body cam footage edition>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.>Gamehttps://www.gog.com/en/game/xcom_ufo_defensehttps://openxcom.org/downloads-milestones/>Modshttps://mod.io/g/openxcomhttps://www.moddb.com/mods/x-piratez/downloads (XPZ)https://mod.io/g/openxcom/m/the-x-com-files (XCF)>Resourceshttps://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 >>2357759
>>2376428Posting this from a last thread, anyone know what the blue button in stat bar is? never seen it
>>2376430That isn't a button, it is showing the standing/crouch state.
>>2376431Why does it look like the icon is shooting 2 guns then? Why have I never seen this? I have oxce 8.5 installed?Curious.....
Pancor Jackhammer.
>>2376543I'm hoping this next patch might fix buckshot in general from being broken as fuck
>>2376614What's wrong with it?
>>2376614the jackhammer doesnt buckshot
>>2376652Currently, shotguns are fucky, they send 1 bullet out, wherever it impacts, it spreads pellets around it.If it hits out of bounds it never fires other pellets, and the whole blast kinda vanished. So basically if you ever feel like you just absolutely shit the bed with a shotgun blast against a crowd, it probably just hit out of bounds >>2376430This gif is how it SHOULD work, and hopefully since that guy got it working, maybe they can fix it
>>2376655Oh so that's why when you take a shitty 10% shot with a shotgun and it feels like the pellets just took an express trip to the shadowrealm.
How do you fix the fact that the single most important factor in mission difficulty is by far the positioning of your random starting spawn?
>>2376661A good ship can make use of any landing zone this is why kitsune/firefox is god tier.
>>2376663thanks for the spoiler
>>2376655Huh, neat.
>February 1998>Black Lotus Manor>Ooze Nest>Lo Wo's Hideout>Some kind of Exobiological Contaimination with MIBs with Mass Drivers and a bunch of other shit I'd never seen beforeI literally can't complete a mission
>>2376659yep. If this fix is applied it will probably buff shotguns used in any map that isn't indoors
Wait, is there a limit to how many hands you can hire each month? I never noticed this before
given the same reticle accuracy % number, an arcing weapon is infinitely more accurate than a gun?
>>2376704Situatonally yes?Arcing weapons DO NOT consider any shot which hits an out of bounds an acceptable trajectory. This makes some shots REALLY fucky, similar to as said with shotguns.For instance, in this situation, even with around 50% odds, the bow will ALMOST ALWAYS hit, because the game refuses a trajectory which flies OOB
>>2376704>>2376708in most cases arcing weapons are more accurate because they are trying to hit a larger part of the target's hitbox, and avoid more obstructions than direct fire.
>>2376688How's your tech level, vehicles, and what kind of gear and weapons are your typical troops packing?
>>2376713you ping me as if I'm incorrect, no. Do what I did , and see if ONE TIME you can get a shot to go out of bounds. It wont.The arc weapon ABSOLUTELY NOT will refuse to go out of bounds, so if the target is the only not out of bounds target, IT WILL HIT.
>>2376715Humvee, Armored Vests, BlackOps Sniper, BlackOps CAWS, Light Minigun, Grenade Launcher, Jackhammer, hand grenades is what I've been using
>>2376433Might be reaction fire toggle, specifically the super obscure need to change preferred hands for reaction fire.
>>2376708all I know is I'm landing 21% grenades from 25 tiles away that would have no hope of hitting if they were 21% gun shots
>Mannequin Madnessnice, another filter
>>2376704Anecdotally, arcing weapons are noticeably more accurate than ray traced weapons. It's probably a combination of arcing projectories being less sensitive to accuracy deviations since they're coming down at an angle (don't quote me on that), combined with the way targets are usually taller than they are wide, and (for grenades) that if the target is in front of a piece of terrain then a grenade can hit terrain above/behind it and drop down.
>>2376728Nah, i figured it out, its an icon from a dude making an akimbo guns mod. Currently doesn't work with EVERYTHING that can be one handed, but hopefully one day it will. I'd love to pair an rpg and pistol >>2376729You mean splash damage? 21 isn't atrocious, just not great either.
>>2376748>splash damagethis whole time I've been talking about the % number you see on the targeting reticlelast mission I fired 6 grenade launcher shows showing a 21% from over 25 tiles away. every single grenade either hit its target, or landed close enough to damage it
>>2376750>every single grenade either hit its target, or landed close enough to damage itExactly. Splash damage Percentage is calculation for a DIRECT hit, so in the open 20 is actually pretty likely to do SOMETHING.EVEN IF YOU MISS, you'll land amongst the star gods
>>2376750>or landed close enough to damage itCome on man, you can't include those, obviously explosive weaponry are going to hit a target more often, even more so if they're arcing.
>>2376753Then don't also count splash damage examples?
>>2376754but you literally just did, when you said>or landed close enough to damage it
>>2376755I was literally quoting >>2376750>or landed close enough to damage it
21% pistol misses by half a screen, consistently21% grenade either hits directly or indirectly, consistentlyit's not very complicated that this proves >>2376704 is correct
>>2376762Yes, but that's splash damage you fucking retard. Grenades can miss just as bad as a pistol but if they explode when they hit the ground, you don't NEED TO be accurate. Just in the same neighborhood I'm a shitty darts player, but if I had high explosive darts, guess what, I'd hit the dart board.Perhaps arcing weapons can be SLIGHTLY more accurate, and they negate front cover, but stop being a retard by suggesting arc is something magical while ignoring splash. Rockets from high ground are literally the same shit.
>>2376762OK, you're retarded or baiting. I'm not going to bother answering, and I encourage everybody else to do the same.
>>2376704>>2376762I understand you and I think you and that other Anon should be shamed for not phrasing yourself better.Accuracy for guns decides between two cones. A "hit" cone and "miss" cone. The purpose of these cones is to decide the generated pathways of the projectiles fired from a gun. The miss cone is bigger so you can have your bullets flying all over the place while the hit cone is very tight and widens slowly to make almost straight shots. This cones are not tile based FYI.Throwing is different, it specifically calculates for hitting tiles.
>>2376697yeah it was a new addition from some versions back
>>2376752don't be retarded, the game doesn't consider splash damage when calculating hit %
>>2376808>game doesn't consider splash damage when calculating hit %That's basically what I fucking said dumbass >>2376752>Splash damage>Percentage is calculation for a DIRECT hit, so in the open 20 is actually pretty likely to do SOMETHING.
>>2376811yeah I realized it later but I had no idea what you were trying to say later on. Why in the open? what couldn't it be in a closed space like ina cave? (it would be even easier to hit in an enclosed area)
>>2376812>Why in the open? what couldn't it be in a closed space like ina cave?Because walls block splash damage..Imagine you are in a cave. First off it will block arcs if ceiling is low so good luck. Second, if a pillar is slightly to the left and in front of the guy, and you hit the pillar, the dude survives, because the blast can't go through the pillar, even if he's otherwise in blast range If you are retarded, please stop being so confident.. if this is a troll, be more ambitious. This is stupid.
>>2376816meanie
Worth using recon expeditions?
Is there any use for MiB ship hulls after I've researched them? They're bulky, and I'm tight on space :x
Wouldn't want to spoil any of you, figure out this shit yourself.
>>2376929might as well stop making these threads, then. clearly we're too retarded to talk game mechanics
>>2376895It's a hard question to answer. On one hand you get guaranteed country researches (unless you're using the city lore addon) and semi-decent loot, but on the other hand they're 50k apiece and only useful in the part of the game where you're desperately getting funds to build bases and facilities. I'd say avoid them and just interrogate civvies for country researches
>>2376895You loose nothing by skipping them and they get disabled when you have all country info, but if you manage to max brainers fast and build a second or third base you can use those as free space to get some recon expeditions for some minor random loot. Vault space in main base is too precious early game to waste it on them.
What's the point of flash grenades? They have an AoE (unlike blunt grenades) and completely ignore armor, which is great. But they only do 10% stun dmg and 10% morale dmg, which means they do 3 damage per grenade??
>>2377064In xcf, they deal tu damage if main damage gets through.IE, rushing to stun a dude and worried about reaction fire? Flash em.It shows up in i THINK the debug tab that its damage is like -30 tu, -20 react, and -15 accuracy iirc Good shit
>>2377067that's right in the description of handheld flashbang grenades. so the launcher versions are the same?
>>2376753>manif you've ever picked up bow in x-piratez you know that arcing weapons are simply more accurate than guns, given the same reticle indicator. the game calculates their trajectories in a completely different way
>>2377071More or less, just rounds that fit in the gl instead of hand thrown rounds. Makes it a damn good utility if paired with a drum of frags, and a pistol.>>2377077Maybe by like 10% but nothing spectacular, and absolutely not in the same league as explosives.
How -should- smoke be utilized in X-com files? It doesn't seem all that useful, at a glance.
>>2377365>the most useful tool in xcom's arsenal does not seem all that useful, at a glance
>>2377365It helps if you know how smoke works Smoke is generally shit against melee units, it just nerfs your own chances of reactions It needs several tiles of smoke to work. Standing on the very edge won't work, you need multiple tiles between 2 points Some enemies have thermal vision too see through it better. This isn't smoke immunity, its being able to see through 1 or 2 more smoke units.Smoke disipates with time, and regular explosives DO NOT make super thick smoke like smoke grenades, unless you SERIOUSLY bomb over and over.If you think smoke is junk, you will suffer, its your main defense for a LONG time
Piratez get fixed yet?
>>2377405Define fixed
>>2377406Patched until the next big patch.
>>2377375Thanks for the demystification! I guess that explains why it seems to do a lot more harm than good in some places. Like, using smoke 'nades on Black Lotus jobs always seems to blow up in my face.
