OpenXcom Forum

Modding => Released Mods => XPiratez => Topic started by: Marza on March 05, 2017, 10:26:32 pm

Title: A thread for little questions
Post by: Marza on March 05, 2017, 10:26:32 pm
Every time I have a new gameplay question I'll ask it here instead of making a new thread each time.

Where are nomads found? They were introduced in 0.99F and I don't think I've seen one ingame, 5 game years in. They're not the deep one nomads are they?

Where are shadow orbs found?
Title: Re: A thread for little questions
Post by: KiriKaneko on March 06, 2017, 02:26:44 pm
Hi, just wanted to wish you good luck! I'm new to this mod as well :)
Title: Re: A thread for little questions
Post by: Martin on March 06, 2017, 06:06:49 pm
How come Humanists and Spartans aren't even allied? They are ideologicaly fairly close, Humanists could use spartan skills and Spartans could use humanist tech.
Title: Re: A thread for little questions
Post by: sinisteragent on March 06, 2017, 07:12:41 pm
I would guess it comes down to ideology. Humanists are opposed to mutants, whereas Spartans strike me as super isolationist, so probably opposed to everyone that isn't a Spartan.

Not for me to decide, of course, but I could see the Spartans grudgingly accepting a mutant if they lived up to the Spartan lifestyle well enough.

It might be sensible for them to work together, but even in the real world, that's seldom enough.
Title: Re: A thread for little questions
Post by: khade on March 07, 2017, 04:16:59 am
Humanists are crazy, and even other pureblood humans think so.  Spartans are merely patriarchal libertarian gun nuts.

As this is a thread for small questions, here's one:

Do landmines that aren't set off get collected after a mission?  I keep meaning to test it, but never get around to it.
Title: Re: A thread for little questions
Post by: Troubleshooter on March 07, 2017, 08:23:36 am
What do "WORKER"s do, I.e the ones you get from the "hire" option in the workshop? I'm aware that slaves give you extra storage space, but these seem to be willing volunteers and presumably do something else?
Title: Re: A thread for little questions
Post by: khade on March 07, 2017, 08:40:46 am
They boost your storage space for a fee.

Mostly it seems to be for those who find slavery distasteful enough to not participate in it.
Title: Re: A thread for little questions
Post by: legionof1 on March 07, 2017, 10:22:36 am
Hire also converts otherwise non slave able units.
Title: Re: A thread for little questions
Post by: Solarius Scorch on March 07, 2017, 01:49:48 pm
Unexploded explosives indeed are collected after a battle - including mines.
Title: Re: A thread for little questions
Post by: Troubleshooter on March 07, 2017, 02:07:49 pm
Hire also converts otherwise non slave able units.

I never noticed any extra space actually appear in the log screen though, is it not counted there?
Title: Re: A thread for little questions
Post by: ohartenstein23 on March 07, 2017, 02:31:23 pm
It's counted, but as negative space instead of increasing the storage cap. Only buildings can increase the cap, so slaves and workers have negative storage size to cancel out the size of regular items.
Title: Re: A thread for little questions
Post by: Marza on March 09, 2017, 01:48:00 am
I found the elusive nomads, but I'm still clueless when it comes to finding shadow orbs.

Anyone got any hints for me where I should be looking?
Title: Re: A thread for little questions
Post by: Scorrpio on March 09, 2017, 03:11:08 am
I just found a Shadow Orb of Mind in an Undersea mission...
Title: Re: A thread for little questions
Post by: kutchinka on March 09, 2017, 06:07:07 pm
How does resistance work? the explanation in the bootypedia isn't very good.
Title: Re: A thread for little questions
Post by: ohartenstein23 on March 09, 2017, 06:36:27 pm
Which resistance?  Armor resistance, or the new special items that provide it?
Title: Re: A thread for little questions
Post by: legionof1 on March 09, 2017, 06:55:32 pm
Armor Resistance works by reducing or increasing damage by a percentage. Values above 100% increase damage taken, values below 100% reduce. In the case of protective gear items they modify armors native resist by a multiplier.
Title: Re: A thread for little questions
Post by: sectopod on March 09, 2017, 07:49:00 pm
so, when it says "choking 400%", then this means choking dmg is multiplied by 4? eg the rope does lets say 6 dmg, so then against all basic outfits with "choking 400%" it does 6x4=24 dmg ? is this the way to calculate it?
Title: Re: A thread for little questions
Post by: legionof1 on March 09, 2017, 07:55:20 pm
Yes. 400% is base x4. It should also be noted that resistance comes before armor but after a weapon rolls damage. So high resist, middling armor value outfits are actually quite sturdy particularly against high rolls from big guns.
Title: Re: A thread for little questions
Post by: kutchinka on March 09, 2017, 10:48:38 pm
armor. what items?
Title: Re: A thread for little questions
Post by: ohartenstein23 on March 09, 2017, 10:51:52 pm
New things like gas masks and warm clothing for cold weather, or just so you can accessorize :P
Title: Re: A thread for little questions
Post by: kutchinka on March 09, 2017, 10:56:39 pm
OK thx everyone that helped a lot.
Title: Re: A thread for little questions
Post by: sectopod on March 10, 2017, 06:39:04 am
Yes. 400% is base x4. It should also be noted that resistance comes before armor but after a weapon rolls damage. So high resist, middling armor value outfits are actually quite sturdy particularly against high rolls from big guns.

this leads to the more interesting questions, why all basic outfits for the gals have 400% choking? because with these outfits, they wear this collar? is this one of dioxines phantasies? ::)

why are there so little stats available about the enemies, also after being researched? do the sky ninjas also have 400% choking? >:( does/did any enemy ever do choking damage to you? the most kinky that ever happened to me was getting whipped by a shrine maiden.
there are far too many guns in this mod.

also my gf sometimes has high resist. like against everything.
Title: Re: A thread for little questions
Post by: Dioxine on March 10, 2017, 07:14:36 am
Smoke damage is hardcoded to be 1-3 per turn. Hence 400% is neccessary to make the time-honored abuse of smoke camping less easy.

there are far too many not enough guns in this mod.

Here, fixed that for you. No thanks needed.

why are there so little stats available about the enemies, also after being researched articles about every fucking enemy in the game with tons of flavour?

Fixed that for you as well. Because I spent a metric fuckton of time on writing them.

Title: Re: A thread for little questions
Post by: sectopod on March 10, 2017, 07:23:30 am
 ;D
Title: Re: A thread for little questions
Post by: Martin on March 13, 2017, 10:58:00 am
there are far too many guns in this mod.

Most of them, suprisingly, aren't worthless ;D

Sadly some early game favourites (more due to being fun than for being effective) such as spitfire, quad launcher and blizzard launcher  never really get a later game upgrade.
Title: Re: A thread for little questions
Post by: KiriKaneko on March 14, 2017, 03:25:55 am
Smoke camping is not that effective in this mod due to the abundance of thermal vision enemies. However, if I were to use it I wouldnt find it hard, because canteen of refreshment is easy to mass produce. Before I had power armour I used to bring like 60 in the dropship so I could camp the dropship in hot weather
Title: Re: A thread for little questions
Post by: sinisteragent on March 14, 2017, 04:17:01 am
Does anyone ever use the shiv, bamboo spear, stone axe or bone club? 

Also curious about the pipe, although I occasionally find myself tooling someone up with a pipe for backup. The other four though, I've basically never used.
Title: Re: A thread for little questions
Post by: legionof1 on March 14, 2017, 05:01:53 am
I've used spear and axe some during the early game but not all that much. 

Nothing wrong with the weapons at all, but captives are just worth more to early progress.
Title: Re: A thread for little questions
Post by: Marza on March 14, 2017, 05:37:32 am
Does anyone ever use the shiv, bamboo spear, stone axe or bone club? 

I can give my thumbs up for the stone axe. They came in very useful for the very early game, allowing freshly hired hands to land solid hits, even on underwater missions. I guess the same could be said for the bamboo spear in theory.

I'm not sure what niche the bone club fills, apart from being a lethal weapon to counter enemies with bad daze resistance: I'm not sure what enemies those are.

The shiv is a 1x1 item with low weight, which is about its only advantage. I think there's a new mission that forces the player to use them, but I don't know the specifics.
Title: Re: A thread for little questions
Post by: sectopod on March 14, 2017, 05:57:14 am
Does anyone ever use the shiv, bamboo spear, stone axe or bone club? 

Also curious about the pipe, although I occasionally find myself tooling someone up with a pipe for backup. The other four though, I've basically never used.

No I did never use them really. Tired Bamboo Spear once, before there was Spear. For me there always were superior alternatives. For me the most important thing is the acc of the melee weapon. If I run up close to an enemy, I want to be sure a gal hits when striking, not to stand in front of an enemy without or with little TU. This is even more important to me than the power bonus.

So naturally Spear with 160% acc rocks for me among the early game melee weapons. The Fuso Sword I like even more. But there is just one or so in every mission with Sky Ninjas to be looted. The Saber is great, 100% acc, decent damage and ONE-handed but also loot only. These three always hit. And can be used to make very reliable melee fighters.

And I almost forgot, the Spear does piercing damage, thus can be used to kill osiron operatives, marsec securities and lightly armored enemies in general, in 2, sometimes in one strike. If you get that close. Taking into account, that only explosives like HE-Grenades are effective against them in early game, this property of the spear is a great gain.
Title: Re: A thread for little questions
Post by: jepeman on March 17, 2017, 01:03:18 am
Any way to speed up craft repair?

Besides the craft specific repair speed multiplier, like kraken having 2x speed, crab 3x speed, etc.
Does having more runts in the base the craft is housed in help? My main air base has no runts.

Asking since I have a kraken being repaired for 10 days after some wonderful tanking against big invasion.
Title: Re: A thread for little questions
Post by: ohartenstein23 on March 17, 2017, 01:13:11 am
Nope, no way to speed it up beyond what's already done for the Kraken.  Ten days is pretty average for a Kraken going on patrol, and usually there aren't that many things to tank in a month. If it still has gas in the tank, it'll still work for light tanking duty - give it some extra armor, maybe ablative, or a shield item.

Well, you can also just sell it and build a new one, with a good enough manufacturing base that takes less than ten days easily.
Title: Re: A thread for little questions
Post by: specspore on March 17, 2017, 07:01:42 pm
EDIT: I just found out that I was missing Metal ore.
What do I need for advanced chemistry? As far as I can tell i have everything for it(even checked the tech tree just to make sure) But its still not giving me the option to research it.
Title: Re: A thread for little questions
Post by: Marza on March 20, 2017, 05:32:35 pm
I just found a Shadow Orb of Mind in an Undersea mission...

My belated thanks! haven't found one yet, but I'll keep looking there.

Guild Team Leaders can no longer be enslaved as of F.4. Is this intended?
Title: Re: A thread for little questions
Post by: Dioxine on March 20, 2017, 05:56:10 pm
It is. Marsec Operative and Bodyguard won't be either from next version on.
Title: Re: A thread for little questions
Post by: EricPhail on March 21, 2017, 09:36:38 am
Hi guys (or should it be gals, given the mods' theme? :) ) couple of questions here:

How are stat based power bonuses to wpn damage calculated: is it (Wpn Dmg * 0-200%) + Bonus or (Wpn Damage + Bonus) * 0-200%
eg. Sniper Rifle .25 Firing Accuracy Bonus, 30 Base damage Gal with FA 100
a): (30*0-200%)+25 = 25 - 85
b:) (30+25) * 0-200% = 0 - 110

Also any advice for Organ Grinder Missions so that I don't end up with the whole crew in sickbay?
Title: Re: A thread for little questions
Post by: nrafield on March 21, 2017, 09:55:06 am
If you don't want your crew to end up in sickbay after that mission you will have to come to terms with the fact that some of them are going to end up in the morgue...
Title: Re: A thread for little questions
Post by: Dioxine on March 21, 2017, 10:14:29 am
Bonus comes first, roll comes next. So (x+y)*0...2

The first rule of Organ Grinder is to accept you will get lots of sicbay time, and concentrate on working fast and not actually dying.
Title: Re: A thread for little questions
Post by: legionof1 on March 21, 2017, 11:17:32 am
High chem resist helps alot on organ grinders to slow the burn.
Title: Re: A thread for little questions
Post by: EricPhail on March 23, 2017, 03:03:44 pm
A couple questions about mansion raids:

1. Can all enemy types have a mansion?

2. Is there a list of all armour types that can infiltrate ?
Title: Re: A thread for little questions
Post by: Meridian on March 23, 2017, 03:10:37 pm
1/ Only academy, guild, church and zombies.

2/ The following armors (you can find the translations for them in Piratez_lang.rul):
      - STR_MEIDO_OUTFIT_UC
      - STR_NURSE_OUTFIT_UC
      - STR_NURSE_OUTFIT_ADV_UC
      - STR_PIR_OFFICER_UC
      - STR_MAGE_ROBE_UC
      - STR_VAMPY_ROBE_UC
      - STR_VOODOO_ARMOR_UC
      - STR_STEALTH_ARMOR_UC
      - STR_ARRANCAR_ARMOR_UC
      - STR_LINGERIE_SET_X_UC
      - STR_LINGERIE_SET_UC
      - STR_MAGICAL_GIRL_OUTFIT_UC
      - STR_THIEF_ARMOR_UC
      - STR_PIR_SLAVE_ARMOR_UC
      - STR_PIR_TOPLESS_UC
      - STR_PIR_NUDE_UC
      - STR_SYNTH_DANCER_UC
      - STR_SLAVE_NUDE_UC
      - STR_SLAVE_ARMOR_LOINCLOTH_UC
      - STR_SLAVE_ARMOR_TUNIC_UC
      - STR_SUPER_SLAVE_ARMOR_UC
      - STR_GREEN_LIGHTER_ARMOR_UC
      - STR_BAT_GLAD_ARMOR_UC
      - STR_FLASH_BANG_ARMOR_UC
Title: Re: A thread for little questions
Post by: EricPhail on March 25, 2017, 01:47:52 pm
Todays' questions are Radar related:

If I'm reading the bootypedia etc. correctly: Radar is checked exactly on the ingame hour and half-hour, at which point any shipping within radar range is detected (100% chance), meaning only the largest radar at a base actually does anything.

Do Craft Radar exhibit the same behaviour of scans at :00 and :30?

How does this work for enemy bases? (Is it only if stationary?, does it need more than one cycle?, can ground radar detect a base eg. new radar comes online with enemy base already within range?)

Since craft maintain the same tag number if lost and re-detected is it possible to have the hyperwave detection screen on redetects by radar only eg. craft chasing?
(since we know it's the same ship surely we'd be able to call up the hyperwave info from the previous detection? especially ship type and race...)

What determines when tracking is lost? (time outside radar, next pulse not under radar, something else?)
Title: Re: A thread for little questions
Post by: Marza on March 26, 2017, 05:53:10 am
It is. Marsec Operative and Bodyguard won't be either from next version on.
Good to know, thanks.

Todays' questions are Radar related...

From observation, craft radar perform 100% chance scans at :00 and :30, just like ground based radar. Craft radar don't give the information that hyperwave decoders yield, however if enemy shipping uncovered by craft radar moves into hyperwave decoder range, shipping information will update automatically at :00 and :30.

Detection of enemy hideouts don't seem to be dependant on craft radar range and I've noticed ground based radar/hyperwaves don't seem to uncover enemy hideouts. I'm not sure how long it takes to reveal enemy hideouts, but the process seems to only take a few hours.

Shipping tracking is lost if the shipping is outside radar coverage at :30 and :00.

Can't answer the question about automatic memorising of hyperwave information, I guess it's up to the player to be alert when tracking shipping.
Title: Re: A thread for little questions
Post by: legionof1 on March 26, 2017, 06:09:38 am
Hyperwave/Not Hyperwave info is as i understand it merely a If/Then check on the detection system which is itself a simple priority list.  I dont think engine has the capacity to recall if hyperwave was in range during a flight. It only cares at instance of info window opening. 
Title: Re: A thread for little questions
Post by: Blackbeard2090 on March 27, 2017, 12:26:22 pm
Hello,

i tried to shoot down a silver tower with 4 sabres each equipped with 2 avalanch launcher and 2 lasers. Even after depleting whole amunition their shields are still up. My dragon is to slow to catch them so i cannot use fusion or plasma beam weapons. What can i do?

thx
Title: Re: A thread for little questions
Post by: legionof1 on March 27, 2017, 12:33:39 pm
Tesla cannons or the anti shield missile is pretty much required to shoot down silver towers. They have over 1k shield and the highest sheild-regen rate of any foe. There are a few other weapons that have additional shield damage that can help.
Title: Re: A thread for little questions
Post by: Blackbeard2090 on March 27, 2017, 02:35:35 pm
ok, thank you!

I thought that avalanche missiles do 600 dmg also against shields. So 8 of them do 2400-4800 dmg. The shipinformation shows that silver towers have 2800 shieldstrength and 9 points of shield regeneration and 2100 health (4900 total ). Even without tesla cannons the avalanche missiles should easily destroy their shields but they dont. Has the shield dmg of avalanche missiles been reduced?
Title: Re: A thread for little questions
Post by: ohartenstein23 on March 27, 2017, 02:51:23 pm
The issue is that Avalanches are slow, and the shield regen is very fast - they would take down the shield, but only if all of them hit simultaneously, which is pretty difficult to do even at the lowest dogfight speed. Medusa missiles aren't much better because of the low reload speed compared to the tesla cannon.  I'd suggest either trying again with 2-3 whalers with avalanches and a Sabre lead, or have a couple dedicated tesla cannon sabres to take down the shield, then a set of follow-up craft for a second interception to crash the towers.
Title: Re: A thread for little questions
Post by: juff on March 27, 2017, 04:53:01 pm
It's actually 9x regeneration. I believe it's actual regeneration is about 63 per second, though I've not verified it.
Title: Re: A thread for little questions
Post by: EricPhail on March 28, 2017, 03:47:56 am
Do different enemy groups have favourite locations?

It's March of year 3 and all I've seen of the Reticulan's was two hyperwave detections right on the edge of my Asian Bases range (and they dissappeared before anything could reach them) so I'm wondering if they are all where I can't see them, or just VERY rare?

Haven't seen any Star Gods at all for that matter...
Title: Re: A thread for little questions
Post by: Marza on March 28, 2017, 05:02:31 am
... a couple dedicated tesla cannon sabres to take down the shield, then a set of follow-up craft for a second interception to crash the towers.

I've tried a few tests with 4 sabres armed with tesla cannons and no missiles, piloted by hands with full bravery, reactions and accuracy. In every case, a sabre was shot down before the four of them could collapse the shields. The shield regen on Silver Towers is insanely high.

Do different enemy groups have favourite locations?

I think it's all down to monthly RNG as to when and where faction specific shipping appears; I've gone 6 months without seeing the church make an appearance before. By March of year 3, Star God shipping should be enabled.
Title: Re: A thread for little questions
Post by: legionof1 on March 28, 2017, 05:52:22 am
No region is favored over another as far as spawns go. Factions are however NOT evenly distributed in spawning missions. The randomization is very streaky and the issue is aggravated by no faction having all possible enemy missions unlike vanilla. Peacekeeping for instance is not performed by minor factions. Only the guild runs freighters ect. The game selects a mission type then assigns a faction. Poor distribution results.   
Title: Re: A thread for little questions
Post by: ohartenstein23 on March 28, 2017, 06:32:25 am
I've tried a few tests with 4 sabres armed with tesla cannons and no missiles, piloted by hands with full bravery, reactions and accuracy. In every case, a sabre was shot down before the four of them could collapse the shields. The shield regen on Silver Towers is insanely high.

Are you using the latest version of the mod? When extra shield damage was introduced, a typo in the ruleset caused the bonus not to take effect. When that was fixed, the regen on the towers was also lowered a bit.
Title: Re: A thread for little questions
Post by: Blackbeard2090 on March 28, 2017, 03:41:50 pm
I think something went wrong with the silver tower shields regeneration rate.

I tested it with 3 sabres each with 2 teslas and 2 avalanche missiles and 1 dragon with 2 plasma beams and 2 fusion ball launchers. I fired the missiles after i reached tesla range so that the tesla cannons could weaken the shields before the missiles hit. Even after hits with fusion balls i could not destroy their shields.

We need new weapons!!! :)


edit: I use Version 099f.4
Title: Re: A thread for little questions
Post by: Dioxine on March 28, 2017, 04:34:26 pm
Got reports about successful interceptions, but if such armada can't defeat Silver Towers, looks like they need to be nerfed a notch.
Title: Re: A thread for little questions
Post by: ohartenstein23 on March 28, 2017, 04:44:22 pm
That's starting to sound like a bug to me - the 6 tesla cannons are enough to negate the regeneration of the shields and provide a little damage beyond that, then the avalanches and fusion balls should have been plenty to take down the shield and the craft itself, plasma beams or not.  Do you have a save just before the interception?
Title: Re: A thread for little questions
Post by: legionof1 on March 28, 2017, 05:03:37 pm
It can be done but is a monumental pain in the ass undertaking. It's quite easy to simple run out firepower before success due to misses/low damage rolls. It is also faster then the heavy combat craft like the dragon which limits how much sustained dps you bring to bear unless it deigns to slow down for extended periods.

I managed it once and declared it a waste of resources and time. I also found the ground assault......nope no way to say this constructively so im just gonna shut-up before i start shouting at the hard work of someone i respect.
Title: Re: A thread for little questions
Post by: Meridian on March 28, 2017, 05:12:58 pm
It can be done but is a monumental pain in the ass undertaking.

Same here.

I managed it once and declared it a waste of resources and time.

Same here, except I managed it one less time. Don't remember the exact version, but it was already after introduction of shields.

...nope no way to say this constructively so im just gonna shut-up before i start shouting at the hard work of someone i respect.

Yeah, same here :)
Title: Re: A thread for little questions
Post by: Dioxine on March 28, 2017, 05:15:08 pm
Naturally the Silver Towers are designed to troll the player, both in interception and in ground assault. By no means I consider this craft fair. The only saving grace it has, it's guaranteed to provide a key capture. But it is possible to get that capture from other sources, too, and downing Silver Towers can generate a Star Gods Crackdown, giving you these other sources.
Title: Re: A thread for little questions
Post by: legionof1 on March 28, 2017, 06:23:41 pm
Dioxine, i'm gonna try real hard not be upset by that post.
Title: Re: A thread for little questions
Post by: Dioxine on March 28, 2017, 10:07:05 pm
How so? I admitted it's a troll ship, instead of saying that all is good and balanced about it... But some players get to a point where they crave greater challenge, that is what troll ships are for. And the prize for defeating a troll ship is real, which IMO makes up for the effort.
Title: Re: A thread for little questions
Post by: Marza on March 28, 2017, 11:29:26 pm
Are you using the latest version of the mod? When extra shield damage was introduced, a typo in the ruleset caused the bonus not to take effect. When that was fixed, the regen on the towers was also lowered a bit.

Last time I shot down Silver Towers was with version F.3.

4 sabres all firing tesla cannons probably would put out enough damage to collapse a Silver Towers' shields, but I've never seen that in practice due to return fire blowing the sabres out of the sky. Note that this happens without the sabre firing missiles, just the tesla cannons. With missiles enabled and synchronised with the tesla cannons, 4 sabres can usually down a Silver Towers without an interceptor getting destroyed.
Title: Re: A thread for little questions
Post by: legionof1 on March 29, 2017, 01:44:50 am
Your phrasing is what upset me. Trolling has extremely negative connotations for me. I deal with people being jerkwads and trying to cover there asses by trying pass it off as humor as part of daily life(joys of being a forum moderator). Using trolling in relation with something that had my screaming in frustration already?
Title: Re: A thread for little questions
Post by: Blackbeard2090 on March 29, 2017, 01:47:04 am
ok, here is my save game. 4 sabres already engaged the silver tower ship, another sabre follows and the dragon is also in close range. I tested it several times, the dragon can join the fight because the silver tower flys with low speed.

Even with luck (1 dragon as tank and 3 sabres) i could not destroy their shields.

When the silver tower ships were first introduced, i normaly shot them down with 4 sabres with avalanches and lasers.
Title: Re: A thread for little questions
Post by: ajnunezr on March 31, 2017, 04:37:27 am
Hello!.

I have a question about early game ships guns. What is the best strategy to use spike balls?. I found then very hard to use. For civilian traffic I have to wait until 25mm cannons because when the balls hit, they destroy the vessels. And for small ships well, is not common in the very early game to survive with an aircar a vessel interception. If somebody could give me some tips about then, thanks in advance.
Title: Re: A thread for little questions
Post by: Marza on March 31, 2017, 05:15:59 am
Craft airballs are a great option for (very) early game civilian shipping. As you've found out, they're not very good at it since they're liable to outright destroy the target or miss all three shots. Since airball ammo only costs a little scrap metal and chemical, a successful downing and looting of a single civilian vessel will pay for itself.

That said, 25mm cannons are way better. Airballs fill a niche role when the player has rushed to unlock and build interceptors, but doesn't have any real guns for them yet. On paper, airballs punch through enemy armour better than most light craft weapons; theoretically downing a super early military gunboat/escort is possible (although pretty insane!).

Never used spike balls myself. 12 tiles doesn't justify Lo Wang's Bang for me.  :P
Title: Re: A thread for little questions
Post by: Scorrpio on March 31, 2017, 08:08:35 am
Looking at things, ST shield regains 63 points/sec, which is exactly average Tesla vs shield damage.   Teslas have 5 second refire so you need 5 teslas to just keep up with shield regen.  But you still need to go through about 2800 worth of shield and di it fast.   If each Sabre also carries 2 avalanches, with 3 sabres it is anywhere between 1800 and 3600 damage, average 2700 - not enough even for shield, and there is also about 1000 damage to be done to hull.   So, on a statistical average, 3 sabres with avalanches and teslas ought to handle the shield, and do it fast.  The fourth craft ought to be a dragon with extra plating and 1 plasma cannon and 2 fusion launchers.  Dragon engages first with plasma only, soon as ST fires, Sabres go all out ramming speed, with Avalanches hopefully kicking down the shield.    Once Teslas engage, turn on the Dragon's fusion launchers.   At least on paper, this ought to work, RNGesus might say otherwise...
Title: Re: A thread for little questions
Post by: ohartenstein23 on March 31, 2017, 02:40:57 pm
The shield shouldn't recharge once it's down (if I didn't make a mistake writing the code), even if you exit Interception, so you can first attack with sabres carrying tesla cannons + meteors for the shield, then disengage and attack with avalanches + tank craft.
Title: Re: A thread for little questions
Post by: Blackbeard2090 on March 31, 2017, 04:51:51 pm
Thanks folks! I shot it down, its hard and you need luck but with 7 teslas, 7 avalanches, 1 Implosionlauncher and 1 plasma spitter i made it (4 Sabres). The fight against the star gods with anihilator armor and power maces is no problem thanks to the high psi-defence bonus of the armor.
Title: Re: A thread for little questions
Post by: Scorrpio on March 31, 2017, 05:24:14 pm
The shield shouldn't recharge once it's down (if I didn't make a mistake writing the code), even if you exit Interception, so you can first attack with sabres carrying tesla cannons + meteors for the shield, then disengage and attack with avalanches + tank craft.
It would.be interesting to take a peek at the code, but I found your post from Nov 2016 describing shields, and the recharge part says nothing about shield recharge stopping when shield reaches 0.  Mind, I have not encountered an ST yet. Most other crafts have meager recharge (i.e 250 on a Bomber) which is a non-factor at 100 bleedthrough...
Title: Re: A thread for little questions
Post by: ohartenstein23 on March 31, 2017, 07:13:21 pm
It would.be interesting to take a peek at the code, but I found your post from Nov 2016 describing shields, and the recharge part says nothing about shield recharge stopping when shield reaches 0.  Mind, I have not encountered an ST yet. Most other crafts have meager recharge (i.e 250 on a Bomber) which is a non-factor at 100 bleedthrough...

Here's (https://github.com/MeridianOXC/OpenXcom/commit/490ceffa7e8efc70bc6a8dbdd3bbb7ab9c1ebfdb#diff-4ed91b401ce3867b5260c64ec816bbb8R916) the check in the shield commit that makes sure shields only recharge on UFOs if they aren't 0, and here's (https://github.com/MeridianOXC/OpenXcom/commit/490ceffa7e8efc70bc6a8dbdd3bbb7ab9c1ebfdb#diff-2648f7dda2364271bcc20634c0421738R775) where geoscape recharge is handled... hmm.  I guess the shields do get a chance to recharge even if you take them down and want to try another interception - you'd need to have the follow-up craft already there on the scene if you wanted those shields to stay down.  Perhaps this should be changed, since they can then quickly recharge in the next dogfight even if you got them to 0 in the first one.  I'll think about what to do for this case.

Edit:  This is working as intended, Dioxine wanted the challenge with shields to be that you have to take them in one go or have follow-up very close behind.  The lorewise rationale being that as soon as intercepting craft aren't a threat, the UFO crew can divert their attention and the power of the craft to recharging the shield.
Title: Re: A thread for little questions
Post by: Marza on March 31, 2017, 07:33:58 pm
I guess the shields do get a chance to recharge even if you take them down and want to try another interception - you'd need to have the follow-up craft already there on the scene if you wanted those shields to stay down.

That's exactly the behaviour I've observed.

Were completely collapsed shields not supposed to recharge?  :o
Title: Re: A thread for little questions
Post by: ohartenstein23 on March 31, 2017, 07:37:02 pm
That's exactly the behaviour I've observed.

Were completely collapsed shields not supposed to recharge?  :o

It's intended that the recharge in geoscape still occurs even if the shield collapsed, I misspoke earlier.  While your craft are engaged though (geoscape time paused), you needed worry about collapsed shields recharging on you.
Title: Re: A thread for little questions
Post by: Scorrpio on March 31, 2017, 08:04:07 pm
Yeah definitely looks that way.   And with ST Geoscape recharge sitting pretty at 31500, it will completely regen in 9 ticks.   (A bomber will take about 80 ticks)   
Title: Re: A thread for little questions
Post by: ohartenstein23 on March 31, 2017, 08:45:27 pm
Don't let it get away the first time then :)
Title: Re: A thread for little questions
Post by: Griffin on April 01, 2017, 03:33:47 pm
Sorry for even need to ask, but i have trouble upgrading to the latest version.
(It´s the first time i even try to upgrade)

I am currently running:  0_99_F_4 and want to upgrade to the new 0_99_F_5

I have done following:  - Downloading the 0_99_F_5 version
                                     - Extracted this into a fresh folder
                                     - Copy the UFO and TFTD files from the F4 to the F5 folder

                                      Now i should have a working 0_99_F_5 Version

Now the part were i have trouble:
                                     - I copied my latest .Sav-File from the F4 folder to the F5 folder.

                                      Based on the "upgrade Savegame"-Thread i need now to edit this savegame.

                                      Past versions seems to need to add and delete lines.
                                      F4 -to-> F5 seems only to need: "Delete the whole 'possibleMissions:' section in your save to avoid crashes."

                                      I open my savefile and search possible mission -> Found it.
                                     
                                      But were do i stop marking and deleting? What does belong to the possible mission section?
                                      Is the first line I don´t delete: "deadSoldiers:"?
                                      Or do I delete to much?

                                      Or do I make other mistakes in upgrading?

Sorry for asking in this detail, but i tend to fuck up even the most easiest modding/edit actions -.-
Thanks for help.                           
                                       



Title: Re: A thread for little questions
Post by: ohartenstein23 on April 01, 2017, 05:26:26 pm
The save file separates sections based on indentation, so count the number of spaces before "possibleMissions:", then look for the next line that has the same number of spaces to indent.  Everything between those lines, including the line that has "possibleMissions​:" should be deleted. (Should all have greater number of spaces for indentation)
Title: Re: A thread for little questions
Post by: legionof1 on April 01, 2017, 05:40:00 pm
That's what i did and it just crashes at month rollover.
Title: Re: A thread for little questions
Post by: ohartenstein23 on April 01, 2017, 06:16:32 pm
Do you have copies of the save before and after your edit?
Title: Re: A thread for little questions
Post by: legionof1 on April 01, 2017, 06:36:27 pm
Dioxine appears to have answered the issue in the bug thread. At least it hasn't crashed so far.
Title: Re: A thread for little questions
Post by: AngelicJoker on April 01, 2017, 11:54:00 pm
Is there a way to see the environmental hazard type of a mission before the mission starts?  I've gotten screwed a few times because the girls weren't wearing armor designed for cold or hot weather when I could have easily changed their outfits before the mission.
Title: Re: A thread for little questions
Post by: ajnunezr on April 02, 2017, 12:08:57 am
Sorry for even need to ask, but i have trouble upgrading to the latest version.
(It´s the first time i even try to upgrade)

I am currently running:  0_99_F_4 and want to upgrade to the new 0_99_F_5

I have done following:  - Downloading the 0_99_F_5 version
                                     - Extracted this into a fresh folder
                                     - Copy the UFO and TFTD files from the F4 to the F5 folder

                                      Now i should have a working 0_99_F_5 Version

Now the part were i have trouble:
                                     - I copied my latest .Sav-File from the F4 folder to the F5 folder.

                                      Based on the "upgrade Savegame"-Thread i need now to edit this savegame.

                                      Past versions seems to need to add and delete lines.
                                      F4 -to-> F5 seems only to need: "Delete the whole 'possibleMissions:' section in your save to avoid crashes."

                                      I open my savefile and search possible mission -> Found it.
                                     
                                      But were do i stop marking and deleting? What does belong to the possible mission section?
                                      Is the first line I don´t delete: "deadSoldiers:"?
                                      Or do I delete to much?

                                      Or do I make other mistakes in upgrading?

Sorry for asking in this detail, but i tend to fuck up even the most easiest modding/edit actions -.-
Thanks for help.                           
                                       

As say before, go for the bug thread.

Hmm, then try deleting just
        STR_MISSION_RAID
        STR_MISSION_SMUGGLING

from 'available missions' in 'alien strategy'

There are several  STR_MISSION_RAID and the other. You just delete then and no more problems at the end of the month.
Title: Re: A thread for little questions
Post by: legionof1 on April 02, 2017, 12:16:16 am
The only clue the player is given to weather is the area the mission is in. The geoscape is generally correct in matching battlescape terrain. White is cold, sandy is hot, jungle(hot) is the lighter green shade. 

Only time i have been caught unawares is pogroms that sometimes roll the winter city tileset(cold environment) regardless of geography. I also recall encountering a snowy farm tileset at one point but i dont know what governs it's appearance.
Title: Re: A thread for little questions
Post by: Dr_Amazing on April 02, 2017, 01:04:36 am
I'm not sure if it's a bug or a feature, but night missions are really really dark. Like enough to be unplayable. The only source of light I have access to is Molotovs  which works, but is kind of inconvenient.
Title: Re: A thread for little questions
Post by: legionof1 on April 02, 2017, 01:24:46 am
There is an alternate lighting mode available for the player. Default is space for temporary use. Scroll lock toggles.
Title: Re: A thread for little questions
Post by: Crazy on April 02, 2017, 02:05:35 am
It can be done but is a monumental pain in the ass undertaking. It's quite easy to simple run out firepower before success due to misses/low damage rolls. It is also faster then the heavy combat craft like the dragon which limits how much sustained dps you bring to bear unless it deigns to slow down for extended periods.

I managed it once and declared it a waste of resources and time. I also found the ground assault......nope no way to say this constructively so im just gonna shut-up before i start shouting at the hard work of someone i respect.
How is it difficult, exactly? I just tried the ground assault in quick battle with 25 soldiers in a leviathan using quad launchers filled with Chinese Dragons, and I was able to finish the mission in 1 turn  :P
Title: Re: A thread for little questions
Post by: Dr_Amazing on April 02, 2017, 03:30:32 am
2 more.

If I lose a mission, am I just stuck with expedition travel for a while? Or am I missing something?

What's the deal with the robot at the door of the watchtower. Is there a trick to getting past it besides blowing it up?
Title: Re: A thread for little questions
Post by: legionof1 on April 02, 2017, 04:38:18 am
How is it difficult, exactly? I just tried the ground assault in quick battle with 25 soldiers in a leviathan using quad launchers filled with Chinese Dragons, and I was able to finish the mission in 1 turn  :P

Depends on what you bring to the table in actual play. Dragon spam will of course wipe out anything but doing that way you eat a -800-1000 score. 40ish dudes(difficulty 4) With say 1/6th being marsec bodyguard clones, another 1/6th being Humanist Stormtrooper clones, 2/6ths Marsec operative clones, and the rest government agents. Armed with a mix of lasers and heavy weapons with a dash of plasma and gauss. And multiple tanks. Considering every kill not on the tanks is negative score, stunning and making sure they stay down with that many sturdy targets is difficult.

The Rebel version is much easier because aside from the general the rank and file are the civilians from pogroms with the same laser/heavy/plasma&gauss loadout. The absence of armor, the tanks, and no penalty for kills makes it much simpler to handle.   

Keep in mind its 30 turn timer to disable(stun or kill) everything. If you don't win before then you lose everything you sent. You also have no option to retreat. The difference between the 2 versions i observed is so large that it will lead to false impressions depending on which you see first. I saw the rebel version first and was like okay this is balanced to when it first unlocks. Government version however would probably bitch slap the same force that would be challenged by the rebel version.

2 more.

If I lose a mission, am I just stuck with expedition travel for a while? Or am I missing something?

What's the deal with the robot at the door of the watchtower. Is there a trick to getting past it besides blowing it up?

Aside from the eurosyndicate elimination, you can always retreat back to your craft(or the green exit zones in mansions) and escape. However if you do stay and lose every gal you lose everything. IF that happens to the initial airbus, yes you are stuck to expedtions until you can buy/build replacement craft.

You do have to get in by demolition. Though the wall of the tower don't explode. Try useing a hammer, chainsaw or pickaxe on them. 
Title: Re: A thread for little questions
Post by: Crazy on April 02, 2017, 05:00:26 am
Depends on what you bring to the table in actual play. Dragon spam will of course wipe out anything but doing that way you eat a -800-1000 score. 40ish dudes(difficulty 4) With say 1/6th being marsec bodyguard clones, another 1/6th being Humanist Stormtrooper clones, 2/6ths Marsec operative clones, and the rest government agents. Armed with a mix of lasers and heavy weapons with a dash of plasma and gauss. And multiple tanks. Considering every kill not on the tanks is negative score, stunning and making sure they stay down with that many sturdy targets is difficult.

The Rebel version is much easier because aside from the general the rank and file are the civilians from pogroms with the same laser/heavy/plasma&gauss loadout. The absence of armor, the tanks, and no penalty for kills makes it much simpler to handle.   

Keep in mind its 30 turn timer to disable(stun or kill) everything. If you don't win before then you lose everything you sent. You also have no option to retreat. The difference between the 2 versions i observed is so large that it will lead to false impressions depending on which you see first. I saw the rebel version first and was like okay this is balanced to when it first unlocks. Government version however would probably bitch slap the same force that would be challenged by the rebel version.
I wasn't talking about the eurosyndicate missions. I always found those less a matter of being challenging because of the enemies, even on the government targetting missions, and more of it being challenging because you only have about 30 turns and they're always urban maps with big buildings that have so many nooks and crannies and you only have so much energy and TUs to burn on looking through all the doors. I was talking about the Silver Towers map. Just don't research them before you unlock MAG rockets and can level the entire building.

But yeah, as to the scoring that the mission offers you compared to the payout, it's really shit. It shouldn't be that difficult to create a new race that uses the same names, sprites, stats, and loadouts as other government units, but they have different scoring when you kill them. I get why the provincial government that you're fighting against wouldn't be too happy with you killing their people, but the Eurosyndicate being happy with you should balance it out, since scoring represents political favor and the Eurosyndicate is very wealthy, and therefore powerful.
Title: Re: A thread for little questions
Post by: Dioxine on April 02, 2017, 05:21:19 am
Eurosyndicate sees no gain in giving political backing to those who do its dirty work, especially work that is best kept secret. The reason they choose you over simply going straight for orbital strike, is because you're cheaper and cause less infrastructure damage. Their favor is paid in access to their top weapons. Yes they're ripping you off, exactly because they're rich and powerful, and you crave better guns to make your profits elsewhere. Quid pro quo.
Title: Re: A thread for little questions
Post by: khade on April 02, 2017, 07:05:14 am
It is sort of possible to see the weather, center on the area or use t to check on the available targets, and you get access to another button that just says "uhh" tells you the probable weather among other things.
Title: Re: A thread for little questions
Post by: legionof1 on April 02, 2017, 07:12:49 am
Snip
 I was talking about the Silver Towers map. Just don't research them before you unlock MAG rockets and can level the entire building.
Snip

It not that hard considering its star gods, but the craft layout is impossible to full explore without flight and has a ton of opportunity to waltz into point blank reaction fire. Considering that reaction fire is ghost beams it can be expensive to clear. Think 4-5 floor building with no stairs just holes.


Yay net score loss(potentially losing the game level) for the privilege of economically crippling to operate lasers. Considering a player could unknowingly stumble into have to deal with it in the first 3 months of play. Hell probably 2 months if the stars align. Maybe you finagle an advantage out of it by have that type of firepower early but your gambling the campaign on it.
Title: Re: A thread for little questions
Post by: Dioxine on April 02, 2017, 09:16:40 am
I don't see how Contact: Eurosyndicate can be researched within first 3 or even 5 months. It requires a lot of RNG hits, as well as 3 techs, of which 2 have several varied prerequisites.
Title: Re: A thread for little questions
Post by: legionof1 on April 02, 2017, 09:56:09 am
Considering nearly all the prerequisites are on the get one free lists of early captives(academy students, human civilians, etc) it's not improbable. I managed to get all the regional contacts in 5 months last go with low spawn numbers of difficulty 2. Play diff 4 i could see it happen. A common occurrence no, but an uncomfortable possibility considering it's potential score impact. I'd feel much better if it was gated behind school graduation. As it is now you might face the problem with not but a pachyderm and sticks. Also something to consider is the dual impact of pogroms/eliminations.

I'll grant i may be playing devil's advocate but if i found it an unpleasant surprise with end game tech, someone pre school graduation just may get sucker punched out of the game without any real clue why. Most of the additional mission researches yield stuff you can at least evac from if it goes pear shaped. This is the only mission in this format of Death or Glory aside from the final run.

Title: Re: A thread for little questions
Post by: Dioxine on April 02, 2017, 03:15:43 pm
Fair enough. I think the Contact article doesn't give enough warning; I'll fix that at least.
Title: Re: A thread for little questions
Post by: EricPhail on April 05, 2017, 01:45:46 am
Can anyone knowledgeable look at my save and tell me whether:
a. Something's broken
b. The RNG is just being unhelpful in the extreme (reticulans, star gods...)
c. Things are fine (if so any advice for the next while)

oh also, why is this save file getting rather close to the attachment limit size?
Title: Re: A thread for little questions
Post by: Noir_CZ on April 06, 2017, 04:08:36 pm
I have a stupid little question. I don't think I read it anywhere but I need to ask... what do the different kinds of damage do? Here is what I gathered so far

Piercing - normal type damage, good for going through armor? At least some weapons with piercing have a note about being better against armor (-xx% armor)
Slash - normal type damage, generally bad against armor
Concusive - normal damage, (could be called blunt or impact damage to my understanding), usually secondarya effect of shock damage (eg stun) in description notes
Daze - stun damage
Choking - stun damage? , then again poison gas grenade is said to kill and no stun mentioned
Chem - ??????? - variable from stun to armor damaging? (chem on poison dagger deals damage faster, chem on blowdart deals stun)
Plasma - ?????? - sometimes plasma damage is stun (cattle prod, tazogun?), sometimes it is just damage (i-gun)
laser - just damage type like burn

Can someone please clarify? Or point me in the right direction if I missed it somewhere?
Title: Re: A thread for little questions
Post by: ivandogovich on April 06, 2017, 05:00:18 pm
@ Noir_CZ

Piercing - Standard Armor Piercing from vanilla.  Basic ballistic rounds you would find in conventional weapons. Rifles have a slight bit of armor negation with this, and because this is a common early form of damage, many higher tier enemies have in built resistances to it (I'm looking at you, Mercs).
Slash - Melee, also known as Cutting.  Almost always on melee or thrown weapons: Axes, Swords, Throwing Knives etc.  Usually very solid damage in its Melee form, and often scales up in thrown form with throwing skill (more skilled archers get more damage, etc).  Usually a solid early damage type as most enemies don't have extra resistances to it.  (This is actually one type Mercs are more responsive to).
Concusive - High Explosive from Vanilla.  Great for terrain damage. Often useful as bombs that use it hit the under armor of the targetted unit.  Does carry some secondary stun effects, but in practice is more likely to kill targets if it overcomes their armor than stun them.  Higher tier enemies are often resistant to this, but as with anything, apply it enough, and you may still get effects.
Daze - Stun damage. Knocks enemies unconcious.  With OpenXcom Extended, the waters become a bit more muddied here, as weapons can have a primary damage type and secondary damage effects. For example, the Handle is primary Daze/Stun with secondary lethal effects.  This means that as damage scales up with your strong gals, you may sometimes kill a target you were trying to stun with a handle.  Also, some targets are immune to Daze/Stun damage.  Another mechanic in OXCE allows other weapons that are designed for incapacitating enemies.  These are often listed as "Plasma" damage in the Bootypedia, but they have extremely minor lethal damage and 4x stun damage.  These are often later in the game.
Choking - Smoke from Vanilla.  Please note that almost all units that don't have environmental filters (masked helmets, etc) take 4X damage from smoke as compared to vanilla.  You can see this in your own gal's base stats.  Does stun damage over time.  Now, throw in OXCE mixes on assorted weapons as mentioned above in Daze, and you can get Smoke type weapons that also do significant Lethal damage (to health) or pain (often to Morale) or even to energy and time units.  Most early Choking stuff is just smoke though.
Chem - Same as Acid from vanilla (ie Celatid spit).  In XPirateZ almost always degrades armor, usually adds pain (Morale damage) and has good Terrain Destruction effects.
Plasma - Plasma from vanilla. " sometimes plasma damage is stun (cattle prod, tazogun?)" - See explanation in Daze above.  Most enemies will respond to doses of plasma as very few are resistant to it.  However, access to good plasma weapons for the player can be fairly limited for sometime.
Laser - Laser from Vanilla.  This always has some armor penetration properties so it can be useful against armored enemies.  Again, not easy to get a hold of early on.

Not mentioned:
Burn - Incendiary damage from vanilla.  If a target is hit Fire will almost always damage the target.  If the target is set on fire from being hit or starting its turn on a tile on fire, it will continue to take damage from the flames.  Some units are immune, while others are very vulnerable (Academy Drones).  Often targets under armor so this too helps with the damage it applies.
Special - This is listed and is a rare damage type applied via Voodoo(Psi) weapons.  Has varied effects ie, stun, morale, tu, energy, armor damage, in addition to possible lethal damage.
Cold -  A weather affect of environmental conditions, causes energy drain on player units not wearing little or nothing. (Bikinis are bad in the Arctic)
Heat - Another weather affect: Caused stun on units that might overheat in Jungles or Desert.
Acid Rain - Damages armor, and morale.  May cause stun?
Title: Re: A thread for little questions
Post by: juff on April 06, 2017, 05:39:42 pm
I don't think it's a dumb question. There are a lot of mechanics and I had to take a bunch of notes to keep track of them. All of this is from bootypedia articles, so be sure to read them all. Anyway, here's some other information

Weapons have 2 ways of dealing with Armor
Armor effectiveness means ignores or adds some percentage of armor
eg. Fuso sword has armor +40%, so if the target has 50 armor it reduces damage by 70. Spear has armor -20% so the same target would reduce damage by 40.
Armor damage means that some percentage of the damage dealt will be done to armour first, removing it for all subsequent attacks.
eg. Hammer has armor damage 10%. If the hammer hits for 60 damage, it also removes up to 6 armor from the target. I believe armor damage happens before the target takes damage.

Piercing - all piercing weapons that have a base of 60+ damage deal armor damage
Laser - Has armor -33.3% by default
Plasma - Has armor damage by default.

Extra Damage (Lethal) - Does that percentage of damage as lethal damage. Eg. Fistycuffs (extra lethal damage 35%) hits for 20 stun, it also does 7 hp damage.
Extra Pain - Does damage to Morale. Pain resistance and immunity don't actually reduce pain damage, but instead increase the amount of stun recovered each turn.
Reactions Disrupt - Reduces current TU of unit, so reduces chance of reaction fire
Shock (System Shock)- Weapons do some amount of stun damage as well. The default is 0-50% of the damage dealt. A weapon with Shock x3 would do 0-150% stun damage. eg. If hammer hits for 60 damage, it does 0-90 stun as well
Cold embrace of death - If a unit has 3x more stun damage than current health, it loses 1 hp a turn. If it has 6x more damage, it loses 2 hp a turn.
Title: Re: A thread for little questions
Post by: Starving Poet on April 06, 2017, 06:30:54 pm
I've been playing for 100 hours and I still get all these mixed up in my head - it's nice to see everything all on one article.

If I'm not mistaken, all chem attacks damage armor to some extent as well

And I'm pretty sure that vanilla rules still apply: Armor damage = int(HP damage / 10) +1
Title: Re: A thread for little questions
Post by: legionof1 on April 06, 2017, 07:47:59 pm
Also something to consider when selecting a damage type is that resistance is applied before armor(and +/- armor%). This means that some weapons behave quite differently then first glance would seem to tell.

A great many melee weapons with reduced armor penetration have the raw power to not be drastically affected by the few net extra armor.  Only a tiny fraction of all foes have better then 50 armor with the great majority being low 40s or less. +30% on 40 armor is only 12 extra armor against weapons that generally swing for 80+. Resistance is more effective against such high base weapons then the great majority of armor.

Shotguns are the reverse, horrid against any significant armor but much less hindered by high resist.

Title: Re: A thread for little questions
Post by: Solarius Scorch on April 06, 2017, 09:08:14 pm
This should go straight to the Ufopaedia page. :)
Title: Re: A thread for little questions
Post by: sinisteragent on April 07, 2017, 12:11:59 am
Also important to not that (with a few possible exceptions?) being set on fire has a drastic effect on morale, making it extremely useful for some strategies. It doesn't tend to do huge immediate damage, but between the damage over several turns, plus the likelihood of causing panic, plus having an enemy illuminating their own surroundings, plus the likelihood that a unit on fire will also be in smoke (so receiving stun damage too), fire damage can be much more powerful than low numbers suggest.
Title: Re: A thread for little questions
Post by: ajnunezr on April 07, 2017, 05:44:05 am
What do you think is the next bill paying strategy after chateau?. I´m in august right now, building my second base to intercept civilian traffic (Something I know is finite), and somewhat managing to pay all the accounts by now, but I think Chateau is not so reliable (Not every time you get rodeos, or apples in those rodeos). Selling small ship engines is kind of working from now, but if you can share some strategies in this point, it is going to be great.
Title: Re: A thread for little questions
Post by: LuigiWhatif on April 07, 2017, 07:23:47 am
Can you make chemicals yet?  They're pretty good until you get a mint running.
Title: Re: A thread for little questions
Post by: Ragshak on April 07, 2017, 04:19:18 pm
I just started a new play and had few situations durning first mission when my gals died. Had to reload. Loosing one or two gals in the early game would cripple campaign too much. On top of that now hiring gals is locked behind (early) tech.
I kinda regret this because game is shallow with save/reolad. On the other hand there will be plenty of situations when someone dies :P

I wonder how much do you savescum? Or do you carry on which every misfortune and bad RNG roll?
Title: Re: A thread for little questions
Post by: Scorrpio on April 07, 2017, 04:21:38 pm
Chems production is fairly advanced stuff.  Which version are you running?  As of F4, Dioxine heavily nerfed a lot of good early/midgame moneymakers.  I have not actually run the numbers on latest versions yet.  In case you still run F3:
Medical Supplies are/were really good.  Was actually more effective to buy chems than to make them via refinery.  One caveat: any secondary base needs surgery room to make those.
Porn (needs Pimpcraft) was a great moneymaker as long as you kept harvesting civilians or lower-ranking factions and could convert them to male/female slaves. 
Whatever you do, dont waste personal DBs, Integrated devices and damaged grav units.   Those become real important later.
Title: Re: A thread for little questions
Post by: jepeman on April 07, 2017, 07:06:14 pm
Where can I find "The Russian Files"?
They unlock the advanced laser weapons and some plasma and fusion weapons from my understanding.

Current progress, contains minor spoilers:
I've already researched plasma weapons (heavy, etc.), annihilator armor and have interrogated all 4 main leaders).
Only enemy types I encounter any more are mercenary, academy, church, star gods, trader's guild.
Also the occasional smuggler, pink ship and "hell thing".

So no reticulans or civilians, since I've researched the no targeting and reticulan-human fusion and mutant alliances and no pogroms either.
Humanists and spartans are nonexistant, same with deep ones practically.

Am I meant to shoot down a govt fusion cruiser, despite practically being told not to? Or a mutant alliance one?
I seem to recall getting some unlock by shooting down an early game govt ship. Been playing this game for several months now, its such a long game. :)
Title: Re: A thread for little questions
Post by: Scorrpio on April 07, 2017, 07:47:12 pm
You need:
Minecraft
Broken Traders Rep
Eurasian Autonomy

These give you access to:
Siberia Base Investigation (needs Mess Hall facility)
Once that researched, you get a special mission in Siberia.   Russian files will be on the leader there.
Title: Re: A thread for little questions
Post by: jepeman on April 07, 2017, 07:53:48 pm
You need:
Minecraft
Broken Traders Rep
Eurasian Autonomy

These give you access to:
Siberia Base Investigation (needs Mess Hall facility)
Once that researched, you get a special mission in Siberia.   Russian files will be on the leader there.

That was it, never interrogated a traders rep.
Title: Re: A thread for little questions
Post by: Noir_CZ on April 13, 2017, 03:43:10 pm
I have naother little one... what does Master's cane do? It seems like it should make my VooDoo somehow stronger? Not sure.
Title: Re: A thread for little questions
Post by: legionof1 on April 13, 2017, 04:36:31 pm
I have naother little one... what does Master's cane do? It seems like it should make my VooDoo somehow stronger? Not sure.

The masters cane is the vodoo rod from the witch outfit with slightly different stats. It allows psi mind control and panic attacks.
Title: Re: A thread for little questions
Post by: Noir_CZ on April 13, 2017, 06:17:10 pm
The masters cane is the vodoo rod from the witch outfit with slightly different stats. It allows psi mind control and panic attacks.

I guess I am not there yet then, because I can have it in hand and it does nothing.. well I can throw it at someone. :) Obviously the first voodoo suit ever is not good enough. Thanks for reply.
Title: Re: A thread for little questions
Post by: AngelicJoker on April 13, 2017, 06:48:12 pm
So do secondary damages on weapons base their actual damage on the amount the primary attack did or do they have their own damage rolls?  For example, let's say I'm using a leather whip and it does 10 daze damage after bonus, randomness, resistance and armor reduction.  Will the rest of the damage be 1 HP (1/10th) and 30 TU (3x) and 15 Morale (fixed)?  Or do each of those secondaries get their own damage rolls and then have their percentages applied?

Also, I know the hands get pay bonuses for rank, but do they get pay bonuses depending on the type they were hired as?  Do warriors get paid more than standard hands?  I remember there was an article in the Bootypedia on pay levels but I can't find it for the life of me.  Can anyone tell me where to look for it?

Thanks!
Title: Re: A thread for little questions
Post by: Scorrpio on April 13, 2017, 07:44:05 pm
Pay differs only for Swabbies and Gals. 

Title: Re: A thread for little questions
Post by: legionof1 on April 13, 2017, 07:50:09 pm
I guess I am not there yet then, because I can have it in hand and it does nothing.. well I can throw it at someone. :) Obviously the first voodoo suit ever is not good enough. Thanks for reply.

Most voodoo powered items require the user to have undergone voodoo training via the voodoo school building before they can be used.


So do secondary damages on weapons base their actual damage on the amount the primary attack did or do they have their own damage rolls?  For example, let's say I'm using a leather whip and it does 10 daze damage after bonus, randomness, resistance and armor reduction.  Will the rest of the damage be 1 HP (1/10th) and 30 TU (3x) and 15 Morale (fixed)?  Or do each of those secondaries get their own damage rolls and then have their percentages applied?

Also, I know the hands get pay bonuses for rank, but do they get pay bonuses depending on the type they were hired as?  Do warriors get paid more than standard hands?  I remember there was an article in the Bootypedia on pay levels but I can't find it for the life of me.  Can anyone tell me where to look for it?
snip

Every secondary effect is derived form the original damage roll in some way. The only difference is when in the calculation sequence they are derived. Secondary stun/lethal is after armor and resist. Chem armor stripping is before armor but after resist. It should be noted that in the case of stun the times X is a multiplier to the normal % of lethal all lethal weapons have, NOT a multiple of the base damage. Only Dioxine really knows every internal permutation he has employed.

The rank based payout does not change only initial cost and the unpromoted pay changes.  Slaves soliders have a different pay structure.
Title: Re: A thread for little questions
Post by: EricPhail on April 13, 2017, 08:27:11 pm
Most voodoo powered items require the user to have undergone voodoo training via the voodoo school building before they can be used.

Or previously and successfully used the seductress outfit power on that soldier (power of seduction seems to unlock psi values for me)
Title: Re: A thread for little questions
Post by: Starving Poet on April 13, 2017, 08:37:50 pm
Yes, anything that triggers a Voodoo Skill increase will reveal Voodoo Str. - wands work great too.
Title: Re: A thread for little questions
Post by: AngelicJoker on April 13, 2017, 09:23:04 pm
The rank based payout does not change only initial cost and the unpromoted pay changes.  Slaves soliders have a different pay structure.

Can anyone tell me which Bootypedia article goes over the pay rates for promotions again?
Title: Re: A thread for little questions
Post by: ivandogovich on April 13, 2017, 10:49:41 pm
Can anyone tell me which Bootypedia article goes over the pay rates for promotions again?

      STR_RECRUITMENT_UFOPEDIA: "We can always find potential crew members amongst our fellow Ubers who visit Jack's Town.{NEWLINE}>Runts: Those gals who are either unwilling or unable to carry a gun, can be hired to operate our Workshops. They take $5,000 monthly pay.{NEWLINE}>Brainers: Weird gals who can be hired to staff our Lab. However, these beasts demand $75,000 monthly pay, so they can easily drive us into bankrupcy.{NEWLINE}>Hands: Those who will fight. Unlike our founding Escaped Lunatics, they must be paid at the end of each month: Swabbies $2500, Gals $7500. Note that it's easier to find a willing warrior than a skilled one, especially within our narrow demographic, so the quality of these troops will vary a lot."
\

  - type: STR_SOLDIER_S
    requires:
      - STR_RECRUITMENT
    costBuy: 20000
    costSalary: 2500
    costSalarySquaddie: 5000
    costSalarySergeant: 20000
    costSalaryCaptain: 100000
    costSalaryColonel: 400000
    costSalaryCommander: 1200000

Slaves only ever cost 2500/mo

Title: Re: A thread for little questions
Post by: khade on April 14, 2017, 03:45:14 am
Doesn't the warrior research change some of those numbers?
Title: Re: A thread for little questions
Post by: ivandogovich on April 14, 2017, 07:11:40 am
Doesn't the warrior research change some of those numbers?

