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Author Topic: So OpenX-Com...  (Read 225137 times)

EuchreJack

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Re: So OpenX-Com...
« Reply #2250 on: December 19, 2023, 05:47:13 pm »

These are some interesting patchnotes. Almost makes me want to start a fresh run, but I'm in a good part in my current one...

Quote
- Early Game Change: lots of weak enemy ground craft to fight with
Ooh, this sounds great. There were already a number of early player craft that were so slow as to be essentially useless. More early-game interception gameplay sounds very promising and might give a reason to make some of those.

Quote
- Gal salaries raised to $40k (Young Ubers, Warriors, Veterans) and $20k (Freaks). Bugeyes' to $25k.
- Monthly limits added to recruitment: Young Ubers 8, Warriors 4, Veterans 1, Freaks 3
- Establishing new Hideouts now requires researching it
I like the hiring caps, though if I'm not mistaken that's a significant jump in salary for Young Ubers and Warriors.

And the rest all looks pretty neat too.
It makes sense when you combine with the hiring cap.

Rince Wind

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Re: So OpenX-Com...
« Reply #2251 on: December 19, 2023, 05:53:23 pm »

Is the cap only for the market or does it include ubers you rescue and "invite" to join?
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Dostoevsky

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Re: So OpenX-Com...
« Reply #2252 on: December 19, 2023, 10:23:41 pm »

I haven't tested, but based on how other caps currently work just the former. Effectively limits the ability of a 'gal' run to go gal only, and keeps them a little rarer on the other paths.
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Mathel

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Re: So OpenX-Com...
« Reply #2253 on: December 20, 2023, 11:25:22 am »

From how I understand the X-Com buying mechanic, it only affects gals you Hire in the shop.
In essence, you can set the shop to have any item in limeted supply that replenishes monthly. But you can't directly set monthly limit on items the player builds in the workshop.
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Rince Wind

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Re: So OpenX-Com...
« Reply #2254 on: December 21, 2023, 06:18:59 am »

Sounds good then, I never bought many gals anyway.
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Robsoie

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Re: So OpenX-Com...
« Reply #2255 on: January 22, 2024, 09:15:10 am »

stable version of Rosigma 2.5 has been released
https://mod.io/g/openxcom/m/rosigma

requires OXCE 7.11
https://openxcom.org/forum/index.php/topic,5258.0.html
(or latest version of Brutal OXCE : https://mod.io/g/openxcom/m/brutal-ai )

requires the 40k mod 0.36
https://mod.io/g/openxcom/m/40k

Spoiler: changelog (click to show/hide)

the new Alpha Legion infiltration mechanics are very FUN!
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Robsoie

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Re: So OpenX-Com...
« Reply #2256 on: January 24, 2024, 05:07:58 am »

Rosigma 2.5A released, some important bugfixes and a few changes.
https://mod.io/g/openxcom/m/rosigma

Spoiler: changelog (click to show/hide)
« Last Edit: January 24, 2024, 05:10:12 am by Robsoie »
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Robsoie

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Re: So OpenX-Com...
« Reply #2257 on: March 13, 2024, 06:42:02 pm »

Update for the 40k mod and its big expansion Rosigma with the release of
40K v0.37 (there's additionally a hotfix 0.37.1 patch to fix a bug in a file)
https://mod.io/g/openxcom/m/40k
Spoiler: changelog (click to show/hide)

Rosigma v2.6
https://mod.io/g/openxcom/m/rosigma
Spoiler: changelog (click to show/hide)

It is now requiring OXCE 7.12
https://openxcom.org/forum/index.php/topic,5258.0.html
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Egan_BW

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Re: So OpenX-Com...
« Reply #2258 on: March 13, 2024, 10:56:32 pm »

rosigma balls
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ZebioLizard2

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Re: So OpenX-Com...
« Reply #2259 on: March 19, 2024, 08:38:11 am »

Things have certainly gotten less chaotic in Rosigma it feels like.. which is good cause it was a little out of hand.
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Robsoie

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Re: So OpenX-Com...
« Reply #2260 on: March 19, 2024, 05:15:28 pm »

Rosigma is very solid now.
There have been some successful effort to balance the difficulty progression of the campaign so it starts easier for the factions that are weaker in the beginning (the Arbites and Imperial Guard factions that are very oldxcom "my Squaddies die like flies"-like at the start before they get stronger with research and equipment) .
This way so they don't get into insane difficulty hell from the start.

