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Everything posted by osito2dancer
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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.
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Unlock All Second Wave Options modlet
osito2dancer replied to Amineri's topic in XCOM's Enemy Unknown
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. -
As a patch for XCOM without EW, or is it a complaint about EW not being "stand-alone" enough?
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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 :(
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Question: Did they add a new patch for base game (non-EW)?
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Projectiles, Damage and how it works in XCOM
osito2dancer replied to Amineri's topic in XCOM's Enemy Unknown
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). -
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.
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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.
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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!
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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?
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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.
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I've always had a doubt about this: Can you "hook" DLL function calls to UPKs? If so, you could generate code, place a dll call into your script (and fill with no-ops to erase the originally-replaced function) and play with it. O2D
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XCOM EU Warspace Extension and Health Issues
osito2dancer replied to razadriel's topic in XCOM's Mod Ideas
Nice post and investigation about LoS, seems to confirm most theories i had over such issue. Kudos to the planner, it must have taken a lot of work. -
XCOM EU Warspace Extension and Health Issues
osito2dancer replied to razadriel's topic in XCOM's Mod Ideas
Wow, tough break, hope he recovered well. I second the OP's request, not asking for a mod, but rather to make a point in being: Early game is the most notorious time this comes into play (but not the only one), since you are due to be hit once or twice (by thin men more than sectoids), and getting a low rank soldier out of the game for 5 months is giving him the red card and removing him from the game altogether. When higher armors come into play, you are still bound to a "lucky crit" from the enemy to get your 12-15 HP Lance Commander (Colonel) down to 1hp = GG top soldier. I balanced it from 14-30 to 10-18 (using the source + compile option from warspace, since all other features are 100% supported and endorsed by me) and im getting more "reasonable" times (~1 month for injured, 2-3 months top for gravely), which is hurtful in his own regard, but it still manageable (one month is not that big of a difference between ranks, and still drives the point home to "watch your soldiers at all times"). -
So, you can actually destroy an alien ship, rather than having it crash and recover it? How did you manage to do that ingame?
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XCOM EU Heavy Class seems underpowered
osito2dancer replied to MasterAckrovan's topic in XCOM's Discussion
Heavies start to shine when faced against robotic enemies (Such as the Sectopod and the Cyberdisk), since the 2x damage with HEAT ammo can reduce them from certain doom foes, to normal based ones. Also, suppression + danger zone + mayhem = surefire 3dmg + -30aim for enemies, moreso if they are close together. Also to be noted, rockets only destroy loot if they are the ones that kill enemies, but if you use them to "soften-up" enemies (and destroy their cover for allies to "deal the last blow"), it can be a superb way of getting an upper hand. That and shredder rocket increases damage by 1/3, so 2 heavies, 1 with rocketeer+shredder+heat ammo and 1 with supression + danger zone + mayhem can easily destroy a LOT of enemies in the late game. -
Iron Will increase can be modded by DGC.mod and modpatcher. Also, ToolBoks has an option to reduce will penalty at the first screen.
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Warspace Extension traduction française
osito2dancer replied to ericfr's topic in XCOM's Enemy Unknown
I just did the Spanish translation part, and for Slingshot, you dont need the original files. Ill PM you the details. -
It is a copy from the "Mod Request" forum, but since no-one's watching it there... I'm trying to get a hold of the Slingshot-based Spanish Localization files, in order to analyze them and provide translation to Warspace Mods. I've already finished the Vanilla ones, and just need Slingshot's The relevant files must be in two folders: Original files: "(Game folder) \ XComGame \ Localization \ ". Silent patcher version, the most up-to-date files: "(My Documents) \ My Games \ XCOM - Enemy Unknown \ XComGame \ Localization" If someone who has this DLC can help by sharing those files, please do . I cannot get a hold of such files, since i'm waiting on a bigger DLC to do a "Bulk buy". Thanks in advance, O2D
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I posted this wrongfully here, then did the same post in the "Mod Talk" forum, and got deleted. So, ill continue it here: I'm trying to get a hold of the Slingshot-based Spanish Localization files, in order to analyze them and provide translation to Warspace Mods. The relevant files must be in two folders: Original files: "(Game folder) \ XComGame \ Localization \ ". Silent patcher version, the most up-to-date files: "(My Documents) \ My Games \ XCOM - Enemy Unknown \ XComGame \ Localization" If someone who has this DLC can help by sharing those files, please do . I cannot get a hold of such files, since i'm waiting on a bigger DLC to do a "Bulk buy". Thanks in advance, O2D
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XCOM EU Overwatch Fire a Must against move to cover
osito2dancer replied to SectoidMedic's topic in XCOM's Mod Ideas
Considering that X-Com operatives arrive at an already setup scene (rather than being there when it first happened), its quite logical the maps/spawn points are more balanced for the alien team (because they have time to position themselves prior to your arrival, and you are "dropped" into action). Not really: If you are in full cover (lets say in the corner of a truck or a SUV in city maps) and see an overwatching alien at shoot range, you can move back towards full cover and Overwatch does not trigger. Only if you move towards a non-protected point, without breaking LoS from the alien, or across a door, Overwatch triggers. I could show a paint picture detailing this image, but im at work right now, so nope. -
Well, i just tested a Classic Immortal run, and i can certainly say: Good Job on the MOD :). EDIT: Also, your choice of skills on each tree is quite balanced and at each step it left me with a hard choice between the two: Covering Fire for the sniper? Neat-o (but does it trigger once for each overwatch, overriding the original one? (sort of giving the aliens a "better to let him waste a shot with me at best cover" kind of deal). I never used it at support, since sprinter was a better choice to me, to support a run&gun assault. In comparison, Close Combat Specialist activates once for each enemy that comes from 5+ range to 4- range, i would think CF should behave the same way (once for each shooting alien), but it would be OP for a OW-Opportunist-Squadsight sniper to be able to do the same for all shooting aliens.
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XCOM EU MrJTDekker XCOM: Enemy Unknown Let's Play
osito2dancer replied to superfool's topic in XCOM's Discussion
Sure, ill be checking it out :). -
XCOM EU Overwatch Fire a Must against move to cover
osito2dancer replied to SectoidMedic's topic in XCOM's Mod Ideas
For the first part, the overwatch triggers itself on the next LoS tile following the movement (think of it as the process snipers do by targetting several "clicks" in front of the target, to offset the fire delay and traveling time of the bullet they fire), so your soldier is firing at the proyected target in front of the movement, rather than the spot they were in the first place (hence the Aim penalty, added to the fact that it is an "snap shot" rather than an "aimed shot"). So, you cannot calculate where the target will be if he moves towards full-cover or no-LoS. It is kinda obnoxious that they cannot fire if the alien JUST STOPS at the first point of LoS regain (such as the situation you are, where the alien just moves into LoS, but does not continue forward), but it would be the same thing backwards if they happen to be on overwatch behind a closed door, and when you open it... BLAM, shot in the face! For the second part, there are ways of enabling "reaction fire" by default when overwatching, but the difficulty is on calculating the penalties associated to it, such as: if he fires, do you consider him to be out of cover, or in half cover, do you shoot when he hides? do you shoot at his weapon/hand? whats the penalty here? Would be cool to enable it by default, but it would prove difficult to do it in a way that everyone (or at least the 50%+1) find it "not cheap" or "badly balanced". -
XCOM EU Overwatch Fire a Must against move to cover
osito2dancer replied to SectoidMedic's topic in XCOM's Mod Ideas
Depends on how did the alien move towards him: Did he cross along an open/half covered spot, or did he move along several full-cover or no-LoS, and just made 1 step towards the doorframe? A paint image would be good to see here.