Warspace Extension
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, Oct 16 2012 05:12 PM
2194 replies to this topic
#2151
Posted 14 September 2013 - 06:09 AM
I'm thinking maybe just a small reduction in recovery time would be a good idea. It would need testing, but as it is my soldiers are out of action for far too long in the game's timeline.
#2152
Posted 14 September 2013 - 06:15 AM
In response to post #8801839. #8807289, #8812198, #8834857, #8843414, #8872667, #8973741, #9046586, #9055117 are all replies on the same post.
My point is that if a roll is created on check, I have exactly a 50% chance with a 50% hit to make it or miss. While its predetermined, its not luck of the roll, its luck on if I was able to take my shot in the correct sequence in order to make sure I got a number that gave me the hit.
If I get a number that's 63 and I can move soldier to 5 different positions, being hit chances of 25%, 40% 60%, 75% and 90%, I don't have those hit chances. At 25%, 40% and 60% I have NO CHANCE, at 75% and 90% I have a 100% chance. Its not a game of luck so much as 'guess the number and adjust your soldier's hit chance to hopefully be able to use it' like I said before.
Edited by MauttyKoray, 14 September 2013 - 06:19 AM.
#2153
Posted 18 September 2013 - 10:01 AM
Enjoying the mod so far, it is a much more intense experience than the normal game.
I encountered a few bugs though:
1) Sometimes when UFO contacts are on alert there is a chance that you have 3 at once, taking the first alert makes you getting stuck in the holo globe with 3 UFOs and you cannot press any buttons, only solution is to reload. The bug can be circumvented by just ignoring the first UFO at first to check if there are more than one UFO at the same time.
2) Heavy teleporting of the enemies, this happens when enemies are not triggered or out of sight of the squad. I reveiled this, because i run with 2 supports which have battlescanners now, which i use frequently for scouting purposes. I am not sure if the normal XCOM also has this problem as it's my first time that i really use battlescanners frequently.
3) Arc thrower bugs out sometimes and it displayed as mainweapon, which is not a big deal, it just looks awkward and you probably can't do something about it.
All in all very nice work with the mod, personally i didn't like that the VERY expensive titan armor reduces the mobility by whooping 2 points, which makes it very unattractive. This is probably on purpose as enhanced difficulty, but it's something i wouldn't have changed and just kept simply no mobility bonus and just the 2 item slots. Or maybe add something on top of the movement penalty like slightly reduced critcal chance on the soldier wearing it, or something along those lines, to make it a bit more attractive.
The prices of some items seem too over the top, you could try lowering them carefully and see how that plays out.
The promotion speed of soldiers is a real CRAWL, maybe increase the speed slightly, so you can level up a bit faster.
Other than that fantastic work!
I encountered a few bugs though:
1) Sometimes when UFO contacts are on alert there is a chance that you have 3 at once, taking the first alert makes you getting stuck in the holo globe with 3 UFOs and you cannot press any buttons, only solution is to reload. The bug can be circumvented by just ignoring the first UFO at first to check if there are more than one UFO at the same time.
2) Heavy teleporting of the enemies, this happens when enemies are not triggered or out of sight of the squad. I reveiled this, because i run with 2 supports which have battlescanners now, which i use frequently for scouting purposes. I am not sure if the normal XCOM also has this problem as it's my first time that i really use battlescanners frequently.
3) Arc thrower bugs out sometimes and it displayed as mainweapon, which is not a big deal, it just looks awkward and you probably can't do something about it.
All in all very nice work with the mod, personally i didn't like that the VERY expensive titan armor reduces the mobility by whooping 2 points, which makes it very unattractive. This is probably on purpose as enhanced difficulty, but it's something i wouldn't have changed and just kept simply no mobility bonus and just the 2 item slots. Or maybe add something on top of the movement penalty like slightly reduced critcal chance on the soldier wearing it, or something along those lines, to make it a bit more attractive.
The prices of some items seem too over the top, you could try lowering them carefully and see how that plays out.
The promotion speed of soldiers is a real CRAWL, maybe increase the speed slightly, so you can level up a bit faster.
Other than that fantastic work!
Edited by Fiddlestickz, 18 September 2013 - 10:06 AM.
#2154
Posted 03 October 2013 - 05:29 PM
I hope you can work fast and adapt the mod for Enemy within when released. I hate playing vanilla, Warspace is the way to play X-com.
Edited by Dajunka, 04 October 2013 - 07:54 AM.
#2155
Posted 05 October 2013 - 09:23 AM
I really hope this will be available asap for the new enemy within. I cant wait for the day when maps can be modded, and have 1000s of random maps. Ufo encounters in 1-3 squadrons causing a multiple ufo crash site with you in the middle. Would really love for some of the aliens to hunt you from the get go too. I can only dream. I'm sick of the linear closed in feel of the maps, it should be more scary knowing aliens are after you and they could come from any direction.
