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Messages - Thermite

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46
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 12, 2020, 12:03:40 am »
Solarius, I found a few bugs, but they are quick fixes, do you want me to do them?

Things like missing entries, mismatched alien types and what not.
Also, I would like to propose we change the name of the research prerequisites to something more meaningful, like "alien medic interrogated" instead of "medi-kit prerequisite".

47
The X-Com Files / Re: Very Early Weapon Balance, take two (1.3)
« on: May 11, 2020, 11:54:45 pm »
Hi Thermite!

Also, wtf.

A tip for you:
It all begins with gravity

48
The X-Com Files / Re: Black Lotus' Freakin' Ninjas
« on: May 11, 2020, 11:46:08 pm »
I use a lot of smoke all the time, which helps a lot when ninjas come along, because they aggro very little and go in trickling one at a time.

49
Offtopic / Re: XCOM Inspired Fantasy Game
« on: May 09, 2020, 11:27:39 pm »
If you don't want to use an engine, SDL2 for c++, don't know about c#. If you are fine with using an engine, Unity for c# and unreal for c++

I was thinking of doing all the work, engine included...
Will look into SDL2.
Thanks luv.

50
Offtopic / Re: XCOM Inspired Fantasy Game
« on: May 09, 2020, 09:36:44 pm »
Hey, Nash, I have been thinking of making a XCom inspired game too, but never worked with graphics much, do you have any tips on how to draw things on the C family language? Preferably C++ and C#?

51
The X-Com Files / Re: Very Early Weapon Balance, take two (1.3)
« on: May 09, 2020, 09:33:44 pm »
I personally think the agri flamer's best quality is the ability to put tiles on fire to discourage enemies from stepping on these tiles. It's not foolproof, but can give you some advantage.

I never used it that way, but can see both the appeal and the techniques involved.

I am just an exploiter, though, which allows me to increase the range of the flamer greatly, and also make it more viable combat wise...

52
The X-Com Files / Re: Very Early Weapon Balance, take two (1.3)
« on: May 08, 2020, 08:02:02 pm »
By the way, my opinion about Makarov was wrong: Its not a trash .45, its a trash Beretta.

Some more opinions:

- Hunting Rifle: Your first real sniping weapon. Wooo-hoo! 30 damage is better than all three starter pistols and MP5. The accuracy is fantastic. The only issues are the two slow shooting attacks, the weakish snap (but its a sniping weapon, so...) and only five rounds per clip. It allows you to plink the opposition from across the map.

Buy and carry lots of ammo.

- Agricultural Flamer: Needs more testing, but its a weird and interesting weapon. Its a weakish, short-ranged flamer. The attack is TU-cheap but overall it doesn't seem like a strong weapon. It produces fire with your attacks, and some enemies get super-hurt from those or run around panicking and on fire. Zombies get 400% damage from fire.

Its definitely a Strange Creatures weapon. It did pretty decent vs Reapers, but you need to either hide using entrances Reapers can't enter, or know how to bait Reapers without getting attacked (they are surprisingly fast). It can also be used to deploy walls of fire between your agents and monsters.

Never used it vs cultists. Seems mostly useless then, unless you are getting charged by multiple axe-wielding psychos.


- Billhooks: I have gained a newfound respect for those. 15 TU is a bit slow for melee, but damn if it doens't kill well with the right agent (high melee + strength + bravery). One or two swipes can kill zombies. I actually killed a lot by baiting them into melee reaction fire.

Enviado de meu moto e5 play usando o Tapatalk


Agricultural flamer is really only viable against Dimention-X "Swarm" and The Thing. Range is to short, usually by the time you have to fight with those, you can get flaregun that, while inaccurate has decent range.

Me, who can kill enemies with the agricultural flamer from rifle range...
"Oh sweet summer child!"

53
The X-Com Files / Re: Dossiers wanted!
« on: May 08, 2020, 04:37:19 am »
Well, why not, if it is done in a manner so that it can also be read straight.

Time to edit that proposal then.

THINKING CAPS ASSEMBLE!