>>2377414Another detail, smoke stacks with dark. Basically the darker a tile is, the more it counts, and if "dark" and "smoke" exceed a certain point, a unit can't be seen.All this potentially makes night useful IF You can control light and smoke to your advantage. Flares and dark can potentially let you absolutely crap on enemies if done right.
>>>spooky-dooky asylum mission>>>frontier psychiatrist starts playingabsolute kino.
>>2377365That's a weird thing to say, I can only assume you never played vanilla? You might want to lead with that first.
>>2377414Smoke grenades, when you don't really know how to use them, is for when you need to stop yourself from getting shot at coming out of the starting area OR in wide spaces you don't plan on going through yet.
New experimental brach with updated first person renderer https://openxcom.org/forum/index.php?topic=12973.msg176322#msg176322
Pretty sure the last enemy is hiding there but that place is inaccessible
>>2377762yes. you are supposed to break in with a hammer or something
>>2377762Read or Die claims yet another victim.
any fix for the door blocking cheese? blocking a door makes enemies never try to go through it.
>>2377762Don't even need a hammer, a Big enough round or mild explosive can break it. If you didn't bring one, lol, lmao even. Though laser MIGHT be able to melt the door.
>>2377781Iirc aliens used to at least open the door and then shoot you. When did this change???
>>2377790I don't believe they could in ye oldyn tymes because the AI didn't have a right-click. Might be wrong, though.
>>2377820No, it worked both ways, standing infront of doors was bad luck, and if you tried walking through, it'd Open and exposed them
>>2377781iirc either they couldn't do anything about this or it only worked against zombies since they have sense and realize you are blocking them
>>2377945enemies with sense being unable to open blocked doors got fixed in oxce a while back
oh my god now that i understand smoke a little better these smoke nades are an absolute godsend, holy shit
>>2378131They aren't called primary defense for no reason lol. Not getting shot at all is better than any armor
>>2378131congratulations on ruining the game
>>2378131I don't understand the obsession with smoke grenades this community has, you can do with zero smokes and be just fine.
>>2378292all stoners
>>2378292Most players don't enjoy the possibility of getting one-shot the instant they step off the ramp.
>>2378344they were very good on vanilla xcom, I haven't tried xcfiles so maybe they're good there as well but on xpiratez they aren't very impactful with sniper/spotter and some aliens having innate thermal vision
>>2378463Here I am, wishing for some sort of reverse-grenade weapon that sucks out he smoke in an area for xpiratez because past the very very start of the game, smoke becomes an active liability. It's particularly acute starting midgame, as all relevant factions you're fighting have ~100% ThV while your own armors generally only have 30-50% ThV at best, if any.
Can anyone illuminate further for me the main differences between the three early game X-Piratez troop paths (i.e. "Gal supremacy", "Okay maybe a guy or two as a treat", "fuck it peasant revolution")? The revolution path sounds kinda funny to pursue but I'm not sure what I'm signing up for, or getting locked out of, potentially
>>23786944 paths, there's ayy lmao path as well.
>>23787165 paths you forgot cats
>>2378761Oh right, there's cats. Kinda forgot they were made a thing lol.
I've mostly been a piratezchud, has XCF changed much in the last ~3 years? I haven't been following the updates.
>>2378694last ive played was the bugmen route and its extremely garbage
>>2378694First time player, I took gals and kots. Firefox is an amazing transport, and I have more than enough of every kind of soldier anyway.What I'm wondering is if I missed out on something by telling Aurora to get a grip.
>>2378798Its had continued development. I haven't played it enough to list everything, though general design is still the same
>>2378694each path has greater access to troops of that type, some additional transformations for them, and some mix of additional craft, weapons, armor, and events.
>>2378496Doesn't foam grenade (or whatever the fire extinguisher grenade is called) overwrite the smoke? I swear I've used them for that purpose.
>>2378979n-no, it makes smoke, which overwrites fire
>>2378694why on earth wouldn't you want to discover this for yourself as you play?
>>2376428https://openxcom.org/forum/index.php?topic=12973.45guy wants testers for the latest version
>>2378694>"Gal supremacy"Vanilla flavor, the 'true' route. Whole squad is high-cost elite units (ie gals) with a couple randoms for support (ex. lok scout). Great for dropping the hammer on battlescape, but can struggle to replace losses & scale up quickly due to limited recruitment (~6-8 gals/month, plus whoever you can loot)>"fuck it peasant revolution"Exact opposite, shovels mid-tier expendable troops (girl guides, revolutionarys etc) at you and gives you lots of tools to upskill raw recruits into mid-tier troops. Rev. HQ building is an entire base jammed into a 3x3 facility; training, prison, everything. Revs are 'good enough' troopers and they're easy to replace, but they can't push 100 strength like a Gal can.>"Okay maybe a guy or two as a treat"The other old route, now a balance-ish between the above two; no free monthly revolutionarys, but male merc soldiers wearing operator armor are just as good at shooting. Manly Mercenaries bring in trucks and medicine, so there's a bit of benefit on the geoscape layer. Peasant Revs powercrept male touch when it came out and, despite getting better, it never really recovered because yuri is better than hetshit
I want to play ROSIGMA but would like to play without yucky girlmarines. Sisters of Battle are awesome, but Space Marines should be all boys. Is there some way to edit the files or documents to remove the chances of spawning them or just outright remove them entirely? I like women, I love women, I just don't think they should get to be marines.
>>2379232Ewww, female space Marines??? Tf
>>2379296Yep, they are there. I wouldn't have a problem if the Sisters of Battle weren't right there and all-female at that. It looks like a really cool mod but that part turns me off a bit.
>43% tech tree>one of everything built>no new research options across 7 bases>only thing remaining is "finishing school" at the main base>takes foreverbottleneck?
>>2379304ROSIGMA modding is very active and development is ongoing. You can contact the devs directly.
How do I get ahold of a better interceptor than the AH-6? I made the mistake of killing off EXALT, not knowing their lone remaining mansion would forever spam military revenge convoys at my bases, and I don't have anything potent enough to deal with the Cobras they defend the place with
>>2379344If you mean piratez, absolutely. Iirc it also creates MANDATORY mutant pogroms, so delaying it can be worth it.
>>2379384What do you mean mandatory? All my pogroms had despawn penalty of 2000 since my tech tree was in the teens.
>>2379466Mutant alliance, which is another bottle neck. Start of the game pogroms are a flimsy -100 despawn penalty, which is completely ignorable. Pretty sure finishing school is right after mutant alliance, so if you had 2000 penalty this whole time but no finishing school, you handicapped yourself.
>>2379613I think I had mutant alliance in the first few months of the game. I am now at least two years later, bulldozing a MERC base off geoscape every two months or so. It is a bit strange to have a science bottleneck at this point.
>>2379634Probably not the first 2 months no, as it then makes pogroms a -2k despawn like you said, which is far too rough a consequence first 3 months assuming you can even get it.I'd generally say its better to wait AT LEAST 8 months so a bad pogrom won't end you.
>>2376543>In reality only three were ever madeI wonder what the first piece of media to have it was, and how that happened.
>>2379653It was a pretty futuristic design, it was kinda all over. Fallout 2 is notable.Unfortunately I don't think anyone did their whole landmine magazine idea justice, which is sad.
Haven't played xcom files in a few years, how do I get my hands on storm so I can research bio enhancement? I want to give my veteran agents steroids
In XCF how would one go about modifying the chance of recruits being of specific nationalities?
>>2379200male touch is pretty good these days. the boys get a lot of transformations, have better armors at most points in the game than peasants. regular ss are much better and easier to train than regular peasants. you get to disable a lot of the boss rank crackdowns, which is a plus because base defenses are niggeraids. the private hospital is a very helpful additional medical facility which you will appreciate having early game, especially if you get screwed on medical supplies and build your sick bay late. peasant rev is better because they get the harvester, which is a massive advantage with the airtruck being nerfed so badly, but male touch has very considerable strengths.
>>2379986pic unrelated.
>>2379200Msle touch is also one of the best choices for codexless because of the 7 heroes event, the requirements for it have gotten easier over time (especially with tribals in catacombs, love that) and the pariah transformation is +10 to almost all stats for already superstatted units
Why are lamias so obese? I was promised sexy snake ladies not whatever this is
>>2380221why are gnomes so ugly? i was promised cute lolibabas
>>2379344Finishing school is a gateway like back to school. Not really a bottleneck, just throw more brainers at it.
Does spot reduce the invisibility value?
>>2380228Making paper dolls is harder than you’d think, apparently.
>>2380264Yes it does work on invis units.
3d fully modeled piratez when
>>2379200On the other hand, catgirl path has gotten worse and worse with consecutive nerfs all across the board with nothing new really coming out for them to compensate since like the very patch their path came out...
There's only one thing, really, I'm waiting for before I play xpiratez again and that's whenever the different sized garages/hangars come out.
>>2380234I got through. Still, I have to throw more brainers at each topic, otherwise some bases would be just chillin'
>>2379652I had weird game start in a way that I started playing an xpiratez version I found in an archive on my junk drive, it was nice but later I found out the version was 2+ years old. I sunk some effort already so I decided to move my save games. It worked eventually, but I had to rediscover portions of tech tree, some items maybe disappeared, and I think I was a bit more prepared for early-mid game as the result.
So is the purpose of the Land Survey just a sort of lottery to help you tech up more quickly in the early game?
>>2380575Ahhh, ok that explains a lot. First few months is trying to get more competent than a bunch of drunk hobos with stolen equipment in modern builds, so mandatory pogroms, if even possible, would be a deathwish.Also the akimbo mod looks pretty fucking cool imo https://openxcom.org/forum/index.php?topic=12859.0
>>2379232You can manually change which portraits a unit uses.
