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Help / ufo convert mods goes red in tftd
« Last post by chickenx4 on Today at 10:24:52 pm »
when i convert from ufo to tftd i have problems it works but at the cost of messing up
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« Last post by krautbernd on Today at 09:09:35 pm »
Problem is, that now means it's impossible to use. All it does is generate the message about not having enough TU to use it.
You're not supposed to fire it. The displayed accuracy indicates distance.
Offtopic / Redline - kind of advertisement
« Last post by Duke_Falcon on Today at 09:06:55 pm »
Redline is a card-game like Magic the Gathering but also mend it with the sheer fun of Battletech. An interesting project what may interest some of you!
For real infos and stuffs I drop you some links!

Redline official site:
Coming to Kickstarter:
If you interested in Redline you could sign up for a kind of newsletter otherwise (according my best knowledge) the Kickstarter campaign launch around the middle of july, 2020... ( of July most probably)

And a poster I made for advertise Redline:

Sorry if such advertisement is against the CoC but please, share this on other forums! I think Redline deserves to be great as I like it very much and strongly think this is easily one of the best card games since almost a decade or so!


PS.: Sorry for the big picture but have no clue how to resize!

Edit by Meridian: resized the picture
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
« Last post by Nord on Today at 09:00:16 pm »
Cocoon's description need some correction. it should be "thrown" instead of "trown" which using in description.
And why MC projector is 2-handed weapon? with its damage output and range it should be only 1-handed pistol-like weapon.
Because it is not really a weapon. More like an alien multitool.
Fan-Stuff / Re: Graphics from Ufo:TTS and Source Files
« Last post by NashGold on Today at 08:21:26 pm »
The site doesn't exist anymore :(

Has anyone saved the rar?
Hardmode Expansion / Re: Hardmode Expansion - Bugreports
« Last post by Precentor Apollyon on Today at 08:12:10 pm »
You are mixing up with your words  ;D, face it, Must be torturing on the old bones to keep on modding. It is hard being an oldie.

Retire and leave the action to the young bloods...
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« Last post by anothrgamer1234 on Today at 08:11:37 pm »
That's totally intended. I'm not sure how it would even work otherwise.

Problem is, that now means it's impossible to use. All it does is generate the message about not having enough TU to use it.
Resources / Re: JustTheDude (soon) Cabal of Sprites.
« Last post by JustTheDude on Today at 08:09:54 pm »
Up to the modder. They all have kneel position sprited, so there is nothing stopping from using it as armor for X-COM soldiers.
Programming / Re: Auto-Battle
« Last post by NashGold on Today at 08:01:00 pm »
It didn’t hand control of your troops off to the AI to finish the battle. Instead, it reduced the participants on both sides to a couple of abstracted numbers, and then rolled some dice.
Given that aliens always have numerical and firepower superiority, that wont ever work in a fair playground. So yeah, it has to make assumptions. Moreover, players always has a chance to retreat, taking away some stuff. For me it was always Chryssalid present = instant retreat.

Some people might be tempted to say that an auto-battle function is cheating, or it defeats the whole point of the game, but I have a few reasons for thinking that OpenXcom would benefit from having one. In no particular order:
Yeah. It makes a totally different game, similar to Civilization, or more precisely to Emperor of the Fading Suns, which had stack autocombat, with different type units getting different initiative (i.e. artilery goes before tanks).

The whole point of XCOM is tactical combat, while the strategic world map is here just to glue the tactical missions into a coherent story.

In my XCOM inspired game I do have autocombat, but it is used only for AI vs AI battles, since properly simulating battle scape would take some time and annoy human players.
The X-Com Files / Re: The X-Com Files - 1.4: Signs of Apocalypse
« Last post by Mathel on Today at 06:14:35 pm »
No, you don't need large capacitors.
From the wiki of Ignition coil
So a taser powered by car battery and ignition coil can do dozens of high voltage hits. Hitting a normal human with the full power will likely kill him on the spot, but we can imagine that the agent controls the output with some knob.

As for the delivery method, I assume it is the same for the normal taser: a bunch of wires with arrow heads are launched at the target and make contact. An arc lightning will hit the closest uninsulated surface - usually the agent holding this contraption unless he wears protective gear. In the later case it will arc to the ground.

So yeah if you want to be realistic the Taser Cannon is way too underpowered (either in power or in number of hits per battery) for what we could do with the 90's technology.

I am not complaining actually, hitting that Black Lotus Avatar with it was very satisfying.  8)

The reason why the clip has to be capacitors is not the voltage.
It is that you can't possibly empty a chemical battery in 10s.
A chemical battery is composed from electrochemical cells. Each cell has two electrodes and an electrolyte which reacts with them.
This reaction pushes electrons into one of the electrodes and pulls them from the other.

Speed of any chemical reaction depends on:
Temperature, concentration of products, concentration of reactants, and surface. (and obviously what reaction it is.)
To get the fastest reaction at any given temperature, you have to have only reactants, in the perfect ratio, perfectly mixed.
This is not the case with batteries. You have the electrodes and the electrolyte is between them. Concentration of reactants is how charged the battery is. Concentration of products is inverse of that, combined with resistance, impedance and capacitance of the circuit.
Voltage of a battery is how far it is from equilibrium of the reaction. (Increasing resistance slows down the reaction, because the produced electrons can't leave that quickly, so it can't pull them on the other side as quickly either)
So even at 0 resistance, the reaction will still be slowed down by the electrodes not being mixed in, and by the battery not being perfectly charged.

Not that you would want to discharge a battery in 10s. It is an exothermic reaction. Waste heat would light your gun on fire, vaporise the electrolyte and cause the battery to explode.
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