housekeeping and shuffling of equipment to multiple base and in and out of dispersed production lines gets time consuming. the in game bootypedia is full to bursting and is much less useful for reference.
I think it would be better to be able to fence simple, yet elegant loot (namely, crates of various flavours as a big commercial loot) instead of 3 sprayguns, 4 shotgun clips, 2 HE Grenades and 1 Battle Rifle.
It would reduce the clutter, micromanagment and instead add to flavour and atmosphere.
So, do you acknowledge the whole grog-making as a problem or not ?
I can say for myself that 80 % of the time im having all my runts on x-grog, which doesnt seem alright to me.
Do you agree, or are you actually with that ?
You dont make money by attacking aircrafts
I havent had problems with income, a nice tactic is to send the troop carrier to chase the flying target but not intercepting it, as soon as it lands it will prompt for a ground assault.Good point. If the OP is shooting things down, that could account for the seemingly weak return on attacking shipping.
Good point. If the OP is shooting things down, that could account for the seemingly weak return on attacking shipping.
Sent from my Nexus 7 using Tapatalk
Better too much info than not enough info. Also indeed, if you fall into the I-must-control-everything trap, it can get really tedious. Chill out, sit back, and enjoy the journey instead of being obsessed with optimization and finishing the game. Making that 1000 points a month to keep positive score is really easy.I agree too much info better then too little, but the density makes finding the info you after a progressively slower progress as the game goes on.
snip...
EDIT:I don't actually think that would improve the game.
And yeah, I absolutely agree that the market should 'heat up' if you're selling too much, leading to a drop of the prices, but it would require new engine code (and not a simple one). Depends if anyone wants to code such a thing.
I don't actually think that would improve the game.
Here's the problem: It would effectively mean that in order to make decent income from manufacturing, you'd have to constantly micromanage it by changing it to whatever is profitable at the moment. It doesn't strike me as an "interesting" decision (because the correct choice is always just to sell whatever makes the most profit), it'd just be annoying busywork.
<snip>
However... while this is an engine improvement and not an X-Pirates improvement, it might be useful to have the option to sell things from the loot screen. That would make it easier to say "I don't want these things that I just looted" and right-click to sell all the ones you just got, rather than having to go through your entire inventory back at the base to pick them out. (And if you want to eg. keep enough guns for your gals but don't need any additional ones, it's a pain to constantly sell the excess -- whereas if you could sell them from the loot screen, it'd be easy, because you could just right-click the up arrow next to the guns you looted to sell all of them while keeping the ones you already have.)
:o *Mind-Blown* I love this! Meridian??? is this possible?? That would be terrific!
So here's my take on all of this talk
(...)
Just my 2 cents.
Posts that consist solely of "you are right man" are spammy and I don't make them.
This one's an exception though. Because you are right, man. :)
But a sell counter could be useful in itself. Some items would have them. With sell counter, you could add new researches, enemy missions or maybe simply some sort of one-time prizes or penalties after some set threshold is met... wouldn't that be cool... (and if someone wants, this could be further used as a base for price manipulation in other mods).
I would say something on the order of once every 6 months to a year would be a good interval. Or maybe a few smallish "defector" type missions. Some guy would rather get a quick payout from a pirate gang then slave the rest of his life in middle management. Would be something like an envoy size ship with a high proportion of marsec BGs or equivalent and the "defector" who is unarmed and comes from the list of "interrogation targets". Or maybe its a prisoner transport ship
I don't see a huge difference. Everything on the Bonny isn't on the Blackmarket screen, thus you're not using it if it's sellable.Belatedly:
I would say something on the order of once every 6 months to a year would be a good interval. Or maybe a few smallish "defector" type missions. Some guy would rather get a quick payout from a pirate gang then slave the rest of his life in middle management. Would be something like an envoy size ship with a high proportion of marsec BGs or equivalent and the "defector" who is unarmed and comes from the list of "interrogation targets". Or maybe its a prisoner transport ship
:o *Mind-Blown* I love this! Meridian??? is this possible?? That would be terrific!
Yay, Key shortcuts would be a huge QoL improvment
Can you add more details on how should it work exactly?
- Is the shortcut for "Aim" always the same (e.g. "A")... or is it variable (e.g. "1", if it is the first item in the list)?
- Do you first need to open the weapon action menu ("Q" and "E" already)... or do you want separate direct hotkeys for "left hand weapon aimed shot" and "right hand weapon aimed shot"?
- Should it work also for other actions than aim, snap and auto? E.g. hit (melee), prime, throw, execute, launch, use (medikit/mind probe), panic and mind control? If yes, what should be the hotkeys?
- Do you want hotkeys configurable?
- Which hotkey defaults do you recommend?
- Are you people even using hotkeys in battlescape? Because I'm not...
I'd prefer shortcuts that instantly bring up the targeting cursor.
<snip>
So in OpenXcom, a button to cycle through the fire modes. That's probably a lot more complicated to implement, though.
Let's make a short table, actually. 4 will always be melee, 5-throw.psi have 3 attacks (add "use" too). Flare can have prime/unprime (btw its glow if primed, dark if not).
Item..........................1................2...............3
t.1 (gun).............Aimed...........Snap..........Auto
t.2 (ammo)...........Load...............???............???
t.3 (melee)..............???..............???............???
t.4/5 (nades)........Prime..............???.....Unprime
t.6 (med)......Quick Heal...Quick Stim.....Quick PK
t.7/8 (scan, probe)...Use..............???............???
t.9 (psi)................Panic..............MC............???
t.10 (flare)..............???..............???............???
t.11 (corpse)...........???..............???............???
empty hand.........punch.............kick.........bite:)
I have an idea for a new reward/medal like item for the user (skipper) to give to better gals. Just add a tiny 1x1 medal object that acts like a stun/smoke/whatever/grenade (with a small damage value of e.g. 5) that the unit can carry primed and give it a negative damage tohealth maybe with a factor of 3.0 (giving 15 health to the unit). Now if the valuable unit with the medal gets hit, the medal goes off and (if it isn't killed right away) and saves the unit or at least gives the captain time enough to send a medic to treat the fatal wounds.
The medals themselves (they don't actually have to be "medals", i just call them that way atm) should not be manufactured easily or maybe not at all, maybe just give the skipper a fixed amount of e.g. 10 at the start of the game. Or make them an advanced research. Whatever you do, do not make them spammable.
I made something like that for my personal XPiratez mod and I called the devices "Little Helper", they work fine and are not overpowered IF restricted carefully.
- type: STR_EMERGENCY
size: 0.1
costSell: 3000
weight: 1
bigSprite: 77798
floorSprite: 77799
power: 5
damageType: 6
battleType: 4
blastRadius: 1
hitAnimation: 0
tuThrow: 20
tuPrime: 20
damageAlter:
RandomType: 3
ArmorEffectiveness: 0.0
ToHealth: -1.0
listOrder: 4355
@new_civilian: Do you ever run into the situation where, your "Health Bomb" actually revives a gal? if so, does she jump back on her feet immediately, with no TUs and empty inventory just as if you'd healed her with a medikit?
Not that I remember, but then again the situation does not appear too often. I remember a downed gal getting up in the next turn, but that is not what you asked for I guess. :-\
I've been wondering if it would be beneficial to have a max throw range setting, mostly for grenades, that's not dependent on strength. It feels more than a little weird when they fly all across a map with open terrain and land exactly where I aimed at when using a strong gal. I've no idea how difficult implementing such a setting would be, though...
Yeah maybe not only... but what about such a spin: a Harpoon Cannon! :)
(https://i.imgur.com/RxUWPA6.gif)
I would like a Acid Flask that melts ALL armour vectors instead of only the facing that was hit. Also, a bit less RNG when it comes to the melt, 0 - 20 is really awkward to work with.
