[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/vst/ - Video Games/Strategy

Name
Spoiler?[]
Options
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File[]
  • Please read the Rules and FAQ before posting.

08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
[Hide] [Show All]


[Advertise on 4chan]


File: 1768433435625605.png (12 KB, 951x609)
12 KB
12 KB PNG
Outfitting time
>OXCE?
OpenXcom is a free open-source game engine for the original 1994 X-Com: UFO Defense (aka UFO: Enemy Unknown) and 1996 X-Com: Terror from the Deep games.
OXCE extends OXC modding capabilities and is home to megamods like X-Piratez, X-Com Files, 40k ROSIGMA and more.

>Game
https://www.gog.com/en/game/xcom_ufo_defense
https://openxcom.org/downloads-milestones/

>Mods
https://mod.io/g/openxcom
https://www.moddb.com/mods/x-piratez/downloads (XPZ)
https://mod.io/g/openxcom/m/the-x-com-files (XCF)

>Resources
https://openxcom.org/forum/
https://www.ufopaedia.org/
https://xpedia.netlify.app/ (XPZ)
https://xcf.trigramreactor.net/master (XCF)
https://www.ufopaedia.org/Hidden_Features_(OpenXcom)
https://www.ufopaedia.org/Ruleset_Reference_Nightly_(OpenXcom)

Previous thread: >>2317887
>>
>>2357759
is the bottle in Q.D. the upgraded version of vodka? she needs some healing kits otherwise
>>
File: nvr samuraii.jpg (582 KB, 952x1733)
582 KB
582 KB JPG
>>2357774
its rum, its healing potion
>>
>>2357759
When is someone gonna make a stand alone x-piratez clone with 3-d graphics and untamed jungles?
>>
New update when
>>
wonder why zoomanderthals always insist on 3D graphics as if that brings anything new to the table
>>
just beat superhuman for the first time
>>
>>2358357
Like so many things in IT, it's not used because it makes things better.
It's used because it makes things faster/cheaper to produce.
I see it mostly a gamedev benefit, as it allows easier asset creation. 3D meshes+textures can also save on disk space compared to excessive high fidelity spritesheet variation though it is very rare for this to become a problem.

Of course, any player who *wants* 3D games would have to be a fucking retard.
>>
File: 1588882848455.gif (1.66 MB, 490x378)
1.66 MB
1.66 MB GIF
>>2358357
I've noticed the opposite pretty frequently nowadays. A noticeable portion of the current generation is very tired of all the AAA 3D games that all look the game and jizz their pants when they see nicely stylized 2D or high-quality spritework. It certainly helps that streamers show them older games so they can go "games used to look like this?"
>>
>>2358759
>turn based anime rpg maker slop #44646
most is utter shit
>>
What's the latest news on lamias?
>>
>>2358378
grats
>>
Any particular tips I should know for the first few months of XCOM Files? Like is there any hard speedbumps that you encounter that are likely to cause a loss spiral?
>>
>>2358842
Biggest early game xcom files problem are shitty landings, without a doubt at some point you will face a bullshit spawn point where you're surrounded by 30 zombies or a guy with RPG is facing you turn 1.
Just leave, you don't have to win every mission there will be enough opportunities given to complete all essential research(promotion 3) before 1999.
Second most important thing is to move away from pistols as soon as possible, any rifle is a major improvement.
Third you will need at bare minimum three xcom bases by 1999, there's a craft that has limited range but carries 16 dudes and you will really want that to take out enemy HQs.
That should about cover the basics.
>>
>>2358842
I don't think a loss spiral is really possible. Not early, anyway.
As for what to look out for: Some of the monster investigation missions can spawn pretty dangerous creatures like spikeboars that might be too much for two dudes in a car with handguns to handle. Just evac if you're not certain it's safe.
Other than that, just progress the tech tree to get better gear. You start with fuckall so even access to basic rifles and grenades represent a massive capability leap. Try to do every cult safehouse/outpost/whatever that you can in order to loot wads of cash / money briefcases / money bags.
Try to do covert ops stuff as early as possible, even if you have to use melee weapons only. It's pretty profitable.
Final tip is that 99% of XCF progression is tied to live captures, whether they're cultist members or alien lifeforms. So get used to the tools of live capture and make a note of trying to capture atleast one of every kind of enemy, though for some parts of the tech tree you need repeats.
>>
Really looking forward to the next update, not really because I'm interested in snekgirls, but because I'm percolating the idea of doing a sort of unique challenge run where I completely forgo the use of the big 3 damage types (piercing, laser, plasma) and see how far I can get before I want to blow my brains out.
>>
>>2358357
>rotate map
>zoom
>3d objects instead of sprites
>>
>>2358842
nah, just play, lose and start again
have fun
>>
>>2358357
bush looks better in 3d
>>
>>2358945
whoa it's fucking nothing
>>2358457
beat me to it
>>2358357
believe it or not 3dcg is a lot easier and faster than 2d isometric
>>
>>2358945
...you realize oxce has zoom, right?

