on: April 05, 2020, 01:51:33 am »
Thanks. While there are no other options, it will do.
Somewhere here, there is a mod that does just that (revamp chryssalids), it's somewhat recent even. If I find it I will link it here.

Edit:
This mod has two main tweaks and several lesser ones.

Main changes:
(If someone thinks these changes nerf Chryssalids, read through the lesser changes. They are still somewhat nerfed, but lesser changes also give them upsides they didn't have).

1. Originally, Chryssalid's zombifying attack succeeds even if it inflicts no damage. Yes, it fails if they miss completely (i.e. melee accuracy check is failed), but if they hit, then the victim is zombified even when all damage is negated by armor. It makes no sense to me: how are they supposed to inject their venom and plant an egg if their ovipositor (or whatever) didn't pierce the armor? Actually, on this forum there was a suggestion even to make their zombification work only after the damage they inflicted has killed the victim, but I prefer to think that even if they made just a scratch of 1 HP, it's enough to inject the venom. Let's suppose it's potent enough to kill the victim instantly. Still, if there is no scratch => no venom is injected or egg planted => no zombification. So the first change is that the attack should reduce the victim's health by at least 1 HP for zombification to happen.

2. Originally, Chryssalids hatch instantly. If you kill a zombie in the exact same turn in which it was zombified, a Chryssalid is gonna spawn from its remains. This also makes no sense to me. Even though the UFOpaedia mentions Chryssalid's high metabolism, there is a difference between high metabolism and developing a human-size organism from a small egg (Chryssalids carry about twenty of them, according to the same entry in UFOpaedia) in a second. It would be okay in a fantasy setting ("it's magic", and that's it), but not in a sci-fi setting. If they had metabolism rate that fast, they would have to have 100% health recovery, so that if they were not killed in one turn, they would restore from 1 HP to full health by the next turn. And also they would have to be only about 20% vulnerable to all types of damage to reflect the fact that they regenerate almost more quickly than you can harm them.

Also, from the gameplay point of view, it makes the player postpone dealing with zombies: since the zombie is already created, the situation is not gonna get much worse if you leave it alone, but it will get much worse if you kill it and thus hatch a Chryssalid. I think, if the Chryssalids had a reasonable delay before being able to hatch, it would be better by putting the pressure on the player to deal with zombies as soon as possible.

Hence the second change: Chryssalid hatching has a delay of zombification turn (ZT) + 1 turn. During that delay they are spawned dead (unfortunately, making them not spawn at all is impossible). If a zombie is killed on ZT + 2, the Chryssalid is spawned severely underdeveloped, i.e. having 1/3 of its max health and 1/3 of its most important stats (TUs, stamina, reaction, strength, and melee). If the zombie is killed on ZT + 3, the Chryssalid is spawned somewhat underdeveloped, i.e. having 2/3 of its max health and 2/3 of its most important stats. Only on ZT + 4 and later they are spawned fully developed.

Lesser changes:

1. Originally, if a zombie is not killed, the Chryssalid never hatches on its own. Now they shed the husk of the zombie on the ZT + 6.

2. Originally, a Chryssalid keeps attacking its victim until the latter is considered dead, i.e. has 0 or less HP. It tries to "actually kill" the victim even if one of its attacks has already landed, despite the fact that one successful attack is all that's needed and it's not necessary to actually kill the victim. But now, as soon as the Chryssalid lands the first successful strike (deals at least 1 damage to health), it stops attacking the victim and goes on to the next.

3. Now Chryssalids (and zombies too) have no sense of self-preservation. Burning fire? Not enough TUs? Pfft! They don't care, they just charge in. Don't go thinking that makes them less of a threat: it actually makes them far more menacing than before, especially considering the previous change (even if they stop 2 tiles from you, becoming sitting ducks, it still feels more threatening).

4. Especially also considering that they now have a melee skill of 150. Basically, they will never miss, unless they are severely wounded (or underdeveloped). Your hope is the thickness of your armor (and killing them before they get to you, of course).

5. Zombies have somewhat less damaging attack but somewhat more HP than before.

6. If you have the option "Alien bleeding" enabled, zombies previously would receive fatal wounds, same as all other 1-tile units. Now zombies are immune to wounds. They are also immune to stun.

7. All "excessive" damage from the hit that kills a zombie (i.e. the amount of HP that the zombie has in the negative after the hit) is inflicted on the hatching Chryssalid that was inside of it. This damage is still decreased by the Chryssalid's armor, of course. But underdeveloped Chryssalids have significantly worse armor (only for this carryover damage. After they spawn, they have the regular Chryssalid armor). Unfortunately, they get no fatal wounds from this carryover damage, even with the "Alien bleeding" enabled.

8. Speaking of the Chryssalid armor, UFOpaedia says it's "surprisingly vulnerable to explosive ammunition". Now it actually is. (Originally, it wasn't). To compensate for it, I somewhat increased its resistance to armor piercing and melee (it wasn't resistant to them at all) and greatly, to stun.

