OpenXcom Forum

Modding => Released Mods => XPiratez => Topic started by: lusciouspear on May 31, 2016, 08:19:03 am

Title: Getting higher-level ships
Post by: lusciouspear on May 31, 2016, 08:19:03 am
Hi,

I'm a few years into my game and stuck. I've researched a ton of the tech tree (up to Plasma and Gauss, can't manu clips tho), have great armor, can obliterate anything that moves.

But I've never gotten high enough level Reticulan (I've rarely seen them), Church (ditto), Star God, or Trader operatives.

It almost feels like there's a bug -- I've taken out 7 Academy bases in SE Asia and 90% of all missions spawn there for the past year or two.  I'm on .98E

Is there a way I can hack in some ships/missions to make this happen?
Title: Re: Getting higher-level ships
Post by: AncientSion on May 31, 2016, 08:37:28 am
Research stuff and just buy the VIPs you Need on the black market. they cost between 75 and i believe 135m.
Title: Re: Getting higher-level ships
Post by: legionof1 on May 31, 2016, 09:17:49 am
keep playing. There is a significant clumping in faction appearance. Eventually it will change. Alternatively if your searching the very highest(guildmaster, retculian elder, etc) one of that tier is always included in any hideout defense. Shoot down everything of the faction that flies by. Or buy them if you have the cash. Things like academy espers and their equivalents will almost always show in mansion runs.

Reticulans do deserve a special mention for imperial probe mission they have. The outpost has at least one of every reticulan. It is however quite difficult due to the layout being lots of tiny rooms packed full of baddies with higher quality weapons then normal for the faction. Nothing like opening a door into a aoe plasma. Six rooms in a row. Oh and its made of rock or ufo walls so wall breaching is tedious at best.
Title: Re: Getting higher-level ships
Post by: niculinux on May 31, 2016, 10:12:56 am
Need also to research topics related to ships (not only craft cannon, engines) and so on, i believe
Title: Re: Getting higher-level ships
Post by: lusciouspear on May 31, 2016, 10:55:14 am
Thanks for the protips. I haven't seen any Imperial Probe missions yet, but I shall wait...
Title: Re: Getting higher-level ships
Post by: Solarius Scorch on May 31, 2016, 01:19:00 pm
Thanks for the protips. I haven't seen any Imperial Probe missions yet, but I shall wait...

A few years in and no probes? Are you sure you're just not shooting them down?
Title: Re: Getting higher-level ships
Post by: Mattdo on May 31, 2016, 02:40:30 pm
I'm pretty sure the mission generation system is bugged in some way. My game contains missions that have been going on for years, the same thing over and over again.

You can try to edit AI missions in the part of the save file beginning

alienMissions:

(That's where you can change the faction of an AI ship.)

Or you can change the ships themselves elsewhere.

Use caution, make backups, etc.
Title: Re: Getting higher-level ships
Post by: legionof1 on May 31, 2016, 02:51:55 pm
A few years in and no probes? Are you sure you're just not shooting them down?

Seems possible to me. I've gone years with factions not turning up. Also if its the first 2 years getting full radar coverage takes some time, particularly in light of the new early game progression, probes may well have occurred but he might not have seen them.
Title: Re: Getting higher-level ships
Post by: AncientSion on May 31, 2016, 03:08:57 pm
I agree that the algorithm responsible for spawning factions appears to be broken or is "wrongly" used / adjusted.
Title: Re: Getting higher-level ships
Post by: Stian on May 31, 2016, 09:05:17 pm
Would a Tetris-like approach be possible? That game uses a bag like randomization approach where pieces are randomized by picking from any of the pieces which haven't yet occured. Then once all pieces have been used a new bag is filled with all pieces and the process repeats. If transfered to xcom this allows for an even distribution of factions while retaining the possiblity of getting the same twice in a row (last of one bag, first of the next bag).
Title: Re: Getting higher-level ships
Post by: Meridian on May 31, 2016, 09:10:45 pm
Would a Tetris-like approach be possible? That game uses a bag like randomization approach where pieces are randomized by picking from any of the pieces which haven't yet occured. Then once all pieces have been used a new bag is filled with all pieces and the process repeats. If transfered to xcom this allows for an even distribution of factions while retaining the possiblity of getting the same twice in a row (last of one bag, first of the next bag).

This is already done for regions where missions occur and also types of missions.
And it's reset every 2 years.

It's not done for races (which follow the rule of minimum month of occurrence).