Axonometric 2D games can also do 90 deg rotations as long as the maps are always built with simple stock sprites and never larger unique setpieces.
But having to dick around with camera settings is a negative, not a positive. It always detracts from gameplay and usually the reasons to do it stem from poor map design where walls obscure enemies/items and make things harder to click. It's a problem wholly created by designing spaces in perspective 3D.
>>
>>2358845
>>2358855
>>2358946
Thanks anons, I shall give it my best punt later on. I just had some nasty memories of previous games/mods where it was pretty much a "if you dont have X by Y you get folded", I think Terra Invicta had something like that IIRC.
I'll do my best to not waste my test subjects, but sometimes its just too tempting to not risk the stun shot and keep your agent alive!
>>
File: ayy lmao.jpg (7 KB, 412x314)
7 KB
7 KB JPG
>XCF
>recent github commit
>"sniper rifles streamlined"
>oh neat, they could use a good ner-
>massive scaling accuracy buffs for all sniper rifles
Why is he like this?
>>
>>2359219
At least its an easy game to mod back.
>>
>>2359090
>I just had some nasty memories of previous games/mods where it was pretty much a "if you dont have X by Y you get folded"
For XCF that X is promotion 3 and Y is 1999 but that's plenty of time.
>>
Sectopods apparently can be captured alive, at least in XPZ. How?
>>
>>2359455
Stasis grenades bypass shield and will put one to sleep, apply 2 or 3 at a time.
>>
>>2359219
>scaling buffs
gay and fake
>>
>>2359219
>sniper rifles
>more accuracy scaling
How's that a buff? A half-decent shooter already has maxed accuracy with sniper rifles.
>>
>>2359604
Depending how it scales it could allow multi snaps more reliably for elite shooters.

>>2359013

You don't mean battlescape zoom do you? There's resolution type things, but no zoom in and out binding to my knowledge.
>>
File: 66666.png (997 B, 109x88)
997 B
997 B PNG
quints, check 'em
>>
File: rwgDkSk.mp4 (1.13 MB, 1906x1066)
1.13 MB
1.13 MB MP4
Saw this in oxce new suggestions. Looks fucking rad
>>
File: 1759945348833540.jpg (45 KB, 293x301)
45 KB
45 KB JPG
>>2360620
Worthless gimmick if your soldier can't shoot knowing what blocks the path solves exactly nothing. What's the point?
>>
File: fpsView.png_thumb.png (160 KB, 320x240)
160 KB
160 KB PNG
>>2360628
Theres flat out unable to be made shots, janky shots that can hit anyway, and shots you "can" make but are deceptively hard. I WILL use this.

Besides that it just fucking looks cool, like bodycam footage.

They also seem to be looking at voxel textures.
>>
>>2360620
Ooo that's super useful. No more guessing if poorly defined object shapes are blocking the shot.
>>
File: fpslook001.png (24 KB, 512x512)
24 KB
24 KB PNG
>>2360620
Nice, but it would be much better if it also outlines the tile your cursor is over like >>2360631 says. I've used the first person snapshot before and while aliens do get shown in a different color (purple) it can still be hard to figure what exactly you're looking at, or how much of a target is actually exposed. e.g. see image. Is the center of the Ethereal here exposed? Is a 100% accuracy shot going to hit the cover or the Ethereal? Would a missed shot ironically have a better chance of threading through the window and hitting the target?

>>2360631
Now this looks amazing and useful. I guess whoever did this is having trouble reconciling hitboxes with graphics though, since it's screenshot containing simple elements (should be easy to do though, just have the hitbox voxel cut out any graphical voxel that's not within it, and have a 50% transparency where there's no graphical voxel texture).
>>
>>2360802
The picture in
>>2360631
Is actually from the DOGS perspective. I don't think they are letting me check any points pov if you can't reach it.

I wonder if voxel images for units are possible with this too. This would help understand possible shots better.

But yeah overall, this fear excites tf out of me. I almost wonder if this could be a possible jump into a full first person shooter type view or generalized 3d view, since I don't think it would be TOO much a jump, if all that stuff is also done
>>
>>2360815
There's nothing in that post that implies anything to do with being able to move the first-person camera around. Why did you mention the fact that it's from the dog's perspective like as if that wasn't obvious?
>>
File: Oh Neptune.gif (597 KB, 500x375)
597 KB
597 KB GIF
>>2360631
>first person POV of a gnome in the tentacle lair
>>
>>2360842
Guess I misread, thought you said it WAS from cursor pov. My bad