>>2380826True, but most consider female space Marines absolutely ridiculous, and heretical lore bs made by DEI, as plenty of 40k lore before said ONLY males became space Marines because various reasons.
>>2380939After Primaris were introduced I determined that Space Marines are fucking gay. Making the sci-fi equivalent of sword brotherhoods co-ed is not only gay but also lame. Therefore, I have disengaged myself from Space Marines entirely. I would much prefer as the Guard, Arbites, Sisters, or Chaos/Xenocult than Astartes. My boycott line was already crossed by Primaris. Female Space Marines is just an extra step beyond that.
>>2380950I just quit caring about anything GW says or does, and the fluff is fixed at its state two decades ago. Feels good man.
>>2380964You know what would redeem GW in my eyes? Disavow loyalist Space Marines entirely. All that's left of the Legions are a memory and the traitors. Chapters have been declared rogue. Guilliman turns on them the way the Emperor turned on the Thunder Warriors, forcing many to turn to the Black Legion or else become corsairs. Will never happen though.
My fellow niggas. I'm making a megamod for OpenXcom. I spent like 3 years doing this, so I really-really appricaite if somone checks it out. I'm seeking any feedback form anuyone.I'm seeking any feedback from anyone. If you guys give me some advice\suggestions I'll really appreciate it.https://disk dot yandex dot by/d/jZ84oqecjV_6hg
>>2381094Why a jank ass fucking link, and no oxce forum link?? Sus as fuck
>>2381094Ok this DOES seem legit but holy shit that link looks sketchy as fuck man. Also Impressed it's half a gig, lot of content
>>2381094Please for the love of God use any other file sharing site but that one.I bet you're Ruskie, tho, no offense.
>>2381161He definitely is, but that's ok, ruskies are people too.I haven't had an opportunity to boot it up but the screenshot looks interesting . Hopefully it works ok in English
>>2380986this sounds way too fun and interesting, so this will never happen in forty thousand years
>>2381094Last time I gave you feedback you told me to fuck off so I'll stay right fuck off.
>>2380986This would go against the fundamental ethos of the setting, which is not a 'satire' unlike what some people try to meme into reality.Guilliman is too much of a hero to ever turn on any of his sons. The real betrayal is that Guilliman is turning the Imperium into a fascist state run by supersoldiers (whereas before it was a feudal theocratic federation), which is the opposite of what the Emperor wanted. Guilliman betrayed his father. That's the real "there are no loyalist Space Marines", all of them are traitors in their own ways.
>>2381183What even was the mod, what was your criticism, and what did he say???
>>2381138Ah fuck, my bad. I didn't use OXCE forum since I don't want to relise it yet. Generaly want to see waht people think\how it's plays.Here's my github https://github.com/Brain32/X-inc.git
>>2381192Appreciate that, sorry but sus af links make me think its going to be a malware virus or something.You working on piratez and xcf is a good sign, and I'd love another mod with the more "free" vibe like piratez. I'll look into it.
>>2376428Has the ability to restrict transport to specific types of terrain been implemented yet? Like air/ground/naval stuff?I keep putting off a mod idea because having everything fly overseas bugs the shit out of me.
>>2381201If you mean cars can't cross water, no. But you can make mission specific restrictions for crafts.
>>2381138>>2381155>>2381161Yandex disk is literally Google Drive sisters...
>>2381204oh for fucks sake, its been like a decade now since i've checked about it.You'd think that with big grounded mods like XCOM Files or mods that add ground vehicles like the 40K one it'd be a feature by now, but nope.
>>2381222I think you'd be better feature requesting on oxc forums. Especially if you are an established modder.Btw, crapshot, ANYONE Got that doodled xcom comic about firing form?? Its teaching a female rookie in personal armor how to shoot (couch, aim, pick target) and she aims at like 5 aliens by a gas station and STILL misses, shooting another xcom agent in the face. It black and white pencil sketch Comic was gold.
>>2381226>you'd be better feature requesting on oxc forums....Fuck.
>>2381228Sounds like you'd have been better off actually implementing whatever parts of your idea still worked with the existing systems, rather than waiting for a miracle for an entire decade.
>>2381254This IS kinda true. At very least it gives you better grounds to bitch. Kinda respect the akimbo guns guy for that, as he just fixed the void shotgun bug in his own mod when yankes handwaved it, which makes yankes look bad, so puts pressure on him.
>>2381218Bro I don't care what you THINK this is, clicking a random link from someone with no prior history or introduction is like licking the toilet seat in a public bathroom. I wouldn't have clicked a google drive link either. Why? I DON'T KNOW WHO YOU ARE. WHO ARE YOU AND WHY ARE YOU POSTING THIS HERE ALL OF A SUDDEN? And even if I DID know you, do you know how many scams take the form of "I made a game, here's the link, please try it"?Get some basic internet survival skills before you try this shit again. tl;dr, lurk more, newfag.
>>2381322nta, but why are you posting like the navy seal copypasta? it's pretty cringy, you're probably rather new yourself
>>2381336It's true that I haven't been posting much since they added the new captcha
bros russian and probably not too internet savvy, but he seems capable of learning. I say cut him some slack, especially since he DID make a sizable mod. That to me buys forgiveness for a bit of autism
>>2381343You know what, fair enough. It's probably like that "1% more autistic" thing, where his autism is triggering my autism
>>2381343He's Belar*sian
I wish we got an actual high level version of ground transportation like the ninjas do
>>2381094Can you give me a brief explanation for the concept of the mod before I click a link like that?Most importantly does the mod have bare boobs and hairy pussies?
>>2381552>Can you give me a brief explanationYou play as a bunch of mercs and trying to get some money. Later you fight against terrorists and cyber cultists.>Most importantly does the mod have bare boobs and hairy pussies?no the mod does not have have bare boobs and hairy pussies, BUT I want to add those Chrome bots like in cyberpunk.
>>2381613Sounds like piratez but without the lewd shit everywhere which im 110% behind. I hope merc stuff has a LOT of questionable ethics otherwise, because I do like that about piratez, kidnapping and robbing and the like.
>>2380826Oh sweet, I didn't know that. Thanks nigga.Is that an OXCE feature or do you have to go into documents to edit it? I'm fine with either.
>>2381674I think its literally just clicking a units face, and you can swap between like 100 named faces, depending on the mod
>>2381168>>He definitely is, but that's ok, ruskies are people too.lmao
>>2381613you should add lewd shit like in piratezx ill 100 percent get behind you if you do that
>>2381733Wouldn't you JUST play piratez at that rate?FFS I've wanted a scifi future grey morality WITHOUT the lowkey porn everywhere for a while.
>>2381756i like looking at hot womenits not scifi if the women arent hot
>>2381757Sounds like you are saying you can't play it without naked women. He didn't say there WASN'T women, he said there wasn't nudity and lewdness
>>2381761why would i ride a bicycle without wheels?
>>2381763>I can't enjoy anything without nudity This is why people have called piratez gooner
>>2381674>Is that an OXCE feature or do you have to go into documents to edit it?It's a feature you just go into your Soldiers list, right click on the soldier to access their inventory, then right click on their paperdoll. You'll get a list of portraits. The ones that start with "M" are male.
>>2378798MIB and Ghost content has been fleshed out quite a bit more, questionable but easily reversed balance changes, new tech and gear no one will ever fucking use like the AIRCAR, it's a mixed bag but generally favorable.
>>2381613How long is it compared to xcomfiles/piratez/vanilla
>>2381925Seems a large enough file, but its incredibly new so hard to tell.
>>2381094Post some of the armor inventory sprites, I really like looking at those.
>>2382400>Someone bitches a new xcom mod isn't filled with softcore porn >Someone else says they'd actually appreciate another mod without it>"Hurr durr just mod it out"
>>2382436>"Hurr durr just mod it out"I remember that someone tried but there was just too many and more was being added and some was even plot relevant so they gave up.
How would you fix late game in xpiratez? I think there's a consensus on it being more or less monotonous, what with both you and the enemy being so deadly that only really the top tier shielded power armors have a chance of surviving, and AoE and detection skills are through the roof in both sides that lightly equipped stealth girls are basically unsurvivable.I think, there needs to be a reconsideration on the availability of stuff like blaster bombs and the ability of explosives to instantly level entire maps.I think one of the issues compounding the above problem is that powercrept firepower makes it so that "hard" cover is illusory in most maps. A slightly misjudged step can cause a plasma shot to melt a convenient wall, hiding another girl, which may get shot or worse, be thrown a grenade which will not only kill her but level the entire room, possibly exposing her entire team. I think this is too extreme. It might be useful to increase the survivability of solid objects in the map. One thing I have in mind, if it's even possible, is to greatly increase the "cushioning" effect of explosives going through walls. This is so that explosives that just blow up on the outside wall doesn't then shred the internal walls of the house as well, and to actually clear the inside of houses, you'll need to skillfully drop the explosive actually inside it.And speaking of explosives, I don't know if people have watched videos in like the ukraine war, but hand grenades don't simply tear down walls. If anything, they didn't seem to do very much if any damage to them at all. These are just normal housing walls too, not even concrete slabs or whatever space magic material in common use in the far future of xpiratez.That is, of course, considering early game weapons, but I think this train of thought inevitably suggests a rather complicated thing - perhaps what's really needed is a "progression" system for the maps to keep pace with the firepower of the weapons.
>>2382576it lasts too long. you will have everything you need for cydonia, or whatever ending youre going for, and be unable to launch the mission for another 6 - 12 months.
>>2382578This is true, but I think this is simply Dio being too anal about "the plot". Not really something that's difficult to fix, just that he seems to really want it to be this way...
What are the worst design choices of XCF?