"Warriors" are Soldier type "M"


  - type: STR_SOLDIER_M
    requires:
      - STR_SOLDIER_M_RECRUITMENT
    costBuy: 75000
    costSalary: 10000
    costSalarySergeant: 20000
    costSalaryCaptain: 100000
    costSalaryColonel: 400000
    costSalaryCommander: 1200000

They are more expensive than Squaddies, but the cost levels out at Sergeant.
Title: Re: A thread for little questions
Post by: khade on April 14, 2017, 09:36:47 pm
Better question: is it worth it to get them, when you can train the normal Gals to their level fairly quickly anyway?
Title: Re: A thread for little questions
Post by: ivandogovich on April 14, 2017, 09:46:32 pm
Personally, I've been hiring warriors exclusively this campaign through the first year.  Mostly for my B-Team because they are usable from the get go.  That said, I've just brought Dojos online.  The challenge with hiring a bunch of hands and shoving them into training for a few months is that my overall manpower costs go up significantly because there are more of the higher ranks spawned.  I'm not sure which approach is truly optimal, but I have enjoyed using the warriors this campaign and I'm only keeping about 25-30 troops on hand between 2 bases.
Title: Re: A thread for little questions
Post by: Ragshak on April 14, 2017, 10:45:29 pm
What is the magic behind javelins? There is no armor penetration on this weapon but for some reason it is very effective against early armored enemies.

Same goes for Leather whip. Often I need few strikes with Stun Baton to do the job (plasma) but for some reason only one or two strikes with whip.
Title: Re: A thread for little questions
Post by: legionof1 on April 14, 2017, 11:16:58 pm
Javelins have considerable scaling in proper hands. Without outfit bonuses you can do over 70 base damage. Whip also has good scaling and tops out in the ~40 base range before outifts.

Stun baton by contrast has no scaling and a wider damage range then normal 50-150% melee.

Any scaling weapon is generally better then any flat value weapon if you have max or near max relevant stats. For example the linux smg line with topped out bravery+buffing outfit out-damages every conventional gun except for homefront rifle with mag ammo.


Warriors i dont find much use for beyond a brief window mid year 1 to mid year 2. During this period they are superior due lack of training facilities because you have to devote so much to getting coverage over the globe and your air combat started. Past that point its not as crucial to have effective replacements on speed dial.
Title: Re: A thread for little questions
Post by: ivandogovich on April 14, 2017, 11:21:56 pm
What is the magic behind javelins? There is no armor penetration on this weapon but for some reason it is very effective against early armored enemies.

Same goes for Leather whip. Often I need few strikes with Stun Baton to do the job (plasma) but for some reason only one or two strikes with whip.

A bit more details from the ruleset here in the spoilers:

Javelin:
    power: 25
    damageType: 1 (Piercing)
    damageBonus:
      throwing: 0.3
      strength: 0.35
    damageAlter:
      RandomType: 6  (-> Two dice: [0% - 100%] + [0% - 100%]


Whip:
    power: 5
    damageBonus:
      throwing: 0.3
    damageType: 6 (Stun)
    damageAlter:
      RandomType: 6
      FixRadius: 0
      IgnoreDirection: false
      ArmorEffectiveness: 1.25
      ToHealth: 0.1
      ToTime: 3.0
      ToMorale: 15.0

Stun baton:

    power: 20
    damageType: 5 (Melee)
    damageBonus:
      strength: 0.0
      reactions: 0.2
    damageAlter:
      ToHealth: 0.0
      ToStun: 1.0
      ToArmor: 0.0
      ToWound: 0.0
      RandomWound: false
      RandomStun: false
      IgnorePainImmunity: true


So another interesting aspect of the Javelins and the Whips are the random type.  It uses a 2 dice calculation instead of a 0-200% random.  This makes for more reliable damage values being applied by these weapons.
Title: Re: A thread for little questions
Post by: desert on April 15, 2017, 02:09:02 am
Is there a point to the Spy Zeppelin given its crew requirements? At first I figured it would be unmanned.
Title: Re: A thread for little questions
Post by: ohartenstein23 on April 15, 2017, 02:14:59 am
It was originally unmanned, and was way too good at being a expansion to the radar screen. You can have gals getting trained at the dojo while still on the zeppelin, so combine radar base with training facility :). Also, 20 possible gals on a mission is a lot of firepower.
Title: Re: A thread for little questions
Post by: legionof1 on April 15, 2017, 02:19:24 am
Even if the gals still can do training it still takes forever to get the zeppelin back to base if you want to cycle out the crew and get it back to station as a radar platform. However the fact that it carries 20 gals is good since missions with a craft en-route don't expire so you can do some "hangtime" shenanigans with score intensive missions like pogroms. 
Title: Re: A thread for little questions
Post by: Ragshak on April 15, 2017, 12:06:00 pm
What is a difference between weapons accuracy and SKILL mentioned in weapon description?

With 142 Accuracy and Spiked Mace my gal gets 84% chance to hit Human Activist.
Shouldn't 142 Melee and 70% accuracy from mace give142x.7=99,4% chance to hit?
Title: Re: A thread for little questions
Post by: EricPhail on April 15, 2017, 01:23:01 pm
The spiked mace depends on the skill: Melee accuracy/2 + 50

so the calculation here is
accuracy of weapon * SKILL
70% * (142/2 + 50)
70% * 121 = 84.4% to hit which is what you saw

To be more general accuracy is the % hit IF the SKILL in question was 100

Melee weapon SKILL is often something other than a soldiers' melee stat
Common variants include:
Melee/2 + 50
Melee/3 + 65
Melee/2 + Reactions/2
Melee/2 + Throwing/2
Title: Re: A thread for little questions
Post by: Mobling on April 15, 2017, 05:04:38 pm
Are camo paint and guerilla gear useful at night before you develop night-ops? Or are they best for day missions only?
Title: Re: A thread for little questions
Post by: Gynther on April 15, 2017, 07:41:09 pm
Gatling Lasers, from which shipping would i expect to get those? im guessing battleships? having a hard time downing those without more research (which is locked behind gatling laser... i think)
Title: Re: A thread for little questions
Post by: legionof1 on April 15, 2017, 07:47:51 pm
Are camo paint and guerilla gear useful at night before you develop night-ops? Or are they best for day missions only?

Yeah any camo is better then no camo value. Night-ops is unfortunately a little lackluster imo. The significant reaction buff on camo armors is worth far more then the  4 extra tiles of NV and 2-4 extra camo. High reactions flat out prevent shots on your gals. Camo and NV are negated and beaten out by certain foes namely mercs.   
Title: Re: A thread for little questions
Post by: ohartenstein23 on April 15, 2017, 08:30:31 pm
Gatling Lasers, from which shipping would i expect to get those? im guessing battleships? having a hard time downing those without more research (which is locked behind gatling laser... i think)

I think bombers and destroyers have them if the parts don't get blown up in the crash landing, otherwise the parts sometimes show up on the larger smuggler ships.
Title: Re: A thread for little questions
Post by: desert on April 16, 2017, 12:58:01 pm
It's funny to load for heavy armor at a pogrom site and step out of the craft only to see this:

Does the Hyperwave Decoder apply to ground missions?
Title: Re: A thread for little questions
Post by: khade on April 16, 2017, 11:48:44 pm
Those guys do have access to heavy armor.
Title: Re: A thread for little questions
Post by: EricPhail on April 19, 2017, 08:23:27 am
A couple of questions about various armours:

Masochist armour: is the bootypedia lying about blood magic having a chance to increase voodoo str? is it actually possible to gain any xp at all in that outfit btw

Green Lighter: how is the green bong supposed to actually work?
Title: Re: A thread for little questions
Post by: desert on April 19, 2017, 09:35:27 am
Speaking of sectoweed - where can we get it? Over the course of three game-years,  there have only been two occasions in which I collected sectoweed, and it amounts to only half the requirement of the Green Lighter suit.
Title: Re: A thread for little questions
Post by: legionof1 on April 19, 2017, 10:11:57 am
sectoweed can be bought at some point. I don't what the relevant tech is though.


I too am curious about the masochist outfit. I have yet to find any of the relevant orbs so i have yet to be able to make one.
Title: Re: A thread for little questions
Post by: desert on April 19, 2017, 11:51:17 am
sectoweed can be bought at some point. I don't what the relevant tech is though.

You need Reticulan contacts, but I wonder what mission parameters are associated with sectoweed as loot. Clearly I've been able to loot it a couple of times, but I'm not sure what it was about those missions...
Title: Re: A thread for little questions
Post by: ohartenstein23 on April 19, 2017, 02:49:35 pm
To gain experience with a weapon (blood magic), you need to hit an enemy, not a friendly target.
Title: Re: A thread for little questions
Post by: EricPhail on April 19, 2017, 04:20:06 pm
My apologies dioxine, I had tried it a few times with no luck, and combined with allow allow psiStr improvement: no being a forced option, I wondered had that ability been disabled and the bootypedia not updated yet, the comment on the bootypedia lying was intended to be slightly funny but I guess that didn't come across.

I do however restate my question on the green bong how does it work given there is no action for it?
Title: Re: A thread for little questions
Post by: Ragshak on April 19, 2017, 07:06:56 pm
I found some sectoweed durning Blood Rituals missions.
Title: Re: A thread for little questions
Post by: LuigiWhatif on April 19, 2017, 08:10:10 pm
There's a chance for sectoweed to spawn during crackhouse missions, but those are early game missions that eventually disappear.  As for the bong, it should have a use that spawns a smoke cloud.  That cloud restores morale and energy I think, but causes stun.  If you don't have an action then that sounds like a bug.
Title: Re: A thread for little questions
Post by: Dioxine on April 21, 2017, 11:12:17 am
@EricPhial:
I apologize too, my post was offensive and that's why I have deleted this. So: psi improve it does work, it requires targetting enemies though. It overrides the no psi power training, since it applies xp directly.

Bong is used by simply... firing it, lol :)
Title: Re: A thread for little questions
Post by: EricPhail on April 21, 2017, 01:59:50 pm
Huh must have a glitch in my install or something both in wiki and battle the bong has not firing action.

Ruleset diving gives me a costUse which when replaced with costAimed fixes it

But I hadn't edited that before.  Can you check if such an error is in the master copies please, Dioxine?
Title: Re: A thread for little questions
Post by: Dioxine on April 21, 2017, 04:56:18 pm
Whoops, indeed. I have tested it long ago, must've changed this later... Will be fixed, like you said, it should be costAimed.
Title: Re: A thread for little questions
Post by: desert on April 22, 2017, 01:55:01 am
Whoops, indeed. I have tested it long ago, must've changed this later... Will be fixed, like you said, it should be costAimed.

Is there a similar problem with the Rangefinder device? In the ruleset it has a "tuCost" line (for 999 TU), and it also doesn't seem to work in missions, giving a warning on insufficient TU.

My own question now, can player characters use healing items on unconscious PC or NPC?

Edit: Answered indirectly in Bug Thread, that unconscious characters are targeted by consumables when the actor is standing on the tile containing the unconscious character.
Title: Re: A thread for little questions
Post by: ivandogovich on April 22, 2017, 02:42:44 am
Ok, The RangeFinder is working as designed.  Its never meant to be "fired" just "aimed."  If you act like you are "aiming" it, the number presented will give you the number of the tiles from the user.  Nifty little tool to get a decent idea of 20 tiles is if you are trying to stay out of one-shot-celatid-spit etc.
Title: Re: A thread for little questions
Post by: ohartenstein23 on April 22, 2017, 04:03:54 am
Rangefinder is meant not to be fired, you just use the shown accuracy on the cursor to get the distance to the cursor in tiles.
Title: Re: A thread for little questions
Post by: Dioxine on April 22, 2017, 11:41:00 am
Monkey intelligence test: failed :D
Title: Re: A thread for little questions
Post by: desert on April 22, 2017, 10:02:14 pm
Still though, should ideally be a base interface function. :<
Title: Re: A thread for little questions
Post by: Dioxine on April 22, 2017, 11:45:54 pm
Sure, then code it, it's open source project :)

In the meantime you have what could be done cheaply with available resources.
Title: Re: A thread for little questions
Post by: AngelicJoker on April 25, 2017, 12:30:22 am
Is there a reason you can't stand next to the walls on the right side of the Trader's Guild warehouses?  The terrain doesn't look any different but I can't tell my girls to stand there.  I'll post a screenshot to clarify after I see a new Warehouse Wars mission come up.
Title: Re: A thread for little questions
Post by: ohartenstein23 on April 25, 2017, 12:42:47 am
The wall itself covers too much of the tile for it to be passible, same as the outer side walls of the Skyranger in vanilla, if you have the flying suit.
Title: Re: A thread for little questions
Post by: Solarius Scorch on April 25, 2017, 12:05:17 pm
The wall itself covers too much of the tile for it to be passible, same as the outer side walls of the Skyranger in vanilla, if you have the flying suit.

I think it'll be fixed next version.
Title: Re: A thread for little questions
Post by: Ragshak on April 25, 2017, 10:54:00 pm
1. Is there a any difference between Dojo and Luxury Spa in terms of max stat cap training value?

2. What exacly is Dodge? I see that armors do have 0.X*Reacation stat. What does that mean? It is flat chcance to avoid melee attack (face to face or any direction?) or is it substracted from attackers to hit chance? Had weird situation where a parrot dodged all werewolf attacks and now I wonder how this work.

3. Are there any consequences for miliking enemy base? After discovering Church base I often make one-gal raids equpied only in plate mail/shield/spiked mace. I grab the first thing I see (especially stun enemies with shield) and run away. This way I have solid supply of Gauss Weapons (but cant use them now) and Church Reve...Green-robed priests for  reasearch. Was lucky enough to capture Church Cardinal thi way... and get Tesla Coil schematics.

4. Is there a simple early/mid game way to get electronic parts for Tesla Coil? On paper this thing looks amazing but have no idea how to get missing parts so early.
Title: Re: A thread for little questions
Post by: Solarius Scorch on April 25, 2017, 11:11:38 pm
1. Is there a any difference between Dojo and Luxury Spa in terms of max stat cap training value?

Yes, the maximum values are a part of a soldier type, not a building. So all buildings have the same max values.

2. What exacly is Dodge? I see that armors do have 0.X*Reacation stat. What does that mean? It is flat chcance to avoid melee attack (face to face or any direction?) or is it substracted from attackers to hit chance? Had weird situation where a parrot dodged all werewolf attacks and now I wonder how this work.

I'm almost 100% sure it subtracts from your normal chances. So some unit can be unhittable by poor fighters. But please don't bet money on this.

3. Are there any consequences for miliking enemy base? After discovering Church base I often make one-gal raids equpied only in plate mail/shield/spiked mace. I grab the first thing I see (especially stun enemies with shield) and run away. This way I have solid supply of Gauss Weapons (but cant use them now) and Church Reve...Green-robed priests for  reasearch. Was lucky enough to capture Church Cardinal thi way... and get Tesla Coil schematics

No consequences, it's legit pirate raiding stuff. :) Can be dangerous though.

4. Is there a simple early/mid game way to get electronic parts for Tesla Coil? On paper this thing looks amazing but have no idea how to get missing parts so early.

No idea. :P
Title: Re: A thread for little questions
Post by: ohartenstein23 on April 25, 2017, 11:54:07 pm
I'm almost 100% sure it subtracts from your normal chances. So some unit can be unhittable by poor fighters. But please don't bet money on this.

It's a direct subtraction from the attacker's chance to hit, dependent on which side you have facing the attacker.  Parrots have pretty good reactions, so I'm guessing they have nice melee dodge as well.
Title: Re: A thread for little questions
Post by: juff on April 26, 2017, 04:44:12 am
4. Is there a simple early/mid game way to get electronic parts for Tesla Coil? On paper this thing looks amazing but have no idea how to get missing parts so early.
The tesla coil doesn't require space electronics, though if you need them, they can be made from disassembling i-guns. If you mean energy weapon parts, they can be found from disassmebling laser weapons, or randomly on military transports, freighters and couriers.
Title: Re: A thread for little questions
Post by: Marza on April 26, 2017, 05:30:21 am
I can't check now, but I think the tesla coil relies on a lot of integrated devices. Integrated devices can be looted from some Academy troops and by building them from space electronics. Disassembling items mentioned above is a great way to get space electronics, until the player has the research and funds to buy them from the black market.

Also disassembling slave AIs is also a great source of space electronics I find. Loot every shipping you can get your hands on, in other words.
Title: Re: A thread for little questions
Post by: Scorrpio on April 26, 2017, 05:35:04 am
The tesla coil doesn't require space electronics, though if you need them, they can be made from disassembling i-guns.
Better to disassemble slave AI.
It is same money-wise if you sell the plasma chambers from i-Guns, but time-wise, Slave AI is 5x more efficient.
Title: Re: A thread for little questions
Post by: Noir_CZ on April 27, 2017, 06:07:21 pm
Is there something like a critical fail or something? Several times I took a 150 something % to shoot someone and the shot hits obstacle... ok, I can bite that.
But having 218% to hit with sniper and missing by 2 squares is kinda hard to swallow. Is there some other factors to be counted after I click to shoot when it shows such % to hit?
Title: Re: A thread for little questions
Post by: Solarius Scorch on April 27, 2017, 06:25:34 pm
Is there something like a critical fail or something? Several times I took a 150 something % to shoot someone and the shot hits obstacle... ok, I can bite that.
But having 218% to hit with sniper and missing by 2 squares is kinda hard to swallow. Is there some other factors to be counted after I click to shoot when it shows such % to hit?

It's not part of the mechanics, it's an imperfection of the engine. It is a well known bug, at least among devs and such, but it's so complex to fix that we just have to live with it - at least for now.
Title: Re: A thread for little questions
Post by: Meridian on April 27, 2017, 07:19:31 pm
Is there something like a critical fail or something? Several times I took a 150 something % to shoot someone and the shot hits obstacle... ok, I can bite that.
But having 218% to hit with sniper and missing by 2 squares is kinda hard to swallow. Is there some other factors to be counted after I click to shoot when it shows such % to hit?

There is only one thing that's wrong... and that is the percentage symbol.

What you see displayed as 150% or 218% is NOT a "chance to hit", it is your effective accuracy and should be displayed as a plain number, e.g. just 150 or 218.
The original game showed it with the % symbol and that is the only reason why OpenXcom also displays it like that... but it's a pure lie.

The game doesn't work with "chance to hit" at all, so please forget about that concept completely.

What the effective accuracy means is also not easy to explain, so I will just give you 3 examples with some background.

Example 1:
- you and your target are both on the same Z-level
- there is a line of fire between you and your target... and it is not obstructed by any objects (trees, bushes, fences, lamp posts, etc.) within 0.5 tiles from ideal trajectory (LoF) in all directions (up, down, left, right)
- in such conditions, effective accuracy of 110 is enough to have 100% chance to hit a reasonably big target (e.g. an alien) across the whole map

Example 2:
- some conditions from example 1 are not met, e.g. you are on different Z-levels... or there is LoF, but there are some obstacles very near to this ideal LoF (nearer than half a tile)
- in such conditions, even accuracy 110 is not a guarantee to hit... higher accuracy will help (i.e. 218 is better than 110), but increase comes with very diminishing results... in such scenarios you are likely to hit maybe 50% of your shots

Example 3:
- there is a LoF, but there are many obstacles very near to this ideal line
- in such a scenario, your chance to hit is very low (~5%) regardless of the effective accuracy, even if it is 250+

And as always, there are even more factors I haven't mentioned, like:
- how much of the target unit do you actually see (ideally you should always see the whole target, i.e. no partial cover)
- there is small discrepancy between checking LoF (from eye-level) and shooting (from shoulder-level)
- etc.

From all this, you should remember:
- the number you see is NOT a "chance to hit"
- 110 is very good, anything above will not give you much more benefits
- if the shot looks complicated (many obstacles around the ideal line; or target in partial cover)... you will most likely miss... don't push it and find a better place to shoot from

It's not part of the mechanics, it's an imperfection of the engine. It is a well known bug, at least among devs and such, but it's so complex to fix that we just have to live with it - at least for now.

From my perspective it's not a bug.
There are some very small things, which could be improved/fixed... but in general, it works as designed.

Again, the number you see does not represent a chance to hit... it's a much more technical and mysterious number, which should be taken as an indicator, not as a fact.
Title: Re: A thread for little questions
Post by: Noir_CZ on April 27, 2017, 08:20:26 pm
It's not part of the mechanics, it's an imperfection of the engine. It is a well known bug, at least among devs and such, but it's so complex to fix that we just have to live with it - at least for now.

There is only one thing that's wrong... and that is the percentage symbol.

What you see displayed as 150% or 218% is NOT a "chance to hit", it is your effective accuracy and should be displayed as a plain number, e.g. just 150 or 218.
The original game showed it with the % symbol and that is the only reason why OpenXcom also displays it like that... but it's a pure lie.

The game doesn't work with "chance to hit" at all, so please forget about that concept completely.

...
...
...

Again, the number you see does not represent a chance to hit... it's a much more technical and mysterious number, which should be taken as an indicator, not as a fact.

Sorry for trunctating it, don't want to spam the whole thing
In my case it was alien base, same Z level, long corridor, no obstacles, 218 to hit with eurosyndicate sniper laser and it whiffed by 2 squares. True we were not in perfect line but had one tile offset still... anyway, thanks to both of you.
Title: Re: A thread for little questions
Post by: Meridian on April 27, 2017, 08:38:11 pm
In my case it was alien base, same Z level, long corridor, no obstacles, 218 to hit with eurosyndicate sniper laser and it whiffed by 2 squares. True we were not in perfect line but had one tile offset still... anyway, thanks to both of you.

This does indeed sound wrong.

If something similar happens to you again (a clear shot with good accuracy misses by 1 tile or more), save immediately and post the save here... we'll look at what could have gone wrong.
Title: Re: A thread for little questions
Post by: RSSwizard on April 28, 2017, 12:12:07 am
Is there something like a critical fail or something? Several times I took a 150 something % to shoot someone and the shot hits obstacle... ok, I can bite that.

Put simply this is like the concept of MOA accuracy when it comes to sharpshooting.

This is your chance to hit a man-sized target at a certain distance, that certain distance being roughly medium range (20-40 tiles) and obviously without any objects to get clipped by the shot.

Its not so much that your soldiers cant shoot straight, its that most of what you're shooting at (live targets) are actually moving just like in an FPS game (all those TUs they chewed through last turn). So your soldiers are Leading Targets with their aim and some confusion and over-reacting can ensue with that. Firing accuracy isnt just marksmanship accuracy, its also the ability to actually shoot an enemy in combat.

So you might say someone with a rifle ought to be able to bullseye someone at 200 yards (tiles) easily. Maybe. But the point and balance of the game is that they're not just standing still like deer. Turn based movement gives the impression of static nature but if that unit moved at all in the previous turn, or moves at all in the following turn, realistically speaking they were "moving" when you tried to shoot them.

# Hitler demanded a higher fire rate for the machineguns the germans were using because the shots from maxims with 500 rounds per minute cyclic could often be dodged by a charging soldier out in the field. So thats why the MG42 was raised to something like 1100-1300 rpm because its spitting out 20 per second and that raised the chances high enough that at least one would hit you even if you were making a mad dash. Hitler wanted to discourage these tactics among the allies.

# Even modern police only have about a 4% chance to hit someone with their pistol if the person is running.

# Just goes to show you how much of an effect simple movement has on shooting chances.

Also SNAP shots are literally pointing the gun in the general direction of the target and firing. You don't even line up the sights, its only one step better than a shot in the dark.

AIMED shots are when you line up the sights and POW, no extended aiming, no sniper-level adjusting for windage or anything like that. You only give it enough time to make sure the front dot is somewhere close to the middle of the reticle.

Each turn is about 3 seconds long, so an Aimed shot taking 60% TU to pull off is literally about 1 second of aiming and 1 second of firing/recoil recovery.

(you beat a map in 10 turns? excellent response time, it only took your hands 30 seconds to spread out and clear the battlefield)
Title: Re: A thread for little questions
Post by: Starving Poet on April 28, 2017, 12:54:38 am
The only thing I want to add to Meridian's post is that the magical number for listed accuracy is 130(%).  Ignoring everything else, that's the number where natural shot deviation is at its minimum.  Any number above 130, unless it's been changed in OXCE(+), does nothing for increasing the precision of a shot.  After that it's what Meridian said - natural shot deviation + obstacles, partial cover, bad angles, etc.
Title: Re: A thread for little questions
Post by: Dioxine on April 28, 2017, 02:31:11 pm
Put simply this is like the concept of MOA accuracy when it comes to sharpshooting.

It is not. It most definitely should be, but it isn't. Size of the target in OXCom has little to no meaning beyond range of 10 tiles. The problem is with pathing. The game first traces an ideal trajectory. If you roll a 'hit' on that % dice, you're very likely to hit even if the target is 1 pixel. Meridian also mentions small deviation, it is there, but activates at random to make 100%+ shot only 99.5% accurate (I think it is removed completely for 120%+ shots.

What Meridian wrote is accurate, but downplays the most common cause of bug:
- many objects in the path, especially if target is cut by half, so eg. only head and legs are visible
- perfect trajectory is calced
- bullet is released along it
- it hits an obstacle, because the trajectory was calc'd wrongly.

From Meridian's words, one could think that repeating shot will change anything. It won't. Repeated 120% acc shots, no matter how many, will always hit that obstacle. That wrong calculation is what I'm considering a bug; especially since the OG didn't have that problem.
Title: Re: A thread for little questions
Post by: EricPhail on April 28, 2017, 10:33:16 pm
Will incorrect trajectory calculations always result in hitting an obstacle, or can they miss outright? I've seen consecutive 250+ shots make the same miss (perfectly hit the same spot slightly wide of and behind the target) albiet these were high to low against a partially obscured target.
Title: Re: A thread for little questions
Post by: Ragshak on April 29, 2017, 10:15:32 am
Does difficulty level progression in Piratez is the same as in vanila?

https://www.ufopaedia.org/index.php/Difficulty_Levels

From my experience - example Sciencecific Experiment mission - Superhuman gives two drone enemies and pack of Osirons/Reaserchers. Blackbeard gives one drone enemy and for lower difficulties there is no drone at all for this mission.

Would like to see enemy stats at 100% and their numbres like for for  4-5 tier difficulty level. Which file should I edit to achive this goal?

Next one:
How to use Jellyfish craft inbuild weapon? Is there any? Description says something about it but I dont see an option to use it. One of my gals is locked on last floor but have no special items in hands to use new weapon? I dont have Voodoo yet - if thats the case.
Title: Re: A thread for little questions
Post by: legionof1 on April 29, 2017, 03:01:23 pm
snip
How to use Jellyfish craft inbuild weapon? Is there any? Description says something about it but I dont see an option to use it. One of my gals is locked on last floor but have no special items in hands to use new weapon? I dont have Voodoo yet - if thats the case.

There is an object on the ground under the gal "stuck" in the top floor. Pick it up on the inventory screen of that gal and equip. At present it is impossible to force something into a unit inventory based on position in a given craft. Not that it ever should, cause ugh so many conflicts/crashes possible.
Title: Re: A thread for little questions
Post by: juff on April 29, 2017, 05:22:28 pm

Would like to see enemy stats at 100% and their numbres like for for  4-5 tier difficulty level. Which file should I edit to achive this goal?
it's in piratez_factions.rul under aliendeployments, but the numbers are not easy to read because they're split by rank and inventory. lowqty shows for difficulty 1&2, high qty for 5, and average of the two for 3&4. dqty is a random amount of enemies that can be added for any difficulty.
Title: Re: A thread for little questions
Post by: khade on April 30, 2017, 02:39:11 am
So this accuracy thing is why the musket, with around 40ish accuracy, is still pretty good?
Title: Re: A thread for little questions
Post by: legionof1 on April 30, 2017, 02:56:24 am
Yes, the musket while the most inaccurate rifle weapon in the mod, due to the nature of accuracy in the engine still ends up reasonably close to the target.

Deviation from a true line of fire path is cone shaped(like real shooting) so inside of a certain distance it's rather likely to still hit the target on a "miss". The lower your accuracy the greater the angle of the cone. 
Title: Re: A thread for little questions
Post by: khade on April 30, 2017, 03:32:11 am
So with this information, why is the spraygun still unable to hit the broad side of a barn from inside the barn?
Title: Re: A thread for little questions
Post by: legionof1 on April 30, 2017, 04:36:27 am
The cone is determined by the accuracy value attributed to attempting to fire at a given target at x distance. Every weapon has a range after which you start losing accuracy rapidly(normally 2% per tile). Aimed>snap>auto. Also Sniper>rifle>smg>pistol.  Within accurate range with aimed shot(20 tiles) you get .6 times gal firing skill. So at most 72 within 20 tiles.

Snap range is not exposed on the spraygun so lets assume 15. Making the same 20 tile shot as before you get .5 of skill or max 60. Then apply the 2% per tile beyond 15. -10% on top of max 60 leaves 54.

Auto accurate range is normally 11 tiles, but again not exposed so assumption made. Same shot, .35 of skill or max 42. 9 tiles of accuracy penalties is -18%. Net result ~34.

Given that 20 aimed range is a reasonable reduction over baseline it's not unreasonable to assume the other ranges are reduced as well. Also the 2% per tile is not fixed either. Until someone goes ruleset diving we dont know for sure. We could be dealing with 20,10,5 and a 5% modifier for all we know. Potential extra bad modifiers on already bottom 1/4 in accuracy what do you expect?   
Title: Re: A thread for little questions
Post by: desert on April 30, 2017, 11:06:47 am
I would like an explanation of arcanistic/arcane rounds (which seem to be only for the handcannon and autogun as of .99F5).

The 'pedia states: "Their power is augmented by user's Voodoo Power (*0.1 per each 7 base damage)".

There are two interpretations I have considered:

1. The damage is the listed damage of the arcane round x + 0.1(x%7)(VPOW). If the autogun arcane round is Plasma 14 (dmg), and the wielder has VPower of 50, then damage with bonus is 14 + 0.1*2*50 = 14 + 10 = 24.
2. The damage is the listed damage of the arcane round x + 0.1(x)(VPOW%7). If the autogun arcane round is Plasma 14 (dmg), and the wielder has VPower of 50, then damage with bonus is 14 + 0.1*14*7 = 14 + 10 = 24.

Well, the formulas should always converge around the same result for the game, but I would like to know which is the formula in-use.
Title: Re: A thread for little questions
Post by: juff on April 30, 2017, 11:51:54 am
Interpretation 1 is correct.  I too found the sentence difficult to understand.
Title: Re: A thread for little questions
Post by: XCOMJunkie on April 30, 2017, 12:46:17 pm
Hey guys, had a little question that I can't seem to find out through the search function: where do I find the damaged syns? Or is that even what I need to do? I've been through two full playthroughs with F.5 and haven't found one. What am I missing?
Title: Re: A thread for little questions
Post by: juff on April 30, 2017, 01:09:46 pm
damaged syns are found on a certain orbital mission. I think the chances of getting the right one are 1 in 5
Title: Re: A thread for little questions
Post by: XCOMJunkie on April 30, 2017, 07:45:21 pm
Thanks Juff! Appreciate the quick reply! That explains why I never see them, I rarely do orbital missions. I wasn't aware of anything worthwhile in them, other than a few hellerium capsules to sell. I also don't do Organ Grinder missions beyond the first or so. Am I missing anything else by not doing those mission types often?
Title: Re: A thread for little questions
Post by: Stoddard on April 30, 2017, 08:24:57 pm
I also don't do Organ Grinder missions beyond the first or so. Am I missing anything else by not doing those mission types often?

It's mostly Castaway Gals you're missing by not doing the grinders.

Btw, space, underwater and mansions tend to be ignored just because of all the tedium of reequipping every last one gal in the response squad. I think it's time to do something about the per-vehicle equipment templates and persistent gal equipment templates, or maybe come up with some entirely different solution. I'd code it myself, but I'm kinda lost on what an acceptable design would be. Maybe we can come to at least a whiff of what's really needed discussing this here?
Title: Re: A thread for little questions
Post by: Ragshak on April 30, 2017, 08:59:25 pm
What do I  need  to be able to use Gauss technology? I've alreaddy reaserched Pistol/Rifle/Sniper/Heavy Gauss weapon but stillno luck. I see "Gauss (Basic)" on tech tree but it isnt shown on my avaible reaserch screen. Any idea?

Thanks for all help.
Title: Re: A thread for little questions
Post by: Stoddard on April 30, 2017, 09:31:28 pm
What do I  need  to be able to use Gauss technology?

You need "Unlocking Gauss Weapons" to use them.
Title: Re: A thread for little questions
Post by: Haggashed on May 01, 2017, 12:46:13 am
ok i seems to be blind or stupid but i can't find fusion batteries for building ships. is it a research just me having bad luck with landed and shot down ships or am i missing something very important that i may need to reset my campaign for?
Title: Re: A thread for little questions
Post by: Stoddard on May 01, 2017, 12:53:46 am
ok i seems to be blind or stupid but i can't find fusion batteries for building ships. is it a research just me having bad luck with landed and shot down ships or am i missing something very important that i may need to reset my campaign for?

Fusion batteries. Obtained at the black market. Check it out, if you researched building ships, they should be there.
Title: Re: A thread for little questions
Post by: Haggashed on May 01, 2017, 01:06:49 am
Fusion batteries. Obtained at the black market. Check it out, if you researched building ships, they should be there.
:-\ they are freaking ammo no wonder why i didn't find them.
Title: Re: A thread for little questions
Post by: Stoddard on May 01, 2017, 01:45:33 am
:-\ they are freaking ammo no wonder why i didn't find them.

Be grateful you don't have to source duct tape for the ships ;).

Although I'd count that one as an oversight.
Title: Re: A thread for little questions
Post by: desert on May 01, 2017, 07:38:40 am
It's mostly Castaway Gals you're missing by not doing the grinders.

Btw, space, underwater and mansions tend to be ignored just because of all the tedium of reequipping every last one gal in the response squad. I think it's time to do something about the per-vehicle equipment templates and persistent gal equipment templates, or maybe come up with some entirely different solution. I'd code it myself, but I'm kinda lost on what an acceptable design would be. Maybe we can come to at least a whiff of what's really needed discussing this here?

Always worth repeating this.

In midgame its easier, when almost every vessel can do both of undersea/0G, or at least one. Templates are actually useful here, since its the same ship inventory.

There is nothing good to be said about the design and concept of Mansion missions.
Title: Re: A thread for little questions
Post by: Marza on May 01, 2017, 02:20:55 pm
How does the demotion of hands really work? The bootypedia says I have to hold down cntrl whilst in the hands menu. I must be doing something wrong because nothing happens.

Btw, space, underwater and mansions tend to be ignored just because of all the tedium of reequipping every last one gal in the response squad. I think it's time to do something about the per-vehicle equipment templates and persistent gal equipment templates, or maybe come up with some entirely different solution. I'd code it myself, but I'm kinda lost on what an acceptable design would be. Maybe we can come to at least a whiff of what's really needed discussing this here?

Currently that particular issue can be worked around by having a transport dedicated to each mission type, so the player will need 3 or so transports altogether (and that is something I do in my games, once I can afford the luxury of it). So for maximum quality of life, we'd want a transport template that can recall the crew, equipment and the armour they wear at the push of a button?
Title: Re: A thread for little questions
Post by: ohartenstein23 on May 01, 2017, 02:53:51 pm
The bit about​ demotion is old and should be removed from the bootypedia.  Ever since the gals' salary started increasing by rank, demotion has been disabled. Just put unwanted officers on the front lines or fire them.
Title: Re: A thread for little questions
Post by: Ragshak on May 01, 2017, 05:41:11 pm
Are there any tips how to deal with Fatbag? They can shoot at me before I can locate them and no matter what armor is put on my gals they one shoot them. I know it it is because of acid damage but how to counter this?

Because of Fatbags and Chryssalids I reaaaaly dont like The Church. Even academician cyberdisk and traders powerarmored soldiers aren't so annying  :-\
Title: Re: A thread for little questions
Post by: ivandogovich on May 01, 2017, 06:30:03 pm
Are there any tips how to deal with Fatbag? They can shoot at me before I can locate them and no matter what armor is put on my gals they one shoot them. I know it it is because of acid damage but how to counter this?

Because of Fatbags and Chryssalids I reaaaaly dont like The Church. Even academician cyberdisk and traders powerarmored soldiers aren't so annying  :-\

Celatids are one of the deadliest foes in the game.
Their weapon has 140 (Acid/Chem) power which will always be an issue.  It is arcing, so shooting them from under cover (below a vessel/under trees) may help.  They have good snap accuracy so reaction fire can always be a challenge.
They have decent health (68) so they may be able to tank a few shots.
Celatids have Sense=20 (Can see through walls, etc).

Do what you can to stay 20 tiles away from them.  And Shoot them from under cover.
Title: Re: A thread for little questions
Post by: Starving Poet on May 01, 2017, 07:11:18 pm
I found that the last celatid on the map always required a sacrifice of one girl before I could kill them.  :)

As Ivan said, their weapon is arcing - so keeping something over your head will limit their ability to hit you.   They *used* to have 30 SENSE and 3 snap shots per turn, so they've been toned down quite a bit! 
Title: Re: A thread for little questions
Post by: legionof1 on May 01, 2017, 09:33:17 pm
Also something you can do is bunch up the gals before your likely to engage one. If the celatid "spots" too many gals at once it will end up wasting most of its TU on the advance/retreat dance even if the great majority are out of line of fire.

High Sense enemy units are very susceptible to the "panic dance" because they see through walls and the AI only considers raw number of enemies spotted. So group up and bum rush the thing is my solution most of the time if i cant down it at 25+ tiles. 20+ tiles of open lines of fire is pretty rare so

Also of note is it takes 20% additional cutting damage so bows are very effective.

And it's not actually that accurate, despite its high weapon 75%, its skill is only 80. So .75 on weapon x 80 skill=60.  Good for a terror but not that accurate in absolute terms. Particularly as a non aoe arcing fire.

                                         
Title: Re: A thread for little questions
Post by: Ragshak on May 01, 2017, 10:23:05 pm
What is the role of Mint? I see i Can produce lower chips from high ones but... in the end selling Chemicals gives more money (tested on 1k->200$ chips).
Title: Re: A thread for little questions
Post by: Scorrpio on May 01, 2017, 11:41:40 pm
Lower tier minting is definitely very blah.   The true heavy hitter is making obsidian chips from ore and them making gold chips from those.  Probably absolute best return in late game, beating even tanks by a large margin.  Too bad ore is not readily available.  Be sure to stash any ore you happen across.
Title: Re: A thread for little questions
Post by: ohartenstein23 on May 01, 2017, 11:57:53 pm
Too bad ore is not readily available.

Sounds like somebody hasn't tried the Prospector as a dropship.
Title: Re: A thread for little questions
Post by: ivandogovich on May 02, 2017, 12:25:32 am
Doing the rough math (not accounting for runt salaries or workshop overhead), each Ore is worth about $170,000 if processed through Obsidian to Gold Chips.  This makes each Prospector flight pay about $680,000 (while an Excavator take down can yield over $8.1 million).
Title: Re: A thread for little questions
Post by: Scorrpio on May 02, 2017, 01:06:10 am
Sounds like somebody hasn't tried the Prospector as a dropship.
Somebody is still waiting to get a bloody implosion bomb launcher part to drop...
Title: Re: A thread for little questions
Post by: legionof1 on May 02, 2017, 01:29:58 am
Bomb launcher can cheerily go fuck itself. Random RNG to get Pacification run, extra difficult combat cause 1/3 to 1/2 the air game is locked behind the fucker, and then less then 50/50 per individual bomber craft.   
Title: Re: A thread for little questions
Post by: Ethereal_Medic on May 02, 2017, 09:15:30 am
Found my Impl.-Bomblauncher inside a Star Gods Bomber... (my 4. Bomber-raid in total over different factions)
(Considering this the 2nd hardest crackdown-version once the one Sectopod finally decided to die and leave his squishy friends to get bumrushed where Mercs are too healthy and acc. to be dealt with most of the time)

The technologies I can research (in November 2603) are 20 months too late to be useful (especially prospector is totally useless now)
If you have trouble downing bombers, try your tankiest aircraft infront and 2-3 baracudas with as much firepower hooked onto the 4xlw slots and/or one bomber with 3x hammerite.

The bomber has poor acc. and can't oneshot any of those vessels. Using a small shield on the baracudas can net 1-2 additional hits if the bomber refuses to go down.
Just one thing that is realy annoying is the chance to get the one and only bomblauncher part from the crashsite.

It would be less RNjesus if this crash had at least 2 bomblauncher spawn-points. It's even more common to get the 1x plasma-spitter-parts over nothing.
I could consider myself lucky to have 4 baracudas with 3x lascannon + 1x light shield to pulverize any threat the airgame could throw at me besides silver-towers and battle-ships.

One question: Is it possible to get an instant crackdown (assault transporter) from a random faction besides having no sentry/fighter with crackdown-order at the very start of a month (detected Nov. 2603 02:00 - aimed onto asia)? Sure those SG are no match against 40 elite hands and 3 howertanks but having less than 5hours to react to a serious crackdown-attack from thin air seems quite rare and random to me. It's confusing since every crackdown before needed the following order: Sentry / Fighter / Large Vessel / Crackdown-vessel.
Thoughts?
Title: Re: A thread for little questions
Post by: Starving Poet on May 02, 2017, 02:41:55 pm
One question: Is it possible to get an instant crackdown (assault transporter) from a random faction besides having no sentry/fighter with crackdown-order at the very start of a month (detected Nov. 2603 02:00 - aimed onto asia)? Sure those SG are no match against 40 elite hands and 3 howertanks but having less than 5hours to react to a serious crackdown-attack from thin air seems quite rare and random to me. It's confusing since every crackdown before needed the following order: Sentry / Fighter / Large Vessel / Crackdown-vessel.
Thoughts?

Yes, I was able to replicate this by having the ratmen patrol find a base mid-month, but not have the time to perform the crackdown before the end of month mission roll.  The next crackdown by whatever faction will know where the base is and immediately launch a base attack.  I'm sure this will work for other crackdown options as well.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on May 02, 2017, 03:01:31 pm
Guess tough luck been spotted by the church and getting assaulted by the Star Gods :D
Makes sense since every mission in November 2603 was 100% Star Gods and the usually milking runs.
Title: Re: A thread for little questions
Post by: desert on May 02, 2017, 04:20:48 pm
As I like to take things slow (into my 4th year, fielding only Codex ships and Hunter-Killer, waiting on Mint and Summoning Circle construction, Printer and Refinery research), I have to admit my Geoscape activity is much the same as it was 2 years ago, not counting special missions, with very incremental equipment upgrades across factions (alongside old stuff). I've seen Star Gods only once. Is there some threshold at which activity will categorically change to weight Star Gods heavily?

Also, why is it that rebel mutants can't be taken hostage if they are unconscious at mission end? I've only seen them once so far, in a Euro mission, but I'll assume this applies to all encounters with them. I debugged to revive a few with medkits (for the faction research), otherwise the only hostage would have been the General.
Title: Re: A thread for little questions
Post by: juff on May 02, 2017, 04:29:44 pm
If i'm not wrong stargods increase in frequency when their topic is researched. No idea on why rebels can't be captured.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on May 03, 2017, 10:05:13 am
Rebel-Mutants can only be captured during the Euro-Syndicate Elimination Request
Don't ask why but doing a crashsite against a rebel-freighter/fighter will net you outdated gear and no captives.
You can't make slaves out of them and can't rob them so no big deal.

If you aim for 100% Techtree, this is not possible anymore :3
Title: Re: A thread for little questions
Post by: Solarius Scorch on May 03, 2017, 04:07:48 pm
If you aim for 100% Techtree, this is not possible anymore :3

Well, it hasn't been possible since the introduction of Codexes. ;)
Title: Re: A thread for little questions
Post by: Ethereal_Medic on May 04, 2017, 12:19:52 pm
I don't mind that, Codex-choices are just too 'cryptic' for new users and too imbalanced for the experienced players to a point that someone can run into struggles picking a 'new' color and running into situations which can break the whole campaign.

Since Voodoo is a total gimmick with the current state of the game and just screws the player facing AND using it, gold and grey will be tough for me to adapt.

I won't pick red again, because garbage on so many levels and green is actually the better red-codex.
Green will be for future plans but might be too similar to red and cyclopses can be unlocked by another color as well.
Title: Re: A thread for little questions
Post by: Ragshak on May 04, 2017, 06:24:57 pm
Isnt Ghost outfit worth going for Grey?
Title: Re: A thread for little questions
Post by: legionof1 on May 05, 2017, 03:14:58 am
snip
Since Voodoo is a total gimmick with the current state of the game and just screws the player facing AND using it, gold and grey will be tough for me to adapt.
snip

Care to expand on that? I'm curious, how you came to the conclusion your getting screwed both ways. Certainly defending against psi is difficult to borderline unfair depending on myriad factors. However your tone would suggest you are actively harming yourself by using psi options. Which.....bwhuh?!?? :o
Title: Re: A thread for little questions
Post by: Ethereal_Medic on May 05, 2017, 12:06:19 pm
I'll try to explain as honest as possible with the informations I got at hand.
I have to make clear that I got my first impl. bomb-launcher in late Nov. 2603 and to the very day (10th Jan. 2604) my research for Higher Studies is still going (20 Brainers allocated).
I screwed myself by using red codex so I have no way to access fairies/witches and ghosts.
Unless someone picked green or red codex, they can't get bio-suits so I won't mention those in my further explanations.

Fighting against voodoo: (we use the thunderhorse because leviathan does not exist due to RNG bomblaunchers)
Most anti-voodoo equipments are skimpy uniforms that offer no armor values, have horrible cold-resistance (-1hp every turn unless 2-3 ushankas in the backpack) but prevent been targeted by voodoo.
The issue with enemy voodoo attacks is the same issue the vanilla game had. If the enemy can see a toe of one of your squad-members, they can target everyone of your squad beside having no vision on them.

This leads to the following situation (considering you have voodoo-school and finished screening):
You have to filter your team for hands with 50+ v-power and if possible 40 v-skill. You bring your best P+ crew to the fray, you will equip your squad and assign witches/ghosts/fairies if your codex choice was gold/grey. Now you have your squishies set up and start to build a frontline with a mixture of harbinger/guardians and melee-suits. If you pick brute-armor, you can count on getting this hand mc'ed quite frequently.
Your crashsite (big ship with 3espers) will roll out like this:
Turn 1: Sit in the craft, shot dudes facing your ramps and smoke-screen the area inside, on the roof and around the ramps. If an enemy can see through the smoke you will suffer long-range psy-attacks with mostly failed attempts against the least resistant hand. This has no counterplay other than make sure your squad is 100% consealed and outside of soulsense-range.
Turn 2-4: You advance and fight your way to the craft entrance doors. Your power-armor soldiers and tanks go first. If you got lucky, you encounter enemy espers outside the craft and kill/capture them. Your soldiers in power-armor have no additional voodoo-defence protection and got closer to the espers hidden in the craft. Your turns will end and some goon or cyberdisk will spot a toe of one of your teammates. As soon as the esper gets her turn, she can check your whole squad for the best success-rate for her mc-attack and finds a target. If she fails, luck on your side.

If she does her job, she MC-ed a power-armor dude hugging the craft-hull equiped with at least one grenade and a weapon with high power and 2-3 shots per 100% TU. We remember that a MC-ed hand has full timeunits and will do harm to your squad. Grenade will go to grouped teammates for low-medium damage. Snapshots/autofire will hit your squishy witches/fairies/etc.
This advanced into the game a lost voodoo-specialist costs like 4-6 months worth of training until replaced. The lost fairy-suit will hurt the most. Good luck screening a valid gal with 50+ v-power.

One hand down the fight will continue and your best strategie is to unequip the voodoo-wimp once you get control back of her. You fight with 2 hands less now and you'll slowly realize that you have to brute-force your way into the craft and find the remainings espers. Once again you got closer to them with the power-armor soldiers and made the espers voodoo-attacks easier to be successful. Now your team is in soulsense-range, no way to 'hide' your toes now.

Turn 5+: You inch your way into the tight corridors with your power-armor dudes ready to snapshot end of turn. The espers will go for MC again and again to grind on your nerves. Your squishy fairies and witches are best adviced to sit outside the craft, doing nothing and cheering the power-armor teammates to do the most dirty work that will lose you the most soldiers in the later playthrough. You eventually win the fight and shed tears for the lost fairy-suit and the 61/40 gal lost in service because your 59/40 harbinger-armor decided to autoshot your fairy with an XG-Rifle.

Now to the other side of the coin...

Fighting with voodoo: (still thunderhorse as vessel because RNG-bomblaunchers)

We have 18 slots to offer captain. Let's try out those witches and fairies instead of an additional MC-immune bulletsponge called Hovertank/Devastator.
We guess the enemies will field gauss and cyberdisks so we don't use harbinger AND brute-armor. So the frontline is a mix of guardians/xenos/blitz-armors/ghosts, 1x hovertank. Our support-squad is 1x loader with tornado-mortar, 2x fairy (gems tho) 2x witches.

Turn 1: Those fairies and witches will sit inside the craft and might do nothing because they can't get out or can't succeed with voodoo-attacks because both versions of the voodoo-rod lose power over distance. Your frontline and the one hovertank will shot onto the goons facing the ramps and cover your team in smoke. End of turn random voodoo-attacks of the enemy espers targeting your frontliners with no effect.
Turn 2-4: Your frontline once again does the most in mowing down securities and cyberdisks and the one loader-suit nukes hard-to-hit soldiers grouped up. Your fairies fly out the roof and hide like cowards in a 'save' corner next to the enemy craft. Your witches slowly inch through the smoke-screen and the player checks the success-rate of the mc-attack against an osiron-security dude and still goofs around with a success-rate of -1 to 0. No value out of two fragile witches taking up space and offering no utility (besides designed to support) and 2 coward-fairies doing nothing either.
4 slots worth of hands big enough to push another hovertank into the team. The turn ends, the espers 'sense' the fairies hugging the crafts hull and start to mc-control a guardian-suit. No matter what the traitor carries as gun, it will be strong enough to kill one of the cowardly fairies in sight.
Turn 5+: Lesson learnt, you strip the guardian off her guns and let her do nothing just like the fairies and witches do. The frontliners inch forward and the hovertank spots and shots the enemies while the loader keeps bombarding the area. The workhorses breach the crashed vessel and spent turns and TU's for snapshots against doorways and lifts. The espers keep grinding thier minds and keep mc-ing the unarmed guardian-suit next to the craft and randomly other teammates but never ever consider to target your left-over fairy or your 2 witches.
You eventually win the fight by brute force and lucky rolls of your witches or one lucky thorugh-the-wall-stun of your fairy but in the end, the spoils go to the brave guardians/xenos/blitz/ghosts fighting face to face against the foes and each other. Even the hovertank and the loader-suit will get more credit than the left-over fairy and the witches.

Something else I like to mention is the high costs of using those unsuccessful witches. Morale/Stamina loss adds up quickly so you have to spent ressources to raise morale and stamina again.
All those TU's are much better used in using more tanks, more firepower and armored hands instead of wasting slots for hands with no armor, no guns, no utility and no purpose to exist if you can straight up shot/slash your way to victory and not bothering about 'luck' with getting an osiron-security mc'ed to barely do anything useful for the fight. Even a saviour-outfit (the best 'medic') offers more use (stunattack and heal stuffed into her medpack) and is resistant to voodoo.

My perspective, hope this wall of text might enlighten someone.
Title: Re: A thread for little questions
Post by: juff on May 05, 2017, 12:46:09 pm
so here's a little number crunching assuming my figures are correct.
Let's take an Academy Esper, which has 65 strength and 40 skill. Max Difficulty increases that to 75 and 46.
This makes its base accuracy 75*46/50+25 = 95
VDDef is Strength+0.2Skill+0.33Morale-23, so for a girl with 40/40 and 100 morale thats 58 defense
that means at point blank range the esper has a 37% chance of succeeding on mind control, which drops by 2% for each tile.
That sounds pretty reasonable to me, unless there's some extra modifier.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on May 05, 2017, 12:55:34 pm
RNG my friend, voodoo against the player is a total pain to deal with if you can't field annihilator suits (which don't exist because RNG-bomblaunchers).
In sousense range she will have like 20% chance to succeed and boom goes a frontline shoting your squad.
The esper can use her skill 2 times in most cases. Thier morale and stamina don't drop as hard using voodoo in comparision to witches.
Espers never succeed in panicing a hand but manage to mc a gal in 1 out of 3 cases.
Title: Re: A thread for little questions
Post by: Zharkov on May 05, 2017, 01:08:08 pm
I think, it is not supposed to be easy. However, Espers are prone to fall for decoys - put your psi-wise weakest hand in a weak armor, assign a minder, when the weak hand is mind controlled, have the minder stun her. Not perfect but workable.
Title: Re: A thread for little questions
Post by: juff on May 05, 2017, 01:26:08 pm
You can also try using superhero armour. it's got about 30 extra voodoo defense.
Title: Re: A thread for little questions
Post by: Solarius Scorch on May 05, 2017, 01:52:22 pm
Or just stop acting like every MC wad a TPK situation. Most MC cases can be ignored or contained.
Title: Re: A thread for little questions
Post by: ohartenstein23 on May 05, 2017, 02:46:28 pm
Also, getting one unit seen allowing the rest of your units to be psi targeted is patently false.  The enemy can only target units they've seen or have attacked them, and only for as long as the spotter's intelligence stat allows.  If manage line of sight, you can make sure only a few units get targeted. This is just harder when units like espers have wallhack vision.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on May 05, 2017, 03:52:20 pm
Just running into the corner cases most of the time.

I like to remind that voodoo-casters can target your whole squad regardless of range or vision.
They target the most juicy victim the math tells them to MC. Those attacks look like they're 10 tiles away most of the time but the truth is just like the vanilla game.
They can choose from everyone but will aim for the wimps. They won't bother aiming for a hand with 30/12 @ 40 tiles away.

Superhero armor while offering a grav-pack is easily gunned down by plasma-rifles/pistols and the whole gauss-arsenal. Lasers will hurt as well.
I'd rather use the armor for O-G missions rather than dangerous crashsites.

A crashsite of academy will field 100% gauss-weaponry making all armors useless other than brute-armor and brute-armor makes hands weak against espers/provosts.
Your superhero armor has no protection value against a gauss-musket (or g-pistol) bullet and i can assure you it will hit hard and make the hand unable to fight or oneshot-kill her.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on May 05, 2017, 03:56:56 pm
I think, it is not supposed to be easy. However, Espers are prone to fall for decoys - put your psi-wise weakest hand in a weak armor, assign a minder, when the weak hand is mind controlled, have the minder stun her. Not perfect but workable.

Just like it worked in the vanilla game.
I would suggest you don't stun the mind controlled traitor and just let the turn end and once you have control just unarm him/her and keep feeding him/her to the esper.
This proves my point that the enemy can target your whole squad and aims for the best hitrate.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on May 05, 2017, 03:59:40 pm
Or just stop acting like every MC wad a TPK situation. Most MC cases can be ignored or contained.

I know. In many cases the mc'ed hand just runs away and reserves TU's for autoshots. The corner cases are lost hands and tactical retreats.
Title: Re: A thread for little questions
Post by: Marza on May 05, 2017, 04:32:06 pm
Gonna be honest, reading the discussion on psi gives me the feeling that this is all working as designed:

Defending against psi attacks is hard, and using psi effectively (read: finding a tile on the battlescape where those fragile psi users are safe and useful) is bitchin' hard.
Title: Re: A thread for little questions
Post by: legionof1 on May 05, 2017, 06:00:15 pm
@Ethereal_Medic  Okay thank you, that makes your stance much clearer even if i don't quite agree with it personally.
Title: Re: A thread for little questions
Post by: desert on May 05, 2017, 06:52:19 pm
I'm sure MCed gals suck when you have a late-game group bunched together, but Espers in particular have never caused me trouble outside base assaults. In one amusing instance, I had a slave soldier along as a substitute and while everyone else was ganging on the Esper inside the ship the slave soldier (since these guys have no stamina) was lagging outside the craft, getting MCed or terrorized and uselessly firing his popgun against the exterior.

As for offense, I still haven't used any Psi-equipment other than the Market wands, TK fist, and Master's Cane. The Hellgun looks interesting if I ever run into Dark Ones again, but I have to ask if there're really any Voodoo-specific magic/weapons that aren't worth less than another gal wielding pretty much anything else?
Title: Re: A thread for little questions
Post by: legionof1 on May 05, 2017, 07:27:25 pm
snip
Ones again, but I have to ask if there're really any Voodoo-specific magic/weapons that aren't worth less than another gal wielding pretty much anything else?

Impaler is pretty good. Powerful, no lethal component stun damage, that goes vs special resist, and huge armor pen. And if you don't stun the target in a few shots panic is assured from the massive morale damage.   
Title: Re: A thread for little questions
Post by: Marza on May 05, 2017, 11:15:19 pm
Wands of rending can be pretty powerful for a light weight item. Had some great success downing mercenaries and MarSec bodyguards from range. Powers of Seduction is a great ranged stun too.

Orb of Destruction and Lucky Star are very strong area of effect attacks. I've yet to use a scroll of inconsensuality, but the bootypedia page describes something hilariously powerful.

If all else fails, I guess they can be used to cheese bravery.
Title: Re: A thread for little questions
Post by: legionof1 on May 06, 2017, 02:57:33 am
The scroll is complete garbage in practice. Because the engines blast propagation is square rather then true circular after about radius 4 the shape tends to fragment into a bunch of rays of damage making the outer area inconsistent. Also since only special resistance mitigates it you basically have to equip the entire crew accordingly since the aoe is 2-3 x larger then a mini nuke with an average of ~180 damage at its edge.

So an inconstantly applied amount of stun, sufficient to trigger stun overflow damage in most gals, dealt to roughly half the map centered on user. It the third most dangerous weapon to the player behind the dragon rockets, and like the dragons we are the one firing it.

My last use with it dealt about 600 total stun to my own squad and only knocked out the one enemy right next to the user. Who later died to the overflow tick, because with half my gals down to friendly fire i didn't have the TU to counteract the 300+ stun on him. So one kill vs 1/2 my prepared and tuned for special Resistance squad.

Which by the way tuning for special resist gets you killed by everything else, unless you happen to have a squad full of destructor or bio armor at which point why the fuck are you using the scroll.   
Title: Re: A thread for little questions
Post by: okashii on May 06, 2017, 10:01:21 am
I don't understand what I am doing wrong with the 'Use Drill (color)' manufacturing option:
it can be researched fairly quickly [second month], I have the default work space of 30, the hull, the drill, but no option to click to confirm and starting the 'Use drill' manufacturing process.
Can you please help me with what I am missing?

EDIT: A helpful person on discord said that I need more manufacturing capabilities than the default base comes equipped with, I tested it in game and building another Extractor for example does solve the issue.
I was confused because it doesn't say so in the Tech Tree search [Q] requirements or in the manufacturing selection.
Since the base comes with 30 work space by default, perhaps changing the manufacturing requirement listed for 'Use Drill (color)' from 30 to 35 or more would give the player a better hint that an expansion is required first.   
Title: Re: A thread for little questions
Post by: Solarius Scorch on May 06, 2017, 02:25:46 pm
Yes, good point, but it's been fixed already for the upcoming version.
Title: Re: A thread for little questions
Post by: Starving Poet on May 06, 2017, 11:19:15 pm
Quote from: etherealmedic
The issue with enemy voodoo attacks is the same issue the vanilla game had. If the enemy can see a toe of one of your squad-members, they can target everyone of your squad beside having no vision on them.

This is 100% false.

I have done *extensive* testing on this and have argued this countless times both here, on reddit, and on my stream.  Using both OXC AND Vanilla executable to test it out.

There are two ways (3 kinda) that an enemy learns where your units are
1.  They see a unit.
1a.  They mind control a unit and IT sees units
2. A unit successfully lands an attack on an enemy.

Any of those actions, and only those actions sets the 'turns since spotted flag' to zero on THAT specific unit.

That's it.
No argument.
There is no other way for them to know where a unit is.
Title: Re: A thread for little questions
Post by: desert on May 07, 2017, 01:06:53 am
Question on "Mutant Fish": these Sea-mission enemies seemingly can't be captured, as unconscious ones are killed at Results due to the absence of an "aquarium" at the base. Others on the board have brought up this question since .99F5 dropped, but without answer. Now, I would just take this as some kind of joke were it not for the presence in the research browser of two distinct topics for "Dead Fish" and "Mutant Fish". So how does one bring home a live Mutant Fish?

