Recent Posts

Pages: 1 ... 4 5 [6] 7 8 ... 10
51
XPiratez / Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
« Last post by eharper256 on November 20, 2024, 11:27:08 am »
Am I blind or have you not done comparasions for some of the heavy weapons like like cannons, LACC or the various missile launchers?

No pressure of course if you haven't, just don't want to go mad looking through the weapon list endlessly.
No you're right, I haven't ever got around to it.

I mostly agree with @Psyentific's opinions on this one though, that's a nice write-up they've done. Some extra thoughts of my own:

My personal opinion is that the RPG is your lord and saviour; easy SS-Tier. I've managed MERC Terror missions and their hovertanks, when I REALLY shouldn't be able to, all due to the combo of Heavy Laser barrage from my Catgirls to clear the shields then a Gal nailing it with the RPG. In any case, my Gals, and others with space available, will carry an RPG in their Backpack for me.

As mentioned, the standard X-COM Rocket Launcher is generally less desirable due to big ass ammo and general bulk (B-Tier). I'm also a bit less of a lover of the standard grenade launcher but it's a still fine enough A-Tier because no-one dislikes arcing fire and small ammo.

Honestly part of the reason I've not done a list for this, though, is that I've not actually tried many of the niche ones, I probably should (my XPZ run is on a break at the moment). But frankly, the above and of course, standard hand grenades (especially stick grenades for their simplified use) usually manage to solve most problems that need explosives to solve. :D
52
OpenXcom Extended (OXCE) / Re: Converting OXCE to rapidyaml
« Last post by Delian on November 20, 2024, 11:10:43 am »
Does memory allocation and freeing work ok now? If you add breakpoints inside s_allocate and s_free, do they get called?

Ok, how about this. Instead of
Code: [Select]
const auto& reader = frec->getYAML();

try
Code: [Select]
YAML::YamlRootNodeReader reader(frec->fullpath);


The code does exactly the same, but without any movement through return values.
I didn't want to add a move constructor to those classes because that allowed me to spot if any copy/move accidentally took place.
The problem is, there's a lot of other places in the code that have a YamlNodeReader as a return value. So if Copy elision doesn't work, I'd most likely have to add a move constructor to all the classes. Maybe you can add a flag to your compiler which applies move elision more aggressively?
53
XPiratez / Re: Tribute song
« Last post by JustTheDude/CABSHEP on November 20, 2024, 10:40:40 am »
Using Slave-AIs to generate music 'eh? Better to scrap them for optronics.

Music is cool, but I think tribute song for Piratez should be something akin to Heavy Metal movie soundtrack. So, well... Heavy Metal.
Even with the same lyrics, but someting boombastic.
54
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« Last post by Slow on November 20, 2024, 09:49:41 am »
In Russian localization 'Wrecked Alenhed' in called 'Разибтый ксенодроид', it should be 'разбитый'.
55
The X-Com Files / Re: Is lost Sanity regained after Transformations?
« Last post by Stone Lake on November 20, 2024, 06:12:46 am »
Quote
Thanks, that's what I meant by "regain".
I'm not sure. What I meant is, if you didn't have -10 SAN bonus, you'd have 10 more SAN by now.

Quote
So if I understand correctly, it's better to apply stat-eating transformations before (or just as) an agent reaches the cap for the skills the transformation reduces.
No.

Mostly, transformations apply bonuses to stats that stack independently. For bonus stats it doesn't matter when you apply them.

There are exceptions when transformations "trains" stats, such as gun-kata: it trains 5 REA / 10 ACC, that modify base stats up to a cap, and also grants bonus of 5 ACC/-10 SAN.
Stat trains (listed as "flat stat change" in the wiki) are basically same as stats gained routinely in battle via exp. Better to have early, as they do nothing once you hit a cap.
Commendations gained in battle grant bonuses.