>>2382584>inability to buy basic military and civie ammo for mundane firearms without special permission>most of the decent infiltration and undercover techs being inexcusably gated until long after undercover ops are either common or relevant>absolute and embarrasingly imbalanced sniper supremacy from start to finishThose are my personal primary gripes, which I've subsequently personally rejigged and tweaked to my own tastes and found the game much more enjoyable for it.
>>2382584I would say overall xcf is good?I guess some say the continuity with piratez was a little silly.Better variety at bigger tiers, OR upgrades to old designs would be nice, like converting minebae smg into AA rounds, or a laser/plasma model.
Dio should use some of Budd Root's Cavewoman pinups for the stone age stuff.
>>2382633Wouldn't be a bad pick. Whatever the melee weapons (?) is with the cave girls with the club is a good pick.Though ffs I Dread "pinup" even being said now because I know that autistic faggot has about a coin flip odds of flipping out if anyone says anything REMOTELY critical of lewdness.What even gets someone so mental? I don't get it.
I just came in when I was about to make a new thread as the old one was finally about to hit its resting place, only to discover this was already started 11 days ago. Talk about premature ejaculation.
>>2382588>I would say overall xcf is good?fuck noits extremely unbalanced, on both extremes of the spectrum, and even crabwalks into being extremely tedious for no good reason.It's more or less great as a showcase for the early openxcom's modding community where everyone was sharing map tiles and CGs with each other before xpiratez and rosigma took over.Best I can give you is that it improves the gameplay diversity a bit, but anyone before the barebones ayy related stuff (start, cults, ayys) goes beyond retarded
>>2382640Lmao I love that art from enns stream.I know, i made the thread right around 500 posts. Someone had to do it.
Speaking off xcomfilesI seriously feel like Xenoauts 2 took a *lot* of inspiration from xcomfiles gameplay wise. Think they refused to add rocket launchers so it wouldn't be too obvious.
>>2382643Maybe, but that's a good thing imo. There's certainly worse inspirations.I know a lot of people thought doom2016 was inspired a bit from brutal doom, and I could see it, and getting inspired from a prolific mod isn't a bad direction.
>>2382587Welcome to bureaucracy. Probably what the mod should be called.
>>2382645I lowkey like it kinda .There really should be a staff input about using weapons in evidence, something like the quartermaster fudges data on battle reports. "Why did our agents use an ak47 here when they aren't permitted to acquire them? It was found on site, do you want our agents to refuse to use things on site to survive, are you insane? Here's the paperwork, they TOTALLY found an ak47 in the woods, hunting mutants. You don't have proof they didn't, fuck you"
>>2382576How is the late game monotonous? By the time you have conq or other options to finish the run you still have different storylines to engage in with vastly different mission types from diving into weird shadow dimensions to reliving og xcom virtually to killing nazis on the moon. Even the basic ufo interception content is relatively varied, a battle against nuke-happy marsec heavies or star gods will play out quite differently. And there's still plenty of lesser threats around to keep things from feeling stale.
>>2382584There's nothing strictly wrong with it, but I think the overall progression system is designed worse than XPZ with its near endless horizontal scaling at most stages. That makes XCF feel more railroaded and linear even with all of its midgame side quest lines.The lategame is an absolute slog. Some people apparently don't enjoy snipers, but that's their loss.
>>2382648Oh and people often talk about having issues with late game troop replacement which I never had. You just gotta have a relatively large training pipeline. Transformations get your guys pretty far and medals are less important than in Piratez, which always made me feel that training new mooks takes much less effort in Files.
>>2382584Gameplay wise they only really suck with some very specific endgame enemy situations. They even made obscure UFO things like ammo/damage types useful.>xectopodtanks even the gauss sniper and requires you to hit them with a shrapnel ammo weapon, YES OR YES, or they'll 180° overwatch your ass and one hit your endgame armor + max HP dude.>shielded turretsrun enders if you never saw them before, 1 shots everything but endgame armor, but can be maneuvered againstI guess we can add >player meeleeabsolutely broken and a proper sword maxed + prestige classed vet unit can unironically solo a level. you are also lowkey require to train them for zombie missions>>2382644I dunno, something feels really off about xeno 2, as if they tried to rebuild their engine from scratch and weren't up to the task despite xeno 1 being pretty decent gameplay wise. that or I memory holed xeno 1 being horrible because it was my first old xcom style game.Cover system downright ruins the game because it's not area based like UFO, its a hard hit chance subtraction. razorwire fence gives you -40 to hit? the fuck? And the entire map is *cluttered* with stuff. They tried to go the xcf gameplay route with >sniper / shotty / grenadier / rifle / heavy and even added a new shield specialization who changes the gameplay equation so much that its legit GREAT and they should have let enemies use it (and formations) too.But for some reason they forgot to include submachinegun and their downright essential 5 shot mode, or ditched missiles entirely which is total nonsense given the game does hard hit chance limits. You *need* to clear clutter to use rifles.And where the FUCK is the autocannon its UFO ffs I NEED to magdump 40mm.>and getting inspired from a prolific mod isn't a bad direction.lel no way nuID was using doomworld, but the way they style matched was uncanny. iirc brutal implemented glory kills first.
>>2382648>Some people apparently don't enjoy snipers, but that's their lossI like snipers, I just don't like a full 15+ man firing line of them being the optimal combat solution for virtually every non-cave or UW mission.
>>2382648>Some people apparently don't enjoy snipers, but that's their loss.because people keep to riflemen and don't know the joys of dropping of with 4 grenade launchers and just nuking a red dawn map.>>2382651that's a settings problem, disable the roaming unit time limit. otherwise after t-20 they all beeline towards you.
>>2382587>absolute and embarrasingly imbalanced sniper supremacy from start to finishsnipers are extremely situational and I always found burst weapons ie submachineguns the most useful.Snipers at least in my run ended up being the guys who save the actual workhorse units from getting ganked by a well hid mook.Some weapons become useless by endgame ie autocannons, grenade launchers or shotguns but everything else remains viable in some way or form.Endgame definitely wants you to "uniformly" kit everyone in traditional UFO powerarmor+heavy plasma
>>2381825has the ghost storyline ended?though MIB was way older than 3 years
>>2382587>Those are my personal primary gripes,mever seem a SWAT team breaching and entering? they do literal beelines stucking to walls. of course they don't form up to overwatch shitte but grid positioning aint too far off from the real thing, as far as turn based tactics games are concerned.>>2381228People STILL haven't realized both OXC and OXCE teams are massive gatekeepers?There's been people trying to make their own engine forks being bullied on the forum.
>>2382660>has the ghost storyline ended?I'm not entirely sure; in my current run, I've managed to bust up one of their labs and steal the secrets of generating ectoplasm from nothing, but I think there's still more coming up.>MIBThey actually function more as a proper cult/faction now, with proper base building, upgrades, more air traffic, and a fair number of new mission types. They just got a formal "MIB HQ" (not the moon base) added just this last month or two ago, haven't had the chance to deal with it yet.
>>2382647For what it's worth, my previous post contained some of my thoughts about why I think the late game feels monotonous, but since you asked, I want to try and home on in what I mean by this.Because you are right that, at least in recent patches, there are a slew of late game mission types and, at least theoretically, you can find there a rather wide variation of enemies to tackle. Yet despite this, there was definitely the feeling of monotony by the time I decided to drop my previous game. First let's get the shadowrealm missions out of the way. I actually don't really consider the shadowrealm missions as part of the main game. They have the feel of being sort of a completely different game, like a minigame, with its own rules that mostly do not interact with the rest of the game in the 'real world'. I think this is most in display in the fact that most of the items and armors you do get and use in the shadowrealm are either exclusive to it, or are just joke items in the real world. There only exist a handful few, let's call them "reward" items at the very end that work in both realms. For this reason, I personally don't really tend to play shadowrealms maps anymore. I did them once, exloring the new content and all that, but it simply wasn't what I was looking for in an xcom game.For the rest of your point, I think I'll point to two things that I think exacerbate the feeling of monotony despite the existence of these varied late game missions.First of all - a lot of them are either rare or one-shot misisons, and perhaps for good reason. They are setpiece battles with a set flow to them, for example the ninja HQ assault. Yes, some of them respawn, but... why would you replay it? Unless you really enjoy the mission type, or you fucked up the first time and missed or blew up a critical loot, there isn't really much more the level can offer you. What I'm really more talking about are the freeform mission gens like UFO shootdowns, pogroms, etc. (cont)
>>2382664...because those will make up I think the bulk of what you'll be doing to:Number two - maintain your infamy. Yes, late game offers a number of ways to maintain your infamy outside of doing ground missions - shootdowns being the most significant, but... honestly, that part of the game kind of sucks. It's sort of alright if it's just something I have to do to spawn a ground missions I'd actually like to play, but if I have to manually maintain a global air defense network just so I can keep rolling for new missions over and over, I will go mad.Unfortunately, the vast majority of the mission types you'll be rolling monthly is going to be somewhat trashy and unworthy of your top-tier crew, and while stomping on MERCs by the endgame after the grief they caused me (ingame) years ago can be quite appealing, it sort of loses its taste after the first dozen times... And at the end of the day, you may actually be forced to pick any one of these dull missions, just to top up your infamy and nothing else.On the other hand, of those battles that are at least worthy of your best gals... I mean, it's either just star god or marsec. There are also base assaults/defenses, which do have their own appeal, the latter in particular because you'll often be forced to fight NOT with your top tier gals and instead just your pick of the litter garrison trash. But even base defenses, I think, do hit a sort of ceiling. I'm not sure, but I think the strongest forces that can actually invade your base are star gods? At least, I've never been attacked by marsec before. But anyway, as for why I believe battles with them eventually become tedious themselves, refer to what I wrote in the very first post, which is, I think, the most significant.
