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Author Topic: Re: The X-Com Files - 3.2: The Colors of Sin  (Read 1949762 times)

Offline krautbernd

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Re: The X-Com Files - 0.9.7: Altered States
« Reply #2250 on: December 17, 2018, 07:03:14 am »
Without looking at the map scripts my very limited understading in the matter tells me that the big sub might only be generated on missions that are unlocked by advanced underwater warfare, since it's not an actual vehicle.
Spoiler:
Please let me be right
« Last Edit: December 17, 2018, 07:04:56 am by krautbernd »

Offline justaround

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Re: The X-Com Files - 0.9.7: Altered States
« Reply #2251 on: December 17, 2018, 09:41:55 am »
Spoiler:
Please let me be right

You are. I've mentioned that issue myself earlier in this thread. Bigger submarines are just constructions made as part of the missions, not as a vehicle. The science developments seemingly unlocking vehicles in reality unlock just those missions.

Offline Carfax

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Re: The X-Com Files - 0.9.7: Altered States
« Reply #2252 on: December 17, 2018, 05:55:43 pm »
I recently started a new game and was positively surprised by the, at least for me, new dog ui with the third button for sniffing. As i continued on i had an idea regarding nightmissions. Don´t know
if something like this is even possible but i wanted to share it anyway. Is it possible to give vehicles or HWP the ability to toogle headlights or similar devices during night missions?
Regards Carfax

Offline Solarius Scorch

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Re: The X-Com Files - 0.9.7: Altered States
« Reply #2253 on: December 18, 2018, 05:58:06 pm »
Enjoying Xcomfiles Solar, great mod!  Only in the first year at the moment and waiting to get choppers!

I haven't got to underwater missions but I was wondering, what weapons can you use there?  Can you use the Russian ADS amphibious rifles?

http://www.military-today.com/firearms/ads.htm

These look great for an xcom-type unit that operates on both land and underwater missions.

Hey man! Thanks!
Actually, there is one problem with this: we can restrict normal (surface) items from appearing underwater, but we cannot restrict underwater items from appearing on normal surface missions. Therefore, we need to be careful with such ideas, because any underwater weapon will also be usable on the surface, with the same parameters.
It doesn't mean your idea is unviable, but I'm not sure how to design this.

One question about underwater missions:

Yes, as per the explanations above, the mission doesn't know what you have researched. Therefore subs must be assigned to mission maps directly. I can only make sure that a mission is not available before a given sub is researched.

Without looking at the map scripts my very limited understading in the matter tells me that the big sub might only be generated on missions that are unlocked by advanced underwater warfare, since it's not an actual vehicle.
Spoiler:
Please let me be right

I also hope you're right :)

I recently started a new game and was positively surprised by the, at least for me, new dog ui with the third button for sniffing. As i continued on i had an idea regarding nightmissions. Don´t know if something like this is even possible but i wanted to share it anyway. Is it possible to give vehicles or HWP the ability to toogle headlights or similar devices during night missions?

Unfortunately, lights are only toggable for the entire squad, not individual units. Therefore I have (effectively) removed this option to keep the darkness mechanics coherent.

Offline tkzv

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Re: The X-Com Files - 0.9.7: Altered States
« Reply #2254 on: December 18, 2018, 11:00:34 pm »
Hey man! Thanks!
Actually, there is one problem with this: we can restrict normal (surface) items from appearing underwater, but we cannot restrict underwater items from appearing on normal surface missions. Therefore, we need to be careful with such ideas, because any underwater weapon will also be usable on the surface, with the same parameters.
It doesn't mean your idea is unviable, but I'm not sure how to design this.

Wikipedia says its underwater range is 18-25 metres, depending on the depth. https://en.wikipedia.org/wiki/ADS_amphibious_rifle About as far as most assault rifles in the mod isn't it? :)

I suppose, most other underwater guns have similar range and perform in air just fine at this range. (Some of them break down after several hundred shots in air, though.) The problem with ADS — it was designed only in 2007.

Offline Anon011

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Re: The X-Com Files - 0.9.7: Altered States
« Reply #2255 on: December 18, 2018, 11:58:39 pm »
The problem with ADS — it was designed only in 2007.
How about this one? https://en.wikipedia.org/wiki/APS_underwater_rifle
Designed in the '70s
Could fit nicely for underwater missions

Offline Carfax

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Re: The X-Com Files - 0.9.7: Altered States
« Reply #2256 on: December 19, 2018, 12:11:56 am »
Quote
Unfortunately, lights are only toggable for the entire squad, not individual units
What?  :o Wait a minute. I allways (played xcom since release every two or three years) though the squadlights were just there for player convenience/cosmetics and not actual beeing considered as light sources during night missions.
But if i understand you correctly in a scenario where two humans fight during the night the one with sqaudlights on would be spottet by the other one earlier because he is emitting light?
Please correct me if i´m wrong.
p.s. to bad the lights are only togable for the whole squad.