54
The X-Com Files / Re: Dossiers wanted!
« on: May 02, 2020, 11:40:27 pm »
"Ben & Lewis Save the world" is what got me back to Xcom after all these years and I assume enough people here have watched them, so I thought it would be nice if they would get their own dossier according to their playstyle.

Name: Lewis & Ben

Role: Terrorists

Affiliation: Men in Black

Details: 2 Commanders from MiB who campaign across the globe with no regard for human life, whilst posing as Xcom operatives. They leave a trail of terror & destruction behind wherever they go. Their main purpose is to tarnish the good name of Xcom and create international tensions, thus removing the main obstruction to the alien invasion.

Status: Xcom's most wanted

As for the picture, I was thinking of Lewis & Ben in MiB suits, having a "cool guys dont look at explosions" pose  8) . But before I went ahead with my mediocre photoshop skills, I thought it would be better to wait for your opinion on it.

Maybe even a mission where you have to capture them dead or alive, where they and their crew only use High-Ex, rockets and grenade launchers ;D

PS. Xcom Files is an amazing mod! Thanks alot for creating it.

I asked Ben about this.
His response:
https://www.twitch.tv/bedgars/clip/SmallScrumptiousSandstormTBTacoRight?filter=clips&range=7d&sort=time

55
OXCE Support Y-scripts / Re: [Script] Handcuffs
« on: May 02, 2020, 11:35:39 pm »
If the strength of the handcuffs is greater than the creature's protection, the handcuffs will be put on the creature. If it's less, it won't. Unfortunately, in both cases handcuffs will disappear from the game forever - I don't know how to solve this problem due to limited knowledge or missing script functionality.

The parameters "handcuff strength" and "handcuff protection" have been introduced so that it is possible to introduce several types of handcuffs with different durability. Stronger handcuffs are for catching stronger creatures.

No, that isn't what I meant! :o
I meant that, if you have a restraining item with, let's say, 5 handcuff strength and use it to restrain a creature that has 2 handcuff protection, it would not make sense for that creature to break free from it, even if it had 50 strength, because the handcuffs are far too potent in handcuff strength for the creature.

56
The X-Com Files / Re: Dossiers wanted!
« on: May 01, 2020, 08:42:21 pm »
Details: Asian self-made top detective, and super-agent, hacker, who survives on "anxiety, coffee, and chocolate" according to informants. Often implicated but never corroborated in smart, discrete killings of "bad boys" (..and occasionaly, rare womans too..) which cease after her involvement.

Fixed the gender of the sentence, unless there's an unnamed third party...

57
OXCE Support Y-scripts / Re: [Script] Handcuffs
« on: May 01, 2020, 08:15:33 pm »
So, here is an improved version of the script:
Code: [Select]
items:
  - type: STR_HANDCUFFS
    battleType: 6
    invWidth: 1
    invHeight: 2
    medikitType: 2 #stimulant only
    medikitTargetSelf: false #not for user
    medikitTargetImmune: true #can use also on an bleed units
    medikitTargetMatrix: 21 #only for all stunned bodies
    medikitActionName: STR_HANDCUFFS_ACTION
    stimulant: 1
    stunRecovery: 0 #no matter what value is here - script overrides it
    isConsumable: true
    costUse:
      time: 75
      energy: 10
    twoHanded: true
    blockBothHands: true
    listOrder: 46290
    tags:
      HANDCUFF_STRENGTH: 40

armors:
  - type: CIVM_ARMOR
    tags:
      HANDCUFF_PROTECTION: 10
  - type: CIVF_ARMOR
    tags:
      HANDCUFF_PROTECTION: 5

extended:
  tags:
    RuleItem:
      HANDCUFF_STRENGTH: int #the handcuff strength in ruleset for items
    RuleArmor:
      HANDCUFF_PROTECTION: int #the handcuff protection in ruleset for units
    BattleItem:
      ITEM_HANDCUFF_STRENGTH: int #the handcuff strength for every copy of item in battlescape
    BattleUnit:
      UNIT_HANDCUFF_PROTECTION: int #the handcuff protection for every copy of unit in battlescape
      IS_HANDCUFFED: int #is this unit under handcuffs?
      VIRTUAL_STUN_LEVEL: int #real stunlevel for every copy of unit on battlescape
  scripts:
    createItem:
      - offset: 1
        code: |
          var ptr RuleItem ItemRuleset;
          var int HandcuffStrength 0;
         