>>2382662>They just got a formal "MIB HQ" (not the moon base) added just this last month or two ago, haven't had the chance to deal with it yet.>secret sea labshit my last play was 3.4 and they are fugging 4.0 (but they STILL havent finished aether)should i wait or replay now>>2382664Late game will always be monotonous in UFO-style games. In the end time units and accuracy are what decides games. No mod afaik (maybe rosigma?) has trully managed to diversify gameplay beyond weapon types.Reason I think is that 50%/150% or 0%/200% damage variance is the ultimate ruling stat, which is too simple to diversify combat in any meaningful way, unless you basically make a weapon family for each damage type and got the >everything is resistant to all but 1 type of damage jrpg route which is very unxcom and crashes hard with weight / carry limits.I really ought to scream at meridian/the oxce guys until they add physical shields like xenonauts 2
>>2382668>Reason I think is that 50%/150% or 0%/200% damage variance is the ultimate ruling stat, See, I think I will disagree here because there is a sweet spot in the game where most of what I said is not a problem and it's midgame. There, combat does feel truly diverse. Some (not all) enemies have energy shields. Some (not all) enemies have huge armor stats. Some (not all) enemies have ridiculous stealth / detection stats - some even invisible entirely. At this point, everything in your arsenal can work, and every tactic you want to pull of can work, depending on the situation. Plasmas exist, lasers exist, though you're mostly limited to solid bullets yourself, apart from looted lasers or bootleg plasma shit. I think this is the unsung golden mean that xpiratez achieved, and unfortunately LOSES come late game - because of the things I pointed out.
>>2382668>should i wait or replay nowHaving started a run myself in back in January (and keeping things updated regularly since) I think this is a good time to start; I'd put off a new run since late 2022 (ver 2.7ish?) until then, and the new content has been pretty great.
>>2377365it enables you to leave the plane alive.
>>2376708shouldn this be an easy hacky fix by creating extra z levels units can't actually path into but bullets can?>>2376729but that's grenade with aoe. ther'es arcing non aoe weapons.
>>2382672>but if I have to manually maintain a global air defense network just so I can keep rolling for new missions over and over, I will go mad.ie this IS UFO. Like air control is the actual basic gameplay loop. Combat missions are basically a complement that lets you get better air control. I agree that Piratez has only a "basic" interface gameplay compared to rosigma really trying to crazy things with air combat>>2382673I really can't say. MIB getting an extra endgame mission is nice but it all seems like filler missions to train mooks on. Aether is still unfinished, dagon/tftd is still unfinished, apocalypse cult is still unfinished, Reptoids are still practically empty (you get ridiculously unbalanced weapons for some basic af missions and 1 story mission and a half). Redoing the whole game in a year just to see how schizo the Aether/Apoc storylets get is a bit excessive. XCF was legit the longest single run game i ever played.Btw has the tftd xcf inspired mod gotten more content? I REALLY wanna play tftd without rushing psi because the enemies are fucking broken.
>>2382667>>2382672You'll find similar problems in all UFO games, you gripe is with the central gameplay loop.some maps and missions only work before your units hit TU and HP caps. At that point you can either drop progression to basically replay everything again with weaker units and not see anything new, or continue the endgame.Now if you think xpiratez is unbalanced in the sense you reach endgame units faster than you reach endgame missions, you may be onto something there.Personally, I wonder what would happen if you quit early game conditions and build a mod around having both enemies and units starting with +30 extra TU/HP or even more. Maybe ditching progression entirely and letting units be static.But in the end and real, profound gameplay changes requires getting the OXCE people of their throne of dicks to actually add new features... which also means getting the OXC people off their throne of superdicks to stop circlejerking about "vanilla only (except when i dont like it)
>>2382688>HP capsmeant to go with my early acc cap logic, which is what really changes the viability of some weapons / gameplay styles imo.The higher your TU/ACC stats the more limited your "best practice" gun selection becomes. i.e. Why use a 3 burst rifle when you can use 5 burst submachinegun and have a reasonable chance to hit 3 times or more?Some mid game weapons are only viable because the real big number weapons are too expensive to fire.
>>2382436>you can play the “streamer friendly” versionlink?
>>2382588>I would say overall xcf is good?its crap, solar is faggot and cant design things for shit, whole mod is bloated and kitchen sink
>>2382785I think you mixed up your quoted person and text. It should be up on the xcom modio I think, but its outdated, and I'm not even sure how far it goes. I also doubt the guy you MEANT to quote will answer, 1 because I suspect he's banned for spamming, and 2, I've asked him before and he literally never provided any lead. I'd generally say either play piratez on stream or don't, people do with plenty of views (50) but I also wouldn't trust that mod to fix it sufficiently.If you really are concerned, I'd pick a different mod entirely, sad to say. If you are just curious though, whatever.
>>2382791Nah, I just though that somebody released new safe mod recently.
>>2382785openxcom dot org/forum/index.php?topic=5278.0openxcom dot org/forum/index.php?topic=4022.0No new SFW submod exists, lrn2forumsearch frens. The titty filter continues to do a better job than those wishing for SFW submods.
>>2382809they are both old busted and outdated, just like both of your fathers
>>2382810Listen to me you little shit, they're old and crusty, but for the most part still work. If a safe mode submod is what you're really after, then this is the best you've got if you're not going to make your own version, since the guys who made the above haven't come back, just like your father.
>>2382819seethe moreold x piratez versions weren't riddled with low quality ai porn so even if these mods still works, they are more or less meaningless because they don't cover the recent ugly crap
Speaking of XPZ art, can't Dio learn how to AI some Heavy Metal art? The slop looks... well, like slop.
>>2382841Why even bother? Just keep using heavy metal and anime art borrowed from the internet. It works fine
>>2382841On his toaster? Not a chance. Someone else will have to make it for him.
>>2382791I’m not banned.
>>2382841I would do it for him but if I shit on his gens inside his matrix hugbox he'll just ban me like some others.
>>2382914Dio has been looking for and accepting whatever he can get his hands on for years now. You won't get banned for shitting on his gens if you are trying to make replacements, you'd just get banned for being a lazy autistic retard who contributes nothing.
>>2382914If you can make it better, post it. Never seen anyone get banned for providing art/music.
>>2382809wait is the forum spamfiltered?
>>2383293Many websites are to the point some anons just automatically filter bypass.
Hey it's finally time for me to get back at the game >>2373460If you're still here check this guide https://drive.google.com/file/d/1qmALl2Xud7xOIjLpRXaf_Xz6IfusINrA/view
>>2383395>for some reasonCats eat snakes.
tfw the X-Files have an X-Piratez origin story episode
>>2383965SIX HUNDRED YEARS WORKOUT
>>2383966one day you may
>>2383953Even if they didn't, have you never seen a cat jump because of a cucumber??? Makes sense to me.
>akimbo
Why the fuck can't Lamias crouch
>>2384096No knees, and prone isn't an option.
Are police ID cards useful for anything?
>>2384110No. You can research them for some score and then sell any other you get
>>2384112Alright, thanks. Police vs mongorns in a jungle, I have a lot of them.
>>2383395Only six years behind Firaxis
>>2382841nano banana can stick on model for the armor sprites, I did some before. slopping out better art shouldn't be hard at all but idk if I'd want to deal with Dio
>>2384720is that AI?
>>2384861Judging by the Gemini logo on the bottom right, yes.
>>2384720Oh c'mon he's not THAT difficult to deal withBy the end of the day you're doing the community a big favor replacing some awful art in the game
>>2384865>>2384720damn, its pretty goodt. Luddite and proffesional AI crap haterif you look closely you can spot inconsistences but with low res and filter nit would be great for xcom
>>2384060>>2384095I think its pretty awesome, but I hope it will keep improving.Honestly part of me hopes brutal ai can get rolled into oxce proper, since you CAN disable brutal ai stuff but it otherwise improves a ton.
>>2384861>>2384867i'm not a fan of ai slop either but i've played with it a decent bit as a toy and it seems the common sloppiest slop is just people not even trying, the new models allow you to micromanage the details/composition relatively well even if they're still fucky to work with
>>2384987>the common sloppiest slop is just people not even tryingit's just a bit older than the sloppiest slop you are currently making
Now all that needs to happen is replace the tacticool dudes holding rifles with scantily dressed muscly amazons holding muskets. Gemini will flip its shit, but it will be worth the try.
>>2384720Okay, I am normally a generational AI hater, but i will admit that looks shockingly good. Certainly better than the generic looking slop in XPZ currently.
>>2385095>>2385114i'm not paying for this shit rn so I can't iterate much before hitting daily limits but this is at least the base level of what could be done, resized and palettized in aseprite
>>2384861It's not like there's artists lining up to draw UFO: Enemy Unknown art.
>>2385114I've said this before, but ai is just a new tech. And like all new tech, it goes through phases. Pipe dream, curiousity , gimmick, oversaturated bs, and finally being realized all its pros and cons.We only just got out of gimmick phase, and are starting to see results now.I imagine in 20 years you could probably generate GOOD xcom mods entirely from ai that was properly directed by a user
Not to be a cunt but what's the appeal of this?I played the remake and the sequel and it was reasonably funI tried this a few times and usually around month 2-3 I get bored easily - most of the missions are the same, I might lose a rookie or two or a tank to scouting at most but it all sort of plays out the same, scout, rifles shoot, maybe a roiocket to blow up a away into a ship or building, then it's overThere's little (to me who's possibly a retard) actual tactics since the aim of both aliens and soldiers is kinda shit so at best you frog leap which is basically the same as overwatch spam in EW/Xcom2
>>2385462I like the tension and the melee rushes of Xpiratez.If you're playing vanilla off the rip and it's just not for you, I don't know what to say. I played it ~15 years after it released and I liked it but it might just be a case of 'not for you'. Nothing wrong with that, but I mean there's guys who don't like vanilla or chocolate out there.