56
XPiratez / Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
« Last post by Psyentific on November 20, 2024, 03:31:07 am »
A quick rundown of various explosive weapons, starting at the more common and/or lower tier cannons:
A quick aside, but I will assume that all cannons are shooting HE instead of Piercing. You bring them for the boom, not the dakka, so they will be judged accordingly.

Assault Cannon: D-tier with Cannonballs, C-tier with other ammo. It's slow to shoot and slow to reload, so you'll usually only get one shot every other round. Pretty bad with the round shot cannonballs, but pretty decent with the explosive, incendiary, and chemical cannonballs. Cannon HE is the same 60 damage as a 40mm Grenade Launcher, but much heavier, less accurate, and slower to reload. Accuracy scales off bravery. Better used as armament for a Gunwagon.
Mini Cannon: D-tier, similar to Assault Cannon but smaller and worse. Similar mobility to the grenade launcher, but worse damage.

Spitfire: C-tier, a fun little shoota that sprays small explosions everywhere. More of an autogun that explodes than a real launcher. Typically seen in the hands of Spartan Heavys. Ammo belts can be worn on the head for true rambo style. Suffers from mediocre damage and struggles to penetrate mid-tier armors.

Light Cannon: B-tier, an average and reliable antipersonnel explosion projector. Can reliably chunk Osiron Security and other mid-tier armored goons. Slightly less damage than a grenade launcher.

LACC: C-tier, often seen in the hands of Osiron Security. It's like a Light Cannon mixed with a rifle, or a superheavy rifle with optional explosive shots. Special mention to WP ammo, good for lighting werewolves and ninjas on fire. Beaten by LC and other larger exploders, while the heavy automatics have better mid-tier kinetic shooting. That said, I respect its power to punch through Tac Armor and it has killed many gals.

Autocannon: Unrated, haven't used the oldxcom AC
Man-Portable Autocannon: C-tier, effective fire support but lacks mobility and punch. Can pretty much always put 3x autocannon shots downrange and the arcing fire helps it do so out of LoS. Park it on your flagship's roof and use it to demolish houses. Becomes B-tier when being used to deliver special ammo types: AC-GAS ammo excels against Deep Ones and Lobstermen (or unprotected humans), and rare AC-CRY ammo lights zombies, 'lids and vamps on fire.

Grenade Launcher: A-tier, genuinely one of my favorite guns. Never leave home without a grenade launcher (or two!) in your squad, and sprinkle your explosions around liberally. Park your grenadiers on elevated terrain, kneel for extra accuracy, and enjoy your budget artillery. The more exotic ammo types (shoutout to Black Napalm and 40mm Gas) help it stay relevant throughout the midgame, and later upgrades into Smart Grenade Launcher and 40mm Hellerium, Fusion, and EMP help keep it relevant even further beyond. It's single shot so you get to experience the tactile joy of reloading every shot, but the ammo is 1x1 so you can bring as much as you can carry.

Assault Grenade Launcher: B-tier, sidegrade to Grenade Launcher. Same damage, 8 round clips, better for frontline assaulting rather than fire support.

T-T Grenade Launcher: B-tier, upgrade to Grenade Launcher's indirect fire support role. More damage and more accuracy but without the exotic payloads. Would be A-tier if it had gas, EMP, and fusion shells.

Blizzard Pocket MLRS: C-tier, same punch as a Grenade Launcher in a meme-y package. Will yeet six rockets downrange and create some terrain gaps and smoke clouds for you to exploit, but struggles as an anti-personnel weapon.

RPG: A-tier, the other one of my favorite launchers. Never leave home without an RPG (or two!) in your squad. RPG /DP is an all-purpose problem solver that can be relied on to remove just about any battlescape trouble spot. I like to think of it as my "Bypass Encounter" tool. Its biggest advantage is the 1x2 ammo which can fit in the quickdraw slot and the belt slots; this allows it to reliably reload-and-snapshot or reposition-and-snapshot in most situations, so the RPG is very responsive for quickly putting a rocket on target. Upgrades to Advanced RPG.