I would like a Acid Flask that melts ALL armour vectors instead of only the facing that was hit. Also, a bit less RNG when it comes to the melt, 0 - 20 is really awkward to work with.
Zero point mission :o just why..... waste of your time, waste of fuel, why go at all? You get the same score by never doing it.
Small suggestion: add soylent as a needed resource for producing slaves in the workshop. Reapers and boomosaurus have it, and slaves need to eat too.
I was quite puzzled by that one at first. "Is it a facility to turn captives into corpses? That's kinda..." But then I read the 'pedia and it's "just" traps. Would be fitting to have to interrogate some humanist to unlock it ;)
And yes, I like those ambiguous moments in Xpiratez, too, Like where you ask yourself... "Wait a minute, what am I doing? Robbing, killing and enslaving unarmed civilians on a holiday trip.... "
:) Yes but definitely not as slaves... only a monster would force kids to work even nearly as hard as adult people :)
snip
- Cat girls have great melee dodge, so if you don't have great melee accuracy (you say fair, which doesn't sound like enough!), you don't stand a chance. Plus there's bugs depending on their angles, I think. Engage catgirls from range, especially with stun grenades, as the stun AoE quickly takes them down.
snip
That's some interesting opinions ;)
That's some interesting opinions ;)
- Hunting rifles: Seriously, after a whole year? They are definitely my "go to" starting rifle/early sniper rifle, but after one year you shouldn't have many gals for which that's the best weapon. I am merely in July and I replaced mine with other weapons that have more punch/auto-fire for midfield gals, and much, much better sniper weapons already. It is definitely a great weapon for new, valuable gals at the beginning of the game though, for the others: shotgun with one slug AP shells do really well (even better accuracy, but you need to be at close range, which is ok for not very valuable gals, and scouts are close to enemies any ways).
- The more ship layouts the better, that's true. Especially given how many raids we perform in one playthrough. The only problem is that it takes time to make and doesn't add much to the game, so it's better if Dioxine invest in totally new things that really vary the gameplay (like the new mansions). Hopefully someone who can do maps and is interested? Unfortunately, most of the map stuff doesn't work on Linux, so that can't be me..
- Mid level hostages: As in guild reps and stuff? Most of the truly valuable tech they grant is as a result of the interrogation itself instead of being pulled from the list of bonus stuff. It is good practice to interrogate the low levels first though, since that gives you good background info to setup your interrogation of the VIP. I think that's ok.
- Seagulls are expensive, but you can make them eventually, so it's not so bad then. They are rather ridiculously expensive though, I agree.
- Parrots: Fully agree! On the first ~2-3 turns, parrots will scout everything and you don't care if they get shot, unlike a dedicated scout gal (with the training/investment required to get good TUs). But with their stamina, they eventually become much less worth it. I'd rather the parrot got a TU nerf (so not as good at the beginning) but a stam buff (so better in the later turns). Or maybe that's intended and the dog has better stam/stam regen? I'd have to check.. I haven't looked at dogs since parrots showed up and I used to really value them, which says something...
- Cat: Cool idea! I think someone also mentioned a pet cat before, as a psychic familiar? The gals need some cat, yeah ;)
- Cat girls have great melee dodge, so if you don't have great melee accuracy (you say fair, which doesn't sound like enough!), you don't stand a chance. Plus there's bugs depending on their angles, I think. Engage catgirls from range, especially with stun grenades, as the stun AoE quickly takes them down.
- Unfortunately, the brainerz would need to destroy a suit to research it, and I sure don't want that ;) I would love a new item "X Armor Specs sheet", which would be placed in the same loot pile as the armors (the military supply ships are bringing the user's manual with the armor!) and which, once researched, give you the ufopaedia article for that armor? That would cut a lot of the "equip and check", and allow a bit of extra info like resists, stam recovery and dodge to be gathered.
Here's a small thing I'd like to see:
The tech tree is very confusing to newcomers. For example, Linux SMG is a precursor tech to Bigger Guns. Until you've researched Linux SMG, you can't discover new weapons for your ships, and you can't build most defensive installations. But I wasn't interested in SMGs - I never use them, since they're usually weak against armored enemies, and there were always a dozen other techs that looked more promising, like captured engineers, who I thought might teach me these important secrets - so I played for years of game time without bothering to research that path, and only eventually found what I was doing wrong via the online Tech Tree.
So I think the Linux SMG tech should be renamed 'Basic Gun Design' or similar - it could still give you the same stuff otherwise. There are probably other techs like that.
How about adding item weights to inventory.
Ah sorry, I understand now.
I don't personally think it's necessary, since 1) you can check it in the Pedia, 2) item weight in itself is quite meaningless - what counts is total weight, which is already displayed. But I'm not the decider here and I don't exactly mind this being displayed.
I'd rather see melee and throwing accuracy displayed along firing accuracy.
I don't exactly mind this being displayed.
I do, it's kind of ugly. Why would THIS get displayed and not some other random stat?
I do, it's kind of ugly. Why would THIS get displayed and not some other random stat?
Why remember at all?
During battle, picking up an item to know its weight is at leasy 16 TUs (14 to hand, 2 to drop). It's happened to me a few times to go: "Oh! I'll pick that up -> Ugh, super overweight -> Drop it -> What a waste of TUs..."
One way to deal with that without adding to the clutter would be to add the weight of an item to the total weight as soon as it is picked up by the player's mouse (same time the game updates the TUs to put it somewhere in a gal's inventory). Then you see how severely overweight you would be and can just drop it back if you don't want to be. Some items (ex.: Gauss) are unintuitively heavy and this could help with that.
Adding Throwing and Melee to the displayed stats would be great.
One way to deal with that without adding to the clutter would be to add the weight of an item to the total weight as soon as it is picked up by the player's mouse (same time the game updates the TUs to put it somewhere in a gal's inventory).
Some items don't have ufopaedia articles on them. Ever.
Some items you want to pick up are not researched when you do it. Picking them up during battle may sometimes be life and death for the soldier and even when not it's time units I'd rather spend on something useful. I am attached to my time units like that.
Every time unit counts.
You guys don't like it with the item name: All good, how about adding it to the Weight limit temporarily like this suggestion. :)
The soldier stat screen access is much more fluid than the ufopaedia one. (For some reason sometimes I have to click MB five times before the game registers it. And to top it off I *don't remember* all the items I have researched so I will be clicking there like "Okay this was click 12 I probably don't have this item researched".)
From my experience most of the game you don't care about those stats on randoms one bit. Mid/late game you have dedicated swordsmen and they get flagged by the stats mod anyways + 90% of your soldiers are using guns.
The point is. Throwing and melee accuracy you only care about sometimes and only for few people on your team. Item weight however is something that you care about *every* single time you equip someone to a lesser or stronger degree. If items didn't have weight you'd be talking about slot damage efficiency or some stupid cookie cutter shit like that.
You do care if that stun baton weights more than the cattle prod but you need those two grenades and maybe a high explosive.
Maybe you want to run from the mission. The mercenaries are closing in but you need to make a choice: "The Heavy Gauss or the Sniper Gauss. Maybe even that Mercenary Engineer? Can I make it? How do I know?"
It will be available in "options.cfg" as hidden option, you can then turn it on manually; I will post the option name once it is done.
extraStrings:
- type: en-US
strings:
STR_FIRING_SHORT: "Firing>{ALT}{0}"
STR_THROWING_SHORT: "Throw>{ALT}{0}"
STR_MELEE_SHORT: "Melee>{ALT}{0}"
STR_PSI_SHORT: "VooDoo>{ALT}{0},{1}"
showItemNameAndWeightInInventory: true
Melee scales, sort of, but you need to get in position to use it so 33% of it (melee exclusive specialists) in your squad is overkill.The number looks high, but it's because his melee girls are the heavy-armor scouts.
Some items don't have ufopaedia articles on them. Ever.