>>2385462First I'll say that vanilla x-com a small fraction of the potential held.Second, if you aren't playing on ABSOLUTE MINIMUM of second difficulty you are screwing your own experience, thinking it's mindless because the difficulty was castrated.Tactics get a lot harder on even marginally higher difficulties because you can't just rush and shoot like a retard, as there's more enemies, enemies have more armor, and so inefficient tactics won't be as tolerated. Armor is decreased on lowest difficulty too, so enemies die easier, especially tankier shit which SHOULD scare you.As for appeal, and this is more heavily supported by mods but >Flexible tu system. No more gay ass 2 action point systems >Actual line of sights for you AND aliens. Its physical impossible for a chrysalid to bite you in the ass in nucom because you always see them coming first. If you aren't looking a direction, you won't see it, even if they are RIGHT behind you >Flexible inventory. This is more capitalized via mods, but you can pick loadouts better. Nucom let's you have 1 grenade. Oldcom lets you have over 20 if you feel like it. And if you put a medkit on your sniper, but hes too far? LITERALLY THROW THE MEDIT TO SOMEONE ELSE >Damage system had separate front, back, and side armor, and additional resistance systems per damage types. Mods do this better, but this can make for great balancing where different, harder to use weapons work better on some enemies>Fully destructible environments before almost anything else. You want to literally FLATTEN a village with NOTHING but rockets? That's dumb, inefficient, expensive, and dangerous, but....go nuts>Less gamified bs where you fail or have issues because game says so. In EW you have 3 terror missions at once, can only go to one, in oldcom, if you have 3 dropships and enough men, you CAN handle 3 terror missions at once
>>2385462Send a skyranger with nothing but rocket launcher rookies to the first UFO crash site. Post results.
Rocket launcher never felt good to me in vanilla or piratez but in xcf? That's a different story, after going through promotion 1 and 2 with plinkers and other pea shooters getting a 125 damage rocket feels like obtaining the power of God himself. And then there's shrapnel rockets, that's just chefs kiss.
>>2385493>>2385513I'm trying xcom files - it seems more interesting early on.I did try it on the middle one, veteran and while it was harder, it just sort of felt the same. Cover all angles, scout carefully, blow shit up when needed.>>2385524Why? That won't accomplish much and wasn't the point I was making.
>>2385531Don't really know how it is in XCF as I've never played it, but my guess at least for XPZ is that because you've had more or less free access to RPGs for a decent while before you can reliably loot rocket launchers. It's without doubt an upgrade, but it's not a paradigm shift of having no AoE explosive rocket launcher -> having an AoE explosive rocket launcher. I personally prefer how XPZ does it, giving access to lower tier weapons of a certain type earlier on and opening up gameplay possibilities rather than going for an orgasmic late game unlock of a key mechanic you're missing out on.
>>2385539Maybe you just didn't play enough. For beginner ufos, fair enough. For night terrors, you can start to feel the desperation....for base defense, which can come in quickly, and can end your game instantly/destroy your base, it's terrifying.Also night missions are deviously nasty, if you turned on "always day" turn it off.Its also funny you mention scout all areas and cover all angles when this isn't so simple in oldcom, you literally are 1/4 the effectiveness at covering angles per man in this, and its easy to miss a blind corner.You also didn't mention research tree at all, in oldcom you have to be really proactive with capturing especially in mods and capturing is dangerous. If you just gunned down nothing but sectoids, maybe that's why?
>>2385555It's definitely possible I didn't play enough. I figured base defense would happen at some point and was fine on the (only) one I played. I think a lot of it just comes down to the way I played - I treated the tanks as disposal scouts with rockets. If it got shot at, I knew to pull it back, throw smoke and aim a few soldiers at that general directionI think with the research it was just about sacrificing tanks/soldiers to get a capture. It seems better in the xcom files so far for that. I think a lot of my complaints (or more accurately why I didn't enjoy it) is that playing defensively and willing to let things die mitigates a lot of moments when I get too far into a bad situationI did one night mission. I consider night missions an actual hard mode
>>2385539>Why? That won't accomplish much and wasn't the point I was making.It would push you to playing to some of OG X-COM's greatest strengths, which is the appealing things you are looking for; large squads with loadouts that aren't arbitrarily constrained, and where you're not doing the gay shit in EW/Xcom2 of crawling overwatch and exploring the map one blue move per turn.
>>2385564You sound like you actually have decent combat intelligence if you aren't flailing like a retard first time.I'd NORMALLY recommend playing at LEAST half a run of vanilla , but honestly, if you don't mind resetting runs due to losses and pain and learning (why would you be here if you did) try xcom files on max difficulty, and get back to me after a bit of suffering Also if difficulty STILL isn't enough because you have brass balls or some shit, boxce (brutal openxcom extended,) modofies ai to be ABSOLUTELY BASTARDS. proactively using cover, blind fire, ambushes, ect. Normal ai is mostly random bs, so if you max out difficulty boxce, i ASSURE YOU, the game will cut off your balls and kick your teeth in, just incase you really, really hate yourself.But trust me, oxce is special. Even if vanilla doesn't show it as well.
>>2384919What are the diferences between OXCE and brutal that don't make it a straight improvement?
>>2385141send this to dio rn its great
>>2385539the general formula is very basic, yes.but remember OXC spent many years in stasis building assets like, one nw map tile per month, and it was a lot of time before xpiratez and xfiles got anywhere considered halfway decent and not just gimmick mods.Right now we are only seeing the start of a "cambrian explosion" with rosigma and a couple other storylet mods. Will this become as big as openRA? dunno. it could. But we really aren't at a stage where people have started to think out of the box with the engine - fuck we've barely touched AI scripting, they are still the same randomly roaming retards and patrol automata has in 1994.
>>2385633vanilla can get super fucking tedious and that's assuming you didn't ruin your run by not rushing the techtree after XCF and xpiratez it looks extremely one not and barebones in comparison.
>>2385531rocket launchers require you to basically disable your best acc mook and even have another mook fetich ammo for him. They are forced on you because some units are basiclly unkillable without shrapnel ammoREAL power in XCF is grenade launchers.
>>2385141this is like hundred times better than slop dio currently putting in his mod
>>2385699I guess, though this is heresy for purists lmao. Plus i don't think throwing most noobies into modern mods is fair generally. But this newbie I have hope for.I'm not purist btw, exact opposite. Technically never even beat vanilla because I wanted mods almost immediately.>>2385701I'm sure a certain person might disagree because there's no tits in it. But they do look good >>2385700Unkillable or just annoying to kill? Iirc I've killed cyberdisks in vanilla with a rifle, maybe pistol too, its a mess to do, but can be done
>>2385712XCF Sectopods survive a direct hit from a gauss sniper rifle (highest single shot damage on a physical ranged weapon) shot by a 40 missions veteran with a dozen +1 to accuracy (direct damage multiplier for snipers) marks aka the mook with the "i win" button.A direct hit from behind, where their armor is weakest.Then they turn 360° and overwatch 1-tap a your endgame armor unit.The "solution" is 2-3 shrapnel rockets to the floor that they have like a 300% weakness to. Don't try a direct hit that's just asking for a miss and it's not a guaranteed kill. And you still have to deal with overwatch even through smoke.There's a reason why savescumming XCF is recommended.
>>2385716oh and I forgot: Also meelee, which by endgame is absolutely fucking broken.
>>2385716>XCF Sectopodsit's 2x2 so it's possible to shoot them from odd angles sometimes.>2-3 shrapnel rocketsa single tritanium one in the ass is very likely to kill with a direct hit>The "solution"is to cut it in two with lo wo's katana, yes reallyalso the bfg exists
>>2385718>a single tritanium one in the ass is very likely to kill with a direct hitprovided it hits
>>2385720bro it's endgame xcomfiles?who the fuck are you bringing to your missions that you aren't landing every single shot?the optical rocket launcher thingamajig is insanely accurate as is, let alone in the hands of your everytransformationinthegame soldier wearing power armoralso re: sectopod instant death reaction fire, it's possible to get away with a shot at them if your reactions are high and it has moved some on it's turn.if it was static all round with full TU then yes you're just gonna die if you poke it and it doesn't instantly die
>>2385723>who the fuck are you bringing to your missions that you aren't landing every single shot?iirc i had 1 rocket lawnchair, 2 speedy las rifle guys for that orgasmic 5 burst close up, two snipers and the rest was XCOM(tm) plasma rifles 3 bursting everything. plus the tanks.yes I know i should have ditched all plasmas for snipers and their simultanous acurracy+damage bonus trivializing the game but I wanted to larp the Vanilla Enhanced (TM) experience and do cydonia with a traditional(ish) team.
