Thread #2376428
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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.
>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
>>2357759
111 RepliesView Thread
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>>2376428
Posting this from a last thread, anyone know what the blue button in stat bar is? never seen it
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>>2376652
Currently, 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
>>2376430
This gif is how it SHOULD work, and hopefully since that guy got it working, maybe they can fix it
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>>2376704
Situatonally 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
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>>2376688
How's your tech level, vehicles, and what kind of gear and weapons are your typical troops packing?
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>>2376713
you 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.
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>>2376704
Anecdotally, 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.
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>>2376748
>splash damage
this whole time I've been talking about the % number you see on the targeting reticle
last 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
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>>2376750
>every single grenade either hit its target, or landed close enough to damage it
Exactly. 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
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>>2376762
Yes, 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.
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>>2376704
>>2376762
I 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.
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>>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.
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>>2376895
It'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
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>>2376895
You 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.
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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??
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>>2377064
In 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
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>>2376753
>man
if 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
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>>2377365
It 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
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>>2377414
Another 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.
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>>2378463
Here 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.
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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
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I've mostly been a piratezchud, has XCF changed much in the last ~3 years? I haven't been following the updates.
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>>2378694
First 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.
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>>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
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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.
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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
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>>2379466
Mutant 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.
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>>2379613
I 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.
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>>2379634
Probably 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.
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