Wands of rending can be pretty powerful for a light weight item. Had some great success downing mercenaries and MarSec bodyguards from range. Powers of Seduction is a great ranged stun too.

Orb of Destruction and Lucky Star are very strong area of effect attacks. I've yet to use a scroll of inconsensuality, but the bootypedia page describes something hilariously powerful.

If all else fails, I guess they can be used to cheese bravery.

Wand of Rending is a useful tool against armored humans if you really need it, but it's a Black Market wand that IIRC can be used by anyone to good effect.  By Powers of Seduction, do you mean the built-in attack for those 'sex' outfits? Would you really want to wear that at the expense of other armor, and fix one hand slot with that power at the expense of anything else?

The Tome of Lightning is a funny device, but it's just a longer-range Tesla Coil, which itself is a novelty weapon that is better replaced with other stunning weapons.

Title: Re: A thread for little questions
Post by: legionof1 on May 07, 2017, 03:11:35 am
Question on "Mutant Fish": these Sea-mission enemies seemingly can't be captured, as unconscious ones are killed at Results due to the absence of an "aquarium" at the base. Others on the board have brought up this question since .99F5 dropped, but without answer. Now, I would just take this as some kind of joke were it not for the presence in the research browser of two distinct topics for "Dead Fish" and "Mutant Fish". So how does one bring home a live Mutant Fish?

Wand of Rending is a useful tool against armored humans if you really need it, but it's a Black Market wand that IIRC can be used by anyone to good effect.  By Powers of Seduction, do you mean the built-in attack for those 'sex' outfits? Would you really want to wear that at the expense of other armor, and fix one hand slot with that power at the expense of anything else?

The Tome of Lightning is a funny device, but it's just a longer-range Tesla Coil, which itself is a novelty weapon that is better replaced with other stunning weapons.

More then likely fish capture has yet to be implemented completely but the mobs where needed for undersea missions first.

Seduction is indeed the power on the "sex" outfits. Useful in the correct circumstances but defiantly a "your mileage may vary" tool.

Coil and tome are actually quite useful for stunning units highly resistant to daze damage like dark ones and stargods. These foes are by combination of high resist and some armor 99% immune to any weapon based on daze. Also stunning robotic units like cyberdisks and sectopods due to shock bypass feature is fun.
Title: Re: A thread for little questions
Post by: Starving Poet on May 07, 2017, 04:54:51 pm
Seductress is probably my #1 go to tool for taking down power armor, especially in enclosed areas.
Title: Re: A thread for little questions
Post by: ajnunezr on May 08, 2017, 08:13:41 am
Hi.

What is the difference between sense and spot?
Title: Re: A thread for little questions
Post by: Ethereal_Medic on May 08, 2017, 09:23:17 am
Sense = Soulsense
Soulsense allows to see enemies through anything (smoke, camo and walls!)

Spot x
See enemies x tiles earlier.
Armor with Spot 5 can see camo'ed enemies 5 tiles earlier, negating camo to the stated value.
Camo'ed enemies in smoke are quite hard to spot tho.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on May 08, 2017, 09:38:47 am
Sorry for ranting over voodoo-stuff and things the last days. Frustration rises quickly if the enemy has alot of success mc'ing personal with 51/29 vpower/vskill without 'spotting' them first.

Anyway, I'm 400 hellerium capsules and conquerer buildtime away from going to Cydonia (Mars).

Suggestions for fighting the mars-lubbers?

I have full plasma-weoponry tech (up to plasma destroyer)
I can field 10 annihilator-suits and 7 bio-suits.
I got 4 X-Sectopods and can produce all other HWP's @ will.
I have no syns (because space missions never ever rolled the space-ship)
No ghosts (because red codex)
Title: Re: A thread for little questions
Post by: Haggashed on May 10, 2017, 02:55:04 am
two questions,
what the hell are these solar arrays that spawn by the hundreds around my base, they just hang around going 100 but i can only destroy them even with a 25 mm.
and two any tips on finding the last star god novice on a map ???
Title: Re: A thread for little questions
Post by: Ethereal_Medic on May 10, 2017, 09:21:02 am
Solar Arrays?
Can you offer a screenshot? I suggest you mean ratman-raidparties (those go 100speed and die in one hit). Those spawn like 6-10 little red dots searching for your hideout(s) to perform a crackdown.

To find the last star god novice you need patience. There're hard to see due to camo. If you have someone with SPOT in your team, use him/her to increase your chance of finding him.
You still need to be careful tho since his ghostbeam bypasses all armor and is extremly precise for a snapshot.
Title: Re: A thread for little questions
Post by: ajnunezr on May 11, 2017, 02:39:05 am
two questions,
what the hell are these solar arrays that spawn by the hundreds around my base, they just hang around going 100 but i can only destroy them even with a 25 mm.
and two any tips on finding the last star god novice on a map ???

They do really look like solar arrays :). Yes, they are ratmen looking for your base.

Title: Re: A thread for little questions
Post by: AngelicJoker on May 12, 2017, 12:04:32 am
Is there a way to destroy those Ratmen search parties?  I tried attacking one once but just ended up wasting a few hundred cannon rounds and doing no damage.
Title: Re: A thread for little questions
Post by: ivandogovich on May 12, 2017, 12:13:00 am
Yeah they can be shot down.  You might just have a very inaccurate cannon and a pilot with bad aim stats.
Title: Re: A thread for little questions
Post by: Marza on May 12, 2017, 12:14:33 am
Keep shooting until your interceptor stops missing every shot. Ratmen foot patrols are just hard to hit sometimes.
Title: Re: A thread for little questions
Post by: Noir_CZ on May 14, 2017, 01:55:56 pm
OK, I asked this already but I am sorry for being stupid. How does one use Master's Cane? I have it researched and acquired from some human mage that was on a joy ride in civil ship. When I put it in hand of my Gal in novice outfit I can't use it at all. Is there a specific outfit it only works with or what am I missing? (Haven't even researched Back to school, because when I was about to do the aliance research, the update came and now I need the tokens to research and not getting those missions.)
So... am I trying to use it in wrong way or am I supposed to wait for some other research?
Title: Re: A thread for little questions
Post by: legionof1 on May 14, 2017, 03:11:12 pm
Master's Cane and a number of other voodoo items require voodoo training to use.

Voodoo training is associated with the voodoo school building. Place a gal in voodoo training just like you do with normal training with a dojo or luxury spa. It is a separate window so make sure you have the right one. Once the gal has been in training for a sufficient time you will be able to see the gals voodoo stats, at that point they are "trained" and can use the previously locked items.

Behind the curtain what's happening is that Dioxine tied certain items being usable to the flag on psi power being unmasked from vanilla engine.
Title: Re: A thread for little questions
Post by: Noir_CZ on May 14, 2017, 06:08:06 pm
Master's Cane and a number of other voodoo items require voodoo training to use.

Voodoo training is associated with the voodoo school building. Place a gal in voodoo training just like you do with normal training with a dojo or luxury spa. It is a separate window so make sure you have the right one. Once the gal has been in training for a sufficient time you will be able to see the gals voodoo stats, at that point they are "trained" and can use the previously locked items.

Behind the curtain what's happening is that Dioxine tied certain items being usable to the flag on psi power being unmasked from vanilla engine.

A science thing then, thanks.
Title: Re: A thread for little questions
Post by: arbee81 on May 14, 2017, 08:13:40 pm
A science thing then, thanks.
Or throw a gal in seductress armor. If she can actually stun something that should reveal her voodoo strength

Sent from my LG-V520 using Tapatalk

Title: Re: A thread for little questions
Post by: Starving Poet on May 14, 2017, 09:47:25 pm
using a wand should do it too
Title: Re: A thread for little questions
Post by: Noir_CZ on May 14, 2017, 10:22:23 pm
Or throw a gal in seductress armor. If she can actually stun something that should reveal her voodoo strength

Sent from my LG-V520 using Tapatalk
Well No seductress outfit... just wench and novice. As I mentioned, due to new update I can't research the alliance and back to school nor library so...

using a wand should do it too
Used the rod of bliss and wand of firebolts, wand of rending and wand of airlesness several times, no go.
Title: Re: A thread for little questions
Post by: ajnunezr on May 15, 2017, 01:03:39 am
What is a good strategy to deal with Zombies? I´m in January 2602, with chainmail, and some tech blades and cannons, and even with all that, zombie ground is something I fear. Just now I´m just losing one veteran gal per fight, but before.... well... Zombies are harsh.

So, my questions are:

What is a good strategy to deal with zombie before and after chainmail?.

Title: Re: A thread for little questions
Post by: Starving Poet on May 15, 2017, 01:41:53 am
What is a good strategy to deal with Zombies? I´m in January 2602, with chainmail, and some tech blades and cannons, and even with all that, zombie ground is something I fear. Just now I´m just losing one veteran gal per fight, but before.... well... Zombies are harsh.

So, my questions are:

What is a good strategy to deal with zombie before and after chainmail?.
Auto fire weapons and a craft with a roof / grab harnesses
Title: Re: A thread for little questions
Post by: legionof1 on May 15, 2017, 03:08:09 am
Shotguns are pretty good. Zombies aside from the military ones are nearly unarmored.
Title: Re: A thread for little questions
Post by: Solarius Scorch on May 15, 2017, 10:22:33 am
Melee is also viable. Melee beats everything.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on May 15, 2017, 11:17:47 am
True.

Cryssalids can pierce through 140 frontplate of an X-Sectopod.
Bloodaxe can chew through everything.
A handle solves nearly every close-quarter combat.

Can we get a "Power-Handle" like the upgraded baseball bat?
Title: Re: A thread for little questions
Post by: Noir_CZ on May 15, 2017, 06:56:55 pm
Another day, another stupid questions. I did some of the throphies related missions, got the goblin Zaxx, Jack and Mutant alliance.. .enough to make The C pass. I created that, researched it, but still just getting the D level missions. Do I have to create the pass again?

And the second one. Where do I get the Assasination trophy. Is that the C level of trophies related bounty hunting?
Title: Re: A thread for little questions
Post by: Ethereal_Medic on May 15, 2017, 08:05:54 pm
Another day, another stupid questions. I did some of the throphies related missions, got the goblin Zaxx, Jack and Mutant alliance.. .enough to make The C pass. I created that, researched it, but still just getting the D level missions. Do I have to create the pass again?

And the second one. Where do I get the Assasination trophy. Is that the C level of trophies related bounty hunting?

Assassination Trophies are earned for the mutant alliance mission to 'assasinate' mutant traitors.
I guess the C-Level missions will spawn in the following month.
Title: Re: A thread for little questions
Post by: Noir_CZ on May 15, 2017, 08:53:47 pm
Assassination Trophies are earned for the mutant alliance mission to 'assasinate' mutant traitors.
I guess the C-Level missions will spawn in the following month.

Just came in to write that my luck got better and now I got that C level, getting some mage and his goons... which I did, researched the asssasination trophy... and a prize I got from alliance before (the martial arts topic) aaaaaand now I am stumped again... I checked what I need for *The Mutant Alliance* topic and I have everything researched, but it is not as research option in my lab.
Title: Re: A thread for little questions
Post by: arbee81 on May 15, 2017, 11:45:26 pm
Well No seductress outfit... just wench and novice. As I mentioned, due to new update I can't research the alliance and back to school nor library so...
Used the rod of bliss and wand of firebolts, wand of rending and wand of airlesness several times, no go.
Didn't realize seductress was gated behind mutant alliance.  I haven't tried it but I imagine a successful wench attack should also reveal psi strength and train psi skill.  Unless there's something special about seductress, the mechanic of using a built-in voodoo attack to reveal psi stats should be the same
Title: Re: A thread for little questions
Post by: Noir_CZ on May 15, 2017, 11:47:21 pm
Didn't realize seductress was gated behind mutant alliance.  I haven't tried it but I imagine a successful wench attack should also reveal psi strength and train psi skill.  Unless there's something special about seductress, the mechanic of using a built-in voodoo attack to reveal psi stats should be the same
Used that as well, then I switched that outfit out for the novice outfit and am currently using the rod of bliss, reticulan laser gun and magical baseball bat. No psi stats revealed. :-)
Title: Re: A thread for little questions
Post by: ohartenstein23 on May 16, 2017, 12:24:23 am
I haven't tried it but I imagine a successful wench attack should also reveal psi strength and train psi skill.  Unless there's something special about seductress, the mechanic of using a built-in voodoo attack to reveal psi stats should be the same

There is an inherent difference between the seductress attack and the wench attack - the wench's Bad Touch counts as a gun (not a psi attack!) for the game engine, it just happens to get a boost from voodoo skills.  The seductress' power is an actual psi attack for the engine.
Title: Re: A thread for little questions
Post by: arbee81 on May 16, 2017, 12:56:19 am
Interesting!  Learn something new here every day.  Sorry Noir, guess there is no psi work around until you get that research issue fixed.  Looks like this last update had a lot of early game research changes. I wonder if you need to re-research something, like one of the get-for-frees from captives.  I'm watching Poet's campaign and he had to re-research integrated devices and he's at least 3 or 4 years in

Sent from my LG-H871 using Tapatalk

Title: Re: A thread for little questions
Post by: Absalom on May 16, 2017, 06:53:29 am
What happened to being able to hide manufacturing options?
Title: Re: A thread for little questions
Post by: Noir_CZ on May 16, 2017, 08:14:16 am
Interesting!  Learn something new here every day.  Sorry Noir, guess there is no psi work around until you get that research issue fixed.  Looks like this last update had a lot of early game research changes. I wonder if you need to re-research something, like one of the get-for-frees from captives.  I'm watching Poet's campaign and he had to re-research integrated devices and he's at least 3 or 4 years in

Sent from my LG-H871 using Tapatalk
Actually did re-research those. What is confusing me now is that the *The Mutant Alliance* research topic listed topic that I need are all darkened, that I researched them, but still can't do the Mutant Aliance topic itself. Maybe I need to wait into next month... or maybe it is that I messed up the install process. After all I forgot all about the replacing STR_SECTOID_CORPSE with STR_ACADEMY_CORPSE ... I hope I can still make it now, after few days of playing. But from the names I doub't it will solve my problém.
Title: Re: A thread for little questions
Post by: Dioxine on May 16, 2017, 10:22:58 am
"Alliance Favors" is now needed as prerequisite for *Mutant Alliance*.
Title: Re: A thread for little questions
Post by: Noir_CZ on May 16, 2017, 10:34:59 am
"Alliance Favors" is now needed as prerequisite for *Mutant Alliance*.
I have those or at least when I use the 'cheaty' tech-tree viewer, it says that I have everything for *The Mutant Alliance* researched.
They are (Who is Who, Mutant origins, contact: Merchants, Communications, Mutant Pogrom, Researching, Assasination trophy, Prize: Alliance favors) all dark purple, which I assume is marked as researched, because before I got the C level boutny for mage the trophy was kinda uh... pink-ish color (same color as is the Library, Zero tolerance and Mutant alliance (Dep.) on the right side of the tech tree viewer).
I can now manufacture the favors for 600 tokens, which I assume I have them researched. I am afraid I am doing something terrible wrong.

Link to my savefile.... maybe someone can spot what am I doing stupidly wrong.
https://www.dropbox.com/s/adv74ey8n08exkj/635.sav?dl=0
Title: Re: A thread for little questions
Post by: Meridian on May 16, 2017, 11:25:45 am
Link to my savefile.... maybe someone can spot what am I doing stupidly wrong.
https://www.dropbox.com/s/adv74ey8n08exkj/635.sav?dl=0

You don't have research topic "Prize: Alliance Favors" (STR_BOUNTY_HUNTING_PRIZE_ALLIANCE_FAVORS) yet.

The Tech Tree Viewer shows it as researched already, because it found it in a list of already researched/available manufacturing topics.... there is unfortunately a manufacturing topic with exactly the same ID, which is unlocked without having the corresponding research first.
Title: Re: A thread for little questions
Post by: Noir_CZ on May 16, 2017, 12:05:34 pm
You don't have research topic "Prize: Alliance Favors" (STR_BOUNTY_HUNTING_PRIZE_ALLIANCE_FAVORS) yet.

The Tech Tree Viewer shows it as researched already, because it found it in a list of already researched/available manufacturing topics.... there is unfortunately a manufacturing topic with exactly the same ID, which is unlocked without having the corresponding research first.

Oh, ok. So I guess I will have to manufacture that one first. Thank you very much.
Title: Re: A thread for little questions
Post by: Meridian on May 16, 2017, 04:47:46 pm
Oh, ok. So I guess I will have to manufacture that one first. Thank you very much.

You're welcome.
I've extended the tech tree viewer too, so in next version this should not happen anymore.
Title: Re: A thread for little questions
Post by: Dioxine on May 16, 2017, 06:01:44 pm
In this case you need to manufacture first, research second... which is all explained in the opening article to all the trophies, by the way.
Title: Re: A thread for little questions
Post by: Zharkov on May 16, 2017, 06:46:47 pm
What's the deal with Megapol? Do you get negative points for shooting them down? Will they retaliate? Why is there no way to enslave those wolfmen? The Gals demand puppies!
Title: Re: A thread for little questions
Post by: Ethereal_Medic on May 16, 2017, 09:58:32 pm
What's the deal with Megapol? Do you get negative points for shooting them down? Will they retaliate? Why is there no way to enslave those wolfmen? The Gals demand puppies!

Beastmen for aux :D
Fighting Megapol nets no negative score btw. If they get a crackdown mission, you'll get the usual encounter of plasma weaponry + blasterlauncher + microwave cookers.
Megapol isn't considered Govt. so you can freely gun them down because f+ck da police.
Title: Re: A thread for little questions
Post by: Zharkov on May 17, 2017, 11:23:41 am
If they get a crackdown mission, you'll get the usual encounter of plasma weaponry + blasterlauncher + microwave cookers.

Is this still true? I started a new campaign recently and got raided by a bunch of nurses with mostly stun weapons arriving in an ambulance (thanks for that encounter, dioxin, btw - this mod never stops to amaze me!). They killed the parrot!
Title: Re: A thread for little questions
Post by: Ethereal_Medic on May 17, 2017, 11:54:55 am
Is this still true? I started a new campaign recently and got raided by a bunch of nurses with mostly stun weapons arriving in an ambulance (thanks for that encounter, dioxin, btw - this mod never stops to amaze me!). They killed the parrot!

The crackdown for academy nurses and ratman bandits have thier own mission parameter with an own loadout considering 'terror units' and weaponry.
Those are harmless/ challenging in the early stages of the game.

No worries with plasma ownage or cyberdisk rape.
Title: Re: A thread for little questions
Post by: Zharkov on May 17, 2017, 10:00:35 pm
So, is the Shadowbat making anything stealthy? How exactly?
Title: Re: A thread for little questions
Post by: Ethereal_Medic on May 17, 2017, 10:40:54 pm
So, is the Shadowbat making anything stealthy? How exactly?

It's your to-go night-ops vessel. It doesn't stealth in terms of camo but will enlighten a bright area @ battlescape. Your team can deploy concealed out of the stairs and shot onto enlighted foes.
Title: Re: A thread for little questions
Post by: Marza on May 17, 2017, 10:43:55 pm
On night missions, the Shadowbat has far reaching lights that can illuminate a sizeable part of the battlescape, whilst keeping the area immediately under (and above?) the craft in total darkness. Your hands can exit the craft and take up firing positions underneath the craft using the cover of darkness whilst everything around it is lit up like a Christmas tree. Of course, advancing away from the Shadowbat will expose you too.

Might be handy if you don't feel like throwing fire/magna lights/electroflares about the place on night missions.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on May 18, 2017, 01:37:09 pm
Might be handy if you don't feel like throwing fire/magna lights/electroflares about the place on night missions.

Using those are risky, the AI get's a reactionshot if they see your gals carrying/throwing them.
If you carry those in your handslot you enlighten the area which can cause unwanted trouble.

Best bet is to rely on night-ops and sniper suits (and similar gear)
Title: Re: A thread for little questions
Post by: Noir_CZ on May 20, 2017, 10:48:37 am
Another stupid question inbound.
I finished the topic "Plotting" and it said that the pillow books can be researched for new topics. But when I created few of the books, I don't have them in topics to research. The Tech Tree seems to be void of any topic called Pillow Book. Am I to assume that it is just a flavor text then?
(And as a minor question the Pillow Book itself can't be Middle-Mouse clicked in inventory for more info on it, that ok, or do I have messed installation?)
Title: Re: A thread for little questions
Post by: Ethereal_Medic on May 20, 2017, 11:37:12 am
You need a library and a mess at the hideout you want to produce the pillow book.

The old earth lab doesn't count.
The 1st pillow book has to be produced first before you can get the actual bootypedia entry for the item itself (similiar to gun almanach and others)

The pillow book got alot of fan-service in it, the important topics inside might take a while to get.
Saving grace, the research usually takes 1-3 days for each book and can be repeated several times.
Title: Re: A thread for little questions
Post by: Noir_CZ on May 20, 2017, 01:53:07 pm
You need a library and a mess at the hideout you want to produce the pillow book.

The old earth lab doesn't count.
The 1st pillow book has to be produced first before you can get the actual bootypedia entry for the item itself (similiar to gun almanach and others)

The pillow book got alot of fan-service in it, the important topics inside might take a while to get.
Saving grace, the research usually takes 1-3 days for each book and can be repeated several times.

I have 8 of those books manufactured. But seemingly can't do anything with them, they dont react to middle-click which I assumed means I need to research them, but they are not on topic list for researching and I can't find them in tech tree to get info on what all needs to be researched so I can do those. That's what kinda makes me worried I have badly installed the game.
Title: Re: A thread for little questions
Post by: Dioxine on May 20, 2017, 04:34:51 pm
You can't research pillow books w/o Naughty Mod enabled, for that all fanservice mentioned.
Title: Re: A thread for little questions
Post by: Noir_CZ on May 20, 2017, 04:53:21 pm
You can't research pillow books w/o Naughty Mod enabled, for that all fanservice mentioned.
Aaaah bludner-ed again, thank you very much for clearing that up.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on May 20, 2017, 06:04:18 pm
It's included into the naughty mod?
KK, glad I'm used to the mod by default. Best way to train bravery with the nude-armor in zero-risk missions. (Up to 90 bravery)
Title: Re: A thread for little questions
Post by: Zharkov on May 21, 2017, 12:17:55 am
Is there any use for the Master's Cane?
Title: Re: A thread for little questions
Post by: Ethereal_Medic on May 21, 2017, 12:49:07 am
Is there any use for the Master's Cane?

It's best used on a high ranking gal. You can either smack foes with it or use the curse feature.
It's a voodoo item that is not codex based, so it is useful against psi-weak enemies to some degree.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on May 21, 2017, 01:46:23 am
Still a valuable tactic:

Instantly sell your corridor + basic vault and build another barrack.
Max out your 1st extractor and build 2 additional extractors. Max out the runts and produce/sell moonshine/x-grog.

Outside of how well the first missions went, you can count on your economy keeping you save for a while.
Title: Re: A thread for little questions
Post by: khade on May 21, 2017, 02:42:08 am
Might make sense for the Pillow Book to be researchable once without the mod active, without the fanservice stuff.

Edited so it actually said what I wanted instead of just being whiny
Title: Re: A thread for little questions
Post by: Zharkov on May 21, 2017, 09:32:01 am
It's best used on a high ranking gal. You can either smack foes with it or use the curse feature.
It's a voodoo item that is not codex based, so it is useful against psi-weak enemies to some degree.

I managed to mind control a wolfman and curse another wolfman to death, but the cane seem no use against any other opponents.
Title: Re: A thread for little questions
Post by: legionof1 on May 21, 2017, 10:01:48 am
The cane is pretty weak overall but it's serviceable for it's intent as a very early reusable psi power. A step up from wands limited charges but not a large one.

Unfortunately that still leaves it well behind the curve of conventional weapon tech, along with 85% of voodoo powers. They require a limited subset of gals to function, most of them come with some significant drawback, and rarely offer any significant advantage for elimination of opposition. Live captures of dark ones and stargods is the only real reason to field any voodoo at all.       
Title: Make VooDoo Great Again!
Post by: Zharkov on May 21, 2017, 10:41:34 am
Is anybody using any Voodoo in their games and what for? Of all the things I tried, I only use the Ret Lasgun, as Gals with good Psi can shoot them in auto and even hit something. For everything else, I find the conventinal solutions (i.e., just shoot them or hit them) much more convenient.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on May 21, 2017, 10:49:49 am
Firing guns and throwing shit at enemies made 95% of my red-codex playthrough.
I used melee to some degree once I was able to suit a majority of gunners and spare slots for actual melee-trainees or melee-specialists.

I don't give wands a chance as those require a clear line to shot and can still miss (hitting overall or do no effect). The problematic foes (mercs) have too much HP to be eliminated by voodoo-based damage sources and are completely ignored now because I can get synth-suits from megapol pigmen.

The Ret Lasgun is a complete trial & error weapon as long as you can't determine the v-power of anyone. You have to field a zero-risk mission to calculate the good and bad ones.
Title: Re: A thread for little questions
Post by: atroix on May 21, 2017, 10:51:43 am
Voodoo as is in the curent state is just a support role. Its of use one large crew shpis as support with max 1 or 2 gals any more than that is a waste. I find its best use with wands and outfits that boost it. I always wse it breach an cleen after the assault troops are in. I use wands first to try stun or damage ( after making shure no reaction fire) than if thay fail gun down are just slash them .
Title: Re: A thread for little questions
Post by: Ethereal_Medic on May 21, 2017, 10:56:13 am
I always wse it breach an cleen after the assault troops are in. I use wands first to try stun or damage ( after making shure no reaction fire) than if thay fail gun down are just slash them .

And that's why I don't bother use voodoo-stuff at all. If you pull the supporter this close into the fray, just let them be melee-specialists and go to town with them.
Title: Re: A thread for little questions
Post by: atroix on May 21, 2017, 11:10:10 am
And that's why I don't bother use voodoo-stuff at all. If you pull the supporter this close into the fray, just let them be melee-specialists and go to town with them.

I agree with you. I see at more as flavor more than reliable tactic. And flavor is good after 80 times of clering the enemy crew with conventional tactics. So as it s
Title: Re: A thread for little questions
Post by: Ethereal_Medic on May 21, 2017, 11:12:18 am
The good voodoo-stuff is codex based, costs loads of resources to produce and requires a certain setup to function.
The more tryhard users can assure you that voodoo has it's place but requires determination to field.
Title: Re: A thread for little questions
Post by: atroix on May 21, 2017, 12:08:33 pm
Is there a possibility to have armors with jump for climbing buildings not flight?
Title: Re: A thread for little questions
Post by: Ethereal_Medic on May 21, 2017, 02:41:39 pm
You either move via foot or 'fly'
It's not working with a grappling hook and teleportation ain't possible either.
Using any flying armor doesn't allow you to 'drop' multiply tiles in one move either.

The spider-suit like in X-Com2 is something that doesn't belong in this game and requires more work than needed for very limited use.
Title: Re: A thread for little questions
Post by: Starving Poet on May 22, 2017, 06:02:52 am
Is anybody using any Voodoo in their games and what for? Of all the things I tried, I only use the Ret Lasgun, as Gals with good Psi can shoot them in auto and even hit something. For everything else, I find the conventinal solutions (i.e., just shoot them or hit them) much more convenient.
Seductress armor might be the easiest way to take down power armor in mid game.  Once you get the fairy outfit....
Title: Re: A thread for little questions
Post by: atroix on May 22, 2017, 08:55:53 am
You either move via foot or 'fly'
It's not working with a grappling hook and teleportation ain't possible either.
Using any flying armor doesn't allow you to 'drop' multiply tiles in one move either.

The spider-suit like in X-Com2 is something that doesn't belong in this game and requires more work than needed for very limited use.

Nothing fancy like that. Just yhe ability to go up one just like in jagged alliance 2.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on May 22, 2017, 09:20:26 am
Fairies can only be used by 2 out of 4 codexes. The "Lucky Star" sure looks fantastic and is quite useful but the one usage you had in your last youtube-video was one use for the lulz and it missed.
Sniping anyone and anything with a laser-"shotgun" (SR Shotgun looks to range-efficient for a close-combat weapon) did the job just fine and more reliable than the winged support-mage.

The SR Shotgun looks like it took the place of the Flechette gun before the nerfbat hit it so hard that the clipsize dropped to 8 (former 42 or something) and acc. penalty made the cross-map sniping nearly impossible. While the SR Shotgun can't be replicated, I see no use to toy around with expensive squishy flying suits.
Sentry-Class Vessels spawn frequently to get more shotguns and some ammo while gems are so rare that you never have any supply of them.

That XG-Assault sure blows past the snapshot range, that's why you should get the XG-Rifle, XG-Pistol and XG-Chaingun asap.

Tl;dr: SR Shotgun works too good in situations it should be bad, Fairies are too situational to be a reliable and XG-Assault works totally fine.

And Poet, don't forget that the new patch disallows the use of Ghost-Outfits if you picked the golden codex. I'll call you out if I see you use them ;)
Title: Re: A thread for little questions
Post by: Ragshak on May 22, 2017, 08:51:04 pm
Could anyone write review of the last patch? I wonder. should I upgrade or stick and play previous version.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on May 22, 2017, 08:55:46 pm
For the sake of your experience, stick with the current patch OR restart.

Upgrading mid-campaign will fill the next month with the new content and can deflate the difficulty.
The new bounty-hunting missions can be quite a milkrun if you got superior arsenal allready.
Title: Re: A thread for little questions
Post by: Ragshak on May 23, 2017, 04:39:58 pm
But could you elaborate more about bounty missions? What are they and how ddo they work?

I am a little bit tired with all those restarts on my end everytime new patch shows up :P
Title: Re: A thread for little questions
Post by: Ethereal_Medic on May 23, 2017, 05:19:23 pm
But could you elaborate more about bounty missions? What are they and how ddo they work?

I am a little bit tired with all those restarts on my end everytime new patch shows up :P

The new bounty-hunt quests introduced "Trophy Rewards".
You can ca$h in your reward by manufacturing the price as a workshop project and research the 'item'. This way you unlock certain techs required to advance the techtree and/or items for the black market and certain buildings like the dojo. You don't get those techs for 'free' anymore, you have to do the bounty-missions now instead and pile up enough tokens for the 3 different 'customers' each with thier own currency.

Your booty-hunting is determined by the pass you own (you start with level-D). By upgraiding the pass you get new missions and new trophy rewards.
To upgrade you have to invest the currency of all 3 customers to an equal share.

The missions are easy to medium nintendo-hard but get easier with the loot you can get by rewards and basic missions.
Title: Re: A thread for little questions
Post by: HumanTraitor on May 24, 2017, 04:39:22 pm
EDIT: Whoops. Sorry, I posted this in the wrong subforum. Deleted the redundant info.

I have a few questions about this mod. First, how long in RL hours can the average playthrough take? So far it seems it might take at least a few dozens hours, seeing that the game is somewhat slow-moving (depending on your difficulty level and which in-game year it is).

Second, why is the standard music for the battlescape so BAD? It is really bad IMO, it tries to be creepy but quickly becomes annoying. It contrasts too much with the usually cheery music of the rest of the game.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on May 24, 2017, 05:19:37 pm
Depending on how many hours you invest daily, the game will take several weeks to get finished.
If you play it blind, you will take at least a whole month. The game is 'won' if you win Cydonia Phase 1+2. Since the game automatically ends, you can't continue on earth tho.

The track for battlescape isn't that annoying IMO but I like to listen to other music on youtube while playing the game.
Title: Re: A thread for little questions
Post by: perekrylo on May 25, 2017, 05:09:58 am
Backspace n ctrl+alt+backspace (or something) wont clear inventory or ship's inventory respectivelyy
 I was using those like half-a year ago but now they wont work :<
Keyboard itself is ok
What do?
Title: Re: A thread for little questions
Post by: khade on May 25, 2017, 07:07:21 am
Check your actual key choices would be my suggestion.  Those hotkeys are the defaults.  Should be in settings
Title: Re: A thread for little questions
Post by: Meridian on May 25, 2017, 10:59:07 am
ctrl+alt+x is the default
Title: Re: A thread for little questions
Post by: perekrylo on May 25, 2017, 01:18:12 pm
Oh silly me, right. Thanx.
But if it defaults to ctrl+alt+x shouldnt hottkeys page list this instead of non-working ones? Imma go point this out somewhere
Title: Re: A thread for little questions
Post by: Gunner-chan on May 26, 2017, 12:52:22 pm
Silly stupid little question, what is with all the tiny "ufos" I spot moving around sometimes? In really huge numbers? I'm guessing they're just large concentrations of people moving about but is there anything to do with them? ... Should I be concerned?

I don't remember these little guys in the last version I played.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on May 26, 2017, 01:32:13 pm
Silly stupid little question, what is with all the tiny "ufos" I spot moving around sometimes? In really huge numbers? I'm guessing they're just large concentrations of people moving about but is there anything to do with them? ... Should I be concerned?

I don't remember these little guys in the last version I played.

Those are Ratmen Raid Parties searching for your base.
They can launch a crackdown mission against a spotted hideout but the assault isn't that tough once you experienced one. Mostly the dogs and bloodhounds can be troublesome, other than that those are just ratman that crawl through your base/sewers/lifts.
Title: Re: A thread for little questions
Post by: Dioxine on May 26, 2017, 02:31:40 pm
Oh silly me, right. Thanx.
But if it defaults to ctrl+alt+x shouldnt hottkeys page list this instead of non-working ones? Imma go point this out somewhere

I'm simply not sure what it defaults to, I changed it to backspace years ago. I will modify the article, tho.
Title: Re: A thread for little questions
Post by: atroix on May 27, 2017, 06:32:32 pm
A strange thing happens in my game. I can not find any rnrmy bases. Hyperwavr coverage all land mass. Random patrals with pigeon on all land mass na base found. Not even detected a single base suply ot secret base mission.
Title: Re: A thread for little questions
Post by: Meridian on May 27, 2017, 06:52:46 pm
A strange thing happens in my game. I can not find any rnrmy bases. Hyperwavr coverage all land mass. Random patrals with pigeon on all land mass na base found. Not even detected a single base suply ot secret base mission.

If you upload a save, we can tell you if there is any base or not.
Title: Re: A thread for little questions
Post by: Troubleshooter on May 28, 2017, 03:32:57 am
New campaign, version G1. I just had a mission where I got a negative score for hostages taken, how come? I can't take a screenshot for some reason (or I'm looking in the wrong folder for them) but the enemy types captured were:

B-Boy
Hoe
Tough Guy
Highwayman
Castaway Girl (presumably the mission reward since it was a "Save a sister" mission)

I understand losing points for killing B-Boys, Altar Boys and the like, but why am I losing points for capturing things?

There's also these Airbusses full of Academy Nurses with capture orders which weren't in the game last time I played. First time I fought them they all had pistols and/or stun weapons, mostly cattle prods. Makes sense. The second group had flintlocks and cutlasses, with only one stun prod between them. Is this normal?
Title: Re: A thread for little questions
Post by: Marza on May 28, 2017, 06:21:21 am
snip

I've noticed the same thing regarding negative score for taking those guys hostage, it's weird. Future missions should net you a positive score for taking them hostage. I'm not sure what mechanic is at work here, but keep taking them down, you'll get positive score for it eventually.

Academy airbuses/ambulances sounds consistent with what I've experienced. Have a look at the search orders in the bootypedia; Doctor X isn't above using nonlethal techniques to take back her airbus and escaped lunatics.
Title: Re: A thread for little questions
Post by: Troubleshooter on May 28, 2017, 07:29:06 am
I guess what I'm getting at is, why is an organisation as advanced as the Academy using flintlocks? I could understand if maybe the retrieval teams are bottom-rung disposable minions and they don't want their advanced tech to fall into the lunatic's hands, but even then I'd expect old shotguns and rusty niners rather than flintlocks. Why do they even have those?

Also, can somebody explain the monthly infamy bonus to me, since that seems to be new too? I was looking at an upkeep of ~500k for my first month, with an income of ~300k, so naturally I saved up 200k so that I didn't go into the red. Except then the end of the month comes and I also get this ~250k bonus! Which, you know, is great because now I get to actually spend it on things instead of just barely keeping myself afloat, but there was no indication anywhere that this was going to be a part of my budget.

So what is this bonus actually based on? Presumably its based on how much infamy I've made that month, but surely that's the same thing that the regular protection income is based on? Why introduce this extra payment that isn't tracked on the finance screen rather than just increasing the protection income by X%?
Title: Re: A thread for little questions
Post by: Marza on May 28, 2017, 07:49:57 am
I guess what I'm getting at is, why is an organisation as advanced as the Academy using flintlocks? I could understand if maybe the retrieval teams are bottom-rung disposable minions and they don't want their advanced tech to fall into the lunatic's hands, but even then I'd expect old shotguns and rusty niners rather than flintlocks. Why do they even have those?

¯\_(ツ)_/¯ Early game balance I guess.

Each point of score above zero is worth $333 in bonus funding.
Title: Re: A thread for little questions
Post by: atroix on May 28, 2017, 11:21:06 am
If you upload a save, we can tell you if there is any base or not.

I will as soon as i can.internet at home us down. But on a quick glance at the save file i could see any bases.  And judging by the score there are none. I can achive a score of minus 33 with no research done and only 2 missions on landed ufos.
Title: Re: A thread for little questions
Post by: Griffin on May 28, 2017, 08:55:35 pm
Upgrading 0.99G  --to--> 0.99G.1
Is there anything that must be done or is it enough to just copy the save files over after downloading and installing a 0.99G.1 Version?
No edits or similar needed?
Title: Re: A thread for little questions
Post by: Zharkov on May 29, 2017, 04:26:40 pm
How do you catch these fancy Hotrods and their riders?
Title: Re: A thread for little questions
Post by: Martin on May 29, 2017, 05:06:03 pm
High end interceptors.
Title: Re: A thread for little questions
Post by: Zharkov on May 29, 2017, 09:42:08 pm
Are Chrysalids really hard enough?
Title: Re: A thread for little questions
Post by: legionof1 on May 30, 2017, 03:28:57 am
Chrysalids are at present only threatening if they manage to catch a single gal while she is isolated, or on terror missions. They suffer really badly from the ai retreat when outnumbered condition.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on May 30, 2017, 10:21:53 pm
Are Chrysalids really hard enough?

Ever had these in a hideout defence in your sewers/lifts?
Have fun finding them I can assure you 100% that a dog can't "aye phone" them besides having proof they actually moved the last turn (moved around to kill someone in the sewer and the dog still can't show it on the scanner)
Title: Re: A thread for little questions
Post by: Stoddard on May 31, 2017, 12:34:19 am
Chrysalids are at present only threatening if they manage to catch a single gal while she is isolated, or on terror missions. They suffer really badly from the ai retreat when outnumbered condition.

I looked into it, and it seems rather simple to add a leeroy jenkins mode to the AI, so that they rush to whatever non-friendly unit visible, overriding any retreat mechanics. The mode can be set for Chryssalids and Doom guys. What do you think?
Title: Re: A thread for little questions
Post by: khade on May 31, 2017, 01:44:39 am
What about some of the more drugged up enemies as well?  Alternately, have it roll to see what sort of response they choose, psycho charge or coward.  :)
Title: Re: A thread for little questions
Post by: Stoddard on May 31, 2017, 02:29:39 am
What about some of the more drugged up enemies as well?  Alternately, have it roll to see what sort of response they choose, psycho charge or coward.  :)

How does one define "drugged up" ?
Title: Re: A thread for little questions
Post by: ajnunezr on May 31, 2017, 03:42:11 am
I looked into it, and it seems rather simple to add a leeroy jenkins mode to the AI, so that they rush to whatever non-friendly unit visible, overriding any retreat mechanics. The mode can be set for Chryssalids and Doom guys. What do you think?

It looks like a very interesting Idea. It will make those chryssalids harder BTW, but it is very interesting
Title: Re: A thread for little questions
Post by: legionof1 on May 31, 2017, 04:55:45 am
Berserk mode for pinky/invis deamon, reapers, chryslids, and zombies would be a good thing. None of them are a credible threat unless the player is A: a first time player, or B: or player error(ie you isolated yourself).     
Title: Re: A thread for little questions
Post by: Starving Poet on May 31, 2017, 03:08:09 pm
I don't know if my heart could take more of these:
https://clips.twitch.tv/UnsightlyRichHornetStoneLightning
Title: Re: A thread for little questions
Post by: Stoddard on May 31, 2017, 05:48:32 pm
Anyone wants to playtest the leeroying chryssalids, here are the builds:
win32 (https://lxnt.wtf/oxem/builds//Leeroy-Extended-3.7a+-c74380b-2017-05-31-mxe-win32.7z)
debian jessie (https://lxnt.wtf/oxem/builds//Leeroy-Extended-3.7a+-c74380b-2017-05-31-jessie-x86_64.7z)
ubuntu xenial (https://lxnt.wtf/oxem/builds//Leeroy-Extended-3.7a+-c74380b-2017-05-31-xenial-x86_64.7z)

To enable the mode, go to units section in user/mods/Piratez/Ruleset/Piratez_Factions.rul and add isLeeroyJenkins: true  to units of your fancy.

Here's a file from 0.99G1 with the flag added to blood dogs, doom pinkies and spectres, werewolves, plain zombies, plain reapers and chryssalids.
Don't know about shamblers, celatids, chryssalid-produced zombies and the rest, but otoh it's one edit away.
Leeroyed_Piratez_Factions.rul (https://lxnt.wtf/oxem/builds//Leeroyed_Piratez_Factions.rul)

It may crash on you and/or eat all your saves, so be vigilant, I haven't had enough time to really test it today.
Title: Re: A thread for little questions
Post by: khade on June 01, 2017, 04:20:48 am
Some of the raiders are specifically on something, like the Buzzards.  That could lead to them being erratic in their decision making.  Though right now, we should probably make sure the leroy code works before looking into expanding it.
Title: Re: A thread for little questions
Post by: Noir_CZ on June 01, 2017, 09:34:46 am
Another day, another question. Was I just unlucky?
Met a spartan rifleman today, shot at him few times with Scoped Carbine using the electro-pulse munitions (32 laser damage, pedia article says 4x stun damage).
First two shots did nothing and the third outright killed that poor sod. Are those magazines (for shiny niner too) useless in capturing low armor lvl enemies? Or rather are they generally useless for capturing?
Title: Re: A thread for little questions
Post by: Solarius Scorch on June 01, 2017, 10:50:03 am
> Shoot a man 3 times
> whyishedead.jpg

Whty would a guy be merely unconscious after that? Or did I misunderstand?
Title: Re: A thread for little questions
Post by: legionof1 on June 01, 2017, 11:24:51 am
2 shots doing no damage in this case is somewhat unlikely. Riflemen have 20% laser resist and some armor so if you roll less then ~30% on the damage roll he will take nothing.

Conversely with only 40 hp a one shot is anything above ~155% on the damage roll.


Keep in mind that anything with a stun multiplier is only amplifying normal stun which is usually=.1 of penetrating damage. So 32 penetrating damage with x4 mod equates to ~12 stun. In the case of the rifleman with resist and armor: 32x.8(for resist)=25.6-8(front armor)+17.6x.4=~7 stun.


Title: Re: A thread for little questions
Post by: Martin on June 01, 2017, 01:13:26 pm
Met a spartan rifleman today

First two shots did nothing and the third outright killed that poor sod.

I’ve seen those survive autolaser bursts even with all shots conecting...

Or an altar boy surviving hit from UAC plasmagun and then proceeding to put my sniper out of action for two weeks with his SMG from halfway across the map.
Title: Re: A thread for little questions
Post by: Noir_CZ on June 01, 2017, 06:04:03 pm
> Shoot a man 3 times
> whyishedead.jpg

Whty would a guy be merely unconscious after that? Or did I misunderstand?
You got it right... problem was me understanding the rules as legionof1 explained

2 shots doing no damage in this case is somewhat unlikely. Riflemen have 20% laser resist and some armor so if you roll less then ~30% on the damage roll he will take nothing.

Conversely with only 40 hp a one shot is anything above ~155% on the damage roll.

Keep in mind that anything with a stun multiplier is only amplifying normal stun which is usually=.1 of penetrating damage. So 32 penetrating damage with x4 mod equates to ~12 stun. In the case of the rifleman with resist and armor: 32x.8(for resist)=25.6-8(front armor)+17.6x.4=~7 stun.

Aaaha it is quad stun damage of the "normal bullet" damage, not quad stun damage of the total damage. My bad. So not suitable for capturing, thanks for clearing that for me.
Title: Re: A thread for little questions
Post by: arbee81 on June 02, 2017, 05:06:46 am
I've had luck using that electropulse ammo to soften up targets for someone with a dedicated stun weapon to finish off, but after reading legionof1's analysis I think any weapon with similar damage would have worked just as well for the purpose. That niner shotgun round is surprisingly effective. The first time I used it it took down a ghoul scientist in one shot. Granted, he got back up in a few turns, but what else is new with them? It was my sidearm of choice for nurses and seductresses for a long time after that.
Title: Re: A thread for little questions
Post by: Noir_CZ on June 02, 2017, 11:10:34 am
Another mah problem/ruleset clarification for me please?

Gal with 70 voodoo power and 42 voodoo sklil with rod of hellfire.
The rod description says burning damage of 0 + bonus of 0,04 of voodoo mastery
That would mean some 70*42*0,04=117,6 dmg.
Pedia article #80 says fire damage ignores armor, not sure if it is case of voodoo fire too? Assume it is.

Two attempts were made onto academy medic which looks like security carapace armor = 75% resistence to fire.
That would make a direct hit go to 0-88,2 dmg? Unless there is the spread like 0-150% or something applied too. Yet the Alt button on aiming says the damage is 5-10.
Now with pedia #80 in mind the armor of 32 is ignored? So... 0 - 88,2 dmg? On 3 different savescummy attempts for testing purposes (made empty shots with other gals to switch the RNG around) the damages I made were 8, 9 and 6 damage to health.

So again, unlucky or am I missing something in my calculations/expectations? Again, just asking to get grip on the game mechanics better.
Title: Re: A thread for little questions
Post by: juff on June 02, 2017, 11:48:48 am
rod of hellfire, like almost all fire based weapons, does only 5-10 damage. The power just increases the radius (1 per 20 power).
Title: Re: A thread for little questions
Post by: ohartenstein23 on June 02, 2017, 03:00:24 pm
Unless the incendiary ammo is white phosphorus (Willie Pete or WP) or something like the heat ray, the stated damage in the pedia is just radius-related, and follows the 5-10 damage per hit rule. The rod of hellfire is more of a disruption and area denial weapon than a outright killer. The AI doesn't like pathing through fire, and the morale+stun damage is nice.
Title: Re: A thread for little questions
Post by: Noir_CZ on June 02, 2017, 05:21:47 pm
rod of hellfire, like almost all fire based weapons, does only 5-10 damage. The power just increases the radius (1 per 20 power).

Oh ok, I must have overlooked that info somewhere, my bad. Thanks for clearing that out to me.
Title: Re: A thread for little questions
Post by: Noir_CZ on June 08, 2017, 11:04:58 am
Hey there, gonna ask something probably stupid again.
Is it normal that Shok'a'Fists vaporize enemies? First I hit a mechtoid with it, the unlucky (yet cute) can just vaporized. I thought maybe they just do that, you know something like when cyberdisc explodes.
But then I found out there is a mechtoid body research... ok... I guess next time I will stun one and execute him while holding him in hand.
Anyway... today I punched a military police in the back with shock'a'fist and they too just vaporized.
Is that a bug or feature (possibly high plasma damage?) ?
Title: Re: A thread for little questions
Post by: legionof1 on June 08, 2017, 12:25:02 pm
If i recall correctly any hit over a certain threshold will dissolve the corpse. I don't recall the exact threshold though.
Title: Re: A thread for little questions
Post by: Solarius Scorch on June 08, 2017, 03:04:41 pm
If i recall correctly any hit over a certain threshold will dissolve the corpse. I don't recall the exact threshold though.

Not every hit, only if the weapon has this effect enabled.
Title: Re: A thread for little questions
Post by: Dioxine on June 09, 2017, 09:57:41 pm
I looked into it, and it seems rather simple to add a leeroy jenkins mode to the AI, so that they rush to whatever non-friendly unit visible, overriding any retreat mechanics. The mode can be set for Chryssalids and Doom guys. What do you think?

I think it is a good idea. I'll ask Meridian what he thinks.
It will be most useful for zombies and doom guys, not sure about making Chryssalid more hardcore :)
Title: Re: A thread for little questions
Post by: Stoddard on June 10, 2017, 12:51:07 am
I think it is a good idea. I'll ask Meridian what he thinks.
It will be most useful for zombies and doom guys, not sure about making Chryssalid more hardcore :)

Uh, I just made my proof-of-concept patch work. The links posted doesn't - see the 'Leeroy*' builds at https://lxnt.wtf/oxem/. The AI code is, well, hard to work with.

Currently, only melee-rush is there, so don't enable it for anything that's supposed to do anything else. Zombies now aren't shy, though still quite a bit dumb.
Title: Re: A thread for little questions
Post by: Dioxine on June 10, 2017, 02:04:33 am
What I dislike most about the zombies, that they don't start shambling towards your guys the moment they see you. They just mill around like idiots. Which is kinda cute too. Maybe I should leave them like this, and mix them with a new kind of zombie with leeroy jenkins behaviour.
Title: Re: A thread for little questions
Post by: legionof1 on June 10, 2017, 03:34:22 am
A split for zombies would be cool. "shamblers" and "runners" if you will.  Shamblers appear with notably more damaged bodies(injury/decay limiting mobility). Runners are "fresher" and therefore more capable.

Frankly the only mob that truly needs the leeyroy mod is the chrssyilid. It's just not a threat if it never closes. If it does get close it's legitimately back to it rightful scary self.
Title: Re: A thread for little questions
Post by: Stoddard on June 10, 2017, 02:09:08 pm
What I dislike most about the zombies, that they don't start shambling towards your guys the moment they see you.

Well, I wasn't able to make them charge the moment they see you either. Only the next turn, this is because somehow pathfinding doesn't find perfectly valid routes if the unit in question hasn't seen the targets at the start of the turn.  I'll dig more later.

They just mill around like idiots. Which is kinda cute too. Maybe I should leave them like this, and mix them with a new kind of zombie with leeroy jenkins behaviour.

A split for zombies would be cool. "shamblers" and "runners" if you will.  Shamblers appear with notably more damaged bodies(injury/decay limiting mobility). Runners are "fresher" and therefore more capable.

Frankly the only mob that truly needs the leeyroy mod is the chrssyilid. It's just not a threat if it never closes. If it does get close it's legitimately back to it rightful scary self.

It's just a flag in ruleset unit def. Do whatever you wish with it.
Title: Re: A thread for little questions
Post by: Dioxine on June 10, 2017, 02:20:48 pm
One turn delay is fine IMO. Gives the player a chance to react.
Title: Re: A thread for little questions
Post by: BBHood217 on June 11, 2017, 04:07:37 pm
I got a Lokk'Naar villager when one surrendered during that bounty mission with the red barn (note to self: bring bombs, not molotovs).  Does it serve any purpose?  There seems to be no way to research it.
Title: Re: A thread for little questions
Post by: Starving Poet on June 11, 2017, 06:33:30 pm
Just a little extra ransom cash.
Title: Re: A thread for little questions
Post by: Absalom on June 12, 2017, 02:55:21 am
Why are my recruits dying even after being bandaged on the ground

Nothing is shooting at them, it's guaranteed after a certain amount of turns
Title: Re: A thread for little questions
Post by: Marza on June 12, 2017, 03:52:44 am
Excessive stun damage can be lethal too; If stun damage exceeds three times the remaining health then a small amount of lethal damage is incurred every turn.
Title: Re: A thread for little questions
Post by: BBHood217 on June 12, 2017, 08:10:03 am
Where do I get more cattle prods?  I've only gotten three in the first month, and then nothing after that.  Is there a way to buy them or make my own?
Title: Re: A thread for little questions
Post by: Bacon_Hero on June 12, 2017, 11:37:47 am
Question about Night Display:

So, pressing Space or Scroll Lock makes playing night missions unbelievably better! It's a difference of night and day!

But does it affect PC and NPC vision?

Does turning on Night Display change the lighting to "day" thereby giving enemies default day time vision? Or is it simply a matter of aesthetics and for example, purebloods still only see up to 10 tiles even with Night Display on?

Thanks
Title: Re: A thread for little questions
Post by: Solarius Scorch on June 12, 2017, 11:46:05 am
Of course not, that would be absurd. The night vision mode is merely a visual thing.
Title: Re: A thread for little questions
Post by: Bacon_Hero on June 12, 2017, 12:22:32 pm
Cool, thanks for clarifying. I did not know if the engine allowed such a thing and wondered if it was just a "full bright" hack.

I can now get rid of my torches and magna-lites!  ;D ;D ;D
Title: Re: A thread for little questions
Post by: Solarius Scorch on June 12, 2017, 08:23:32 pm
I can now get rid of my torches and magna-lites!  ;D ;D ;D

Some people prefer illuminating the landscape... While others favour sneaking in the dark. :)

As usual, it all depends on whom you're fighting.
Title: Re: A thread for little questions
Post by: Bacon_Hero on June 14, 2017, 03:54:26 am
I remember in previous versions you could buy seagull missiles. That doesn't seem to be the case any more.

How do you purchase seagull missiles now?

In fact, how do you get ship weapons? I've researched Spike Rockets but can't buy any.
Title: Re: A thread for little questions
Post by: legionof1 on June 14, 2017, 09:31:44 am
In the case of seagull missiles it appears you need contacts:smugglers and contacts: ship junkyard.

Spike rockets are to my knowledge built not purchased.
Title: Re: A thread for little questions
Post by: Zharkov on June 14, 2017, 11:22:49 am
Spike rockets are to my knowledge built not purchased.

I think you can buy them after a lot of head hunting.
Title: Re: A thread for little questions
Post by: Marza on June 14, 2017, 05:00:08 pm
Where do I get more cattle prods?  I've only gotten three in the first month, and then nothing after that.  Is there a way to buy them or make my own?

They're available on the blackmarket after enough research is done. I think they're unlocked after 'Contacts: Smugglers'.

I think you can buy them after a lot of head hunting.

Yeah, this. Spike Rockets take a lot of bounty hunting to unlock before they're available on the blackmarket.
Title: Re: A thread for little questions
Post by: Zharkov on June 14, 2017, 08:52:50 pm
If they get a crackdown mission, you'll get the usual encounter of plasma weaponry + blasterlauncher + microwave cookers.

Okay, maybe crackdowns could use some love. It would be nice, if faction specifc ships and weapons were used.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on June 14, 2017, 10:29:15 pm
Okay, maybe crackdowns could use some love. It would be nice, if faction specifc ships and weapons were used.

If you can shot this down, you've the guns to beat the crew.
Since those are nazis you've alot of 'soft' targets. Modders don't consider to change this so just deal with uber-nazis :3
Title: Re: A thread for little questions
Post by: Solarius Scorch on June 15, 2017, 01:18:39 pm
Okay, maybe crackdowns could use some love. It would be nice, if faction specifc ships and weapons were used.

What do you mean? Crackdown weapons are faction-specific already.
Title: Re: A thread for little questions
Post by: BBHood217 on June 16, 2017, 04:49:57 am
Assassination Trophies are earned for the mutant alliance mission to 'assasinate' mutant traitors.

And by "assassinate", it means actually killing them to get the trophies.  It does not mean capturing them alive, then researching them to get the manufacturing option to execute them; while executing them earns you the same number of tokens as killing them in the fight itself, it does not give you the trophy needed to unlock the Mutant Alliance research topic.

I say all this because it happened it me, took me about halfway into the first year before I realized that I actually had to kill and not execute the traitors.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on June 17, 2017, 01:58:58 pm
What do you mean? Crackdown weapons are faction-specific already.

Maybe he was referring to crash-site loadouts wrapped around the faction and not the shot-down craft. Because battleship squads have the same weapons completely ignoring what faction is manning the battleship.

And myself pointed out that the actually "crackdown" missions those that attack your hideout do the exact same thing totally ignoring the factions and give them the same loudout of plasma weaponry and stuff. A million times I got called out for been too bad at this game to handle your glorious hideout-defense game so I lost interest in repeating myself because my opinion is just not considered and officially the best way to deal with it is either a shitload of luck, save-scumming or nuking the oponnents on turn 1.
Title: Re: A thread for little questions
Post by: Starving Poet on June 19, 2017, 05:44:37 pm
That's because weapon types are determined by the alien mission - they are faction independent.  If you wanted to make 3 crackdown missions for every faction you could change the weapons for the auto-generated ones, but the retaliatory crackdowns for shooting down ships would still all have to share a single mission type.
Title: Re: A thread for little questions
Post by: BBHood217 on June 20, 2017, 08:15:47 am
I got several little questions:

- How do I research the mission type Secure Freight?  It seems needed for the counterfeiting game, but nothing seems to give it according to the tech tree viewer.
- How do I get a live cyberdisc?  I tried to stun it with cattle prods, but unlike in regular Xcom that plan literally blew up in my face.
- How do I build more Armored Vaults?  I wish the tech tree viewer also told me if a tech would allow a facility to be built; maybe that functionality can be added in the next version of OXCE.  Also in case anyone asks: Alchemy is what lets you build more Stills.
- Why can I only extract from a dead mechtoid and not from a live one?
- The answer's probably no but I'll ask anyway: Is it possible to crash land an imperial probe or ratmen ground troops?
Title: Re: A thread for little questions
Post by: legionof1 on June 20, 2017, 08:59:42 pm
Imperial probes can't be shot down, any damage destroys them. I imagine ratmen patrols are the same way.

Cyberdisks require using certain damage types to not explode. Unfortunately i don't remember for certain which ones. Cutting and daze? Plasma(the prod), and peirce do cause explosion.
Title: Re: A thread for little questions
Post by: Stoddard on June 21, 2017, 06:23:16 pm
Cyberdisks require using certain damage types to not explode. Unfortunately i don't remember for certain which ones. Cutting and daze? Plasma(the prod), and peirce do cause explosion.

Explosive, and you can cut up one with a dagger.
Title: Re: A thread for little questions
Post by: BBHood217 on June 22, 2017, 02:18:29 am
So I need some kind of stunning dagger that ignores stun immunity?

And what about my other questions?  I'm on the second year and I still can't build armored vaults despite having their bootypedia entry.
Title: Re: A thread for little questions
Post by: juff on June 22, 2017, 03:52:56 am
Secure freight comes from heavy freighter flight plan, which is only dropped on heavy freighters.
Armored vaults require heavy-duty construction.
Judging from the bootypedia entry, the gals like mechtoids too much to vivisect them alive. killing them and looting their corpse is just business though.
Title: Re: A thread for little questions
Post by: BBHood217 on June 22, 2017, 07:01:43 am
Well, a live mechtoid isn't useful to me anymore now that it's all researched out.

Guess I better work on my interception game for the next time a freighter shows up.  This mod really breathes new life into Xcom.
Title: Re: A thread for little questions
Post by: Bacon_Hero on June 22, 2017, 01:18:18 pm
Hey can someone please list what the numbers for "experienceTrainingMode" represent?

I can't find a reference for them.

1 = strength or melee?
2 = ?
3 = ?
4 = shooting?
5 = ?
6 = ?
7 = throwing?

Etc... Thanks
Title: Re: A thread for little questions
Post by: Meridian on June 22, 2017, 01:25:07 pm
Hey can someone please list what the numbers for "experienceTrainingMode" represent?

I can't find a reference for them.