>>2360856
Memes aside, if both voxel textures and unit models could be implemented, that would be fantastic. Imagine a first person view of a charging chrsallid
>>
we have gals in 3d before gta VI
>>
>>2360897
>that would be fantastic
No, that would break the whole point of 1st person screenshots.
They show how the game actually works.
Because the hitboxes do not match the visual models.
>>
>>2359268
>>2358845
>>2358855
>>2358946
Anons, what do you do for those missions where I guess you're undercover and you dont get to use anything but the most basic shit you have in your car/van? Is there a list of what items and "weapons" are viable to take in those missions?
>>
File: 1598443941956.jpg (77 KB, 600x807)
77 KB
77 KB JPG
The specifics vary depending on the type of infiltration and location, but Light Pistols, metal pipes, axes, baseball bats, brass knuckles, and the glorious Quillbow are common go-tos for the most strict types. Conversely, the ones in which you have your choice of suit as long as it isn't overtly armored are far more lenient and you'll want magnums and SMGs for those.
>>
>>2361116
In the drop down menu. It’ll filter.
>>
>>2361157
Oh, "Labor Gear", isa that the correct one? Its just a load of shit. : ( I guess I should stop selling all the bollocks I loot from missions!
>>
>>2361161
There’s an option in the menu for everything. Or should be. In piratez there’s Stone Age, 0-G (zero gravity), stealthy (undercover), etc. Files is the same way. It depends on the mission. Sports has different loadouts, scientists has different load outs, etc. It’s been a long time since I’ve played files, but there’s also religious loadouts.
>>
>>2360962
If it's a toggle between models or hit boxes this a complete non issue. And the cool factor is huge.

Aren't models ALREADY voxel based anyway???
>>
>>2361116
For the most restrictive missions e.g. the beach missions. I take melee weapons and fire extinguishers to produce smoke. When dogs are available I take them too and they trivialize the mission. All the early restricted ranged weapons are trash so heavy amounts of smoke and melee is the way to go.

>>2361204
All graphics are sprites, while all hitboxes are voxels. Honestly, the amount of work to remake everything with voxel textures would be extreme, not to mention getting the various terrain spriter's permissions, so I don't think a full conversion would ever happen. Remember that time someone did a tantrum and the megamodders had to change all their terrain? It might be doable for vanilla though. They'll be better off mapping the sprites to the voxels, although the result would be janky as fuck.
>>
>>2361260
I mean people made voxel recreation of doom sprites fine, some ai assisted, and xcom units are lower res. I think this is very doable with technology today, if you said this 10 years ago maybe not.
>>
Christ, I tried to play some massive megamod for XCOM 2, LWOTC, but despite years of work the whole thing felt like a massive kludge bodged together from spare parts. I'm coming back to my roots, fuck that 3D shit.
>>
>>2361307
Oxce is better anyway, more accessible modding, better mechanics in 90% of cases, ect. Xenonauts was the only other thing to get close. Welcome back.
>>
>>2361307
Aside from long war I don't believe nucom had any good mods.
>>
>>2361319
>Xenonauts
Imagine Xenopiratez
>>
>>2361260
>Remember that time someone did a tantrum and the megamodders had to change all their terrain?
How the fuck did the project even survive to this day if their licensing was so retarded that one tantruming faggot can just tell "nuh uh I take my toys away" and they have to comply?
>>
>>2361511
Honestly dioxine and solar literally made a "we have resources packs at home," version and hobbes got disliked in the community. Fortunately its realitivly easy to make that shit though.

Still cost like 3 months of piratez dev time but people still hate hobbes for his bs.

I don't think it would happen again though, both because its kinda social suicide, and because the community wouldn't want it to happen again and would probably prevent it.
>>
>>2360620
>Saw this in oxce new suggestions
I'll give it about 1% chance of getting implemented. The head dev is autistically obsessed with preserving somewhat arbitrary purity of oldcom vibe to the point of flat out denying QoL additions and this to me strongly smells like something that will trigger his 'tism.
>>
>>2361517
You sure are a blackpilled doomer huh? Several high tier devs seem interested, so I'd be a little surprised if he flat out shot this down. It also doesn't seem to compromise anything Vanilla, since it grabs already existing first person data, and just tacks on so.... I'd be a little more optimistic.

I'd agree normally though, but only IF this messed with anything Vanilla wise. Which I'm not seeing.
>>
>>2361511
It's not that the licensing on the map assets was retarded, just that said tantruming faggot was very, very annoying. He had no grounds to retroactively revoke permission for use of his map assets, but modders did it anyway just so he would shut the fuck up and fuck off to BattleTech. Overall map quality increased as a side effect.
>>
File: rh.png (87 KB, 1011x297)
87 KB
87 KB PNG
>>2361511
>>
>>2361521
lol no first person screenshots are not a vanilla feature
there is no 3d renderer whatsoever in the vanilla gam
>>
>>2361511
The funniest part is that the hobbes tilesets were genuine dogshit and the game is better without them. You can watch starvingpoet's LP and you can immediately tell which ones you don't see anymore and I'm glad they're gone.
>>
I randomly got Claw fighter

How can I get more?
>>
Is there a way to make multiple presets of equipment for each gal? I know you can save one set, but redressing them even one way takes too much time.

I am starting to have predetermined separate crews for each type of mission as the result. In a way, this also means branching of my force into army, navy, specops, and space force, so it is kinda cool. The "army" has armored vehicles and anti-gas equipment, they hit pogroms and ships, the "navy" dives and doubles as spec-ops for mansions, the catgirls go to orbit and do mostly melee there, and I also have a zeppelin with humans and goblins that go for slow tasks like city raids or caves (I dont do caves tho).

