Author Topic: Re: The X-Com Files - 3.3: Mysteries Ancient And New  (Read 2008444 times)

Offline ohartenstein23

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Re: The X-Com Files - 0.9.3 alpha: Napalm Death
« Reply #1950 on: July 30, 2018, 05:44:54 pm »
You're forgetting that incendiary damage does not do the listed power by default, it's only used for the blast radius.  If you look in the "INFO" section of the 'pedia articles, you'll see that the incendiary grenade only does 5-10 damage on hit and has a radius of 3.

Offline krautbernd

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Re: The X-Com Files - 0.9.3 alpha: Napalm Death
« Reply #1951 on: July 30, 2018, 06:41:02 pm »
You're forgetting that incendiary damage does not do the listed power by default, it's only used for the blast radius.  If you look in the "INFO" section of the 'pedia articles, you'll see that the incendiary grenade only does 5-10 damage on hit and has a radius of 3.
Would you mind posting the stats you're referring to? I don't see the 5-10 on hit damage nor the blast radius of 3 on my info screen. The debug screen shows Power:60 Blast radius:-1 and calculation type:vanilla default.

As far as i can tell from testing, the napalm grenade ddoes marginally more damage than the incendiary, but with a decreased radius.

Offline ohartenstein23

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Re: The X-Com Files - 0.9.3 alpha: Napalm Death
« Reply #1952 on: July 30, 2018, 06:59:01 pm »
Hmm, it looks like they're not showing in the INFO section properly.  The "vanilla default" for incendiary is 5-10 damage, anything other than that for fire weapons is modded and will show up properly.  The "FireBlastCalc" determines how incendiary explosives turn power into radius; the default for area-of-effect weapons is 1 tile per 10 power, but incendiary damage type has half this radius.  These calculations are from the original game, so you can assume that any incendiary weapon will do this unless stated otherwise in the INFO section without any of the modifier buttons turned on.

Offline Meridian

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Re: The X-Com Files - 0.9.3 alpha: Napalm Death
« Reply #1953 on: July 30, 2018, 11:13:26 pm »
Hmm, it looks like they're not showing in the INFO section properly.

screenshots?

Offline ohartenstein23

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Re: The X-Com Files - 0.9.3 alpha: Napalm Death
« Reply #1954 on: July 30, 2018, 11:27:36 pm »
I guess it's more a question of what the correct default is supposed to show for incendiary weapons, but here's what the damageAlter shows for the incendiary grenade.

Offline MK12

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Re: The X-Com Files - 0.9.3 alpha: Napalm Death
« Reply #1955 on: July 31, 2018, 12:06:45 am »
I believe you have to research gauss weapons to get the specs but a cheeky way to find them is to make a custom battle and flick through the UFOpedia pages when you middle click and get the specs that way.
I guess 150 damage is the reason why they oneshoot my hovertank with full hp. Also plasma sniper (132 damage) has overnerfed snap accuracy. It is worse than heavy plasma. Laser snipe are op. Max out accuracy + assault armor and you never miss your snap shoot with 85 damage (+ inf ammo). As long target are not blocked by obstacles you can shoot it down with 127% accuracy without seeing the target through the whole map. Heavy laser are unusable garbage. Most of melle weapons get buff (armor debuff removed) but alien alloy sword are still not piercing armor.
Zombies have a weakness agains fire and elerium. What weapon do elerium damage?
I just updated and miniguns are nerfed :-\. Killing everything with 100% armor pre damage mult was fun :P.
Also can someone explain what armor stat on ammo do?
« Last Edit: July 31, 2018, 09:38:05 pm by MK12 »

Offline ohartenstein23

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Re: The X-Com Files - 0.9.3 alpha: Napalm Death
« Reply #1956 on: July 31, 2018, 12:31:18 am »
"armor: <some number>" on any item simply means how much damage has to be done to them when they're on the ground in order to destroy the item.