#2156
Posted 05 October 2013 - 10:23 AM
Yeah, I will be buying enemy within, day one. But I don't want to play it without warspace. Vanilla play sucks in my opinion.
#2157
Posted 06 October 2013 - 02:48 AM
In response to post #8801839. #8807289, #8812198, #8834857, #8843414, #8872667, #8973741, #9046586, #9055117, #9149798 are all replies on the same post.
Probability is about the distribution of all possible outcomes, not the behavior of an individual outcome. How those outcomes are reached is only relevant if you have the opportunity to manipulate the outcomes and achieve non-random results (for example if you intentionally reload saves in order to try new tactics or even explicitly manipulate the number generation mechanism). Pregeneragting random numbers doesn't "feel" random but that's sort of the logical equivalent of an optical illusion. It seems counterintuitive and it doesn't match the way our brains are coded to think about likelihood ... but the outcomes that result of XCOM are fair.
Consider a coin flip. If I flip two coins, and without looking at them place each in a separate box, labeling the boxes 1 and 2 ... your odds of calling the flip correctly is 50/50 for the first coin and 50/50 for the second coin. Your guess is *independent* of the flip itself. It doesn't matter if two seconds or two years pass--there's still a 1 in 2 chance that the first coin is heads and a 1 in 2 chance that the second coin is heads. I could stock-pile a decades worth of coins this way and save them for whenever we needed to flip coins and it would be just as random as if I flip a coin on the spot unless you peak inside the boxes.
Just so, the game using the random number and generating the number are typically calculated as independent events. Whether they are separated by milliseconds, seconds, minutes, hours, days ... it doesn't matter. The game's code is doing the same thing--generating a random number and then feeding it to the tactical systems which apply modifiers and look at your stats and so forth. Just as with the coins in boxes, if I stockpile random numbers and queue them up to be ready for the next event that needs a random number, the outcomes should still match a random distribution pattern which will sometimes result in unlikely outcomes like a miss at 95% chance to hit.
When I reload the game, though, I'm using the same sheet of random numbers. This doesn't mean the outcomes from my initial play-through are now retroactively non-random! Or even that the results for the current playthrough are non-random! This just means I know the outcomes before the game's tactical systems compute said outcomes. It's equivalent to me rolling a die in secret and telling you whether you passed the skill check or not without telling you the number. If we do this once? It's still random and fair. If you say "I want to try something else, do over!" and I say "fine, but I'm using the same die" .... the die's result is just as random as in the first case--but you have more information about the die than when it was completely hidden. Similarly, maybe you caught a coin I flipped in the light just so, and know that the coin was heads-up at the top of it's flight--that doesn't tell you whether it's heads or tails but it gives you a better idea of what it might be.
But notice--while these situations are not "fair" they are still random because they generated random numbers. Further, they are only not "fair" when you see the result ahead of time by reloading the save, being told by the GM, catching the coin in the light, looking inside the boxes etc.
Edited by Firndeloth, 06 October 2013 - 02:51 AM.
#2158
Posted 06 October 2013 - 03:17 AM
Yeah, I will be buying enemy within, day one. But I don't want to play it without warspace. Vanilla play sucks in my opinion.
True. But it counts with any main mod.
#2159
Posted 06 October 2013 - 11:00 PM
While doubtlessly far superior to vanilla, I stopped playing this mod because the recovery time on wounded solders is just ridiculous.
110 days? Absurd!
I like a lot of the changes, but that and the extremly increased exp cost for levelups turn this from a great improvment mod to be just frustrating because the soldiers you use feel really temporary as even slight wounds take immense time to recover and leveling up new soldiers also takes way too long.
Too often are you forced to fight important missions with teams almost completely consisting of rookies.
Also I feel like snipers became really useless with this mod.
My sniper has often a 20% hitchance for no obvious reason and mostly only hit every 5th shot as even selectoids seem to have better aim.
110 days? Absurd!
I like a lot of the changes, but that and the extremly increased exp cost for levelups turn this from a great improvment mod to be just frustrating because the soldiers you use feel really temporary as even slight wounds take immense time to recover and leveling up new soldiers also takes way too long.
Too often are you forced to fight important missions with teams almost completely consisting of rookies.
Also I feel like snipers became really useless with this mod.
My sniper has often a 20% hitchance for no obvious reason and mostly only hit every 5th shot as even selectoids seem to have better aim.
#2160
Posted 06 October 2013 - 11:42 PM
@d0erty
If You dont like this mod, just dont install it or play on easy. Mods are making (usually) game harder. Deal with it
.
BTW. Look on armors specification. They protect not only against death (as it is in vanilla), they also protect against injuries.



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