Here: https://openxcom.org/forum/index.php/topic,4230.0.html
Title: Re: A thread for little questions
Post by: Bacon_Hero on June 23, 2017, 09:53:53 am
Thanks!
Title: Re: A thread for little questions
Post by: Sagefox on June 24, 2017, 05:38:39 pm
I'm upgrading from 99.F1 to 99.G1 is there anything I need to be mindful of?
Title: Re: A thread for little questions
Post by: kikanaide on June 27, 2017, 06:27:07 am
Does someone have a link to the damage calculations?  I've seen people mention "because of the way damage is calculated, ____" but can't seem to find them anywhere.  Specifically, tactical combat damage calculations with armor/resistances factored in.
Title: Re: A thread for little questions
Post by: Dioxine on June 27, 2017, 06:55:06 am
All the basics are covered in the "Combat 101" in-game Pedia article.
Title: Re: A thread for little questions
Post by: kikanaide on June 27, 2017, 07:08:07 am
I guess a more specific question: where in the chain is bonus damage applied?
Title: Re: A thread for little questions
Post by: Dioxine on June 27, 2017, 04:54:16 pm
To the base, raw damage, before any dice are rolled. I will update the article.
Title: Re: A thread for little questions
Post by: BBHood217 on June 28, 2017, 02:20:30 am
I think I've seen all the vanilla aliens accounted for in this mod, so now I gotta ask:

Where are the floaters and mutons?  There are reapers but the race that used them in the original are only a pedia article; it's arguably the same with snakemen, but at least they still have a legacy in the form of mutant lamia and of course those damn chryssalids.  Mutons don't even get a pedia mention, but at least their body type is reused on many other units (mainly mercs).
Title: Re: A thread for little questions
Post by: ivandogovich on June 28, 2017, 04:35:33 am
Mutons are Mercs.  Floaters are designed to be added into the game later.
Title: Re: A thread for little questions
Post by: BBHood217 on June 28, 2017, 01:57:29 pm
Oh, the mercs are actually mutons?  Guess that explains why they're just as tough as them.

Okay, couple more questions:

- Why doesn't gauss work underwater?  It finally has a chance to make up for its bad reputation in TFTD, only for it to be denied its native environment.
- Seriously, how do I stun and get a live cyberdisc without having it blow up in my face?  I just want to know how to take it apart because research tree completion itch and also for those heavy power couplings.
Title: Re: A thread for little questions
Post by: ohartenstein23 on June 28, 2017, 02:43:13 pm
In Piratez, it's impossible to get 100% of the tech tree without cheating, and that's by design.  There's really no way to stun cyberdiscs on purpose, as they're both immune to daze and secondary stun damage from other sources. You can pray RNG somehow gives you one, but the tech and disassembly are there just to catch the odd cases where one does get stunned. As for your heavy power couplings, you can eventually buy and disassemble charger lasers.
Title: Re: A thread for little questions
Post by: BBHood217 on June 28, 2017, 07:14:55 pm
Well, I could cattle prod a cyberdisc that's several floors high up so that when it gets stunned, its corpse falls from high enough to escape the explosion.

Okay fine, that's too much trouble.  Charger lasers it is then.
Title: Re: A thread for little questions
Post by: sinisteragent on June 28, 2017, 08:12:39 pm
I think I've seen all the vanilla aliens accounted for in this mod, so now I gotta ask:

Where are the floaters and mutons?  There are reapers but the race that used them in the original are only a pedia article; it's arguably the same with snakemen, but at least they still have a legacy in the form of mutant lamia and of course those damn chryssalids.  Mutons don't even get a pedia mention, but at least their body type is reused on many other units (mainly mercs).

I just assumed the star gods stopped making floaters. They were a lot of work in return for poor soldiers that even conventional Earth weapons took down easily. They weren't bright enough to take much advantage of flight, and anyone can make a cheap grav harness anyway.
Title: Re: A thread for little questions
Post by: Solarius Scorch on June 28, 2017, 09:08:47 pm
Oh, the mercs are actually mutons?  Guess that explains why they're just as tough as them.

Yes, but in a confusing way.

See, Muton is not a species; it is an augmentation type. You probably could take a human, cyborgize them heavily, pump them with magical steroids and presto! you have a Muton.

So, I think Mercs use the same augmentation technology - effectively becoming Mutons - but they are not of the same species as original Mutons.
(This is mostly my speculation, based on various conversations with Dioxine.)

I just assumed the star gods stopped making floaters. They were a lot of work in return for poor soldiers that even conventional Earth weapons took down easily. They weren't bright enough to take much advantage of flight, and anyone can make a cheap grav harness anyway.

Floaters currently reproduce themselves, using Star God tech (much like Factions on Earth). There is a whole planet of them and they live in relative prosperity (for a heavily polluted world).
Title: Re: A thread for little questions
Post by: BBHood217 on June 29, 2017, 07:12:47 am
Are the rest of the TFTD aliens gonna show up?  We have gill men (confusingly called deep ones, but where are the actual deep ones?) and lobstermen everywhere, but what about the tasoth and tentaculats and stuff like that?  Aquatoids are mentioned, but I have yet to actually see any.
Title: Re: A thread for little questions
Post by: kayelgee on June 29, 2017, 10:36:10 am
I'm pretty new to this game and I have trouble finishing my first bounty hunt.
In the bounty hunt description it says that I have to do as much damage as I can to a red barn and leave. I have 5 turns to do that. I should not fight with the owner.
So what I did was run up to said red barn and threw a few black powder bombs at it. That left some pretty big holes. Then I left at turn 5/5.
Now I expected to get something but I didn't as far as I can tell(no trophy tokens in my vault).
Have I done something wrong? Did I miss something?
Title: Re: A thread for little questions
Post by: ohartenstein23 on June 29, 2017, 02:08:52 pm
You have to wait for the timer to run out on that mission, it auto-wins so you can "loot" the map. Aborting gets you nothing but what you brought back to the ship, which was nothing.
Title: Re: A thread for little questions
Post by: kikanaide on June 29, 2017, 03:44:03 pm
I will second that description being misleading.  Roughly as bad as the bounty hunt where it tells you to talk before going loud; of course, if you even move you get shot.
Title: Re: A thread for little questions
Post by: BBHood217 on June 29, 2017, 05:59:42 pm
The aircar race "battle" also mentions spectators, but the only unit (other than your own gals) that ever spawns there is a single academy student.

More questions:

- Where do I get a boom gun?
- When will bombers and battleships show up?  I need that implosion bomb launcher.
- The gauss defenses facility mentions that building it enables research on gauss weapons, but I think I've already researched all gauss-related tech long before I researched gauss defenses which was actually the last gauss tech that I researched.  Is it a bug, an artifact from previous versions, or a placeholder for future content?
Title: Re: A thread for little questions
Post by: ohartenstein23 on June 29, 2017, 06:19:50 pm
Likely unclear wording plus some holdover from when it was researched first - now it's only necessary for making your own gauss weapons.
Title: Re: A thread for little questions
Post by: Solarius Scorch on June 29, 2017, 06:56:13 pm
We have gill men (confusingly called deep ones, but where are the actual deep ones?)

Deep ones are deep ones. Giving that name to something completely different in TFTD was yet another TFTD idiocy.

As fo9r other races, I am no aware of such plans at the moment.

The aircar race "battle" also mentions spectators, but the only unit (other than your own gals) that ever spawns there is a single academy student.

Eh? I'm fairly sure there were civilians. Or am I wrong?
Title: Re: A thread for little questions
Post by: Ethereal_Medic on June 29, 2017, 08:28:37 pm
As for other races, I am no aware of such plans at the moment.

- *cough* -
I found these in the bootypedia.
1.) Animatrons (would like to fight these asap)
2.) Aquatoids (pretty much TFTD)
3.) Snakeman (How about use X-Com-2 Viper instead?)
4.) Floaters (pretty much UFO, those could need the visuals of X-Com 20xx)
Title: Re: A thread for little questions
Post by: Solarius Scorch on June 29, 2017, 08:29:40 pm
Yeah, and I am not aware of any plans involving them.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on June 29, 2017, 08:51:48 pm
Yeah, and I am not aware of any plans involving them.

No problem. The best would be to balance the available content for now instead of loading more tools in it.
Title: Re: A thread for little questions
Post by: BBHood217 on June 30, 2017, 02:40:51 am
Trying to figure out what the animatrons are.  Do I know them in Area 51 as phasers?
Title: Re: A thread for little questions
Post by: ivandogovich on June 30, 2017, 04:21:22 am
Trying to figure out what the animatrons are.  Do I know them in Area 51 as phasers?

No, they are just planned entities for the X-PirateZ universe.  Just added flavor for now.
Title: Re: A thread for little questions
Post by: breaker52 on June 30, 2017, 05:28:59 pm
Hey, first post on this forum, I was wondering how one wears fancy shawls and their ilk, I cannot for the life of me figure out how,
your help is appreciated, thanks in advance
Title: Re: A thread for little questions
Post by: ohartenstein23 on June 30, 2017, 05:42:45 pm
Hey, first post on this forum, I was wondering how one wears fancy shawls and their ilk, I cannot for the life of me figure out how,
your help is appreciated, thanks in advance

Just put them in the gal's inventory, they start working in the enemy turn after you put them in your inventory.
Title: Re: A thread for little questions
Post by: Dioxine on June 30, 2017, 05:52:32 pm
Can't read, really now? :)
Title: Re: A thread for little questions
Post by: Ethereal_Medic on June 30, 2017, 06:44:12 pm
Is there a release date for the next patch?
I'm bored playing the re'boot'ed titles and xenonauts and consider to just return to this mod and try harder to be a worthy valkyrie/pirat/swabbie.
Title: Re: A thread for little questions
Post by: Dioxine on June 30, 2017, 08:42:23 pm
In a few days, maybe. We'll see.
Title: Re: A thread for little questions
Post by: BBHood217 on July 01, 2017, 05:09:57 am
A few days?  I better wrap up my game soon, then.

Deep ones are deep ones. Giving that name to something completely different in TFTD was yet another TFTD idiocy.

So if the TFTD deep ones (as in the terror units where you need a live one for important research) were to be added to this mod, what would they be called?
Title: Re: A thread for little questions
Post by: Dioxine on July 01, 2017, 10:59:24 am
Considering what they are (humans remade into combat servitors), probably Biodrones, or something? :)
Title: Re: A thread for little questions
Post by: BBHood217 on July 01, 2017, 11:30:54 am
But then what would that make the original biodrones? :x
Title: Re: A thread for little questions
Post by: Dioxine on July 01, 2017, 12:18:13 pm
Hmm, brain drones? :)
Title: Re: A thread for little questions
Post by: Bacon_Hero on July 01, 2017, 12:27:34 pm
I hope there are more lasgun drops - I have like 150+ gauss weapons and maybe 300+ gauss ammo but only 9 lasguns and about 20 adv lasgun clips

I probably will unlock gauss weapons before I can get my hands on strong laser weapons.

It's kind of like low-tech musket/cannon weapons that becomes obsolete before research is done because you get far better conventional weapon drops early game. Except the tech-lag last for like 4 months.


I've been trying to get the euro-lasguns but research seems to be very out of the way, luck driven and unreliable. Good Las weapons feel like vapourware until after superior gauss becomes unlocked.
Title: Re: A thread for little questions
Post by: Solarius Scorch on July 01, 2017, 01:20:17 pm
So if the TFTD deep ones (as in the terror units where you need a live one for important research) were to be added to this mod, what would they be called?

Good question! In my mod I settled on a term Janissary, because of what they are: humans enslaved and enlisted in the alien army. I'm not overly proud of this name though, I think it can be improved.
Title: Re: A thread for little questions
Post by: Dioxine on July 01, 2017, 02:32:29 pm
Solar, hello, I have already answered this question.

Laser weapons depend on the type of mission and enemy ship. If you grind supply ships all the time, you will get gauss etc.
Title: Re: A thread for little questions
Post by: Solarius Scorch on July 01, 2017, 03:27:46 pm
Solar, hello, I have already answered this question.

But I haven't. :P
Title: Re: A thread for little questions
Post by: breaker52 on July 01, 2017, 09:24:01 pm
Can't read, really now? :)

sorry and thanks for the help,
Title: Re: A thread for little questions
Post by: legionof1 on July 02, 2017, 07:56:08 am
On the point of laser weapons being absent, the most prevalent source, in my experience, is church ships of middling size. Other faction ships of similar size/deployment level, tend to get replaced by faction specific encounters(Like freighters for guild). The church end up being the most "standard" in terms of tech vs ship size.

Another sizeable source is space missions. Nearly all space foes excepting zombies are laser armed.

A third source, albeit one time, is the russian files mission. Anyone not the power armor supersoldiers, will generally be laser armed with the occasional Kruger plasma pistol. Mission is however exceedingly difficult. By the point where you can easily accomplish it, nuclear lasers may just be a pointless addendum, compared to the gauss and plasma you may have already. 

All that said lasers are largely bad picks compared to conventional weapons, or the more readily available gauss. The eurosyndicate brand does make the cut, barely, for stopping power but are very expensive and gated behind tech RNG, and either a massive -1000 score drain(electing to ignore syndicate hit missions) or very difficult missions that only at best breaks even in score. And the hit missions will keep spawning over and over.

If mercs were not so damn resistant to bullets and incredibly difficult to get close to lasers would not have a useful purpose. Conventional weapons either do more damage per shot, or have useful secondary effects like buttstrike attacks or armor stripping. Even lasers "shtick" armor pen is present in lesser forms on rifles and assorted other things. Outside of mercs i dont use any lasers at all, aside from the occasional fatty to bore through buildings for convenience in late game.

But im probably flaying a long dead equine.   

Title: Re: A thread for little questions
Post by: BBHood217 on July 02, 2017, 11:35:20 am
What's upcoming anyway?  More space stuff?  More underwater stuff?  I do eventually want to see those sunken cargo ships and galleons instead of an empty seabed.

Also, is there a reliable source of damaged grav units?  Or do I have no choice but to scavenge them off drones and fliers?
Title: Re: A thread for little questions
Post by: Bacon_Hero on July 02, 2017, 12:15:47 pm
On the point of laser weapons being absent...

Ah I wish I had known about the heavy downsides of Eurosyndicate deal earlier. Anyway, that's in the past now. I immediately sunk $9 million into Euro-las weapons to patch the "tech gap" in my force. At that point unlocking gauss weapons was at least 4 to 6 months away for me.

In my game I go on all the missions I can. That means landed guild ship missions. Mercs for some reason stopped visiting. I cannot shoot down every churchship I encounter, and they rarely land so maybe that's why I don't seem to face enemies carrying las.

I decided to rush for lasers after encountering Mercs for the first time and thought that enemies from that point would become increasingly difficult but it seems that other enemies after them were far inferior. On my recent first encounter with The Dark Ones I expected to be trounced but to my surprise they were carrying shotguns and crappy revolvers and shit like that. My girls just waddled up to them with vibro-axes and shockafists and cut them to little bits.

IF ONLY I HAD KNOWN THAT I DIDN'T HAVE TO WORRY

No matter though, Eurolas weapons are pretty good. They just barely supersede the incredible OP weapon that is CAWs (for like a million times the price) but they have better range and good auto-fire. I think CAWs are just too strong in general and they make other tech choices redundant.

All part of the fun of a blind play, I suppose. This game is full of surprises and really doesn't follow mainstream conventions such as "investing years and millions and lives in specific tech research is supposed to give you an upgrade - not a sidegrade."

Still, at times with long difficult, out of the way tech path leading to rubbish worse than things I already have or tech with no clear advantage, I can't help but feel I'm being trolled by the game.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on July 02, 2017, 12:43:51 pm
I tend to pick the heavy nuclear laser (battle laser) asap once I've the chance to research/build/equip them.
I'm not using the stellar-empire gauss at all, I stick with the XG-Gauss instead (if I decide to and not just use more lasers)

In all my playthrough I got very late to plasma-unlock due to bad luck with provosts (they either nuked by the panicing esper next to her during base defence or run into my reactionshots during alien base map). I salvage nearly all plasma weaponry for hellerium and parts for plasma destroyers and heavy plasma pistols.

I watched Meridian and Poet doing thier playthrough through various stages of the ongoing game and got mixed feeling since none of them had to deal with the 'new super early game' and the 'bounty-hunting RNG' and instead got a more fluid progression without gated-techs like the occasional impl.-bomb-launcher not showing up etc.

Both now playing other games and gave the mod no second try on the stream. I really wanna see how they perform with this state of the game.
I also never got into this 'specializing your loadout' stuff since you can't do that with no gear to choose from early on and with the vast amount of content it keeps updating and is just alot to monitor as the in-game year progresses.

I stick to use 'generalized' loudouts for the available hands, giving everyone something to heal, 1-2 throwable weapons, 1x handle and the best rifle (either piercing or laser) to mow down the enemies as far as strength-cap goes. I usually lack melee and throwing skill during my campaign but never run into the situation that I needed those skills without me having a 'firing' solution to take hostages.
Title: Re: A thread for little questions
Post by: legionof1 on July 02, 2017, 01:20:09 pm
Mercs at present are effectively the end game. They combine superior vision attributes with excellent camo, lots of hp with just sufficient armor to be annoying but not much affected by +/- armor pen, excellent resist spread, and top tier firepower. Alot of there strength's can never be matched by the gals until end game tech, if  at all, and then only 1-2 of those strengths at a time.


Even full stargods are not as deadly a package as merc grunts. Never mind ranking Mercs.

If you can reliably handle mercs without deaths you probably have the gear/tech and skill to win the game immediately, even if it will take ages to actually end the campaign.

@Ethereal_Medic
Battle lasers are competent, but not by alot, for majority of content. Anything sub 50 damage just can't hack it once moderate armor is prevalent. And lasers armor pen just doesn't do nuff to make them competitive. At best it makes them approx. equivalent to similar class conventional weapons when moderate armor is faced. If the armor is very low or absent your behind in damage. If armor is very high, you very often don't have the base damage to punch through even with the penetration aid.

Specialized loadouts, are something for later in the game(12+ size transports), or for the first few months where almost anything is an upgrade and gun/ammunition hodgepodge scavenging forces you to squeeze every iota you can out of the minuscule crew. But the player spends so much time with limited crew that they largely forget. And the loadout screen, even with template functions(which most are ignorant of) is poorly suited to handling the sheer amount of options.

Find something tolerably effective and sticking with it unless circumstances dictate otherwise cuts hours, if not tens of hours off an average campaign.   
 
Title: Re: A thread for little questions
Post by: Bacon_Hero on July 02, 2017, 02:00:01 pm
If you can reliably handle mercs without deaths you probably have the gear/tech and skill to win the game immediately, even if it will take ages to actually end the campaign.

What?! I severely over-estimated the difficulty of this game then. My first encounter with Mercs was around 12 months in. They landed and I only had sniper rifle, aqua arrows, Battle-Rifles, a couple of CAWs, military shotguns and mortars. My girls were in warrior outfits and TAC armour.

It was a really tough battle. I only won by throwing down my guns and putting on my shockafists and picking up my barbarian ax and cattleprods. My mortar girl pounded them from a distance while the rest set up traps and moved forward. My early game strat revolved around capturing as many people as I could so all my girls had high melee. Took me many hours to win the mission without losses (I do save scrum because I don't want to throw weeks of progress away)

After researching Mercs and discovering their weakness subsequent encounters were much easier. I broke out the rare lasguns and adv clips and fartbags whenever Mercs come to visit and manage to capture their large ships and fend off their terror missions without too much trouble. They even left behind half a dozen vibro-axes for me and gave me enough material to build synthsuits for all my girls.

I honestly believed they were an early-mid game encounter and signaled that tougher foes were coming. I thought it would be like Impossible Long War where the enemies would just steadily ramp up and if you teched wrongly you'll just be unable to win missions later on.

Eventually I ran out of lasgun clips and needed a good laser replacement quickly - so I rushed for eurolasers.
Title: Re: A thread for little questions
Post by: BBHood217 on July 02, 2017, 02:28:56 pm
I tend to pick the heavy nuclear laser (battle laser) asap once I've the chance to research/build/equip them.

Where are those boom guns?  They're the only things keeping me from battle lasers.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on July 02, 2017, 04:00:01 pm
I'm not a friend of shotguns with very small clip-sizes.

I'm aware that a battle-laser is not the best weapon but at least I can shot freely without worries with my ammo stock.
I would totally use '1-shot-per-turn' weapons if these would use the TFTD Damage Formula (50-150% DMG).
I can't stress out how frustrating it is to set-up a Python-Sniper with chem/piercing-rounds, use all my TU's for a 300% hit-chance shot and get a 0 for damage result.

Yes it's RNG and stuff but this feature alone of 0-200% is stupid and destroys the purpose of using dedicated snipers since this role is unreliable and outclassed by a simple rifle that can do all fire-modes and can do various snap-shots to 'cheat' the damage roulette.

Even if I have to shot a target 5-6 times with a battle laser, my chances are higher to defeat the HP-Pool than begging for a portable-lascannon or gauss-sniper to roll high enough to get rid of the problem.

It boils down to the Damage Roulette for me, it's all over the place and sometimes without a reasonable logic behind.
For example the custom handcannon. It uses 50-150% formula?! I don't see a reason for that and I freaking love this weapon for it's reliable damage output against foes with shitty to mediocre armor (unless piercing protection).
Title: Re: A thread for little questions
Post by: Bacon_Hero on July 02, 2017, 04:53:46 pm
Where are those boom guns?  They're the only things keeping me from battle lasers.

I found a bunch in Merc ships and Guild Bases
Title: Re: A thread for little questions
Post by: BBHood217 on July 02, 2017, 05:58:29 pm
Not long after I posted that, I scored a boom gun from some smugglers.  Seems your desires come true if you grumble about them here enough :P

And speaking of bases, is it normal for enemy bases to take three years for the first one to show up?
Title: Re: A thread for little questions
Post by: Bacon_Hero on July 02, 2017, 06:15:31 pm
I found my first base about 6 months in, near my own base!

I'm playing on Jack Sparrow difficulty so maybe all the spawns are accelerated

By my first year and a half I took out 4 bases, each time capturing a Guild Master.


BTW guys, does anyone know how to break Eurosyndicate Contracts? I just went on my first pogrom and had -750 score.

I tried not to kill anyone but there was a clump of 5 enemies in a small alley intersection and my mortar girl was bored :( :(

I captured a govt general but I don't think I need him
Title: Re: A thread for little questions
Post by: Ethereal_Medic on July 02, 2017, 06:43:52 pm
The Eurosyndicate Mission never goes positive.
You'll allways get a penalty for doing the mission AND ignoring it.

Doing it nets you some cash (you can now use to exchance into the bounty-hunting minigame if you feel like it).
Not doing it will do a big score penalty in europe area.

That's the payoff for signing with the Syndicate, you get thier 'good' lasers for a constant score-dump in europe unless you find a way to rack up score in this area.
Title: Re: A thread for little questions
Post by: Dioxine on July 02, 2017, 07:14:36 pm
Yes it's RNG and stuff but this feature alone of 0-200% is stupid

Using just a single sniper, that is stupid. Indeed however snipers do not have a real niche as of now, despite how abuse-able snipers are.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on July 02, 2017, 08:58:10 pm
Just give sniper-rifles 50-150% dmg formula to make them valuable. If that leads to abuse just remove the snap-shot feature and make them 'aimed' only or even code a whole new firemode called 'snipe' that counts like 'aimed' BUT doesn't feel like wasting TU like it's the case currently.
Title: Re: A thread for little questions
Post by: kayelgee on July 04, 2017, 12:48:56 pm
I think I'm blind. I can't find a way to sell(or kill) my brainers so I can lower my maintenance costs.
Did I miss some button somewhere or is it not possible to sell brainers after you've bought them?
Title: Re: A thread for little questions
Post by: Serpentium on July 04, 2017, 01:19:08 pm
I think I'm blind. I can't find a way to sell(or kill) my brainers so I can lower my maintenance costs.
Did I miss some button somewhere or is it not possible to sell brainers after you've bought them?

I had that same problem too! You need to remove brainers from research topics before you can sell them off. The same applies for runts with manufacturing.
Title: Re: A thread for little questions
Post by: kayelgee on July 04, 2017, 02:47:52 pm
I had that same problem too! You need to remove brainers from research topics before you can sell them off. The same applies for runts with manufacturing.
Now I feel dumb. Thanks
Title: Re: A thread for little questions
Post by: BBHood217 on July 06, 2017, 06:27:34 pm
Before I drop 200 million on a couple of provosts, I have to ask something.  On top of all the needed materials (with 500(!) hellerium fuel capsules among them), just how much money does it cost to manufacture the Conqueror?
Title: Re: A thread for little questions
Post by: ohartenstein23 on July 06, 2017, 07:35:16 pm
Before I drop 200 million on a couple of provosts, I have to ask something.  On top of all the needed materials (with 500(!) hellerium fuel capsules among them), just how much money does it cost to manufacture the Conqueror?

Lots, but nothing compared to the hellerium and getting fuel capsules cost.  If you have the economy to get the 500 fuel capsules, you don't really need to worry about the rest.
Title: Re: A thread for little questions
Post by: legionof1 on July 06, 2017, 07:41:47 pm
Not particularly much. By the time you have amassed the requisite thousands of hellurim the cost should be trivial if you have anything resembling a substantial production capacity. 

Seriously expect to be sitting on your hands for months gathering. Hell with the BS fest of implosion bomb launchers needed for gravity physics on top the hellerium, i venture there is about 1-2 years where most of your production capacity has bugger all to do. If you already have the factory needed for assembling the conqueror that's a huge amount of workshop space to make money with. Even with simple products.

My most recently finished campaign i ended up buying 2/3 of the hellrium outright. And that was neither with optimal workshop production, nor could a really give an arse about going on missions for anything but the score to stay positive.
Title: Re: A thread for little questions
Post by: KateMicucci on July 07, 2017, 03:14:11 am
Is keeping the original gals alive hopeless without savescumming or keeping them parking in the base?
Title: Re: A thread for little questions
Post by: legionof1 on July 07, 2017, 07:02:10 am
No, but the odds are definitively not in your favor.
Title: Re: A thread for little questions
Post by: breaker52 on July 07, 2017, 05:56:33 pm
Hey, Me again, so i have a question about oxygen tanks, are they equipped like shawls to keep your girls(and slave divers) breathing? would a gasmask help as a breath mask?
Title: Re: A thread for little questions
Post by: juff on July 07, 2017, 07:26:36 pm
no, they're consumables like beer and bandages. you have to use them. no equipment can change the amount of stun you take underwater; it is completely dependent on the armour you're wearing.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on July 08, 2017, 01:15:29 am
Is keeping the original gals alive hopeless without savescumming or keeping them parking in the base?

The original 6 offer quite a boost in (wo)manpower due to thier far superior starting stats compared to recruitable hands (lowest tier recruits)
Losing all of them can increase your difficulty by a lot, keeping them alive will pay out later once you've the tools to keep ahead of your opponents.

Save-scumming is never an option unless you're playing the mod at the current state for the very first time (or second/want to have fun).
The mod forces alot of knowledge to handle (mission-structure, knowledge of opponents strength/weakness and geoscape-tactics).
Title: Re: A thread for little questions
Post by: KateMicucci on July 08, 2017, 06:51:40 am
Well, it's been a year and I only have two of the originals left. One died from being shot through a wall by an armored car, one got one-shot by a werewolf and two died from not knowing that unconscious gals will eventually die of stun damage now (I don't know if that was possible in last year's version but it never happened).

Since everything is a roll of the dice, I guess it's inevitable that all of them will have their numbers come up eventually.
Title: Re: A thread for little questions
Post by: legionof1 on July 08, 2017, 07:02:03 am
Snip
(I don't know if that was possible in last year's version but it never happened).
snip
It's a fairly recent addition.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on July 08, 2017, 11:15:09 am
Since everything is a roll of the dice, I guess it's inevitable that all of them will have their numbers come up eventually.

Later in the game the starting stats doesn't matter much anymore (maybe bravery) since the strength of your squad will come from the awesome equipment later, making bad swabbies into strong amazons just by using good guns. Losing soldiers is much more forgiving in X-Piratez than losing any veteran soldier in X-Com 20xx or X-Com 2.

Just take care that your voodoo-soldiers (those with 58+ voodoo power) don't die. No fair possible to increase this stat anymore.
Title: Re: A thread for little questions
Post by: Mobling on July 13, 2017, 07:55:55 am
How useful are suppressed pistols? I'm thinking about changing up my playstyle to use camouflage gear more often but I'm not sure if suppressed pistols are worth the precious mutant alliance tokens
Title: Re: A thread for little questions
Post by: juff on July 13, 2017, 09:27:25 am
to be clear, suppressed pistols don't actually make you stealthier. that said with, a power bonus of reactions/4, a gal with max reactions and guerrilla gear would get a 42 power pistol, which is pretty cool
Title: Re: A thread for little questions
Post by: Zharkov on July 14, 2017, 10:08:14 pm
Is it possible to catch these armored cars "alive"? If so, how?
Title: Re: A thread for little questions
Post by: clownagent on July 15, 2017, 04:22:54 pm
There are two missions, where the mission briefing suggests one can retrieve a life prisoner:
- New Missions: Stranded Govt Agent, Shipwrecked Gal

Is this really possible?

I had such missions two times and it seems that only a corpse spawns.
Title: Re: A thread for little questions
Post by: Mobling on July 15, 2017, 04:28:31 pm
Those missions should spawn with an unconscious but alive gal/government agent. Are you killing them by accident via friendly fire? Maybe you're taking too long and they're expiring from stun damage?
Title: Re: A thread for little questions
Post by: Dioxine on July 15, 2017, 08:15:24 pm
Who cares what spawns? Important thing is what is recovered :)
Title: Re: A thread for little questions
Post by: Ethereal_Medic on July 15, 2017, 10:21:24 pm
There are two missions, where the mission briefing suggests one can retrieve a life prisoner:
- New Missions: Stranded Govt Agent, Shipwrecked Gal

Is this really possible?

I had such missions two times and it seems that only a corpse spawns.

In terms of the stranged Govt. Agent:
It'll spawn a map with government personnel you've to deal with.

Shipwrecked Gal missions should spawn the item "Shipwrecked Gal" to collect once the mission is done/ you found the item in the remains.
If you loot a skull this is your 'price' together with whatever is recovered along the remains.
Title: Re: A thread for little questions
Post by: Dioxine on July 15, 2017, 10:28:45 pm
These 2 missions work actually the same, the govt agents are unconscious and you need to recover them.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on July 15, 2017, 10:38:11 pm
MB must have mistaken it for a distress signal.
Title: Re: A thread for little questions
Post by: Marza on July 17, 2017, 08:37:24 pm
A question about the fluff and world background:

Who is Reyi and what is her story?

Reyi is the first entry in the avatar list and can also be seen in a few bootypedia pages.
Title: Re: A thread for little questions
Post by: Mechanique on July 18, 2017, 10:29:43 am
1. What happens to equipment and gals outside of the craft on timed missions, such as bounty hunts or mansion, when the timer runs out?

2. I am fairly certain there was a list of bounty prizes somewhere, but can't find it anymore. Anyone has a link?

edit: 3. Do multiple equipment items stack? The ones that protect vs heat or cold, for example. Where can I see the final values for armor + items?
Title: Re: A thread for little questions
Post by: BBHood217 on July 18, 2017, 12:54:32 pm
Wondering about 3 myself, but as for the other two:

1. That depends on what happens when the timer runs out.  If you win automatically, then you're free to leave your items and gals around the map; if you retreat automatically, then everything outside the exit zones are lost just like when retreating normally.

2. The Bootypedia entries for the bounty hunt clients themselves have the list of prizes.
Title: Re: A thread for little questions
Post by: Zharkov on July 18, 2017, 09:57:28 pm
When I shot down UFOs on crackdown missions, do I provoke even more realiation?
Title: Re: A thread for little questions
Post by: greattuna on July 18, 2017, 10:05:19 pm
When I shot down UFOs on crackdown missions, do I provoke even more realiation?
No, shooting down crackdown ships doesn't incur further crackdowns.
Title: Re: A thread for little questions
Post by: ohartenstein23 on July 18, 2017, 10:10:00 pm
Do multiple equipment items stack? The ones that protect vs heat or cold, for example. Where can I see the final values for armor + items?

They do stack, as long as they aren't both of the same equipment type, e.g. can't wear two hats or two masks.  It's handled by a script, so to see the values you have to save in the middle of a mission, after the first turn, and look up the script tags in the save, something like ITEM_RESIST_TYPE_12 (might be slightly different wording). The type number corresponds to the order of damage types listed in the bootypedia articles for armors, and the value is a percent resistance against that damage type.  So ITEM_RESIST_TYPE_9: 230 means that unit takes 230% choking damage (approx. what you would see for gas mask).
Title: Re: A thread for little questions
Post by: Zharkov on July 23, 2017, 12:34:35 pm
How do I get Rubies and Energy Capacitors (-> from DA Gauss)?
Title: Re: A thread for little questions
Post by: Bacon_Hero on July 23, 2017, 02:31:14 pm
You can get rubies from treasure chests which reliably spawn in mansion maps. I expected them to spawn in undersea wrecks but haven't found any there yet LOL

Dissembling Sniper Gauss and Heavy Gauss will yield energy caps
Title: Re: A thread for little questions
Post by: Almainyny on July 24, 2017, 12:22:12 pm
I have yet to get to the point where I'll be shooting down any vessels, but I was wondering how exactly I would tell whether something is a civilian vessel. I know the wiki is outdated, but I honestly couldn't tell what's civilian operated without being told first.
Title: Re: A thread for little questions
Post by: doctor medic on July 24, 2017, 12:25:27 pm
All green craft are civilian vessels,anything resembling vanilla ufos is surely a faction specific vessel.
Title: Re: A thread for little questions
Post by: Almainyny on July 24, 2017, 12:50:41 pm
All green craft are civilian vessels,anything resembling vanilla ufos is surely a faction specific vessel.

Thanks for the quick reply!  Sure enough, I started a new game just to track a few vessels, and I ran into what looked like a green aircar. If I could have shot it down, I imagine it would have had civvies on it. So, green vehicles are civvie owned, everything else belongs to a faction that will call a Crackdown on you eventually. Easy to remember!

Now that i think on it, the Bootypedia shows a bunch of green vessels on the page for "Civilian Shpping". I really should have been able to put two and two together. Thanks again!
Title: Re: A thread for little questions
Post by: legionof1 on July 24, 2017, 03:02:48 pm
Raider ships are brownish color, so not all faction ship are grey.
Title: Re: A thread for little questions
Post by: Zharkov on July 24, 2017, 03:40:40 pm
Raider ships are brownish color, so not all faction ship are grey.

And - despite their name - pink ships are not pink in the geoscape!
Title: Re: A thread for little questions
Post by: Zharkov on July 24, 2017, 06:48:02 pm
You can get rubies from treasure chests which reliably spawn in mansion maps. I expected them to spawn in undersea wrecks but haven't found any there yet

Arrrr, it is 2604 and I found two rubies!
Title: Re: A thread for little questions
Post by: AngelicJoker on July 26, 2017, 08:52:57 pm
Do Mutant Pogroms still cause the -1000 score if you don't visit them before you research the Mutant Alliance?
Title: Re: A thread for little questions
Post by: legionof1 on July 26, 2017, 09:43:48 pm
nope
Title: Re: A thread for little questions
Post by: Ethereal_Medic on July 26, 2017, 09:46:28 pm
You only get score hit if you visit them and abort.
Pre-research no penalty.
Title: Re: A thread for little questions
Post by: Mechanique on July 27, 2017, 06:40:55 pm
First: What is supposed to be done on "Escape tower" bounty hunt? I tried several times - first idea was to mortar and RPG the green vessel, it didn't work. Next time I tried to assault while being mind-blasted on 1 tile-wide walkway it only to find that I couldn't get inside.

Second: In which facilities gals do not spawn on hideout defense? Besides access lift and hangars.

Third: Any way to get aqua plastics besides robbing and sunken UFO?

Fourth: What is the pre-requisites for Jack's Favour prize? I got Zaxx and Mutants already, but Jack's is not listed, while I think I already took all his prizes.
Title: Re: A thread for little questions
Post by: greattuna on July 27, 2017, 07:13:19 pm
First: some people are holed inside the escape craft, you have to blast the door open to be able to kill them all. I usually complete this mission by plopping 2 high explosives on timer (yeah, timer is actually useful here!) on craft entrance: first opens the door, second blows up everyone inside.

Third: Prize: Military Supplies allows you to buy aqua plastics.

Fourth: Prize: Silver Snake.
Title: Re: A thread for little questions
Post by: AngelicJoker on July 27, 2017, 11:29:48 pm
I just started doing the bounty missions in my new playthrough.  Will the lower level missions still show up once I research higher level bounty licenses?
Title: Re: A thread for little questions
Post by: Mechanique on July 28, 2017, 01:07:32 am
I just started doing the bounty missions in my new playthrough.  Will the lower level missions still show up once I research higher level bounty licenses?

Yes, they do. Though D level bounties are quite unefficient in terms of tokens (Sins of the Father is also downright annoying), it's a good idea to go for C level as soon as you can.
Title: Re: A thread for little questions
Post by: Martin on July 28, 2017, 08:37:11 pm
Will eurosyndicate be eventually remade from its current incarnation into a regular customer? Their currenmt missions would make njice high level bounty hunts.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on July 29, 2017, 04:56:01 pm
If those get integrated into the bounty-hunting game they should be optional in terms of thier prices and favors.
The current favors of Zaxx, Mutant Alliance and the other dude give you crucial research topics to advance the techtree.

Eurosyndicate deal shouldn't be mandatory to advance the game due to how double-edged the 'reward' can be.
Title: Re: A thread for little questions
Post by: Dioxine on July 30, 2017, 12:04:57 pm
Eurosyndicate deal is in no way mandatory, and never will be.
Title: Re: A thread for little questions
Post by: KiriKaneko on July 30, 2017, 01:25:28 pm
Are bows worthwhile? It's the start of a new game (new version) and I already have musket rifles and shotguns, makes me wonder what a bow can bring to the table when it's a more primitive tech
Title: Re: A thread for little questions
Post by: Bacon_Hero on July 30, 2017, 02:28:17 pm
Are bows worthwhile? It's the start of a new game (new version) and I already have musket rifles and shotguns, makes me wonder what a bow can bring to the table when it's a more primitive tech

Bows are excellent. Their ability to fire over walls and cause high damage at great distances makes them invaluable. You'll need moonshine or rum to keep your archer's energy up.

I kept an archer until I unlocked grenade launchers and mortars
Title: Re: A thread for little questions
Post by: JustTheDude on July 30, 2017, 03:05:47 pm
What are those very small flying object that don't look like ship, and are destroyed to shreds after even the weakest shot?
Title: Re: A thread for little questions
Post by: sinisteragent on July 30, 2017, 04:34:02 pm
Are bows worthwhile? It's the start of a new game (new version) and I already have musket rifles and shotguns, makes me wonder what a bow can bring to the table when it's a more primitive tech

The smallest bow (not the others, but they're much more powerful in exchange) can also launch fire arrows, which have a good chance of setting targets on fire. This tends to panic them, and illuminating an area at range is really useful at night.

Plus some of your people will have naturally high throwing skill and poor shooting skill, so bows help make them useful. Bows are also quick to fire and don't need you to kneel to get decent accuracy, so they're very mobile units who can often fire at a large area of the map. And even once bows lose some of their edge, they remain useful against some weaker targets, and having a few people who can chuck grenades well is always handy.
Title: Re: A thread for little questions
Post by: Zharkov on July 30, 2017, 04:34:43 pm
What are those very small flying object that don't look like ship, and are destroyed to shreds after even the weakest shot?

Imperial Probes? You are supposed to follow them to a landing point.
Title: Re: A thread for little questions
Post by: sinisteragent on July 30, 2017, 04:36:25 pm
What are those very small flying object that don't look like ship, and are destroyed to shreds after even the weakest shot?

You can find this out if you catch one that lands, or eventually through researching/interrogating enough people in the world in general. Don't spoil every mystery for yourself!  These ships aren't a sign you're going to lose or need to prepare for anything big, so enjoy it while it lasts.
Title: Re: A thread for little questions
Post by: KiriKaneko on July 30, 2017, 07:16:25 pm
Thanks for the reply

I don`t get the hit percentages. I`ve missed 100%+ shots and hit 0% shots. Does anyone have a link to something that explains it in detail please?
Title: Re: A thread for little questions
Post by: Solarius Scorch on July 30, 2017, 07:19:51 pm
Thanks for the reply

I don`t get the hit percentages. I`ve missed 100%+ shots and hit 0% shots. Does anyone have a link to something that explains it in detail please?

In short, it's not really % chance, it's a value. You can always hit or miss virtually every viable shot.
Title: Re: A thread for little questions
Post by: KiriKaneko on July 30, 2017, 07:37:38 pm
So does the number really mean anything? Is there a way to work out how likely I really am to hit?
Title: Re: A thread for little questions
Post by: KateMicucci on July 30, 2017, 08:33:40 pm
Are bows worthwhile? It's the start of a new game (new version) and I already have musket rifles and shotguns, makes me wonder what a bow can bring to the table when it's a more primitive tech

Bows have a long range and decent accuracy in a stage of the game where long-range firearms are rare. One gal using a bow can be really useful ratmen village maps. They have pretty low damage so gainst anything tougher than an unarmored human you're probably better off using javelins or grenades or mortars to fill the same niche.
Title: Re: A thread for little questions
Post by: Mechanique on July 30, 2017, 09:46:18 pm
What are those very small flying object that don't look like ship, and are destroyed to shreds after even the weakest shot?

Round grey things are probes, if you follow them with your dropship you will get a hard-ish mission with rare-ish enemies.
Something that looks like a bunch of matches is ratmen patrol, if you let those live you will get a hideout attack soon. With dogs and blood hounds.
Title: Re: A thread for little questions
Post by: legionof1 on July 31, 2017, 12:30:26 am
So does the number really mean anything? Is there a way to work out how likely I really am to hit?

Think of the number as representing a cone of deviation. The higher the value the tighter the cone. Anything past 100% has minimal impact. Also something to keep in mind is that the game calculates line of sight from character's head, but line of fire is from the weapon at a lower height.   
Title: Re: A thread for little questions
Post by: The Reaver of Darkness on July 31, 2017, 03:14:44 am
So does the number really mean anything? Is there a way to work out how likely I really am to hit?
Unless Piratez changes how accuracy works...
The chance to hit is the chance that your shot is automatically placed on a trajectory that intersects the target. If you score a miss, it picks a random trajectory across a wide range of values, which can hit your target but isn't likely to if you're more than 2 squares away. If your target is in partial cover, the soldier may believe they have a line of fire but a hit might hit their cover.
Title: Re: A thread for little questions
Post by: KiriKaneko on July 31, 2017, 12:03:09 pm
Ah ok, thankyou!
Title: Re: A thread for little questions
Post by: greattuna on July 31, 2017, 10:58:59 pm
Where do I find industrial scanners? I had 3, but I used them all on industrial printer, and now I need 1 more for mint.
Title: Re: A thread for little questions
Post by: stvip on August 01, 2017, 12:10:48 am
Lucky you, managing to avoid the disappointment of building a Mint.

(you'll eventually find them like you found your first three, and there's a certain storyline mission that has them as loot)
Title: Re: A thread for little questions
Post by: Bacon_Hero on August 01, 2017, 05:52:03 am
Bows have a long range and decent accuracy in a stage of the game where long-range firearms are rare. One gal using a bow can be really useful ratmen village maps. They have pretty low damage so gainst anything tougher than an unarmored human you're probably better off using javelins or grenades or mortars to fill the same niche.

Nope. Bows have pretty good damage early game, especially if you a gal with good stats. (It's easy to max out in a short period)

Assuming Max Stats:
----------------------------
Hunting Bow, Cutting: 41 damage. Flame: 37 damage + Reliable Flame Damage (5).
Combat Bow, Cutting: 58 damage, Aqua Plastic: 60 damage & 20% Armour Pierce
Long Bow, Cutting: 75 damage
Future Bows, are a bit disappointing. This might be worth it if their energy and TU cost was reduced. You're better off with a mortar at this point of the game. It's also really difficult to get the material to build them.

Javelins have pretty good damage but terrible range and ammo count. Honestly, an archer does a better job of picking off enemies from safety while a gal with a barbarian axe or spear is more useful for taking on tanks and power armoured enemies. I also find that diverting your runts too much in the early game is detrimental for your income, so if you choose to build a large store of javelins or constantly replace them, the opportunity cost will be really high early game!

Grenades don't have the range and precision of the bow and unless you prime everything in your inventory you won't have the fire-rate either. Usually all your gals with have several grenades on them anyway so a dedicated non-launcher grenadier is a bit of a waste. That role is easily fulfilled by your riflegals.

Mortars are excellent but come much much later in the game
Title: Re: A thread for little questions
Post by: AngelicJoker on August 01, 2017, 09:46:57 am
I'm currently in an archaeological dig bounty (rank c) for the bank faction and I seem to be missing something.  I found one enemy out in the open and killed it, but now I'm wandering the rest of the map for 20 turns and haven't found any other enemies.  I can't seem to explore most of the second floor or a large corner of the map.  Are there supposed to be enemies trapped in inaccessible portions of this map?
Title: Re: A thread for little questions
Post by: JustTheDude on August 01, 2017, 11:48:44 am
If bug hunt mode is not activated it mean that there is more than one or two enemies. Mayby you have "hiding" enabled, AI in that case try to cover everywhere. If you fight ninja gals, they have camo so its even harder to spot them. Someone before posted a incident when he fight spiders and one spawned in inaccessible part of map.
Title: Re: A thread for little questions
Post by: Troubleshooter on August 01, 2017, 03:25:40 pm
I'm really struggling to figure out how I can build a still at my second base. Apparently the online tech tree viewer is out-of-date, and the in-game viewer isn't any help either. What could I be missing?
Title: Re: A thread for little questions
Post by: JustTheDude on August 01, 2017, 03:40:20 pm
I think you need to research alchemy. As I remember there is two ways of getting that and researching animal poison is one of them. Just go to spider or megascorpion hunt. I don't know did that is loot from them, but if you ecounter ratman in hunt mission, they will carry loot from that animals and often animal poison.
Title: Re: A thread for little questions
Post by: Troubleshooter on August 01, 2017, 04:09:01 pm
I've been skipping the monster hunt missions this time around so it's probably something like that, I've got poisons and acids but not animal poisons. I'll try that, thanks!
Title: Re: A thread for little questions
Post by: legionof1 on August 01, 2017, 10:16:21 pm
I'm currently in an archaeological dig bounty (rank c) for the bank faction and I seem to be missing something.  I found one enemy out in the open and killed it, but now I'm wandering the rest of the map for 20 turns and haven't found any other enemies.  I can't seem to explore most of the second floor or a large corner of the map.  Are there supposed to be enemies trapped in inaccessible portions of this map?

There very often are isolated foes with that map. But no part of a map is truly inaccessible, if you have the right tools. In this case bring pickaxes and get digging. 
Title: Re: A thread for little questions
Post by: AngelicJoker on August 04, 2017, 10:21:12 pm
I've been looking everywhere and I can't figure out why the animal skinning manufacturing items all start with 'B:'.  I get why slavery has different variants starting with 'S' and disassembly items start with 'D-A:'.  Any ideas from all of you?

Some Examples:
"B: Werewolf (2/6/7)"
"B: Vampire Bat (2/2/2)"
Title: Re: A thread for little questions
Post by: sinisteragent on August 04, 2017, 10:28:43 pm
I've been looking everywhere and I can't figure out why the animal skinning manufacturing items all start with 'B:'.  I get why slavery has different variants starting with 'S' and disassembly items start with 'D-A:'.  Any ideas from all of you?

Some Examples:
"B: Werewolf (2/6/7)"
"B: Vampire Bat (2/2/2)"

Butchery.
Title: Re: A thread for little questions
Post by: Troubleshooter on August 05, 2017, 04:56:25 am
Alright, so what's the deal with acid rain? The population says that "It hurts" but it doesn't seem to actually be dealing any damage, is it doing morale damage? And what item/s can prevent this? Logically goggles or a chem coat would help, but their description just says that they reduce chem damage.
Title: Re: A thread for little questions
Post by: KateMicucci on August 05, 2017, 06:20:48 am
Favorite pistols? I haven't been too impressed with any of them except the scoped magnum this playthrough.
Title: Re: A thread for little questions
Post by: Bacon_Hero on August 05, 2017, 08:39:29 am
Favorite pistols? I haven't been too impressed with any of them except the scoped magnum this playthrough.

Super Magnum with mercury rounds on a girl with max reaction is pretty strong

and Death Blossom... so OP why is Death Blossom so OP omg. Is Death Blossom even a pistol? It's a 1 handed weapon so maybe. And it's so incredibly OP... so... over... powered... I can't even...
Title: Re: A thread for little questions
Post by: greattuna on August 05, 2017, 10:14:21 am
My favorites are: magnum, gauss pistol and SR laser pistol. Haven't got the latter two yet though :v.

Alright, so what's the deal with acid rain? The population says that "It hurts" but it doesn't seem to actually be dealing any damage, is it doing morale damage? And what item/s can prevent this? Logically goggles or a chem coat would help, but their description just says that they reduce chem damage.
It needs to get past your armor first (yes, even if there's no armor). Don't dawdle, or girls will start to take damage for real. The only way to prevent damage is to reduce your vulnerability to chemical damage.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on August 05, 2017, 12:15:16 pm
Super Magnum with mercury rounds on a girl with max reaction is pretty strong

and Death Blossom... so OP why is Death Blossom so OP omg. Is Death Blossom even a pistol? It's a 1 handed weapon so maybe. And it's so incredibly OP... so... over... powered... I can't even...

It's a heavy weapon for a 1-h pistol (smg). Yes it has a huge clip and good damage with various ammo types to choose from. It's a bit hard to hit with it at longer range.
My personal fav. is the Cougar SMG with similiar clip-size, good damage and amazing snapshot accuracy.
Title: Re: A thread for little questions
Post by: Solarius Scorch on August 05, 2017, 07:06:17 pm
It's a heavy weapon for a 1-h pistol (smg). Yes it has a huge clip and good damage with various ammo types to choose from. It's a bit hard to hit with it at longer range.
My personal fav. is the Cougar SMG with similiar clip-size, good damage and amazing snapshot accuracy.

Yes, but the Cougar is even more advanced than the Death Blossom, and far less pretty.
Title: Re: A thread for little questions
Post by: greattuna on August 05, 2017, 07:12:28 pm
Two little questions:

1. Just how rare shadow orbs of X are? I'm doing every space & sea mission that drops my way, but still, no luck, and it's the third year of campaign already.

2. Where can I find solmine geo charges? They look like high explosives with bigger boom, and I don't really need them, but I want to research one so I can make more.

Yes, but the Cougar is even more advanced than the Death Blossom, and far less pretty.

Funnily enough, I don't consider death blossom that pretty. The size puts me off too.
Title: Re: A thread for little questions
Post by: Marza on August 05, 2017, 08:25:54 pm
1. Just how rare shadow orbs of X are? I'm doing every space & sea mission that drops my way, but still, no luck, and it's the third year of campaign already.

Really freakin' rare. I've only ever found one shadow orb, on a sunken galleon mission. I think that's the only mission that spawns them and the potential loot list is huuuuuuuuge, reducing the chance of a rare drop to... well, rare.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on August 05, 2017, 09:02:03 pm
Yes, but the Cougar is even more advanced than the Death Blossom, and far less pretty.

The death blossom comes close to the bulkiness of Warhammer 40k boltpistols and heavy boltpistols.
Also the blossom is a 2x2 item and takes most of the belt-slots while cougar can fit in the holster.
Up and downsides, the blossom sure sticks around as a lovely 'sidearm' to your 1-h sword/axe/claw
Title: Re: A thread for little questions
Post by: Mechanique on August 05, 2017, 09:17:57 pm
Is it normal for my secondary bases to get trashed by goverment?

In my campaign I ever attacked government ship 1 time and only on ground mission, early on before decoder, and it had pilot on in it that I needed so much.

Fast forward about a year later, I build the second hideout, for alcohol production to boost income and finally use up my 400+ apple stash. Drop two shrouds as well, to avoid random attacks. Two month later, a dozen govt enforcers barges in and takes it.

Half a year later I get few millions to spare, and build yet another second hideout. Again, two shrouds, hangar, large barracks, order still and power plant. Before it is anywhere close to finished, breakers spawns in Europe and goes straight for it, with general and tanks, and more bunch of enforcers vs my modest garrison.

Is it some kind of a new "feature" for random govt crackdowns, am I randomly unlucky, or I somehow fucked up and government will hunt me forever? From my last campaign, I never ever had secondary hideouts that were not used for interceptions attacked. And even then never by the government.
Title: Re: A thread for little questions
Post by: SomeGuy on August 05, 2017, 09:41:57 pm
You're not alone on that front of newly built bases being raided. 3 years into my campaign and only now starting to build a second base to hold multiple attack ships to shoot down big shippings. In all of my previous campaigns the second base was always also attack which was what originally put me off on starting a second base. (Had shrouds and everything)

But now, I'll be prepared. . .maybe too prepared.
Title: Re: A thread for little questions
Post by: sinisteragent on August 05, 2017, 10:50:52 pm
This was almost a year's worth of versions back, so I didn't think it relevant, but it could be. I also had a problem with new bases being mercilessly attacked out of nowhere, even though they were completely demilitarised, and in a few cases not even built yet. I think I had 3 bases established at the time (after about 1.5 years) and any time I built a fourth it was just doomed. I figured I was over-expanding, but if people are having similar problems with a second base I thought it might be worth mentioning.
Title: Re: A thread for little questions
Post by: Marza on August 06, 2017, 01:57:32 am
I can't remember exactly, but crackdown missions enter the mission pool for enemy shipping about 2 years in, even if you don't shoot down shipping. That may be what you are seeing.

Then there's the ratmen patrols and academy ambulances that you can see from the very start of the game in the new versions.
Title: Re: A thread for little questions
Post by: Mechanique on August 06, 2017, 02:36:47 am
Silly question, but how to train gals in voodoo school? Right-click does nothing, middle is info and left is dismantle. I remember it working as dojo or spa in eralier versions, is there a sub-menu somewhere now?
Title: Re: A thread for little questions
Post by: khade on August 06, 2017, 09:09:27 am
Check that you can do psionic training anytime, first.  Though assuming you can do the dojo already, it should be set that way.  I seem to remember it being done through the employee page, though.
Title: Re: A thread for little questions
Post by: Bacon_Hero on August 06, 2017, 09:46:14 am
At the start of the month a menu will pop up and ask you who you want up for training. The voodoo school is useless until then.

Also, Death Bloom with HVAC round does 60 damage per shot, 12 shots per round and half damage to stun... I wouldn't have survived raiding ethereal ships with so many prisoners if it weren't for the superior firepower of the HVAC Death Bloom!
Title: Re: A thread for little questions
Post by: legionof1 on August 06, 2017, 04:36:58 pm
I to have experienced a significant upswing in retaliations. I suspect that the infinite retaliation bug is back in some form. 7+ retaliations in 3 months seems quite high for my one barely established base in the arctic. And this is the 3rd base i've had up there, lost previous 2 to my own stupidity. In all i think im up around 15-18 retaliations in the arctic on the particular game.   
Title: Re: A thread for little questions
Post by: Ethereal_Medic on August 06, 2017, 04:52:48 pm
I to have experienced a significant upswing in retaliations. I suspect that the infinite retaliation bug is back in some form. 7+ retaliations in 3 months seems quite high for my one barely established base in the arctic. And this is the 3rd base i've had up there, lost previous 2 to my own stupidity. In all i think im up around 15-18 retaliations in the arctic on the particular game.   

Tough luck for the icebears. You could try to build the base outside this 'crackdown' mayhem region and test if this particular 3rd base continues to be boned by crackdown assaults.
Maybe wait the rest of the month to reshuffle the mission shedule?
Title: Re: A thread for little questions
Post by: legionof1 on August 06, 2017, 07:34:47 pm
things are actually doing reasonably well despite the frequent visitors. It is a bit of a meatgrinder, but it late nuff in the campaign that i can afford to throw bodies/equipment away to keep the outpost alive. Keeping the polar hyperwave-decoder active is more important then relatively minor losses. 

IF i have the time ill do some bug testing, but im pretty convinced something borked at this point.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on August 06, 2017, 09:40:17 pm
Just curious about it. It might stop happening next month? Who knows :D
Title: Re: A thread for little questions
Post by: KateMicucci on August 07, 2017, 04:57:07 pm
Nope. Bows have pretty good damage early game, especially if you a gal with good stats. (It's easy to max out in a short period)

Assuming Max Stats:
----------------------------
Hunting Bow, Cutting: 41 damage. Flame: 37 damage + Reliable Flame Damage (5).
Combat Bow, Cutting: 58 damage, Aqua Plastic: 60 damage & 20% Armour Pierce
Long Bow, Cutting: 75 damage
Future Bows, are a bit disappointing. This might be worth it if their energy and TU cost was reduced. You're better off with a mortar at this point of the game. It's also really difficult to get the material to build them.

Javelins have pretty good damage but terrible range and ammo count. Honestly, an archer does a better job of picking off enemies from safety while a gal with a barbarian axe or spear is more useful for taking on tanks and power armoured enemies. I also find that diverting your runts too much in the early game is detrimental for your income, so if you choose to build a large store of javelins or constantly replace them, the opportunity cost will be really high early game!

Grenades don't have the range and precision of the bow and unless you prime everything in your inventory you won't have the fire-rate either. Usually all your gals with have several grenades on them anyway so a dedicated non-launcher grenadier is a bit of a waste. That role is easily fulfilled by your riflegals.

Mortars are excellent but come much much later in the game
I tried bows again and continued to find them underwhelming. In one mission a max throwing gal with combat bow and aqua arrows failed to 1hko a single ratman brigand despite shooting at more than 10 of them. Going by the stats you posted it should have been killing as effectively as a LC. A maxed throwing archer gal compares favorably with an average shooter carrying a crap gun like an rcf carbine or something, but not a maxed firing gal with a good early weapon like a boarding gun, uac rifle or tommy. A maxed throwing gal with javs, bagpipes or stick grenades however is a credit to the team. Javelins take a long time to build, but I'm only using one or two sets per mission and it seems 3/4 of them kill in one hit.
Title: Re: A thread for little questions
Post by: JustTheDude on August 07, 2017, 05:00:39 pm
Sometimes it's look like arrow hit something, but actually it miss.
Title: Re: A thread for little questions
Post by: Mechanique on August 07, 2017, 05:27:52 pm
I tried bows again and continued to find them underwhelming. In one mission a max throwing gal with combat bow and aqua arrows failed to 1hko a single ratman brigand despite shooting at more than 10 of them. Going by the stats you posted it should have been killing as effectively as a LC. A maxed throwing archer gal compares favorably with an average shooter carrying a crap gun like an rcf carbine or something, but not a maxed firing gal with a good early weapon like a boarding gun, uac rifle or tommy. A maxed throwing gal with javs, bagpipes or stick grenades however is a credit to the team. Javelins take a long time to build, but I'm only using one or two sets per mission and it seems 3/4 of them kill in one hit.

Well, I assume above is listed with max stats and max rolls.
Combat bow is low-tier early game weapon, you need longbow to reliably 1-shot weak enemies and actually deal damage to armored enemies (though aqua arrows can do it as well). Before that it's better to have several archers, if you absolutely positively have to kill that ratman in one turn. And also there is a range advantage, you can have you swimsuit gals fire across half the map from a safety, while javelins require putting them in danger, not to mention low ammo acounts and aforementioned runt-hours drain that can be used on chateau du mort instead.
Title: Re: A thread for little questions
Post by: Bacon_Hero on August 07, 2017, 08:37:08 pm
The list assumes max stats and 100% damage (the possibilities range from 0% - 200%)

It's possible that the results you got is just an unlucky streak or fluke. I've had gauss muskets 3 hit a Spartan Scout and not kill her before. In fact I think it might have happened quite a few times already.

LCs have an innate 20% AP with low level bows suffer from "+% to Armour". And the other SMGs you mentioned have a really high fire rate which contributes to higher overall average damage.

The key advantage of a bow is its indirect fire ability. You'll start loving the bow when you hit targets blocked by 5 fences and use fire arrows to light up night missions.