Care to list them? There might be ommisions.
Regarding bows, I'm happy Meridian loves them (but if the angle bug will be ever fixed, there will be serious nerfing :) ) I don't generally use them myself, maybe a single per squad, since I find them boring. I tend towards 1/3 rd melee + pistol, 1/3 rd heavy weapons (mortars, machine guns) as they allow to destroy terrain, and 1/3 rd trainees with scoped rifles, shotguns or whatever.
I am moving away from using a lot of pistol+melee gals because of the new sight range and the fact that smoke grenades are a lot less useful now.
Any chance to make smoke great again?
I think smoke was too good.
Right now it still serves its (in my opinion) main purpose of giving you cover when disembarking. It's still as good at this as it was. But it's also very useful in the field.
I am moving away from using a lot of pistol+melee gals because of the new sight range and the fact that smoke grenades are a lot less useful now.I have found weapons with good snapshots + melee in backpack to work really well. 10 TUs to get the weapon is not that bad and pistols never had enough stopping power in Piratez to-be really worth it.
Any chance to make smoke great again?
I agree that smoke was too good, but now it hardly matters, even when embarking, because often enemies start too close for it to be useful.
I think it has to do with the enhanced viewing range. Now enemies (and friends, of course) can see much further through smoke. So now enemies within ~15-20 tiles (I haven't counted) can see right through it, even if you dropped the 'nade right at your feet.
Are we playing the same game?
I didn't mean the contents of their pockets, just the weapon.I think what Dioxine meant is that although the gameplay for us is slow, you should imagine that it is actual fast paced and hectic from the point of view of the soldiers. They are running and shooting and throwing grenades etc as fast as they can. They are sprinting through enemy lines to slash them with an electro-sword, etc. It is fast paced for them, even if it isn't fast paced for the player. And so if the soldiers aren't able to give a detailed account of the enemy stats and weapons after seeing a glimpse of them through the darkness, then perhaps it's ok that the player doesn't know that information either.
Describing it as "fast paced combat" is kinda....
I think what Dioxine meant is that although the gameplay for us is slow, you should imagine that it is actual fast paced and hectic from the point of view of the soldiers.
Might be a slightly odd idea, but there was mention of making the skyranger and pigeon harder to get and this might help there: possible mission where you attack a salvage team or a salvage yard, or even an archeological dig, with possible rewards including scrap, piles of junk, homefront rifles(if anything can survive centuries in muck, these can) with the upper end rewards being wrecked vehicles or very rarely hulls for some of the black market ships. You could rebuild a jetbike for sale or use, with a little work and a decent workshop, maybe this could be the only way to get a skyranger or pigeon, or other aircraft more in line with our era.
First, you have 'alt' for standing units, mini-map for laying units.OMG you guys if you press Alt the invisible enemies that your characters can see but you can't are highlighted! This is the most amazing thing I've found out since my discovery that my characters can sprint if I press Control! And all after only three years of in-game time!
OMG you guys if you press Alt the invisible enemies that your characters can see but you can't are highlighted! This is the most amazing thing I've found out since my discovery that my characters can sprint if I press Control! And all after only three years of in-game time!
OMG you guys if you press Alt the invisible enemies that your characters can see but you can't are highlighted! This is the most amazing thing I've found out since my discovery that my characters can sprint if I press Control! And all after only three years of in-game time!
By making it 8 pixels high?
I'd rather see:
A filter that allows me to switch off all things I can't currently manufacture due to lack of materials.
A filter that allows me to switch on things I can't currently manufacture due to lack of base facilities. (To let you know what you're lacking.)
An 'alphabetical sort' option.
A 'do not show' list, for obsolete weapons I'm never going to make.
Obviously, some of these would be quite difficult to do...
That's a bad suggestion and also a bad joke.
6 pixel font?And how about non-english letters?
https://www.dafont.com/6px.font
???
And how about non-english letters?ˇ
Ň á ů ú Ž ž …
ˇBetter get started then. :)
I'd love to see õäöü.
If we'd get there I'd do Estonian translation.
Future-proof post 8))
Better get started then. :)I guess I will.
I guess I will.Note that even if you want to modify the file "et.yml" directly in order to check the results in-game (it's very handy to ensure that words are not too long), the actual way to contribute your translations is through Transifex https://www.transifex.com/openxcom/openxcom/
In that case, i request a homage to the best SciFi Show in the history of TV, which would obviously be Babylon 5. I will offer a more indepth suggestion if my request is approved :p
I'd rather see:
A filter that allows me to switch off all things I can't currently manufacture due to lack of materials.
A filter that allows me to switch on things I can't currently manufacture due to lack of base facilities. (To let you know what you're lacking.)
An 'alphabetical sort' option.
A 'do not show' list, for obsolete weapons I'm never going to make.
Obviously, some of these would be quite difficult to do...
extraStrings:
- type: en-US
strings:
STR_FILTER_DEFAULT: "Default"
STR_FILTER_DEFAULT_SUPPLIES_OK: "Default (supplies OK)"
STR_FILTER_DEFAULT_NO_SUPPLIES: "Default (no supplies)"
STR_FILTER_NEW: "New"
STR_FILTER_HIDDEN: "Hidden"
STR_FILTER_FACILITY_REQUIRED: "Facility required"
STR_MARK_ALL_AS: "Mark all as:"
STR_MARK_ALL_AS_NEW: "New"
STR_MARK_ALL_AS_NORMAL: "Normal"
STR_MARK_ALL_AS_HIDDEN: "Hidden"
Cool! Will it be possible to tell which base facility you're missing?
extraStrings:
- type: en-US
strings:
ALKO: "Still"
CPU: "Lab or Computer Core"
CPU: "Computer Core"
FUS: "Fusion Reactor"
GAUSS: "Gauss Battery"
LAB: "Laboratory"
LAS: "Laser Defenses"
LIB: "Library"
MINT: "Mint"
PRINT: "Printer"
PWR: "Power Station"
REFI: "Refinery"
SHOP: "Anything"
SPA: "Luxury Spa"
SUMM: "Summoning Circle"
SUR: "Surgery Room"
WELL: "Extractor"
WORKS: "Workshop"
a single unit of ore uses up less space than the 50 units of scrap you can convert it into.Here's how I mentally justify that: ore is dull-looking and low in value, so you can leave most of it just lying around outside the base, not taking up any vault space, and it won't draw any attention.
Factories should double as Prints imo. They take up so much room already...
All except alphabetical sort are done.
Btw. alphabetical sort will be superseded by "quick searcher box" some time in the future.
A quick preview attached.
I am adding this to:
- new research
- new manufacture
- ufopedia
- stores
- buy/purchase
- sell/sack
- equip craft
- inventory
- maybe memorial ?
Did I forget something?
Meridian: I noticed a lot of weird empty space in the inventory "floor loot pile" of the new version when equipping gals on the Bonny. The althrithm seems to pack the first "page" really well, the a few gaps in the 2nd, and a lot of empty in the 3rd.
Even in the knight era longswords were not made to fight properly armoured foes. If you are up against a guy in plate, you'd use a warhammer or a mace or a polearm if at all possible. I think + armour makes sense, as it is still mainly a slashing weapon, it is not a weapon specialising in anti armour warfare.
I don't see anything like that.
Can you give me a save, a screenshot and a few steps to reproduce?
Good idea with that. Damage bonus is tied to ammo, so either it uses flintlock balls or it has custom ammo; I can't circumvent that. I'd lean towards custom ammo, so it's a single shot only but more powerful weapon. Of course an 'improved' musket isn't a bad idea either, but you have the hunting rifle for that.
Cool, unfortunately I am absolute crap at coding or art stuffs, so I can't really help design the look or whatever might be useful, but I'm happy to hear it is a good idea.
Another possible idea: how hard do you think it would be to allow more than one craft to land at a location?