Also got some bugeyes, an ogre and three gnomes, but I'm not sure where they are supposed to fit in.
>>
>>2361659
Yes, you get a number of general purpose equipment layout templates (F5/F9) in addition to everyone's personal (S/L) equipment.
The first 10 equipment templates are also quickly accessible through number keys 1-0 and if ten's not enough, you can increase oxceMaxEquipmentLayoutTemplates in options.cfg.
>>
>>2361660
Templates dont switch armor, plus each gal has her own custom weapon/ammo combo adjusted to her max carry weight, and templates just throw on whats in the template. I guess I could generalize the layouts a bit, but I like them having a "personality" around their gun too. Plus its a bother for unique characters like throwing/bow pro, minigun hover gal, the wand gal, the swordsgals, etc.
>>
>>2361667
Save+ also saves armor into the template.
>>
>>2361668
A what now?
>>
>>2361673
The save+ button next to the save button in the equipment template menu.
>>
>>2361659
Loadouts are completely a personalized thing but I find it kind of pointless to be creating full sets for everyone. There's just too many mission types, loadout restrictions, tech level keeps progressing, you'll spend more time dressing up your dolls than actually playing the game.
I just stick with single universal loadout, everyone no exception carries a medkit and a pocket sized melee weapon, maybe a utility grenade if I feel fancy. From that point you suit up and give people primary weapon and that's it you're ready to go.
I find it that many people have this urge to stick as much crap onto their soldier as possible only to never use anything but their primary gun.
>>
IMO the best way to make use of the two loadout saving systems is having a unique personal loadout for everyone and then a bunch of generic universal loadouts for different mission types like space/diving/caves/srl and other alternative equipment sets.
That's for Piratez. In Files I never use personal loadouts, just generic combat roles.
>>
>>2361682
For me the custom saveable loadout is army for everyone and "space marine" for catgirls. But this makes me hesitant about infiltrations and sea missions.

Although for sea I recently used a loader exosuit with a big blade and a harpoon carabine, and cleared a deep one migration solo, 40 or so frogs. If I can keep around roughly three diver/hwp specialists then maybe it is a solution.
>>
>>2361655
You don't. It's an one time thing.
>>
>>2361760
Shieeet. How to get something at least half as good?
>>
>>2361797
It was even better before dio raped its weapon. Also I think you can get 2 on cat path.
>>
>>2361511
Project? It's just a megamod, with lots of stuff from various different mods, so it won't affect everything. Also usually they just have to hope someone doesn't throw a tantrum, basically.
I don't know the details but I'd like to point out that by law, most things that someone creates is covered by copyright. The chances of that faggot actually involving the law on this is basically zero, but it is a fact that artists have the law on their side if they want people to stop using their stuff, even if it is complete violation to the ethics and culture of modding society.
From this >>2361580, you can see that Dioxine did the right thing by law, including the bit about keeping the bits that Hobbes modified, because if Hobbes complained about those, he would be hypocritical and/or implicating himself unless those works were explicitly released under a license that allowed ownership of derivative works (very unlikely), especially since it's likely he just recolored them or some shit and didn't actually modify them enough to be considered his own, new work.
>>
>>2361116
The dropdown menu lets you sort.
Most of them lets you bring the BlackOps spypistol when it's unlocked.
Sporting is the most prohibitive but you can use crossbows there once you get them.
>>
File: fpsView2.png (772 KB, 1003x632)
772 KB
772 KB PNG
>>2361598
I'm not sure if its dos vanilla, oxc vanilla, or oxce, but the base first person data is by no means new, if a little obscure. Its existed as a thing you could export as images for years, so functionally its ALREADY been in the game, so adding this as a feed on the side doesn't effect vanilla capacity.

Even if it didn't, the first person render is still basically just grabbing all 3d data which also already exists, and mapping it to an image, which also wouldn't "damage" vanilla.
>>
>>2362004
Is this a proposed feature? I can only get untextured fps view screenshots in a folder
>>
>>2362026
Yes, the textures are being worked on, yankes, meridian, solare, and dioxine all seem impressed, and yankes is outright even assisting.

This is why I'm saying I'd be surprised if this wasn't added to oxce, because it basically has the 4 biggest people at least interested, if not involved.
>>
>>2362030
Well shit, I was sure meridian would be against it because of his purity autism.
>>
>>2362067
This is why I stipulated that the first person render already existed, and had existed for a while, from the absolutely already existing 3d data.

His purity tism is mainly of adding something would ALTER vanilla, dos equivalent gameplay. None of this would, its all basically bells and whistles.
>>
>>2362079
Being able to easily spot impossible shots beforehand does alter vanilla imo, but it's good he doesn't see it like that.
>>
>>2362082
Doesn’t change the spirit of the game, though. They’re only impossible because you can’t see that they’re impossible from your perspective.
>>
>>2362004
The fps screenshot with textures and all that could lead to some funny pictures
>>
>>2362082
You clearly don't understand what you are talking about.

Altering vanilla = any shit that WOULD alter the core game by its design. Not MIGHT if you enable it, not "well i can turn this on if I feel like it" , WOULD. SEVERAL things have been added that fundamentally alter vanilla if enabled, like extended accuracy, explosive heights, aim offset, ect. But all these can simply NOT be used, just like this could.