Title: Re: A thread for little questions
Post by: Mammothus on August 07, 2017, 11:28:58 pm
What is special about AP ammo types? On the attached image, you can see the standard ammo on the top with 36 damage, and the PS (plastasteel) on the bottom. As far as I can tell, the AP ammo in the middle is exactly the same as the standard ammo in terms of piercing damage and damage amount. Is there a pin up I missed explaining this? Thanks!
Title: Re: A thread for little questions
Post by: greattuna on August 07, 2017, 11:32:18 pm
AP ammo ignores certain percentage of enemy armor (I think 20%).
Title: Re: A thread for little questions
Post by: AngelicJoker on August 08, 2017, 12:51:41 am
I looked at the ruleset and the ammo types have slightly different properties to them.  Here are the stats for Battle Rifle ammo:

Standard:

    power: 36
    damageType: 1
    damageAlter:
      ArmorEffectiveness: 0.85
      ToStun: 0.5
    clipSize: 20

AP:

    power: 36
    damageType: 1
    damageAlter:
      ArmorEffectiveness: 0.7
      ToHealth: 0.9
    clipSize: 15

PS:

    power: 42
    damageType: 1
    damageAlter:
      ArmorEffectiveness: 0.85
      ToStun: 0.5
    clipSize: 20

The ArmorEffectiveness seems pretty easy to understand, but I'm not sure about the ToStun and ToHealth options.  I think it means that standard ammo ignores 15% of armor but the target only takes half as much stun damage as they normally would and the AP ammo ignores 30% of armor but the target only takes 90% of the normal health damage.  The PS ammo works like standard ammo, but has a higher power.  I'd appreciate someone confirming what the ToStun and ToHealth options do though.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on August 08, 2017, 11:17:23 am
ToStun:    The damage-roll that surpassed the armor of the target *value as stun damage.
ToHealth: The damage-roll that surpassed the armor of the target *value as health damage.

It's designed to function like in RL. AP bullets are ment to pierce through armor but the hardened bullethead won't break inside the target, leaving a less crutial wound than more basic bullets.

Bullets with soft heads can't break armor too well but do horrible wounds and cause severe trauma against unprotected targets.

Plasta-steel bullets are basically the standard bullets with more damage to make the weapons better. Basically a buffed-up version to score more reliable damage scores.
Title: Re: A thread for little questions
Post by: Mammothus on August 08, 2017, 02:24:12 pm
Thanks for the response guys! That helps a lot.
Title: Re: A thread for little questions
Post by: Zharkov on August 10, 2017, 10:43:00 am
Is there a way to promote/demote gals? I thought Iread something about this in the Bootypedia, but I cannot find it.
Title: Re: A thread for little questions
Post by: ohartenstein23 on August 10, 2017, 03:00:23 pm
Is there a way to promote/demote gals? I thought Iread something about this in the Bootypedia, but I cannot find it.

Promote gals by training them and giving them more kills, the only demotions are making them walk the plank, dying gloriously on the front lines, or having a friendly fire "incident." Single-rank demotions were removed after being deemed an exploit with rank-based salaries.
Title: Re: A thread for little questions
Post by: Zharkov on August 10, 2017, 06:25:56 pm
Single-rank demotions were removed after being deemed an exploit with rank-based salaries.

K, thanks! Missed that.
Title: Re: A thread for little questions
Post by: KateMicucci on August 12, 2017, 10:01:55 pm
What is the ranged dodge formula? Trying to compare hit rates/dptu for rippers/chainsaws/autoaxes vs other melee weapons.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on August 12, 2017, 11:39:34 pm
I doubt a ranged attack can be dodged.
It either hits or misses. No matrix dodge here.
Title: Re: A thread for little questions
Post by: greattuna on August 13, 2017, 12:34:07 am
She's talking about CQC dodge, you silly.

Bootypedia states the accuracy of ranged weapons in melee is basically (reactions/2 + melee/2) * accuracyCloseQuarters - evasion, where accuracyCloseQuarters is on average 85%? It's probably default value, but I don't really know.
Title: Re: A thread for little questions
Post by: Martin on August 15, 2017, 10:09:41 am
Are more varied (in both content and difficulty) sea missions planed to future releases?
Title: Re: A thread for little questions
Post by: khade on August 19, 2017, 02:35:00 am
So are we sure that the fat guys are actually human?  Because they look quite a bit like goblin Buddhas to me
Title: Re: A thread for little questions
Post by: Solarius Scorch on August 19, 2017, 11:34:25 am
So are we sure that the fat guys are actually human?  Because they look quite a bit like goblin Buddhas to me

Being "actually human" is rather fuzzy in the setting and depends more on your wallet than your genes.
Title: Re: A thread for little questions
Post by: Serpentium on August 19, 2017, 10:09:18 pm
Yeah. Save for the obvious beastmen and lamias (not counting any cosmetic surgery done to them), a mutant could get away with living as a "pure blood" if they have the influence, cash and determination to step on and abandon their mutant peers at the chance of living a life of luxury. It's why the mutant alliance wants you to kill some of your fellow mutants for betraying their own people every now and then.
Title: Re: A thread for little questions
Post by: scmerc224 on August 27, 2017, 05:04:02 am
Is there a way to go into the save and spawn certain types of missions?
I'm trying to spawn a bomber so I can find an implosion ball launcher.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on August 27, 2017, 12:42:19 pm
Is there a way to go into the save and spawn certain types of missions?
I'm trying to spawn a bomber so I can find an implosion ball launcher.

Sounds like someone is gated in research to unlock the final tier.
The bomber is not the only ship that has a chance to have an impl. bomb launcher.
The biggest ship (battleship I guess) has a garanteed chance to drop a launcher part.
Title: Re: A thread for little questions
Post by: scmerc224 on August 27, 2017, 06:30:19 pm
Yeah at this point I'm just trying to get the research going again. Plus I was going to try to spawn a few different mission types if possible. I haven't seen a base in like 3 in game years.
Title: Re: A thread for little questions
Post by: Captain_Raspberry on August 29, 2017, 10:43:05 pm
What exactly do I need to start building Syns? I can make Slave Robots, but that doesn't seem to be enough, unless I am missing something.
Title: Re: A thread for little questions
Post by: ohartenstein23 on August 29, 2017, 11:05:53 pm
What exactly do I need to start building Syns? I can make Slave Robots, but that doesn't seem to be enough, unless I am missing something.

Welcome to the forums!  You can't just start building Syns, you have to find them, just like with the shipwrecked/castaway gals, only on a special mission.

If you already have the damaged Syn, then you're going to need a couple School Graduation-tier researches.
Title: Re: A thread for little questions
Post by: Captain_Raspberry on August 30, 2017, 05:06:39 am
Welcome to the forums!  You can't just start building Syns, you have to find them, just like with the shipwrecked/castaway gals, only on a special mission.

If you already have the damaged Syn, then you're going to need a couple School Graduation-tier researches.

Oh, so I need a treasure from a special mission. Got it! Guess it's time to cross my fingers and hope I find the right one!
Title: Re: A thread for little questions
Post by: legionof1 on August 30, 2017, 05:47:45 am
To clarify the "special mission" in question is an orbital mission so space capability is needed.
Title: Re: A thread for little questions
Post by: Captain_Raspberry on August 30, 2017, 06:03:47 am
Orbital mission, or Zero-G mission? I have a research topic available that mentions Zero-G missions. Also, I guess I'm gonna need space suits to deck my crews, yes?
Title: Re: A thread for little questions
Post by: JustTheDude on August 30, 2017, 10:31:18 am
This is the same. You don't "need" space suits, becouse crew without spaceworthy suit gets space rescue pod with build in weapon and medkit. However without space suit your gals will die, becouse enemies there see further than rescue pod, and built in weapon have very short range.
It's fairly easy mission, even two veteran gals could do it by hiding in old satellites and shoting aimed shots. Don't forget that you can't bring normal firearms into space, only melee weapons and lasers, propably plasma.
Title: Re: A thread for little questions
Post by: JDCollie on September 02, 2017, 09:15:23 pm
Just a quick question: What research is required to purchase Assault Rifles? I've researched the rifle, obviously, but I don't know what contact I need to be able to purchase them and their ammunition.
Title: Re: A thread for little questions
Post by: Fiery SuccubusGal on September 03, 2017, 04:01:16 am
Heya all ! I'm new here, and discovering this amazing mod. I'm on my first game and I was wondering : is there a problem with the "Dr.X hideout" discovery ? I got the message saying that I should know where to find it (after the esper interrogation) although I'd need to somehow infiltrate the base, passing for "weak" Uber Mutant lol. Since then, no more signs of said base, is that normal ?

Edit : alright, an X-Prison mission just unlocked. I think that's what I was waiting for so forget that ! Let's go gals !
Title: Re: A thread for little questions
Post by: Mechanique on September 03, 2017, 09:33:40 pm
Just a quick question: What research is required to purchase Assault Rifles? I've researched the rifle, obviously, but I don't know what contact I need to be able to purchase them and their ammunition.

99% it's military supplies, prize from Zaxx. 1% it's Zaxx's favor -> Contact: Authorized dealers.
Title: Re: A thread for little questions
Post by: JDCollie on September 04, 2017, 03:17:20 am
99% it's military supplies, prize from Zaxx. 1% it's Zaxx's favor -> Contact: Authorized dealers.
Awesome, thanks!
Title: Re: A thread for little questions
Post by: Martin on September 04, 2017, 10:41:18 am
With dedicated research, you’ll be able to manufacture far batter guns before you accumulate enough zaxx tokens.
Title: Re: A thread for little questions
Post by: Mechanique on September 04, 2017, 11:34:40 am
With dedicated research, you’ll be able to manufacture far batter guns before you accumulate enough zaxx tokens.

I think that assault rifles are used for making the said better guns and ran into same problem of finding components. I think it is 2 assault + 1 sniper to make a kustom sniping gun, which is a beast.
Title: Re: A thread for little questions
Post by: Martin on September 04, 2017, 01:58:42 pm
Consider the humble smartrifle instead of fancy gun like custom snipin’ gun. Faster aimed shot, better autofire for short range engagements, usefull even for mediocre markswomen and it only needs 3 units of plastasteel and one slave AI to make.

Humble smartrifle, along with equally humble death blossom SMG, with a bit of melee capacity and some panzerfausts can carry you through most of the engagements the game throws at you, from runabout landigs to assaults on heavy freighters. Fancier guns are overkill most of the time.
Title: Re: A thread for little questions
Post by: Mechanique on September 04, 2017, 06:22:38 pm
For Siberian base mission, to get all the rewards, do I actually need to win it or just grabbing the Russian files and leaving will be fine? Doing ironman this time, don't want to miss out on spam lasers.

I remember it being very hard as it was, but now with the weather mechanics it is probably very painful, unless with full squad of power armor.
Title: Re: A thread for little questions
Post by: Martin on September 04, 2017, 08:03:41 pm
Just grab the files.
Title: Re: A thread for little questions
Post by: HumanTraitor on September 05, 2017, 12:25:46 pm
Random questions: In order to get the Bravery improvement for using medical items, does it have to be a medikit and/or a First Aid kit to do so? I suppose the Grog barrel doesn't count.

Second, are Bravery upgrades always by +10? Can you improve it more than said number in a single mission?

Third, does it takes longer to improve the closer you are to reach max bravery? Sometimes nothing seems to happen no matter how many times I heal stuff with a certain unit.
Title: Re: A thread for little questions
Post by: Marza on September 05, 2017, 01:41:39 pm
First aid kit items and bandages grant bravery experience. Alcohol doesn't I believe.

Bravery increases by a maximum of 10 per mission. To guarantee a bravery increase, I think you need 11 bravery experience (i.e. heal 11 fatal wounds per mission).
Title: Re: A thread for little questions
Post by: Starving Poet on September 05, 2017, 06:18:34 pm
I haven't played the most recent updates, but general rule of thumb - it has to heal wounds and can't be used on yourself.
Title: Re: A thread for little questions
Post by: khade on September 05, 2017, 11:40:24 pm
The Bootypedia actually states that it has to be some sort of medical device, not alcohol.
Title: Re: A thread for little questions
Post by: Warzameg on September 09, 2017, 09:31:34 pm
Does anyone know where you can find master-crafted weapon parts?  I'm entering the third year and have done a pretty wide variety of missions, but I've yet to find any.
Title: Re: A thread for little questions
Post by: Martin on September 10, 2017, 12:04:02 pm
Rarely, you can find them on a smuggler ship. If smuggler captian has eurosyndicate laspistol, he carries some with him.

You can also disassemble master crafted plasma pistols.

However, they are a bit too rare for what they offer unless bossar, super shotgun and custom blunderbuss recieved massive boost in power, perhaps Dioxine could make it possible to exchange bounty tokens for these.
Title: Re: A thread for little questions
Post by: Warzameg on September 10, 2017, 02:02:55 pm
I finally found some last night, on a church destroyer I shot down.  It's a shame I have better guns (XG weapons) now I finally found some – being able to make a handful of guns that punch above the weight of your standard armaments is a cool idea.
Title: Re: A thread for little questions
Post by: LuigiWhatif on September 11, 2017, 01:42:54 am
Does anyone know how to capture a live Strix zombie?  I tried the cattle prod but that made it explode.  I reloaded and tried a riot shield but that also left it dead.  It's possible the shield killed it, but I'm worried they may have the same "die on stun" behavior as cyberdiscs.  If that's the case, then I think the only other option is psi control.  Has anyone here caught one?
Title: Re: A thread for little questions
Post by: JDCollie on September 17, 2017, 07:20:34 am
What is with these jungle missions where the entire map basically explodes into smoke with heavy stun damage? I'm still very early in the game without any form of respirator (I assume there are some?) so I've started just staying in my vessel and letting the smoke take care of things.
Title: Re: A thread for little questions
Post by: ohartenstein23 on September 17, 2017, 05:22:13 pm
Does anyone know how to capture a live Strix zombie?  I tried the cattle prod but that made it explode.  I reloaded and tried a riot shield but that also left it dead.  It's possible the shield killed it, but I'm worried they may have the same "die on stun" behavior as cyberdiscs.  If that's the case, then I think the only other option is psi control.  Has anyone here caught one?

The way to stun units that explode on death is to give them a bunch of stun damage without knocking them unconscious, then lowering their HP below the stun level without killing.
Title: Re: A thread for little questions
Post by: SomeGuy on September 18, 2017, 06:38:44 pm
What is with these jungle missions where the entire map basically explodes into smoke with heavy stun damage? I'm still very early in the game without any form of respirator (I assume there are some?) so I've started just staying in my vessel and letting the smoke take care of things.

Probably boom fruit, they make for easy early game grenades if you're lucky. But on that mission there are a lot of them scattered on the ground everywhere.
Title: Re: A thread for little questions
Post by: AngelicJoker on September 19, 2017, 12:37:34 am
If I have a research topic assigned at more than one base, do the research hours combine or is each base trying to research the full topic independently?
Title: Re: A thread for little questions
Post by: ohartenstein23 on September 19, 2017, 12:47:04 am
Each one works independently, only double up on research projects at two different bases if you want to waste all of the research days at one of those bases on a race.
Title: Re: A thread for little questions
Post by: Mechanique on September 21, 2017, 09:53:40 pm
So, I have a metallo (yes, I regret picking red codex and will never do it again) with 500 hitpoints, as well as 8 armor. It has 2 light and 2 heavy slots. The question is how to get the most survivability for it, since I use it as a tank, rather than damage dealer.

I can mount 2 hull plates, each adding 250 hp and 2 armor and put 2 small shields for 150 shield points, for total of 12 armor, 1100 hp and 150 shield. Or I can go full shield for 500 hp + 550 shield points. Hull seems to be better, decreasing damage with each hit and granting more survivability overall, with only downside of actually having it repaired at X3 speed, instead of recharging shields in 2 hours.

Am I correct to assume that enemy ships don't have damage bonuses versus shields and if the repair is not as issue, hull plating is straight up better option for same slots than shields?
Title: Re: A thread for little questions
Post by: Dioxine on September 21, 2017, 11:17:07 pm
At the moment, no enemy ship has bonus vs. shields. Hull is more resistant, but repairing from 1000 hp takes several days, even at x3. Remember you cannot re-arm and most crucially, refuel unless fully repaired.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on September 22, 2017, 11:51:45 am
So, I have a metallo (yes, I regret picking red codex and will never do it again) with 500 hitpoints, as well as 8 armor. It has 2 light and 2 heavy slots. The question is how to get the most survivability for it, since I use it as a tank, rather than damage dealer.

I can mount 2 hull plates, each adding 250 hp and 2 armor and put 2 small shields for 150 shield points, for total of 12 armor, 1100 hp and 150 shield. Or I can go full shield for 500 hp + 550 shield points. Hull seems to be better, decreasing damage with each hit and granting more survivability overall, with only downside of actually having it repaired at X3 speed, instead of recharging shields in 2 hours.

Am I correct to assume that enemy ships don't have damage bonuses versus shields and if the repair is not as issue, hull plating is straight up better option for same slots than shields?

You have to add at least one weapon to the Metallo to command it into combat (approaching the target) or the ship won't attack/close range to the target pulling the desired aggro of it.
Best approach as a substitute for a 'tank' would be using 1x Hullplate 1x Heavy Shield and either 2x small guns (with alot of ammo-count) or 1x light weapon and 1x light shield.

Even if the metallo suffers damage to the hull, as long as you have fuel and ammo left you can reuse the ship for the shield-value again.
Title: Re: A thread for little questions
Post by: Spess Mahren on September 24, 2017, 11:32:37 pm
How do people prioritize the first bounty hunting badge? Just wait it out or rush it even if you have to pour lots of cash into donations? At the moment I like rushing as many additional mission types as possible but I'm wondering if I will just be shooting myself in the foot by crowding out the bounty hunt missions.
Also when should I expect the DR. X base invasion? Have had a few games where I play the first few months before starting a new game for one reason or another and the DR. X plot line doesn't advance.
Title: Re: A thread for little questions
Post by: JustTheDude on September 25, 2017, 12:16:25 am
You need Academy Esper reaserched to unlock DR.X base mission. Expect them on bigger ships or bases, or get them from reaserching other humanoids (sectoogre being probably best bet).

Pouring cash is bad idea becouse of 100k for 10 tokens. Good to fill smal gap betewen prizes, but nothing else. 2-3max "D" missions will grant you enough tokens to unlock "C". I think bounty hunt missions doesn't cout to infamy rate(or count not much), so it's better to have more of it.
Title: Re: A thread for little questions
Post by: Premier on September 26, 2017, 07:48:48 pm
Here's a simple question I hope wasn't asked earlier:

If you go to the production screen, set up a production process, assign a certain number of Runts and the number of items to produce, then click on Sell, a number pops up telling you how much money you'll make. Now, if you right-click on the number of items for unlimited production, what exactly does the resulting number represent? I guess it's projected profits assuming an uninterrupted producton run with the currently set number of Runts, but over what time period, precisely? 30 days? 31 days? "One month", but then how does it factor in variable month length?
Also, if an item has a production cost, does the Sell value account for that and show profit, or does it show income with no account for material costs?
Title: Re: A thread for little questions
Post by: Ethereal_Medic on September 26, 2017, 10:12:27 pm
If you set on unlimited sell the net-income stated is for the whole month.
Item cost is included in the net-income.
Title: Re: A thread for little questions
Post by: JDCollie on September 28, 2017, 12:35:19 am
How do you equip a cloaking device? I have a Jellyfish with two STC slots, and a cloaking device. I can't seem to equip them from the vessel eqiup screen. (The Jellyfish can equip cloaking devices, right?)
Title: Re: A thread for little questions
Post by: Premier on September 28, 2017, 12:57:43 am
If you set on unlimited sell the net-income stated is for the whole month.
Item cost is included in the net-income.

Thanks!
Title: Re: A thread for little questions
Post by: Serpentium on September 28, 2017, 02:42:21 am
How do you equip a cloaking device? I have a Jellyfish with two STC slots, and a cloaking device. I can't seem to equip them from the vessel eqiup screen. (The Jellyfish can equip cloaking devices, right?)

The cloaking devices are used for new aircraft that you build. We can assume that most ships you buy from the black market (mainly the shadowtech ones) already have one. While the casual ships that you can buy are really inconspicuous. I guess in game terms, your ship is mostly cloaked until you engage in combat or land.
Title: Re: A thread for little questions
Post by: JDCollie on September 28, 2017, 05:09:59 am
The cloaking devices are used for new aircraft that you build. We can assume that most ships you buy from the black market (mainly the shadowtech ones) already have one. While the casual ships that you can buy are really inconspicuous. I guess in game terms, your ship is mostly cloaked until you engage in combat or land.
Ahhh, okay. I guess that makes sense since they show up in the components section of the Black Market. Thanks!
Title: Re: A thread for little questions
Post by: ivandogovich on September 28, 2017, 05:03:02 pm
Generally speaking STC component are currently extremely rare.  The slots are built into the craft but missions that generate the needed components are very few.  Expect this to improve as Dioxine adds more missions.
Title: Re: A thread for little questions
Post by: JustTheDude on September 30, 2017, 10:12:58 am
What is that "Scout" thing and where to get it? I need it to get "Cybernetic Interface". Also where easy get toxigun? Becouse Pest Control Menagers don't appeared on my gameplay I can't find it and that thing block "Advanced Chemistry" and this block "School Graduation".
Title: Re: A thread for little questions
Post by: Ethereal_Medic on September 30, 2017, 11:55:44 am
What is that "Scout" thing and where to get it? I need it to get "Cybernetic Interface". Also where easy get toxigun? Becouse Pest Control Menagers don't appeared on my gameplay I can't find it and that thing block "Advanced Chemistry" and this block "School Graduation".

You can re-reserch ghouls / ghoul-scientists / guild engineers or roll lucky with a "decripted datadisk" to get the toxigun research topic.
That's a possible solution to get the shematics for the gun and unlock your endgame research topic.
Title: Re: A thread for little questions
Post by: JustTheDude on September 30, 2017, 12:37:09 pm
Ok, thanks. But what about that "Scout"? What is it?
Title: Re: A thread for little questions
Post by: SomeGuy on September 30, 2017, 12:39:03 pm
"Scout" is the scout ship documentation, easiest way to get that is engineers.
Title: Re: A thread for little questions
Post by: Searmay on September 30, 2017, 10:20:43 pm
The way to stun units that explode on death is to give them a bunch of stun damage without knocking them unconscious, then lowering their HP below the stun level without killing.
I can't get this to work. Whatever damage type I pick they die anyway. Damage that wouldn't make them explode doesn't, but it still kills them. They fall over without the scream as if stunned, but are still dead.

From an amateurish look at the code, it doesn't seem like it should. It looks like UnitDieBState just kills any unconscious exploding creatures:
Code: [Select]
if (_unit->getStatus() == STATUS_UNCONSCIOUS && (_unit->getSpecialAbility() == SPECAB_EXPLODEONDEATH || _unit->getSpecialAbility() == SPECAB_BURN_AND_EXPLODE))
{
_unit->instaKill();
}

I can't work out what's supposed to be different about applying lethal rather than stun damage last, so I can't tell what I'm doing wrong.
Title: Re: A thread for little questions
Post by: JDCollie on September 30, 2017, 11:48:08 pm
What's up with the little hordes of expeditions that happen once in awhile?
Title: Re: A thread for little questions
Post by: LuigiWhatif on October 01, 2017, 12:23:17 am
The expeditions are Ratmen looking for your base.  If they find it you get a simplified base invasion with low-level guns (though bloodhounds are still a threat).
Title: Re: A thread for little questions
Post by: RSSwizard on October 01, 2017, 12:37:05 am
The expeditions are Ratmen looking for your base.  If they find it you get a simplified base invasion with low-level guns (though bloodhounds are still a threat).

If they are looking for the base then they're just trying to find it not attack it. Ive had them go right over my base and not cause a base assault.

Instant base attacks that might happen without a ship however (comm wave?) are an important reason to always have hands at your base, and not take everyone with you on a mission. One hand could potentially wipe a ratmen attack if they had some combo like a combat shotgun and a magnum (and defender or revenant armor). But it would be a challenge.

Yes I have defended my base with only like 2 or 3 hands before, from the academy no less.
Title: Re: A thread for little questions
Post by: Erling on October 11, 2017, 05:59:35 pm
Ahoy everyone. I'm new to Piratez, though quite experienced with original X-Com.

How can I plunder vessels in X-Piratez?

The only landed vessels I've ever seen were feeble hunters from the very beginning of the game. Since then not a single vessel ever landed. I tried to pursue them with "shadow them!" option in air battle mode, I tried to pursue them without engaging in combat (setting waypoints endlessly), but they didn't land anyway.

I haven't captured any vessel weapons yet (because I, uh, can't plunder vessels). I'm still using the Airbus, though I can purchase basic vessels from Car Thieves.

Title: Re: A thread for little questions
Post by: SomeGuy on October 11, 2017, 08:54:16 pm
To follow a vessel in geoscape, click on the overlapped squares in one of the top corners (haven't played in a while) and that should make your ship follow their ship in normal time without having to place down way points.

Airbus can't really move a large distance so finding a landed ship is pretty hard, so best bet is to get a new ship that can equip weapons.
Title: Re: A thread for little questions
Post by: Multiheaded on October 11, 2017, 09:03:32 pm
Many vessels will land somewhere eventually, depending on their mission type - an Academy survey mission or a Raider, well, raid are gonna land, a trade freighter won't.

Try shadowing with faster vessels and/or buying the Aircar if you come across a light gun for it somewhere (2x25mm or better).

Civillian-type Small/V. Small shipping can be shot down even with an aircar given a decent pilot. Avoid anything bigger than that until you have dedicated combat craft. If you have a Seagull Launcher and really need tech/materials from shipping, you can use it on an Airspeeder; just make sure not to send it close up at ramming speed, it's too fragile!

...oh, wait, and are you sure you know how to actually make time pass when an air combat is set to 'shadow'? Click the minimize icon in the upper left of the combat window! It'll collapse the window and actually let the Geoscape clock advance and the enemy fly around/continue to its destination. Same as in vanilla X-Com.
Title: Re: A thread for little questions
Post by: Erling on October 11, 2017, 09:40:43 pm
Quote
Airbus can't really move a large distance so finding a landed ship is pretty hard, so best bet is to get a new ship that can equip weapons.
The problem is, I can't find any aircraft armaments.

Quote
Try shadowing with faster vessels and/or buying the Aircar if you come across a light gun for it somewhere (2x25mm or better).
Where can I obtain aircraft guns aside from looting the aircrafts? I read Air Strategy Guide or something (found that at ufopaedia on the Internet) and it said that aircraft weapons can't be bought.

Quote
...oh, wait, and are you sure you know how to actually make time pass when an air combat is set to 'shadow'? Click the minimize icon in the upper left of the combat window! It'll collapse the window and actually let the Geoscape clock advance and the enemy fly around/continue to its destination. Same as in vanilla X-Com.
Yep, that's how I tried that.
Title: Re: A thread for little questions
Post by: Premier on October 11, 2017, 10:57:31 pm
Just for reference, not having any significant anti-air power early on is part of the mod's design. In vanilla X-Com, you have interception capability from the get-go; in X-Piratez, you don't, and you're not supposed to.
Title: Re: A thread for little questions
Post by: Erling on October 11, 2017, 11:03:37 pm
Yep, and I'm OK with that. But situation is ought to be changed, and I'm looking for ways to do that.
Title: Re: A thread for little questions
Post by: khade on October 12, 2017, 12:04:43 am
Early shipping raids are very luck based, best you can do until you get some ships capable of mounting guns and access to guns is to follow most anything you can track.  Civilian ships aren't actually likely to land in places you can get to, though they do at times, some ships are practically guaranteed to land at some point, such as the runabout, I think, and are very worth following others will never land in a place you can get to.

You can buy aircraft guns or craft them with the right research, but it tends to be easier to find or steal them early on.  Deep sea treasure hunting can find some and faction vessels often have materials for building guns or even completed ones, just a matter of luck and perseverance.
Title: Re: A thread for little questions
Post by: Erling on October 12, 2017, 01:48:56 am
Looks like I'm unlucky in this regard. I've been playing for many hours and NOT A SINGLE SHIP landed while I followed it :( Maybe bad base placement? It's positioned in Siberia.
Title: Re: A thread for little questions
Post by: khade on October 12, 2017, 01:52:48 am
Possibly, though I've been placed in central Asia and gotten landed craft.  You might want to do sea missions and try to research explosive techs, I know those will lead to a ship weapon type.
Title: Re: A thread for little questions
Post by: Erling on October 12, 2017, 02:37:45 am
I purchased new aircraft (Airspeeder) and also sent an Expedition to Europe. Somehow enemy vessels began to land occasionally. I even managed to plunder Academy ship with some armaments onboard. Maybe landing probability is somehow scripted to be connected to pursuing vessel's speed or class?
Title: Re: A thread for little questions
Post by: ohartenstein23 on October 12, 2017, 03:14:50 am
Landing is only determined by the flight path picked in the ruleset for that shipping on that particular mission. Simple RNG here of just what missions spawned and when you were able to detect them.  The only way for you to force a landing is shooting them down or a very particular craft weapon later in the game.
Title: Re: A thread for little questions
Post by: khade on October 12, 2017, 08:47:33 am
The difference is that you have the speed and range to follow them more effectively, so you can get those that land further away from your base.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on October 12, 2017, 02:04:22 pm
Looks like I'm unlucky in this regard. I've been playing for many hours and NOT A SINGLE SHIP landed while I followed it :( Maybe bad base placement? It's positioned in Siberia.

Europe, Asia and North America are the best (and only viable) starting spots to reach missions with the airbus.
These spots also have a lot of non-ocean territory for landing spots. Early on you fight the usual academy nurses with their own airbus to prevent them from finding your base.

Civilian traffic rarely lands and is unarmed. All early (maschine-gun)cannons can down these ships without destroying them.
Problem is, that those are hard to get and require decent research to build/purchace/manufacture the ammo.

You can go for "airballs" and push your luck but you're better with using goblin rokkitz. Problem remains that the early ships have no rocket-slot to mount the launcher. There should be one battery-ship that can equip a rocket launcher tho.
Title: Re: A thread for little questions
Post by: RSSwizard on October 12, 2017, 09:07:40 pm
Looks like I'm unlucky in this regard. I've been playing for many hours and NOT A SINGLE SHIP landed while I followed it :( Maybe bad base placement? It's positioned in Siberia.

Most of the time when I start a new game, first dang thing I do is Sell my Radar so I dont get bothered with so many interceptions that I cant deal with yet. But also mainly because of the (300K?) refund amount for it that gives me vital extra money at the start of the game. I do not even build radar until I get the Overcharged variety (wide scan), and usually by then ive got enough money and loot piling up that I need to build a second base anyway (for storage mainly).

Fact is you have Missions pile on enough to give you things to do and loot to manage. I do just fine with the pink dots on the landscape that pop up (you can net almost 1 million off of each temple raid, and the apples from ratmen raids will keep the chateau wine flowing). At least for the first 4-6 months, after that I gotta start hitting shipping to get essential items.
Title: Re: A thread for little questions
Post by: khade on October 12, 2017, 09:16:51 pm
I disagree on selling the radar, though the game can function without it early on.  Just one good early landing ship can be a godsend, and even a runabout qualifies.
Title: Re: A thread for little questions
Post by: sinisteragent on October 13, 2017, 01:31:29 am
It depends on where you are and a bit of luck, too. I once built my first base in Australasia, and it just happened that the Academy had decided to plot a route that passed nearby, and landed within tailing distance just beyond my radar range. I got several landed Extractor missions out of that, which helped me pick off a few early civilian marks too.
Title: Re: A thread for little questions
Post by: Premier on October 14, 2017, 02:36:42 am
I disagree on selling the radar, though the game can function without it early on.  Just one good early landing ship can be a godsend, and even a runabout qualifies.

Just to illustrate that:

Mid-February, first year. I start shadowing a ship and assault it when it lands. They turn out to be Raiders. I happen to land close enough to reach both of the ship's exits in the first turn (or thereabout). Several of my gals are on Bravery training with ropes as weapons, and the Raiders go down like punks at the chokepoints, pun intended.

Best part of the loot? 1 Defender armour, 1 damaged Defender armour, 2 Heavy Suits, 2 or 3 Tac Armours. Maybe a few Tac Vests, I don't remember, and it's not like I can't kit out my entire landing team in something better. In mid-February, year one.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on October 14, 2017, 11:53:25 am
Your early-game just got super easy. Respect! I'm still using the default ganger suits and the one tac-vest from warehouse-wars.
I'm just into june now and managed to get 2 reticulan landings done for 2x ret.-plasma charger parts.
Hopefully I get a third drop for a fully functional gun to have tool with unlimited shots to farm civilian using the aircar as an interceptor :P
Title: Re: A thread for little questions
Post by: Solarius Scorch on October 14, 2017, 12:45:40 pm
Killing Raiders with ropes? Badass! :D
Title: Re: A thread for little questions
Post by: RSSwizard on October 14, 2017, 09:11:20 pm
Your early-game just got super easy. Respect! I'm still using the default ganger suits and the one tac-vest from warehouse-wars.

Yeahhh be thankful for that.
Im in Year 3 and I have a very low presence of reticulans and academy. I haven't had a single reticulan base come up, and in order to get much of the reticulan stuff at all I am going to need it to come up.

But worse yet... in order to get Advanced Medicine I will need to have "reticulans' stuff" which im pretty sure only comes from the reticulan base. Not to mention the reticulan contacts and the alliance stuff that comes with it (because ill need a reticulan elder to do that)

All im getting pretty much is Traders, Traders, Traders. There isnt hardly even any church stuff - there has been a big lack of chryssalid bearing ships so I have only cobbled together One xeno armor at this time. There have been 3 Trader Bases, nobody else has even built a base.

Only reason I got academy higher ups was because of mansion robberies and one of them had academy.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on October 14, 2017, 11:55:05 pm
Red/green codex can be rough without reticulan's been sheduled and no ret-bunker probes.
Year 3 sounds like you can pretty much prepare for Cydonia farming up for annihilators and max out plasma-weaponry and voodoo-skill.
Title: Re: A thread for little questions
Post by: khade on October 15, 2017, 01:21:22 am
Reticulan stuff should just require robbery or murder to get, you do mean the bio matter that they carry around, right?
Title: Re: A thread for little questions
Post by: Ethereal_Medic on October 15, 2017, 01:33:27 am
The reticulian's files are important to unlock voodoo: communion.
The green codex depends immensly on this tech and it also gives us the "sponge"-suit.

The most important thingy are the ret. elders since we need 1 of these to get the school unlocked.
Unless changed the elder spawn only in an imperial probe mission "reticulian bunker"

With bad luck both elder spawn deep inside the building and you run into the situation of reaction-fire them to pieces due to the close encounters.
Title: Re: A thread for little questions
Post by: RSSwizard on October 15, 2017, 05:21:40 am
The reticulian's files are important to unlock voodoo: communion.
The green codex depends immensly on this tech and it also gives us the "sponge"-suit.

With bad luck both elder spawn deep inside the building and you run into the situation of reaction-fire them to pieces due to the close encounters.

They usually do spawn the farthest in, but I have seen one before somewhere in the middle of the building.

I have had only like ONE probe so far. I have not gotten any more probes at all. It was for a demons mission. Ive got 4 hyperwaves going with a good spread around the globe, I think id find them if they spawned. But last time I looked at the guts of my save file there arent even any missions on the docket for the probes.

As for accidentally killing the elders with reaction fire, now that ive got Middle Click confirmation to check who im shooting at that is unlikely.

I typically use up almost all my TU every turn and rather than set up overwatch I tend to put my hands somewhere that they wont get fired on - and I charge out of cover afterwards to press the advantage. Its rare that ill actually have any TU spare left to reaction fire with unless im specifically focused on that (usually out in the open).

These days I also like this mechanic of sitting a melee hand next to the door so that when an enemy comes through, they get screwed on CQC misfires. Like haha I just keep slapping your weapon around, and when I get my turn you're getting an AyePhone across the back of the head.

If I find someone important like an elder, or a trader rep, or anything else I wanna capture it goes into full capture mode. Knockout Grenades, Aye Phones, or maybe even a Small Launcher since ive usually got quite abit of ammo for it (since VIPs are so rare and they usually go down from a small launcher with one shot after I weaken them - and ill savescum to make sure I dont kill em...)

(speaking of which the blinged out Trader Lords ive captured have both been due to me kicking their ass, in the ass, and then usually shooting them with something to put them down but not dead - then I stop the bleeding enough to keep them alive the rest of the mission - they have good armor so that means the ShockAFist just kinda creeps up the stun damage on them until they're down).


Quick Question:

If I Shoot Down shipping but I just dont give a rats butt about going in and fighting it out to get the loot... how does this affect the scoring for that "mission" that the shipping was flying?

I mean for example the Heavy Freighter is a boon of points and loot but its a hard(ish) mission that I might as a player just be too bored of fighting to give a damn about. I'll go shoot the whale down just fine but everything im getting from it I already have several times over so I might just leave it to rot on the landscape. Am I still going to get the despawn penalty from the shipping or what (seeing as I destroyed that ship id think that their mission failed).
Title: Re: A thread for little questions
Post by: khade on October 15, 2017, 10:39:12 am
I've heard you can drop them in the ocean, shooting down anything should give positive score even gov ships, you lose points on the raid after.  At least it has been like that dunno about now.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on October 15, 2017, 12:33:17 pm
The mission can't resolve if the ship is shot down.
Can't confirm the despawn penalty but my suggestion is that the negetaive score you would get is far smaller than a successful mission.

Also gunning down shit above water auto-resolves any issues with those things.
A global coverage with fighters to shot down everything nets enough score to completely skip battlescape actions.

This is best suited for super-late game while manufacturing hellerium-capsules and other useful stuff like plasma-destroyers and maxing out voodoo powers in the schools to get 32-36 crackmarines up and running to kick cydonia's butt.
Title: Re: A thread for little questions
Post by: Ragshak on November 02, 2017, 09:52:22 pm
Is there any more detailed description for bounty prizes?
Can someone explain how does camufage works? And is there some in-build indicator is enemy see my gals? Or do I have to count titles between gal and enemy?
Title: Re: A thread for little questions
Post by: ohartenstein23 on November 02, 2017, 10:05:39 pm
Can someone explain how does camufage works? And is there some in-build indicator is enemy see my gals? Or do I have to count titles between gal and enemy?

Camoflage directly reduces the sight range, so you'd have to know the enemies' sight range and whether or not they can negate some camo.  No indicator for when an enemy can or can't see you except when they start shooting.  If you want to count tiles, there's a Rangefinder item for exactly that - no counting necessary, just point your cursor.
Title: Re: A thread for little questions
Post by: khade on November 02, 2017, 10:29:41 pm
It should be explained in the bootypedia approximately when you get access to outfits with meaningful camo.  Or really any at all, I can't remember if the early outfits have any or not, or if they only say if you've researched it.
Title: Re: A thread for little questions
Post by: Ragshak on November 02, 2017, 10:36:10 pm
My girls already are painted with first Camo outfit but I it doesn't work too well :(

In older versions I remember to see "Pureblood human" exemination topis form the beginning of the game. Now I dont see it and have no idea how far humans can see. For example Nurse/Reasercher examinations gives info about Night Vision but no word about Day Vision :P
Title: Re: A thread for little questions
Post by: Ethereal_Medic on November 03, 2017, 12:16:54 am
Everyone (other than some sort of expectation) should have a basic day-vision of whooping 40 tiles.
Non-ubers can see 10 tiles in the dark.

The first 'camo-paint' you can get, offers you 12/4 camo.
This translate into: A non-uber has to be 12 tiles closer during day to spot your camo-soldier. (28 tiles) and 4 tiles closer during the night (6 tiles)
Since nightmissions are massively in the players favour during early game (your gals can see 2 tiles further) the camo paint is best used during night.


Title: Re: A thread for little questions
Post by: Solarius Scorch on November 03, 2017, 12:38:21 am
Non-ubers can see 10 tiles in the dark.

Isn't it 9?
Title: Re: A thread for little questions
Post by: Ethereal_Medic on November 03, 2017, 01:55:00 am
Isn't it 9?

It looks like 10 tiles in debug. Might miscounting.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on November 03, 2017, 11:41:34 am
Checked it more precisely and the majority of civilians have 9 nightvision.
The savvy girl seems to be the only exception with 10 nightvision.

Lil' Lokk'Nar's in assassin suit are legit impossible to spot by them. A tough girl (9 NV) can't spot her unless she stands right next to her and facing the midget.
Title: Re: A thread for little questions
Post by: khade on November 04, 2017, 04:34:58 am
The Savvy Girl is implied, at least, to be a mutant, so the night vision makes sense.
Title: Re: A thread for little questions
Post by: Ragshak on November 04, 2017, 10:00:29 pm
Any advice about Codex choice? Were they changed somehow durning several last versions?
Title: Re: A thread for little questions
Post by: Serpentium on November 06, 2017, 04:45:21 am
Any advice about Codex choice? Were they changed somehow durning several last versions?

They had a few changes, like having partial domains from other codex's.

Red got Moloch Armor, it's pretty interesting. It can also use the Ghost Dagger now.
Green got an upgrade to the Bio Suit (The Pestulator Suit) and can use some weapons from VOODOO:Destruction, now.
Gold can get the Bio Suit now.
Gray got an upgrade to the Witch Outfit (The Sorceress Outfit).

Check out the wiki for more information on some of these changes:

https://www.ufopaedia.org/index.php/Tiny_Drill_(Piratez)
Title: Re: A thread for little questions
Post by: Troubleshooter on November 08, 2017, 09:52:47 am
A quick one; how do I fire/transfer Runts? I can't seem to find an option to do so anywhere!
Title: Re: A thread for little questions
Post by: Ethereal_Medic on November 08, 2017, 09:53:53 am
To sell runts, you've to remove them from work. You can only sell 'idle' runts/brainers.
Title: Re: A thread for little questions
Post by: legionof1 on November 08, 2017, 10:13:27 am
Same goes for transfer, runts currently working are unavailable.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on November 08, 2017, 11:23:29 am
I got a different question:
What's the best choice for 'mastercrafted weaponparts' to be used for?
Very very rare to get (like only from enemy hideout and pulled out of the SG super-plasma pistol) so I only got those 2 out of my successful hideout raids.
Title: Re: A thread for little questions
Post by: legionof1 on November 09, 2017, 12:49:38 am
There are 4 buildable "master grade" weapons.

Super Shotgun: Powerful for a shotgun at 36x7 as well as extra accurate and relatively lightweight. However single ammo type, and shotguns are already very accurate as is. Not a good choice.

Commando Rifle: High damage, accurate, fast to fire, single shot rifle. Scales with reactions. Downside no gunbutt strike, and not a sniper given H2s LOS penalty. Okay pick

Bossar: A hybrid Rifle/Autogun. 60 damage is nothing to scoff at and it's accurate even in x5 auto mode. However rather weighty at 43 loaded and has neither sufficient rate of fire to truly benefit it's armor shred or really stellar per shot damage. Meh pick

Kustom Blunderbuss: Okay now here's something to get behind. Powerful, accurate, fast, multi ammo shotgun. Gold ammo scales off TU which while oddball makes for alot of punch in the right hands. Also has chem and concussive ammo. Can use blunderbuss ammo too. Smidgen heavy at 33 loaded.

My list best to worst:
Kustom Blunderbuss
Commando Rifle
Bossar
Super Shotgun

Given that you can't disassemble them to get parts back the blunderbuss remains relevant for longer, and in more situations. Also lower in the tech tree.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on November 09, 2017, 11:33:05 am
Will do that. Had the feeling the K-Blunderbuss remains the best choice now that we can't mass-produce those anymore.
Gives value to swift-suits (blitz armor) too.

Does the explosive ammo damage the under-armor?
Title: Re: A thread for little questions
Post by: legionof1 on November 09, 2017, 12:52:03 pm
not a clue sorry. I personally don't use it in the K-blunderbuss. Chem, aside from the rare high resist mobs like ghouls, kills/seriously maims just about anything.

Assuming average dmg rolls each pellet eats 2-3 armor before any penetrating dmg occurs. If all pellets hit that's 14 shred per shot or 56 per full auto besides what you get from penetration. Even things like tanks melt rather rapidly. A single concussive slug at (60?) kinda meh in comparison.
Title: Re: A thread for little questions
Post by: XCOMJunkie on November 09, 2017, 04:02:00 pm
Here's a quick question for you all: What is the "Bio" damage type I see on the poisoned dagger? I don't remember seeing that damage type on any other weapons, but with the inherent -50% to armour and reaction scaling I thought it might make a nice upgrade for my bandit daggers when I'm training reactions... at least until I get my ghost daggers. Any thoughts?
Title: Re: A thread for little questions
Post by: Ethereal_Medic on November 09, 2017, 04:19:43 pm
The previous poisoned dagger used "chem" as damage type but couldn't shred armor flagged by a specific rule.
"Bio" is a new damage type and it's quite effective against living people.

The dagger is great in bypassing armor and can score a lot of sudden deaths using backstabs.

Edit:
Found out that the blunderbuss HE ammo does damage to under-armor and so should do everything similiar to it.
Title: Re: A thread for little questions
Post by: seato39 on November 11, 2017, 07:20:03 pm
A question, the new Moloch armor supposedly has shields, but how do they work? I notice a purple glow any time a gal wearing it gets hit appear over the armor, but what is being used as the hit points for the shield, health, energy, or morale? Also does the shield block physical damage? The in game description just says (Shields, type 3) but that doesn't tell me anything really.
Title: Re: A thread for little questions
Post by: ohartenstein23 on November 11, 2017, 08:16:25 pm
The shields have their own HP, counted by a tag in the save file using scripts, the flash means they're blocking damage. The type determines how effective they are against each damage type, but that would take too much space to type out in the article. It should be effective against most damage types save for environmental and smoke.
Title: Re: A thread for little questions
Post by: seato39 on November 13, 2017, 01:06:46 am
1.Why is the heat ray pistol so much more effective than pretty much every other fire based weapon? It does 60 burn damage, while the arena fireball launcher does 70 and the rod of hellfire used by a high voodoo power gal can do more than 70. Yet the heat ray is consistently one shoting enemies that the other 2 weapons I listed take 4 or more shots to kill the same type of enemy. Looking at the ruleset, I'm assuming it has something to do with this (FireBlastCalc: false). Do the other fire based weapons spread out the damage across their radius, while the heat ray does 60 across its whole radius instead of spreading it out?

2.Assuming the different difficulties for xpiratez works like they do in vanilla, is it possible to mod the settings so enemy stats stay at 100%, but have the increased spawns of the higher difficulties? If so, where and what do I need to change? Basically I want the enemy stats of the John Silver difficulty, but the increased spawns of the Jack Sparrow difficulty.
Title: Re: A thread for little questions
Post by: greattuna on November 13, 2017, 01:45:08 am
1. That's because fireballs\hellfire only does standard fire damage per shot, which is 5-10. The "damage" of those only determines the blast size.

If you want an actual comparison, compare heat rays with WP grenades - same 60 damage, but WP grenade does full damage, as does heat ray, apparently.

2. I believe it's hardcoded. Don't take my word for it, though; I haven't checked myself.
Title: Re: A thread for little questions
Post by: Zippicus on November 13, 2017, 02:12:32 am
Was the ability to toggle personal lights on and off removed ?  The hotkeys entry for personal lights in the boodypedia isn't there anymore and I know it used to be as I've used that feature before.  If it's still possible to toggle lighting does anyone know the hotkey for it ?
Title: Re: A thread for little questions
Post by: ivandogovich on November 13, 2017, 03:28:02 am
Was the ability to toggle personal lights on and off removed ?  The hotkeys entry for personal lights in the boodypedia isn't there anymore and I know it used to be as I've used that feature before.  If it's still possible to toggle lighting does anyone know the hotkey for it ?

You can set it as you like under controls.  I have mine set to "L" for lights.
Title: Re: A thread for little questions
Post by: Zippicus on November 13, 2017, 06:15:31 am
You can set it as you like under controls.  I have mine set to "L" for lights.

Ahh, thanks!  I poked around in the options settings but for some reason I overlooked the glaringly obvious controls tab.
Title: Re: A thread for little questions
Post by: Troubleshooter on November 15, 2017, 01:57:04 pm
I have a question about the dojo, how often will stat increases proc, and is it a set amount each day/week/month /whatever or is there some element of randomness? How long would I expect it to take to "max out" a basic hand, for example?
Title: Re: A thread for little questions
Post by: Ethereal_Medic on November 15, 2017, 02:08:35 pm
I have a question about the dojo, how often will stat increases proc, and is it a set amount each day/week/month /whatever or is there some element of randomness? How long would I expect it to take to "max out" a basic hand, for example?

If you set the game to "training possible at every time" I guess it's somewhat proc-ing every 10 days. Dojo-maxing a hand takes several months to archieve and the max-out is rather 'average' than those stats of your mission-veterans.

If you set the option to: "can't change training during month" the stat-gain happens at the end of the month

Edit:
Ohartenstein below knows the correct answer.
Title: Re: A thread for little questions
Post by: ohartenstein23 on November 15, 2017, 02:53:28 pm
The 'training at any time' option gives the dojo a chance at stat gain every day at midnight - every unit in training gets a dice roll for every stat that's under the training cap and is trainable by the dojo.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on November 15, 2017, 04:02:08 pm
In that case I'm curious about the stat-cap for the luxury spa.
Does it use the same rules like the dojo or is this facility 'better' in training?

As for now it's very questionable to build this spa.
Title: Re: A thread for little questions
Post by: ohartenstein23 on November 15, 2017, 05:07:42 pm
It uses the exact same rules, but you should consult the ruleset for the caps. I'd guess they'd be the same as the dojo, since training caps are defined by soldier type.  There's also the benefit of some wound recovery and the ability to turn slave maids into super maids if you have voodoo: excess.
Title: Re: A thread for little questions
Post by: Ragshak on November 16, 2017, 01:48:29 am
What techs are required to use Masters Cane? So far I can only Throw it and have no idea how use it propeties described in bootypedia.
Title: Re: A thread for little questions
Post by: ohartenstein23 on November 16, 2017, 01:52:45 am
It's a voodoo (psionic) weapon, so to use it your gals have to be voodoo-trained, i.e. have a nonzero voodoo skill.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on November 16, 2017, 09:10:24 am
What techs are required to use Masters Cane? So far I can only Throw it and have no idea how use it properties described in bootypedia.

The cane is also depending on the users rank. Gals, Boss Gals and Mistress ranks barely profit from this item.
Also your baroness and duchess need proper voodoo training (and at best a voodoo outfit) to work as intended.
Also RNG to get a high-enough voodoo-power on those gals.
Title: Re: A thread for little questions
Post by: Ragshak on November 16, 2017, 08:40:34 pm
I see. Voodoo School isn't completed yet.

BTW Human Mage durning Escape Tower mission gave me hard beating with some electric visual efffect and after taking him down he had that Masters Cane thing in his pockets.
For the first time had to do some savescumm because had no freaking idea what was going on. Fatal strikes out of nowhere are not fun :(
Title: Re: A thread for little questions
Post by: Ethereal_Medic on November 16, 2017, 09:20:21 pm
I see. Voodoo School isn't completed yet.

BTW Human Mage durning Escape Tower mission gave me hard beating with some electric visual efffect and after taking him down he had that Masters Cane thing in his pockets.
For the first time had to do some savescumm because had no freaking idea what was going on. Fatal strikes out of nowhere are not fun :(

It's something like 0-210 mind-damage with a 20-80 hitchance over 30+ tiles.
You either alpha-strike a human mage /noblewoman or lose 1-2 hands for free.
Title: Re: A thread for little questions
Post by: Ragshak on November 16, 2017, 10:25:17 pm
Escape Tower mission with landing strip tower and crew already on board is extreamly easy. Just pickaxe an entry and stun everyone. But the same mission with no ship and human mage on the loose... nigthmare.
Title: Re: A thread for little questions
Post by: legionof1 on November 17, 2017, 02:55:14 am
Yeah there are unfortunately some instances of RNG just absolutely screwing the player, with no other option but eat the resulting loses.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on November 17, 2017, 03:28:33 pm
Yeah there are unfortunately some instances of RNG just absolutely screwing the player, with no other option but eat the resulting loses.

Dunno but something like counterplay to this would be great.
"Bejuwled cap" can't be the only option to 'barely' protect maybe one hand from sudden death (and that's still an 'if it does so at all')
Title: Re: A thread for little questions
Post by: legionof1 on November 18, 2017, 04:38:52 am
There will always be problems like this in games with any sort of randomization. Complete mitigation of "bad" results with multiple random factors is unreasonable to expect in an unfinished constantly iterating game. Be thankful dioxine notices community  reports and adjusts. Lots of devs don't.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on November 18, 2017, 11:34:52 am
That's true. Let's see about it in a few weeks.

Edit: RNG hates me and rolls as shitty as possible to give me a 0 while attempting to shot humanist activists with a super magnum.
Guess we're breaking the game to much if bonus damage gained by stats is added 'on top' of the damage result.
Kustom Handcannon for odd reasons still uses 50-150% damage rolls.
Title: Re: A thread for little questions
Post by: AngelicJoker on November 20, 2017, 04:28:04 pm
Can anyone tell me if the wound recovery for units is recalculated when new facilities are built at the injured gal's base?  Are they updated when you ship a gal to a base with better medical facilities?  Or are you always stuck with the initial recovery roll from after the mission she got injured and have to wait for that timer to expire?
Title: Re: A thread for little questions
Post by: ohartenstein23 on November 20, 2017, 04:36:50 pm
The way wound recovery is calculated starts by giving each wounded gal a number of 'recovery days' immediately after a mission. Then at midnight, each base recovers 1 day baseline for each gal assigned to it, including those in transit, plus any bonus recovery days from facilities. So sending a wounded gal from a outpost without a recovery facility to a base that does will speed up the recovery.

Note that transferring doesn't change the number of recovery days the gal has left, just the number removed per each 'real' day.
Title: Re: A thread for little questions
Post by: HumanTraitor on November 23, 2017, 02:38:38 pm
Greetings, it's been a while since I played this, and several new updates have been posted already. I'm starting a new game with the latest version (H2) after so long, but I found a minor problem that I haven't been able to fix yet: Where's the option to automatically select pilots for your airships and such? For some reason I can't find it. Was this option deleted with the latest update or something? Could it be an issue with a certain mod?
Title: Re: A thread for little questions
Post by: Ethereal_Medic on November 23, 2017, 03:09:30 pm
The option should be in the options -> mod menu.
Otherwise it shouldn't be much of an issue to assign the soldiers by yourself.

Also the auto-assign pilots feature seems to pick your best pilots anyway.
Title: Re: A thread for little questions
Post by: HumanTraitor on November 23, 2017, 04:07:06 pm
The option should be in the options -> mod menu.
Otherwise it shouldn't be much of an issue to assign the soldiers by yourself.

Also the auto-assign pilots feature seems to pick your best pilots anyway.

I tried looking inside the Advanced menu but nothing, it seems to be nowhere to be seen. Has someone checked if perhaps it been automatically integrated this option? It would make sense why this feature disappeared then.

EDIT:

Nevermind, it seems it works automatically now.
Title: Re: A thread for little questions
Post by: Ragshak on November 24, 2017, 06:10:43 pm
Are there any tactics or strategies around Wench and Seducess outfits? First I use to smack my own Gals to train Bravery but the other... no idea. Effect isnt spectacular and no abillity to run in those suits doesnt make thing easier.

Some goes for Battle Flag. How do you use such item? Or why should I bother to carry it?

There are plenty of items which usefullness is beyound me. Maybe they dosnt fit my playstyle.

Is there any spectular combo for golden's codex admiral outfit?
Title: Re: A thread for little questions
Post by: Ethereal_Medic on November 24, 2017, 06:57:04 pm
Are there any tactics or strategies around Wench and Seducess outfits? First I use to smack my own Gals to train Bravery but the other... no idea. Effect isnt spectacular and no abillity to run in those suits doesnt make thing easier.

Some goes for Battle Flag. How do you use such item? Or why should I bother to carry it?

There are plenty of items which usefullness is beyound me. Maybe they dosnt fit my playstyle.

Is there any spectular combo for golden's codex admiral outfit?


Seductress can 'stun' targets she has vision at. To use the 'seduction' ability the user needs voodoo-training (v-skill > 0)
The wench can restore lost morale and stuff while also slapping in melee with 'bad tough'.
Battle Flag restored TU to those in the area of effect and is best handled by high-bravery hands.

Admiral outfit massively boots bravery. Guns with bravery-score damage-boost are the to-go solution: Kustom Handcannon, Boarding Gun.
Title: Re: A thread for little questions
Post by: Ragshak on November 25, 2017, 10:55:22 am
Admiral outfit doesn't give much armor and Handcannon need to bo used mid to short range.

Hmm...
Title: Re: A thread for little questions
Post by: Ninawindia on November 25, 2017, 11:47:22 am
Admiral outfit doesn't give much armor and Handcannon need to bo used mid to short range.

Hmm...

But the suit isn't for armor itself, more for the buff. As for the hand Cannon, it's pretty nice in a mansion invasion. That+admirals outfit are pretty nice!
Title: Re: A thread for little questions
Post by: Blood Raven 117 on December 01, 2017, 01:36:03 pm
Is there a story section in the forums?

Any tips on good mid game weapons? (I like the super shooty gun in particular)

What armor scheme does everyone use for general missions? (My answer is tactical armor and vests for Gals and weaklings, with the heavier armor types for my best gals, wiht two tactical hover suits for the nooks and crannies)

Any tips for starting mage equipment?
Title: Re: A thread for little questions
Post by: Ethereal_Medic on December 01, 2017, 06:05:08 pm
Is there a story section in the forums?

Any tips on good mid game weapons? (I like the super shooty gun in particular)

What armor scheme does everyone use for general missions? (My answer is tactical armor and vests for Gals and weaklings, with the heavier armor types for my best gals, wiht two tactical hover suits for the nooks and crannies)

Any tips for starting mage equipment?

Story-section:
Dunno, the plot is pretty much explained in the in-game bootypedia.

Guns:
It's the question of what do you want to hunt down.
Grenade launchers and spare panzerfausts are great to have in the craft at any given time. Super-shooty gun ain't my taste since it can't do snapshots and requires a brave and strong user. The custom shooty gun feels better to have in comparision for almost every situation that doesn't involve shooting one target 18 times.

'Smart-weapons' research gives you the 'smart-rifle' if you like a rifle-weapon with 50 clip and 44 piercing damage to wreck havoc.

The death-blossom smg is a heavy sidearm and have API-rounds. While doing 42 piercing damage it is able to set the ground and units on fire . Also has 2 additional ammo-types (chem rounds doing 23x6 chem damage to eat armor away while doing so with a x4 autoshot! With 'hellerium-munitions' in tier 3 you get HVAP ammo for 60 piercing damage ammunition. Only 10dmg short of a gauss pistol while having more utility. Get those!

Shotguns are lots to have, bring mammuth-chain shotguns. Does the dirty work against most opponents. Great for hunting dark ones and zombies.

You don't need too many sniper-rifles but they do work wonder in shooting 'blind' into smoked areas (either due to your own smoke-screen of fallout of explosives).
Bring your best grenades! Have plenty of healing items (either healing gel or a field surgery kit) and items to remove 'stun'-damage like a canteen or stimms.
Give everyone a handle and give the 'good' ones heavy batons or anything else that does good 'daze' damage.

For lasers, bring the lasguns you can find and heavy lasguns to pierce super-armors. Optional you can buy some 'Super Self-chargers' from the bounty-prices as an 'alternative' since the damage ain't great, it can only snap twice and aimed once so you could use it for the plasma bayonet in melee combat.

For plasma the early guns are quite 'poor' for the aim and scarce. All 'good' ones are locked and need the research 'unlock stellar empire weapons' to use and 'improve'.

