aliens

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Released Mods / Re: X-Chronicles Release, v.0.99.17.1
« Last post by murkhach@centrum.cz on Today at 05:04:21 pm »
My thoughts about the game ...

FUNDING   
  - the budget is so tense , that during first year you can not afford any grow but forced facilities  (just shielded lab, prison , ..
      Scientist cost fortune ( hiring and salary)  - and the lots of projects (autopsies &  most invader weapons) take huge effort and no benefit.
  - good mission score  gain extra bonus that is  great     
  - there is almost nothing to sold  for reasonable money in the begin  and  I was stuck until  I got some mysterious devices 6Mil each ..
    (may be magic stuff and amulets can be sold for double amount to be much fair)

RESEARCH
   - I suggest to cut down time of simple weapons or autopsy reports with no further dependencies
   - researching some fast aliens could unlock FOAM-GRENADES (reduce TU)

WEAPONS  & GEAR
    - bows are during low throwing stats  hardly used
    - sniper and heavy guns helps a  lot and are essential
    - shields and amulets are awesome

MISSIONS
  - some maps are too COMPLEX (shopping center) and very often clogged with objects 
  - CIVILIANS in every mission  does not have  reason  (it is hard to save them and  can dramatically cut down the score )
  -  lack of variety in ranks (Id prefer if there will be  a strong boss monster and  several weak ones rather than  many same)
  - pirate ships are great
 


 

 
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The X-Com Files / Re: Quick question on Bravery
« Last post by HinterDemGlas on Today at 04:12:31 pm »
I didn't pay that much attention to Bravery in my current game, but I guess I lost some people to panicking after being hit by incendiaries.

Of course, you can get improvements from panicking, getting wounded and for example by using pepper spray.
Also, importantly, healing items except sprays. I think it's a 9% chance for improvement per wound healed. When I have an experienced agent with a guts deficit I make them a medic.

There are some relatively easy ways to grind the system, like abusing Psiclones or depleting your agents' sanity on purpose, but those are kinda boring.

Bravery and current morale also count towards PSI-Defense, so you do want to max out Bravery for your elite soldiers eventually.
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OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« Last post by aziza on Today at 03:01:23 pm »
I created a mini-mod "Blues_and_Bullets"
nice, working good! speed like almost original
poster is cutie
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OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« Last post by Meridian on Today at 02:25:24 pm »
Installation:
Just unpack the mod and move it to other mini-mods in the "standard" folder to activate it just like other mini-mods.

DO NOT UNPACK ANYTHING INTO THE "standard" FOLDER!

Standard folder is for devs only.
Players and modders should not make any modifications there.
Only mods delivered with OXCE will be recognized in the standard folder, other mods will be ignored.

All custom mods belong to the "mods" folder and nowhere else.
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OXCE Suggestions NEW / Re: [Suggestion] First Aid Skill
« Last post by Finnik on Today at 02:09:14 pm »
Alhough, the player would not be able to track it anyhow.
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Brutal AI / Re: Autoplay
« Last post by Xilmi on Today at 01:55:48 pm »
So I've tested this a bunch and from what I am experiencing is that no matter how frequent I press the toggle key for auto-play the game will not register or exit auto-play even through multiple turns.  A single cpu thread is maxed to 100%.  The only time I can manage to disable auto-play is when the AI's turn and there is the little red progress bar at the top right of the turn screen.  Then and only then if I hit the toggle key to disable auto-play before the progress bar disappears, does it exit at my next turn.  I'm guessing that other than then, the CPU max is to great to even register the keys as also the mouse is frozen and if I click on the screen some times the game window turn grayed out and I get a windows thinking cursor with the little blue spinning circle loop.

It might be more helpful to have an exit auto-play mode keyboard shortcut, so spamming it won't toggle between on and off auto-play.
I can't reproduce this kind of behavior. With the new confirmation-window I recently introduced on whether I toggle auto-play on or off, I get immediate feedback when and that it is turned off.
I have basically zero delay when doing so.

You neither mentioned the popup of the confirmation window nor that you have updated to the latest version. So I feel like I have to explicitly ask you whether you have done so.

I know it was hard to tell whether the button-press was registered before. Especially if the player-turns were really short. But with that confirmation-window it is extremely obvious and you even have to click the pop-up away (or wait a few seconds so it goes away by itself).
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Brutal AI / Re: Autoplay
« Last post by Xilmi on Today at 01:46:56 pm »
- In auto play, usually where the map is fairly complex either in caves, or map with lots of buildings the soldier stops exploring.
 - The solder finds a hiding place, or usually goes to the center of the map, and then just spins around looking then ends turn
 - This repeats every turn.

What setting should I adjust for the solder to explore more?  I'm going to try out different settings, but just asking if anyone has seen this? known issues? or just my settings need adjusted?
This is likely an issue with the soldiers's default-aggression.
Note that your soldiers don't use the aggression-settings for the enemy-AI but have their own.
You can bring up the menu for that during battle by pressing the "c"-key (c is default, can be changed in settings).
In that menu where you can also toggle whether AI is enabled or not for that soldier there's a 2nd column for the aggression-value. This value is changed by right-clicking on the selected line.

You will want to change that to 3 in order to force the soldier to keep searching for enemies instead of camping.

This value is saved to the geoscape-soldier object and will be memorized for that soldier. It can also be taggled from the base in the soldiers menu which has an additional sub-menu to be selected in the bottom left.
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OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« Last post by _Raven_ on Today at 01:37:23 pm »
can anybody make a separated mini-mod for OXCE ?
Here I created a mini-mod "Blues_and_Bullets" for xcom1 which speeds up the animation of auto shots for all automatic weapons (the mod uses the function "refNode: *" for the mod to work, you need to use the OXCE version, the newer the better).

Installation:
Just unpack the mod (You don’t need to unpack it, the mod also works in zip format) and move it to other mods in the "mods" folder and activate it the same way as other mods (select the main game ufo defense and activate the mod).
How does the mod affect game files:
The mod makes changes to the "items.rul" file without breaking the original game code, speeds up the bullet animation when the bullet hits an object, minimizes the delay between shots, and also disables the "bullet tracking" function in automatic shooting mode (for a single shot the function works in standard mode).

You can download it from the site "mod.io"
https://mod.io/g/openxcom/m/blues-and-bullets
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The X-Com Files / Re: [Submod] Facility Expansion Pack [X-Com Files]
« Last post by Reuged on Today at 01:34:19 pm »
sorry for delay, here the screenshots
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OXCE Suggestions NEW / Re: [Suggestion] First Aid Skill
« Last post by Yankes on Today at 12:53:12 pm »
`healUnit` hook get `ptre BattleUnit actor` that allow getting writable Soldier that use medkit from it.
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