I think an example of something incompatible with that is like brutal ai, which is its own fork. It CANNOT run Vanilla gameplay since brutal ai is baked into the fork. So even if brutal ai is amazing, it won't ever be default oxce because it would fundamentally change vanilla in a way you can't disable.

That's the core of his tism, hes not a purist like faggots in doom community who want boom dehacked only, he just wants the core oxce exe to, be default, not alter core mechanics from dos default. IE, if you CAN run oxce identical to dos, its fine. If you can't its a problem.
>>
So what's with this "Final Mod Pack" turned off by default in OXCE? What's in it? What's it do?
>>
>>2362191
Final mod pack was (i believe) the first megamod for oxc. Its basically vanilla xcom but with far more content. More research, guns, items, Armor, enemy races, ect. Much of it got rolled into xcom files mod.

Its not a bad mod, especially as a beginner dive since it has a lot of diverse options without adding tons of mechanics to understand.

Sounds like maybe they pack fmp inside oxcw by default now which isn't a bad call? Though its kinda dated compared to other megamods like previously mentioned xcom files.
>>
>>2362192
Should I give it a whirl, as someone coming from having played vanilla XCOM and Terror from the Deep back in the day? I notice there's an "extended" version on the mod.io thing they're using; is that worth it, too?
>>
>>2362194
I'm not sure if the extended version is the same as the one you have (probably??), but I presume it is if it specifically comes with openxcom extended. I would absolutely recommend at LEAST running a 3 in-game month campaign to get your feet wet with modding. Modern xcom modding has fantastic stuff, and FMP is enough to see potential, like the start having all kinds of different weapons. Shotguns with buckshot, compact smgs, sniper rifles, flamethrowers, grenade launchers, and that's just stuff you got from the start. There's also tons of melee weapons, which use a SET the cost to swing instead of a guns percentage, meaning someone with enough tu's in good position can hack multiple aliens apart.

It also lets mechanics shine more, like armor was probably never a serious thought outside tftd or "more armor good" and "bigger numbers hurt more", but in that, damage types matter more, and stuff like shotguns absolutely rip sectoids in half, but also completely fail against something as lightly armored as a cyberdisk.

Would absolutely recommend if you had a good time with old x-com
>>
>>2362195
Sounds good! Thanks for the guidance!
>>
Gun/rocket sentry what are they?
>>
>>2362286
A way to block the front door in menace ships. That's about it.
>>
>>2362289
What is the intended usage?
>>
>>2362325
To shoot whatever is in front and block entrance. Personally never bothered.
>>
so it's over? no more x-piratez?
>>
>>2361517
he's been adding mostly QoL for years
>>
>>2359604
>How's that a buff?
weapons can scale their damage based on your uncapped accuracy
>>
>>2362509
Its actually based on your firing stat, not accuracy. Accuracy fluctuates based on firing, shot used, and distance (if snap) as well as injuries. If it was like you described, aimed shots would do almost twice the damage, and I don't think they do.

My guess is it allows snap fire to become much more reliable leading to exponentially better shooting if you can just use snap shots and fire twice as much
>>
>>2362509
the topic was accuracy scaling not power scaling
>>
File: fpsView3.png (812 KB, 1213x692)
812 KB
812 KB PNG
>>2362497
I'd definitely call it a quality of life buff. Its been almost synonymous with x-com having the old struggle of "nigga how the fuck you can't shoot them?!" To the point its just dismissed as xcom jank. Aim offset helps, but this as well might make those problems significantly reduce. Probably not entirely go away, but far better.
>>
Quick question. Should I go straight to Rosigma or should play the original 40k mod first?. I've already played my run of x-com files and Xpiratez.
>>
>>2362730
Go for Rosigma. It expands on the regular 40k mod.
>>
>>2362744
do not listen to this anon, he is a sadistic bastard who wants to see you suffer and despair until your tear your own face off
>>
>>2362745
Is it fun or hard in an unfun way?
>>
>>2362750
in a nutshell, it's missing a lot of (needed) polish and has a lot of balance issues. what's fun or unfun will probably be up to you.
>>
When's the new update
>>
>>2362677
the topic was it being a buff or not

>>2362672
you know what I meant
>>
>>2363395
anon, I...
>>
>>2363395
Coming soonâ„¢

Seriously though they usually have about a half a year between updates so probably soon?? I seriously hope the first person render view will make it in because I don't want to wait for it .

