Thread #2376428
HomeIndexCatalogAll ThreadsNew ThreadReply
H
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
+Showing all 111 replies.
>>
>>2376428
Posting this from a last thread, anyone know what the blue button in stat bar is? never seen it
>>
>>2376430
That isn't a button, it is showing the standing/crouch state.
>>
>>2376431
Why 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.
>>
>>2376543
I'm hoping this next patch might fix buckshot in general from being broken as fuck
>>
>>2376614
What's wrong with it?
>>
>>2376614
the jackhammer doesnt buckshot
>>
>>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
>>
>>2376655
Oh 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?
>>
>>2376661
A good ship can make use of any landing zone this is why kitsune/firefox is god tier.
>>
>>2376663
thanks for the spoiler
>>
>>2376655
Huh, 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 before
I literally can't complete a mission
>>
>>2376659
yep. 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?
>>
File: bowjank.png (69.2 KB)
69.2 KB
69.2 KB PNG
>>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
>>
>>2376704
>>2376708
in 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.
>>
>>2376688
How's your tech level, vehicles, and what kind of gear and weapons are your typical troops packing?
>>
>>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.
>>
>>2376715
Humvee, Armored Vests, BlackOps Sniper, BlackOps CAWS, Light Minigun, Grenade Launcher, Jackhammer, hand grenades is what I've been using
>>
>>2376433
Might be reaction fire toggle, specifically the super obscure need to change preferred hands for reaction fire.
>>
>>2376708
all 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 Madness
nice, another filter
>>
>>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.
>>
>>2376728
Nah, 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

>>2376729
You mean splash damage? 21 isn't atrocious, just not great either.
>>
>>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
>>
>>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
>>
>>2376750
>or landed close enough to damage it
Come 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.
>>
>>2376753
Then don't also count splash damage examples?
>>
>>2376754
but you literally just did, when you said
>or landed close enough to damage it
>>
>>2376755
I was literally quoting

>>2376750
>or landed close enough to damage it
>>
21% pistol misses by half a screen, consistently
21% grenade either hits directly or indirectly, consistently

it's not very complicated that this proves >>2376704 is correct
>>
>>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.
>>
>>2376762
OK, you're retarded or baiting. I'm not going to bother answering, and I encourage everybody else to do the same.
>>
>>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.
>>
>>2376697
yeah it was a new addition from some versions back
>>
>>2376752
don'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.
>>
>>2376811
yeah 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.
>>
>>2376816
meanie
>>
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.
>>
>>2376929
might as well stop making these threads, then. clearly we're too retarded to talk game mechanics
>>
>>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
>>
>>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.
>>
File: file.png (90.3 KB)
90.3 KB
90.3 KB PNG
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??
>>
>>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
>>
>>2377067
that's right in the description of handheld flashbang grenades. so the launcher versions are the same?
>>
>>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
>>
>>2377071
More 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.

>>2377077
Maybe 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
>>
>>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
>>
Piratez get fixed yet?
>>
>>2377405
Define fixed
>>
>>2377406
Patched until the next big patch.
>>
>>2377375
Thanks 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.
>>
>>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.
>>
>>>spooky-dooky asylum mission
>>>frontier psychiatrist starts playing

absolute kino.
>>
>>2377365
That's a weird thing to say, I can only assume you never played vanilla? You might want to lead with that first.
>>
>>2377414
Smoke 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
>>
File: .....png (263.4 KB)
263.4 KB
263.4 KB PNG
Pretty sure the last enemy is hiding there but that place is inaccessible
>>
>>2377762
yes. you are supposed to break in with a hammer or something
>>
>>2377762
Read or Die claims yet another victim.
>>
any fix for the door blocking cheese? blocking a door makes enemies never try to go through it.
>>
>>2377762
Don'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.
>>
>>2377781
Iirc aliens used to at least open the door and then shoot you. When did this change???
>>
>>2377790
I don't believe they could in ye oldyn tymes because the AI didn't have a right-click. Might be wrong, though.
>>
>>2377820
No, it worked both ways, standing infront of doors was bad luck, and if you tried walking through, it'd Open and exposed them
>>
>>2377781
iirc either they couldn't do anything about this or it only worked against zombies since they have sense and realize you are blocking them
>>
>>2377945
enemies 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
>>
>>2378131
They aren't called primary defense for no reason lol. Not getting shot at all is better than any armor
>>
>>2378131
congratulations on ruining the game
>>
>>2378131
I don't understand the obsession with smoke grenades this community has, you can do with zero smokes and be just fine.
>>
>>2378292
all stoners
>>
>>2378292
Most players don't enjoy the possibility of getting one-shot the instant they step off the ramp.
>>
>>2378344
they 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
>>
>>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.
>>
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
>>
>>2378694
4 paths, there's ayy lmao path as well.
>>
>>2378716
5 paths you forgot cats
>>
>>2378761
Oh 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.
>>
>>2378694
last ive played was the bugmen route and its extremely garbage
>>
>>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.
>>
>>2378798
Its had continued development. I haven't played it enough to list everything, though general design is still the same
>>
>>2378694
each path has greater access to troops of that type, some additional transformations for them, and some mix of additional craft, weapons, armor, and events.
>>
>>2378496
Doesn't foam grenade (or whatever the fire extinguisher grenade is called) overwrite the smoke? I swear I've used them for that purpose.
>>
>>2378979
n-no, it makes smoke, which overwrites fire
>>
>>2378694
why on earth wouldn't you want to discover this for yourself as you play?
>>
>>2376428
https://openxcom.org/forum/index.php?topic=12973.45

guy 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
>>
File: hah.png (310.8 KB)
310.8 KB
310.8 KB PNG
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.
>>
>>2379232
Ewww, female space Marines??? Tf
>>
>>2379296
Yep, 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 forever

bottleneck?
>>
>>2379304
ROSIGMA 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
>>
>>2379344
If you mean piratez, absolutely. Iirc it also creates MANDATORY mutant pogroms, so delaying it can be worth it.
>>
>>2379384
What do you mean mandatory? All my pogroms had despawn penalty of 2000 since my tech tree was in the teens.
>>
>>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.
>>
>>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.
>>
>>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.
>>
>>2376543
>In reality only three were ever made

I wonder what the first piece of media to have it was, and how that happened.
>>
>>2379653
It 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.

Reply to Thread #2376428


Supported: JPG, PNG, GIF, WebP, WebM, MP4, MP3 (max 4MB)