OpenXcom Forum

Modding => Released Mods => XPiratez => Topic started by: Axebeard on November 11, 2015, 01:20:15 am

Title: [GENERAL QUESTIONS THREAD]
Post by: Axebeard on November 11, 2015, 01:20:15 am
How does Morale actually work? I get that it drops each turn, and jumps up when you kill something, but if someone has 10 Bravery, it seems like it would take longer for them to panic than someone with 50 Bravery. I probably have this totally wrong (in fact, I know I do).
Title: Re: [GENERAL QUESTIONS THREAD]
Post by: Arthanor on November 11, 2015, 02:04:48 am
Lots of info here on the ufopaedia (https://www.ufopaedia.org/index.php?title=Morale).

Interesting stuff:

- Chance to panic = 100-2*morale
- panic = freeze, run OR berserk, with equal chances.
- you lose an amount of morale that depends on the rank of the soldier who got killed, the highest rank of surviving officer present (so if you have a commander present and alive, he reduces your morale losses a lot, a sergeant only reduces it a little) and your bravery score (higher bravery loses less).

So anything above 50 morale and you're safe from panicking. At 49 morale, you have a 2% chance to panic, etc.

XPiratez adds a new mechanic in "combat stress" where each turn you lose/gain morale if your current morale is higher/lower than your bravery. So gals with low bravery will eventually panic even if nothing happens, whereas gals with high bravery will recover quite fast from bad streaks.

Overall, there are two main benefits to bravery in XPiratez:
1 - You lose less morale when another gal dies (same as vanilla XCom)
2 - You recover morale faster if you have high bravery

And also billhooks and some other weapons work better if you have higher bravery. Also, fire damage causes significant morale losses, so enemies with incendiary weapons are quite a threat unless you are fireproof (having a gal get set on fire, only to turn berserk and shoot another down is the beginning of disaster if you don't have high bravery).
Title: Re: [GENERAL QUESTIONS THREAD]
Post by: Axebeard on November 11, 2015, 04:11:15 am
Thanks for the info, I looked through the wiki and couldn't find that page  :P

Edit: Because it's from the main Xcom wiki. So the only new thing is that morale moves up and down every turn, if I'm reading this right.

Followup question: I understand fire destroys morale. Does setting an enemy on fire affect the entire enemy squad or just the ones taking damage?
Title: Re: [GENERAL QUESTIONS THREAD]
Post by: DracoGriffin on November 11, 2015, 04:29:56 am
Thanks for the info, I looked through the wiki and couldn't find that page  :P

Edit: Because it's from the main Xcom wiki. So the only new thing is that morale moves up and down every turn, if I'm reading this right.

Followup question: I understand fire destroys morale. Does setting an enemy on fire affect the entire enemy squad or just the ones taking damage?

Fire damages the morale of ONLY those affected; e.g., it doesn't scare anyone but the person on fire. Weird, right? I'm sure watching your buddy getting burnt to a crisp would be pretty intimidating, but not the case here.
Title: Re: [GENERAL QUESTIONS THREAD]
Post by: Dioxine on November 11, 2015, 01:26:18 pm
Thanks for the info, I looked through the wiki and couldn't find that page  :P

It's explained (in shorter words) in-game as well... :P
Title: Re: [GENERAL QUESTIONS THREAD]
Post by: Axebeard on November 11, 2015, 10:58:41 pm
Yeah, I've read that but I need to know on a mechanical level because I'm weird like that. Same with the "fire effects only the targets" thing. I assumed that's how it worked, but it's hard to test in-game.
Title: Re: [GENERAL QUESTIONS THREAD]
Post by: Boltgun on November 15, 2015, 01:15:53 pm
I'm still trying to get laser ammo manufacturing but I am lost about the requirement. I completed back to school long ago, got power stations up and finished laser weapon assembly.

But besides 'we are one step further towards laser ammo', I have no research that remotely point towards this.

Did I miss an interrogation?
Title: Re: [GENERAL QUESTIONS THREAD]
Post by: Dioxine on November 15, 2015, 02:36:13 pm
I'm still trying to get laser ammo manufacturing but I am lost about the requirement. I completed back to school long ago, got power stations up and finished laser weapon assembly.

But besides 'we are one step further towards laser ammo', I have no research that remotely point towards this.

Did I miss an interrogation?

