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Author Topic: Re: The X-Com Files - 3.5: Whispers In The Dark  (Read 2443995 times)

Offline theophilos

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Re: The X-Com Files - 3.1: Lights in The Sky
« Reply #5820 on: December 26, 2023, 04:18:38 pm »
I don't use it, but I guess the point is to not bother with Which means base management, base defences, etc. etc. There is some hotkey that makes the craft automatically refuel or something, I think?

Oooo that would be kinda cool if there is way to automate it,

If anyone knows how please lmk

Offline Stone Lake

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Re: The X-Com Files - 3.1: Lights in The Sky
« Reply #5821 on: December 26, 2023, 04:55:49 pm »
Quote
If anyone knows how please lmk
Just make it patrol, no hotkey needed (supposedly).
From ruleset:
autoPatrol   Should this craft automatically return to its patrol destination after refueling?
Set to true for Hawkeye/Darkstar

Offline theophilos

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Re: The X-Com Files - 3.1: Lights in The Sky
« Reply #5822 on: December 27, 2023, 06:18:53 pm »
Ok thanks btw I just had an interceptor shot down and I see the pilot is transferring after 70 hours to return, but another interceptor shot down but I dont see pilot returning? Is it possible for pilot to not survive? How's Air combat deaths work

Offline psavola

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Re: The X-Com Files - 3.1: Lights in The Sky
« Reply #5823 on: December 27, 2023, 06:26:53 pm »
Ok thanks btw I just had an interceptor shot down and I see the pilot is transferring after 70 hours to return, but another interceptor shot down but I dont see pilot returning? Is it possible for pilot to not survive? How's Air combat deaths work

From the ruleset:

pilotsEmergencyEvacuationSurvivalChance: 75
crewEmergencyEvacuationSurvivalChance: 97

This means that there's 1/4 chance that a shot down pilot is lost.

Offline Stone Lake

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Re: The X-Com Files - 3.1: Lights in The Sky
« Reply #5824 on: December 28, 2023, 03:30:08 am »
Also, this applies only to defensive dogfights. If you're attacking passive UFO and lose, survival chance is zero.

Offline Meridian

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Re: The X-Com Files - 3.1: Lights in The Sky
« Reply #5825 on: December 28, 2023, 08:25:19 am »
Also, this applies only to defensive dogfights. If you're attacking passive UFO and lose, survival chance is zero.

This was true until OXCE v7.10

From OXCE v7.10 onwards, it also applies to passive UFOs: https://openxcom.org/forum/index.php/topic,11547.msg159268.html#msg159268

Offline donk

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Re: The X-Com Files - 3.1: Lights in The Sky
« Reply #5826 on: December 30, 2023, 10:57:15 pm »
From looking at the numbers it seems that napalm grenades are worse than incendiary. Shouldn't it be the other way around or am I missing something?

Offline Juku121

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Re: The X-Com Files - 3.1: Lights in The Sky
« Reply #5827 on: December 30, 2023, 11:34:19 pm »
Napaldm does direct damage, incendiary just lights stuff on fire. 'Power' for many incendiary/smoke weapons is only used to calculate blast radii.
« Last Edit: December 31, 2023, 11:20:12 am by Juku121 »

Offline donk

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Re: The X-Com Files - 3.1: Lights in The Sky
« Reply #5828 on: December 31, 2023, 02:27:43 am »
Napald does direct damage, incendiary just lights stuff on fire. 'Power' for many incendiary/smoke weapons is only used to calculate blast radii.
Cheers. Any way to know if this how an item works by looking at it?

Offline Juku121

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Re: The X-Com Files - 3.1: Lights in The Sky
« Reply #5829 on: December 31, 2023, 11:27:59 am »
Not unless you're willing to check the nerdpedia.

You can also just chuck them at enemies and see which one makes them flash red/keel over.

Offline zombieguy223

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Re: The X-Com Files - 3.1: Lights in The Sky
« Reply #5830 on: December 31, 2023, 12:53:14 pm »
Cheers. Any way to know if this how an item works by looking at it?
You can see the damage values of weapons in a unit's inventory by holding down the ALT key and hovering your mouse over the weapon.
This shows you the damage range where the name of the weapon normally is. So it shows that incendiary grenades have a damage range of 5-10 (which is the special damage range that incendiary and smoke weapons use), while the napalm grenades have a damage range of 20-60 (which is a range of 50-150% of their base power 40).

I'd recommend giving this thread a read, it details a lot of the useful hotkeys that are in OpenXComExtended.
https://openxcom.org/forum/index.php?topic=6424.0

Offline donk

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Re: The X-Com Files - 3.1: Lights in The Sky
« Reply #5831 on: December 31, 2023, 03:36:58 pm »
You can also just chuck them at enemies and see which one makes them flash red/keel over.
Well, that's the problem. Incendiary made them flash too.

You can see the damage values of weapons in a unit's inventory by holding down the ALT key and hovering your mouse over the weapon.
This shows you the damage range where the name of the weapon normally is. So it shows that incendiary grenades have a damage range of 5-10 (which is the special damage range that incendiary and smoke weapons use), while the napalm grenades have a damage range of 20-60 (which is a range of 50-150% of their base power 40).

I'd recommend giving this thread a read, it details a lot of the useful hotkeys that are in OpenXComExtended.
https://openxcom.org/forum/index.php?topic=6424.0
Thanks, I actually already have. But it's easy to miss some features...  :(

Offline Juku121

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Re: The X-Com Files - 3.1: Lights in The Sky
« Reply #5832 on: December 31, 2023, 04:40:34 pm »
Yeah, it does, my bad. :-[ Although it does so less often and the enemies tend to stay alive better when using incendiaries, but I guess conducting extensive field tests for any new piece of equipment is going to get old quite fast. zombieguy's suggestion is better, provided you know what your mod's fire damage range is.

Offline HelmetHair

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Re: The X-Com Files - 3.1: Lights in The Sky
« Reply #5833 on: January 01, 2024, 09:55:11 pm »
Having a blast this playthrough.

I had not encountered the military vs zombies battle before. Yowza!

I unfortunately my poor team of four with MP5s and kevlar eat a rocket and all died....

 ;D

Much more fleshed out and cohesive in story and arcs.

My biggest complaint is not being able to define an algorithim for equipment distribution to my troops.

or

having a set of saved load outs that I could define by agent and then load the ship from their loadouts with a button.

and/or

I'd also love a "range" that gives the ability to shoot at targets with practice rounds or a kill house to practice in.


However, what I'm really asking for is basically a better needle for the digital heroin you're pushing.... more please :)

Offline Juku121

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Re: The X-Com Files - 3.1: Lights in The Sky
« Reply #5834 on: January 01, 2024, 10:22:27 pm »
My biggest complaint is not being able to define an algorithim for equipment distribution to my troops.
or

having a set of saved load outs that I could define by agent and then load the ship from their loadouts with a button.
There are personal loadouts per soldier, but only one per, and you still need to load them manually.

There's also the 'alternate loadout system', but that's also soldier and not mission-centric.

I tend to use specialised ships with their own troops because of that. Kinda expensive, though.

Edit: I suppose you could suggest this as an OXCE feature, but saves are quite badly bloated already. Although commendations are still a lot worse than this. /edit

I'd also love a "range" that gives the ability to shoot at targets with practice rounds or a kill house to practice in.
Quick Battle/New Battle. You can import your save, too.
« Last Edit: January 01, 2024, 10:29:27 pm by Juku121 »