But there's also no set schedule.
>>
>>2363395
Dio got conscripted into the ukrainian foreign legion and was blown up by an fpv drone to his asscheek. I have his last moments on video, if you want to see it...
>>
>>2363413
and it was accuracy scaling not power scaling
>>
>>2363445
Dio has considerably slowed down the pace of new releases since something like 7 years ago. I remember him releasing a new version every 3 months, back circa 2018-2019. Admittedly, that was during the new events tuning period, but he has definitely increased the interval between builds.
>>
File: file.png (121 KB, 1840x1051)
121 KB
121 KB PNG
Has anyone tried X-Chronicles?
https://mod.io/g/openxcom/m/x-chronicles#description
UFO Defense with magic and monster hunts sounds like my cup of tea, but I'm not sure if it's polished enough.
>>
>>2363962
It isn't. The power gap between the best armor and guns you can get without magic and the first tier of magical armor and guns is immense, and so is the interval between them. Your enemies, of course, ignore this interval, resulting in stuff that can instakill you and you can't do much about with what you have.
Then you have transformations and use of the aforementioned magical weapons and armor. All of that is locked behind a certain base PSI level, which can't be trained, meaning if your dudes don't have that level from the start they're fucked.
Finally, it feels rather small for a mod. It doesn't really end up adding much. Maybe it's because I'm too used to megamods so I'm biased.
>>
>>2363962
I haven't tried it but general consensus around the mod is that it's a cool idea with poor execution.
>>
>>2364047
>>2364068
Yeah just tried it. Pacing's completely fucked and the early game's even worse than normal.
>>
A little video of the first person render feature.

https://www.youtube.com/watch?v=dhbxsJmSAsw
>>
>>2364384
very cool!
>>
>>2364384
Can't wait for someone to stitch together something like X-Prison and turn it into a Doom wad.
>>
>>2364413
someone could do that manually but i think xcom maps are too complex (real 3d) to be automatically converted into doom maps
>>
>>2363962
It’s shit and the modder is retarded
>>
>>2364498
Don't source ports support "real 3d" as people use them to play Doom nowadays anyway? Although it doesn't guarantee an automatic option, right.
>>
What's the song labeled HELLERIUM_TRAILS in the Piratez files? It has no artist data
>>
>>2364703
Don't take my word for it but I THINK it's AI music. I seem to remember one of the devs mentioning it, plus they use a lot of AI art for the bootypedia articles, so it would make sense
>>
>>2364735
he should take your word for it because it's true
>>
>>2364770
Yeah I know it's true but I don't remember what the source is
>>
Quick question. In Xcom-files, when I'm equipping my craft crew, is there a way to see my base inventory instead of the craft inventory ?
>>
>>2364926
If you are AT base, going to craft > equipment, and equipping individual soldiers, it SHOULD list all weapons on base, and you can equip them on a person and they will persist wherever they go.
>>
File: u.png (2 KB, 545x26)
2 KB
2 KB PNG
>>2364838
you can still find it in the patchnotes on the forums for version N8
>>
>>2365057
Oh that's where it was, thanks
>>
>>2365057
I'm not insanely anti AI, its more if the music / assets are decent. I think for making PARTS of something its fine.

I don't think I've listened to that track, but hopefully its good.
>>
Chem ammunition, do you ever? For anything?
>>
>>2365664
When I got too lazy to bring seductress to missions I found a use for chem ammo, death blossom/chem 1-2 autos will usually strip down enough armor of power armored targets to stun them easily, worked on academy scientists, guildmaster, armored gnome, marsec bodyguards, just about any target that's annoying to capture alive.
>>
>>2365664
Chem shreds armor.
I usually use it to assault turrets and vehicles so lower level AT can penetrate.
>>
>>2365664
I looked down on chems at first, but it's by far the most consistent munition for general purpose use, in practical terms. Goes through most shielding, will (eventually) burn through all armor, and quite killy once it does. This actually makes it, in my opinion, the superior general purpose round instead of your basic piercing bullet.

Also, if you've never tried the flak cannon, use it with chem rounds and see what you can make it do.
>>
Are slayer rounds worth the investment?
>>
>>2365874
I feel they're so-so. They seem to have a narrow niche as being the go-to round for big damage against HP sponges (like zombos) early on, but are quickly outshined by more specialist rounds really not too long after like electropulse (unless you're currently getting shafted by RNG and can't find sci-books).
>>
>>2365874
Every time I tried them I was disappointed.
>>
>>2365874
No, don't bother.
>>
File: file.png (117 KB, 1920x1080)
117 KB
117 KB PNG
Can I get some directions on the starting research on Rosigma? I'm not really sure how that difficulty option research works and I should pick one of the 3 factions research first, right?
>>
>>2365931
"The Emperor Protects" gives you access to everything in every faction. Space Marines, Sororitas, Inquisition, Imperial Guard, everything.

>one of the 3 factions first
There are 4. Choosing one will lock you out of the others.
>>
File: OpenXcomEx_NYmg7vBIsy.gif (738 KB, 1294x792)
738 KB
738 KB GIF
>>2365874
Its selective is usage, but its not bad against beasts, zombies, or anything low in armor.

Its also easier to acquire than other specialty rounds
>>
>>2366015
I wonder if xcom can be rebuilt with voxels from the ground up. With the purpose of it looking like classic from isometric perspective, but actually fully 3D. Like that doom mod with voxel monsters.