And the increased variety in term of opponents factions and additional units and equipment it adds to 40K (that is not lacking in content at all) is really welcomed.
40K+Rosigma is easily one of the best 40K game i ever played.
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Robsoie

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Re: So OpenX-Com...
« Reply #2261 on: April 05, 2024, 01:59:12 pm »

After an april fool "version 3.0" that saw the Orks replacing most of the Space Marines faction for some funny effect (the Orks will very likely become a playable faction at some point in the future), this time Rosigma got a real release, version 2.6A
https://mod.io/g/openxcom/m/rosigma

Spoiler: changelog (click to show/hide)

Requires :
- OXCE 7.12 ( https://openxcom.org/forum/index.php/topic,5258.0.html )  or Brutal OXCE 8.3.3 ( https://mod.io/g/openxcom/m/brutal-ai )
- 40K mod 0.37.2 ( https://mod.io/g/openxcom/m/40k )
( note that 0.37.2 is a bugfix not the full mod, you need to download 40K 0.37 before, click on "View other versions" to see the 0.37 40k)

The very latest dev builds are always available on this link :
ROSIGMA - https://codeberg.org/LeflairKunstler/ROSIGMA/archive/main.zip
40k - https://github.com/BeatAroundTheBuscher/OXCE_40k/archive/refs/heads/main.zip
40k Submods - https://github.com/BeatAroundTheBuscher/OXCE_40k_submods/archive/refs/heads/main.zip

Note that the 40k Submods are the various chapter variants for 40K and Rosigma worked to be up to date with each new version.

Minimod collection for 40K Rosigma is updated for the new Rosigma release :
https://mod.io/g/openxcom/m/minimods-collection-for-40k-and-rosigma

« Last Edit: April 05, 2024, 03:14:31 pm by Robsoie »
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ZebioLizard2

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Re: So OpenX-Com...
« Reply #2262 on: April 05, 2024, 11:56:22 pm »

I honestly can't wait for the Orks. They can do a lot of things with them as a somewhat tougher IG melee faction. That and some of the weird weaponry that the Meks could pump out.
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Dostoevsky

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Re: So OpenX-Com...
« Reply #2263 on: April 07, 2024, 09:31:38 pm »

Rosigma is very solid now.
There have been some successful effort to balance the difficulty progression of the campaign so it starts easier for the factions that are weaker in the beginning (the Arbites and Imperial Guard factions that are very oldxcom "my Squaddies die like flies"-like at the start before they get stronger with research and equipment) .
This way so they don't get into insane difficulty hell from the start.

And the increased variety in term of opponents factions and additional units and equipment it adds to 40K (that is not lacking in content at all) is really welcomed.
40K+Rosigma is easily one of the best 40K game i ever played.

That's great to hear - last I checked in on the discord (probably a year ago), I got the impression they were interested in making it harder, not easier, so pretty much checked out of playing the mod. On hearing this I'll have to give it another go.
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Robsoie

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Re: So OpenX-Com...
« Reply #2264 on: April 08, 2024, 08:00:40 am »

There was a point in which some of the new mechanics were resulting in things getting harder, but since then they are counter balancing them with other features that makes things easier, so all in all there's a balance at work in Rosigma.

Rosigma troops are usually more resilient than they were in 40k, they have more options (through various additional type of weaponry, armors and items), you can customise some of the transport vehicles with a selection of different turrets and sponsons etc...
Some enemies have new mechanics (the intimidate ability that can drain TU from their target when they miss their resistance roll, the ability that allow an unit like the Flayed Ones or the Juggernauts to regain TU by killing, etc...) that can make things harder , but all in all from my imperial guard run it feels more balanced now than it has ever been.

Some of the factions like the Space Marine will face harder enemies earlier, but they counterbalance by having tons of strong troops from the start (the Scouts aren't weak at all) with some good weaponry and they can get even stronger ones through promotions and armor (various type of marines, teminators, centurions, dreadnoughts...) , the Imperial Guard has easier enemies but your guardsmen will die like flies (like in the squaddies from original xcom) until you finally get access to better armor (the Carapace) and better promotions (officer promotion followed by personal shield award by example) .

There are additionally plenty of specific unit ability that they can use to boost the troops, like by example the "Dig In" ability of the weak guardsman allow them to be surprisingly resilient when lucky (as there's a chance to nullify incoming damage), the "Inspire" ability that give more TU to units (machinegunners or melee troops can become a lot more scary), the "Hunker Down" ability that reduce damage, "Blitzkrieg" that boost reaction shot etc....

Now if you find things too hard, there's a bunch of minimod that you can enable to tone down the difficulty in various way (or increase it if you find things too easy), there's many of those minimods in this collection :
https://mod.io/g/openxcom/m/minimods-collection-for-40k-and-rosigma
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