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Author Topic: So OpenX-Com...  (Read 245748 times)

ChairmanPoo

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Re: So OpenX-Com...
« Reply #2265 on: April 08, 2024, 10:59:46 am »

As of late I play oxce with a couple of qol mods in my zfold 4
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Robsoie

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Re: So OpenX-Com...
« Reply #2266 on: April 08, 2024, 11:29:06 am »

various useful OXCE features, key shortcuts and QoL :
Spoiler (click to show/hide)
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Mathel

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Re: So OpenX-Com...
« Reply #2267 on: April 08, 2024, 11:48:37 am »

I am not sure the execute option is still there. It was, but I think it was removed.

Additionally
Spoiler (click to show/hide)
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Robsoie

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Re: So OpenX-Com...
« Reply #2268 on: April 09, 2024, 08:44:48 am »

just checked on the openxcom board, and you're right the feature was removed :
https://openxcom.org/forum/index.php?topic=3833.msg104293#msg104293
Quote
This feature has become too incompatible (on code level) with other features.
Also, players mostly used it as a cheat.

I've decided to remove it (already a long ago), but today it happened.

If someone wants to maintain it on their branch, here's the commit to revert: https://github.com/MeridianOXC/OpenXcom/commit/a936d1c7205cd11dd7c937516b3b9d4580bd0772
it was removed in 2018, it show how i never missed it as i wasn't even aware it was removed since all those years :D
« Last Edit: April 09, 2024, 08:57:18 am by Robsoie »
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Djohaal

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Re: So OpenX-Com...
« Reply #2269 on: May 01, 2024, 08:38:14 pm »

The Xcom Files is an amazing mod for OXCE. A bit harsh at points and I only get trough with masssive savescumming, but nevertheless fun. My only problem is its too long. I gave up beacuse of exhaustion halfway during the alien invasion in both my runs.
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I really want that one as a "when". I want "grubs", and "virgin woman" to turn into a dragon. and monkey children to suddenly sprout wings. And I want the Dwarven Mutant Academy to only gain their powers upon reaching puberty. I also have a whole host of odd creatures that only make sense if I divide them into children and adults.

Also, tadpoles.

Aoi

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Re: So OpenX-Com...
« Reply #2270 on: May 03, 2024, 06:15:42 pm »

The Xcom Files is an amazing mod for OXCE. A bit harsh at points and I only get trough with masssive savescumming, but nevertheless fun. My only problem is its too long. I gave up beacuse of exhaustion halfway during the alien invasion in both my runs.

Does XCF still have that timer before all hell breaks loose?
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Djohaal

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Re: So OpenX-Com...
« Reply #2271 on: May 03, 2024, 06:41:42 pm »

You mean the alien invasion beginning for real in 1999? Yes it still has that. Depending on your luck you might be woefully unprepared for the ayylmao onslaught. Fortunately after messing around with the save file a few times I found out you can safely push your game time back to gain extra time via save editing.

It does still have some insanely out of balance missions (namely syndicate base raids, the syndicate HQ mission among a few others), I make liberal use of debug mode to deal with them sometimes.
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I really want that one as a "when". I want "grubs", and "virgin woman" to turn into a dragon. and monkey children to suddenly sprout wings. And I want the Dwarven Mutant Academy to only gain their powers upon reaching puberty. I also have a whole host of odd creatures that only make sense if I divide them into children and adults.

Also, tadpoles.

Chiefwaffles

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Re: So OpenX-Com...
« Reply #2272 on: May 03, 2024, 06:52:57 pm »

There's a good chance I mentioned it before but the timer is my biggest problem with XCF. Not the time pressure per se, but rather the complete shift of the vibes of the mod.

You go from this steadily improving and progressing organization investigating conspiracies and climbing your ways up the ranks of the various cults and hostile entities, only for the game to go "actually nevermind we're just UFO defense deluxe now". Having some time pressure works but the way it changes... eh. Not horrific, but doesn't work to the mod's favor in my opinion.
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You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

Djohaal

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Re: So OpenX-Com...
« Reply #2273 on: May 03, 2024, 08:26:59 pm »

Yeah I find it disagreeable too. Especially if you fuck up or get too unlucky with the cult kidnapping targets. But since it can be easily delayed with minimal save editing, I don't mind it too much
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I really want that one as a "when". I want "grubs", and "virgin woman" to turn into a dragon. and monkey children to suddenly sprout wings. And I want the Dwarven Mutant Academy to only gain their powers upon reaching puberty. I also have a whole host of odd creatures that only make sense if I divide them into children and adults.