Problem I see with that is that it might not look good in 3D, without some fancy lighting at least, because all levels have same height. Very low ceilings as the result. Might feel a bit like early first person dungeon crawlers.
>>
>>2366037
>all levels have same height.
There is absolutely variable height in maps , just not every single encounter has it
>>
test
>>
File: VampireKnight.jpg (83 KB, 623x506)
83 KB
83 KB JPG
>Eats HE, incendiaries, and slugs
Does the Vampire Knight in XCOM Files have any weaknesses?
They show up early in the game in the monsters vs military missions. I don't want to run away and let all those soldiers die
>>
You have to research slayer no matter what to get higher tech bullets and guns, right?
>>
>>2366346
how early are we talking?
>I don't want to run away and let all those soldiers die
unfortunately you might not have a choice depending on just how early this is
vampire knights are tanks... your best bet is probably some high damage kinetic weapon, or something to shred off armor.
their armor is not that impressive overall unless we are in promotion 1 territory, the real problem is their 240 hitpoints with no bleed
>>
File: sir mullich.jpg (10 KB, 220x220)
10 KB
10 KB JPG
>>2366361
>the real problem is their 240 hitpoints
Thanks anon. This is helpful. And they must have resistances too. No wonder they soak up so many hits.
>>
File: vampir knigh.png (25 KB, 496x570)
25 KB
25 KB PNG
>>2366384
>And they must have resistances too
nothing particularly outstanding from an early game standpoint... unless you were trying to cut him with a blade? but i can't imagine you would try that when he wields a giant melee weapon.
i think simply getting a sniper rifle with the damage boost and shooting him repeatedly should work, if you have any of those. 55 front is a lot, but snipers can easily deal 100+ damage even early with a skilled shooter.
>>
>>2366346
They aren't immune to incendiary. Fire is one of the few damage types that subverts a lot, and I've literally stun locked one for multiple turns with an agriculture flamer. So probably that, all the fuel you got, and your hardest hitting round to the back. Good luck
>>
In rosigma, can I do anything with all the chaos weapons that I find or should I just sell them after researching them?
>>
>>2366438
Sell them after researching them. You're most likely not playing as Chaos so they're of no use to you.
>>
>>2366391
The 45 armor on the weakest surfaces is pretty fucking outstanding unless you are firing a lot of guns at him.
>>
>>2366444
Its not insurmountable. A 44 magnum does 40 base damage with 0-200 % spread, and standard 100% resistance. Meaning if you roll when a little high you are doing damage, and can do up to 33 damage a shot. Taking them down isn't a quick process, but its possible.

Use fire like I said, they panic like anything else, and fire hurts morale bad
>>
Why is 37mm rifle worse than 14mm rifle on an average target?

I have guild footmen take an average 1.5 hits to go down it feels, one took 3 and kept standing. Is it overpenetration? I dont believe something like that would be modeled.
>>
>>2366653
Are you talking about the 14mm gun on vehicles?
The 37mm is as slow as a sniper and can critfail damage rolls (the default damage roll is 0-200%). An armored car with a 14mm chaingun is extremely fast, fires multiple times per action and can do hit-and-run. It's likely to carry the moment you get it early, which is quite easy as you get car parts from early downed bandit crafts.
>>
>>2366668
I mean 14mm AT rifle, which carried me all the way from 3% to 30% of tech tree
>>
>>2366668
>>2366738

The one you load one round at a time
>>
File: file.png (26 KB, 863x250)
26 KB
26 KB PNG
>>2366738
Found your problem. The 14mm AT rifle has a 50-200% damage roll spread, meaning that it cannot do a 0% damage roll. It will always hit at least 50% of its' specified damage, unlike the 37mm.
>>
Vehicles can mount a 37mm? I hope it's an autocannon.
>>
>>2366653
>37mm rifle
I don't get why this thing exists, used to deal 100 damage but I guess it was so fucking op it had to be reduced to 90.
Joke gun, should award joker medal.
>>
>>2366346
If they appear too early they're basically invincible and will kill your entire team by itself. Since it's a melee creature you can cheese the Xcom pathfinding AI by creating a wall of fire. However, you need to be careful, it will cross fire if there is no gap in the fire-wall, or if it is on fire itself. Promotion II weaponry is a realistic minimum, the BlackOps sniper rifles just need to hit enough times, while a minigun will kill him easily.

>>2366490
While this story sounds good when you put it into words, the reality is very different. You get a real average of 4hp from the front and 8hp otherwise. Throw in agent's accuracy and that it's a 90 TU monster and you will see that engaging it with magnums is suicide for an entire team. Here's what the gun profiler (https://xcf.trigramreactor.net/master/gunSim) says, under ideal conditions. The graph with front armor is even more dire, it might as well be invincible, and it's not going to be appearing conveniently surrounded by you. Chances are you're either clustered (very bad) or in a gunline (better, but still bad), and you won't be making any side hits until it's very close, and then it will hit your gunline, and depending on where it hit your gunline and which way it faces, let's just say on average half your team can't hurt it. In fact it will outrun the agents behind it when it runs forward chopping up the gunline that is in front of it.
>>
File: Untitled.png (54 KB, 1451x846)
54 KB
54 KB PNG
>>2366931
Forgot image
>>
>>2366935
Cool now factor in an agriculture flamer stunlocking them with unending panic, and people standing JUST outside melee gunning them so they can't miss. Its harder than average, but a single knight can ABSOLUTELY be brought down if you mob it . Possibly have someone bringing more flamer fuel so panic never ends
>>
>>2366945
>Yeah sure, just hit this semi-chryssalid with a range 6 weapon
No thanks. Maybe it happened for you, but I'm sure you just got lucky. Also your team just happened to be carrying an agricultural flamer in the right place? Usually that stuff gets kept on the ground on the off-chance that swarmids appear.
>>
>>2366745
I see. Seems for all that weight I'm better off with an autocannon or something.
>>
Can all cave missions fuck off forever please?