And in X-PirateZ its completely ignored anyway (since a few versions ago) because of switch to mission scripts.... I think.
Title: Re: Getting higher-level ships
Post by: lusciouspear on May 31, 2016, 09:57:30 pm
Out of curiosity, does XPZ 'increase' in difficulty like Long War? Where every month, other factions get 'research' and 'upgrades'? Looking through the conf files, it appears that certain UFOs spawn more as the years go by.
Title: Re: Getting higher-level ships
Post by: AncientSion on May 31, 2016, 10:22:44 pm
You get bigger shippings, yes, also as game time proceeds, Star Gods spawn more regulary. However, this is more than offset by the fact that you Gals have three times as much TU and double as much accuracy in addition to five times as powerful weapons.
Id say the game gets easier as game time progresses all things considered.
Title: Re: Getting higher-level ships
Post by: lusciouspear on May 31, 2016, 11:05:25 pm
Oh, it definitely gets easier. Crazed girls in blitz suits with power maces solve all problems ;)
Title: Re: Getting higher-level ships
Post by: Cristao on May 31, 2016, 11:13:06 pm
^Except the star gods problem.
Title: Re: Getting higher-level ships
Post by: Meridian on May 31, 2016, 11:13:18 pm
Out of curiosity, does XPZ 'increase' in difficulty like Long War? Where every month, other factions get 'research' and 'upgrades'? Looking through the conf files, it appears that certain UFOs spawn more as the years go by.

OpenXcom supports alien tech levels, but XPZ is using only a single one... so no, there is no progression in this particular way.

You can fight against blaster launchers in January 2601 (see FireWaterGasoline's LP)... just like you can play against shovels in December 2601 (see my LP).

However Dioxine is removing the early game madness (e.g. hideout defenses)... by not giving you means of shooting down ships... so you'll feel a little curve in newer XPZ versions.
Still, the rest is mostly just RNG.
Title: Re: Getting higher-level ships
Post by: Dioxine on June 02, 2016, 12:25:31 am
The factions don't get any buffs. They cannot advance any more really :) Although there will be special late game content to make it less boring ;)
Title: Re: Getting higher-level ships
Post by: lusciouspear on June 02, 2016, 08:02:42 am
Yaaas. I like that you can't shoot down ships in newest versions -- not that I ever really did, in the beginning.
Title: Re: Getting higher-level ships
Post by: lusciouspear on June 04, 2016, 03:02:13 am
Update: I ended up modding in an Imperial Probe mission for the Reticulan base, and then some base-waves for the Church and Star Gods so I could take out some VL ships. too bad you can't break their commanders. I find that immensely satisfying.

It's really irritating how a TON of end game research depends on the Plasma Subrifle  :'(
Title: Re: Getting higher-level ships
Post by: Dioxine on June 04, 2016, 03:39:04 am
It's really irritating how a TON of end game research depends on the Plasma Subrifle  :'(

How so? Afaik nothing except plasma clip manufacture, custom plasma weapons, plasma beam and Plasma & Fusion defences. Unless I'm missing some critical link.
Title: Re: Getting higher-level ships
Post by: legionof1 on June 04, 2016, 07:51:44 am
well in a manner of perspective those items are "alot". standing as the last few % of the tech tree as far as depth and quality of weapons means a great deal. Being stuck without ammo production is only really viable for gauss weapons. The rest are just to infrequent given how ammo is consumed to be wholly suitable as mainstay weapons late game without the attendant ammo production. Micro manageing limited scavenged ammo stocks gets old real fast.
Title: Re: Getting higher-level ships
Post by: lusciouspear on June 11, 2016, 10:49:18 am
Yeah, that's what I meant. Although looking at weakness, I wonder if the final Star Gods baddies are beatable with Mass Drivers/Gauss. They seem more vuln to pierce than plasma.
Title: Re: Getting higher-level ships
Post by: legionof1 on June 11, 2016, 08:55:27 pm
On paper yes but stargods because of the way the invisibility functions are immune to projectiles from almost every direction. Aoe weapons are the only way to realistically apply more then then a few gals worth of firepower.

The invisibility works by rendering portions of the hitbox non existent for the purpose of vision. However the same system is also responsible for determining projectile impact.
Title: Re: Getting higher-level ships
Post by: lusciouspear on June 11, 2016, 11:23:37 pm
Fascinating! Also, is there a Plasma sniper weapon? (Oddly enough, in all my missions I never captured a laser sniper).
Title: Re: Getting higher-level ships
Post by: legionof1 on June 12, 2016, 02:09:17 am
No there is not a plasma sniper. Which always struck me as an odd addition to the new xcom games. Plasma stinks as a long range weapon because of containment issues and energy loss.
Title: Re: Getting higher-level ships
Post by: Solarius Scorch on June 12, 2016, 11:31:08 am
No there is not a plasma sniper. Which always struck me as an odd addition to the new xcom games. Plasma stinks as a long range weapon because of containment issues and energy loss.

True.
Actually, I added a plasma sniper weapon for the aliens too, but it's not a "real" sniper rifle as its range is limited.