Quad Launcher: B-tier, as seen in Commando. Slightly less damage than RPG and shares the same "reloads carried on belt" utility. Can pack 8 rockets while doing so instead of 3+1, but lacks the spicer ammunition to retain utility as the game progresses.

UAC Rocket Launcher: C-tier, mostly a mook weapon for doomguys. Similar 'portable light rocket launcher' niche as the RPG and Quad, but worse damage; only slightly better than the 40mm grenade launcher. Still worth using if it's your only rocket launcher.

Recoilless Rifle: B-tier, the complimentary weapon to RPG's "solves almost every problem". The R-Rifle does not produce any explosions which is why I put it in B-tier. Instead, the R-Rifle is a specialist weapon - This thing is your poor gal's lascannon. The basic R-Rifle shells deal slightly more damage than a Heavy Gauss with 40% armor penetration on top of that. If it's too heavy for the RPG to crack, get the R-Rifle. If it is at all vulnerable to piercing damage the R-Rifle will kill it. This thing is also the reason why you can safely discount the kinetic ammo on the mid-calibre cannons like LC and AC; in any situation where you would prefer a kinetic to an explosive you can skip straight to the R-Rifle.

Rocket Launcher: B-tier, the RPG's big sister. Suffers from larger ammo that must be carried on the back, so it's slower to reload and a bit more awkward to deploy. Generally able to fire every other turn in a shoot, reload & reposition, shoot cycle. Very killy, but not as mobile and responsive as the RPG. Becomes A-tier with upgraded ammo such as Anti-Tank Rocket, MAG, Gas, EMP, etc. When you absolutely need to remove a cluster of Deep Ones, Gas Rocket. When you absolutely need to remove a merc hovertank, crack the shield then use an AT Rocket.

Panzerfaust: A-tier, panzerfaust my beloved. Single shot, 20kg, fits into any empty back slot just like a sword. Same damage as the Rocket Launcher's ordinary ammo with 10% better armor penetration. A single shot rocket launcher that can be added to any gal loadout that can carry it. Arcing trajectory, so a miss usually hits somewhere nearbv. Sprinkle a few into your loadouts, they'll come in handy.
LASS: B-tier, as the Panzerfaust but RPG-sized instead of Rocket sized. A panzerfaust for your peasants and slave soldiers; give him two, point him towards the enemy and tell him not to come back.

Mortar: B-tier. Shares many of the rocket launchers mobility and reload problems, and so can usually only fire every other round. What a shot though. Damage is midway between RPG and Rocket, but has a large area effect and can reach the entire map. There are very few times when I feel justified grabbing the mortar (because other explosive projectors usually get it done quicker), but the few times you grab the mortar you will enjoy the show. Mortar Acid shells are excellent anti-structure munitions, while Mortar Gas will remove any unprotected biologicals (and especially deep ones) with extreme prejudice. Upgrades into Servo Mortar.
Hand Mortar: A-tier, for gals only. What if you didn't have to "set up" the mortar? What if, after emptying it, you could bludgeon somebody with it? It's so lovingly orky.
57
OpenXcom Extended (OXCE) / Re: Converting OXCE to rapidyaml
« Last post by Yankes on November 20, 2024, 02:58:26 am »
Code: [Select]
[20-11-2024_01-50-14]   [FATAL] YamlRootNodeReader(char* data, size_t size, std::string fileNameForError)
[20-11-2024_01-50-14]   [FATAL] ~YamlRootNodeReader
[20-11-2024_01-50-14]   [WARN]  scanModDir('./', 'standard'): Bad metadata.yml xcom2, skipping.
[20-11-2024_01-50-14]   [FATAL] ~YamlRootNodeReader
I think we hit bug with compiler, as far I know this code should not compilable because `YamlRootNodeReader` is not copyable type.
Later version of C++ there is concept for NRVO, but type need have at least move constructor.
Its look like MSVC apply NRVO but GCC try but forget to perform NRVO, because of this code call destructor on some garbage memory.

