Recent Posts

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21
XPiratez / Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
« Last post by eharper256 on December 02, 2024, 08:39:08 pm »
I got hydras just before I unlocked military supplies, I think I got lucky with bounty missions then.
Absolutely, that's 2075 Zaxx Tokens for the whole setup, assuming you took the direct path and ignored Black Adder and Scoped Magnum and other stuff.

First few Hydra's appeared around month 4-5 for me when I was playing. Ammo for it was scarce for a while, but it was a staple on my Gal Bianca for a while.
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That will allow modders to randomly place booby traps under some passages.
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The X-Com Files / Re: The X-Com Files - 3.5: Whispers In The Dark
« Last post by Solarius Scorch on December 02, 2024, 06:49:59 pm »
Yeah, just found it myself, thanks. Fixed now, sorry about that.

BTW: please post bugs in the bugs thread.
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XPiratez / Re: [MAIN] XPiratez - N10 24-Nov-2024 Aurora's Dawn
« Last post by Ultimoos on December 02, 2024, 05:20:12 pm »
I will make some counter arguments here.

I did not play new path yet, so I won't touch that.

Regarding Little bird and 14mm ammo. Little bird is not a starting Interceptor craft. It is a something that let's you boost your early game. That's why your ammo is limited. If you are lucky and get to shoot down a bandit capelin, great! You did something risky and get to keep using that Little bird longer. When ammo runs out you have an option to use sustainable Angry bird with IAE and assault cannons, or rotoguns you managed to loot from all those bandit cars. All the targets you would chase with Little bird can be intercepted by Angry bird. I would strongly suggest to reduce Pilots of Angry bird to 2. Same for Gunwagon. That thing is just too miserable.
I also think the gap you have to endure before getting next interceptor craft is too long. Bukaroo has way too many requirements to meet to be useful. I've only ever made it once and it was only because I really wanted to do a progression campaign. In nearly every time you just get a 25mm gun from landed UFO and even Airvan will make all other interceptors useless. Of course everything you get from Car thieves lacks firepower and endurance of Bukaroo and Tiger, but a good sole pilot will compensate for that and speed is the crucial stat here.
So, I think Bukaroo should be obtainable much earlier.
There is also Battlecab and Racer, but those are way too gimmicky for what they offer and are more like collectibles. Dredevil would only be used if you started in Iron Tribe, otherwise it's nearly impossible to get it before it becomes obsolete.
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The X-Com Files / Re: Bugs, crashes, typos & bad taste
« Last post by Solarius Scorch on December 02, 2024, 04:49:00 pm »
Black Moon (and likewise Blood Moon) mission has 150 despawn and zero abort penalty. There are 12 civilians. So if you go there and abort immediately, you get something like -180 penalty.

I think the penalties are always or almost always adjusted so that that going and aborting is not worse than letting the mission despawn. This is probably an oversight. Maybe the despawn penalty should be a little bit higher, like 250 or 300, like with many other civilian missions.

OK, I'll increase the despawn penalty.
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OpenXcom Extended (OXCE) / Re: Converting OXCE to rapidyaml
« Last post by Yankes on December 02, 2024, 04:10:21 pm »
look lot better
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OpenXcom Extended (OXCE) / Re: Converting OXCE to rapidyaml
« Last post by Delian on December 02, 2024, 03:50:37 pm »
`x.prependYaml(y)`

I realize that the last bugfix was a bit of a hack. So I made a proper bugfix with proper merging, so there's no duplicate keys. So in case we want to implement faster node search in the future, there won't be issues. It was a bit complicated because Rapidyaml already has a function that merges nodes, but I couldn't use it because it a deep merge, and we only wanted a shallow merge.
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The X-Com Files / Re: Bugs, crashes, typos & bad taste
« Last post by psavola on December 02, 2024, 03:12:07 pm »
Black Moon (and likewise Blood Moon) mission has 150 despawn and zero abort penalty. There are 12 civilians. So if you go there and abort immediately, you get something like -180 penalty.

I think the penalties are always or almost always adjusted so that that going and aborting is not worse than letting the mission despawn. This is probably an oversight. Maybe the despawn penalty should be a little bit higher, like 250 or 300, like with many other civilian missions.
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XPiratez / Re: Stuff I'd love to see in XPiratez!
« Last post by termidor on December 02, 2024, 02:05:18 pm »
After my last game, one thing I would love is for some in between armor for Looknars between the slayer armor and the real advanced stuff that offer some real protection besides the plate mail (that kind of take away the soldier type advantages). Currently the slayer armor create into me the most akin similitude to the flak armor of the 40k guardsmen as while my other troops carry tac armors, blue tac armors or power suits, the small Looknars are hoping that their papaer mache armor will somehow stop the plasma shot coming their way (spoiler: they tend to die from it). That they don't even get access to Loader suits is almodt a criminal offence  ???

On second point, I wonder if it would be possible to make different soldier types more worthwhile by playing around with carft size and crew limits: make for example that while an air bus can carry 6 gals, it can fit 7 peasants. Don't think it eould be possible with the current OXCE ruleset however.
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The X-Com Files / Re: The X-Com Files - 3.5: Whispers In The Dark
« Last post by CrazedHarpooner on December 02, 2024, 12:39:21 pm »
I believe I see the issue:
The SUV definition in the 'ufos' ruleset sets spawn points for BODYGUARD instead of BODYGUARD_XCOM and since the timer is defined for the latter, the engine will spawn nothing else besides the VIP.
Code: [Select]
          items:
            STR_SPAWN_CIVILIAN_MALE_VIP:
              - [6, 4, 0]
            STR_SPAWN_CIVILIAN_MALE_CIVILIAN_BODYGUARD:
              - [6, 5, 0]
              - [2, 4, 0]
              - [1, 7, 0]
              - [8, 3, 0]
          fuseTimers:
            STR_SPAWN_CIVILIAN_MALE_VIP: [0, 0]
            STR_SPAWN_CIVILIAN_MALE_CIVILIAN_BODYGUARD_XCOM: [0, 0]

Changing STR_SPAWN_CIVILIAN_MALE_CIVILIAN_BODYGUARD to STR_SPAWN_CIVILIAN_MALE_CIVILIAN_BODYGUARD_XCOM under the 'items' section of the SUV will fix it.
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