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Author Topic: Re: The X-Com Files - 3.2: The Colors of Sin  (Read 1950294 times)

Offline mumble

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Re: The X-Com Files - 0.6.6 alpha: Mark of The Beast
« Reply #1320 on: July 22, 2017, 12:03:20 am »
how hard would it be to make different behavior from civilians in normal missions, and police / military?

are they really locked into "enemy" and "civilian" behaviors exclusively?

Offline Solarius Scorch

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Re: The X-Com Files - 0.6.6 alpha: Mark of The Beast
« Reply #1321 on: July 22, 2017, 01:50:52 pm »
how hard would it be to make different behavior from civilians in normal missions, and police / military?

are they really locked into "enemy" and "civilian" behaviors exclusively?

Yes, this stuff is hardcoded.

I'm currently in the process of convincing Meridian to boost the civilians AI up to the level of aliens. :) Right now they don't reaction shot. The reason is that the aliens do not recognize the civilians as a threat, so civilians would get an unfair advantage, but I still I think it would be better to give them this advantage to make them less prone to being murdered by spiders.
A more advanced solution would be to make the AI treat them the same as X-Com, but only if the civilian is armed... This would keep vanilla behaviour unchanged, but allowed for neutral soldiers who are actually able to do something. But it's a bigger coding challenge.

Offline HaMaT

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Re: The X-Com Files - 0.6.6 alpha: Mark of The Beast
« Reply #1322 on: July 22, 2017, 10:54:24 pm »
Can someone please explain me how to decrease UFO spawn rate? I mean that they spawn too often. Can I lower it in config file? Where?

Offline Solarius Scorch

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Re: The X-Com Files - 0.6.7 alpha: Apocalypse Who?
« Reply #1323 on: July 25, 2017, 12:51:02 am »
Version 0.6.7 has been released.

- Upgraded to OXCE+ 3.9.
- New weapon: Taurus Judge.
- New missions: Communion of Apocalypse, Outpost of Apocalypse.
- New units: Brother and Cleric of Apocalypse.
- Black Lotus Warriors have a bit of camo.
- Small improvements to Black Lotus equipment.
- Slightly altered descriptions for some monster hunts.
- Added some new articles.
- Added Dossiers: Shane Barton, Henry Garrison, Lady Lucy (collaboration with Mumble).
- Stronger Hazmat armor.
- Better structured Crop Circles mission with MiBs.
- Fixed Savanna Marsh terrain.
- Fixed a hole in one mountain.
- Fixed Snubnose Pistol (was coded as two-handed).
- Fixed some crashes.

Offline mumble

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Re: The X-Com Files - 0.6.7 alpha: Apocalypse Who?
« Reply #1324 on: July 25, 2017, 03:25:43 am »
Neat, maybe now I'll bother using the hazmat armor at some point  once I get incendiary grenades. Still figure it would be slightly more armor than a leather jacket (since its so damn thick n heavy, and made with flame retardant fibers which aren't exactly soft / light), but I cannot complain too much.  Though incendiary weapons are very limited early on. By the way, could you add in a "long range flamethrower" from piratez at some point in the game? Perhaps something from magma, like they could sell flamethrowers too, and you get a long range one when researching alien alloys and engineering, and then research for collaborating with them?

Will say more once I download it : slow web connection here

EDIT : if you ever need anything else in terms of creativity, let me know!
« Last Edit: July 25, 2017, 05:24:45 am by mumble »

Offline Solarius Scorch

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Re: The X-Com Files - 0.6.7 alpha: Apocalypse Who?
« Reply #1325 on: July 25, 2017, 10:12:42 am »
Thanks!

As for the flamethrowers, I'm still waiting for an AI update, so it knows what to do with a normal flamethrower.

Offline SteamXCOM

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Re: The X-Com Files - 0.6.7 alpha: Apocalypse Who?
« Reply #1326 on: July 25, 2017, 06:14:58 pm »
Thanks!

As for the flamethrowers, I'm still waiting for an AI update, so it knows what to do with a normal flamethrower.

If the flamethrower described is anything like on the portal it is freaking DANGEROUS.

I used it on a couple of missions and everything is on FIRE especially any close obstacles nearby.
As it is, it probably is of narrow specialty use only;
 for now seems more of a hazard to my troops rather than the aliens.

Offline Lohland

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Re: The X-Com Files - 0.6.7 alpha: Apocalypse Who?
« Reply #1327 on: July 25, 2017, 09:50:29 pm »
When you move the cursor over the clip, the number of cartridges is not displayed

Offline Meridian

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Re: The X-Com Files - 0.6.7 alpha: Apocalypse Who?
« Reply #1328 on: July 25, 2017, 10:24:08 pm »
When you move the cursor over the clip, the number of cartridges is not displayed

My bad, I will fix it soon.

Offline tkzv

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Re: The X-Com Files - 0.6.7 alpha: Apocalypse Who?
« Reply #1329 on: July 25, 2017, 10:46:00 pm »
- Upgraded to OXCE+ 3.9.
Where can I get it? Or is it the same branch oxce3.5-plus-proto, commit 327e1ac?

Offline Meridian

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Re: The X-Com Files - 0.6.7 alpha: Apocalypse Who?
« Reply #1330 on: July 25, 2017, 10:49:54 pm »
Where can I get it? Or is it the same branch oxce3.5-plus-proto, commit 327e1ac?

Yes, it's 327e1ac.

Offline Solarius Scorch

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Re: The X-Com Files - 0.6.7 alpha: Apocalypse Who?
« Reply #1331 on: July 26, 2017, 07:12:36 pm »
Here's a hotfix... Sorry.

Offline mumble

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Re: The X-Com Files - 0.6.7 alpha: Apocalypse Who?
« Reply #1332 on: July 27, 2017, 06:24:40 am »
The judge Seems a little off, I think.

http://www.thefirearmblog.com/blog/2016/03/17/shouldnt-use-410-shotshells-defense/

It says there are shells which hold 4 balls of 12 gauge buckshot, not 5...but I suppose 5 wouldn't be TOO unrealistic. Though I figure 1 damage taken off the balls should be done, considering its such a short barrel anyway, meaning less force : it would still be handy having a light 6 shooter "shotgun", but I wouldn't trust it over the light shotgun, especially since the light shotgun is lighter, and fires more buckshot than the judge does : infact, judge should certainly be lighter, otherwise I see no reason to carry a shotgun loaded judge over a "light shotgun"

So I guess, make the light shotgun heavier? it looks a helluva lot bigger too.  Perhaps make the judge as light as a colt45, since its smaller than the magnum of the same weight, and the shotgun a little heavier?

Besides this, can the accuracy of the shotshells be different than slugs? Revolvers are typically more accurate.
« Last Edit: July 27, 2017, 06:54:49 am by mumble »

Offline Solarius Scorch

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Re: The X-Com Files - 0.6.7 alpha: Apocalypse Who?
« Reply #1333 on: July 27, 2017, 12:04:34 pm »
Well, it's a versatile weapon, and a hybrid cannot be as good as a real shotgun (however small).

Offline mumble

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Re: The X-Com Files - 0.6.7 alpha: Apocalypse Who?
« Reply #1334 on: July 27, 2017, 01:37:00 pm »
Right, but why the weight?  It should be a little lighter IMO

EDIT: just read about its profile, nevermind. Still, the shotgun rounds for it could use 1 damage less I think.
« Last Edit: July 27, 2017, 01:44:02 pm by mumble »