Also, tadpoles.

Robsoie

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Re: So OpenX-Com...
« Reply #2274 on: June 16, 2024, 09:37:52 am »

megamod 40K 0.38  and megaexpansion Rosigma 27 to complement it have been released

https://mod.io/g/openxcom/m/rosigma
https://mod.io/g/openxcom/m/40k

rather big release in term of content, along fixes and lots of new stuffs
40K specifically brings the baneblade with all its guns to the IG to murder the entire maps, and Rosigma adds the whole Steel Legion with their own troops, vehicles and weaponry as one of the strategies for the IG faction.
And bonus there's now a mysterious but optional dungeon-like 5 levels mission to crawl through with unique archeotech and 30K era powerful armors as reward in the end with them being specific to the faction you're using.

 
Spoiler: changelog 40K (click to show/hide)

Spoiler: changelog Rosigma (click to show/hide)

Still require either OXCE 7.12 ( https://openxcom.org/forum/index.php/topic,5258.0.html )  or Brutal OXCE(  https://mod.io/g/openxcom/m/brutal-ai )
note : Brutal AI is very configurable and can even be turned off in the Brutal OXCE option if you find it too hard and prefer the vanilla AI.

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Robsoie

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Re: So OpenX-Com...
« Reply #2275 on: July 28, 2024, 04:19:52 pm »

Rosigma got a 2.7A release with more stuff
https://mod.io/g/openxcom/m/rosigma
at the time i write 2.7A is not yet available on mod.io  due to upload breaking currently
you can get there from here instead : https://codeberg.org/LeflairKunstler/ROSIGMA/archive/2.7A.zip
edit : a day later, it is now available on mod.io

Spoiler: changelog (click to show/hide)

Still requires 40k mod v0.38 : https://mod.io/g/openxcom/m/40k

It require either :
 XCE 7.12 (there's a 7.13 that was just released, should be compatible but none tested yet)
or BrutalOXCE : https://mod.io/g/openxcom/m/brutal-ai
(note that BrutalAI can be disabled in the advanced options in BrutalOXCE if it's too hard for you)

The submods mentionned in the changelogs can be found there :

Minimod collection : https://mod.io/g/openxcom/m/minimods-collection-for-40k-and-rosigma
Space Marine Tweaks : https://mod.io/g/openxcom/m/spacemarine-tweaks-40k
New World Map :  only available on the Rosigma discord for now ( https://discord.gg/qY5V2vYqPM )
« Last Edit: July 29, 2024, 03:01:27 pm by Robsoie »
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( Tchey )

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Re: So OpenX-Com...
« Reply #2276 on: August 13, 2024, 01:43:42 pm »

I hope Xenonauts 2 will have at least 1/10° of the mods OXCE has. I do love OXCE modded (xfiles is my favorite), but visuals and GUI, well... they are was they are. Eyes bleed for a few days before getting used to it.
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Djohaal

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Re: So OpenX-Com...
« Reply #2277 on: August 13, 2024, 02:24:42 pm »

I actually think old Xcom's visuals aged quite well. Compared to Xcom apocalypse especially.  :P
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I really want that one as a "when". I want "grubs", and "virgin woman" to turn into a dragon. and monkey children to suddenly sprout wings. And I want the Dwarven Mutant Academy to only gain their powers upon reaching puberty. I also have a whole host of odd creatures that only make sense if I divide them into children and adults.

Also, tadpoles.

Dostoevsky

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Re: So OpenX-Com...
« Reply #2278 on: August 13, 2024, 10:21:28 pm »

As old as the UI is, the only thing that really annoys me about OXCE these days is the fact that every single projectile from a weapon needs to be tracked individually by the camera. Turning up projectile speed helps a bit to a certain point before just getting weird-looking.
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Robsoie

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Re: So OpenX-Com...
« Reply #2279 on: August 14, 2024, 03:49:07 am »

As old as the UI is, the only thing that really annoys me about OXCE these days is the fact that every single projectile from a weapon needs to be tracked individually by the camera. Turning up projectile speed helps a bit to a certain point before just getting weird-looking.

Holding ALT when you shoot will prevent the camera to follow the projectiles
https://openxcom.org/forum/index.php?topic=8210.0

usually mods already implement the followProjectiles: false for minigun type of weapons (rosigma does)
« Last Edit: August 14, 2024, 03:53:12 am by Robsoie »
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