9. Some people prefer killing civilians "just in case" when there are Chryssalids around. Sorry, but this won't do :) X-COM should protect the population. I doubled the value of civilians (including the Armed Civilians mod): now you get 60 points for each rescued civilian, lose 60 for each one killed by aliens, and lose 100 for each one killed by X-COM.

Have fun! :)

---

Acknowledgements

Thanks to Meridian for OXCE with its huge possibilities for modding and to Yankes for his scripting language and consultations on how to use it.

---

Two important warnings:

1. At the moment of creating this post you have to be using the latest nightly version of OXCE for this mod to work, otherwise the Chryssalids spawned at the start of combat are gonna spawn dead.

2. Currently, the Chryssalids that are supposed to spawn dead due to the introduced hatching delay, are gonna be spawned kinda "undead", i.e. with 0 HP, but in a "live" state. This is not that big a deal: they can't take any action and gonna die as soon as the turn in which they were spawned ends, or as soon as they are shot at (even if the shot misses), whichever comes first. Besides, this is gonna change soon, in one of the coming nightly versions of OXCE.

127
The X-Com Files / Has Ctrl + h been disabled during hostiles's turns?
« on: April 05, 2020, 01:46:14 am »
Basically, whenever I try to Ctrl + h during the opposition's turn to see if/how I was hit, nothing shows.

128
The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: April 05, 2020, 01:43:02 am »
As per Psi-gifted soldiers, I realized once Psi-screening becomes available, I hire and fire a large bunch of candidates (like 30 to 50 at the time). I only retain those with Psi of 90 or more and fire the rest. And in no time all soldiers will be Psi resistant.
The mod Stat strings becomes very helpful for screening and rapid firing from the Sell menu.

I don't know why, but stat strings isn't showing for me on XCF, could Solarius Scorch make sure they are compatible? Because it does show for XC:UD. Or at least make a compatible version?

129
OXCE Support / Re: Visual help space for modders.
« on: April 05, 2020, 01:38:51 am »
Just a quick reply.

New fancy GUI elements like hover tooltips or something are acceptable for me in general, if implemented nicely.

Using them is a bit problematic, because Android/iPhone/Touch users won't be able to use them... so they could be used only for non-critical cosmetic stuff.
But it's worth a try...

Glad to hear that my suggestion is being considered for improvements on the UI. I know XCom is quite an old game and, since then, we had many improvements on user interaction technology and research. I think some modifications could be quite helpful.

About mobile users: maybe make so that, when a position on the screen is tapped, the user's cursor is also moved, not only a click event is generated?

130
OXCE Support / Re: Visual help space for modders.
« on: April 04, 2020, 02:12:58 am »
I don't think you realize just how few pixels are there - icons that small (less than 10x10, probably more like 5x5) would be really hard to make convey the idea of multiple item filters.
Fudge...
How about below the ammo types or while hovering somewhere?
It's just that it would help with recognizing the features of a weapon without having to look through the info tab.

131
OXCE Support / Re: Visual help space for modders.
« on: April 04, 2020, 01:29:30 am »
There's already only tiny space (approx. 180x40 pixels) left for description... should I decrease it even more?
Maybe beside the weight or on the bottom of the weapon's picture?

132
The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: April 03, 2020, 01:39:21 am »
- EXALT HQ is a little smaller (by Finnik).
Thank god EXALT HQ was made smaller, the map was just too big.
Question, though...
Was the mapping of missions solved?
I remember that, while watching L&B's stream of XCF they, time and time again, would find themselves doing a mission where they would need to breach places to be able to get on certain areas of the map.

133
The X-Com Files / Re: concealable is not concealable
« on: April 03, 2020, 01:24:44 am »
On this forum, go to. the OXCE subforum and start a new thread suggesting it.

Just did, thanks.

134
OXCE Support / [Feedback] More info in the Ufopedia item articles
« on: April 03, 2020, 01:24:04 am »
Basically, as I said here: https://openxcom.org/forum/index.php/topic,8045.msg125186.html#msg125186
It would be nifty if there was a way to insert small symbols on weapon ufopaedia entries showing to which group a certain item is associated to. Let's say we have weapons that can't work above water, there would then be a crossed out "island" on the bottom of the ufopaedia entry. If it worked underwater there would be a diving suit helmet. If it could go to spacer, there would be a planet and so on. I don't know which one is better though, having all the "badges", so to speak, shown and the ones the item isn't a part of crossed out, or if we only show the ones which the item is a part of.

135
The X-Com Files / Re: concealable is not concealable
« on: April 02, 2020, 03:10:17 am »
It's an interesting idea, but it's beyond modding options. I really encourage you to make a request to OXCE, with the whole GUI suggestion.
Ok, where could I do that?
Is there a open Github repo where I can open an issue?

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