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Author Topic: So OpenX-Com...  (Read 241685 times)

Robsoie

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Re: So OpenX-Com...
« Reply #390 on: May 01, 2019, 04:49:03 pm »

Robsoie: yes, you emit actual light. Some armors more than others.

So all that time i was playing the game thinking my Gals were hidden and had an advantage of night vision to observe enemy, it was all wrong because i was revealing my position due to this automatic self-light ?
I will have to remember now to always press L before exiting the ship.

So why is that self-emiting light even enabled by default ? Is there a bonus of having your Gals emiting light out of becoming easier to spot for the enemy ?

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amjh

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Re: So OpenX-Com...
« Reply #391 on: May 02, 2019, 11:00:07 am »

My bugeyes natural voodoo isn't doing enough to have an effect, is that just because they have low skill or is it not that good?

Today, my game decided that rotoguns are now accurate. That raider mission didn't go well.
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The truly amazing thing for me here is that a 6 page thread can be created of exceedingly high quality, simply because a group of manic depressive, schizophrenic midgets were able to milk a cow.
Argblarg 5 am not all tiles are done what the

MCreeper

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Re: So OpenX-Com...
« Reply #392 on: May 02, 2019, 11:33:20 am »

I have said somewhere around there that peasants will never cast magic better than bugeyes. Turns out, sometimes they do. It's pretty late game stuff, but still. And they cast even better in shadowrealms (currently waiting for mission).
Spoiler (click to show/hide)
My bugeyes natural voodoo isn't doing enough to have an effect, is that just because they have low skill or is it not that good?

Today, my game decided that rotoguns are now accurate. That raider mission didn't go well.
They don't do anything or they don't do enough? If they do something, there is window popup. In general, is voodoo skill maxed out? If no, spam spells uselessly until it is. If yes, get closer to enemy for maximum power. Although that is not really necessary ost of the time.
« Last Edit: May 02, 2019, 11:47:26 am by MCreeper »
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Rest of the sigs
The helicopter is rent apart by the collision, its steel unable to resist its inevitable reunion with the ground, and the meat within is smashed by the crumpling cockpit beyond any practical hope of recovery. What comes up, must come down again. Ore and ape, returned to mother planet's embrace.

amjh

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Re: So OpenX-Com...
« Reply #393 on: May 02, 2019, 01:06:07 pm »

I thought terror attack only gives a message if it's enough to immediately cause panic?
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The truly amazing thing for me here is that a 6 page thread can be created of exceedingly high quality, simply because a group of manic depressive, schizophrenic midgets were able to milk a cow.
Argblarg 5 am not all tiles are done what the

Rolan7

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Re: So OpenX-Com...
« Reply #394 on: May 04, 2019, 02:35:24 pm »

Robsoie: yes, you emit actual light. Some armors more than others.

So all that time i was playing the game thinking my Gals were hidden and had an advantage of night vision to observe enemy, it was all wrong because i was revealing my position due to this automatic self-light ?
I will have to remember now to always press L before exiting the ship.

So why is that self-emiting light even enabled by default ? Is there a bonus of having your Gals emiting light out of becoming easier to spot for the enemy ?
So Dioxine addressed this on Discord just now, which is nice because I was worried too:

Some armors produce a lot of light, and their presence prevents NV mode from switching on automatically (Apparently sea missions are "meant" to be completed by lighting yourself up like christmas trees in order to see 5 tiles into the murk- sure w/e interface screw can be fun I guess)

Most (all?) armors provide that tiny amount of light, but that's only for the player's benefit to see our units.  It doesn't hit the threshold to ruin stealth.  (Light's also "highest value" not cumulative, so it's completely harmless).

Aside though, personal computers (according to their entry) *do* provide enough light to ruin stealth, which is a nice inconsequential touch heh

Heh, J14 nerfed gambling but it's still pretty crazy what you can get with it.  Like 1420 Jack Bounty Tokens for 500 spins :o
That got nerfed in a hotpatch, but I... haven't downloaded it just yet.  I think this run is almost over anyway, I already unlocked the important Jack stuff, and I just want a ludicrous pile of gems don't @ me.
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She/they
No justice: no peace.
Quote from: Fallen London, one Unthinkable Hope
This one didn't want to be who they was. On the Surface – it was a dull, unconsidered sadness. But everything changed. Which implied everything could change.

notquitethere

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Re: So OpenX-Com...
« Reply #395 on: May 04, 2019, 03:31:35 pm »

I honestly don't know if there's a good way of doing gambling: either on average you make money (as was the case) and it's worth doing but not really gambling; or on average you lose and it's not worth doing. Maybe the idea is it's tempting for rare drops but you'll generally lose out over selling the chips?
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Rolan7

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Re: So OpenX-Com...
« Reply #396 on: May 04, 2019, 05:49:07 pm »

J14a analysis:  Gambling is half as lucrative as before, which is still a lot better than anything grindable!  About $2500 per runt-hour.  The mint's best purpose is to make blue chips, and consider robbing people to get more (though research is good for score).