Regards Carfax

Offline tkzv

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Re: The X-Com Files - 0.9.7: Altered States
« Reply #2257 on: December 19, 2018, 01:42:36 am »
How about this one? https://en.wikipedia.org/wiki/APS_underwater_rifle
Designed in the '70s
Could fit nicely for underwater missions
Others that fit the timeframe and have Wikipedia pictures:
https://en.wikipedia.org/wiki/ASM-DT_amphibious_rifle — barely
https://en.wikipedia.org/wiki/SPP-1_underwater_pistol
https://en.wikipedia.org/wiki/Heckler_&_Koch_P11 — has a nasty drawback — reloading requires a workshop :)
https://en.wikipedia.org/wiki/Speargun — would double as a sports equipment.
Last year I tried to make icon sets (for XCF or TFTD), but didn't like the results and then lost them with a hard drive. Now that I'm learning Blender, maybe I should try again... No promises.

Offline AnPro

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Re: The X-Com Files - 0.9.7: Altered States
« Reply #2258 on: December 19, 2018, 03:31:22 am »
Hello, I need some help to beat the etereos... tips please... I have magnum black opps, laser rifles, toxic gun, heavy gun... incenindary amunition and granade, inc and normal... what is the more effective weapon??

Offline Starving Poet

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Re: The X-Com Files - 0.9.7: Altered States
« Reply #2259 on: December 19, 2018, 04:32:59 am »
Laser rifles will ping them down.  Gold shields are really strong versus piercing and concussive.

Offline Solarius Scorch

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Re: The X-Com Files - 0.9.7: Altered States
« Reply #2260 on: December 19, 2018, 11:18:35 am »
What?  :o Wait a minute. I allways (played xcom since release every two or three years) though the squadlights were just there for player convenience/cosmetics and not actual beeing considered as light sources during night missions.
But if i understand you correctly in a scenario where two humans fight during the night the one with sqaudlights on would be spottet by the other one earlier because he is emitting light?

Yes, you are correct! Lights in X-Com are real and really illuminate your guys. (Which is why I almost turned them off in X-Com Files - they didn't play nice with human enemies and longer distances.)

Offline krautbernd

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Re: The X-Com Files - 0.9.7: Altered States
« Reply #2261 on: December 19, 2018, 08:19:23 pm »
BTW, i've recently "adapted" Biggieboy's recruitment office and large workshop (not treated as a hangar, maps slightly modified) for the mod, including research and ufopedia articles. Anyone interested? Recruitment office still needs the next version of OXCE to work as intended (for increased hiring times) though.

Offline Jimboman

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Re: The X-Com Files - 0.9.7: Altered States
« Reply #2262 on: December 20, 2018, 12:53:02 am »
Others that fit the timeframe and have Wikipedia pictures:
https://en.wikipedia.org/wiki/ASM-DT_amphibious_rifle — barely
https://en.wikipedia.org/wiki/SPP-1_underwater_pistol
https://en.wikipedia.org/wiki/Heckler_&_Koch_P11 — has a nasty drawback — reloading requires a workshop :)
https://en.wikipedia.org/wiki/Speargun — would double as a sports equipment.
Last year I tried to make icon sets (for XCF or TFTD), but didn't like the results and then lost them with a hard drive. Now that I'm learning Blender, maybe I should try again... No promises.

Blimey, what have I started?  I only read about those guns in a Clive Cussler novel (The Pharoahs Secret) and thought it would be an idea.  Didn't know I'd open a can of worms about it!

Saying that...

As for how to get them in the game Solar, the article says they can be used above the water too, but they aren't really as efficient as a 'proper' assault weapon.  That would help with the 'underwater weapons being used above water' problem.  I'd still stick with M16s or BlackOps ARs for land missions, but switch to the ADS (or APS for the timeframe) under water.

Offline Alex_D

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Re: The X-Com Files - 0.9.7: Altered States
« Reply #2263 on: December 20, 2018, 08:26:49 am »
I found myself using the crossbow (and later the heavy crossbow) well into the game, even when Sonic guns became available.
The crossbows can 1-shot kill several of the enemies during underwater missions.

Offline Solarius Scorch

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Re: The X-Com Files - 0.9.7: Altered States
« Reply #2264 on: December 22, 2018, 08:40:41 pm »
Well, I plan to rework the Dart Rifle anyway, so I guess you'll be able to shoot standard darts with it (KINETIC, I suppose).

BTW, i've recently "adapted" Biggieboy's recruitment office and large workshop (not treated as a hangar, maps slightly modified) for the mod, including research and ufopedia articles. Anyone interested? Recruitment office still needs the next version of OXCE to work as intended (for increased hiring times) though.

You can always just upload it to the mod portal. ;)