Meridian's LP shows that 18 is more than enough for almost everything, ...
I only recently started playing again with version 99, and I don't know why but I really like how one of the portraits (The white haired one with red eyes, one of the newer designed ones) appears to have an arm tattoo that's preserved in all armors. And looking at a few more, some have necklaces that are preserved across all armors.
Given the "Default" armor now appears to be tribal, it feels kinda fitting and flavorful. But it makes me wonder, is there any intention to further diversify some of the portraits like this? Maybe inking up a few others or other little traits that can be different per portrait? It's a small thing in this case but it does add a lot more individuality.
I think my edit got overlooked but here goes:
Why was the early game changed to be immensely more brutal? I don't remember ever struggling so much before and basically getting wiped out by Ratmen or Raiders. Not to mention not having anything to do (other than research) the first month... I skipped a Pogrom because no way I'd be able to do with just 6...
Just did another quick start... wow, what changed? Early game is significantly nerfed... barely made it through the first month (couldn't catch ANYTHING - all civvie vehicles - all the spawned missions were way outside the range of the Airbus - and then a mutant pogrom with six gals? Yikes...). Second month I catch up to a landed Raider ship... didn't even kill one and then promptly got exploded. I'm actually pretty turned off from this... basically watched the sun rise/set the first month (huge negative score and lost protection money) and then TPK on first mission.
Wow.
My random two cents since I have not read anything:
I got my ass kicked by the Ratmen Rodeo; first mission out of the base.
I didn't take it too seriously (I'm hyper aggressive) but wow, gals felt really delicate and only six, ouch. Oh well, more meat for the meatgrinder!
edit: Just did another quick start... wow, what changed? Early game is significantly nerfed... barely made it through the first month (couldn't catch ANYTHING - all civvie vehicles - all the spawned missions were way outside the range of the Airbus - and then a mutant pogrom with six gals? Yikes...). Second month I catch up to a landed Raider ship... didn't even kill one and then promptly got exploded. I'm actually pretty turned off from this... basically watched the sun rise/set the first month (huge negative score and lost protection money) and then TPK on first mission.
Wow.
Are you gonna stream your adventures? I'm missing it...
Hey Draco! I don't think its intended for the game to be super hard in the beginning, with .99. I was able to clear the early missions without much trouble, (no more than 20-30% losses per mission)... ie. Ratman Rodeos... etc.
Also, I think Mutant Pogroms are delayed until after you research Mutant Alliance, so it might be worth putting those off early.
I am adding [search] to:I'm not sure if this has been mentioned, but search is missing from transfer between bases. ("ship")
- new research
- new manufacture
- ufopedia
- stores
- buy/purchase
- sell/sack
- equip craft
- inventory
- maybe memorial ?
Did I forget something?
I'm not sure if this has been mentioned, but search is missing from transfer between bases. ("ship")
I think the "Air Car" idea is great. If I could add one request: better radar.
There needs to be more easily attained HWPs to make a craft like this worthwhile.
Something needs to exist to bridge the gap between parrots and dogs and the tanks, converted cyberdisks and sectopods.
Hmm, that sounds like a looted academy drone... But would it be worthwhile? It's not very durable, has poor weapons and while it's a good scout, I think parrots are better...
As Bloax mentioned, its available in his latest executable build here: https://openxcom.org/forum/index.php/topic,4187.0.htmlThanks for the tip. Done, and fixed. :)
Down load the linked file in the first post and use it replace to the one in your OpenXcom_XPiratez folder.
I think this could solve the problem of aquatic weapons.
I made an extended search function for the ground inventory. The main difference is that it searches within an items' categories and loaded ammo for matches as well. Thereby it is possible to look up all items of a certain damage type, weapon type etc. I only enabled this extra feature for researched items though. It also skips searching by name on alien artifacts to reduce spoilers.
- Stian
Please add a line of fire and arc designator which highlights blocked segments of the LoF/arc in red (unblocked segments might be green/black/other contrasting colour) so we can clearly see where we can and cannot throw/attack.
Also add an option to turn an LoS requirement on for VooDoo.
Add Goldman Sacks; the shadow banking faction which caves your skull in should you fail to repay your debts: https://docs.google.com/document/d/1Dm70-ymoTxOQhzzQjoOEm8Uzymhq2miLmpxuLjB4fG8
I guess this is a request for me, in which case I reject it as "I don't like it".
Also, for throwing trajectory this would not even be possible as the game tries multiple trajectories (under different angles) before saying it's not possible (as far as I know)...
What's not to like about being able to determine line of fire precisely?
Blocks being highlighted?
I was more thinking a line being drawn; the line is green until it gets blocked by something, becoming red to the target point afterwords.
Also how many different angles does the game check for arcs?
Further both of those are great ideas; if your issue is the aesthetics, isn't it just a matter of getting better art?
What's not to like about being able to determine line of fire precisely?
I really hate it when the game says 100% but then you hit a tree branch.
Also, instead of having facilities be destroyed because they were cut off from the rest of the base, how bout replacing destroyed facilities with "Rubble" which has to be cleared before repairs are made, but still counts as connecting.
Give Chryssalids acid/poison spit so they can deal with flying units.
This would not instazombify, though if it would kill a unit, it zombifies them instead (the venom is what causes the zombification). However, the resulting zombie would be sterile because it wasn't implanted with an egg.
This is already doable with modding. Feel free to do it and share with others.
I have no idea how to do this, nor to program the AI.
@ Arthanor: I was thinking that it would only spit at units it absolutely could not reach via pathfinding.
Now this is about the AI. :) It would have to be programmed.
Any way to get the Deliverator to spawn with at least one pizza? ;D
Reduce the frequency of Supply missions so this doesn't happen: https://i.imgur.com/PCR3FYm.pngIRL that was the case too, attacking supply lines was always lucrative, That's why pirates IRL attacked shipping lanes, but often times not the forts.
Honestly, enemy Hideouts are way more valuable to me intact than destroyed.
IRL that was the case too, attacking supply lines was always lucrative, That's why pirates IRL attacked shipping lanes, but often times not the forts.
Though IMO each base should only have like 1-3 ships visit a month per base, I normally ignore them but I think it's ok at current spawns. After all the supply ships often have nukes so if you're strong enough to beat the security why not?
Though I think a landed supply ship should have a different map, like the Siberia map because you know its a supply ship probably landing in a shipping zone of a hideout. Attacking a landed supply ship should be like a hideout attack mission.
The current supply ship map IMO should happen if you shoot it down on route to the base. Though don't think you could code it as such.
Nukes aren't a problem with indirect fire (bows/grenades) and conservative play. Between that and the map size you often won't capture the ship before the self-destruct activates if there's a lot of LoS blockers/obstruction (hell, on terrible maps/at night I sometimes deliberately wait out the clock to make my life easier), but you still get plenty of loot in terms of the gauss weaponry and parts of the ship that remain.Easy access to Gauss from supply ships IMO is why they exist, so that when base defense comes you won't have it too hard. Though I agree using bows/nades makes it unlikely you'll get nuked.
Reduce the frequency of Supply missions so this doesn't happen: https://i.imgur.com/PCR3FYm.png
A big chunk of my cash is due to mass production of bikinis at my bases (the elaborate lingerie or whatever).IMO it's not really that abusable, factories IRL generate income. Though having base defense missions scale with the cash generated from said base would make more sense, bigger raid group against a more lucrative factory. Of course this being a game where you profit from more fighting would lead to some people just getting heaps of plasma weapons.
But the issue is that points and $$$ are too easy to get even on the hardest difficulty because there are so many supply missions and you can farm them safely with bows/grenades and mortars; the key to pass on the first turn if necessary, drop smoke and flares ASAP, note facings, and drop grenades on people that can retaliate against you (i.e. they're facing away, but might survive a bow hit then RF), and bows on those that cannot.