You already got Electropulse Ammo and Huntig Laser, ja? Then you're missing one interrogation (one of the Broken McEnemy ones, not very high-profile). If you don't have the Hunting Laser, dust off Gun Almanachs to get it.
Title: Re: [GENERAL QUESTIONS THREAD]
Post by: Boltgun on November 15, 2015, 11:52:42 pm
I got both, and got broken church rev, guild rep and guildmaster. I'll stopped stunning enemies out of laziness, but I guess I'll resume interrogations.
Title: Re: [GENERAL QUESTIONS THREAD]
Post by: Arthanor on November 16, 2015, 12:14:29 am
haha in this playthrough, I am struggling with weapons too. It's hard to resist not looking up in the ruleset what to do to get 'em, but it's also nice that playthrough are different even though you should be learning what needs what, since there are SO MANY pre-requisites and cross-prerequisites.

In Piratez, I had custom and smart guns in October, along with advanced personal armor. In this one, no sign of either and I'm now in february. Got a whole bunch of other stuff though, mostly that I don't really know what it gave me. But I discovered revenant armor, and that made me quite happy :D

@Dioxine: Are there research projects that require facilities to be on site before you can research them? If there is a combination of required facility + item + prerequisites, it could make it quite unlikely to even become aware of needing the combination.. Maybe there could be a "pre-research project" that doesn't require facilities, which then would tell you the brainers need facility x to continue working on it. It's not always possible to have every facility on site where the lab is (but I have started building a "hi-tech base" where I build everything fancy. Printer, power plant, etc. so hopefully I have everything together)

Also.. The loader suit.. I'm really trying to like it, but I am having issues with it. The TU reduction combined with high TU cost of heavy weapons means that you need a whole turn to setup shooting, which is often more than you can afford to wait, so the target ends up being killed by other gals focusing on it. And at least the vulcan (haven't researched the other gun that's unlocked by the loader yet) can be carried by a gal in hover suit just as well, which is a lot more manoeuvrable.

Could it be possible to up the weight of the "very heavy guns" but drop their TU cost to.. 51-60%? Still can only fire once a turn, but can move a little bit more, and it would further restrict them to suits with carrying capacity bonuses. Or decrease the TU cost of the loader armor, I guess..
Title: Re: [GENERAL QUESTIONS THREAD]
Post by: Dioxine on November 16, 2015, 03:35:44 pm
@Dioxine: Are there research projects that require facilities to be on site before you can research them? If there is a combination of required facility + item + prerequisites, it could make it quite unlikely to even become aware of needing the combination.. Maybe there could be a "pre-research project" that doesn't require facilities, which then would tell you the brainers need facility x to continue working on it. It's not always possible to have every facility on site where the lab is (but I have started building a "hi-tech base" where I build everything fancy. Printer, power plant, etc. so hopefully I have everything together)

For manufacture, every item that requires a facility has that noted down in the description. As for researches, there are a grant total of 2 which require facilities (the two final 'educational' researches); facilities in question have that in their descriptions.

Could it be possible to up the weight of the "very heavy guns" but drop their TU cost to.. 51-60%? Still can only fire once a turn, but can move a little bit more, and it would further restrict them to suits with carrying capacity bonuses. Or decrease the TU cost of the loader armor, I guess..

Might be a good idea, but I didn't want to make these weapons so heavy that only an expert gal in Loader Suit would be able to use them. There's 30 points of capacity in difference between Hover and Loader, but a starting gal has, say, 30 strength, while the maximum is 80, thus making 50 difference. Maybe I'll up the weight of these weapons by say, 15 or so, while buffing Power Armor to +35 cap, and the Loader to +60? And indeed, the firing cost can be dropped a bit (although the Vulcan is probably the least useful of the 3 dedicated weapons - I don't think Tornado needs any buffs).

I got both, and got broken church rev, guild rep and guildmaster. I'll stopped stunning enemies out of laziness, but I guess I'll resume interrogations.

Yeah, you're missing half a dozen of those, it's one of them what you need for Lazors :) (although the Rep provides you with a follow-up, so you're good having already chatted with her :) )
Title: Re: [GENERAL QUESTIONS THREAD]
Post by: ivandogovich on November 16, 2015, 03:51:56 pm
Star God images:  Are there inventory images for Star Gods? (I'm using the inv images for the factions in the wiki.)  Or are the Star Gods supposed to be so powerful that there is no way the player could ever gain control over them with voodoo, thus, no need for images?
Title: Re: [GENERAL QUESTIONS THREAD]
Post by: Dioxine on November 16, 2015, 04:45:02 pm
Star God images:  Are there inventory images for Star Gods? (I'm using the inv images for the factions in the wiki.)  Or are the Star Gods supposed to be so powerful that there is no way the player could ever gain control over them with voodoo, thus, no need for images?