Who even had the demented idea that this is fun.
>>
>>2367050
they're really not that bad
>>
>>2367071
In Piratez, maybe. Nothing a squad of Lokks with shotguns can't solve.
In XCF, however, they're a nightmare. There are vampires in there.
>>
>>2367050
Solar also worked on XPiratez and Dio infected him.
The funny thing is while he has a pickaxe fetish, the goblins do not have a dedicated route (or have received any substantial updates lately).
>>
>>2367075
>heres a giant narrow maze with some trash mobs that takes you 30 minutes to just navigate
>you must carry a heavy mining tool through the whole thing using specifically a character with STR below 32
>we have underwater variety too
Yeah nah
>>
>>2366951
You grossly overestimate the flamer. Just stand maybe 20 tiles away, let them agro, and flame them on approach.

Its plenty possible to carry 1 off hand or grab one from the van as you spot it, and once you get them hit, you can keep them stunlocked basically forever if you pack enough gas

Its a huge operation of course, but its also not hard. Assuming its just 1 and it usually is that early

https://youtu.be/FZArsIbZMm8
>>
>>2367195
This is cool and silly! I want to imagine this becoming an integral part of a mod - like an activateble item/weapon that maybe takes a humble amount of TU to show the sonar or maybe a sort of theoretical thermal view in the future. Maybe something a bit more scifi silliness like 'heartbeat monitors' which can explain why the enemy returns are just rectangles rather than their sprites
>>
>>2367084
>>2367083
>>2367050
you ever got one of those underwater caves with ghost gals?

so much fun, it's uncanny
>>
>>2367325
I'm not familiar, but that sounds awful
>>
>>2367325
i always go in bikini o0r swim suits and beat them into submission
>>
>>2367273
Currently that's not possible, but who knows. Also enemies aren't technically rectangles, but cylinder's. Flat top, curved sizes. They also are a lot slimmer than you generally expect, some unit's have larger hitboxes that take up more of the tile, but most generally take up maybe a third of the tile Volume
>>
update wheN!?!?!?!?
>>
>>2368457
After I'm done fucking your mom
>>
>>2368457
If you mean piratez, once dioxine puts enough maliciousness into the update.

If you mean xcf, probably after this oxce update.

If you mean oxce, probably after they sort out first person and directional bs.
>>
File: 1765090621086255.png (145 KB, 509x368)
145 KB
145 KB PNG
>>2367083
>the goblins do not have a dedicated route
And to this day, I still can't fucking believe it. Peasants got a route before Lokk'Naar or Gnomes did. PEASANTS! Hell, they're only mutants by technicality.
>>
File: 1648172100799.jpg (411 KB, 540x891)
411 KB
411 KB JPG
>a barely relevant part of the OXCE soldier manufacturing customization code doesn't work right
>can't be assed to make an account and bring it up directly to Meridian
Oh well.
>>
>>2368674
How could you like xcom but ALSO be THAT lazy?
>>
File: attackdog.jpg (61 KB, 573x368)
61 KB
61 KB JPG
>>2367195
>Assuming its just 1 and it usually is that early
It was August 1997. I was at promotion level 2. The monsters vs military mission had five (5!) vampire knights, plus boomers and loads of other zombies.
However, the military now gets an armored car.
>>
>>2369432
Sounds VERY rough, but not hopeless military carries a lot of water depending on their guns, and armored car especially could put in some work. However you would NEED to use a flamer to delay them being hacked apart which makes for a disgusting cross-fire

It wouldn't be a mission I'd look forward to don't get me wrong, but it could be done.

A big question is what weapons military had it guess.

Was it night? Because at night yeah absolutely not, daytime makes it a BIG maybe, but night can go fuck itself.

Even beyond that though, piratez and xcf occasionally throw fights at you, you aren't meant to win. That probably isn't meant to win, but its winnable if you were spitefully trying to prove a point

Ill be honest though I LOVE these kinda encounters, optional dick measuring contests that basically say "sure you wanna get on mr bones wild ride?" And just invite you to try.
>>
File: Soldier.jpg (112 KB, 1920x1080)
112 KB
112 KB JPG
>>2357759
Can somebody give me an even general clue which mods to get for this crazy thing?
I don't need fucking tits or Mulder&Scully,
just a goode ole plain vanilla UFO Defense and the most useful normal mods for it.

Thanks in advance.
>>
File: space_war.jpg (179 KB, 800x619)
179 KB
179 KB JPG
>>2369525
>piratez and xcf occasionally throw fights at you, you aren't meant to win
So does a good dungeon master. I can dig it
>>2369570
Maybe you just need the vanilla OpenXCOM extended. That already has many features built in to it. Most are selectable too
XCOM Final Mod Pack is a light mod. It only has extra alien stuff and hybrids



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.