Yes you can self-handicap, but it's better that this not be abusable in the first place.
IMO it's not really that abusable, factories IRL generate income. Though having base defense missions scale with the cash generated from said base would make more sense, bigger raid group against a more lucrative factory. Of course this being a game where you profit from more fighting would lead to some people just getting heaps of plasma weapons.
Xenonauts is probably the kind of game you'd enjoy where manufacture doesn't generate income.
Though I think a landed supply ship should have a different map, like the Siberia map because you know its a supply ship probably landing in a shipping zone of a hideout. Attacking a landed supply ship should be like a hideout attack mission.
The current supply ship map IMO should happen if you shoot it down on route to the base.
I seem to recall discussion about different maps depending on craft status at one point. It was technically unfeasible because craft maps are determined by terrain at point of landing. The only maps specific to a situation are generated missions like mansions and Siberia with specific calls for given map types. Dynamic(craft) and generated maps don't mix.Supply craft could be like terror ones and generate a map on the instance, that can be chosen for interception.
The craft map would naturally be the same, but the terrain would be different. I mean a Supply Ship wouldn't land in the middle of nowhere, it lands on some sort of landing pads, I guess.
Reduce the frequency of Supply missions so this doesn't happen: https://i.imgur.com/PCR3FYm.png
Meh, not even the highest score rank.
The problem is that if you have tie a "enemy hideout entrance" map to the supply ship, that will also be the map when you shoot down the craft in the middle of nowhere, and that makes no sense. BetaSpectre's idea of making it behave like a terror mission is cool, you can have an "offload intercept" mission. But that also has the problem that there is no craft flying off after..
The ideal solution would be to be able to define a crash map (or not define it, and leave it up to globe texture) and a landed map (which in this case would be the hideout entrance). Then maybe even tie different deployment options to the different maps, to represent some crew from the hideout coming to help unloading.
This would require an option to define "crash map" and "landing map" if needed...
Some small suggestions:
- Give the Humanist Activists some torches for their progrom.
- Also other factions should carry appropriate light sources (at least some units of the lower ranks).
- Some (only a few) of the civilian vessels should land. This would increase the interaction with them during the early game. When I noticed, that they never land, they are just ignored for many months until you get an interceptor.
Not true, some of them do land. Also an interceptor is available from Day 1 now.
I would like to have the possibility of finding, looting, stealing, or even buying a treasure map, would lead to a mission where you have to fight other treasure hunters and most likely Deep Ones or Dark Ones who just happen to be in the area. Maybe have a one in ten or whatever chance of there just not being any actual treasure, maybe it was a hoax, or maybe someone else got there first.
Best case scenario, you get the treasure and the loot from the other guys, worst still decent scenario, you just get the loot.
Hey, how about a "sheriff" unit? Eg. Govt. sheriff? So wevall may sing, "i shot the sherif".
No troll post, sriously. A couple law enforcements units may add a bit of mood to the game :)
You might be able to get Brainers and Runts though.
Well, it could be a variant of the Watchtower-like missions... But would you really play it? You get negative points for killing govt guys, for little gain. And besides, why would the piratez attack a sheriff office? It's not like you can get a free gal by freeing them... Sadly.
No extra code needed for that, just my old magic, weather would depend on texture... cold in arctic, hot in jungle... and by calculating time to get there, you will get the local time when you get there, righto? :)
Personally I would prefer no updates (like switching on and off different clothing) that require me to waste even more time rearranging inventory between missions than I already do.
Personally I would prefer no updates (like switching on and off different clothing) that require me to waste even more time rearranging inventory between missions than I already do.
Being able to save several gear profiles to each pirate (standard, mansion, arctic, desert, etc) as a quality of life implementation would fix this problem; that leaves only the armour swap to worry about which is much less onerous.
I think Meridian has multiple Load Out profiles done already? With the FKeys, F1-F12, etc?
I'm usually not smart enough/too lazy to use those, but I do agree that it might be handy for these.
Talking about enviros, what happened to the space one?
Wait, what? Doesn't not using this feature (if it exists) kind of obviate the point/idea of being lazy? ???
You can take Plate Mail on Mansion raids?um: nope.
Any way to mark the items that are refilled after a mission?
Actually, the gals find bagpipes morale-boosting; they're an upgrade to the battle flag. That guitar ivan posted is a further upgrade, so you can imagine your crew going on a rampage to the sounds of sweet, sweet guitar solos. You could headcannon it as your gals channeling the sounds of bagpipes through their weapons to make them fire faster...
Imagine the cacophony of a sonic grenade.
Yup, being able to save several templates would be a huge QoL improvement. I think Meridian is looking into it?
You might be able to get Brainers and Runts though.
Can you?
No, seriously, can you? I'm pretty sure it's not possible.
I don't know if it's possible, but they appear to be set as resources, not units, so seems probable to me, with my total lack of knowledge on the inner workings of this game :)
It's not possible at the moment.
Scientists and engineers are not units, but they are also not items (resources), so they can't be recovered from a mission.
But I can add a few flags here and there and transform flagged civilian survivors into scientists, engineers or even parrots if you wish...
Would anyone be (seriously) interested?
a captured Academy Engineer might turn into 2 Brainers
Mortar needs to use less TUs (such that you can reload and fire on the same turn if you don't move) or deal more damage; as is Hellerium Grenades (and Smoke Grenades/Willy Pete; hell even Frags in most cases) are hands down better than this in pretty much every way; I've struggled to hew out a role for it, but it's just way too TU intensive and cumbersome for the utility you get.
You don't live in a world with conservation of people? :o
Really? I found it to be extremely useful, in fact one of pieces of gear I had in use the longest. No need to worry about maximum range, hits almost always exactly on target, great damage for a non-hellerium weapon (one-shotting Marsec Bodyguards on a good roll), it's a beautiful piece of artillery. It's a bit of a loss that you can't fire it every turn, but at least when you do fire it, anything less than power armor is pretty much dead. It came with me to provide fire support on every supply ship raid I've done, because I use my less-trained gals just in case a nuke goes off. Grenades require much more training, and even then don't always make it perfectly on target.
I will repeat what I have always said: it'd be great to have an option to manufacture soldiers (and, by extension, runts and brainers, if it can be done). If that's possible, recovery can be done through items (like the Experiment Victims), so no separate engine for recovery is really needed.
Still, my tiny brain doesn't see the difference between buying a runt for $5000 and "manufacturing" a runt for $5000 :) What is the fundamental difference (that I am missing) that would make it useful for your modding needs? Best if you could give me one example of what you would do with it.
Btw. what should happen when during manufacturing (after it already started) you run out of available living space?
I think it's plenty for early missions, it fills the indirect fire support role well until you can loot some hellerium grenades and train throwing. I don't advocate using it as long as I did, but it works damn well when you need that early firepower.
Balance-wise, for when you first get it, I think it's necessary to not allow multiple gals firing it in a single turn, otherwise you wouldn't ever use grenades at all, just bombard the hell out of the whole map by a crew of gals playing pass-the-mortar. Remember, Dioxine's point of balance is not to make sitting behind a smoke wall and shelling out everything you see the most attractive option - the closer you get, the more fast-firing options you have. At the point you get plasma and gas mortar shells, you don't really need to fire more than once every other turn - you flatten whatever you fired at, and it takes another turn to find anything worth firing at again.
I'm not arguing that the mortar is the optimal choice of fire support, but I find it worthwhile to use, even a little later in the game; it's a great situational-use weapon. Anyways, you should want to move on from the mortar to something like the tornado rocket mortar, or tossing high explosive packs from your uber-trained ubers.
Maybe, but the Mortar is so fucking awesome that who really cares!
Haha! Maybe I should have been more precise - it would make sense for "smarter" npcs to contribute more to research than other ones. The Academy Engineer might be twice as productive as a normal Brainer for your research, but he would demand a larger salary as a result, and nicer accommodations in the barracks, etc.