I haven't been able to declare inv images so they're visible BOTH in the battle and in the pedia - it's either one or another... if I use a normal file declaration, it's visible in battle but crashes the Pedia (the personal armor etc you see in Pedia are done through trickery); if I do it through MANxx mechanics, it's visible in Pedia but not displayed in battle... Maybe someone knows how to circumvent this?
Title: Re: [GENERAL QUESTIONS THREAD]
Post by: ivandogovich on November 16, 2015, 04:55:43 pm
Hmmm... I must just be missing these files in the  /pedia and /body-x directories?  At least I haven't seen any references to the StarGods in there.  Or do they just use standard Ethereal images from UFO? (and I haven't debugged the Bootypedia, so I don't really know if they have an entry there or not.)
Title: Re: [GENERAL QUESTIONS THREAD]
Post by: Arthanor on November 16, 2015, 05:23:04 pm
For manufacture, every item that requires a facility has that noted down in the description. As for researches, there are a grant total of 2 which require facilities (the two final 'educational' researches); facilities in question have that in their descriptions.
That's fine, I am not worried about manufacture. It's good to know about the research! I can stop being paranoid.

Quote
Might be a good idea, but I didn't want to make these weapons so heavy that only an expert gal in Loader Suit would be able to use them. There's 30 points of capacity in difference between Hover and Loader, but a starting gal has, say, 30 strength, while the maximum is 80, thus making 50 difference. Maybe I'll up the weight of these weapons by say, 15 or so, while buffing Power Armor to +35 cap, and the Loader to +60? And indeed, the firing cost can be dropped a bit (although the Vulcan is probably the least useful of the 3 dedicated weapons - I don't think Tornado needs any buffs).

Actually, I realized last night that I was sort of misusing the loader suit, since that was my first playtest of the vulcan. It takes a fair bit less time to fire than a HMG already and my loader gal was a lot more useful, sort of keeping up with the main advance. The only issue is that my hover gal also upgraded her HMG to a vulcan, and she can move more, plus has the benefit of being able to shoot over the head of the frontline, instead of having to try to keep up with it, but she's also more able to keep up since she has more TUs. (I very much enjoyed using the vulcan to shred everything in front of the gals :) I think that weapon is awesome!)

I guess it depends on what you want with the loader. Either it is dedicated to carrying one very heavy gun and then it'd need a buff (or more restriction on carrying the very heavy guns in other armors), or its advantage is being able to carry two very heavy guns while a hover gal can only carry one.

I use a "Space marines" training regime for the gals (dedicated training squad to take on easy shipping like smalls with ballistic weapons, then they are first integrated in the "real team" as sniper rifle gals since that helps them hit, which in turn trains accuracy and strength further, and then they move on to heavy weapons and/or closer to the frontline). This means my heavies are capped in strength already. My heavies and sniper have a very low injury rate (except when something spots them exiting the top hatch on T1..) so they are really good after a year of machine gunning (multiple hits per kill) or sniping (multiple gals hit once on a target to eventually bring it down).

The hover gal has a HMG and a Mortar, and up until last mission, my loader gal was HMG + Rocket Launcher. That was a bad setup for the loader since those weapons are too slow to fire. Now the Hover is upgraded to a vulcan + mortar, Loader is vulcan + rocket, and at least she can move a little and fire. So the loader got a bit better (and I am guessing I will replace the rocket with the rocket-mortar, whereas that'll be too heavy for the hover gal). But it remains to be seen if that's enough of an edge for the loader. (there's a bit of increased armor, but being able to fly and shoot over other gals means that you can stay back more in hover and get better fields of fire, so that's generally better. Won't work in base assaults, obviously.. I haven't done one of those yet. Need better mid-range guns).