Armor:
Heavy suits are just awesome and can withstand most sources of piercing damage while reducing choke-damage to 101% thanks to air-filters. It's tricky to use during night missions so you better bring 'sniper-armor' for the night-vision spotting. The heavy suit can later be build into the even better 'guardian-suit' so stack those heavy green armors.
Bring 'radiator-shirts' and 'fans' (the item purchable for virtually nothing and is great for training melee) to reduce heat-damage taken in hot-environments. Same for guardian-suit later too.

Mages:
As soon as you have some voodoo-skills trained bring rod of airlessness to 'choke' your victims for captures. Give a 'Master's Cane' only to hands of the rank 'baroness' or 'duchess'.
The casual stuff you can buy via black-market isn't that great to begin with and VooDoo is 'optional' to use. A good bullet to the face can get rid of the foe faster and saver than mental tricks.
Title: Re: A thread for little questions
Post by: kikanaide on December 01, 2017, 06:36:07 pm
Is it just me, or has the Public Enemy disappeared from Mellenio missions?  I've somehow gotten >5 of those missions (I'm not complaining about that part, because they are awesome) and have yet to see a Public Enemy. 

On a related note, what file is it that handles what aliens are on what missions?  I seem to think that I used to know this, but I simply can't find it.  I'm hoping to be able to answer questions like this by myself in the future.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on December 01, 2017, 08:55:08 pm
Is it just me, or has the Public Enemy disappeared from Mellenio missions?  I've somehow gotten >5 of those missions (I'm not complaining about that part, because they are awesome) and have yet to see a Public Enemy. 

There're two identical maps for the millenium fake-falcon. One has the the public enemy; the other one not. :3
Title: Re: A thread for little questions
Post by: kikanaide on December 01, 2017, 09:45:58 pm
Quote
There're two identical maps for the millenium fake-falcon. One has the the public enemy; the other one not. :3
When is map determined?  After 4 of them and no PE, I played a little game where I (with save scum on) loaded back to prior to the landing and started the battle 20+ times.  Each time I simply went into debug mode and ended the turn, watching for a PE.  I never saw one.  However, the loot seemed to me to change if I auto-killed everyone, so I convinced myself that it was changing the map.  I can't swear to that last point though (it's possible that e.g. equipment on people was what was changing).

But if what you say is the cause, maybe map is determined at mission generation time?  Otherwise, that's pretty damn bad luck to fail a coin toss 20+ times in a row...
Title: Re: A thread for little questions
Post by: legionof1 on December 01, 2017, 10:38:23 pm
I doubt it's a simple 50/50 between the 2 map versions. Personal experience would lead me to believe about 80/20. I've never seen more then 2-3 public enemies in  a whole run.
Title: Re: A thread for little questions
Post by: ivandogovich on December 02, 2017, 12:29:40 am
Though they use the same "falcon" map, these are two different missions.  The missions are generated at the beginning of the month, and the one you have doesn't have the PE.  In my experience this is a very Rare mission.  I've only seen it once over 4 campaigns.  The difference in loot generated in your save scumming testing is the result of random loot drops assigned to that mission.
Title: Re: A thread for little questions
Post by: kikanaide on December 02, 2017, 05:10:24 am
This all sounds familiar from last time I was looking at this (when I really, really needed a gatling lascannon).  Unfortunately, I have completely forgotten where to find the missions, and more than a desire to look at them there's the desire to remember what I spent time learning.  Ivan, do you know what file they are in?
Title: Re: A thread for little questions
Post by: Ethereal_Medic on December 02, 2017, 12:55:51 pm
This all sounds familiar from last time I was looking at this (when I really, really needed a gatling lascannon).

You can roll 4x gat. lascannon parts randomly in a smuggler ship. It's RNG to get the lascannon parts.
Title: Re: A thread for little questions
Post by: ivandogovich on December 02, 2017, 07:40:26 pm
This all sounds familiar from last time I was looking at this (when I really, really needed a gatling lascannon).  Unfortunately, I have completely forgotten where to find the missions, and more than a desire to look at them there's the desire to remember what I spent time learning.  Ivan, do you know what file they are in?

The file that has the info is Piratez_Facdtions.rul
The standard "Falcon" with a mundane crew is STR_VESSEL_SMUGGLER.
The one with the PE is STR_VESSEL_SMUGGLER_MILENIO
Starting around like 33992 you can see the load out for the Milenio.  The members of the crew begin with the       - alienRank:  tags.  The       - alienRank: 0  is our PE.
Title: Re: A thread for little questions
Post by: BBHood217 on December 04, 2017, 04:26:20 pm
If I remember right, the Milenio is completely identical to the regular Smuggler Ship with one exception: Its top speed is slightly faster.

Oh, and that whole Public Enemy thing too.
Title: Re: A thread for little questions
Post by: Ragshak on December 04, 2017, 09:16:07 pm
How do you update to new version? Do I have to install the mod at new location and copy/paste saves or just overwrite old mod folder?
Title: Re: A thread for little questions
Post by: Marza on December 04, 2017, 10:37:01 pm
How do you update to new version? Do I have to install the mod at new location and copy/paste saves or just overwrite old mod folder?

Install the mod at new location and copy/paste saves.

Clean installs like this means you get to keep the old version as backup just in case.
Title: Re: A thread for little questions
Post by: legionof1 on December 04, 2017, 11:40:26 pm
of note for a "clean" install you will need to copy your old config file to the new location, or your settings will not be preserved.
Title: Re: A thread for little questions
Post by: Martin on December 05, 2017, 12:31:44 am
Every single time, my beginning move is to sell the corridor and some piles of junk to afford third brainer.

Anybody does things differently?
Title: Re: A thread for little questions
Post by: Ethereal_Medic on December 05, 2017, 06:14:35 pm
I build barracks and a second extractor.
The third brainer comes later, rather going to add more runts to create x-grog faster.
Might have to reconsider this strat now that x-grog gives less ransom.
Title: Re: A thread for little questions
Post by: Mechanique on December 06, 2017, 09:45:38 am
I am deep into the late game, but still have trouble shooting down silver tower for SG Coordinator with 3 4x avalanche devastators + tanking dragon. And I only saw 2 or 3 of them in a ~150 hours campaign anyway, so not like I have a chance to try again. I downed several SG cruisers and even battleships, but no there were no coordinators on them, alive at least.

So on which ships or missions does the Public Enemy spawn? I read they spawn on a "larger smuggler ship", I assume it's the round one with a ramp? If so, I have been going after them for entire campaign, and probably have over 50 assaults of that craft, and never ever had one spawn. Any other ways to get the SG code or any of those two as prisoners?

EDIT: no SG bases too, I only had academy bases for entire campaign.
Title: Re: A thread for little questions
Post by: Martin on December 06, 2017, 02:37:13 pm
To my knowledge, SGs, like reticulans and bandits, never build a base.
Title: Re: A thread for little questions
Post by: ivandogovich on December 06, 2017, 03:44:03 pm
The Millenio Falcon is a smuggler ship that can carry the PE.  It is a random mission, so RNGesus has not been with you.  The SG coordinator is found on Silver Towers and Battleships iirc.  The Silver Tower requires a dedicated attack craft to down its shields before the damage dealers can really take it out.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on December 06, 2017, 05:08:02 pm
The Silver Tower requires a dedicated attack craft to down its shields before the damage dealers can really take it out.
Dragon with 4x tesla coil :3
Title: Re: A thread for little questions
Post by: ivandogovich on December 06, 2017, 06:57:32 pm
To my knowledge, SGs, like reticulans and bandits, never build a base.

I did have a campaign some time ago, where the first base spawned, iirc was a stargod base, and the second was merc base.  I don't know if Dioxine has changed the mission tables since then to deny StarGods their random chance at a base on the backwater.
Title: Re: A thread for little questions
Post by: Dioxine on December 06, 2017, 07:14:13 pm
I did have a campaign some time ago, where the first base spawned, iirc was a stargod base, and the second was merc base.  I don't know if Dioxine has changed the mission tables since then to deny StarGods their random chance at a base on the backwater.

I did not, too much hassle.
Title: Re: A thread for little questions
Post by: ElGrillo on December 07, 2017, 06:58:46 am
How do I equip the integrity field? (or any other shadowtech)
Title: Re: A thread for little questions
Post by: legionof1 on December 07, 2017, 09:05:41 am
the go into STC slots on the craft equip screen. Only the menace class and earlier game craft like the purple turtle, and other codex limited craft can use them at present. Check the bootypedia for specifics.
Title: Re: A thread for little questions
Post by: Martin on December 12, 2017, 03:40:23 pm
What is better, mammoth shotgun or arena flakk cannon or is there even better early midgame pellet thrower I am overlooking?
Title: Re: A thread for little questions
Post by: Ethereal_Medic on December 12, 2017, 05:20:46 pm
What is better, mammoth shotgun or arena flakk cannon or is there even better early midgame pellet thrower I am overlooking?

Mammoth Chain Shotgun has the feature of damaging armor while sporting a higher rate of fire (up to 3 autoshots for 15x25 damage shots, 4x snapshot) and better accuracy in almost all firemodes with 50% less long-range penalty.

The arena flak cannon on the other hand can roll higher damage results (38x10 tho, so you can roll a 76 on each pellet in comparision to max 50 for the other one).
The arena flak cannon does more damage in tradeoff for less accuracy. It's meant for the real-close encounter for point-blank buckshots. (1 tile space to avoid close-combat-checks)
Title: Re: A thread for little questions
Post by: BBHood217 on December 15, 2017, 05:55:41 pm
So the Academy tried to find my base in the first couple of months as usual, but they never found it and I lacked the capability to shoot them down at the time.  They have not tried again since.

And so one year in, I'm still without any hideout search orders and thus no way of getting to Dr. X and her database.  Am I screwed?
Title: Re: A thread for little questions
Post by: Martin on December 15, 2017, 09:41:30 pm
I think ambulances will keep searching for your hideouts untill you research the database.
Title: Re: A thread for little questions
Post by: BBHood217 on December 16, 2017, 01:31:02 am
I suppose it's all just RNG and everything can't be fit into the first year.  Sectoids have been awfully rare too, and I haven't seen any mercenaries and imperial probes.  Here's hoping that year 2 picks up, but I'm gonna call shenanigans if ambulances still don't show up by year's end.

Another question: How do I get Biz Wiz?  Actually, is he even implemented yet?
Title: Re: A thread for little questions
Post by: LuigiWhatif on December 16, 2017, 01:54:25 am
I had a similar case.  After missing the first few ambulances, they didn't show up again until mid 2602.  As for Wiz Biz, I think you need to do Red Mage's Tedious Research.  They have the first three rewards implemented so far.
Title: Re: A thread for little questions
Post by: BBHood217 on December 16, 2017, 04:00:14 am
One more.  What's the best way to capture an ethereal?  I mean there has to be a better way than savescumming with cattle prods.
Title: Re: A thread for little questions
Post by: Martin on December 16, 2017, 12:04:12 pm
I think small launchers work. They are difficult to hit in melee, not so much with guns.

For guardians, just shoot them, they are tough enough to survive most guns and merely be stunned and do not bleed.
Title: Re: A thread for little questions
Post by: greattuna on December 16, 2017, 01:48:42 pm
One more.  What's the best way to capture an ethereal?

Lucky Star. Its damage is just that good.

That aside, we can take a look at your standard ethereal commander resistances (worst case):

0% choking: knockout grenades are no-go;
40% charm: bad touch requires melee, seduction will fail, and wand of peace is not strong enough;
50% daze: obviously, handles don't work that well, but there are plenty of other daze sources, like stun bombs, which will work well enough vs. ethereals. You'll need more than one though;
50% mind: very few sources of mind stun damage (namely, only lucky star and mental whip), but they both will work to some degree since they ignore armor;
70% electric: don't hit them with prods, use lassos instead;
100% bio: there's only one weapon IIRC that stuns with bio damage, that'd be impaler, but if you have it, it'll be even better than lucky star.
Title: Re: A thread for little questions
Post by: BBHood217 on December 20, 2017, 11:34:42 am
What's a good and convenient cutting melee weapon for killing stunned units as well as cutting up enemies in general?  I thought the ghost dagger was it, but it does mind damage so I'm not sure I can use it to instakill stunned units.
Title: Re: A thread for little questions
Post by: ivandogovich on December 20, 2017, 05:13:54 pm
Any weapon that does cutting damage should allow for a Coup de Grace (killing of a stunned enemy held in one hand with the melee weapon in the other).  Even a shiv works well.  Its 1x1, very fast (trains reactions), pretty accurate and great for melee training in general.  All my gals carry one.  As for guaranteed insta-kills with a cutting weapon?  The answer is, it varies.  Barbed dagger is nice for Strong Gals.  Axe, Saber, Tech Blade all good too.  Your results also depend on the enemy, their armor, resistances, and difficulty to hit.
Title: Re: A thread for little questions
Post by: BBHood217 on December 20, 2017, 06:06:05 pm
So the ghost dagger can't do coup de graces?  Then I guess I better start carrying shivs.
Title: Re: A thread for little questions
Post by: HumanTraitor on December 21, 2017, 03:57:28 pm
Soo, what's the easiest and fastest way to acquire Rare Earth elements? I'm at the starting months and I just noticed that the Pirate suits got a small buff at the expense of requiring said rare item, which I can't get right now.

Also, what's the difference between the Blackhat and the Pirate suit in your opinion? I would say they're more or less the same but the latter works slightly better for melee.
Title: Re: A thread for little questions
Post by: Serpentium on December 21, 2017, 06:29:51 pm
Cavern Hunts are the way to go for easy Rare Earth Elements. Go for [Our Culture] > [Survival] > [Animal Skinning] > [Cavern Hunting]. Make torches and javelins along the way once you research Survival so you can start cave hunting as soon as you get the tech.
Or...
If you want to spend money to get the REEs right away, just research [Visit Nearby Town] > [Call a Meeting] > [Our Culture] and hold on to one of your Rare Earth Elements. Once you reach Our Culture, research the Rare Earth Element so you can start buying them from the shop.

As for the differences between the Blackhat and Pirate outfit, I tend to go for the pirate suit for my high melee girls so they can get to bashing and capturing people for research. I use the Blackhat as my go to for everyday needs, since it gives a boost to many stats. And after that, I go for the rogue on High Bravery gals when I go on night missions, since it makes my gals just a bit harder to see for the AI.
Title: Re: A thread for little questions
Post by: BBHood217 on December 25, 2017, 03:43:05 am
I think the vibro blade has finally solved all my cutting problems.  It slices, it dices, it coup de graces, it's small enough for infiltrations (1x2), and it's usable underwater and in space.

But now I have a new problem: How do you deal with those seemingly unbreakable metal walls in the Bank Robbery and Raynerd missions?  Or are they really indestructible and alternate ways of getting inside are in fact the only ways?
Title: Re: A thread for little questions
Post by: Marza on December 25, 2017, 04:20:22 am
With some proper digging equipment, those metal walls can be destroyed.

Fusion torches are the acetylene welders in the Piratez world and can be used to cut through those walls. Mining lasers are just about powerful enough to work as well. If you want a giggle as well, try a nuclear demo charge or even a mininuke.

There are probably other methods as well and they'll all work against UFO hulls too.
Title: Re: A thread for little questions
Post by: legionof1 on December 25, 2017, 09:31:15 am
If you have a max Str gal and are willing to spend awhile hammers can break through both with good rolls thanks to the terrain dmg modifers.
Title: Re: A thread for little questions
Post by: Dioxine on December 26, 2017, 05:33:38 pm
Even more likely so if you give the gal a +strength armor or/and employ a Freak. Also, of course, high explosive and dynamite work on most walls due to their own terrain demolition modifiers.
Title: Re: A thread for little questions
Post by: AngelicJoker on December 29, 2017, 06:41:35 am
Can anyone post some screenshots of their base placement around the globe?  I can never quite figure out how to cover all the major land masses.  I usually end up with gaps around northern Africa and a few in Europe/Asia.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on December 29, 2017, 11:34:21 am
My setup covers the most important regions for a decent coverage using hyperwave-decoders in every hideout.

Islands like hawaii can be target of interest for enemy bases. If you have almost all landmasses scanned at a 30min interval, you can't miss any movement across the globe.
Speaking of hawaii, my second enemy base was a mercenary base right on top of hawaii. Guess they needed a cozy holiday place instead of the cold and dry surface of mars.

The locations can vary considering where your first base is located. I prefer to start in europe (germany) and place the second base in north-america. This way I can ship around most areas with hot-environment. 3rd is usually russia/asia and 4th australia. 5th is south america, 6th for africa (the whole continent using the hyperwave decoder to it's fullest potencial) and the last 2 go to the poles.
Title: Re: A thread for little questions
Post by: AngelicJoker on December 29, 2017, 04:25:11 pm
That's almost exactly the same coverage I have on my map.  I guess I'll have to live with those gaps.
Title: Re: A thread for little questions
Post by: Solarius Scorch on December 29, 2017, 04:36:26 pm
You can always patch the gaps with Zeppelins.  :P
Title: Re: A thread for little questions
Post by: legionof1 on December 29, 2017, 04:54:27 pm
Would that zeppelins where a investment worth the price in hanger space, and the gals to pilot them.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on December 29, 2017, 05:05:59 pm
You can always patch the gaps with Zeppelins.  :P

I could but I rather have more money-production rather than spending 2-3 hangars + maintance + salavary for pilots to have only a contact-message telling me something is moving around there while the hyperwave just tells me the exact destination, class and race to be dealt with so I can tail the ship with fighters and send a well-equipped dropship to capture them.
Title: Re: A thread for little questions
Post by: ivandogovich on December 29, 2017, 05:40:37 pm
I once considered Zeppelins as a training platform and put one at my training base.  Shipped a bunch of slaves over there, crewed them up, and launched them out and had them study correspondence courses in Voodoo and Dojo.  It felt like a cheap way to cover a gap in Africa where there was an enemy base, and a way to put the trainees to some use during their long term (many months) of training.  I can't really say if it pays off.  I stopped the campaign for upgrade before the point I ever brought them back to put into mission cycles.  I did have some strong voodoo guys turn up there, but was it worth the economic tradeoff? not sure.
Title: Re: A thread for little questions
Post by: legionof1 on December 29, 2017, 06:05:00 pm
It's the large number of pilots that really make the zeppelin an issue to use while your building up/expanding in the mid game when the extra coverage would actually do something. 
Title: Re: A thread for little questions
Post by: HumanTraitor on December 29, 2017, 08:12:51 pm
So, I can say I'm satisfied with the Shepherd's Staff, one of the new weapons. It's like the Stun Rod but less bulky, easier to use and actually misses way less, making it perfect for newbie gals, especially those with low Strength to avoid accidentally killing your target.

The Great Club seems to be the Concussive version of the Great Sword and the Great Axe, but I never used these weapons much, so I dunno their value.
Title: Re: A thread for little questions
Post by: legionof1 on December 29, 2017, 10:15:19 pm
Concussive is actually pretty good on a melee weapon. there is generally more cutting then concussive resist on most foes, Spartans and mercs being the notable exceptions.
Title: Re: A thread for little questions
Post by: BBHood217 on December 30, 2017, 04:07:02 pm
Excluding the fusion balls (which are very late game tech), which missile slot weapon is the best 1. for general use and 2. for taking down battleships and maybe silver towers also?

Also, what are these viper fighters?  They seem like another chance at the implosion bomb launcher if the bombers aren't being nice with their loot drops, but I have no idea when they'd show up or if I need to do something first to get them to show up.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on December 30, 2017, 05:19:42 pm
Excluding the fusion balls (which are very late game tech), which missile slot weapon is the best 1. for general use and 2. for taking down battleships and maybe silver towers also?

For general use, the meteor-rocket launcher is the missle you've been looking for.
All you need is to buy them, thus less micro-management to maintain an endless supply of rockets for your sabre-fighters. They have 1,5x damage boost against shields but still do wonders in dealing raw damage with precision! Those rockets barely ever miss thier mark, where stuff like the hamerite can miss.

To fight silver-towers (if you ever need to do that) you need one tank-ship to soak up the high-dps of the vessel and a bunch of tesla-coils (lw-slot, thus giving the baracuda-fighter an extreme useful purpose to field 4x tesla-coil) to punch down the fast-regerating shield and do hull-damage.
Title: Re: A thread for little questions
Post by: AngelicJoker on December 30, 2017, 09:54:09 pm
What do you use for a tanking ship?  I remember trying to use a CRAB before and even if it managed to catch up to the bomber I was trying to shoot down at the time, the bomber kept outrunning the crab and started shooting at the other ships I had launching Avalanches.
Title: Re: A thread for little questions
Post by: Ragshak on December 30, 2017, 11:02:37 pm
Would be nice to see a mobile version of Hyperwave decoder to attach to zeppelins.
Title: Re: A thread for little questions
Post by: Meridian on December 30, 2017, 11:22:04 pm
Would be nice to see a mobile version of Hyperwave decoder to attach to zeppelins.

Lol, I actually like that :)
Title: Re: A thread for little questions
Post by: AngelicJoker on December 30, 2017, 11:52:41 pm
Would be nice to see a mobile version of Hyperwave decoder to attach to zeppelins.

Lol, I actually like that :)

+1

Yes please!
Title: Re: A thread for little questions
Post by: BBHood217 on December 31, 2017, 01:24:14 am
For general use, the meteor-rocket launcher is the missle you've been looking for.
All you need is to buy them, thus less micro-management to maintain an endless supply of rockets for your sabre-fighters. They have 1,5x damage boost against shields but still do wonders in dealing raw damage with precision! Those rockets barely ever miss thier mark, where stuff like the hamerite can miss.

So basically, researching craft missiles is a waste of time.  Good thing only my secondary base was doing that while my main one with the Old Earth Lab was busy with more important research.
Title: Re: A thread for little questions
Post by: Marza on December 31, 2017, 08:42:46 am
Only if RNG has blessed you with the opportunity to unlock meteor missiles.

Otherwise, your interception fights are going to look pretty ugly without proper missiles (unless you're doing some sort of Hawk/Crab/Swordfish build and are willing to play with slower interceptors).
Title: Re: A thread for little questions
Post by: Ethereal_Medic on December 31, 2017, 12:16:49 pm
What do you use for a tanking ship?  I remember trying to use a CRAB before and even if it managed to catch up to the bomber I was trying to shoot down at the time, the bomber kept outrunning the crab and started shooting at the other ships I had launching Avalanches.

Yeah, big ass bombers and silver towers are too damn fast to proper tail and fight with the tank-class ships.

That's why the gravity-beam was invented. To slow those fuckers down so they can't outrun again. It's only a matter of quantity this late in the game.
Missles do big damage but the limited payload can be outshined by the damage potencial of heavy-weapons or the best light-weapons (plasma spitters and/or craft lascannons).
Title: Re: A thread for little questions
Post by: suicicoo on December 31, 2017, 03:03:54 pm
can you tell me, what needs to be done to use the gauss weapons(pistol etc.)?
the bootypedia-entry says, they are protected by unbreakable encryption :/
Title: Re: A thread for little questions
Post by: Martin on December 31, 2017, 03:38:18 pm
You need to research "unlocking gauss weapons", which is late game tech that needs computer core.
Title: Re: A thread for little questions
Post by: suicicoo on December 31, 2017, 04:08:27 pm
ah, thanks, so i'm not missing anything :)
Title: Re: A thread for little questions
Post by: suicicoo on January 01, 2018, 02:26:17 pm
can somebody point me to details regarding the dojo-training?
Title: Re: A thread for little questions
Post by: Ethereal_Medic on January 01, 2018, 04:43:03 pm
can somebody point me to details regarding the dojo-training?

The dojo rolls a chance to train stats every day a hand is queued up for training (the dojo cannot train stats higher than the stated maximum).
Over a certain ammount of time the dojo can dojo-max out everyone set up inside the facility.
You can still use dojo-units as usual (and if you set the option for 'training while wounded') even wounded hands can still be trained.

The dojo cannot train someone above the maximum stat-score hardcoded by it's type. (e. g. a "Lokk'nar" can never have more than 30 strength, unless rolled lucky during battle-scape)
Title: Re: A thread for little questions
Post by: kikanaide on January 01, 2018, 06:42:38 pm
The dojo cannot train someone above the maximum stat-score hardcoded by it's type. (e. g. a "Lokk'nar" can never have more than 30 strength, unless rolled lucky during battle-scape)
Can you point to where in the mod files the stat limits are coded?  I was looking at the wiki the other day at soldier types and having a hard time understanding their notation.  I'm still trying to understand what role Freaks play.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on January 01, 2018, 06:45:48 pm
Freaks can field incredible high voodoo strength if rolled lucky.
V.Skill is still limited to 40.

Freaks also have more strength, increasing their use as melee brawlers.
Title: Re: A thread for little questions
Post by: Ragshak on January 01, 2018, 08:04:18 pm
Does each Freak has the same max stat cap? Or each Freak is uniqe and can roll random max stat?
Title: Re: A thread for little questions
Post by: Solarius Scorch on January 02, 2018, 11:36:21 am
Does each Freak has the same max stat cap? Or each Freak is uniqe and can roll random max stat?

Max stat caps are the same for all Freaks, but sometimes their initial stat can be higher than their theoretical cap, making them forever superubers (but no further advancement is possible).
Title: Re: A thread for little questions
Post by: BBHood217 on January 03, 2018, 04:27:02 am
Is there really no other way to get synthmuscle mesh?  There's no way to buy or make it, and you just have to keep fighting megapol and mercenaries for it?
Title: Re: A thread for little questions
Post by: Ethereal_Medic on January 03, 2018, 02:13:31 pm
Is there really no other way to get synthmuscle mesh?  There's no way to buy or make it, and you just have to keep fighting megapol and mercenaries for it?

There is no other way currently.

We got the gift of having megapol goons willingly handing over thier skins where mercs are far more tougher to deal with.
Those flying pigs and monkeys are free synthmuscle mesh once you've some decent piercing protection and ways of stunning them.
Title: Re: A thread for little questions
Post by: Ragshak on January 03, 2018, 03:04:51 pm
Any hints how to upgrade from C thropies to B?

I don't fully understand upgrade description at C level page.
Title: Re: A thread for little questions
Post by: BBHood217 on January 03, 2018, 04:23:59 pm
Apart from needing 400 tokens each from your current customers as well as Persuasion and Camouflage, you also need to find another bounty customer.  Let's just say that they're somewhere on the magical path of Voodoo.
Title: Re: A thread for little questions
Post by: Ragshak on January 03, 2018, 10:34:13 pm
So for me the case is about "another bounty customer". Thanks.
Title: Re: A thread for little questions
Post by: BBHood217 on January 05, 2018, 01:01:25 am
Cydonia's not the same thing as 0-G, right?  Which is how a few armors (now helpfully labeled as exosuits) can be used on Mars but not in 0-G.  But what about items?  Are they all usable on Cydonia?  I can't bring my rum to 0-G, but can I at least take it to Mars?

Edit: I got more.  Is it right that sectopods (both the enemy and the HWP you can use) take normal mind damage?  I mean at least that lets me wreck them in short order with ghost daggers, but that also means I'm better off using a hovertank to distract the white-robed ethereals since it's immune to mind damage.

Is it also right that it takes so long to make a tome of lightning?  It takes like forever compared to the manufacturing times of all the other magic artifacts.

And finally, do nano-surgery devices actually get consumed when you use them?  I've noticed that, even after constant use, my stockpile of them has not decreased at all unlike the lesser medkits when I used those.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on January 07, 2018, 11:55:54 am
And finally, do nano-surgery devices actually get consumed when you use them?  I've noticed that, even after constant use, my stockpile of them has not decreased at all unlike the lesser medkits when I used those.

As far as I know Field-Surgery-Kit and Nano-Surgery-Kits will not be consumed and instead resupplied at end of combat.
Medikit, Adv. Medikit and other small consumables are gone once 1 sample is used.
Title: Re: A thread for little questions
Post by: vortex on January 07, 2018, 03:33:50 pm
Hello All,

I am wondering how to recruit a Pilot ? I am in oct 2601 and I have bought one of the ship but no one seems to be capable of piloting it.

Is this a research ?

Thanks
Title: Re: A thread for little questions
Post by: Ethereal_Medic on January 07, 2018, 04:55:10 pm
Hello All,

I am wondering how to recruit a Pilot ? I am in oct 2601 and I have bought one of the ship but no one seems to be capable of piloting it.

Is this a research ?

Thanks

In the hangar screen there's the button "Pilots"
You must assign soldiers to the craft first before you can assign a "Pilot" to the seat.
Title: Re: A thread for little questions
Post by: vortex on January 07, 2018, 05:24:46 pm
Thanks Ethereal_Medic!
I tried without setting crews, and so did not found a way to add a pilot.
Time for some flying.
Title: Re: A thread for little questions
Post by: HumanTraitor on January 08, 2018, 01:00:31 pm
Thoughts upon meeting Reaper Cavalry for the first time:

1. Oh, a new terrain type. Zombies in a not-terror mission then?
2. OH FUCK!
3. OH FUCK, THEY SHOOT BACK!
4. Wait, Molotovs work against them too? They're so hax.
5. Can I capture them? Oh wait, I can.

Too bad it seems that researching them will take a while, and the dudes are large enough to occupy lots of space.
Currently I'm getting closer to August when I first stopped playing, I rushed my Workshop and it was worth it, I'll plan to expand another base once I unlock Still building to make my first money-producing base. That being said:

- Are Courtesans worth it? It seems they cost a lot of physical space that could better be used by Runts/Hands/Nerds, unless I discover how to build Large Barracks (haven't do so yet).

- What's the easiest way to acquire animal poison besides Monster missions? Can it be bought? I'm planning to wait until I develop flying armors, but I need access to Damaged Grav Units and I dunno if these can be bought too.

- Are Hallucinogen Grenades worth buying from the Smugglers? They cost a lot and I'm not exactly sure what they do besides Choking damage.

- Is it possible to buy Medical Supplies? I believe I already asked this question, but I forgot the answer and perhaps the situation changed with the newest build. I need theem to produce Nurse Outfits, Field Surgery Kits, Sickbays for extra researching and the like.

- Lastly, what should be the first "serious" airship for me to acquire? I'm hunting for Drifters to unlock the Shadowmasters research in order to acquire the advanced ships from my Grey Codex, but I noticed that getting the Pigeon is also an alternative, if I bothered to pay for the Chemical spenditure (although it seems to be thought for mid-game, seeing that I still have to unlock the Skyranger anyway even though the text mentions it).

Title: Re: A thread for little questions
Post by: Ethereal_Medic on January 08, 2018, 02:04:54 pm
Q:Are Courtesans worth it? It seems they cost a lot of physical space that could better be used by Runts/Hands/Nerds, unless I discover how to build Large Barracks (haven't do so yet).

The courtesan takes space in your vaults not in your barracks. Early on the income is good to have around but you're better with enslaving them for maids.

Q: What's the easiest way to acquire animal poison besides Monster missions? Can it be bought? I'm planning to wait until I develop flying armors, but I need access to Damaged Grav Units and I dunno if these can be bought too.

Better go hunting and fight spiders, the same way you can get 'spider silk' needed for voodoo-outfits.
Animal poison cannot be bought at any stage in the game.
You can buy damaged grav units later in the game.

Q: Are Hallucinogen Grenades worth buying from the Smugglers?

These are barely worth the price and only useful against foes with low healthpools and no chocking resistance. You better stick to basic smoke grenades to use for yourself.

Q: Is it possible to buy Medical Supplies?

You need the mutant alliance favours price and some other research to unlock the option to buy/produce those.

Q: Airship?

Fortuna or any of the codex-locked ships (Jelly-fish is great and shadowbat is like a fortress you can use for sneaky potshots while avoiding line of sight.
Title: Re: A thread for little questions
Post by: Martin on January 08, 2018, 06:18:42 pm
- What's the easiest way to acquire animal poison besides Monster missions?

You can get someas random loot by doing the blood rituals mission. Some captives can tell you about it, which is enough for your research need early on.
Title: Re: A thread for little questions
Post by: Ragshak on January 08, 2018, 08:20:15 pm
Is there easy way to get hypno panels? Had enough luck to stockpile 10 for Voodo School but have no luck finding extra 10 for Summoning Circle.

I could buy Human Mages and rob them but maybe there is another way...

PS Is it ok that Tamed Werewolfs got 10 Melee attack power?
Title: Re: A thread for little questions
Post by: greattuna on January 08, 2018, 08:44:03 pm
I think high-end enemy vessels have some. Try raiding cruisers.

Re: werewolves: they actually have 120 power, don't worry. 10 is shown because bootypedia doesn't account for strengthApplied.
Title: Re: A thread for little questions
Post by: Martin on January 08, 2018, 09:22:06 pm
Try shooting down terror ships. Menace class can take it on by itself and win if catches up with it and you get a lot of points for shooting it down.

Raiding cruisers is also a good option as the fight is easy due to cruiser’s poor layout and few enemies spawning outside. If crewed by academy, it can be done even in early game.
Title: Re: A thread for little questions
Post by: HumanTraitor on January 08, 2018, 11:08:41 pm
Q:Are Courtesans worth it? It seems they cost a lot of physical space that could better be used by Runts/Hands/Nerds, unless I discover how to build Large Barracks (haven't do so yet).

The courtesan takes space in your vaults not in your barracks...

I see. Thanks for the info! It seems I better start writing down all of the info so far for this game, since there are tons of tips.  :)

Also, for cheap ships, which one would be arguably better: The Skyranger or the Pigeon?
What is your recommendation for cheap fighters then? I think the Hunter-Killer that can be cobbled together is the earliest example to replace my Aircar, if I'm not mistaken.

Also, any tips for playing monster-hunt missions besides carrying jetpacks for everyone?
Title: Re: A thread for little questions
Post by: VandalVahn on January 09, 2018, 12:28:46 am
Hi all, just started my first baby Capt'n Kid play through a few days ago, having a blast, this mod is amazing. I was just wondering, I've basically moved all production out of my original base, but when i try to demolish my original extractor or still to make room for tech structures, I get an alert that they are currently in use, even though the other structures remain linked to the elevator and there are literally no runts in the base, lol. Am I not allowed to demolish them?
Title: Re: A thread for little questions
Post by: ivandogovich on January 09, 2018, 01:46:36 am
I see. Thanks for the info! It seems I better start writing down all of the info so far for this game, since there are tons of tips.  :)

Also, for cheap ships, which one would be arguably better: The Skyranger or the Pigeon?
What is your recommendation for cheap fighters then? I think the Hunter-Killer that can be cobbled together is the earliest example to replace my Aircar, if I'm not mistaken.

Also, any tips for playing monster-hunt missions besides carrying jetpacks for everyone?
Yep, I have lots of notes I glean from others stored in OneNote.

I'd skip Skyranger and Pigeon.  Go with a codex vessel. Shadow Bat or Jellyfish.  Even Turtle.

HKs are good, but Jetbikes are great too.  Early on, all you will probably want to target is Green Civies and Blue Megapol.  Anything else can bring you a crackdown that you may not want.   So early airgame is just going after soft targets, and doesn't need much elaborate.  25mm or 50mm cannon are usually fine.  I often use an Aircar with 25mm for civies until midgame.

Hi all, just started my first baby Capt'n Kid play through a few days ago, having a blast, this mod is amazing. I was just wondering, I've basically moved all production out of my original base, but when i try to demolish my original extractor or still to make room for tech structures, I get an alert that they are currently in use, even though the other structures remain linked to the elevator and there are literally no runts in the base, lol. Am I not allowed to demolish them?

They might have some storage space.  You may need to sell some loots or buy some workers to get more space.
Title: Re: A thread for little questions
Post by: LuigiWhatif on January 09, 2018, 06:15:04 am
You can't demolish a building if it is required for another building still in your base.  The Still requires the Extractor so you would have to destroy the Still first, and there are several buildings that require the Still that may be preventing its destruction.  For example, the Mess Hall or Study Room.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on January 09, 2018, 09:59:04 am
I see. Thanks for the info! It seems I better start writing down all of the info so far for this game, since there are tons of tips.  :)

Also, for cheap ships, which one would be arguably better: The Skyranger or the Pigeon?
What is your recommendation for cheap fighters then? I think the Hunter-Killer that can be cobbled together is the earliest example to replace my Aircar, if I'm not mistaken.

Also, any tips for playing monster-hunt missions besides carrying jetpacks for everyone?

Skyranger and Pigeon are too slow and very unfriendly for deployment. Just like the vanilla skyranger you only have this open ramp and no other way to get out of your flying coffin.
Pigeon might have more doors but it's still a very slow craft and missions might just vanish before you can reach those.
I recommend you to not sell your Airbus. You will need it for the x-prison mission. Alternative is the airvan but this one can only hold 5 hands.

The hunter-killer is great for the early air-game and can hold 2x light-weapons (e.g. 10mm cannons) and 2x missles (e.g. seagull missles).
You have to fuel it with Hellerium and early on craft ammo is very scarce. I recommend to aim for reticulians and get a 'plasma charger parts' Once you have enough pieces you can craft a light weapon with 'unlimited' ammo, decent damage and mediocre aim. Don't fight reticulian during the night. (Reticulians are the vanilla Sextoids)

A grav pack is incredible broken on monster hunts since you can dodge all melee-attacks and shot from above. Without grav. packs you need a ship with more than one floor. This way you can shot from the roof and pump intruders full with leed (shotguns do wonder against monsters). If you play on the highest difficult, you've to kill up to 50! enemies. Bring enough ammo.
Title: Re: A thread for little questions
Post by: Ragshak on January 09, 2018, 01:52:05 pm
Quote
A grav pack is incredible broken on monster hunts since you can dodge all melee-attacks and shot from above. Without grav. packs you need a ship with more than one floor. This way you can shot from the roof and pump intruders full with leed (shotguns do wonder against monsters). If you play on the highest difficult, you've to kill up to 50! enemies. Bring enough ammo.

The problem is that in current state of the game there is no other way to survive early hunt missions without flying. Even chainmails from Red Codex doesn't give enough protection. Maybe monsters should have some sort of leap/range attack but alongside their melee power should be toned down.

For now if I don't have flying armors I dont even bother with hunt missions. Part of it goes also for Blood Rituals, but with some planning early Spear weapon is enough to handle werewolfs.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on January 09, 2018, 02:04:59 pm
Melee is one of the most reliable and powerful source of damage in the game. A werewolf can even hurt/kill a hand in advanced armor. You have to avoid melee brawls with any kind of opposition. You don't get any reaction-shots against a melee-attack (even witch a melee-weapon equipped) and the opposition will blow all of his TU's until they kill your soldier or run out of TU's and you can't do anything about this other than having luck with low damage rolls or a miss/dodge.

Take the shadow-bat for example:
You have 2 ladders on this craft to climb onto the wings. Those wings offer a perfect platform to shoot monsters.
The craft can only be entered by the stairs in the middle of the craft. You can simply line up 2-3 of your soldiers with shotguns around the top of the stairs and let them take reaction-shots onto any opposition storming the craft.
The shadowbat offers 9 hands to operate the craft so you have at least 6 soldiers firing from the wings onto all those free kills.

The "snake" is also a possible solution until you can build the fortuna but the snake as only 6 soldier slots. BUT! You can block the entrance to the 2nd floor by positioning a hand right on top of the lift. This denies all melee-opposition to ascend upwards thus saving your life. 5 Hands on the roof can shot at a near 360° angle onto everything approaching you.

The jellyfish can only be entered by the four elevators. You can body-block all lifts and just descend and shot around during your turn and ascend quickly back into the craft before ending the turn. The jellyfish has 7 soldier slots but 1 Hand is hooked into the 'arcane gun turret' for the whole fight and 2 out of 7 hands have to swap places with those blocking the lifts or remain idle.
Title: Re: A thread for little questions
Post by: ivandogovich on January 09, 2018, 03:36:16 pm
Also: I never pass a blood ritual.  They have a loot pool that is drooliscious and you always end up with something good. 
Early on: Fire and Shotguns do wonders on the beasts!
Title: Re: A thread for little questions
Post by: Ethereal_Medic on January 09, 2018, 03:40:54 pm
Also: I never pass a blood ritual.  They have a loot pool that is drooliscious and you always end up with something good. 
Early on: Fire and Shotguns do wonders on the beasts!

Don't forget that we can finally tame werewolves to fight for our course now.
Title: Re: A thread for little questions
Post by: ivandogovich on January 09, 2018, 04:24:29 pm
Yeah, I love those beasties.  Great melee.  Decent health pool.  Regens hitpoints.  I often use them to lock down an enemy craft's door while the rest of the assaults get in place. :)
Title: Re: A thread for little questions
Post by: BBHood217 on January 09, 2018, 04:57:12 pm
Werewolves also excel at night thanks to their night vision and camo, and they also have spotting ability so you can see those camo'd and invisible enemies better.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on January 09, 2018, 05:48:25 pm
Sadly I updated post butchering so I can't have 6 werewolves now :(
Title: Re: A thread for little questions
Post by: VandalVahn on January 09, 2018, 10:49:25 pm
Ohhhhh, the mess hall requires a still on base does it? That explains it, i looked at building description and yeah thats what it says (face palm). Dang, guess those buildings aren't going anywhere. Thanks for letting me know guys. Another question, I'm confused on how to unlock the Mutant Alliance tech, i have 3,175 tokens up now but all i get in the trophies section are weapons and mutant martial arts. Do I need to hit a hard limit before mutant alliance is available, and the same with bank favors and authorized dealers?
Title: Re: A thread for little questions
Post by: VandalVahn on January 09, 2018, 10:58:52 pm
And I guess, are Reticulans common at all at say Jul 26 2602? Ive caught one landed Rec ship and loved the tech I got from it but i need another for rec plasma weapons, and generally the Rec tech tree.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on January 09, 2018, 11:28:47 pm
If one reticulian ship is flying around and trading there WILL be more to fly around.
The final tech for reticulians is the imperial probe mission "Reticulian Bunker" for the chance to capture an elder and some more mechtoids.

The mess hall needs a still. That's why your starting hideout has a neat advantage with a still up and running from day 1.
I recommend to look into the bootypedia (ingame) and check the customer for the mutant alliance.

Around the prices you can see something like A1 A2 A3 A4 and so on.
You have to optain Price A1 to get Price A2.
This is true for every customer. You can't skip prices and there's no other technological bottle-neck to unlock prices other than upgraiding the license.
Just pay your tokens wisely to get the tech you want.
Title: Re: A thread for little questions
Post by: VandalVahn on January 10, 2018, 12:52:40 am
So, would I have to purchase with tokens every prize thats available to me before the other stuff becomes available, or is it just a matter of running enough missions for a certain customer? Still a bit unclear about that.
Title: Re: A thread for little questions
Post by: legionof1 on January 10, 2018, 01:25:07 am
potential bounty prizes can be chained in a series: A1>A2>A3, B1>B2>B3, ect. You must buy and research each step in the chain in order. Letter refers to the bounty hunter level that is a prerequisite for a given prize.
Title: Re: A thread for little questions
Post by: BBHood217 on January 10, 2018, 01:27:31 am
In short, get Mutant Martial Arts so you can then get Alliance Favors to unlock the Mutant Alliance tech.
Title: Re: A thread for little questions
Post by: Solarius Scorch on January 10, 2018, 03:51:35 pm
Skyranger and Pigeon are too slow and very unfriendly for deployment. Just like the vanilla skyranger you only have this open ramp and no other way to get out of your flying coffin.
Pigeon might have more doors but it's still a very slow craft and missions might just vanish before you can reach those.
I recommend you to not sell your Airbus. You will need it for the x-prison mission. Alternative is the airvan but this one can only hold 5 hands.

All true except for one thing: in Piratez, missions do not disappear when targeted by a craft (same as vanilla). Except landed craft, of course.

Still, I don't use these planes anyway.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on January 10, 2018, 04:04:51 pm
Even with this little gimmick (I wasn't aware of) I don't like the layout of these crafts. No automatic doors, an open TU-consuming ramp and no space inside to shuffle your troops. The skyranger can be handy as a troop-transporter to assault an enemy hideout but the 'craft' Expedition offers more soldier slots and HWP slots. It just takes a bit longer to get to your target and back to base but no need to hurry if the enemy hideout never vanishes anyway without your interference.

With an expedition I brought all my raw force and specialists to assault the very first academy hideout of my campaign. Months later I swapped to the thunderhorse to attack the mercenaries on hawaii.
Title: Re: A thread for little questions
Post by: Solarius Scorch on January 10, 2018, 04:22:30 pm
Oh, I absolutely agree; any Codex transport is better. And I am not convinced the radar is worth it, at least on a transport.

I would only use these planes if I couldn't access any Codex craft, and I don't think it could realistically happen at the stage when you might consider the Skyranger.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on January 10, 2018, 05:22:23 pm
With the skyranger locked behind a bounty token price the priority can only drop further below.
For giggles you can load it full with slave soldiers in G.I. suits and push your luck :3
Title: Re: A thread for little questions
Post by: Ragshak on January 10, 2018, 05:58:11 pm
Ethereal_Medic: Here is my save. Just before second attempt to Reticulan Bunker mission (At first try, my goal was to kidnap the elder).

I always enjoy beginning of the game. Later on there is an sudden overflow of new stuff and I become confused . I just stick to tested configurations/tactics and probably loosing much firepower (and fun from experiencing new options) this way. Still, I never got that far with this mod.

Training soldiers wasn't an issue at the beginning becasue it was major part of the game. Now, with few bases, a lot of techs and management it is annoying for me to train soldiers one by one and track their progress. Because of it I would like to modify my game and allow Dojo/Luxury Spa to train soldiers at their max cap. Any idea how to do it? Or maybe there is already a mod for this?

Can anyone explain to my what each column at Vodoo School does mean?

Title: Re: A thread for little questions
Post by: Ethereal_Medic on January 10, 2018, 09:06:51 pm
@Ragshak:
I recommend to have some soldiers in your second and third base at any given time.
Without protection even a ratman raid can wipe out the whole base.

You can swap out all those vaults with large vaults to store even more goodies.
Not much too add, you look suited for almost any opposition and mission at this point in the game.
Title: Re: A thread for little questions
Post by: Ragshak on January 10, 2018, 10:48:39 pm
I keep Mutated and Tamed Reapers and for defense. Or base defence mission will not tigger if there is no regular hand?

For my storage base I have planned to upgrade all Vaults to those with guns to destroy incoming ships. But maybe I will better stick to your advise :)
Title: Re: A thread for little questions
Post by: Ethereal_Medic on January 10, 2018, 11:01:31 pm
I keep Mutated and Tamed Reapers and for defense. Or base defence mission will not tigger if there is no regular hand?

For my storage base I have planned to upgrade all Vaults to those with guns to destroy incoming ships. But maybe I will better stick to your advise :)

You can also go with armored vaults instead.
Didn't checked for reapers and werewolves in those bases. Good choice. Yes the bases are save even with only those kind of units.
No real soldier needed.
Title: Re: A thread for little questions
Post by: BBHood217 on January 11, 2018, 02:33:47 am
in Piratez, missions do not disappear when targeted by a craft (same as vanilla). Except landed craft, of course.

I think the Aircar Race mission is the only exception to that.  Though I never saw it happen in-game, I think I saw it with a function in the .rul files that would make it despawn even if a craft was headed towards it.

Also, nobody ever answered my Cydonia question so I'm just gonna assume that all items are allowed there.  The only restricted choice there is probably just in regards to armor.

New question, though: What's the purpose of the Zubrin?  Is it just in case you didn't feel like waiting for 250 fuel capsules and think you can take on all those mercs and ethereals with only 8 people?
Title: Re: A thread for little questions
Post by: Ethereal_Medic on January 11, 2018, 09:05:10 am
Also, nobody ever answered my Cydonia question so I'm just gonna assume that all items are allowed there.  The only restricted choice there is probably just in regards to armor.

New question, though: What's the purpose of the Zubrin?  Is it just in case you didn't feel like waiting for 250 fuel capsules and think you can take on all those mercs and ethereals with only 8 people?

I recommend to use the 'Quick Battle' simulator to check out what works and what not. That's the fastest way as far as I know.
The Zubrin can't attack Cydonia, only the Conquerer can do this (since only for this craft the "Cydonia" button appears in geoscape). This new craft is an alternative for the Pachyderm. It's just another space-worthy craft if you have no bigger ship (e.g. the Fortuna).

The Zubrin can be a bit tricky since you have only the lifts to leave/enter this drop-pod.
Title: Re: A thread for little questions
Post by: BBHood217 on January 11, 2018, 09:26:47 am
That's strange.  With the research requiring all the Cydonia codes, you'd think the Zubrin was Cydonia-worthy.
Title: Re: A thread for little questions
Post by: greattuna on January 11, 2018, 09:40:19 am
What are you talking about, Zubrin is Cydonia-worthy. It was made explicitly as an alternative to conqueror grind. Granted, it's painful to be on final mission with 1-to-8 gals only, but the option is there.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on January 11, 2018, 10:46:53 am
What are you talking about, Zubrin is Cydonia-worthy. It was made explicitly as an alternative to conqueror grind. Granted, it's painful to be on final mission with 1-to-8 gals only, but the option is there.

My bad. I never consider to do the final mission(s) since there's no pay-off.
Just the ending slide-show and *bam* back to menu.
Title: Re: A thread for little questions
Post by: BBHood217 on January 11, 2018, 02:29:02 pm
But after the ending slide show, there's a tally of all the things you did in the game.  Surely that plus the sense of accomplishment is worth the end game grind and hellish final battles... right?
Title: Re: A thread for little questions
Post by: Ethereal_Medic on January 11, 2018, 02:41:13 pm
Not for my part. I'd like to continue after the final part and have something like a post-endgame.
Right now, you beat the brain on mars and everything is fine on earth again.
It's cool to see the stats and you could compare those with the stats of a different play-through.

My point is: I want 'more' to happen after the mission(s). A reward for the current campaign (like one more codex-options unlocked or any kind of awesome tech stolen from cydonia) and new challenges for the campaign. A new faction to battle or something but not just the menu screen.
Title: Re: A thread for little questions
Post by: ivandogovich on January 11, 2018, 03:38:51 pm
But after the ending slide show, there's a tally of all the things you did in the game.  Surely that plus the sense of accomplishment is worth the end game grind and hellish final battles... right?

Yep.  But you can also access this anytime in game. ;)
Hideout>Hands>Memorial>Statistics
Title: Re: A thread for little questions
Post by: BBHood217 on January 11, 2018, 06:51:19 pm
Gray has the sorceress, Red has the moloch, and Green has the pestulator.  But where is Gold's ultimate outfit?  Surely it's not the fairy one and it's just not implemented yet, is it?

Also, is the moloch really not an exosuit?  How come the sorceress and pestulator get to go to Mars but not the moloch or even destructor?
Title: Re: A thread for little questions
Post by: legionof1 on January 11, 2018, 11:43:04 pm
Back in the earlier implementations you could take the destructor to cydonia, thou it wasn't documented in the pedia.
Title: Re: A thread for little questions
Post by: Martin on January 13, 2018, 01:54:29 pm
Gray has the sorceress, Red has the moloch, and Green has the pestulator.  But where is Gold's ultimate outfit?  Surely it's not the fairy one and it's just not implemented yet, is it?

The El Capitan uniform with its +100 bravery is not enough for you?
Title: Re: A thread for little questions
Post by: BBHood217 on January 14, 2018, 09:29:24 am
The El Capitan uniform with its +100 bravery is not enough for you?

After some more quick battle testing, I've confirmed that you can't wear that to Cydonia along with the Savior, Fairy, Witch, Destructor, and Moloch outfits.  Destruction and Excess are just shafted right now when it comes to Mars, though at least all but one codex can use the Bio suit and the one that can't still has the Sorceress.
Title: Re: A thread for little questions
Post by: Ninawindia on January 14, 2018, 10:04:44 am
How rare are syn missions? I've never had one. Have had over 100 orbital missions though..
Title: Re: A thread for little questions
Post by: Ethereal_Medic on January 14, 2018, 01:52:58 pm
How rare are syn missions? I've never had one. Have had over 100 orbital missions though..

Those are totally random and sometimes you get some, sometimes you don't.
The mission is called "Lost Spaceship"
Title: Re: A thread for little questions
Post by: BBHood217 on January 14, 2018, 05:32:38 pm
It's entirely possible to finish a game without ever seeing a single syn.

And while we're on the subject of RNG, let's say that the sectoids have been rare to nonexistent so you don't yet have the alliance necessary to buy meteor missiles.  What's the next best missile to use?
Title: Re: A thread for little questions
Post by: Ethereal_Medic on January 14, 2018, 10:55:15 pm
It's entirely possible to finish a game without ever seeing a single syn.

And while we're on the subject of RNG, let's say that the sectoids have been rare to nonexistent so you don't yet have the alliance necessary to buy meteor missiles.  What's the next best missile to use?

The mixture of Stingray/Medusa and Hammerite. The lategame bomber can field 2x Hammerite (for maximum damage output to hull) and 1x stingray (or another hammerite) and 1x Medusa to punch through shields. The Hammerite is quite inacc. so you've to test out what does best in every situation. Implsion launchers should be rare and are even less acc.
If you feel lucky try avalance (300-900 [600] nuke) but you only got one shot.
Title: Re: A thread for little questions
Post by: Lobsterman Bait on January 15, 2018, 12:07:08 am
What do I need to build a Still? It's in my Bootypedia, and I already have an Extractor.
Title: Re: A thread for little questions
Post by: BBHood217 on January 15, 2018, 01:28:26 am
Alchemy is needed to actually build stills.

We really need that tech tree viewer updated to show which tech allows what buildings to be built and what items to be purchased.

Implsion launchers should be rare and are even less acc.

These aren't actually so rare once viper fighters start showing up late in the game.  You're always guaranteed half of a plasma spitter and half of an implosion bomb launcher since, unlike with bombers, those loot drops aren't located in the engines and thus won't be destroyed if they explode.
Title: Re: A thread for little questions
Post by: BBHood217 on January 17, 2018, 03:59:46 am
Where are the silacoids?  The last time I saw one (and only one) was several versions ago while attacking an ethereal UFO; never saw one in my latest playthrough but of course waspites, gazers, and sectopods were plentiful.  With the Church beastmaster able to tell about the silacoid, you'd think they'd use them too but I never saw them in any Church battles either.

Also, there's mention of a giant cockroach which I've never encountered.  Is it just rare or unimplemented?

Finally, I noticed that the cloning center allows soul gems to be revived back into magical girls.  Seems pointless as there's nothing to do with a magical girl once she's all researched out (and you can research the same one over and over), but maybe this is just a placeholder and the revival's real function in the future is to give you a magical girl of your own like a new type of hand or an auxiliary.  Is that about right?
Title: Re: A thread for little questions
Post by: LuigiWhatif on January 17, 2018, 10:32:59 am
I've seen silacoids on a church terror mission before and I remember rarely seeing them on a Star God terror mission too.  But the crew patterns that use them do seem to be pretty rare.

I recall fighting roaches on an early game mission where you have to save a castaway gal from a small bunker.  However there were several other enemy types that could spawn on those, so you must have missed them.
Title: Re: A thread for little questions
Post by: Martin on January 17, 2018, 05:38:25 pm
Church uses them all the time in terror missions now. They used to be all about chryssalids and celatids. Sadly, just like celatid and chryssalid, we never get to tame one.
Title: Re: A thread for little questions
Post by: BBHood217 on January 18, 2018, 02:00:50 am
So it's all about the pogroms.  Just my luck then that the Church never did a pogrom, and especially not after I got the MSDF tech that gets rid of all pogroms except the freelance ones that only minor factions do.  So no more pogroms means no more boomosaurs (not that you can get those alive in the current version anyway) and silacoids.
Title: Re: A thread for little questions
Post by: Martin on January 18, 2018, 02:41:33 pm
Just my luck then that the Church never did a pogrom,

Nothing of value can be gained from church pogrom you can’t get more easily elsewhere and the church is pretty nasty, so good for you.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on January 18, 2018, 04:03:53 pm
Church Pogrom are nasty indeed.
Rocky's spew fire at you and soak up alot of damage.
Fartbags can potencially one-shot your soldiers without proper chem-protection.
Humanoids have either lasers, flamers or caws (AP) for damage. They all carry hellerium grenades!
Due to the fartbags 20 sense the Church Revenant (green robe dude) can pick on your soldiers using voodoo.
Some flying chicks but overall a jack of all trades pogrom.

Factionwise it's the 3rd toughest pogrom in my opinion.
1. is tied for Mercs and Stargods.
Title: Re: A thread for little questions
Post by: Martin on January 18, 2018, 05:14:37 pm
Pogrom power ratting:

1.) Proper stargods (with guardians and sectopods)
2.) Mercs, Stargod freakshow
3.) Church
4.) Guild, Raiders
5.) Bandits, Academy, Spartans
6.) Humanists, Dark Ones
7.) KKK + cops

Academy is bit on the weak side as far a global factions go. Humanists could bring along those power armours with railguns sometimes
Title: Re: A thread for little questions
Post by: Zharkov on January 18, 2018, 07:38:36 pm
Academy is bit on the weak side as far a global factions go.

I am not so sure. Sometimes cyberdiscs can become problematic.
Title: Re: A thread for little questions
Post by: Martin on January 18, 2018, 08:07:30 pm
I am not so sure. Sometimes cyberdiscs can become problematic.

Yes, but their support is... let’s be generous and call the osiron security guys mediocre.
Title: Re: A thread for little questions
Post by: legionof1 on January 19, 2018, 12:01:42 am
Academy is weak overall, but i view it as a needed evil. The academy is geared to resist lasers and other exotics, just like mercs are meant to keep ballistic in check. The idea is that no one weapon load is always ideal. Would that the academy unit mix was more threatening, but hey for something that's day one till the end of the game they don't do too bad.
Title: Re: A thread for little questions
Post by: Solarius Scorch on January 19, 2018, 02:06:34 am
Academy is currently getting some expansion, so don't get cocky. ;)
Title: Re: A thread for little questions
Post by: legionof1 on January 19, 2018, 02:51:54 am
yay upgrades to meaningful foes.
Title: Re: A thread for little questions
Post by: BBHood217 on January 19, 2018, 04:02:59 am
Are we finally gonna get those hybrids that the Challenge of Dr. X is hinting at?
Title: Re: A thread for little questions
Post by: Martin on January 19, 2018, 11:50:15 am
Are we finally gonna get those hybrids that the Challenge of Dr. X is hinting at?

Probably not. Get ready from power armoured Osiron.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on January 19, 2018, 04:34:45 pm
Probably not. Get ready from power armoured Osiron.

More powerarmor parts!
Title: Re: A thread for little questions
Post by: Solarius Scorch on January 19, 2018, 05:16:48 pm
Well, I never said there would be power armoured Osiron... Because I am not aware of such plans.
I only know about some new Academy units, and frankly I don't know if they will be any stronger than the older ones. Probably not, just different.
Title: Re: A thread for little questions
Post by: Martin on January 19, 2018, 05:56:31 pm
Elite osiron assasins in holosuits?

Like catgirls, but tougher and better armed.
Title: Re: A thread for little questions
Post by: cc on January 19, 2018, 07:49:59 pm
How is Academy Hierachy gotten in 0.99I?
It got a cost and requires an item, so no autounlock when the dependencies have been filled. The item isn't dropped/buyable, nothing gives the tech for free, and there's no lookup either.
Title: Re: A thread for little questions
Post by: BBHood217 on January 20, 2018, 12:47:25 am
It's currently bugged, I don't think Academy Hierarchy is supposed to be a physical item.  You'll just have to edit the .rul file and change its "needitem" text to false.
Title: Re: A thread for little questions
Post by: cc on January 20, 2018, 01:43:29 am
It's currently bugged, I don't think Academy Hierarchy is supposed to be a physical item.  You'll just have to edit the .rul file and change its "needitem" text to false.
That's what I thought, but I felt it better to ask lest I missed something obvious. Thanks for the confirmation. ^^
Title: Re: A thread for little questions
Post by: Lobsterman Bait on January 20, 2018, 07:52:51 pm
I got some Lokk'Narr Villager captives (from one of the Bounty missions). I suppose they're useless except for ransom, right?
Title: Re: A thread for little questions
Post by: Ninawindia on January 20, 2018, 08:50:04 pm
So, was wondering if there was a tech tree out there somewhere. Since I can't view it on mobile! Also, I've got church, traders, and stargod codes. Guessing academy is the last? Also, what leads to researching the master plasma weapons and blaster launchers?
Title: Re: A thread for little questions
Post by: cc on January 20, 2018, 09:16:39 pm
Also, I've got church, traders, and stargod codes. Guessing academy is the last? Also, what leads to researching the master plasma weapons and blaster launchers?
Academy is bugged (see my question a bit above). Open Piratez.rul and search for "  - name: STR_ACADEMY_HIERARCHY". Three lines down you'll see "    needItem: true". Change that "true" to "false".
This will allow you to research Academy Hierarchy (assuming you have all live Academy units researched) which in turn allows you to interrogate a Provost. The interrogation will unlock the stellar empire weapons tech which will allow you to get the master plasma weapons and blaster launchers (the later requires plasma rifle and heavy plasma as well).