For starters, Academy Engineer a 'she', and by that logic, she's worth around 0.1 Brainer at best :). Guild Engineers would be worth around 0.2. If they wanted to work for such technological heretics as the pirate gals in the first place! Fully agreed they would want better accomodations, though :)
Let's say reload+turn is 18 TUs (default reload is 15, so giving you 3 to turn), so your gal has at least 18 after firing. Drop from hand is 2, stand up is 8, move from square is 4, total 14 TUs. With a second gal to pick up the empty mortar, reload, and toss to a third, that third gal only needs 14 TUs to pick it up and 4 to kneel, total of 18, so she would have enough to fire. Thus asking for fire+reload+turning is necessarily getting firing multiple times per turn, unless the reload is incredibly quick.
More over, it would be nice to see mortars retain utility beyond what is a very narrow window of the game. Plasma/Hellerium, Poison Gas, Shrapnel (aoe cutting damage) and Chem rounds would all be cool, but I also think that the TU cost needs to enable a reload and fire from the ground for starters (assuming no movement other than turning).
That was "less than optimal" as Ivan says. :D
Also, another thing that would be nice: Wench outfit for the mansion. I'm not sure why it's not allowed since other psi outfits are and I'd bet some of the people living there are the kind that enjoy special room service.Hm... from what I'm seeing in the ruleset, I think it is: in Piratez_Planet.rul line 26256, STR_LINGERIE_SET_X_UC is part of the allowedArmors.
Also, another thing that would be nice: Wench outfit for the mansion. I'm not sure why it's not allowed since other psi outfits are and I'd bet some of the people living there are the kind that enjoy special room service.
LOL! Too True!That's one phrase I loved from your LP. No swears, just an objective: "hum.. that was... less than optimal" and often I'd be laughing out loud and my laptop. Maybe I should re-watch your tftd LP...
Hm... from what I'm seeing in the ruleset, I think it is: in Piratez_Planet.rul line 26256, STR_LINGERIE_SET_X_UC is part of the allowedArmors.:o well, as I said it makes sense to be included ;) I must have misread something somewhere. Time to try my loving commando in the mansion! Wenches and seductresses to battle :) now I just needs something that can act through walls...
I want to be able to rename my Mutated Reaper to Mister Snuggems
Would anyone be (seriously) interested?
Sry i meant rifle, sheer typo. As for their "tools" knowledge, yes they catch on quckly but since their startin condition is very simple and basic as thier "science", thdy have even to research bows!) i thought my hint would be ok. Flintlock technology is the same implemented on that kind of rifle as to my understanding, same on that kind of pistol, so it made me think so. Maybe it's a personal point ov view since i'm not a weapon expert or engineer :) but again whatever :D
Edit: small example
Who needs flexibility if you can kill stuff so fast, so fast... ;)
particularly since TFTD damage spreads were removed
Uh, but why?
Three main reasons:
1. You can manufacture from a finite resource, as opposed to buying infinite (and being constrained only with money).
2. You can introduce unique units that way.
3. That's a secret, but you will like it a lot ;)
Also that check should be before manufacturing (just like with craft manufacturing); and manufactured person should already count like occupying space (ditto).
Uh, but why?
They were never here, just it was possible to force the game to use them, and now it's not. I won't advertise the S-Shooty Gun - you don't like it, don't use it. There are plenty other weapons to choose from. Although 18 bullets allow engaging and killing enemies who have 60+ armor, like Stormtroopers or turned-around power armor (completely impossible with TFTD rules, but perfectly normal with UFO damage rules - if the spread is high, high volume of fire pays off much better).
Yippee ki-yay, m$%herf#%*&r! ;-)
Is it possible to subdivide the Prov Govt into the various countries? I would love to visit some retribution on those bastards that defected to the aliens without eating a massive point penalty.
Nah you're too small a fry to assault them head-on (at least not until late game) - although making their lives miserable is always an option, either by robbing them or staging a mutant rebellion.
Keep damage spread at 0-200% but make the probability distribution gaussian with each +/- 25% being increasingly likely; obviously the probabilities can be tweaked:
40% +/- 0-25 (Average Hit)
30% +/- 26-50 (Good/Bad Hit)
25% +/- 51-75 (Excellent Hit/Graze)
5% +/- 76-100% (Critical Hit/Fail)
You might also add a weapon property that makes certain types of hits more likely (criticals on sniper weapons for example).
That'd require a script that swaps item (torch) into another item (lit torch) when the torch is 'primed'. Not sure if it's possible.If torch is primeable then its not lit by default.
But you'll still be able to burn people with it? (It's a flare-battle type with gun melee.)It will always burn people even if "turn off". When I finish new lighting system (right now I fighting with performance degradation caused by it) I will think about way of enabling and disabling weapons attacks. Another thing would be no-stopping grenade countdown even if in inventory or hand.
I think we all want the grenades to still stop the countdown if in hand, if you can arrange that.
It will always burn people even if "turn off". When I finish new lighting system (right now I fighting with performance degradation caused by it) I will think about way of enabling and disabling weapons attacks. Another thing would be no-stopping grenade countdown even if in inventory or hand.
Honestly buckshot should probably get the secondary effects; slugs/AP don't need much help outside of their atrocious range.In case this was unclear from my previous message, yes, I did mean that the buff could be applied to the ammo with multiple pellets, not the more powerful single shot AP ammo. I consider the latter to be quite good early game close quarter weapons.
and TU damage for AP would be cool.
It will always burn people even if "turn off". When I finish new lighting system (right now I fighting with performance degradation caused by it) I will think about way of enabling and disabling weapons attacks.
I like the Flintlock Rifle but it needs some improvement. Currently it is a bit underwhelming. With the aimed shot, it can only be used every second turn, which is strong drawback, so the shot should have some more punch.
I would give it a power scaling of "Accuracy*0.3" to put it between reaper rifle and sniper rifle.
To be honest I don't understand why a rifle from what looks like Napoleonic era should compete against modern weapons.
Yes, they do the job when they hit people who aren't wearing modern armour, but they're still shit-tier. I doubt you as a player are even expected to use them, except maybe very early.
I think the player is expected to use the flintlock rifle. You have to research it and manufacture it.
What'd be most welcomed is an option that holds grenade's countdown ONLY if it's held in hand, not anywhere in the inventory...Then it would be 3 stange option:
Wouldn't it be simpler to have a script which substitutes one item with another item?Right now my scripts still lacks some functionality to made it work. This is only question of some time to add this.
Unlit torch can be changed to lit torch.
Lit torch cannot be changed to unlit torch.
Lit torch is non-recoverable.
Right now my scripts still lacks some functionality to made it work. This is only question of some time to add this.
Maybe when I finish light&visibility changes I could do it.
Also veterancy for Aircraft would be cool, with pilot abilities upgrading with successful interceptions; they would add dodge, accuracy, even damage (signifying hitting the weak point for massive damage (https://www.youtube.com/watch?v=kF8POaO-9TY&feature=youtu.be&t=83)).
I like the Flintlock Rifle but it needs some improvement. Currently it is a bit underwhelming. With the aimed shot, it can only be used every second turn, which is strong drawback, so the shot should have some more punch.
Then it would be 3 stange option:
0 - current behavior (explosive packs)
1 - only hands (grenade)
2 - always countdown (torch or dynamite)
So idea, somewhat linked to the active camouflage that Meridian designed: How difficult would it be to do silenced weapons, ones that don't mark you in enemy Intelligence when you shoot them, other than direction the bullet came from, and don't even give that if the target is alone and killed by said bullet?
I think the Telekinetic Projector should work more like the Ghost Beam; unlimited range, but power degrades beyond its effective range.
This already done. You can modify reaction check logic by scripts.
All what would be needed is ability to disable Reactions check on such a weapon/ammo, or allow for a bonus to said check.