Offline MK12

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Re: The X-Com Files - 0.9.3 alpha: Napalm Death
« Reply #1957 on: July 31, 2018, 09:45:15 pm »
"armor: <some number>" on any item simply means how much damage has to be done to them when they're on the ground in order to destroy the item.
Thanks. Mansion defence mission. Your stuff are lies on the roof. And then they start throwing grenades in you. Items gone. Restart mission.
Vampire castle mission. Zombies spam in no doors rooms in basement. Niiiiice. Longest mission so far. ~150 turns to cut through walls with lasers.
Same zombie catacombs there sometimes no path to part of a map. Or even it can spam you in no door room. If you haven't inf ammo laser or plasma its abandon mission.
« Last Edit: July 31, 2018, 09:53:15 pm by MK12 »

Offline legionof1

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Re: The X-Com Files - 0.9.3 alpha: Napalm Death
« Reply #1958 on: August 01, 2018, 12:29:27 am »
Yeah the roof of mansion spawn is pretty much the worst player spawn of anything in the mod. At least you only ever have to succeed on the council assignation once to progress the syndicate arc, and can ignore the exalt version as it is not necessary for progression.

Yeah anything caves tileset is very frustrating, but hey its getting addressed next version, we are getting pickaxes to tunnel through such problems.

Offline Solarius Scorch

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Re: The X-Com Files - 0.9.3 alpha: Napalm Death
« Reply #1959 on: August 01, 2018, 01:06:45 pm »
Yes, pickaxes are coming. :)
And I can move the stash downstairs if you want.

Offline legionof1

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Re: The X-Com Files - 0.9.3 alpha: Napalm Death
« Reply #1960 on: August 01, 2018, 04:43:46 pm »
The real problem with the mansion roof spawn is that the missions it happens on involve many foes with explosive primary weapons. Starting exposed and in view from multiple directions both inside and outside the building has a rather uncomfortably high chance of your first reaction triggering act causing your team to eat multiple grenades or rocket rounds. Rip team and item pile.

Its very similar to have a launcher dude faceing the ramp of the transport on spawn, except those you can evac and much less likely to occur cause the guy has to be right in from of the ramp facing the right way. In the mansion its one guy in about 1/2 half the map to ruin your day.

Offline krautbernd

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Re: The X-Com Files - 0.9.3 alpha: Napalm Death
« Reply #1961 on: August 01, 2018, 04:50:49 pm »
Its very similar to have a launcher dude faceing the ramp of the transport on spawn, except those you can evac and much less likely to occur cause the guy has to be right in from of the ramp facing the right way. In the mansion its one guy in about 1/2 half the map to ruin your day.
Then again, one lone dude with a rocket launcher facing your team is quite different from mutliple dudes with launchers facing your team. Taking out one guy with a launcher before he wipes out most of your agents only take a well placed shot if you're fortunate.

It's usually not the one dude with the launcher that kills you - it's the other dudes with launchers that reaction fire when you kill the first one.

Offline Solarius Scorch

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Re: The X-Com Files - 0.9.3 alpha: Napalm Death
« Reply #1962 on: August 01, 2018, 08:08:56 pm »
OK, it took a lot of gymnastics, but I moved the stack to the ground floor.



As a side effect, one person also spawns there, but I don't think it's a problem.

Offline MK12

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Re: The X-Com Files - 0.9.3 alpha: Napalm Death
« Reply #1963 on: August 01, 2018, 08:48:18 pm »
Also Cyberweb final mission and 1 before it. You start right in map centrer surrounded by tens of enemies. Some of them have disruptor. Serioslyyyyy???? 

Offline Solarius Scorch

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Re: The X-Com Files - 0.9.3 alpha: Napalm Death
« Reply #1964 on: August 01, 2018, 11:08:27 pm »
Also Cyberweb final mission and 1 before it. You start right in map centrer surrounded by tens of enemies. Some of them have disruptor. Serioslyyyyy????

Balancing is in progress. :)