You can exchange copper and iron coupons with merely a mess hall, and it's lucrative too.  But if you pick through the vendor trash, there are some occasional goodies like glamour to set aside.

Titanium and Tritanium require 1 and 5 Jack Bounty tokens.  Are they worth it?  I have no idea, how exciting!
Neutronium and Zortrium require a casino and are horrendously expensive compared to selling them.  But you arguably get what you pay for.
Spoiler: i took some notes (click to show/hide)
TLDR; J14 is completely broken fhtagn, definitely update to J14a ia ia
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She/they
No justice: no peace.
Quote from: Fallen London, one Unthinkable Hope
This one didn't want to be who they was. On the Surface – it was a dull, unconsidered sadness. But everything changed. Which implied everything could change.

notquitethere

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Re: So OpenX-Com...
« Reply #397 on: May 04, 2019, 06:50:04 pm »

Nice analysis. I'll try to keep my tokens for gambling then. I've been play a new game on J14, after getting about 8 months into the previous version. May the RNG just like me more before, but I seem to be getting loads of properly dangerous missions this time, some of which I've had to run away from. I faced chryssalids when the equivalent mission before would have just had academy nurses!
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sambojin

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Re: So OpenX-Com...
« Reply #398 on: May 05, 2019, 01:00:52 am »

Tried to get j14 going on Android, dies to a segmentation error. No stack dump available.

I'll try an earlier version. 3gig ram phone, but WAY less than three available.

Not even sure why I want OXC/OXCE on my phone (dosboxxing original works fine), but just as a thingy, it probably should be there. And for Xpirates and misclicks :)
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sluissa

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Re: So OpenX-Com...
« Reply #399 on: May 05, 2019, 07:08:52 am »

I used to have openxcom on a 7 inch tablet I used and worked fine... better than expected. That old dos interface was perfect for tablet touch screens. But xpirates is significantly chunkier simply in the number of assets it has loaded. I know I'm surprised by how much ram it uses on my desktop when I start trying to multitask and realize it's slowing things down to a crawl, go in, check the task manager, and bam, openxcom needs to go away for a bit.

I have successfully run it on a chromebook, however. So it doesn't need a TON of power behind it. A low end phone might simply be pushing it a bit.
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ConscriptFive

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Re: So OpenX-Com...
« Reply #400 on: May 05, 2019, 08:39:14 am »

Hmm, not sure I could play on a touchscreen.  Right click to turn and open doors is pretty key even in vanilla.  Xpiratez-wise, CTRL-LMB to sprint is pretty essential in the battlescape when you need to melee somebody this turn.  Also, I'd have no idea how to decipher tech progression if I couldn't MMB a topic.

MCreeper

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Re: So OpenX-Com...
« Reply #401 on: May 05, 2019, 09:24:07 am »

I got highway house mission in old save, so there is no need to restart each time. I'm not sure if i should get it at this point, though.  :P
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Rest of the sigs
The helicopter is rent apart by the collision, its steel unable to resist its inevitable reunion with the ground, and the meat within is smashed by the crumpling cockpit beyond any practical hope of recovery. What comes up, must come down again. Ore and ape, returned to mother planet's embrace.

sluissa

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Re: So OpenX-Com...
« Reply #402 on: May 05, 2019, 09:29:44 am »

Hmm, not sure I could play on a touchscreen.  Right click to turn and open doors is pretty key even in vanilla.  Xpiratez-wise, CTRL-LMB to sprint is pretty essential in the battlescape when you need to melee somebody this turn.  Also, I'd have no idea how to decipher tech progression if I couldn't MMB a topic.

It's been a while, I forget exactly what it was, maybe a long press on the touch screen... but there was a "right click" available... the extra keyboard commands though, they could be troublesome. I never had any issues in vanilla though.
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Robsoie

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Re: So OpenX-Com...
« Reply #403 on: May 05, 2019, 10:07:29 am »

Most (all?) armors provide that tiny amount of light, but that's only for the player's benefit to see our units.  It doesn't hit the threshold to ruin stealth.  (Light's also "highest value" not cumulative, so it's completely harmless).
I got highway house mission in old save, so there is no need to restart each time. I'm not sure if i should get it at this point, though.  :P
Thanks for the confirmations guys.
« Last Edit: May 05, 2019, 10:09:11 am by Robsoie »
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notquitethere

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Re: So OpenX-Com...
« Reply #404 on: May 05, 2019, 06:11:07 pm »



Not my proudest achievement.
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