I think it's going more in the direction of having actual pilots. Like, gals.
This already done. You can modify reaction check logic by scripts.
Firing Accuracy and Reactions correlates with ship Accuracy (Accuracy more heavily weighted, Reactions needed to react to the enemy's evasive maneuvers; perhaps Reactions are more important vs smaller/lighter or faster craft?),
Reactions and Bravery with Dodge (Reactions more heavily weighted, Bravery signifying the courage and resolve needed to do the aerial stunts necessary).
Critical Hit chance might be a function of Accuracy and Voodoo Mastery (Accuracy more heavily weighted; VooDoo Mastery alludes to using the 'force/schwartz' to place devastating shots Luke Skywalker style (https://www.youtube.com/watch?v=o2we_B6hDrY)).
Random jokes on the main topic brought up a potentially useful idea: After finding records of it, or possibly actually having a crew member fall for one, a manufacturing project that has you do a Nigerian Prince Scam. Low cost, high reward, decent chance of a crackdown aimed directly to whatever base did the project. For added humor, there could be a slight misunderstanding, which might be intentionally done by the Brainers, it would be called a Nigerian/Hidden Expanse/Theban Prince Albert scam.
To be honest I don't understand why a rifle from what looks like Napoleonic era should compete against modern weapons.
Yes, they do the job when they hit people who aren't wearing modern armour, but they're still shit-tier.
I would agree, if it were in real life. However this is PirateZ, where hunting bows are high precision weapons of mass murdering and a sledge hammer is an efficient weapon to destroy tanks. ;)
No need to resolve anything, I've already said that the Flintlock Rifle is as good (or bad) as intened, and fits into its tier just fine.
The tier of weapons that get ignored because it's easy enough to steal real guns early game.
We should keep in mind that those bows are built for superhumans, at least the ones you have to manufacture are. I sort of dislike having to say this, but think about the bows from Avatar, it's like that, though not quite as extreme. I figure an average Uber is around 8ft tall and built like a brick house, and they're officially stronger than they look.
Please tell me how :) Eg. I want a silenced pistol that counts your Reactions as being double for the purpose of enemy Reaction to your attack done with it (same can be added for X-Bows).
extended:
tags:
RuleItem:
XPIRATEZ_STEALTH_GUN: int
scripts:
reactionWeaponAction:
- offset: 1
code: |
var int time_units;
var int time_units_max;
var int stat_reaction;
var int temp;
var int reaction_attacer;
var int reaction_viewer;
var ptr RuleItem gun_type;
weapon.getRuleItem gun_type;
gun_type.getTag temp Tag.XPIRATEZ_STEALTH_GUN;
if neq temp 1;
#not stelf weapon, we quit with defualt value
return reaction_chance;
end;
#reaction score of unit that react to action done by `action_unit`
reaction_unit.getTimeUnits time_units;
reaction_unit.getTimeUnitsMax time_units_max;
reaction_unit.Stats.getReactions stat_reaction;
set reaction_viewer stat_reaction;
mul reaction_viewer time_units;
div reaction_viewer time_units_max;
#reaction score of shooter
action_unit.getTimeUnits time_units;
action_unit.getTimeUnitsMax time_units_max;
action_unit.Stats.getReactions stat_reaction;
set reaction_attacer stat_reaction;
mul reaction_attacer time_units;
div reaction_attacer time_units_max;
#we buff attacer reaction score
mul reaction_attacer 2;
if lt reaction_viewer reaction_attacer;
set reaction_chance 0; #set 0% chance to react
end;
return reaction_chance;
items:
- type: STR_SOME_WEAPON
tags:
XPIRATEZ_STEALTH_GUN: 1
Yankes, do you have a reference for what can be done with scripts?Exe in debug mode split all meta data of scripts to log. For what script are used is in readme.
You can go straight to Plasma in xcom1; and straight to Sonic in xcom2 too... but I still go for laser and gauss first... because I want to... choice is yours!
Gaussian damage (not the type that is about to follow, pun unintended, etc) is badly needed. I just had an Esper wade through 5-6 gauss musket reaction shots, all hitting, when one is normally adequate to kill, and point blank one of my dudes, badly injuring her with a gauss pistol; ridiculous.
Exe in debug mode split all meta data of scripts to log. For what script are used is in readme.
ridiculous.
'This is ridiculous' is this mod's motto. Without all these, totally non-scripted, 'oh shit' and 'wow I pulled it off!' moments, the game would be much more boring. I daresay it's the sole quality that makes this game more enjoyable to me than just any other rendition of the genre.
Not the much wider selection of weapons? The mechanics? The lore/atmosphere?
@Linux: nah your bayonets look like crap.
I know but please, would you make another for next version.
Edit: i also suggest so switch features between musket and flintlock rifle, the former may have to be a one shot one, the latter may have 5 rounds clip, with a bit more TU to reliad. After this these should be still balanced :)
[..]
Honestly, this mod is not about Gun Pron. Play Jagged Alliance 1.13 with "Tons and Tons of Extra Guns" for that effect. [.]]
I figure the Musket, Flintlock Pistol and Clockwork gun are all smoothbore pepperbox (https://en.wikipedia.org/wiki/Pepper-box) style guns, with three barrels. Flintlock Rifle, as has been mentioned is a rifled single shot long gun, also known as a Long Rifle (https://en.wikipedia.org/wiki/Long_rifle). In game it might not be that exact type, the one in my head is specific to the North American frontier in the late 1700s and the minie ball ammo used is US civil war era, 1850s. I wouldn't want my precision weapon to be a pepperbox, too many parts, too many places for it to break
But given that it's basically an pirate design, basically simplifying the concepts behind the guns they salvage to the point where they can build a sniper weapon and ammo with the most basic workshop, I see no problems with it, if you're unlucky enough to not get any sniper guns by the point where you can build one, it's going to be useful, if you run out of ammo for your looted sniper rifle, then it can be useful, it can potentially do really good damage for when you get it.
Some lines on the flintlock rifle: i researched it but never used in battle (!!) my hint: but the "minie ball" item should act as "container" for 5 rounds, but the rifle should host inside itself only 1 bullet per time; so this may be balanced with the hunting rifle, th wapons have same damage (33) but the latter features clips that allow to have 5 rounds in the weapon. Or maybe the hunting wll be removed in favor of the flintlock?
mansions...
they are a grind no matter how I slice them. My first attempt with tk projectors was a miserable failure. I never breached a single wall with them. (only a few attempts honestly).
I think mansions are just a mission that takes patience and a few hours. I like ayephones on everyone, and slave armor, but other than that, anything goes. Kill em all, spread out, and watch for blips.
I thought slave armor was not available in the normal game?
I meant that you can't use it unless it's a random battle, which isn't exactly useful in the game.
Just trying to help articulate an idea, hope it did help.
I thought slave armor was not available in the normal game?
Two ideas: musketeer outfit, bonus to shooting, melee, bravery and energy recovery, extremely flamboyant, somewhat flammable. Mud, early camouflage, basically naked, zero to six item slots, depending on how naked it actually is.
Mansion? Pffft. Try doing one in the dark.
My evening yesterday was full of... darkness. With pink walls. And lots of ninja stealth.
(It's fun to be shooting a clueless guy across the ballroom.)
Link would be good, although I'll rather wait till Meridian pulls this into his build. I'd appreciate that a lot, Meridian :)
It would be cool if the Zeppelin had a researchable upgrade that lowered the upkeep cost, by renting out the sides to sponsors. Might make them have random images on the sides of the zeppelin. It would also make it more logical that people would just ignore them, I think.
It would be cool if the Zeppelin had a researchable upgrade that lowered the upkeep cost, by renting out the sides to sponsors. Might make them have random images on the sides of the zeppelin. It would also make it more logical that people would just ignore them, I think.