Personally, I would make it so a loaded vulcan is 75-80 weight (a small change, I guess, from the 68 it is now). That means your strongest gal can lift it, if she's not wearing/carrying anything. This is probably best done by upping the weight of the gun itself (since that helps with carrying extra ammo). With +15 carrying cap on Hover, you get to carry a few extra things, IF you are super strong (70+), or you just benefit from the added mobility. With that, I'd reduce the TU cost from 70% to.. 60%? It's not that much, but it will help the loader take the few extra steps. The tradeoff for Hover then becomes "mobile vulcan + not much" or "less mobile HMG + more stuff". The HMG is also very slow to fire..

I think explosive weapons might need a weight boost too (Currently: RPG: 8+6; Rocket Launcher: 10+8; Mortar: 12+6; Maybe up to RPG: 12+6; RL: 18+6; Mortar: 20-24+6) which would make them less easy to carry as a secondary weapon, especially the mortar which to me should be a big clunky thing.

Or maybe I just failed at developing advanced (heavy) weapons, and I am not seeing the benefits of the Loader because I am still using "early" weapons with 80 Str gals after a year of play...
Title: Re: [GENERAL QUESTIONS THREAD]
Post by: ivandogovich on November 16, 2015, 10:17:16 pm
Dioxine:  Are the KKK (Humanist Activists) disabled in 95c?  (Looking for a hooded inventory image, but not finding it).
Title: Re: [GENERAL QUESTIONS THREAD]
Post by: Dioxine on November 16, 2015, 10:19:40 pm
No, not disabled, there is just no inventory image yet.
Title: Re: [GENERAL QUESTIONS THREAD]
Post by: DracoGriffin on November 16, 2015, 10:27:43 pm
Dioxine:  Are the KKK (Humanist Activists) disabled in 95c?  (Looking for a hooded inventory image, but not finding it).

Can use the Placeholder image (not the NSFW); not sure if I ever uploaded one, but Public Enemy has it and can be cropped. (Is how I made NSFW one)
Title: Re: [GENERAL QUESTIONS THREAD]
Post by: ivandogovich on November 16, 2015, 10:30:40 pm
Heh.  I roughed out a Public Enemy image from the sprite sheet.  We'll see how bad it looks, when I get to the smugglers. ;)

Edit: and thanks for the answer, Dioxine. :)
Title: Re: [GENERAL QUESTIONS THREAD]
Post by: Boltgun on November 26, 2015, 11:23:23 am
Is there an use for the cooked meat? I made fried reaper innards and I could not find a research topic or a bootypedia entry for it.
Title: Re: [GENERAL QUESTIONS THREAD]
Post by: DracoGriffin on November 26, 2015, 01:39:04 pm
Is there an use for the cooked meat? I made fried reaper innards and I could not find a research topic or a bootypedia entry for it.

It's meant to be vendor loot and... yeah, that's about it.
Title: Re: [GENERAL QUESTIONS THREAD]
Post by: Arthanor on November 26, 2015, 03:12:01 pm
haha I was a bit puzzled by that too, I was expecting it to.. I don't know.. be eatable by the gals in battle to heal wounds or something? Kept it in the fridge since the runts cooked it. I better sell it before it gets moldy!
Title: Re: [GENERAL QUESTIONS THREAD]
Post by: Dioxine on November 26, 2015, 04:03:14 pm
There are plans to do something with these meals in the far future - if someone wants to add it yourself (I think single-use major buffs, since the supply is limited?), go ahead.
Title: Re: [GENERAL QUESTIONS THREAD]
Post by: Arthanor on November 26, 2015, 04:16:06 pm
Like.. potions? Is there a way to do that in OXCE?

I guess you could make it a range 1 item (you have to share it with another gal :D), with 1 ammo, which significantly alters stats of both the target and user? That'd be interesting! But you can only alter "transient stats" (TUs, stam, stun, hp, morale, armor), right? I guess that's enough.
Title: Re: [GENERAL QUESTIONS THREAD]
Post by: Dioxine on November 26, 2015, 04:46:43 pm
Yes. Check Mushroom Beer, for example.
Title: Re: [GENERAL QUESTIONS THREAD]
Post by: Arthanor on November 26, 2015, 05:21:11 pm
hum..?! Will do when I find mushroom brewers!
Title: Re: [GENERAL QUESTIONS THREAD]
Post by: DracoGriffin on November 26, 2015, 10:04:01 pm
The only thing I can think of that would be awesome for cooked meals: health without relying on fatal wounds.