          item.getRuleItem ItemRuleset;
          ItemRuleset.getTag HandcuffStrength Tag.HANDCUFF_STRENGTH;
         
          if gt HandcuffStrength 0;
            item.setTag Tag.ITEM_HANDCUFF_STRENGTH HandcuffStrength;
            debug_log "createItem: STR_HANDCUFF with tag ITEM_HANDCUFF_STRENGTH: " HandcuffStrength;
          end;
          return;         
    createUnit:
      - offset: 1
        code: |
          var ptr RuleArmor UnitRuleset;
          var int HandcuffProtection 0;
          var int UnitID 0;
         
          unit.getId UnitID;
          unit.getRuleArmor UnitRuleset;
          UnitRuleset.getTag HandcuffProtection Tag.HANDCUFF_PROTECTION;
         
          if gt HandcuffProtection 0;
            unit.setTag Tag.UNIT_HANDCUFF_PROTECTION HandcuffProtection;
            debug_log "createUnit: ID " UnitID " with tag UNIT_HANDCUFF_PROTECTION: " HandcuffProtection;
          end;
          return;
    healUnit:
      - offset: 1
        code: |
          var int HandcuffStrength 0;
          var int HandcuffProtection 0;
          var int CurrStun;
          var int NewStun;
          var int UnitID 0;
         
          target.getId UnitID;
         
          item.getTag HandcuffStrength Tag.ITEM_HANDCUFF_STRENGTH;
          target.getTag HandcuffProtection Tag.UNIT_HANDCUFF_PROTECTION;
          debug_log "healUnit: used item with ITEM_HANDCUFF_STRENGTH: " HandcuffStrength " on target " UnitID " with UNIT_HANDCUFF_PROTECTION: " HandcuffProtection;
          if and gt HandcuffStrength 0 gt HandcuffStrength HandcuffProtection;
            target.setTag Tag.IS_HANDCUFFED 1;
            debug_log "healUnit: if item with ITEM_HANDCUFF_STRENGTH (" HandcuffStrength ") > 0 and item with ITEM_HANDCUFF_STRENGTH (" HandcuffStrength ") > target " UnitID " with UNIT_HANDCUFF_PROTECTION (" HandcuffProtection ") then: set to target " UnitID " tag IS_HANDCUFFED: " 1;
           
            target.getStunMax NewStun;
            target.getStun CurrStun;
            target.setTag Tag.VIRTUAL_STUN_LEVEL CurrStun;
            target.setStun NewStun;
            debug_log "healUnit: set to target " UnitID " VIRTUAL_STUN_LEVEL: " CurrStun " and real stun level: " NewStun;
          end;
         
          return;
    newTurnUnit:
      - offset: 2
        code: |
          var int IsHandcuff;
          var int NewStun;
          var int CurrStrength 0;
          var int CurrStun 0;
          var int PrevStun 0;
          var int StrengthLevel 0;
          var int RandomValue 0;
          var int UnitID 0;
          unit.getId UnitID;
          debug_log "---------- Turn " turn ", unit " UnitID ":";
         
          unit.getTag IsHandcuff Tag.IS_HANDCUFFED;
                   
          if gt IsHandcuff 0; 
            unit.Stats.getStrength CurrStrength;
            debug_log "newTurnUnit: for unit " UnitID " get strength: " CurrStrength;
            battle_game.randomRange RandomValue 1 100;
            debug_log "newTurnUnit: generate RandomValue (1..100): " RandomValue;           
            if and ge CurrStrength 0 le CurrStrength 39;
              set StrengthLevel 1;
            else and ge CurrStrength 40 le CurrStrength 49;
              set StrengthLevel 5;
            else and ge CurrStrength 50 le CurrStrength 59;
              set StrengthLevel 10;
            else and ge CurrStrength 60 le CurrStrength 69;
              set StrengthLevel 20;
            else and ge CurrStrength 70 le CurrStrength 79;
              set StrengthLevel 30;
            else and ge CurrStrength 80 le CurrStrength 89;
              set StrengthLevel 40;
            else and ge CurrStrength 90 le CurrStrength 99;
              set StrengthLevel 50;
            else and ge CurrStrength 100 le CurrStrength 109;
              set StrengthLevel 60;
            else and ge CurrStrength 110 le CurrStrength 119;
              set StrengthLevel 70;
            else and ge CurrStrength 120 le CurrStrength 129;
              set StrengthLevel 80;
            else and ge CurrStrength 130 le CurrStrength 139;
              set StrengthLevel 90;
            else ge CurrStrength 140;
              set StrengthLevel 100;
            end;
            debug_log "newTurnUnit: unit " UnitID " got StrengthLevel: " StrengthLevel;
           