>>2385723>that you aren't landing every single shot?speaking seriously highest i've seen with rocket launcher was 70% and that ain't too hot. they don't scale like snipers
>>2385724i meant more in terms of their skill, you wrote 'provided it hits' and frankly in my experience everything does in endgame xcfi don't think your loadout sounds too badfor me i had one guy with the bfg, one guy with the ancient katana and the rest was a mix of shrapnel rockets, gauss snipers and the xcom heavy plasmanot sure which exact speedy las rifle you're talking about but scatter turbolaser and turbolaser cannon are both genuine endgame weapons even if they're a tier below plasma, i'd also say turbolaser sniper is better than the god awful plasma sniper rifle which is probably the most disappointing weapon in the mod
>>2385727>70%wat? advanced rocket launcher has an aimed shot acc mod of 125%... your endgame soldiers probably have 100+ accuracy
>>2385712I beat UFO defense blind and without psi and I loved it, but it was a "never again" experience. nuking a fourth of cydonia with every blaster you collected and still getting 4/5ths of your team deleted in turn 1 end tthenplaying a ridiculous cat & mouse game between the ethereals and my 3 remaining mooks was some of the funniest xcom experiences I hadWhen I tried TFTD and realized i had to do the same thing twice and with even more gimmicky enemies and shittier weapons I just noped and psi'd the entire run. c'thulu died to friendly fire.Both playing "wrong" and playing "right" were very tedius 2/3rds in, because the basic vanilla formula is extremely repetitive. Not much map diversity, and not a lot in the way of guns. Once you get somewhere close to optimal playstyle that's it, it's a game of building up a full team before the endgame mission.Even something retarded in XCF like expendable dogs saving you from getting corner shot because of their reaction stun bark adds so much gameplay diversity in the term of things you can DO and not get instantly punished with a dead unit.>>2385730memory may be wonky here. Though you can still miss 100+ plus accuracy shots iirc.
overstunned catgirl
>>2385770another starsector crossthreader i see
>>2385733Shot deviation is such that you can hit a 0% shot and whiff a 100% shot (usually because of intervening cover).
>>2385822what's shot deviation
>>2386039How much bullet can steer off from path. Effects thrown items too.
>>2386039every shot in xcom will go somewhere within a cone from the shooter. higher accuracy narrows this cone, making it more likely for the shot to hit the target. the displayed accuracy is not the chance to hit, and it does not account for intervening objects which a shot may hit instead of the target even with >100% accuracy. every object in the game is a voxel, and bigger objects are easier to hit than smaller objects
>Take aimed shot>Shoot a floor 3 tiles away
>>2386044OIh i thought fpsview was just for calcso it draws a literal cone, picks a point and decides if it hits a vpsview object in the path?now i wonder how does it handle extremely large distances
>>2386044and what's the smallest size of the cone if its not determine by accurracy?
Here we go againhttps://www.ufopaedia.org/index.php?title=Accuracy_formula#Use_of_Accuracy
>>2386057it is determined by accuracy, but that is the only thing accuracy does. stuff in the way can block a shot regardless of shooter accuracy
>>2386055>so it draws a literal cone, picks a point and decides if it hits a vpsview object in the path?No, the weapons are not hitscan.It spawns a projectile, adds the random deviation to its desired trajectory and moves the projectile through the map in a straight line on that trajectory until it hits something or goes out of bounds.The accuracy of arcing weapons behaves the same way but due to the nature of ballistic trajectories, same deviation can lead to bigger and more varied fuck-ups.
>>2386068That's exactly what I said. "picks a point" = random deviationThing is that the gridmap is still 16x16x24 voxels, you have to transform the cone's math to said voxel grid. It's going to get funky, specially a long distances.Spawning the projective in the GUI means nothing, unless you mean the calculates a new deviation on every tile traveled.>>2386067What I'm asking if there's a hard limit to how small the cone can get, and how it correlates to GUI accuracy % going over 100 (if it correlates at all and it's not an entirely different math)
>>2386156at its smallest the deviation cone is extremely narrow, which is achieved at 109% accuracy. such shots should always hit, absent any intervening objects or the game allowing shots that in reality have no chance of hitting due to line of sight fuckery (supposedly this is a bug)
>>2386182>at its smallest the deviation cone is extremely narrow, which is achieved at 109% accuracy>such shots should always hit, absent any intervening objectsShould always hit because the cone is contained entirely within the rectangle thingie the real units represent, right? That should be how % is determined? So it would give 100% to hit even if there's an occupied voxel in the projected cone as those aren't considered as part of the % calc.
retard from>>2385462I'm looking more at x-com files and tried the first few missions. It seems really more busy overall than vanilla which is neat.Only resource I could find was this:https://xcf.trigramreactor.net/masterWhich isn't bad but like is that it? I'm not expecting a detailed guide but if that's the best I can expect I'll use itI'm looking at weapons which was a big complaint from the base game I had - it seems like in this there's a lot of them but are they actually viable.On amore pressing note: how the fuck do I stun from range? My guys are dying every 2-3 missions
Sorry anon not a xfiles expert so I can't help much I usually just try to rush the promotions
>>2385462You actually have to think for a split second even when you’ve mastered the game unlike in nuCOM.
>>2386287You'll need to figure out what weapons are best, because there's a FUCKLOAD of weapons and you'll have to compare their stats if you wanna know what you are shooting. Also for checking mission chains and figuring out the techtree if you cant ass yourself to use the inline tech tree.Most important: Figuring out if your save bugged out (ie missions not appearing) and what strings you need to edit to solve it. Remember: Don't try to play this straight this mod is not balanced at all. Saving is a must.Hope you like bughunts
>>2386287Stunning early game kinda sucks, but blunt weapons with stun damage type work, but tazers are more immediately accessible if expensive. Melee is really strong, but requires good stats to use. A fat retard rookie with a knife is almost useless, while s veteran with 50 missions and 80+ melee is a godsend. Melee also has a flat cost, so more tus equals more swings.Dying is normal, welcome to xcom asshole =) i say that in a friendly way though.Best you can do is be opportunistic.Also as long as enemies don't bleed out, they CAN be captured by gunfire, but that's kinda a coin flip. Plenty of people shoot units, do medical care on the target, and then take their weapon away (throw it on a roof) or else they might wake up and shoot youI'm glad you are seeing more complexity now.I will say, consider gun choices, and excessive options are good. Shotguns fuck up stuff like zombies, long guns help with range, pistols have higher mobility and no 1 handed penalties, ect. There's tons of useful gear, even something innocuous like a fire extinguisher can be a ghetto smoke grenade earlier on.
Ah shit, here we go again
>>2386359>but that's kinda a coin flipits dependent on how much damage you do in a single turn iirc. think it scaled with enemy bravery loss / panic ?If there's 15 enemies left and you down like 60% of them in one turn, they'll likely surrender
>>2386287>how the fuck do I stun from range?Taser, Taser Cannon, Knockout Grenades, 40mm Blunt in Grenade LauncherUltimately your best bet will often be to find a way to get close and fuck them with electric prods, but you have some options. Knockout grenades especially are super goated against a large number of enemies in the mod
>>2386287>there's a lot of them but are they actually viableI mean they're still tiered like in vanilla, but i would say each class of weapon is useful for something, even if sniper rifles are broken and dominate my personal meta
>>2386368Shotguns with rubber rounds too. They lack punch, but the excessive range is welcome. Just pack a spare pistol on the side for combat
Lads, I have an issue. I downloaded piratez to my pc from android, and migrated my save there. It works, other than a few control differences I need to figure out. My main issue, however, is that when I access my inventory from my vessels menu, it only shows what items are in the vessel instead of what is in my base. Similarly, when I equip my girls from the hands menu to bypass this, they showed up in the mmo mission without their gear. Is this a known glitch? I couldn't find anything online. Im on N14 of Piratez, OXCE 8.5, as far as I can tell.
>>2386156For the umpteenth time, it doesn't draw a cone nor pick a point.You can imagine it like that in the case of straight line trajectories if you want, but that's not what the code does.And it's a very misleading way to think about it because the same accuracy code is used for arcing projectiles where your way of thinking makes no sense whatsoever.What the code actually does is applying three different random deviations to three axes of the projectile's vector.And there's no problem with the math whatsoever. The projectile trajectories are doubles. I'm prepared to counter any autistic nitpicking about floating point precision (it's several orders of magnitude smaller than other imprecise factors in the simulation) but I hope you're not going to go there.GUI has nothing to do with any of this, what are you even talking about.
>>2386420boil this down for those of who are retarded
>>2386417probably some advanced option check it
>>2386420Can't you just post your reverse engineering study of the code instead of pretending its something everyone else should know.>And there's no problem with the math whatsoever.Tell me then how do you transform a vector trajectory to a voxel grid without losing information.>>2386436OXC dev or supreme autismo unable to comprehend a player has no easy access to that information or the type of math used and he shouldn't expect it to be understood in casual conversation without an effortpost and some proof.
>>2386451Fuck, it was. There are a shitload of these, and I never had to mess with it on the android version. It doesn't seem to be necessary for android accessibility in a way that PC couldn't benefit from, as well. Weird that it's turned off here. But, whatever. Love this game.
>>2386451Also thank you.
New oxce update.https://openxcom.org/forum/index.php?topic=6586.msg176526#msg176526
ROSIGMA updated a few days ago.
>>2386840>still no varied hangar sizes>still no shotgun void fixwhy are we still here? just to suffer?
>>2386948Uh, anon? Oxce has supported varied hangar sizes for ages.Here's the full source for my megamod that makes default hangars fit 4 crafts (warning: extremely long)
>>2387029ah... so problem was with dio...
>>2387035Oxce supports variable hangar sizes if that's what you want.But it doesn't support variable *craft* sizes which is what modders want. Still need brutal oxce for that.
>>2387035YOU THOUGHT IT WAS MERIDIAN, BUT IT WAS HE, DIO!!!!>>2386948Yeah, the fact a side modder of akimbo mod literally fixed shotgun void makes that hurt more. Ffs just port it please.
>>2386948>>still no shotgun void fixWhat is it? I'm new to OpenXCom.
>>2387163There's a bug with shotgun tech.Under the hood, shotguns fire 1 shot, wherever it lands determines where all OTHER pellets spread around it.Problem is , if it his out of bounds, it never "lands", so the spread never happens. Functionally this nerfs shotguns badly outdoors.Imagine a 1000 pellet shotgun with huge spread. Kinda impossible to miss right?Except if the FIRST pellet goes out of bounds, all 999 other pellets ALSO miss.