Considering how rare they are to make, I figured that'd be a really good trade-off. Have a major pirate that somehow managed to get hurt really badly with no fatal wounds or still really hurt after patching up? Eat a Ethereal brain or some Royal Boomosaurus Steak (Especially since it requires RUM, which requires APPLES, which are rare at times)!

Once ate, they are destroyed (like Panzerfausts). Restore like 30-40 HP? I would suggest the rarer meals have more than one use but that can be easily abused like Tear Gas Cans (which have 2 uses, but if you use them twice, they are destroyed, whereas if you only use them once, they are replenished for next mission. Same with Fuso Knives).

Probably said too much for Dioxine to "balance" and fix these "bugs". ;)
Title: Re: [GENERAL QUESTIONS THREAD]
Post by: Arthanor on November 26, 2015, 11:32:11 pm
What? really? I expected those to work like clips and get "combined" and an amount given back that corresponds to how many "full clips" you got. That's not how it works?

Or did you use 2 shots from 2 different items, expect to lose two and only lose one as intended?
Title: Re: [GENERAL QUESTIONS THREAD]
Post by: Dioxine on November 27, 2015, 01:26:21 am
The only thing I can think of that would be awesome for cooked meals: health without relying on fatal wounds.

Considering how rare they are to make, I figured that'd be a really good trade-off. Have a major pirate that somehow managed to get hurt really badly with no fatal wounds or still really hurt after patching up? Eat a Ethereal brain or some Royal Boomosaurus Steak (Especially since it requires RUM, which requires APPLES, which are rare at times)!

Once ate, they are destroyed (like Panzerfausts). Restore like 30-40 HP? I would suggest the rarer meals have more than one use but that can be easily abused like Tear Gas Cans (which have 2 uses, but if you use them twice, they are destroyed, whereas if you only use them once, they are replenished for next mission. Same with Fuso Knives).

Probably said too much for Dioxine to "balance" and fix these "bugs". ;)

Yeah this sounds perfect, but meals should be one-use - and I think some of them should restore Morale, not only Health. Also, 40 Health + 40 Morale is a major boost, things like Deep One Pie should maybe restore 15 HP. We Only Need Gfx - if you find/make  'em, I will code them into the main :)
As for these bugs, they're OXCom bugs - these weapons should be destroyed even if you used a single charge... except, if you have, say, 3 sets, and use only 2 knives each, you'll only lose one set. That's how it's supposed to work.
However, I can ignore these bugs if they're affecting just these 2 weapons, both kind of negligible dollar-wise. However I will remember not to make anything really good with >1 charge.
Title: Re: [GENERAL QUESTIONS THREAD]
Post by: Arthanor on November 27, 2015, 04:28:38 am
Why would using 2 Fuso knives out of 12 mean you should lose all 12? Surely losing 6/12 is already a lot?

Also, that's not a bug, it is 100% by design in that shots are counted, then divided by clip size to get the number of clips that are refunded. Nobody would go through that work unless they wanted it to work this way.
Title: Re: [GENERAL QUESTIONS THREAD]
Post by: vlad on December 17, 2015, 04:48:23 pm
Kosmoportovaya vodka is supposed to be usable only on self or others as well ?
Title: Re: [GENERAL QUESTIONS THREAD]
Post by: Boltgun on December 17, 2015, 04:49:21 pm
Kosmoportovaya vodka is supposed to be usable only on self or others as well ?

It's usable on others too (and is the best for stabilizing enemies for capture).
Title: Re: [GENERAL QUESTIONS THREAD]
Post by: Meridian on December 17, 2015, 04:50:11 pm
It's usable on others too, whoever is in front or laying under the gal.

Including enemies....arrrrrgh!
Title: Re: [GENERAL QUESTIONS THREAD]
Post by: Dioxine on December 17, 2015, 05:19:12 pm
You cannot have self-usable-only medkit-type item as of now. It's either you and others (alcohol, drugs) or just others (bandages etc).
Title: Re: [GENERAL QUESTIONS THREAD]
Post by: vlad on December 24, 2015, 02:31:18 am
What are the prerequisities to manufacture Decrypted data discs, apart from the Encrypted data discs ofc  ? Bootypaedia reads "can only be decrypted here" - means in your primary base ?
Title: Re: [GENERAL QUESTIONS THREAD]
Post by: Dioxine on December 24, 2015, 03:28:11 am
Bootypaedia reads "can only be decrypted here" - means in your primary base ?

Yes. At least until late game.