            unit.getTag PrevStun Tag.VIRTUAL_STUN_LEVEL;
            if le RandomValue StrengthLevel;
              if lt PrevStun 0;
                clear PrevStun;
              end;
              unit.setStun PrevStun;
              unit.setTag Tag.IS_HANDCUFFED 0;
              unit.setTag Tag.VIRTUAL_STUN_LEVEL 0;
              debug_log "newTurnUnit: if RandomValue (" RandomValue ") <= unit " UnitID " StrengthLevel (" StrengthLevel ") then set real stun: " PrevStun " and remove tag IS_HANDCUFFED";
            else gt RandomValue StrengthLevel;
              unit.getStun CurrStun;
              unit.getStunMax NewStun;
              sub CurrStun NewStun;
              add PrevStun CurrStun;
              unit.setTag Tag.VIRTUAL_STUN_LEVEL PrevStun;
              unit.setStun NewStun;
              debug_log "newTurnUnit: if RandomValue (" RandomValue ") > unit " UnitID " StrengthLevel (" StrengthLevel ") then set VIRTUAL_STUN_LEVEL: " PrevStun " and real stun: " NewStun;
            end;           
          end;
          return;

Each type of handcuffs must have a HANDCUFF_STRENGTH parameter in the "tags" section. By default, it is zero, which means the item is not handcuffs.
For each type of armor, you can specify the HANDCUFF_PROTECTION parameter in the "tags" section. By default, it is equal to zero, which means that the creature can be handcuffed of any handcuffs strength.
When trying to put on handcuffs, the condition is checked: if HANDCUFF_STRENGTH is greater than HANDCUFF_PROTECTION, then the handcuffs will be put on, otherwise not.
The unit, that is handcuffed, is assigned the parameter IS_HANDCUFFED: 1.
Each turn, each unit, in which the IS_HANDCUFFED parameter is 1, is checked for the possibility to free, based on his strength:
if strength in 0..39 then unit has 1% chance to be free,
if 40..49 - 5%,
if 50..59 - 10%,
if 60..69 - 20%,
if 70..79 - 30%,
if 80..89 - 40%,
if 90..99 - 50%,
if 100..109 - 60%,
if 110..119 - 70%,
if 120..129 - 80%,
if 130..139 - 90%,
if 140..infinity - 100%.
Each turn checks how much the unit’s stunning level has changed and this change is recorded to the VIRTUAL_STUN_LEVEL variable in the unit's "tags" section.
If the unit was able to free, its stun level from the VIRTUAL_STUN_LEVEL variable is returned to his stunLevel" and the script finishes its work with this unit.

For understandable how script works, I provided almost every action with a message output to the "openxcom.log" file, because for the player there are no visible changes in the game.

What if the handcuff strength is far greater than their handcuff protection?
It wouldn't make sense for a strong civilian to be able to be able to free itself from the cuffs capable of restraining reapers or chryssalids.

58
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 01, 2020, 07:11:04 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.

Time to make a overhaul submod of XCF so you play as a rogue civilian organization that works in the shadows and tries to help XCom from the shadows, maybe tie in with mister "Smiles" even?

59
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 01, 2020, 07:00:54 am »
or the priest is suddenly controlled by a higher power, for the turn... ;)

Or subdued for the glory of the war on aliens.

60
OXCE Support Y-scripts / Re: [Script] Handcuffs
« on: May 01, 2020, 06:51:21 am »
Lol, you really need to check out the discord.

I am a forum kiddy, ok.
>_<

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