I've decided that I will get my revenge on TftD after what it did to me as a child.Any tips to not getting raped by fishmen?
>>2387197Get a deep one asapGauss is worse than lasers.Lobster men are immune to all guns but sonic.Don't play tftd
>>2387215>Lobster men are immune to all guns but sonic.They don't like getting drilled, but that requires getting to melee range against a lobsterman.
>>2387288I did say guns...i guess rockets (?), high ex, disrupter launcher, stun rods, cryo bombs, and others can work, but for standard rifles and stuff, they completely laugh at gaussesI generally dislike tftd.
>>2387187Watch this get fixed and enemy shotgun fire becomes so much more deadly people will beg to revert it to the "broken" state.
>>2387288where drills good in tftd?
>>2387485Yeah seriously good.
>>2387485melee always hit, and drills did real damage
>>2387486>>2387489damni just always saw aquatoids fucking with the things and thought it was just retarded, should have paid more attention
>>2387311>rockets (?)barely
>>2387035as always
Do you have to have tftd as well as the original xcom for all content?
>>2387588Yeah the main mods use the files from Terror from the Deep as wellIt's like a dollar or something online but you can always just get a pirate copy too
>>2387600What do you mean by "main mods"? I've played both X-Piratez and X-Com Files and I never needed TFTD files for either. I know there are mods that do require both UFO files and TFTD files, but I never played one
>>2387619Oh yeah it's OpenXcom that needs it to workNever had any problem while playing the mods? I swear I played that TFTD cruiser map at least once in one of them
Thoughts on going SS Red Codex?
>>2387675I usually go gray or no codex for SS route but the immolator armor seems quite strong for the cost (assuming you get enough living brimstone from hot pursuits)
>>2387678Mostly considering due to how easy some missions get with the Truck. The Slaves are just a bonus and a way to make me have humans for missions that need them
>>2387588>>2387621Openxcom just needs a legit copy of either vanilla game for legal reasons.Mods ship their own assets anyways.
whats the status of open apoc?
>>23877852026 status- Very far from 1.0 release- Far from feature-complete beta- Close to first playable alpha2025 status was the same.2024 status was also completely identical. But it's under active development.
>>2387795that shit is being worked on so slowly i just assumed it was dead
>>2387798There's just a lot of work. It's a more complex codebase to reverse engineer and reimplement than an early 90s game. Also they aren't trying to rush to the alpha milestones, they've been untouched for 2 years now.Also the fact that apoc just wasn't very popular.
>>2387798They are heavily working on oxce, which is getting fantastic shit so I don't really even care.
In my opinion the OG Apocalypse is dead on arrival. It was a rushed game with too many compromises. It's better to try and make a game inspired by it from scratch than put lipstick on a pig.The only way you could convince me otherwise is to readd cut content and restore it to what the game should have been, but that's a tall order in and of itself. OpenXCOM needs Apocalypse features. We don't need OpenApoc.
>>2387815Is there any overlap between openxcom and openapoc devs?
>>23877952030 will be the year of openapoc....I'm sure of it...
Does anyone have any tips on getting X-Piratez to work on Linux? I've been banging my head against a Mint install for a couple hours now, leafing through old forum posts and whatnot, trying this and that, but nothing seems to work. I can get OXCE to function just fine, but none of the methods for getting X-Piratez to function thereafter seem to have panned out.
>>2388158Are you using the default archive manager to unzip the xpiratez files? I just got set up on mint a bit ago and I didn't notice that archive manager was giving a "error extracting files" instead of "files extracted successfully" warning and I was missing have the xpiratez files in my mods dir. Had to use a cli tool to unzip the mod files instead
>>2388175Ah; I encountered the same weird problem, yeah. I'm guessing Mint's default archive manager doesn't like .rar files, for some reason. I switched to a portable version of PeaZip, though, which seemed to fix any extraction errors (at least, it didn't -seem- to throw any errors it was vocal about).
>>2388158Ah. It's working now, but I have no idea what I did differently to change the outcome. Copying the user directory for X-Piratez over the user directory for OXCE didn't seem to work before, but it seems to work now. I wish I knew what I'd changed to get a positive outcome this time, but I suppose I should just be glad it works, now.
>>2388246>>2388180>>2388175>linux experiences
>be me, steamy decker>want to play piratez on deck>anticipate killing myself because of all the Linux Gaming™ bullshit>it's actually hella easy, just switch compatability mode to Proton Experimental, works 2nd try>mfw linuxfags are still Like That>mfw i can't tell them "proton experimental" because they're running some other distro>mfw the retards insist on doing it to themselves
>>2388255It's funny how the tables have turned. Back in the 90s anyone using linux knew their shit.Nowadays you get people switching to linux because they're too computer illiterate to use windows.
>>2388287>too computer illiterate to use windowstoo retarded to live, too stupid to breathe. these people are stealing my fucking air. these people VOTE.
>>2388287more like have enough microjeet bullshit that they risk sail into unmapped waters I don't blame them(I am still dual booting win7/win10 ltsc)
>>2388290>too stupid to breathe. these people are stealing my fucking air.anon, pls...
>>2388246you just move xpz mod folders to home/.local/share/openxcom/mods or wherever your oxce files are>>2388268Why do you need proton when oxce has native linux support
>>2388287Ehh, i understand linux illiterates are frustrating, but I think its a good thing. I only got into linux because steam deck, but having full control is very nice. Even if intimidatingI really, really hope next oxce has first person mode and shotgun fix
>>2388309Sorry for double post, but proton can be easier. It runs the exe fine, and this especially helps for experimental branches not yet compiled into linux, or stuff like boxce, which last I checked has no Linux version. Maybe its slightly less efficient, but I honestly do not give a single fuck and a 10% heavier load or whatever.Proton has been a godsend for linux and shifted Linux for where games go to die, to optimal for most games.
>>2388268Oh, that would have been a good option, in retrospect. Ah well.
>>2387675Scorpion is one of my favorite craft, so...
Dio really took a good look at this and thought yep this is going to be the new ninja war warning
>>2388626I mean from the choice of character sprites alone, being forced to essentially accept some as alms notwithstanding, you can tell that Dio's aethetic sense is... lacking, so this really comes as no surprise.
>>2388626>newWhere have you been the past few years? It's always been this slop.
>>2388626yeah, I used to have a lot of respect for him even when he acted as total ass but after he started throwing unfiltered slop in, it was all gone in a moment
>>2388650I know but I'm still seething about it to this day
I made a post on OXCE forum. so you don't need to download spooky scary syka blyat fileshttps://openxcom.org/forum/index.php?topic=13031.msg176548#new
where do I find avalanche missiles in piratez?
>>2389265B level bounty mission they came from the sea
>>2389264Oh neat Thanks anon
>>2389264>Global Mod: "is it 30 or 300 years?">screenshot: year 2300I wonder.
>>2389306He also completely ignored the explanation by mumble.....did he block him or is he just dumb??
>>2389272thanks anon
>>2389272Aren't there avalanches in Guns of the Patriots? Or are those seagulls?
>>2389352Seaguls pretty sure. They still blow the base up good if you shoot em in base
>>2389265Ninja bases might also have them, but They Come From The Sea will be a lot easier.>>2389340Yankes probably doesn't give a shit what mumbles thinks when directly asking the mod maker to clarify ruslish localization.>>2389352Seagulls.
>>2389367I guess, but if yankes LOOKED At the GitHub like mumble said, he'd see its AFTER xcom interceptor, which is in 2070, so it LITERALLY CANNOT be 2030.
>>2389387Well, he chose to go directly to the mod author. Go petition Yankes or something if it BOTHERS you to the degree you APPEAR to be letting on, I don't know.
>>2389400He could go to the mod authors page and put 2 and 2 together that if its AFTER interceptor, its not 2030.Hes still being retarded, the answer is quite obvious if you use some basic logic.Also yankes needs to finish up that 3d render mode. Everyone wants it.
>>2389409I don't really give a shit; he could have just gone to the GitHub, (you) could just stop being a reddit spacing fag complaining to me about it, and yet here we are.
I want to try and see how xPiratez the game would be if it weren't so lethal, on both ends. Initially, my thought was to go into the soldier definitions and jack up HP by 4-5x, but then I remembered that stun was basically calculated off of max hp. Though I did want to make everyone die less, I think I quite like how the game feels right now in terms of losing consciousness. Is there some sort of stun damage multiplier I can apply to all soldiers? Basically, if I don't apply this change for stun, I think the game will just feel spongy as fuck and not good.On the other hand, I'm expecting all enemy troops are basically defined individually, so apart from manually adjusting their HP stats, I also need to know if a stun damage multiplier stat exists for them as well.On the other hand, I can go about this the other way around and make all weapons deal something like 20% of their current HP damage, something I know already exists for all weapons... hm, decisions.
>>2389420>he could have just gone to the GitHubThats what I've been saying....are you Yankes and just upset?
>>2389430You've made it abundantly clear from the very start that he could have looked at the GitHub, but didn't. It is the only thing of substance you've repeatedly posted for over an hour. I on the other hand am confused because you are confused and cannot seem to accept that someone chose to just ask directly instead of digging around, and have taken to venting about it on a Mongolian basket weaving forum. No, I am not Yankes, and you are a faggot.
>>2389433>I on the other hand am confused because you are confused and cannot seem to accept that someone chose to just ask directly instead of digging aroundBecause asking twice without even clicking the link, and doing basic research into when xcom interceptor was is silly.Even more when a user pointed that out, and its ignored.COULD the guy of meant 2030, and not known when interceptor was??? Maybe?? But it seems a pretty surefire assumption he meant centuries, not decades.
uhhhh take the discord forum twitter tranny circlejerk back there please