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Messages - sambojin

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76
XPiratez / Re: Bootypedia (aka the wiki)
« on: January 12, 2016, 12:30:36 am »
Nope, sorry. I wasn't really sure what style of format it used. Probably wouldn't be too hard for me to put together some code in a ruleset with inheritance structure within it though. I'll see if it's possible.

I'll chuck some together after the weekend (lots of work this week).

Probably just do a "bullet/now with explosions/now with exploding fire!" as a tester, for easy visual confirmation of working/not working code. I don't really know if it's possible, but it should be.

At least I now know that there is some stun components to explosions. Whether it's from the explosion or the created smoke, it explains the captures with Expl. Cannonballs. Thanks.

Added: Small note on arcing shots for bows and kneeling for indoor use.

Edited: Flamer/H.Flamer/LR.Flamer damage values changed to X-Piratez ruleset values. H.Flamer morale value changed. Blast radius and arcing shots noted in effects.

77
XPiratez / Re: Bootypedia (aka the wiki)
« on: January 11, 2016, 07:55:58 am »
Added Expl. Cannonballs to the Assault Cannon under Heavy Weapons. With basic notes, due to the massive difference in ammo-type usages.

Might also add that concussive is good against walls/terrain. It is, isn't it? (that's why hammers work, on top of snap fire for targeting?)

Those little exploding beauties turns one of the worst guns in the game into one of the best all-round death machines you can have. Cheap, fairly light, cheap and fairly light ammo.

Even a noob with runt duds can carry one. 20+ strength and they've got the gun and two reloads. Plus they contribute. Explosively and inaccurately.

Actually, the gun is pretty damn accurate from any reasonable range. But there have been *incidents*

Also, you need to duck during base defense missions/inside ufos to fire it at any reasonable range. But you probably should duck whenever you fire it anyway. Many gals died to bring you this information.....


(posts merged - Dioxine)


Is flavour text fine on the wiki for initial techs?

It sort of helps put people on the right path.

Updated Cattle Prod with flavour text, Anglicized Pirate-speak, kind of showing the research allowing it.

I figure with it being a basic tech, pretty funny, and giving some basic "strategy", it'd be fine, even while giving away research requirements.

All good on little things like that? Or full "iron wall" on initial techs? Discovery is fine with me, and there's lots of stuff that does similar stuff that you have already at the start, but I hope it's cool on the earliest things.

It is a wiki, after all. You'll definitely spoil something for yourself.


(posts merged - Dioxine)


Question:

Does the exploding cannonball directly inherit the normal cannonball's features?

Ie: minimum 50% damage, +50% stun damage?

Because I've definitely stunned out enemies before with an explosive cannonball. But was it due to concussive-explosion, direct hit, direct inheritance from cast-iron balls, smoke caused due to explosion, or did I forget that I hit them with something else (pretty sure they got stunned just due to an Expl. Cannonball from an Assault Cannon shot, without any other damage). Might not have heard the death sound either, but I got 4 captures from only 2 prod-stuns from the mission, and I "stunned" 2 others with Expl. Cannonballs. How?

Early smoke-naps that I didn't see?

The ruleset on them implies that one uses TFtD damage mechanics, and extra stun. So did the exploding cannonball inherit this, did I simply mis-remember, or does concussive have a stun component?

For the wiki.

Does concussion have a stun component? How big? Should it be noted in ammo? If it's +25/50% stun damage, then it makes sense. Just normal "stuff". Makes Kabooms better.

I forget if "-" or "--" gives inheritance on types in this sort of structure. Available Ammo in this case. But it would explain and give options down the track (incremental upgrades) to ammo types. But it would explain why any ammo type upgrade to a weapon feels godly powerful.

"-" may inherit all "-" types, in order of listing. Any same types get the last type that of that kind on the list, any differences get added to the capabilities. In the Assault Cannon's case, they would be huge.

Is this the case? Or is "-" completely different from the next "-" on the list? And can "--" therefore inherit from a type directly above them?

78
OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: January 11, 2016, 12:52:20 am »
Thanks for the great .exe mod. The quality of life features, all bundled into one package, has been very useful.

Inventory from virtually anywhere and *any* kneeling indicator is worth it alone. Especially when you abuse smoke grenades as much as I do. Little things like the playfield area indicator are nice too.

Here's hoping they roll pretty much the entire mod into oXc vanilla, so everyone else gets to use these great features as well. But if they don't, you've made my life easier, by far.

Keep up the good work, and thanks again for all the effort you've put into this.

I'm following your LP and rather enjoying it, even if your tactics are massively different to mine.

Now, off to train my wiki-fu. How can exploding cannonballs for the assault cannon not be on there? They are one of the most Piratez'y things ever (and probably the best artillery in the game, for the price). 3-4 cannons destroy almost anything, from almost anywhere, for a cost your gals can afford. Think of them as bows for real women. Never waste time training throwing again :)

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