Tree without freebies is attached.
Title: Re: A thread for little questions
Post by: Ninawindia on January 20, 2018, 10:52:05 pm
Welp, did that, didn't get stellar weapons research, idk what I'm missing for that. But ty!
Title: Re: A thread for little questions
Post by: cc on January 21, 2018, 12:55:08 am
Did you look at the tree in the above post? It's in the lower-right.
You also need Magischen Motors (item research: disassemble a Plasma Pistol/Rifle to get the item if you haven't unlocked it from a decrypted data disc yet) and Arcane Interface (Advanced Medicine, Small Launcher, Broken Esper, Mind Probe, Cybernetic Interface and MAGITECH).
Well, if you can execute Windows programs at all, I recommend getting my tech tree viewer from https://openxcom.org/forum/index.php/topic,5947.0.html , pointing it at your files, and see what's missing that way. The tech tree is a bit unwieldy if you're looking at end-game techs without removing already researched ones. ;)
Title: Re: A thread for little questions
Post by: Ninawindia on January 21, 2018, 05:08:20 am
Well, turns out I need advanced medicine, though, idk how to get that as I can't follow it in the tree! Ty though. <3
Title: Re: A thread for little questions
Post by: BBHood217 on January 21, 2018, 05:54:31 am
Are you aware that the game itself has a tech tree viewer?  Try middle mouse clicking on a research topic, or pressing Q on the Geoscape.
Title: Re: A thread for little questions
Post by: Ninawindia on January 21, 2018, 12:12:24 pm
Are you aware that the game itself has a tech tree viewer?  Try middle mouse clicking on a research topic, or pressing Q on the Geoscape.

Mm, as I said in my post before.. ANDROID DOESN'T HAVE THAT! :P unless meridian updated it in the past 3 hours...
Title: Re: A thread for little questions
Post by: HumanTraitor on January 21, 2018, 05:12:45 pm
I got some Lokk'Narr Villager captives (from one of the Bounty missions). I suppose they're useless except for ransom, right?

It seems to be the case.

So, in my playthrough, I finally bought some special craft from the Grey Codex, but I have some doubts: How does one use the magic cannon in the Jellyfish? I try using it as a guided rocket, but it always seems to hit the sides of the cabin uselessly, at most breaking one mirror thing before it can finally shoot outside. Is this because the gunner's Voodoo ability is low? I have no way to check that yet, so I improvise with the Savage outfit to see if it works. Also, is the first Gal on the list the user of the weapon? What happens if you have less than 7 gals inside the vehicle then?

Lastly, between Snake, Shadowbat and Jellyfish, which one is better according to you?

One more thing that's not an issue but something I noticed is that the special vehicles seem to be... There. I mean, I expected some kind of lore about how the Piratez learn to commission such special airships, instead of seemingly getting the knowledge as soon as you unlock the Shadowmasters topic. I suppose either they get the coordinates there, or they get it due magic or something.

Title: Re: A thread for little questions
Post by: Ethereal_Medic on January 21, 2018, 05:19:13 pm
It seems to be the case.

So, in my playthrough, I finally bought some special craft from the Grey Codex, but I have some doubts: How does one use the magic cannon in the Jellyfish? I try using it as a guided rocket, but it always seems to hit the sides of the cabin uselessly, at most breaking one mirror thing before it can finally shoot outside. Is this because the gunner's Voodoo ability is low? I have no way to check that yet, so I improvise with the Savage outfit to see if it works. Also, is the first Gal on the list the user of the weapon? What happens if you have less than 7 gals inside the vehicle then?

Lastly, between Snake, Shadowbat and Jellyfish, which one is better according to you?

You can use 'right click' to open the 'door' of the Jellyfish cannon-door. With the door open you can do the waypoints easily. Always try to shot your enemies from behind with it^^
You have to open the door every turn as long as you got ammo.

Yes, the first hand in the list is always the hooked one. With less than 7 hands in the craft it doesn't matter.

Shadowbat is great for almost all early missions even outside of night-missions.
Jellyfish is good in most situations where your team isn't spawning in the utmost middle of nowhere.
Snake is tricky to use due to the roof been flat without anything to cover yourself. It's easy to defend with only one elevator to get into the higher floors.

Also: Do not question 'why' things are there. Let room for imagination :3
Title: Re: A thread for little questions
Post by: Martin on January 21, 2018, 06:35:41 pm
Lastly, between Snake, Shadowbat and Jellyfish, which one is better according to you?

Shadowbat - best transporter you have access to early on if you pick gray codex, it is however a poor gunship as it only has missile slots and missiles are too expensive to hunt civilians with. It is also slow. Despite its flaws, this is the one you want.

Snake - being able to take one of every weapon class and having acceptable shield, this is passable as fighter transporter for your secondary base should you have one. It also goes underwater. Slow, so forget about catching most prey.

Jellyfish - more like jellshit. The voodoo weapon is interesting, however at the point you can buy jellyshit, you are unlikey to know woodoo stats of your gals, so you have no way of knowing who to put there aside from trial and error. Waste of hangar.
Title: Re: A thread for little questions
Post by: cc on January 21, 2018, 06:55:05 pm
Well, turns out I need advanced medicine, though, idk how to get that as I can't follow it in the tree! Ty though. <3
You need a bigger monitor then. :p
Attach your save file and I'll generate a filtered tree for you which should be a lot easier to read.
Title: Re: A thread for little questions
Post by: Ragshak on January 21, 2018, 07:04:45 pm
Martin: Funny thing. For me Jellyfish is the best choice availble.
Title: Re: A thread for little questions
Post by: HumanTraitor on January 21, 2018, 09:04:11 pm
You can use 'right click' to open the 'door' of the Jellyfish cannon-door.

Well drat, I thought the blue tile on top of the cabin meant it was to shot from here, but it seems not. Can the unit inside the turret be attacked by enemy units? It seems unlikely, but perhaps mind control and the like could hit. What happens when a unit with a guided missile goes berserk, does it shoot randomly?

Another thing: Can you buy Exquisite Lingeries, or must these be "harvested"? They seem to be somewhat rare and needed for many oufits. Speaking of, I'm starting to have so many of them that sometimes I'm not sure which one to use.

Jellyfish - more like jellshit. The voodoo weapon is interesting, however at the point you can buy jellyshit, you are unlikey to know woodoo stats of your gals, so you have no way of knowing who to put there aside from trial and error. Waste of hangar.

One crude way I found to see if someone can use the Jellyfish's cannon effectively is to check the possible ranged damage with CTR+H, those with somewhat high scores likely have good Voodoo skills.
Title: Re: A thread for little questions
Post by: ivandogovich on January 21, 2018, 11:05:46 pm
One crude way I found to see if someone can use the Jellyfish's cannon effectively is to check the possible ranged damage with CTR+H, those with somewhat high scores likely have good Voodoo skills.

Even better:  Just hold alt down as you target.  It will give you the expected damage range.
Title: Re: A thread for little questions
Post by: Ninawindia on January 22, 2018, 05:34:17 am
Figured it out! ... So any way to get a siren examination? I've not seen a ret ship in forever...
Title: Re: A thread for little questions
Post by: Martin on January 22, 2018, 06:09:45 am
Martin: Funny thing. For me Jellyfish is the best choice availble.

I preffer more soldiers in the field over fancy layout. You should really give Shadowbat a chance. Nothing is better than snipin’ and mortarin’ from its roof
Title: Re: A thread for little questions
Post by: cc on January 22, 2018, 06:51:42 am
Another thing: Can you buy Exquisite Lingeries, or must these be "harvested"? They seem to be somewhat rare and needed for many oufits. Speaking of, I'm starting to have so many of them that sometimes I'm not sure which one to use.
They can be manufactured from Durathread. Technology is Piratey Lingerie.

Figured it out! ... So any way to get a siren examination? I've not seen a ret ship in forever...
Not really. Govt/Reticulan Files has them as get for free technology, but you need Sirens to manufacture those in the first place.
Title: Re: A thread for little questions
Post by: Ninawindia on January 22, 2018, 09:09:21 am
Well, only option then if I don't want to reset is save editing... So anyone know the proper place to put it and the research name to put it? I know it goes in discovered but yeah, after that lost!
Title: Re: A thread for little questions
Post by: BBHood217 on January 22, 2018, 11:24:58 am
Without resorting to save editing (to hack in either the Siren research topic or a sectoid UFO wave), the only thing you really can do is wait for the next sectoid sighting for your siren.  It'll happen eventually, the only time the sectoids would stop appearing altogether (other than imperial probes landing on sectoid bunkers, I think) is after you've researched *Human-Reticulan Cooperation* which requires researching all the various kinds of sectoids (siren included) to get there anyway.
Title: Re: A thread for little questions
Post by: cc on January 22, 2018, 06:24:56 pm
Well, only option then if I don't want to reset is save editing... So anyone know the proper place to put it and the research name to put it? I know it goes in discovered but yeah, after that lost!
As BBHood217 said, they'll show up eventually.
If you really want to cheat, add "STR_RET_SIREN" to the "discovered" sequence node.
Title: Re: A thread for little questions
Post by: Ninawindia on January 23, 2018, 12:56:41 am
Already researched elder, the ships no longer show up! Haven't for 3 years? Lol
Title: Re: A thread for little questions
Post by: BBHood217 on January 23, 2018, 01:47:51 am
It's all just RNG.  I've actually discovered that sectoids completely disappear (including the sectoid bunker imperial probes) once you've researched Contacts: Reticulans (a little earlier than the Cooperation, so I was wrong there), however that tech still requires having researched all the live sectoids first.  Basically, you have to research all the sectoids to get them to go away forever so you still have a chance at that siren.  Just be patient.

Or y'know, edit that save file.  It's your game.
Title: Re: A thread for little questions
Post by: Ninawindia on January 23, 2018, 02:53:09 am
Mm I'll wait around then! Hopefully in the next few years!... As my girls are already starting to get the immortal condemnation. 



Edit! I have contacts: ret! Without siren being researched, so something is wrong with needing all of them for it! So they're gone, for goods.
Title: Re: A thread for little questions
Post by: BBHood217 on January 23, 2018, 03:06:25 am
That's not supposed to happen.  Part of Contacts: Rets is Reticulan Hive and that one among other things requires a siren.  How were you able to research the Hive and the Contacts without the siren?

Edit: Oh dear, I think I've finally pinpointed the problem.  Advanced Medicine requires Healing Gel which in turn requires Reticulan Genetics which is why you need a siren.  Contacts: Reticulans makes all sectoids go away forever, but that requires Reticulan Hive which itself needs four kinds of sectoids researched first.  However, Reticulan Hive can also be gotten for free from certain sectoids (the siren's not among them), bypassing the need to research those sectoids and thus the siren.  So you must've gotten the Hive for free and then researched the Contacts afterwards, thus eliminating all sectoids and any chance of getting a siren for the Genetics which is not given for free at all by anything.

Looks like the Reticulan tech tree still has a few holes left.  Go ahead and edit your save file, then.
Title: Re: A thread for little questions
Post by: Ninawindia on January 23, 2018, 03:37:07 am
Oh well, thanks for all the help, and now we've even found something for dioxine to patch!... Only I could accidentally break my game this hard. Lol
Title: Re: A thread for little questions
Post by: HumanTraitor on January 24, 2018, 01:36:12 pm
I can confirm that the Shadowbat + Grav Harness + Mortar is true love. Very fun combo.

However, there's something I'm confused with: How can you unlock the Pachyderm vessel? I have been looking through the Research tree but I can't find the necessary requirements. Did it become a Codex-locked choice?

I'm using the More Cars and Tanks + Self-driven Car mods, but I don't think these should affect this.
Title: Re: A thread for little questions
Post by: Filipsan on January 24, 2018, 01:43:25 pm
From what can i see in .rul files, you need to unlock "Contacts: Authorized Dealers" through bounty hunting (Prize: Bank Favors)
Title: Re: A thread for little questions
Post by: Martin on January 24, 2018, 06:04:53 pm
I can confirm that the Shadowbat + Grav Harness + Mortar is true love. Very fun combo.

Mortar goes well with everything, it’s soy sauce of warfare.

It would however be a lot less (or more) fun if the AI knew how to use them.
Title: Re: A thread for little questions
Post by: ohartenstein23 on January 24, 2018, 06:19:40 pm
It would however be a lot less (or more) fun if the AI knew how to use them.

The AI does know how to use mortars, I made sure of that.
Title: Re: A thread for little questions
Post by: legionof1 on January 26, 2018, 12:28:06 am
Well know how vs use well is very different matter. Mortars reward sitting in one spot crouched for most of a map. AI units spend alot of TU dithering around there general spawn area. A mortar enemy basically has to spawn on a roof or other similar flat open space to have much impact. The AI simply dosen't understand concepts like moving to superior position based on weapon wielded/terrain configuration.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on January 26, 2018, 12:04:37 pm
If the A.I. would be able to think outside of the box they would start to use proximity-/landmines to box your crew inside your craft and use smoke-screens to their own advantage.
They would remember where your hands are standing and throw various amounts of grenades at your last-known position.
With the spotter-sniper code they can at least do something against you if one of their soldiers has vision on you.

Introducing such human-like cryptic thinking could only work if the A.I. has map-hack knowledge and could calculate where to move to get the utmost efficiency out of their TU's and vision-field.
For example: The A.I. knows where your airbus has landed and stockpiles the whole map around your starting location, creating a shooting gallery just like the human player can do.
Unless you love lead-poisoning you can't go out of the airbus without getting shot by the A.I. camping you.
Ofc it's possible to delay this superior A.I. thinking for 1-2 turns so the player can actually deploy somewhat save-ish.
Title: Re: A thread for little questions
Post by: Eddie on January 26, 2018, 05:06:30 pm
Personally, I think the next step to make xcom more fun lies in the development of a better AI. But we are getting there.

I recently vitnessed the AI doing something useful. It was a zombified Academy outpost on the urban/slum map at night, second month after start. The strix zombie got on the roof of a house and  camped there. It pretty much kept me pinned down, as it was in a perfect firing position. If any gal moved into an open area, the strix zombie would reaction fire on her (it didn't move so always had full tu). I set up defensive positions in a house. Took out most of the wall on the first floor. The roof protected my gals from the strix. With the mini pocket las pistol, I slowly chipped away at the hp of the strix zombie on the neighboring house. There were also two chryssalids patroling the space between the houses. When they came close to my house, they could be killed with the anchor firing down from the first floor. It was only possible to win this map because of high damage anchor and endless ammo mini las pistol. Nice challange.

Next example: On a ratmen rodeo my gal came under archer fire from an unseen enemy. Somehow a ratman I never saw spotted one gal, and a ratman hunter could use that info to shoot her over a wall  with his bow.

Bottom line, as long as the AI has info on your position like the strix with its 40 range psi vision, they do make good use of arcing fire weapons. This could be improved with a little bit of code: if no target is currently available and unit has area of effect weapon (grenade, mortar, etc.), try to bombard tile where enemy was spotted the previous round. Enable this behavior with by setting the artillery flag to true on the unit.
An addition to that: When weapon has area effect and no direct line of fire is possible, see if neighboring tiles can be shot at.

This sniper/spotter behavior could be used in mission design: There is one immobile/slow unit called the security system. It has 40+ psi vision and gives info to sniper enabled units. Killing the security system will give you tactical benefits on the map. This would be suitable for alien base assaults for example. Or terror missions, where the security system is an armored vehicle, where the mobile command center is located (Alien 2 style).
Title: Re: A thread for little questions
Post by: ohartenstein23 on January 26, 2018, 05:28:14 pm
Personally, I think the next step to make xcom more fun lies in the development of a better AI. But we are getting there.

I recently vitnessed the AI doing something useful. It was a zombified Academy outpost on the urban/slum map at night, second month after start. The strix zombie got on the roof of a house and  camped there. It pretty much kept me pinned down, as it was in a perfect firing position. If any gal moved into an open area, the strix zombie would reaction fire on her (it didn't move so always had full tu). I set up defensive positions in a house. Took out most of the wall on the first floor. The roof protected my gals from the strix. With the mini pocket las pistol, I slowly chipped away at the hp of the strix zombie on the neighboring house. There were also two chryssalids patroling the space between the houses. When they came close to my house, they could be killed with the anchor firing down from the first floor. It was only possible to win this map because of high damage anchor and endless ammo mini las pistol. Nice challange.

Next example: On a ratmen rodeo my gal came under archer fire from an unseen enemy. Somehow a ratman I never saw spotted one gal, and a ratman hunter could use that info to shoot her over a wall  with his bow.

Bottom line, as long as the AI has info on your position like the strix with its 40 range psi vision, they do make good use of arcing fire weapons. This could be improved with a little bit of code: if no target is currently available and unit has area of effect weapon (grenade, mortar, etc.), try to bombard tile where enemy was spotted the previous round. Enable this behavior with by setting the artillery flag to true on the unit.
An addition to that: When weapon has area effect and no direct line of fire is possible, see if neighboring tiles can be shot at.

This sniper/spotter behavior could be used in mission design: There is one immobile/slow unit called the security system. It has 40+ psi vision and gives info to sniper enabled units. Killing the security system will give you tactical benefits on the map. This would be suitable for alien base assaults for example. Or terror missions, where the security system is an armored vehicle, where the mobile command center is located (Alien 2 style).

The first example is just the normal AI + psi vision; new AI code had nothing to do with it.

The artillery fire on your supposed position is just un-fun - IIRC one of the beta versions of Xenonauts AI would guess where your soldiers were based on where they weren't, and then start tossing explosives your way.  This is an example of bad game mechanics - your soldiers die just for existing on the battlefield.
Title: Re: A thread for little questions
Post by: Martin on January 26, 2018, 08:07:01 pm
The artillery fire on your supposed position is just un-fun

Never having to worry about losijng a hand unless you make a serious fuckup is also un-fun 8)

Everything player can do to the AI, the AI should be able to do back.
Title: Re: A thread for little questions
Post by: ohartenstein23 on January 26, 2018, 08:16:57 pm
Never having to worry about losijng a hand unless you make a serious fuckup is also un-fun 8)

Everything player can do to the AI, the AI should be able to do back.

Consider this: if the AI could do everything a player can, wouldn't it just immediately fire a blaster bomb or explosive into any open transport as soon as one of their units spots it? Or drop proximity mines all around your craft? I assure you, taking the AI down this route leads to more frustration than its worth, and is why you don't see such AI often in games.

Also, symmetric balance is boring, and having such an AI would require complete rewrite of much of the deployments in the mod, as it's written to use the given AI.  Difficulty can be bumped up in other ways if necessary.
Title: Re: A thread for little questions
Post by: Starving Poet on January 26, 2018, 08:40:43 pm
Xenonauts early beta had an AI that tossed grenades where it thought you might be - wound up being way overpowered since they start the map knowing exactly where you aren't.

Title: Re: A thread for little questions
Post by: legionof1 on January 27, 2018, 12:23:02 am
What i would prefer to see is maybe not everything the player can do, but at the very least snipers and mortars and other artillery like weapons should at the very least attempt to reach high ground. Not dither around indoors, in alleyways or under trees(just arcing weapons). Having a handful of powerful units just pass/fail to impact a map on nothing more then spawn RNG feels pretty bad.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on January 27, 2018, 11:47:06 am
To play around the Spawn RNG each spawn-point on a map would need a selection of units allowed to exist there.
e.g. on the roof you only allowed to spawn enemies with sniper-rifles and mortars or indoors foes with shotguns/flamers
Title: Re: A thread for little questions
Post by: ohartenstein23 on January 27, 2018, 04:20:36 pm
To play around the Spawn RNG each spawn-point on a map would need a selection of units allowed to exist there.
e.g. on the roof you only allowed to spawn enemies with sniper-rifles and mortars or indoors foes with shotguns/flamers

That is already somewhat possible, but it's on the modder to decide with alien rank numbers and priorities on spawn nodes.
Title: Re: A thread for little questions
Post by: RSSwizard on January 29, 2018, 11:44:39 pm
What i would prefer to see is maybe not everything the player can do, but at the very least snipers and mortars and other artillery like weapons should at the very least attempt to reach high ground. Not dither around indoors, in alleyways or under trees(just arcing weapons). Having a handful of powerful units just pass/fail to impact a map on nothing more then spawn RNG feels pretty bad.

I was designing (in concept) an xcom clone for years and I looked into alot of situations like this for how a programmer might address the AI. There were a couple things that I saw in terms of strategy that I ought to chime in about. This would require building an internal database of layout information for the map ingame similar to RMPs for the AI to access.

Superior positions are good but how do you define/label a superior position? In terms of height you want to check from the top of the map down where the tallest map blocks are - not the vertical height of one but the highest vertical dimension that has a Floor tile (not sure if trees have floor tiles or just object/wall tiles). You can get more detailed than this if you want but it would involve weighting the map block's vertical accessibility by doing additional vertical checks at intermediate locations inbetween the center tile to the edge (3x3 grid, etc) that way if its got a tall smokestack in the middle of it that wont define its accessibility as much.

(edit - in the game concept I was designing the map would have various waypoints and handles in it similar to the RMP system but also for predefining where these types of locations were so that it wouldnt have to be handled algorithmically... it also would have had waypoints that had an Inverse Linkage to them so that the AI could use them with tactical movement rules and would know which nearby waypoints that a given one Cannot Be Reached from. I dont think this is an option for openxcom though because it would dictate needing to define additional data for map blocks)
(It was also going to handle "Object Binding" by connecting multi-leveled objects together via grouping, and establishing structural integrity so that you could have building and object collapses similar to XcomApocalypse, and there would have been weight tolerances so that it discouraged bringing Power Armor and Vehicles into and across certain structures because they could collapse - and you would take falling damage from it. And algorithmically it would also measure floor tiles connecting to each other with a strength based on its toughness, so if you blow a big enough hole in a floor and it doesnt have much support below it, it might collapse most of the floor but it wouldnt collapse the floor tiles that were adjacent to the wall)

Now you want to check among those which ones are 1 map block adjacent to the given unit (increase by 1 radius if they have more than 100 TUs). And pick the one which is closest to them. They will look for stairs or elevators tiles to ascend upwards and take the closest path to them until they reach them. If the unit has reached a Roof then they will also need to move to within 2 tiles of the Edge of its floor tiles in order to get a line of fire at anyone on lower floors (make it 3 tiles if they are only on a 1 story building).

Its also important to program in variance like priority to go to the Roof, verses looking for Windows to fire out of. Big buildings like the ones in the EuroSyndicate missions will have AI going crazy trying to get up on the roof when they will likely only find themselves moving up to the Top Floor and not being able to get to an exposed roof.

(to address this bug you can weight that the 2nd or 3rd story is fine enough to gain an advantage)
(Edit - its also worth mentioning that some kinds of weapons are NOT good for shooting from an advantage point, either because of Accuracy or Effective Range, and it would be easy enough to set default standards for this so that the AI doesnt move units with Sawed Off shotguns and Holdout Pistols to the 3rd story balcony. Whether you could say they were more advantageous because of the vertical distance or not is questionable, but going to a higher elevation has a greater marked effect for what we'd consider sniping - or especially explosive weapons - and particularly grenades)

Weapon Selection is also important for arcing weapons and explosives. Shooting out of a window is bad news if you have a rocket launcher, even though in real life a user of such a weapon would have no problems firing out of a window without hitting it. So someone using a blast weapon should only fire out of areas that have a Gap in wall tiles rather than a Window.

For the same reason someone with an arcing weapon (like a tftd deep one) should only look for Gaps in walls to shoot from because their projectile needs a more stringent line of fire to it - sure they can shoot out of a window but that wouldnt be the priority for movement. These units would set a higher weight to moving onto the roof.

(lets consider the Snakewoman mutant civvie, she has an arcing projectile spit attack, this would affect those units and they would try to move to higher elevations to lob spit as if it were mortars - in a way this would be beneficial since it also makes them harder to get into Melee with)


Another major AI advantage is taking cover intelligently. Hazard Assessment zones is one way to handle this. Measured in 5x5 blocks with the center of that block being the anchor for it. Starting for every 10x10 map block check from the top down to the first floor tile it reaches in the center, if that has an open center to it (there is a line of fire directly to at least 3 cardinal directions) then a Hazard anchor is dropped there - this is a vulnerable spot to be. The Hazard Anchor extends vertically from the top of the map to 1 floor below the location where the assessment was made.

(in Space most blocks would receive this, and it would be warranted because it is a very open place, even on the space station locations the first floor inside would be considered a dangerous place. However since it only targets 5x5 squares it means the AI will sorta move in a jigsaw fashion through space since its trying to avoid the center of each map block - but since you'd likely introduce variance by doing a Bravery check that may not matter)

But in gameplay the trick is detecting what is actually hazardous and which types of weapons are more hazardous. So while gameplay is going on any time an enemy makes a shot at the AI that unit will check the line of fire compared to its visibility (in an rpg type game a spot check would be made)... okay I know where the bearer of that weapon is now. Since that unit is now in danger drop a temporary Hazard anchor there... but then also calculate the field of view for the shooter from where they fired, in a swath (to avoid intense calculation maybe, step it by 2 degrees each time) and drop Hazard Anchors positioned in a grid for each ray traced on that which hits a ground tile.

What kind of weapon was used? Damage caused is one factor (Damage divided by the armor effectiveness multiplier actually) but Blast damage is alot more dangerous because even close counts with that.Effective blast radius * 10 is added to the Damage for this assessment.
(so a rocket launcher doing 120 damage is going to have double the hazard rating of a heavy plasma doing 115 damage, but a panzerfaust doing 120 damage with a 0.65 armor effectiveness and an effective blast radius of 3 is only going to be treated as doing around 215)
(effective blast radius being calculated first by checking the actual blast radius, and if Power / Radius Reduction is lower then that value is used instead... common sense size here)

Maybe measure these hazard ranks for every 45 points total. Maybe add one rank to this if the weapon has at least 6 burst shots so that minigun style weapons are given some credit for that. Maybe take accuracy into consideration, add 1 rank if that weapon has more than 120% aimed accuracy (this would put shotguns in that category). Number of pellets from a buckshot blast should also be factored in but id say a multiplier to damage would be much lower, such as 1.0 + (Pellets-1)*0.1 so a boom gun would be treated as 95 damage for this purpose (+2 ranks)


This is for determining the level of danger that each Hazard Anchor has associated with it. The degree of danger for each one decreases one step for every turn that goes by... which the one who provoked that danger has not been spotted there (at the lowest rank it takes 2 turns for it to be cancelled). If that particular shooter is observed firing again redo that assessment and reduce the prior Hazard Anchors to the lowest rank. These assessments should only be done Once per turn.

If the AI observes a shot Impacting an area but does not observe the shooter who did it, it will drop a low rank Hazard anchor within the 5x5 grid that the shot impact was located. Maybe also use the trajectory from the shot to drop another anchor in the next 5x5 grid. This should only be assessed 1 time per weapon even if its got buckshot or fires multiple shots (the first one that hits is the only one that matters)

If a unit happens to be inside a hazard zone they will trace a line of fire from themselves to the anchor for it, and if there is no line of fire then they will ignore it (if you cant see the spot that is risky to be shot from). Not perfect but it would prevent units behind a wall from reacting to a hazard spot that was located outside.

So in addition for pointing out to the AI which areas are open danger areas, it also points out to the AI which areas have been made dangerous as a result of combat, which changes as the battle goes on due to its fluid nature. Big dangerous weapons like cyberdisk plasma guns or rocket launchers will get AI to avoid areas they've seen those weapons in action, if the user of that weapon is spotted somewhere else then they pose that hazard over there - but the location that they were at previously will still linger because of the buddy system (another unit may be in a position to fire from there) and because the enemy unit may swing back to that spot.

How strongly the AI curtailed its movement as a result of exposure rules - I think it should be up to the unit's Bravery, possibly a skill test in order to make it random. The AI should only do it once per turn for each unit IF they are confronted with a hazard zone.

The intelligence of the unit may also come into play in some manner, for example weighting higher ranking Hazard Anchors while ignoring the lowest tier ones if heavy duty stuff is being used, if the intelligence is high enough (ie, at least 5) then they can go ahead and reassess the target while the AI remains aware of the location of that target even if they dont have a line of sight check (predicting where the wielder of that weapon went and alerting the rest of the units of their faction)

This is a complex, dynamic way of handling "sneaky AI" at least in terms of picking which areas and targets are more dangerous to avoid.
Title: Re: A thread for little questions
Post by: vortex on February 18, 2018, 08:36:40 am
Hi Folks,

I search all the bootypedia (two times) about Workers, without finding where they are described.
My original question was a reference to a previous comment on the base layout: should I pick large vaults or an armada of workers ?
Title: Re: A thread for little questions
Post by: cc on February 18, 2018, 11:21:31 am
My original question was a reference to a previous comment on the base layout: should I pick large vaults or an armada of workers ?
Workers give you 4 space in exchange for a 5 000 monthly cost.
A Large Vault gives you 500 storage space in exchange for a 7 500 monthly cost and 4 base tiles.

In the beginning you may want to use a Large Vault because it's a lot cheaper. In the later game, you'll want to replace all vaults with workers and slaves as base tiles are a lot more precious than vault space. The extra cost can be offset by producing items, having Courtesans, or shifting Contraband.

TL;DR: Use Workers if you have the money. Vaults are for poor people. ;)
Title: Re: A thread for little questions
Post by: Darkfirephoenix on February 18, 2018, 05:56:17 pm
Couple of questions:
How do I get my crafts to shadow enemy crafts (so I can follow those friggin probes to a mission), the game doesn't let me minimise the "engagement" screen
Mechtoids: How to get em/where... and did I screw myself cause I already got "Contacts: Reticulans"?
Where the hell do I get that "Secure Freight" (or such) tech/item from? Without it anything that needs the "Activities: Commercial" research is locked...

Thanks for your help in advance! :D
Title: Re: A thread for little questions
Post by: Ethereal_Medic on February 18, 2018, 08:50:33 pm
See attachment. Hit the switch on the top-left of the window to 'shadow' a ship.

You get mechtoids from the biggest reticulan shipping and during reticulan bunker mission (probe).
I guess you did boned yourself with getting "Contacts: Reticulans" before you could finish all individual topics such as mechtoid and mechtoid corpse.
Somewhere is a fix for that.

To get 'secure freight' you've to research the topic: "Heavy Freighter Flight Plan"

To get this topic, you've to read Heavy Freighter Documentation first.
Title: Re: A thread for little questions
Post by: Darkfirephoenix on February 18, 2018, 09:28:53 pm
See attachment. Hit the switch on the top-left of the window to 'shadow' a ship.

You get mechtoids from the biggest reticulan shipping and during reticulan bunker mission (probe).
I guess you did boned yourself with getting "Contacts: Reticulans" before you could finish all individual topics such as mechtoid and mechtoid corpse.
Somewhere is a fix for that.

To get 'secure freight' you've to research the topic: "Heavy Freighter Flight Plan"

To get this topic, you've to read Heavy Freighter Documentation first.
Hmmm, strange... the game didn't allow me to minimize it...

That Mechtoid thing sounds like a bug/oversight on the dev side (it should at least give another way to get em, maybe buying one AFTER the "Contact:Reticulans" is finished).

And lastly: Oh boy! So I have to deal with a heavy freighter!... They usually take donw my ships, tho I think now that I can engage it with multiple ships at a time I can manage it.

That Mechtoid thing really bugs me tho... It doesn't even WARN you about "If you research Contact: Reticulans you won't see anymore Reticulan missions/get chances to capture tech/people from them!"... I'm in year 4 already and I think I got that Reticulan screwup in year 2! sigh Well, then back to the grind it is!
Title: Re: A thread for little questions
Post by: Ethereal_Medic on February 18, 2018, 09:37:07 pm
Somewhere it should be possible to just 'add' the research topics to your save.

It was mentioned before and will be fixed in the next update.
You can't minimize the window unless your ship is set onto 'shadow ship'

All other modes (long range, full broadsite, ramming speed) counts as attack and doesn't allow you to minimize.

To gun down a heavy freighter, you need decent guns to bypass the shield and armor.
Title: Re: A thread for little questions
Post by: KZad Bhat on February 19, 2018, 03:47:41 am
The Heavy Freighter is also the time you want to use multiple interceptors. The method I've found I prefer is your heaviest and toughest fighter and 3 M-Wings. When all 4 are on it, send up the heavy fighter for the attack, with the M-Wings following, and the ship keeps attacking your heavy craft that can take the beating. Especially effective if you have the Rail Cannon on the heavy ship.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on February 19, 2018, 11:32:39 am
Even your menace-class ship can tank the freighter.
All you need is firepower to get the shield and armor down.
Title: Re: A thread for little questions
Post by: Martin on February 19, 2018, 12:29:27 pm
I think ramjet cannon is enough to take it.
Title: Re: A thread for little questions
Post by: Labraid on February 19, 2018, 02:46:32 pm
I think ramjet cannon is enough to take it.

I bet you are reffering to standard freighter. Heavy one is a hard nut to crack mid-late game even on standard difficulty, as you will surely find out once you make The Guild ramp up their efforts.
Either that or you are a priseworthy masochist. (although I envy your determination if that's the case)
Title: Re: A thread for little questions
Post by: Ethereal_Medic on February 19, 2018, 02:50:06 pm
1 tankship with a heavy weapon (ramjet can work, naval gun is just better)
3 Damage dealers fueled with your best rockets and best light weaponry. This should do it.
It got no regenerating shield so once the shield is down you don't lose further firepower.
Title: Re: A thread for little questions
Post by: vortex on February 20, 2018, 07:23:09 am
Thanks Ethereal_Medic for the answer on Workers.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on February 20, 2018, 10:27:47 am
Thanks Ethereal_Medic for the answer on Workers.

Not me, it was "cc" that explained the worker-situation.
I can only support the opinion. Early one large vaults are the most cost-efficient solution mixed with large barracks and 1 burrow for most bases.
Once you've 3-4 flourishing production bases (means 3-4 bases entirely focused on producing shit for auto-sell like x-grog or chemicals) you can start to hire workers and replay ALL vaults with them.
Even the slot for an 'armored vault' can be used alot more efficient by placing either a luxury barracks or another workshop on that slot.
Vaultspace can be supported either with improving your slaves (Farmhouse, Supermaid, Drone Herder, Slave Robots in general) and workers.

Having an army of slaves is without doubt the best source of creating 'vaultspace' and each slave-class individually reduces your monthly upkeep to pay the salaries and maintaince costs.
Don't worry, you can reduce your vaultspace to -6000 and more and the game will not crash.
Title: Re: A thread for little questions
Post by: mamix on February 20, 2018, 06:44:38 pm
Enjoying the mod in most part so far and I have a few questions.

1. What exactly does the rope do? I cannot figure out if my attack does anything and it seems when I end the turn the enemy attacks and moves normally.

2. After 6 months in-game play, I have not the option to hunt and shoot down ships. Is there a particular research / item I need to find first or am I researching all the wrong items? 99% of the encounters are events (hunting rats, temple, assault the church) with 3 ships so far that touched down within my radar radius.

3. When assigning equipment to my ship, ammo clips seem to disappear. One example is that I finally managed to obtain enough manstopper clips but when assigning 6 weapons and 16 clips, I have 6 loaded manstoppers and 4 clips in my inventory. Note that my ship's inventory is a bit huge (tons of ammo / weapons / mellee in the pool).

EDIT : Got it for question #3. It seems Ol' Harty's gun auto-equipped with 6 manstopper clips.
Title: Re: A thread for little questions
Post by: cc on February 20, 2018, 07:23:00 pm
1. What exactly does the rope do? I cannot figure out if my attack does anything and it seems when I end the turn the enemy attacks and moves normally.
The rope causes choke damage and can be used to capture enemies. Generally speaking, stun batons and whips are better, though.

2. After 6 months in-game play, I have not the option to hunt and shoot down ships. Is there a particular research / item I need to find first or am I researching all the wrong items? 99% of the encounters are events (hunting rats, temple, assault the church) with 3 ships so far that touched down within my radar radius.
You need to get a ship and a ship weapon. The earliest ships can be bought after researching a few contacts and weapons can be scavenged from landed ships, bought or gotten from a codex. Without knowing what exactly you researched so far it's kinda hard to recommend the best path to arming yourself. ;)
Title: Re: A thread for little questions
Post by: mamix on February 20, 2018, 08:22:58 pm
Many thanks for the speedy reply.

So rope is basically useless until I have anything better to stun got it.

Currently using an awesome cattle prod looted somewhere; I only have one =(

Ships almost never land on the region I have my base in (with the starting radar).

As for what I have researched so far, the list would be really long.
That said, here is what I have on my bootypedia as far as vessels / armaments go :
Airbus GDX-058
Expedition
25mm cannon
25mm x2 cannon
Spike rockets

Only recently unlocked the "What type of codex do you want to unlock", no idea what each of it does exactly so I might browse a bit
for more information.


Title: Re: A thread for little questions
Post by: Martin on February 20, 2018, 08:32:04 pm
Ships almost never land on the region I have my base in (with the starting radar).

That is quite normal.

For codex you want the gray one. It’s the most popular one by far for a good reason.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on February 20, 2018, 09:33:28 pm
Grey has the best menace-class ship (the one you build out of your menacing hull) with inbuild shield, biggest radar and can lift into space-missions.
Crewsize is the 2nd smallest with 13 but you can field 1x lightweapon, 1x heavy weapon and 1x missle slot, legitimate able to hook every weapon you find onto the craft.
It's also the second slowest with 2000 speed, limiting it's use as a 'fighter' but the shield generator is worth alot and ensures your craft almost never has to repair.

Using the drill for grey also gives you the 'custom seagull launcher' aka Conversion Launcher and this babe is nearly as good as a lancer missle launcher while alot more cheaper and fed with cheap seagull missles instead of expensive lancer missles.
But I can't keep repeating myself that you don't get anything helpful for the battlefield for a very long time. (Battleflag doesn't count, every codex gets one for free.)
Selling point is the geoscape boost with disks and a liber occultus to get VOODOO faster unlocked. To actually get any 'voodoo' it takes a very long route leaving you with no 'help' in terms of guns, armor, manpower or equipment.
Title: Re: A thread for little questions
Post by: mamix on February 22, 2018, 04:14:21 am
After quite a while I managed to get the first fighter-ish craft. Decided to go with the airspeeder along with seagull. Seaguls seem really expensive at this point in my game but is the fastest ship available currently 2500 max speed, 6 acceleration (was thinking over the aircar but it has slightly less speed / acc and I cannot manufacture cannon rounds).

The first couple ships I shot down yielded negative infamy points (I am almost certain they were civilian - green - ships, I checked, I swear) and abysmal profits. Is there a way to spot worthwhile / shootable ships with decent profits and most importantly with no loss in infamy score? If there are civilian ships, perhaps I should try capturing them alive instead of reaction fire them to death?
Title: Re: A thread for little questions
Post by: BBHood217 on February 22, 2018, 06:34:49 am
It's still worthwhile to go for civilian craft.  The small ship engines (which I believe never blow up unlike their large counterparts) plus any other possible cargo are worth a lot and easily offset the point penalties for killing instead of capturing the civilians.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on February 22, 2018, 08:38:36 am
Keep 'farming' civilians.
Try to capture them alive and 'ask' them for secrets by researching them! This way you get even more score-points and the mentioned small ship engine never blows up.
It's worth 100.000 $ each, comparable with 2,5x 'Smarp Guys' for 40.000 $ per captive. Captives you can't research again should be sold if you run out of prison space.

It's tempting to 'save' Hoes to upgrade them into Courtesans but I quickly run into the conclusion to sell them once they can't tell me further things.

Slavery might take a while to research, until that point constantly research captives or sell them to pay taxes and get more personell (namely runts/brainers and hands/lokk'nars) to have 6 soldiers up and ready 24/7.
Title: Re: A thread for little questions
Post by: cc on February 22, 2018, 06:35:28 pm
Don't use Seagulls against civilian targets. You're likely to destroy the craft instead of downing it.
Scavenge 25mm and 30mm bullets of Megapol ships (the blue ones with the beastmen inside) and arm yourself with that.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on February 22, 2018, 08:03:16 pm
1 Seagull missle costs 50k so this cuts the win for a engine by 50%.
Get yourself an aircar and mount a 25mm or 30mm cannon onto it. Reliable shooting down of civilian crafts without accidently nuking them to tiny bits.
Title: Re: A thread for little questions
Post by: KZad Bhat on February 23, 2018, 03:53:02 am
Don't forget that the small ship engines are used for some of the really good tanks, and once you get the Stop Tracking Civilians research topic done, they become harder to find. As good as 100k a pop sounds . . . try to save a few, those tanks can help a lot.
Title: Re: A thread for little questions
Post by: mamix on February 23, 2018, 06:56:50 am
I had to resort to the seaguls; Fast forward - spamming research, the first auto-cannon option (not the ammo) comes after approximately 4 months of research. No idea which string of researches unlocked it (it unlocked the 30mm cannon + parts + ammo).

With seaguls, I have to avoid all "very small" craft but on the upside, the speedster can down all small and most medium crafts without taking damage.

For the tanks, that's seems to be really far. I fast-tracked all of my current research topics (~8 months) and I haven't unlocked anything tank related. There are items missing apparently, although it's not any help, the lab is 20000% overworked already.

However, I used the drill on the Gray codex. A month ot so later, I get a satelite mission (- lots of infamy if I ignore) that I have no idea how to do. Tried commissioning Skyranger, Jellyfish, Snake and Shadowbat but the game tells me those crafts can not be used for that mission. On clicking to the "What to wear?" hint, I get a "We can use the following : Unknown" tip. Curious as to what tech is needed to be able to go to the South pole and do the freaking thing.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on February 23, 2018, 08:41:51 am
The fortuna craft itself can go to space.
The hunter-killer can go to space too. All battery crafts are too 'weak' to leave earth.
Early in the game without space-suits and some lasgun you simply can't win the 'disruptive transmissions' mission but you can visit and instantly-abort the mission to remove the score penalty.
Title: Re: A thread for little questions
Post by: Ragshak on February 23, 2018, 11:27:50 am
What is "Reticulan Stuff" at reasearch tree? I dont know how to unlock it. Currently I am reasearching Reticulan tree - all spiecies are behind me and there are some leftovers like biomatter or their engine. But even if I rush my save to unlock Contacts" Reticulans I have no idea how to get "Reticulan Stuff" topic.

Edit: Does Voodoo Power value is static for each gal? Once rolled it can never be increased? Or it can be improved at Voodoo School?
Title: Re: A thread for little questions
Post by: BBHood217 on February 23, 2018, 01:35:22 pm
"Reticulan Stuff" is just another name for the engineered biomatter, and it is admittedly confusing.  It probably has to do with how the biomatter's Bootypedia article is titled "Reticulan Stuff"; I think that should be done away with and the articles should just be titled the same as the item names (Engineered Biomatter, Integrated Devices, Force Circuitry, etc.).
Title: Re: A thread for little questions
Post by: Ethereal_Medic on February 23, 2018, 03:39:53 pm
VoodooPower is fixed upon creation of the character. Only some armors can add a bit power to the character but it can't be increased EVER.
VoodooSkill on the other hand has to be trained/unlocked on the voodoo school and caps around 40-45 (a +6 roll while having 39skill) for normal hands.

The school slowly trains V-Skill while the active use of voodoo-items allways trains the skill even on the first use.
A portion of your V-Skill is counted into your Voodoo-defence. If you train Voodoo-wimps you can still get decend protection against mind-fuckery.
Title: Re: A thread for little questions
Post by: Rince Wind on February 26, 2018, 12:31:52 am
What is the best place to find the LockNarr Trading cards (with their gods)?
I am a year into my campaign and don't have them so I can't get the codex crafts.
Title: Re: A thread for little questions
Post by: cc on February 26, 2018, 07:59:26 am
What is the best place to find the LockNarr Trading cards (with their gods)?
You can get them from Decrypted Data Disks, Pillow Books, and selected interrogations.
Title: Re: A thread for little questions
Post by: Rince Wind on February 26, 2018, 02:51:45 pm
Don't they show up as items as well?

Oh well, time to decrypt those last 3 discs I have then. Pillowbooks are not an option yet.
Title: Re: A thread for little questions
Post by: Solarius Scorch on February 26, 2018, 03:44:52 pm
While I find the concept of "trading cards" amusing and even endearing, in fact they are not physical objects, but knowledge. Having info on a particular Demon God represents having studied this aspect of Lokk'Naar religion, at least briefly, and understanding its basic tenets.
This is why they are unlocked by scientific sources (data disks), certain relevant works of fiction (pillow books) and actual believers/priests (interrogations). I don't know if there are actual holy scriptures in the game, but they would make sense.
Title: Re: A thread for little questions
Post by: BBHood217 on February 26, 2018, 05:15:11 pm
Lokk'Naar scriptures exist, they just rarely show up.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on February 26, 2018, 06:23:17 pm
Sometimes those exist during the zaxx-bounty missions where you blow up the red barn.
Rarely those are inside the demon tower. So mostly RNG loot.
Title: Re: A thread for little questions
Post by: cc on February 26, 2018, 06:30:13 pm
Lokk'Naar Scriptures are just flavor, though. ;)
Title: Re: A thread for little questions
Post by: Ethereal_Medic on February 26, 2018, 06:35:43 pm
And the big win among the 'free tech' is "Shadowmasters" to unlock the STC ships for research/purchace.
With Contacts: Car Thieves together of course.
Title: Re: A thread for little questions
Post by: Rince Wind on February 26, 2018, 09:43:46 pm
And the next disc gave me ... Shadowmasters. :D

Title: Re: A thread for little questions
Post by: KZad Bhat on February 27, 2018, 10:33:34 am
Hey there, Rince Wind. Just had to say hello to the cowardly wizard.
Title: Re: A thread for little questions
Post by: Ragshak on March 03, 2018, 11:10:09 am
Power Plants reduces overall maintaince cost or just for base where they are located?

Are there any differences in stat caps for Lunatic/Hands/Veterans? What file should I open to check it by myself and what to look for?

Any idea what should I edit in Piratez files to allow Dojo/Luxury Spa to train soldiers to max cap?
Title: Re: A thread for little questions
Post by: cc on March 03, 2018, 01:33:10 pm
Power Plants reduces overall maintaince cost or just for base where they are located?
Those are the same. Maintenance cost for all bases is added together. And yes, you can have negative maintenance.

Are there any differences in stat caps for Lunatic/Hands/Veterans? What file should I open to check it by myself and what to look for?
Search for "soldiers:" in Piratez.rul. Lunatics have slightly higher caps for Voodoo Power.

Any idea what should I edit in Piratez files to allow Dojo/Luxury Spa to train soldiers to max cap?
Change the trainingStatCaps entries at the same place as above.
Title: Re: A thread for little questions
Post by: Ragshak on March 11, 2018, 08:12:46 pm
Thanks cc.

Another thing. I would like to make starting Escaped Lunatics more uniqe in comparison to all other mercenaries you can get later and improve their early survivabillity. Two ideas:
1) Give them +5 starting armor OR
2) Give them passive HP regeneration.

I have tried to find some clues looking at werewolf race and mutated reaper at Piratez.rul but don't see any entries about regeneration. Is it connected to armor?
In that case to be able to do 1 or 2 I should update every armor entry in Piratez.rul with +5 armor and regeneration formula?

Is race "STR_SOLDIER" related only to Escaped Lunatics?

What does that entry mean:
Quote
    dogfightExperience:
      bravery: 10
      reactions: 75
      firing: 75
?
Max bravery/reactions/firing training from airgame?
Title: Re: A thread for little questions
Post by: Ethereal_Medic on March 11, 2018, 09:29:29 pm
Another thing. I would like to make starting Escaped Lunatics more uniqe in comparison to all other mercenaries you can get later and improve their early survivabillity.

This mod is not meant to hold your hand at any point in the game.
The early game is supposed to be challenging and for most users it's the most fun part of the experience. To have more survivability, try different tactics:
Do more night missions; use more trees to avoid been shot at; save more TUs for proper reaction fire; add more tools to your inventory (you never know if you need a chainsaw to cut through walls etc.)
Title: Re: A thread for little questions
Post by: cc on March 11, 2018, 10:07:15 pm
I have tried to find some clues looking at werewolf race and mutated reaper at Piratez.rul but don't see any entries about regeneration. Is it connected to armor?
Health regeneration/drain is indeed tied to armor.
In that case to be able to do 1 or 2 I should update every armor entry in Piratez.rul with +5 armor and regeneration formula?
Updating every armor would mean all gals get the bonus. You'd have to make copies of all the armors and then add overrides in the deployment sections as far as I understand. Best to just forget about the idea.
Is race "STR_SOLDIER" related only to Escaped Lunatics?
Yes.
What does that entry mean:?
Chance to improve the stat by a point (or by ten points in Bravery's case).
Title: Re: A thread for little questions
Post by: khade on March 12, 2018, 11:08:39 pm
All I'd want for the Lunatics is to make it easier to tell who is one and who isn't.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on March 12, 2018, 11:23:04 pm
All I'd want for the Lunatics is to make it easier to tell who is one and who isn't.

Lunatics have a title in their diary as "Escaped Lunatic".
If that doesn't help to seperate them, give them a "L" or "EL" in front of the name.

--- posts merged ---

Totally different question:

Would anyone play this game with a mod that removes all guns and focuses on hand-to-hand combat with bows/x-bows and throwable spears/axes the only exceptions?
Maybe magic?
Title: Re: A thread for little questions
Post by: Solarius Scorch on March 14, 2018, 12:00:58 pm
What would be the rationalization for it? Gals have hands, eyes and brains. Why wouldn't they use firearms?
Title: Re: A thread for little questions
Post by: KZad Bhat on March 14, 2018, 12:37:42 pm
I can see that idea working as a starting point, but now it would still require a good bit of rearranging to properly balance a game start. Even with a need for the earlier melee weapons, too much of it still depends on using the starting guns. You can't safely beat everybody on most maps, especially in the wilderness, so even trying to take prisoners, you've got to shoot and risk killing a few practically every mission.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on March 14, 2018, 12:44:23 pm
I'm not talking about piratez without guns.

Stuff like X-Com in the medieval age where black powder has to be invented first.
Title: Re: A thread for little questions
Post by: Eddie on March 14, 2018, 12:56:36 pm
Would anyone play this game with a mod that removes all guns and focuses on hand-to-hand combat with bows/x-bows and throwable spears/axes the only exceptions?
Maybe magic?

It will be a very poor game because melee is the weak point of the AI. Have you not read all the comments about chyssalids not beeing dangerous enough? Thats basically an AI issue.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on March 14, 2018, 01:09:32 pm
I didn't and I'm a simple nerd with a job that had a vague idea.
Title: Re: A thread for little questions
Post by: KZad Bhat on March 14, 2018, 01:19:32 pm
This is really by far the wrong engine for that kind of idea. After all, what happens . . . you set up you castle, and start recruiting your army, responding to threats against your growing kingdom . . .that just so happen to crop up all around the planet from the very start?
Title: Re: A thread for little questions
Post by: Ethereal_Medic on March 14, 2018, 01:22:03 pm
I see the questions left unanswered. Sorry for bothering.
Title: Re: A thread for little questions
Post by: ajnunezr on March 14, 2018, 04:19:32 pm
Would anyone play this game with a mod that removes all guns and focuses on hand-to-hand combat with bows/x-bows and throwable spears/axes the only exceptions?
Maybe magic?

Ok. If you are talking about make a game like that with this engine, well, it is something I thought some time ago. The thing is.... As say before by KZad, yes, It is maybe the wrong engine. But because of the geoscape. The battlescape can offer interesting possibilities.

If you are talking about modding Xpiratez so you don't use guns.... well... it is going to be a "even harder mode", It can be an interesting challenge. The justification.... gals are fanatic zealot with an oath not to use powder or laser or plasma guns.

But I like to use firearms XD.

There are several ideas that maybe can work. But it is going to be a little complicate.
Title: Re: A thread for little questions
Post by: khade on March 16, 2018, 04:35:39 am
Early tech mods could work, or early eras, though they'd need enough tweaking that it would make Piratez look like a simple mod, I think.  If you can limit the geoscape to show 'here be dragons' in areas that you physically can't get to, you could try to pull off a knight vs alien story, though lore-wise, why are they attacking the heavily defended keep and not the many many guys with horses and tents over thataway?
Title: Re: A thread for little questions
Post by: Ragshak on March 16, 2018, 08:19:22 am
Shadowtech modules can be only mounted to Shadowbat/Jellyfish/Drill related crafts? Or there any other later on?

I'm asking because unlocking those extra modules take some time and tech progress so I've already use Fortuna and there is a slim chance that I will use my once loved Jellyfish.

How do you get Shadow Orbs to unlock more modules? Are those Shadow Orb modules worth it?
Title: Re: A thread for little questions
Post by: Ethereal_Medic on March 16, 2018, 09:36:06 am
Those modules are only found during 'disruptive transmission' space missions fighting against t-100 killer droids.
The droprate is EXTREMELY low but you need those droids (dead or alive) to build EMP-Grenades later on.

The only reliable STC-slot you'll find every playthrough is the reticulian engine that boosts your battery ships (with free STC slots) with additional 750 speed/slot.
Useful midgame after you fought some reticulans but ultimately too slow once you can build nightmares (hunter killer v3.0) and brave whaler (your first missile bomber).
Title: Re: A thread for little questions
Post by: Ragshak on March 16, 2018, 02:12:01 pm
A little bit stupid but - how not to savescum ?  ;D

I hope to restart after new relase and with knowledge gathered durning current play I can try not to savescum too much. Ironmode isn't an option because of potential bugs.
Ahh, and by savescuming I understand not to loose starting Lunatics. I dont care much about later hired Gals or units.

I think I will - khem cheat - and edit rulset to give Lunatics +20 HP to minimum starting roll without touching max HP.

The best scenario would be to be able to hire meat shields from the beginning of the game but so far it is not an option.

Any hints?
Title: Re: A thread for little questions
Post by: Ethereal_Medic on March 16, 2018, 02:32:00 pm
Iron(wo)man mode regardless.
If bugs happen, do 'debug mode' or skip mission.

Not even iron(wo)man mode is save-scum proof since you could alt-f4 your game before the autosave happens.
Also you can copy your save-file and just replace it if you feel cheated.

Unless you twitch Let's play it you can fuck around with the save and game as you freakin' please.
It's meant to be 'fun' in the end and sometimes it's just hard and unforgiving but never game- or campaign breaking without proper tools available to solve the issues.
Title: Re: A thread for little questions
Post by: Martin on March 16, 2018, 04:36:46 pm
I wíonder if we finally get the long promised minor stat bonuses from awards in the upcoming version.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on March 16, 2018, 05:06:19 pm
Only if it increases the actual stat-cap and not just adds +X onto the current value. Otherwise it would be just a different way to max-out faster.
Title: Re: A thread for little questions
Post by: KZad Bhat on March 16, 2018, 05:47:21 pm
And oh god, the things you really need you'll max out pretty quick anyway.
Title: Re: A thread for little questions
Post by: cc on March 16, 2018, 08:22:43 pm
How do you get Shadow Orbs to unlock more modules? Are those Shadow Orb modules worth it?
Disruptive Transmissions, Mage Tower, Sunken Treasure (underwater mission) and

Hell Cruise (Jack bounty mission): Shadow Orb of Alacrity
Disruptive Transmissions: Shadow Orb of Ethyr, Shadow Orb of Alacrity, Shadow Orb of Mind, Shadow Orb of Blood, Shadow Orb of Stasis
Mysterious Tower (Mage bounty mission): Shadow Orb of Ethyr

Scarab + Ethyr Drive X = pure awesome, by the way. Almost as fast as a Nightmare, but tougher and with two heavy weapon slots as well as a light one to obliterate your enemies.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on March 16, 2018, 09:10:08 pm
I swear those things simply don't spawn for me at all and I use explosives very scarcely once I can just gun 'em down.
Darn RNG loot.
Also can't have scarap, have grey codex this time.
Title: Re: A thread for little questions
Post by: khade on March 16, 2018, 09:29:14 pm
There is a setting that allows savescum, with it off, assuming you do the same thing, the same things will happen, with it on, savescum happens.  I think it's off by default, though
Title: Re: A thread for little questions
Post by: Ethereal_Medic on March 16, 2018, 10:16:11 pm
RNG the map until I can get the loot? Like manipulating mansions to have 2x treasure chest?
Nah thanks not for me :3
Title: Re: A thread for little questions
Post by: anonynamja on March 19, 2018, 08:56:47 am
I'm not talking about piratez without guns.

Stuff like X-Com in the medieval age where black powder has to be invented first.

Battle Brothers  (http://store.steampowered.com/app/365360/Battle_Brothers/)

but there's basically no strategic layer, and the sandbox isn't very deep
Title: Re: A thread for little questions
Post by: Ragshak on March 19, 2018, 04:40:54 pm
Any tips how to abuse Shadowbat's darkness (under wings)?

If I use Camo Paint on my Gals and hide in darkness (under wings) durning day mission - Will enemy use their Day or Night Vision range? Will Cano Girls use their Day or Night Camo value?
Is there any source of information how effective darknes combined with camouflage can be?
Title: Re: A thread for little questions
Post by: ohartenstein23 on March 19, 2018, 04:50:06 pm
If it's during the day, you will only ever use day values, shadows are just cosmetic.  To get night vision advantage, it has to be at night and your gal has to be in darkness.  The pedia articles with armors that have camo list the value as CAMO: camo at day/camo at night.
Title: Re: A thread for little questions
Post by: Eddie on March 19, 2018, 10:27:01 pm
Camo in night missions can be very good. There is just one thing to watch out for: light sources.

Most humans have night vision of 9, so even small night camo values do a lot. However, if your gal is illuminated even a tiny bit, day sight range and day camo is used. Things that can spoil the fun:
- dropped computers. You melee a guy that had a computer in the inventory. In the inventory it gives no light, but once on the ground it is a tiny light source. Suddenly your gal can be seen from the other end of the map...
- the bushes in iron forest. They are a light source in a tileset that is extremely dark. You will most likely not know you are standing in light. You will find out only when things start shooting your gals...

What I do on night missions:
Have a magna lite in the quickdraw slot. Only take it out to spot for enemies, then put it back in to kill the light. You should know that you suffer 50% accuracy vs targets out of your vision range. So if you want to shoot a distant target in a night mission, you need to light it up.
Pro tip when still using airbus or similar: have the gal with the magna lite stand around the corner of your ship. Then you have a zone of shadow you can savely shoot from. See pictures.
Note: this only works if you don't have any surplus magna lites laying on the floor of your craft. Pack accordingly.
Title: Re: A thread for little questions
Post by: sleekie on March 20, 2018, 12:00:22 am
So I just broke and interrogated a guildmaster and he gave me some Cydonia Codes, but they're marked [Irg.]. I assume this means Irregular and that they're therefore useless. The tech viewer claims the actual codes item is literally an item. Where do I find this?
Title: Re: A thread for little questions
Post by: BBHood217 on March 20, 2018, 01:11:01 am
It's just internal name weirdness, the codes should still work for getting to the final mission.
Title: Re: A thread for little questions
Post by: sleekie on March 20, 2018, 03:37:31 am
It's just internal name weirdness, the codes should still work for getting to the final mission.
Yeah, I figured that out after a while. I don't get why that one code is special-cased, but if it works, it works I guess.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on March 20, 2018, 10:46:40 am
Turning the codes into an item (lootable in battlescape) could be nice. Would reduce some stress and casualties to capture ViPs.
By doing this we could go to mars even without any understandings for the annihilator-armor, forcefields, voodoo and exotic tech gained from the stargods.
Title: Re: A thread for little questions
Post by: Solarius Scorch on March 20, 2018, 11:35:33 am
Turning the codes into an item (lootable in battlescape) could be nice. Would reduce some stress and casualties to capture ViPs.
By doing this we could go to mars even without any understandings for the annihilator-armor, forcefields, voodoo and exotic tech gained from the stargods.