Tomorrow I will see how is easiest way to fix it.
58
XPiratez / Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
« Last post by Carcer on November 20, 2024, 01:53:18 am »
Am I blind or have you not done comparasions for some of the heavy weapons like like cannons, LACC or the various missile launchers?

No pressure of course if you haven't, just don't want to go mad looking through the weapon list endlessly.
59
The X-Com Files / Re: Is lost Sanity regained after Transformations?
« Last post by rkagerer on November 20, 2024, 12:56:32 am »
>> You can't regain lost sanity. You simply gain more sanity (up to a cap, like any other stat, and bonuses).
Thanks, that's what I meant by "regain".

So if I understand correctly, it's better to apply stat-eating transformations before (or just as) an agent reaches the cap for the skills the transformation reduces.  Once they hit the cap, any subsequent missions they go on are a 'wasted' opportunity where they could otherwise have gained experience had they had any runway left in those stats.
60
The X-Com Files / Re: The X-Com Files - 3.5: Whispers In The Dark
« Last post by Solarius Scorch on November 19, 2024, 11:54:04 pm »
I might do something like this, but there are many disguise options and the police is not top priority - you already act as government agents.

EDIT: Version 3.5 has just been released.

- OXCE 7.14 is required.
- New HWP armor: Alenhead.
- New missions: Dark One Rampage (co-op with Dioxine), Armory of Apocalypse (co-op with Dioxine), Night At The Museum (co-op with Cosmic Afro), Cyberweb Recruitment, Mannequin Madness, Hybrid Hideout.
- New units: Antediluvian Ghost, Saurian Ghost (both in co-op with Cosmic Afro), Dark One.
- New item: Dimension X Research Notes.
- New lore articles.
- New Ufopaedia illustrations.
- New agent names.
- UFOs reappear after mission sites despawn.
- Enabled ground inventory paging display.
- 5 new Industrial Slum maps (by Dioxine) and enabled huge maps in the script.
- 1 new Urban map (by Dioxine).
- 2 new Junkfarm maps (by Dioxine).
- 2 new Underwater City maps (by Dioxine).
- 1 new Catacombs map.
- TNI installation costs 20% gained Sanity.
- Sectoid Legacy gives 10 Sanity.
- Doubled Advanced Intelligence Center detection efficiency.
- Simplified Elerium Battery tech tree and some Hybrid interrogations.
- Streamlined craft assembly space requirements.
- Finding Kitsune now also requires X-Com History: X-Com Bureau.
- Reclamation of Aether missions now require initial research.
- Some one-time missions are less likely to occur.
- Osiron Stakeout is less common after Boss is researched.
- Expanded rare Osiron loot.
- Captured Armored Cars are now stored in the warehouse.
- Tweaked Church of Dagon HQ unit roster.
- More explosives in Cyberweb Battleship Assault.
- Added Underwater-Capable, Space-Capable and Concealable tags on relevant armors.
- Rebalanced G11 damage.
- Improved Cyber Armor, Bulletproof Coat, Night Ops and Carapace Plate bigobs (by Talpiot).
- Improved Tommy Gun bigob (by Bloax).
- Improved Easy Rider and Ghost Blade bigob.
- Better death sound for Asmodean Cobra.
- Chempistol is now properly concealable.
- Added sound on the Holodevice.
- Fixed cult infiltrations and made them less common.
- Fixed positioning of the BlackOps Pistol Clip.
- Fixed commendations on hired veterans (thanks to Zrrr).
- Fixed Syndicate CEO surrendering.
- Fixed missing Scoped Hunting Rifle commendation.
- Fixed City Riot deployment.
- Fixed Syndicate Monster Lab and Dreamscape Necromancer's Dungeon map generation.
- Port terrain fixes (by Dioxine).
- Fixed big base map generation (thanks to CrazedHarpooner).
- Fixed Den of Villainy briefing.
- Fixed black hair recolors.
- Minor fixes.
Pages: 1 ... 4 5 [6] 7 8 ... 10