The Guild, at least. Any of them, if they weren't aware of who they were actually funding, the Zeppelin is advertising, it's there anyway, with a advertising space for rent sign, so they may as well use it, right?
Why would the Guild advertise? They have the monopoly on the most important stuff. Anyone who has another source, will probably use another source. Some countries may be an exception, but there is no free market as such on Earth.
Monopolies still need brand notoriety. Products are not stagnant unchanging things or the customer base loses interest. Some amount of advertising is needed to keep public awareness.
0.99B just relased ;D i forgot i wanted to point out: early game is fine as it is but i'd advice to give acces to the market not right at the beginning: that is to say "cunning" gives acces ti "contract: merchants" and then you may buy shotguns and sprayguns, but it dird nit have sence since player research hunting bows, stone axes and maces that is supposed to use forva certain period of time. By the end of jan 2601 i had acces to market, and then.mybfirst progrom was humanists with rocket launcher and lasers :o maybe game interpret this as the player ha ing more advanced weapons? Don't know hope i express myself well.
Early market is there for a reason. You either buy on the market, or research your own stuff. The former isn't that stellar and costs money. The latter builds up slowly but ultimately allows for better stuff.
Early market is needed lore-wise as well, and it cannot be overtaken by loot from raids - if the market was later, would anyone ever consider buying a Spraygun or even Ramshackle Rifle?
Your progress is generally completely irrelevant to enemy strength. Pogroms range from very hard to extremely hard with your starting crew, and meant as a landmark (are you tough enough to face Pogroms already?).
Why should adventurer and scout be separate? I see no reason for it, since it's the same clothing, only re-arranged. Also your hired hands naturally bring it along with 'em - you hire them in Jack's Town's bars, do you expect them to prance across the world naked?
As for progrom(s) as still of now (0.99B) they don't seem a "labdmark" to ne because almostvakways i get the first by the end of jan 2601 (the very beginning) unless i'm missing something.
Suggestions:
- Pilots should get a little bit of stat training for air fights and surveillance.
- In air combat there should be some feedback how strongly damaged the enemy craft is. Not an exact number, but something like "lightly damaged" or "heavily damaged".
Pilots needed number for multiple crew craft in bootypediea entries
1. I'd suggest 10% chance for +10 bravery for pilot crew of size = 1; and 5% chance (per pilot) for +10 bravery for pilot crew of size > 1. Or 40% chance (per pilot) for +1 bravery.
2. I'd think that is really hard to estimate even in real life... on one hand a craft can be fatally damaged with a single burnt cable under a cockpit, on the other hand you can sometimes safely land with two engines (out of 4) in flames
1. Is it per engagement? Then sounds good. Maybe there should be also something for the gals hanging out in the spy zeppelin for weeks. Something similar as "dojo mechanic" but weaker.
Oh no, per downed UFO (and if multiple craft engage it, only the one which does the final hit would count).
Pilots needed number for multiple crew craft in bootypediea entries
1. Is it per engagement? Then sounds good. Maybe there should be also something for the gals hanging out in the spy zeppelin for weeks. Something similar as "dojo mechanic" but weaker.As far as I know, deployed crew can still be registered in training. My zeppelin gals are either:
Noted. Next update.
STR_COCKPIT_CAPACITY: "PILOTS>{ALT}{0}{ALT}"
Definitely think that 'precision' based damage types like cutting, piercing and lasers should be much less likely to outright disintegrate a target, while plasma, chem, concussive and incendiary are more so.
This was painstakingly added on a weapon-per-weapon basis, and already works like this. There is almost no cutting weapon that can disintegrate the target, and only the most powerful lasers have that capacity.
Honestly what I would love to see more than anything is Eckskawm Apocalypse style diplomacy between the Govts, factions and the Galz, albeit done right.
I was playing with the idea of bolas/net; but both are mainly constraining weapons, not stunning weapons. I couldn't figure out how it should work in-engine; TU/Energy drain by itself is kinda weak IMO; TU drain only affects Reactions, and AI units usually regain energy very very fast - and no Energy is needed to fire guns. Also there already are weapons that drain TUs, like spear.
However, there is ineed little in the way of early ranged Stun weapons...
[...]
Unless they offered a guaranteed (if they hit) stun, but it's only for a turn or two, so that you'd have to get a girl on top of them before they get back up.
Early on, you can get guaranteed hellerium from civvies by disassembling the small engines. For fuel capsules, manufacturing for cash then buying seems quicker anyways, shootdowns are just a bonus. I heard it mentioned a while ago, but maybe fuel capsules could be loot from a late-game mission.
Really? I had no issue going to North America from Creta for a tower mission..
I'm not sure if this would be an improvement, but I think it would be cool to see more outfits and armor that have shields, like the Plate Mail armor. I wouldn't mind seeing a smaller shield go with the Scale Mail armor.
Ratmans with shields would be an overkill. :)
Things are painful, because the Airbus is the very starting vessel, though battery powered. Probably becsuse - forgot to tell - i always "experiment" on the "Jack Sparrow" difficulty level, don know if that might be..Yes, I made that comment regarding the starting craft. Talking about other crafts would be so irrelevant that I didn't think of specifying that I did. No, difficulty has no impact on the range of different crafts.
Edit: Another possible cool craft name: Airbud? Though in my effirt, since i started to play xpiratez, never passed december 2601 (!!!) exept a couple of times i reached march 2602. :o
More shields would be neat from a variety standpoint. But anything that grants a STR scaling stun is really strong. Getting it too early on a defensive armor..... unbalancing.
As for ranged stun weapons at the low end of the scale - throwing rocks has been known to work. But, that got me thinking, and perhaps this is too silly even for an admittedly somewhat silly game, but what about baseballs? Not because baseballs are particularly special as projectile weapons, but because we already have bats and it would perhaps tie in with a baseball team uniform outfit :-plol baseballs and related outfits would be a bit much, but we've got superheroes already so.. Rocks are a pretty good idea, we've already gotten apples as throwables, maybe rocks could do similar stun but a bit of lethal damage too (making them a bit better at stunning, but also potentially able to kill the target).
With small bonuses to melee, throwing, and voodoo (because baseball players are some of the most superstitious people around)
Yes, but he's the only one who gets them!
I agree, batman's zapper, academy drones, dogs, and other creatures would be fun to have around IMO.
1. It should be possible to convert captured ratman dogs into attack dogs.
2. The animal poison could be used to poison also arrows and javelins and maybe fuso knives.
3. There is already gauss and laser weapon disassembly/assembly, so there could also be conventional weapon assembly/disassembly. (Precision weapon parts, musket parts, cannon parts, small arms mechanics)
It would make the production of the custom guns (shooty gun, custom snipin gun, ...) more flexible. Now you need specific weapons to find, like "3 assault rifles + sniper rifle + slave AI" for producing the snipin gun. With the assembly/disassembly tech you could make it to for example to "3 precision weapon parts + 4 small arms mechanics + slave AI "
Muton/'Brute' civs should at least be able to falcon punch people just like the Merc Commando can.
Hey, i must write that the disc o' death was a nice touch, inspired by 1990's movie "i come in peace" (https://en.wikipedia.org/wiki/I_Come_in_Peace)?
Wrong movie, think of something WAY more known.
As for the soldier diaries brake into 0.99A, i was wondering, in the recap screen after a battle, instead of first award, second award and so on, might be displayed the exact ward name instead (eg. some kind of best friend, etc.)
(kinda of) explanatory screenshot attached :)
mortal kombat?
The exact name of award as shown in bootypedia is also shown on this screen... IN YELLOW HIGHLIGHTED TEXT, so that nobody can miss it. Except for you of course.
Armed.civilians has been a long standing request. It has been implemented in the nightly version, so next time Yankees updates it might get in. I'm hoping we can see those big muon looking mutants punch a few heads when it comes about :D