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osito2dancer

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  1. Do aliens get any type of "Bioelectric Skin" skill? That would be a good counter, perhaps enhancing a grenade with an skill to do a 3x3 AoE that uncovers any hidden operatives (without damage or something), or give electric skin to leaders and navigators so they can check around them in a given area.
  2. Cool, new options: Save ScumItchy Trigger TentacleAiming AnglesMind Hates MatterTraining Roulette What does each do? Would be cool to know from first hand experience :3.
  3. As a patch for XCOM without EW, or is it a complaint about EW not being "stand-alone" enough?
  4. Does "Offline Steam" still work? I always do both phone-home and offline steam to play X-Com, since i dont trust that they just use 2 ips to balance the whole upload infrastructure. Hope it doesnt affect my gameplay, i dont want to update XCOM or buy EW just yet :(
  5. Question: Did they add a new patch for base game (non-EW)?
  6. Awesome work on decrypting that information. Now, i have a little insight on something: i) If the firing weapon is a Rocket Launcher and the projectile has moved at least 192 units (2 tiles), and the touched actor isn't fragile and the shot is not a hit the the rocket explodes immediately. (In practice I don't think this can happen). I think this is what happens if you shoot a rocket at a distance but you have a block between the rocketeer and the intended area, but that block is not solid and it is not right next to the rocketeer (as if in the middle of the trayectory, there was a breakable wall or something). If the distance is too short, your area of effect does not proyect over the intended target, but rather closes up right next to the soldier or right next to the solid block. That should explain the fact that sometimes you can get an "area of effect" around the intended target, but the %-to-hit is shown as 0, modeling the fact that the missile will explode before hitting the target. ALSO: Now, with this information, what would you deduce a "%-to-hit" really means? Is it such as "40% to hit any projectile on the target", or more like an average from all projectiles (deduced from a "i want to hit this alien in a fixed point, and my chances are 40%". Perhaps it is better to mod "%-to-hit" towards a more "%-to-hit-X-damage", such as dealing 1 damage with a higher chance by "bullet spraying" mechanics (just hitting some projectiles in his body, you just want to hit them somewhere, a LMG approach, if you will) than dealing 10 damage from an aimed "shot-thru-the-heart" (full 100% proyectile hit, from an sniper shot)? If each bullet has its trajectory, then you can opt to take a risk and shoot a wounded alien with a higher chance of dealing that pesky 1 damage and kill them, rather than shooting for full damage and missing it altogether (making LMG a higher-aim lower-dmg suppresion choice, sniper rifles a high-dmg low-aim killshot, and rifles something in between, as i would presume is meant to be).
  7. When you install the game, you can choose the folder it goes to. So, just instead of choosing "F:\SteamLibrary\SteamApps\common\XCom-Enemy-Unknown", just choose "F:\SteamLibrary\SteamApps\common\", and it will go right.
  8. I concur: Giving too much ammo to soldiers amounts to breaking a game dynamic (properly evaluate shooting v/s losing a turn reloading), and ends up giving a less stressful enviroment when in "close battles" (6+ aliens v/s 6 soldiers). Too much ammo = shoot until dead, we have reserves. 8-6(HVY) shots is good, perhaps 12-9(HVY) is kind of overkill.
  9. Sounds awesome, does it save a lot of space to do other things? Modulus and division give proper values? Although you could change that 34 to 33 (since 100/34 ~ 2.9, so you get 2 shots instead of 3). You are one of many godsend people to XCom, im just waiting for your patches to be released on Toolboks format, so i can apply them to Warspace and begin playing again :). GL HF!
  10. Wow.... just .... wow. Flush already seems like such a weak ability that to make it require double ammo seems kind of crazy. I'll add the conditional to allow Flush to consume additional ammo, but am going to leave the default value to be normal ammo usage. I think Flush uses 3 ammo charges, since it's a guaranteed hit (it has +30% hit chance and forces the target to move to another cover, although at reduced damage). It is a good way of triggering "Close Combat Specialist" on a closer Assault or trigger Overwatch attacks for Opportunist Snipers who are not in direct (or Squadsight) LOS, and need the target to move somewhere else. About that: What's the chance of hitting an alien who's on the run, with overwatch, apart from the -20% penalty? Does it get "exposed" (hence, OW has critical damage buffed), or it considers the older cover? half cover? full cover? range constraints?
  11. To do a fast check, you could do a 2 - 2 - 1 - 2 - 2 - 2 - 1 setup, or something of the sorts, since the first mission always promotes a soldier to certain rank, so it would be fast to identify if that works right away or not. Dont know if the changes to the tree are taken into consideration over saves, but it would seem that it doesn't. I've been following your work on several topics, and i'm currently waiting on your "Alien Lockdown Bug fix" to properly play the game again, since it has become boring to lock 4 aliens with 1 soldier at close range and overwatched :(. O2D
  12. To all who it may concern: Just yesterday, i was subject to a most unfair situation, in which i had cornered a muton to a standstill in the Paper Mill map (abduction), with proper cover in all sides at the start of the map. Right when i finished my turn, a no-where to be seen Cyberdisk (i previously found that disk, but it went towards the back of the mill, and was really no-where to be seen previously, so i cannot take blame for not killing it in time), teleported in front of my two top-soldiers and proceeded to pummel them into nothingness (and smartly enough, he took the FIRST surprise turn to kill my H.E.A.T. Bullet Storm Heavy, so i could not kill him back at my turn). That, in conjoint to other ocurrences, made me contact you (as a modding entity) to analyze how does that teleport bug come to life. The main idea of this post is to find if by enabling a patrolling stance to take initiative whenever the map starts (in contrast to "when-discovered"), or if the "random movement" can just get disabled somehow in coding/modding (by a jump of some sorts). Several times i've encountered that the monsters go a long way from cover to be discovered: 1) I once saw the sectoid's health bar a LONG way into the dark, and see it running towards my soldiers to be "found out" and trigger their sequence), moving a distance too far to be even dash'd with mobility enhancement (40 tiles?). 2) Another time, in a "Rescue Hostage" mission (Anna Sing, if that helps, seems to be an standard map for that mission), i found a group of thin men just at 27 range, trigger their "discovery" scene, but they got teleported to the back of the map (right near Anna Sing, with the soldiers at the starting point on their first turn). Those ocurrences give me a hint that the teleporting bug must come from a variable of patrolling enhancement, so it CAN BE ACTIVATED/DEACTIVATED beforehand, so it might be just a change of variables and BLAM, teleporting gone. DISCUSS. O2D.
  13. http://xcom.nexusmods.com/mods/60 This videotutorial will help you on your enterprise: In short, you have to open XCom with a "texture debugging" mode, and get the flags from the already existing textures. They even add a new flag to show how it's made (or so i recall, cant watch the video ATM).
  14. First time i saw the expenses/prices of items, my mind added the "M$" to it, so it should not be needed to add so many 0's, since the screen gets "dirty" and messes up the game balance.
  15. As Bokauk said, ToolBoks should do the work: First time i set up "50-50" chance, i got 4 female soldiers as an starting group, so it might work if you set it "100% female".
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