And how exactly is this a good idea...?
Title: Re: A thread for little questions
Post by: Ethereal_Medic on March 20, 2018, 01:36:21 pm
It's not. It's for speedruns.
The sole reason to 'guarantee' the codes is for the situation that you only need 1 out of 4 ViPs but don't need the tech granted by the interrogation.
Title: Re: A thread for little questions
Post by: Eddie on March 20, 2018, 02:38:50 pm
It's not. It's for speedruns.

A speedrun. Of PirateZ.

.
.
.

You should seriously consider doing less drugs.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on March 20, 2018, 03:16:55 pm
That was a joke ;)
Doing such thing would require massive manipulation of mission schedule, research times and overall battlescape RNG.
Title: Re: A thread for little questions
Post by: cc on March 20, 2018, 06:04:13 pm
Yeah, I figured that out after a while. I don't get why that one code is special-cased, but if it works, it works I guess.
Irg. is short for "Interrogation". You can also get the guild codes from the Bank Robbery mission, thus the need for two different research topics.
Title: Re: A thread for little questions
Post by: BBHood217 on March 21, 2018, 01:34:41 am
That's news to me.  I only got a few Bank Robbery missions in my last playthrough, with one of them yielding a shadow orb.  I imagine the codes would be a very rare drop, so it might not be a dependable way to get it.
Title: Re: A thread for little questions
Post by: Mechanique on March 21, 2018, 07:00:34 pm
1. Where can I get star gods code? Silver towers have not spawned for ~2 in-game years, battleships/cruisers don't have coordinators, and public enemy never ever spawned in dozens of larger smuggler ships (the ones with catgirls) I assaulted.

2. What exactly am I supposed to do on bank robbery mission? Killing everyone within 20 turns does not seem to work, as there seem to be some hidden enemies, there are no items laying around as on mansion mission, and I assume there should be some kind of vault in the basement, but trying to explode things down there does nothing.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on March 21, 2018, 07:47:16 pm
In the bank are stairs to go down. Use a pickaxe or hammer to break the 'black' wall.
1-2 tiles later you digged out the hallway to crawl in deeper.

Beware! The hallway is full with traps so better bring choke-resist armor and gasmasks.

Star Gods codes can be gained through the methods you mentioned and you can also go for a crackdown against your hideout. Those are commanded by a stargod coordinator for sure.
Title: Re: A thread for little questions
Post by: cc on March 21, 2018, 10:17:22 pm
2. What exactly am I supposed to do on bank robbery mission? Killing everyone within 20 turns does not seem to work, as there seem to be some hidden enemies, there are no items laying around as on mansion mission, and I assume there should be some kind of vault in the basement, but trying to explode things down there does nothing.
Dig into the vault from the East. It's always in the same place and if you have someone with Sense, you can find it even easier.
Title: Re: A thread for little questions
Post by: sleekie on March 22, 2018, 12:06:23 am
The vault doors are very tough, so explosives aren't very reliable, plus you have to access each individual vault, up to three of them. I use a heavy chainsaw to cut my way in since it uses no ammo, but it's, well, heavy. Stamina is the stat for this map.
Title: Re: A thread for little questions
Post by: greattuna on March 22, 2018, 01:31:04 am
Quick reminder: fusion torch exists, you can buy it easily by the time bank robbery missions start appearing, and it can melt anything and everything, up to (and including) external walls of an ship.
Title: Re: A thread for little questions
Post by: Cristao on March 22, 2018, 01:10:38 pm
Where can I get Gatling Lascannons from?  Lol!! I got it from Decrypted Disc in a lucky research. Beyond this where do I get it from.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on March 22, 2018, 01:12:00 pm
Going for a fusion torch is a very TU-consuming way. It's a time-critical mission to a degree.
While you've to clear house on the outside you have to deal with those security dudes trapped in the two (?) money-vaults in the basement. Maybe pickaxe and hammer? Dig in, use aye-phones and get rid of the guild security. The corridor connecting the vaults are filled with stun/chocking(?) traps so either 0% smoke-damage suits or at least gasmasks to reduce damage taken.

Gatling Lascannon parts are sometimes on freighters, and if lucky on the larger smuggler ships.
Title: Re: A thread for little questions
Post by: Cristao on March 22, 2018, 01:14:25 pm
TY
Title: Re: A thread for little questions
Post by: Martin on March 22, 2018, 06:01:24 pm
Where can I get Gatling Lascannons from?  Lol!! I got it from Decrypted Disc in a lucky research. Beyond this where do I get it from.

Destroyers and battleships have it.
Title: Re: A thread for little questions
Post by: Mechanique on March 23, 2018, 05:04:48 pm
Where can I get "smelly rags"? No option to produce, not on the market. (required for freak recruit manufacture)

also, what is "custom stealthsuit"? I can buy them, but can't equip or research.
Title: Re: A thread for little questions
Post by: RSSwizard on March 23, 2018, 05:30:26 pm
That's news to me.  I only got a few Bank Robbery missions in my last playthrough, with one of them yielding a shadow orb.  I imagine the codes would be a very rare drop, so it might not be a dependable way to get it.

Where ARE these bank robbery missions spawned from anyway?
Have not shown up in my playthrough yet and im nearing year 3.
Title: Re: A thread for little questions
Post by: HumanTraitor on March 23, 2018, 05:50:35 pm
So, any use with the new Peasant Units? So far they're even worse than slaves with barely any custom outfits, although I suppose the latter that's bet to change.

Also, I have another question: Do the Castaway Gals you can Rescue in some missions have better stats than the average just like your initial Lunatics, or are they "just" free units? I'm not completely sure.
Title: Re: A thread for little questions
Post by: Martin on March 23, 2018, 06:11:00 pm
They are supposed to have slightly better voodoo stats.
Title: Re: A thread for little questions
Post by: Ragshak on March 23, 2018, 07:38:38 pm
So, any use with the new Peasant Units? So far they're even worse than slaves with barely any custom outfits, although I suppose the latter that's bet to change.

Meat shields and scouts. Love them.
Title: Re: A thread for little questions
Post by: cc on March 23, 2018, 10:03:04 pm
Where ARE these bank robbery missions spawned from anyway?
Goblin bounty mission.

Also, I have another question: Do the Castaway Gals you can Rescue in some missions have better stats than the average just like your initial Lunatics, or are they "just" free units?
They have the same stats as your initial lunatics. To be precise, they are lunatics that got separated from you during the escape.
Title: Re: A thread for little questions
Post by: BBHood217 on March 24, 2018, 12:25:29 am
Where ARE these bank robbery missions spawned from anyway?
Have not shown up in my playthrough yet and im nearing year 3.

They're Goblin Zaxx B-rank missions.
Title: Re: A thread for little questions
Post by: RSSwizard on March 24, 2018, 05:50:53 pm
They're Goblin Zaxx B-rank missions.
Wait, so B rank was added? How is it accessed?
Title: Re: A thread for little questions
Post by: BBHood217 on March 24, 2018, 11:59:17 pm
You need Persuation, Camouflage, 400 tokens of each type, and have found another bounty customer: Wiz Biz, who you find by delving into Voodoo research.
Title: Re: A thread for little questions
Post by: khade on March 25, 2018, 01:30:00 am
The peasants aren't as useful as they could be yet, but they're cheap cannon fodder.  Can we get info on their max stats, though?
Title: Re: A thread for little questions
Post by: ajnunezr on March 25, 2018, 03:29:13 am
Peasant:

 minStats:
      tu: 45
      stamina: 60
      health: 35
      bravery: 40
      reactions: 40
      firing: 30
      throwing: 30
      strength: 15
      psiStrength: 15
      psiSkill: 0
      melee: 30
    maxStats:
      tu: 50
      stamina: 70
      health: 40
      bravery: 60
      reactions: 45
      firing: 35
      throwing: 35
      strength: 20
      psiStrength: 69
      psiSkill: 20
      melee: 35
    statCaps:
      tu: 80
      stamina: 140
      health: 55
      bravery: 100
      reactions: 80
      firing: 120
      throwing: 90
      strength: 45
      psiStrength: 69
      psiSkill: 60
      melee: 100
    trainingStatCaps:
      tu: 66
      stamina: 85
      health: 40
      bravery: 0
      reactions: 0
      firing: 85
      throwing: 66
      strength: 40
      psiStrength: 0
      psiSkill: 60
      melee: 66


To compare, here you have the slaves.

    minStats:
      tu: 45
      stamina: 40
      health: 25
      bravery: 10
      reactions: 35
      firing: 30
      throwing: 30
      strength: 10
      psiStrength: 15
      psiSkill: 0
      melee: 20
    maxStats:
      tu: 60
      stamina: 70
      health: 40
      bravery: 50
      reactions: 60
      firing: 60
      throwing: 55
      strength: 40
      psiStrength: 70
      psiSkill: 20
      melee: 60
    statCaps:
      tu: 80
      stamina: 120
      health: 55
      bravery: 100
      reactions: 80
      firing: 120
      throwing: 90
      strength: 55
      psiStrength: 70
      psiSkill: 60
      melee: 100
    trainingStatCaps:
      tu: 66
      stamina: 85
      health: 40
      bravery: 0
      reactions: 0
      firing: 85
      throwing: 66
      strength: 40
      psiStrength: 0
      psiSkill: 60
      melee: 66

Basically, The peasants start with worse stats than Slaves, have better stamina cap, and lower strength and vodoo cap. 

On another related though, I think, for future versions, than in general they should be able of using the same armors, except for some exceptions.

What are the plans?.
Title: Re: A thread for little questions
Post by: Bloax on March 25, 2018, 11:00:06 am
Their only purpose at the moment is to make sure you're not locked out of doing things if you accidentally raidwipe your initial group of people at the very start of the game.
Title: Re: A thread for little questions
Post by: HumanTraitor on March 26, 2018, 10:43:34 pm
I have a random question: Would it be possible for a mod to offer a variant to the scientist unit, as there are alternate soldiers and the like?

I don't know how to mod stuff, but I was thinking about something like a "monkey with a typewriter" or "MONKEY" for short, as in the Pirates somehow discover through reading old media that joke about a number of monkeys hitting keys at random, will eventually create a readable text. 

(I mean this: https://en.wikipedia.org/wiki/Infinite_monkey_theorem)

Mechanics-wise would be a cheaper scientist that takes longer to research stuff compared to regular Brainers.

Could that be doable to mod? It sounds zany enough to be in the game, considering we have combat parrots and magical rabbits.
Title: Re: A thread for little questions
Post by: ajnunezr on March 27, 2018, 10:31:18 am
I think that require a modification of the game engine. So, for now, not should be possible.
Title: Re: A thread for little questions
Post by: Labraid on March 27, 2018, 01:10:29 pm
Since I don't believe it is possible to add different types of researchers without rewriting whole research code the closest probably possible modification would be somehow checking daily for number or monkeys in possession to calculate chance of getting random free tech from a weighted list. Should be pretty close to what infinite number of monkeys (or large number of mutated monkeys) would work like.

Please note that above is just my estimate of what is possible and what not based on current scope of modifications already present in game and my limited understanding of OpenXcom project so I might be completely wrong.
Title: Re: A thread for little questions
Post by: HumanTraitor on March 27, 2018, 04:42:10 pm
That gave me an idea! What about doing it as a "renewable research topic" similar to the Decrypted Disks, but that can be researched in bases without lab equivalents at the expense of taking way longer. The brainer/s would be needed with the justification of needing someone to decipher the things the monkeys write.
Title: Re: A thread for little questions
Post by: Solarius Scorch on March 28, 2018, 12:02:44 pm
This sounds like very advanced probability magic.
Title: Re: A thread for little questions
Post by: ohartenstein23 on March 28, 2018, 02:56:38 pm
Doing that directly would require editing the engine code. However, you could mod in an early manufacturing project that requires any workshop space at all, substitute in runts for monkeys (that sounds like something the brainers would do anyways), and produces shittier versions of data disks that give mostly nonsense.
Title: Re: A thread for little questions
Post by: sleekie on March 29, 2018, 03:52:47 am
Where can I get "smelly rags"? No option to produce, not on the market. (required for freak recruit manufacture)

also, what is "custom stealthsuit"? I can buy them, but can't equip or research.

The game doesn't make this very clear, but the stealthsuit is for syns. And very useful it is, too.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on March 29, 2018, 12:36:35 pm
Smelly rags are placed in your starting base. The only way to get them otherwise is by recruiting "Freaks".
Those rags aren't that useful and in for the X-Prison missions it's better to run topless anyway.
Title: Re: A thread for little questions
Post by: Mechanique on March 30, 2018, 04:31:03 pm
Thanks.

So, is this "special recruit #001" that is listed as "Freak" in prison is same as Jack's prize freaks stat-wise or actually is special? I haven't unlocked Jack's prize yet on new playthrough, so should I even bother in case I sold the rags already?

And who are the other special recruits?
Title: Re: A thread for little questions
Post by: HumanTraitor on March 30, 2018, 06:49:59 pm
I have a question: For transports, can a pilot's stats make the ship be capable of going further than it normally should according to range? Just to be sure.
Title: Re: A thread for little questions
Post by: ohartenstein23 on March 30, 2018, 06:55:35 pm
I have a question: For transports, can a pilot's stats make the ship be capable of going further than it normally should according to range? Just to be sure.

No, pilots' stats can only affect traits during a dogfight.
Title: Re: A thread for little questions
Post by: ivandogovich on March 30, 2018, 08:04:07 pm
Thanks.

So, is this "special recruit #001" that is listed as "Freak" in prison is same as Jack's prize freaks stat-wise or actually is special? I haven't unlocked Jack's prize yet on new playthrough, so should I even bother in case I sold the rags already?

And who are the other special recruits?

I had to unlock Jack's Prize and buy a Freak to get smelly rags again. 
Title: Re: A thread for little questions
Post by: khade on March 31, 2018, 07:52:34 am
Don't smelly rags have several uses?  You'd think they'd be easier to get, given that they're literally just filthy scraps of cloth.
Title: Re: A thread for little questions
Post by: Zharkov on April 01, 2018, 12:09:24 am
Unlimited Waypoints
Yarr! or Nay and why?
Title: Re: A thread for little questions
Post by: Meridian on April 01, 2018, 12:28:11 am
Unlimited Waypoints
Yarr! or Nay and why?

If you refer to the OpenXcom standard mod called "OpenXCom: Unlimited Waypoints" then Nay...

... it changes waypoints only for vanilla lauchers and thus is quite irrelevant for PirateZ.... since vanilla "Blaster Launcher" was deleted from PirateZ and vanilla "Hovertank Launcher" was completely redefined in PirateZ and has zero waypoints.
Title: Re: A thread for little questions
Post by: sleekie on April 06, 2018, 01:52:47 am
Can anyone explain what the Shield stats on armour are trying to convey? 66/33 type 2, etc.
Title: Re: A thread for little questions
Post by: legionof1 on April 06, 2018, 02:48:04 am
Just some educated/experiment guesswork, since as yet we dont have an entry for personnel shield mechanics(least that i can find).

The first number appears to be the maximum HP of the shield, the second i think is regen rate, the type probably has something to do with what damage types the shield interacts with.

Title: Re: A thread for little questions
Post by: Ethereal_Medic on April 07, 2018, 12:47:24 pm
The colonial marine for example has 150/30 type 3 - shields.
A poisoned dagger does bio-damage and entirely bypasses the shield, directly damaging the soldier (you can do one-shots on a high roll).
Title: Re: A thread for little questions
Post by: Zharkov on April 09, 2018, 04:18:15 pm
Am I the only one who cannot handle the White Worm? I walk into the gas trap myself every second mission at least...
Title: Re: A thread for little questions
Post by: unarmed drifter on April 09, 2018, 05:56:03 pm
Am I the only one who cannot handle the White Worm? I walk into the gas trap myself every second mission at least...

No, you're not alone. That's why i'm only half sad when it got shot down. With exception of the shadowbat most of those codex vessel are iffy. Worst of all is some blue ringlike ship where one gal is literally stuck in the cockpit. I sold it after one mission.
Title: Re: A thread for little questions
Post by: Solarius Scorch on April 09, 2018, 06:43:20 pm
Worst of all is some blue ringlike ship where one gal is literally stuck in the cockpit. I sold it after one mission.

Lol the most widely praised Codex ship XD
Title: Re: A thread for little questions
Post by: mamix on April 09, 2018, 07:43:40 pm
I never used it (Jellyfish) either. I find Shadowbat the best for guerilla tactics and for the tactical options it provides.
Jellyfish is also the slowest of the Gray codex ships, although there are uses as a meat-shield due to the shields.
Then again, Snake is faster and has shields.
I use Fortuna when Shadowbat is not an option (space missions, house raids, sea missions etc.), although tactically it's terrible leaving your units exposed from the get-go (no doors). At least it has a good amount of crew space (12) with 2 aux slots.
Title: Re: A thread for little questions
Post by: Zharkov on April 09, 2018, 07:46:29 pm
Worst of all is some blue ringlike ship where one gal is literally stuck in the cockpit. I sold it after one mission.

Jellyfish has some kind of guided-psi-weapon in this little cockpit - check your inventory! I find this very useful for underwater missions.
Title: Re: A thread for little questions
Post by: mamix on April 09, 2018, 07:48:09 pm
Quick question : I finished a research (don't remember the name) at the end of which I got a "freaky gal". Game prompted me that I can sell her for a good amount of money back to the academy or I can recruit her via manufacture -> recruitment. Materials needed include a "smelly rag". Any idea where I can find one?
Title: Re: A thread for little questions
Post by: mamix on April 09, 2018, 07:53:24 pm
Jellyfish has some kind of guided-psi-weapon in this little cockpit - check your inventory! I find this very useful for underwater missions.

Tested it a bit, had a few problems with it. Firstly, it seems the first few shots get stopped by the wall the girl resides in. It seemed that I have to shoot through the wall (a small vent in front of the girl) in order to make subsequent shots to actual targets. Sometimes it took 3 shots to destroy the vent.

Secondly, the damage was really abysmal (tested it shooting my own units). Maybe if the girl using it is strong on VP it will be more effective.
At that case though, I am pretty sure she can use stronger VP weapons and be mobile.
Title: Re: A thread for little questions
Post by: unarmed drifter on April 09, 2018, 07:55:55 pm
Jellyfish has some kind of guided-psi-weapon in this little cockpit - check your inventory! I find this very useful for underwater missions.

Well i could place those "rocket"-markers all over the map but... nothing happened  :o
Title: Re: A thread for little questions
Post by: ohartenstein23 on April 09, 2018, 07:56:19 pm
Did you try opening the window like a door?
Title: Re: A thread for little questions
Post by: Ethereal_Medic on April 09, 2018, 07:58:06 pm
The arcane ray does plasma damage and scales with voodoo power.
You've to try out which gal can deal the most damage with it by swapping the 'hooked' one every mission and check with 'alt' hold down to see the damage calculation.

All of the menace ships have the same map used, just different color and crew size.
The fortuna is one of the best thanks to the ability to go to space and underwater from the get-go.

A different and smaller approach using sealed up transporters with doors are 'Deliverator' 'Mining Ship' and 'Drakkar'.
Title: Re: A thread for little questions
Post by: unarmed drifter on April 09, 2018, 07:58:54 pm
Did you try opening the window like a door?

Apparently not  8).
If it's lika a door, shouldn't there be a way out of it?
Title: Re: A thread for little questions
Post by: Martin on April 09, 2018, 08:00:13 pm
Took me a while to figure out there’s a window.

Amusingly, on the two parter mission (sea oddity) you can take the arcane ray to the next stage
Title: Re: A thread for little questions
Post by: ohartenstein23 on April 09, 2018, 08:00:28 pm
There's a wall with an opening in front of the 'door,' so it's more like a window with a security shutter.
Title: Re: A thread for little questions
Post by: Solarius Scorch on April 09, 2018, 08:19:21 pm
To bo honest I have never used the Jellyfish either, I am more of a Scorpion person. But I keep hearing about how absolutely best it is.
Title: Re: A thread for little questions
Post by: Rince Wind on April 09, 2018, 08:41:18 pm
I always killed everyone in the Sea Oddity and didn't get a 2nd part.
But as the loot is not worth it and the mission is a pain with people needing to be on constant x-grog duty to keep at least some gals concious I just skip it at the moment.

Is the Triton any good? I can build one, but I don't have the hangar space right now.
Title: Re: A thread for little questions
Post by: ohartenstein23 on April 09, 2018, 08:43:17 pm
The Triton has a big door, lots of crew space, and doesn't need fuel.  So it's pretty good as a backup transport or for training crews.
Title: Re: A thread for little questions
Post by: unarmed drifter on April 09, 2018, 09:07:42 pm
Materials needed include a "smelly rag". Any idea where I can find one?

You have a few rags at the start, but due to their "smelliness" they take up quite a lot of space. If you have sold them all, there seems to be a way to aqquire one with (jacks?) bounty prizes.
Title: Re: A thread for little questions
Post by: Rince Wind on April 09, 2018, 09:33:07 pm
The Triton has a big door, lots of crew space, and doesn't need fuel.  So it's pretty good as a backup transport or for training crews.

So it's the old TftD Triton?
Title: Re: A thread for little questions
Post by: ohartenstein23 on April 09, 2018, 09:38:37 pm
So it's the old TftD Triton?

Not quite, there's a bit more interior space, the door is wider (great for tanks or the sentry turret!), and you can't climb all the way on top.
Title: Re: A thread for little questions
Post by: ivandogovich on April 09, 2018, 09:50:04 pm
Quick question : I finished a research (don't remember the name) at the end of which I got a "freaky gal". Game prompted me that I can sell her for a good amount of money back to the academy or I can recruit her via manufacture -> recruitment. Materials needed include a "smelly rag". Any idea where I can find one?

If you had any smelly rags from the beginning of the game you can use that.  I sell them off because of how much space they take.  In order to get new ones, you have to unlock Jack's Freak Prize and buy a Freak Gal.  She will come wrapped in a smelly rag, that you can use to manufacture a new one from your Tough Gal > Freak Potential gal, iirc.
Title: Re: A thread for little questions
Post by: bouchacha on April 10, 2018, 11:13:54 am
What's the recommended difficulty level if you want a challenge but not play this for 300 hours? I've been watching starving poet's LP and this mod looks amazing but I definitely don't have the commitment for a 300 hour playthrough. At the same time, I don't want to start curb stomping everyone after a few months of well executed missions.

I beat the original XCOM on ironman superhuman a couple of times but it's also rather easy if you know how to metagame the campaign. I don't anticipate that this mod is as simple to cheese.

Should I just pick the middle difficulty and then change it later?
Title: Re: A thread for little questions
Post by: Ethereal_Medic on April 10, 2018, 11:20:04 am
Pick the middle one and edit it later.
Like vanilla, on Jack Sparrow (Superhuman) enemies are tougher, deadlier and also larger in numbers.

The Jack Sparrow difficulty also leaves you about 16 months to prepare for the toughest factions like Stargods (Ethereals) and Mercenaries (Mutons).
It keeps cycling around with the most active enemy faction each month but as a first-time experience the middle one is green to go.

Early game is tough on all difficulties, most challenging on superhuman ofc.
Title: Re: A thread for little questions
Post by: Martin on April 10, 2018, 11:47:02 am
I just realized magical girls are not much different from tasoths and likely based upon similar technology.
Title: Re: A thread for little questions
Post by: sanyaskillpro on April 10, 2018, 07:29:43 pm
Love the addition of peasants as an early game challenge and a way to save money. How do you get better outfits for them? I clicked around for a bit in tech tree and couldn't find anything.
Title: Re: A thread for little questions
Post by: bouchacha on April 11, 2018, 11:16:02 am
What research unlocks being able to build barracks?
Title: Re: A thread for little questions
Post by: ajnunezr on April 11, 2018, 06:03:18 pm
Love the addition of peasants as an early game challenge and a way to save money. How do you get better outfits for them? I clicked around for a bit in tech tree and couldn't find anything.

I think we should wait for next version
Title: Re: A thread for little questions
Post by: Ethereal_Medic on April 11, 2018, 07:52:49 pm
You can squeeze them into a space suit and a loader suit so far.
They can't keep up with the ubers but cost a mere 5k to bridge shortage of soldiers early on.
No longterm solution.
Title: Re: A thread for little questions
Post by: bouchacha on April 11, 2018, 08:16:40 pm
I have the latest version but I can't build barracks. Is this a bug or am I missing some obvious research? The entry is unlocked in Bootypedia but it doesn't show up as an option under Expand. At least burrows are available though not ideal.
Title: Re: A thread for little questions
Post by: ivandogovich on April 11, 2018, 08:36:23 pm
I have the latest version but I can't build barracks. Is this a bug or am I missing some obvious research? The entry is unlocked in Bootypedia but it doesn't show up as an option under Expand. At least burrows are available though not ideal.

You need "Contacts: Builders' Hall" to construct Barracks.  The entry is unlocked because you have one in your starting base.   Early on, build more burrows to expand your staff, then sell them later.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on April 11, 2018, 09:52:31 pm
You've to keep at least one burrow to keep your parrots, dogs and other captured/auxillary animals later on.
Title: Re: A thread for little questions
Post by: ivandogovich on April 11, 2018, 11:01:13 pm
I actually like to keep a burrow in almost all my bases just for base defense.  The floor plan is open and is a spawn spot for 2x2 units like Reapers/Mutie Reapers and tanks.  Of course its also needed for Werewolves, Dogs, and Parrots.  I usually have it close to a hangar or other access point.  I also has a completely blocked Air Vent top level, which should be taken into consideration when planning base defense layouts.  It also is a stores spawn location so extra ammo, weapons, etc can be found there often.  For this reason take care with explosives in the facility.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on April 12, 2018, 10:33:08 am
Fun thing is:
You can hire/train dogs/werewolves in a base without a burrow.

You can assign the units to the craft as aux-units and all but once the mission is done, the game suddenly warns you that the base doesn't have enough space to hold them anymore. You either sell the excess dogs/wolves now or ship them to a base that has a burrow installed.

If you ask how this is possible to get:
You can train a savage werewolf as usual with a burrow installed and such.
Assign the werewolf to any craft that can hold an aux-unit.
Erase the burrow -> Do a mission with the werewolf on board -> Error message will trigger @ mission debriefing
Title: Re: A thread for little questions
Post by: sanyaskillpro on April 12, 2018, 11:15:13 am
You can squeeze them into a space suit and a loader suit so far.
They can't keep up with the ubers but cost a mere 5k to bridge shortage of soldiers early on.
No longterm solution.
That's sad. Although running around naked with a spear is surprisingly effective. I didn't even realise before how OP the spear is if a peasant with 30's in stats can reliably get kills with it. Decent base damage with 20% ARP and 160% accuracy, that's insane.
Title: Re: A thread for little questions
Post by: Martin on April 12, 2018, 12:26:40 pm
I didn't even realise before how OP the spear is if a peasant with 30's in stats can reliably get kills with it.

Just like in real life.
Title: Re: A thread for little questions
Post by: KZad Bhat on April 13, 2018, 12:42:54 am
That is why spears and pikes were actually the most popularly used weapons in ancient and medieval wars. Didn't take much training to make a soldier effective in a group, but damn was it ever effective! Hammers and axes were right behind basic polearms.
Title: Re: A thread for little questions
Post by: bouchacha on April 13, 2018, 09:35:39 am
Is there a way to change the target for items without moving and/or changing your face? Sometimes when there's an enemy on the ground, using a medkit or drinking a beer targets the body on the ground instead of anything else I want. I can see this telegraphed when I hover over the item but there's no indication on how to change it.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on April 13, 2018, 09:53:19 am
Can't remember it was different than this ever.
If you stand on a corpse/K.O. unit, you'll target the unit on the ground even if you face an ally in an adjusted square.
You simply have to stand on an empty square to treat the correct unit.
Title: Re: A thread for little questions
Post by: Rince Wind on April 15, 2018, 01:39:19 pm
Is there a good way to bypass the traps in the bank robbery mission?
Title: Re: A thread for little questions
Post by: Ethereal_Medic on April 15, 2018, 01:53:10 pm
Armors with full resistance (0%) to smoke damage.
Gas Masks to get to 50% smoke resistance.
You can also dig through the walls from the sides into the treasure rooms themselves. Depends on how good your equipment is and how many turns you have left.
20 turns can run out quickly so you better bring alot of people and digging tools to target the 2 north-chambers and the single south-chamber ASAP.

Thanks to the new 'enemy moral buff' the guild security doesn't panic anymore to make this mission challenging.
Title: Re: A thread for little questions
Post by: Rince Wind on April 15, 2018, 02:54:07 pm
Thanks!

3 Chambers? I only had enemies in 2 then. :D
I mostly used the mining laser, seemed a lot more dependable then pickaxes and hammers. I might need to build a 2nd one for next time.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on April 15, 2018, 09:20:30 pm
Laser feels about right and it can melt through 4 tiles at once.
Sadly RNG hates me and I get 2 tiles at best. :(
Title: Re: A thread for little questions
Post by: JamTheDane on April 16, 2018, 02:02:38 pm
I just ran into Ghost Gals on a mission, any good tips on handing those? I just made some tech blades to see if that helps if i run into them again. But crossbows and the underwater stun darts were not useful at all :)
Title: Re: A thread for little questions
Post by: Martin on April 16, 2018, 04:26:23 pm
Just sneak around them, grab the treasures and leave.
Title: Re: A thread for little questions
Post by: unarmed drifter on April 16, 2018, 04:45:54 pm
poke em with a spear, when they land.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on April 16, 2018, 05:42:06 pm
Use laser or plasma weaponry.
Those are kinda immune to piercing damage. Also those have SENSE 40 so don't even try to sneak around them, they'll know you exist anyway.
You can 'stun' them but you'll only get a corpse. Their shots do stun-damage, bring stun-removal with you and armor resistant to heat.
Title: Re: A thread for little questions
Post by: Rince Wind on April 16, 2018, 05:43:13 pm
Will the X-Prison mission respawn until I research the looted documents? Because there is a lot of money to gain here and the risk isn't that great.
Title: Re: A thread for little questions
Post by: Martin on April 16, 2018, 08:49:38 pm
Also those have SENSE 40 so don't even try to sneak around them, they'll know you exist anyway.

Even if they know where you are they, if you position yourself right, won’t be able to land enough hits on you.
Title: Re: A thread for little questions
Post by: Zharkov on April 16, 2018, 10:56:32 pm
A zombie mansion? Really!?
Title: Re: A thread for little questions
Post by: KZad Bhat on April 17, 2018, 01:52:27 am
Zombie everything, actually. Only a few specific missions never have them, for the rest it's a random chance it turns out to be zombies. Pain in the ass, aren't they?
Title: Re: A thread for little questions
Post by: BBHood217 on April 17, 2018, 02:31:18 am
Since zombies never surrender, the tactic of looting an entire mansion by killing lots of enemies and all the high-ranking and non-surrendering enemies won't work.  Better to just loot and run than risk going over the 32 turn limit trying to find that last lousy zombie hiding in a corner or unreachable area.
Title: Re: A thread for little questions
Post by: legionof1 on April 17, 2018, 03:09:01 am
I'd probably evac a zombie mansion as rapidly as possible. To much threat from the close quarters since your armor picks are limited.
Title: Re: A thread for little questions
Post by: Zharkov on April 17, 2018, 09:33:23 am
I'd probably evac a zombie mansion as rapidly as possible. To much threat from the close quarters since your armor picks are limited.

That is what I did! There was no real alternative as I did not bring any weapons that made sense against zombies is such confined space.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on April 17, 2018, 03:41:59 pm
Good thing I never ran into zombo-mansions so far.
Not worth the risk indeed and with very limited space to kite them you better run for it.
Title: Re: A thread for little questions
Post by: Zharkov on April 17, 2018, 09:31:52 pm
Why am I always so underwhelmed when testing the VooDooWeapons?

I was just out hunting Sky Ninjas. My psi-wise strongest Gal hit a Sky Ninja 4 times with a Plasma Glove and did not kill the Sky Ninja. As the range of the Glove is abysmal it seems easier, cheaper and more reliable to just take the extra steps and hit opponents with a shovel.

When comparing the Plasma Glove with a Combat Bow on paper, the Combat Bow seems to make more sense. A strong Gal does a mean damage of 50 with the bow, while the a psi-strong Gal does  a mean damage of 60 with the glove. But ACC and range of the bow are far superior. So, in which situations is the glove useful? When fighting opponents with a tendency to wander into range in a non-threatening way and that are vulnarable to plasma damage?
Title: Re: A thread for little questions
Post by: Ethereal_Medic on April 17, 2018, 10:43:05 pm
Voodoo is optional.
Stuff thats not armor-glued is most of the time undertuned to avoid abuse.
Otherwise stack large v-rods and annihilators and melee-mc whatever you desire to manipulate. (that's what the vanilla game felt like)
Title: Re: A thread for little questions
Post by: legionof1 on April 17, 2018, 11:18:47 pm
The glove does have the advantages of being a small one handed infiltration weapon. Also no morale cost to fire, 0-G, plasma armor shred, and pretty good CQC rating at 140%. Also reasonably early in the tech tree at Ye magic shoppe.

Downsides: not that accurate, hit or miss usage since it arrives before voodoo school. Slightly anemic in power without voodoo boosting outfits.

It's a reasonable good sidearm for those with the psi power but primary weapon it is not. Maybe useful as a voodoo skill trainer since it calls V power and throwing for accuracy, unlike the wands which call firing for accuracy and voodoo skill as part of the damage.
Title: Re: A thread for little questions
Post by: Rince Wind on April 18, 2018, 12:06:19 am
The wand of airlessness seems to be really strong. Not that much slower than an electric whip, but needs more energy I think. It worked really well against the lobstermen in the last They came from the Sea for me. So did axes, but with the wands I didn't need to leave my position. (so many injuries from two sonic grenades...)
Title: Re: A thread for little questions
Post by: Wayans on April 18, 2018, 06:36:39 am
Which resistance?  Armor resistance, or the new special items that provide it?
If I'm not wrong the resistance to any type of damage is the amount of the damage you receive, i'm not sure if it goes before armor or after. But the lesser is better, If an armor doesn't have a value on a particular resistance means it's just 100% unaltered damage you will receive.
Title: Re: A thread for little questions
Post by: Zharkov on April 18, 2018, 09:39:06 am
The wand of airlessness seems to be really strong. Not that much slower than an electric whip, but needs more energy I think. It worked really well against the lobstermen in the last They came from the Sea for me. So did axes, but with the wands I didn't need to leave my position. (so many injuries from two sonic grenades...)

Lobstermen are susceptible to choking damage and quite hard to kill otherwise. The Wand of Airlessness is one of the few Voodoo things that I have in reserve for exactly such opponents.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on April 18, 2018, 11:31:26 am
Damage is calculated by the initial role (1d200 / 2d100 or 50-150%) and multiplied with the targets resistance. (100% = *1.0 / 80% = *0.8)
Armor penetration multiplies the flat-armor value of the target.

If the damage roll - Resistance_Bonus surpasses the armor value (after armorpen is calculated) it does damage to health.
How much health damage depends on the ammo used. Armor-pen ammo usually does less HP damage since it's meant to pierce through armor and the bullet doesn't shred flesh.
Title: Re: A thread for little questions
Post by: Martin on April 18, 2018, 02:47:18 pm
Hellgun is really good. If you combine it with voodoo boosting clothes it kills tanks.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on April 18, 2018, 04:14:31 pm
It's a shotgun so it's awesome to begin with.
It's a plasma-shotgun on top of that so double-awesome.
Title: Re: A thread for little questions
Post by: Martin on April 18, 2018, 08:58:57 pm
Hellgun works more like UAC plasmagun than  shotgun.
Title: Re: A thread for little questions
Post by: Shaewaros on April 18, 2018, 09:31:08 pm
Is there any way to use bandages on a unit that falls unconscious in the middle of climbing stairs? I tried using bandages both from above and below of the patient, but in both cases I get a message "There's no one to bandage there" or some such.
Title: Re: A thread for little questions
Post by: ohartenstein23 on April 18, 2018, 09:34:40 pm
Pick them up and move them to another location, stairs are an awkward place for the engine to validate what's in the tile.
Title: Re: A thread for little questions
Post by: unarmed drifter on April 18, 2018, 09:49:01 pm
1. Regarding Buildings: Is there a need for the mess anymore, when i'm research-wise at "back to school"? (despite the healing buff)

2. Is there a way to check the available interrogation topics on a prisoner - like the research tree spoiler? Roleplaywise i've built a megaprison in the (former) US, but my brainers are all in europe, so i rely on luck when i shuffle prisoners around the world.
Title: Re: A thread for little questions
Post by: ohartenstein23 on April 18, 2018, 09:54:40 pm
I think the mess hall speeds up wound recovery time somewhat, so there's still use for it.  You can still check research topics in a base that has no research space or brainers - the research screen in that base should show the prisoners if they have further things they can give you from interrogation.
Title: Re: A thread for little questions
Post by: unarmed drifter on April 18, 2018, 10:03:34 pm
I think the mess hall speeds up wound recovery time somewhat, so there's still use for it.

True, but apart from that?

Quote
You can still check research topics in a base that has no research space or brainers - the research screen in that base should show the prisoners if they have further things they can give you from interrogation.

Oh man thanks a lot!  Such an easy solution... (feeling a bit stupid right now)
Title: Re: A thread for little questions
Post by: Ethereal_Medic on April 18, 2018, 11:04:15 pm
The mess hall allows to train slaves into slave soldiers.
Title: Re: A thread for little questions
Post by: unarmed drifter on April 19, 2018, 12:32:21 am
Yeah, thanks. I want to train a green lighter, so i won't tear the mess hall down.
Title: Re: A thread for little questions
Post by: Martin on April 19, 2018, 12:48:55 am
Are slave soldiers any good?

Never used them much.
Title: Re: A thread for little questions
Post by: legionof1 on April 19, 2018, 02:10:13 am
Slave soldiers are okay, weaker in then a gal in most stats(Voodoo being the notable exception). But they are low maintenance and easy to replace. I use them to guard lesser bases, and to fill roster gaps while the gals are in sick bay.

Early in the game, due to rank salary bonuses, staffing your bases with just gals can be cripplingly expensive. Particularly cause most of those gals will rarely see action.

Later in the game slaves do get some decent armor and are perfectly capable of handling lesser mission on there own. The recently added testudo armor actually has more sheer armor then Annihilator, not as good resistances thou.

If you play with the more tanks/cars mod then you can really get some mileage from the slaves as only they and loknarr's can "drive" those.
Title: Re: A thread for little questions
Post by: Martin on April 19, 2018, 01:41:04 pm
well, I use loknarrs to drive my tanks.
Title: Re: A thread for little questions
Post by: legionof1 on April 19, 2018, 10:23:57 pm
Slaves are moderately better for the tanks imo. Higher max TU, higher HP, and Higher Bravery. They will have lower reactions but a number of the tanks are not things you want reaction firing anyway(collateral damage to civilians/loot). The loknars higher stamina is largely irrelevant because of the way the tank "suits" functions.

Slaves are also about a 1/3rd a loknarr in salary and your not paying the 25k recruitment fee, just some runt hours.

Loknars are far better at being scouts and marksmen with there normal outfits.

Title: Re: A thread for little questions
Post by: XCOMJunkie on April 20, 2018, 09:24:45 am
I've got a quick question about the mission "They Came From the Sea"... I know it's a B-rank mission for Jack, but I don't notice it drop any loot or anything that actually generates any trophies or Jack bounty tokens. Is there some other mechanism for reward that I'm not noticing in regards to Jack tokens for this mission?

That being said, I love this mission type. Defend against huge odds is rather fun, and such a great way to train up my reactions and firing skills on my gals. Love it!
Title: Re: A thread for little questions
Post by: Ethereal_Medic on April 20, 2018, 10:00:21 am
The missions gives no tokens since it's release. Just greenskins and lobsterman to gun down.
Title: Re: A thread for little questions
Post by: Rince Wind on April 20, 2018, 11:13:43 am
I am pretty sure I got about 1600 tokens worth out if it? Will have to check next time.
Title: Re: A thread for little questions
Post by: Solarius Scorch on April 20, 2018, 02:25:58 pm
It definitely has a chance (possibly 100%, can't remember) to spawn an orb.
Title: Re: A thread for little questions
Post by: Shaewaros on April 20, 2018, 02:29:26 pm
Are the Flying Disc enemies particularly resistant to regular projectile weapons like rifles and shotguns? I tried to shoot one down, but even after landing approximately 10 hits with different rifles I still didn't manage to destroy one. I even hit it with a laser pistol a couple of times to boot.
Title: Re: A thread for little questions
Post by: Solarius Scorch on April 20, 2018, 02:52:27 pm
Robotic units generally have good armour, but poor Health. Use stronger weapons (like melee or javelins) or try fire, as it generally bypasses armour.
Title: Re: A thread for little questions
Post by: ohartenstein23 on April 20, 2018, 02:54:12 pm
Do you mean cyberdiscs? Big, 2x2 tan disc that reaction-fires your units to ash? If so then yes, they are resistant to firearms in general plus have some decent armor and good HP.  I suggest more lasers, powerful explosives, or fire. If it's a different enemy, it depends, but explosives and fire probably still work.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on April 20, 2018, 03:57:38 pm
Around 3 'flying disks' come to mind for me.
1.) Academy drone (1x1 unit) Has good armor but only 5HP and low powered laser without good aim.
2.) Cyberdisk (2x2 unit) Good armor and explodes once destroyed by most types of damage. Shots green(?) blobs that do massive plasma damage.
3.) Hovertank Gauss (2x2 unit) Even more armor and high aim. Shoots gauss-bullets that do huge piercing damage.
Title: Re: A thread for little questions
Post by: Shaewaros on April 20, 2018, 04:08:39 pm
It was the Academy drone. I loaded the game and this time it died with one reaction shot from a laser pistol! So I was just really unlucky the first time. :)
Title: Re: A thread for little questions
Post by: Solarius Scorch on April 20, 2018, 05:28:23 pm
Lasers ignore a portion of the armour. So it's probably not just luck. ;)
Title: Re: A thread for little questions
Post by: ivandogovich on April 20, 2018, 08:13:07 pm
It definitely has a chance (possibly 100%, can't remember) to spawn an orb.

Can confirm its not 100%.  ;)  I've done two of these and no orbs.  I actually never gotten an orb in any of my campaigns, ever.  But I keep trying the sea missions, hoping. 
Title: Re: A thread for little questions
Post by: Martin on April 20, 2018, 08:44:04 pm
What causes Viper Fighers to appear?

Never seen one.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on April 20, 2018, 08:47:57 pm
Must be caused by playtime or something. Got my first viper the month after patching mid-campaign. Patched April 2062 and got the vipers spawning several times a month from mai 2602 onwards.
Title: Re: A thread for little questions
Post by: khade on April 20, 2018, 09:53:52 pm
Is it now possible for the laboratory to have two version: unpowered and powered?  Unpowered would be unable to do computer related researches, likely cost a WHOLE lot less to maintain, and I suspect would be able to support fewer Brainers, while powered is the version we currently have.  I know we can upgrade buildings now, after all.  I imagine the upgrade wouldn't be too hard, it's literally just plugging the computer in, isn't it? One Runt could probably do that in an hour, right?
Title: Re: A thread for little questions
Post by: bouchacha on April 20, 2018, 11:16:45 pm
What's a guideline for when to build a 2nd or 3rd base, and what do people usually specialize in? Covering the globe in radar and interception seems like a very low priority compared to just making money.

Similarly, what's a good base defense strategy? Can I get away with peasants with ak47s and guard dogs? If a base is used as a production backwater, does it still get targeted by retaliation?
Title: Re: A thread for little questions
Post by: sanyaskillpro on April 20, 2018, 11:39:32 pm
I think building a second base as soon as you get large vaults is a good idea. You need a place to store your stockpiles of soylent, apples, scrap metal and courtesans. And if you start intercepting you'll have even more garbage.
Title: Re: A thread for little questions
Post by: ivandogovich on April 20, 2018, 11:45:15 pm
@bouchacha:
I usually like to get my second base going once I've filled out the brainer ranks in the first base.  As soon as you can make barracks and workshops, its time to get stills up in a couple bases to start making cash from Grog and Apples.  I let the runts at the first base continue supporting operations with guns, ammo, armor, prisoner processing etc, and when they are idle making cash.  The 2nd and 3rd bases are definitely placed with an eye to radar coverage, and I like to keep them within electric vehicle range of the main base so the strike team there can prosecute any contacts generated by the other radars.  Once these bases are making cash, I'll start expanding my global coverage, targeting the remaining land masses and finally the poles.   4th or 5th base will also become a manufactury with the goal of having a Factory there, and probably Printers in my earlier two.  Sometimes both.  I'll build a couple of the bases out as interceptor bases with 5+ hangars, and trained pilots (firing accuracy, reactions, and high bravery (90-100 if possible)) with low voodoo strength.

I think building a second base as soon as you get large vaults is a good idea. You need a place to store your stockpiles of soylent, apples, scrap metal and courtesans. And if you start intercepting you'll have even more garbage.

Personally, I never get large vaults.  Early game, I get a vault in every base I have, then make up storage with workers.  Hanging onto bulky items is not worth the effort (can be purchased easilly).  By late game aside from an Armored Vault or two, almost all my storage is provided by Slaves, Farmhouses, and Servitors.  Most of my bases have negative space.
Title: Re: A thread for little questions
Post by: BBHood217 on April 21, 2018, 02:51:58 am
I've got a quick question about the mission "They Came From the Sea"... I know it's a B-rank mission for Jack, but I don't notice it drop any loot or anything that actually generates any trophies or Jack bounty tokens. Is there some other mechanism for reward that I'm not noticing in regards to Jack tokens for this mission?

The actual enemies that carry the tokens don't spawn due to the massive number of all the other enemies.  I thought that's been fixed already.
Title: Re: A thread for little questions
Post by: ivandogovich on April 21, 2018, 04:15:40 am
The actual enemies that carry the tokens don't spawn due to the massive number of all the other enemies.  I thought that's been fixed already.

Heh.  didn't know that !
Title: Re: A thread for little questions
Post by: XCOMJunkie on April 21, 2018, 05:23:43 am
Yeah, I didn't know that either. Hope that gets fixed, definitely have a use for more Jack tokens now that we can buy gems.
Title: Re: A thread for little questions
Post by: bouchacha on April 21, 2018, 07:20:53 am
What does the range on the ship stat screen mean? The Scorpion just became available to me but I noticed the range is "60" which seems ridiculously short.
Title: Re: A thread for little questions
Post by: ohartenstein23 on April 21, 2018, 07:48:37 am
What does the range on the ship stat screen mean? The Scorpion just became available to me but I noticed the range is "60" which seems ridiculously short.

Range is misnomer here - the stat is displaying the internal "fuel" variable for the craft, but the consumption rate for that fuel is variable based on whether or not the craft is battery-powered or consumes hellerium or chemicals.  For craft that burn the items, "Range" is the number of 10-minute intervals the craft can stay in the air.  For battery-powered craft, instead of burning 1 fuel unit every 10 minutes, current speed / 100 rounded down to the nearest integer fuel units are burned every 10 minutes, where the current speed is either half the max speed when patrolling or the max speed when doing anything else.  This means battery-powered craft need "Range" proportional to their speed to get the same amount of air-time, and thus usually have higher numbers for "Range".
Title: Re: A thread for little questions
Post by: Ethereal_Medic on April 21, 2018, 05:08:43 pm
Where to find the Jaegar Carbine?
Never found one of those, can't purchace them and sentries don't have them either (those offering the space ranger shotgun and SR pistol).
Title: Re: A thread for little questions
Post by: Martin on April 21, 2018, 09:10:47 pm
I never found this one just like I never found homing missile launcher and those marsec weapons.

My guess is it is not actually fully implemented, but can spawn as a random loot.
Title: Re: A thread for little questions
Post by: Shaewaros on April 22, 2018, 12:52:24 pm
Are there smoke grenades or other similar items in xPiratez? What about motion scanners? I feel the lack of these items are limiting my tactical options in combat. If they are in the game, what do i need to get them?
Title: Re: A thread for little questions
Post by: unarmed drifter on April 22, 2018, 01:18:53 pm
There are, but you'll have to unlock the buy/manufacturing "tech". If you're impatient, use the tech tree spoiler.
Title: Re: A thread for little questions
Post by: Rince Wind on April 22, 2018, 01:23:12 pm
They are in. For smoke grenades to be available through the black market you need to research into camouflage, iirc. The motion scanner is the Aye Phone.
If you didn't know: you can middle mouse click on a reseach project to bring up the relevant part of the tech tree, but you can also search there with a string, so look for Aye Phone.
Some of the combat units also have a sense ability which works similar. I think it is not dependent on movement, but can only detect living things.

Be aware though that quite a few enemies can see through smoke better than a gal without special armor. (described as thermal vision TH.V. in the bootiepedia)
Title: Re: A thread for little questions
Post by: Warzameg on April 22, 2018, 05:24:22 pm
I've come back to the mod after a year or so out, and have a few questions.

1) Is there a way to find out which techs unlock new buildings?  They don't show up in the tech viewer; often it's easy to guess what will work from the name of the tech, but I'd like to build armoured vaults, and the only obvious tech is the early game one which gives you their BootyPedia entry.

2) Are there any good sources of Zombie Fatmen?  It looks like they're the bottleneck on unlocking B-rank bounty hunts.  I didn't run into any yet in this game (except at a mansion I reloaded to avoid – neither hunting down every last one with aye-phones nor running everyone to the roof is fun for me).  There have been several excavation ships with zombies in Africa, but they seem to contain every kind except the fat ones.

3) Where can I find Deep One Nomads?  I've raided a couple of their temples, but don't think there were any there.
Title: Re: A thread for little questions
Post by: Rince Wind on April 22, 2018, 06:19:48 pm
I run B-rank bounty missions and have never seen a fat zombie as of now.

The nomads are in undersea missions.
Title: Re: A thread for little questions
Post by: Shaewaros on April 22, 2018, 08:31:57 pm
Can someone tell me how robbing captured units works? I haven't been able to rob anyone even though I have a lot of prisoners to rob. Do I need a facility of some kind of something else? What else can I do with captured enemy units? Research and sell, of course, but anything else?
Title: Re: A thread for little questions
Post by: sanyaskillpro on April 22, 2018, 08:59:29 pm
You need to research the specific person you want to rob first to get the option to rob\enslave that enemy. You'll get a recipe for manufacturing screen.
Title: Re: A thread for little questions
Post by: Shaewaros on April 22, 2018, 09:22:20 pm
Why do I need so many credit cards to steal things from prisoners? It's kind of counter intuitive.
Title: Re: A thread for little questions
Post by: unarmed drifter on April 22, 2018, 10:56:35 pm
you don't need them - you get them  :)
Title: Re: A thread for little questions
Post by: Shaewaros on April 22, 2018, 11:51:40 pm
you don't need them - you get them  :)

So one would think, but it clearly says in "Required Items" 10 Credit Chips etc and then how many you currently have. I have never had enough to be able to "rob" from any of my prisoners. The button to Rob a prisoner never becomes visible since I don't fulfill the requirements, which always are some Credit Chips and some other items as well.
Title: Re: A thread for little questions
Post by: unarmed drifter on April 22, 2018, 11:58:25 pm
So one would think, but it clearly says in "Required Items" 10 Credit Chips etc and then how many you currently have. I have never had enough to be able to "rob" from any of my prisoners. The button to Rob a prisoner never becomes visible since I don't fulfill the requirements, which always are some Credit Chips and some other items as well.

see pic. items required is the researcher (and only her, nothing else) - items produced is...
Title: Re: A thread for little questions
Post by: Shaewaros on April 23, 2018, 12:41:23 am
Thank you for clearing that out for me! Maybe the display screen could be made a bit more clear to avoid confusion. I have to try robbing again later. For some reason I couldn't do it even when I ceased my other research projects, so all my Brainers were free to do the robbing. Or does robbing require something else than a Brainer?
Title: Re: A thread for little questions
Post by: Rince Wind on April 23, 2018, 12:51:39 am
Yes, runts.
Title: Re: A thread for little questions
Post by: Warzameg on April 23, 2018, 02:14:19 am
I run B-rank bounty missions and have never seen a fat zombie as of now.

The nomads are in undersea missions.
Oops, thanks – misread the Red Mage's first BootyPedia article as indicating I'd need to finish the research chain to get missions.
Title: Re: A thread for little questions
Post by: Shaewaros on April 23, 2018, 07:59:28 am
Was there an option somewhere to force Skyranger to continue to mission destination despite running low on fuel? I can't reach a Terror mission destination due to running out of fuel despite full fuel capacity. Is there something I can do to reach the destination?
Title: Re: A thread for little questions
Post by: khade on April 23, 2018, 08:50:56 am
Likely the only option is to send it back to base and let it refuel while hoping the mission doesn't end.  Though I can't see how you got a skyrangers fuel low enough to not be able to reach somewhere, I'm pretty sure those are supposed to have global range.
Title: Re: A thread for little questions
Post by: Shaewaros on April 23, 2018, 09:08:56 am
Likely the only option is to send it back to base and let it refuel while hoping the mission doesn't end.  Though I can't see how you got a skyrangers fuel low enough to not be able to reach somewhere, I'm pretty sure those are supposed to have global range.

The Skyranger status is not "Refueling" but "Ready". Fuel is 100%. My Hideout is in Scandinavia and the Terror mission is in Australia.

Does the load weight of the Skyranger affect the fuel consumption?
Title: Re: A thread for little questions
Post by: Solarius Scorch on April 23, 2018, 11:10:36 am
How is this screen confusing? Everything is explained in plain text - in fact better than many other features. How could it be done any better???
Title: Re: A thread for little questions
Post by: Ethereal_Medic on April 23, 2018, 11:24:24 am
Does the load weight of the Skyranger affect the fuel consumption?

No it doesn't. You can fill any craft with everything you've got in your vault and it wouldn't change speed at all.
I personally never used the skyranger before in this mod. Only the ramp to get out into the fray and barely enough space to shuffle the team inside is a no-go for me.
Depending on codex-choice I rather stick with a pachyderm (closed doors) or any appealing codex-locked craft once available.
Everything that's faster and has more range in comparision to the airbus does the job better.
Stuff like the 'Red Scorpion' is unique in it's own right. It's a decent fighter to civilian crafts and light faction-crafts while having 8 slots and it spawns 2 enemies next to your craft every time.
2 Enemies less to worry about since those are not additional opposition but instead are picked randomly from the available enemy roster (to a degree, leaders most of the time not).
Title: Re: A thread for little questions
Post by: Shaewaros on April 23, 2018, 12:50:16 pm
Actually, I just wrote Skyranger because it's the starting troop transport in vanilla XCOM. What I meant was Airbus. In the wiki it's said that Airbus doesn't have global reach, so I just cannot go to the terror mission that's out of Airbus' reach. Sorry for the confusion.
Title: Re: A thread for little questions
Post by: sanyaskillpro on April 23, 2018, 02:54:51 pm
Ugh, i hate scorpion. I picked red in my current run just because i don't want to use the overpowered shadowbat. 2 enemy perk is barely useful, although it makes a hitman with RPG mission a breeze. I had a landed ship in an open field, a bunch of marsecs with assault rifles and a guild rep with a gauss gun, in a shadowbat i could ez outcamp them and get some sick loot pretty early, but on scorpion i was forced to retreat. Same with pogroms, it's just too risky. I think skyranger is actually reasonably balanced, the riskier the craft, the more guys it should have. Codex vessels could use the same rebalancing.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on April 23, 2018, 03:34:18 pm
All crafts have their strength and weaknesses.
The first 'dropship' is the menace-class ship until you can get the thunderhorse.
Everything else is optional. No one forces you to use a scorpion on a pogrom. All ships without sealed doors are risky.
Sometimes fewer and good protected hands are better than more hands and starting in the open.

Codex-ships are meant as a 'bonus' and pull their weight until you got decent fighter crafts and dropships.
Some odd cases with using the scarab and other things here and there is only a matter of time until they get nerfed 'again'.
Title: Re: A thread for little questions
Post by: unarmed drifter on April 23, 2018, 09:54:42 pm
1. Is there a way to enslave male labourers (the guys in brown jumpsuits)? I can hire them as workers, but they don't show in the slavery list. (the female ones do)

2. I'm pretty sure i was able to manufacture spike rockets. Suddenly i can't find them in vessel weapons list anymore.

3. What will happen to my still if i sell the excavator? Reason: i want a mess hall in every base, but not the green sludge cellar.

And finally  ;D

How is this screen confusing? Everything is explained in plain text - in fact better than many other features. How could it be done any better???
Title: Re: A thread for little questions
Post by: cc on April 23, 2018, 10:16:53 pm
1. Is there a way to enslave male labourers (the guys in brown jumpsuits)? I can hire them as workers, but they don't show in the slavery list. (the female ones do)

2. I'm pretty sure i was able to manufacture spike rockets. Suddenly i can't find them in vessel weapons list anymore.

3. What will happen to my still if i sell the excavator? Reason: i want a mess hall in every base, but not the green sludge cellar.

And finally  ;D
1. Have you hidden the research project? Check in the hidden category and use the right-mouse button to unhide them if needed. If you can hire Male Labourers and enslave Female Labourers, you have all the tech you need.
2. Have you checked under Vessel Ammunition? Also, you'll need to have researched Explosive Munitions and Improvised Aerial Explosive.
3. You can't sell buildings if there are dependent buildings in your base.
4. Let's not. Scrolling is annoying.
Title: Re: A thread for little questions
Post by: Shaewaros on April 23, 2018, 10:19:28 pm
And finally  ;D

I couldn't agree more. With very little effort this research screen could be improved a lot.
Title: Re: A thread for little questions
Post by: Meridian on April 23, 2018, 10:25:32 pm
Yeah, great idea sherlocks... insert 2 blank lines into an area which only has 4 lines available... biggest bullshit I have heard/seen in a long time...
Title: Re: A thread for little questions
Post by: cc on April 23, 2018, 10:26:40 pm
I couldn't agree more. With very little effort this research screen could be improved a lot.
Actually, any meaningful improvement would require major engine changes since you'd have to increase the internal resolution to gain more space to work with.
Adding two lines before the "Units Produced" section is not an objective improvement, but garnering to personal preferences. And without a vote showing the majority of players would like that change, it'll remain just that. Personally, I would hate it because that section has almost no vertical space to begin with. Squandering any lines is not good.
Title: Re: A thread for little questions
Post by: unarmed drifter on April 23, 2018, 10:43:03 pm
@cc: i've hidden both the slaves and the rockets  :o thanks for pointing out!
@meridian: it was a playful response to solarius comment, that's all
Title: Re: A thread for little questions
Post by: Martin on April 23, 2018, 11:19:50 pm
I wonder... would it be possible to change code so that projectiles can penetrate walls/trees/people and continue on their merry way untill they lose enough energy to just get stuck in the last thing they hit?

During all the years I’ve been playing games, there was never a more satisfying moment than when I shot a guy with anti materiel rifle in Jagged Alliance 2 (with the 1.13 mod) a night, and the bullet killed not just him, but also a guy behind him whom I didn’t even see beforeas he was hidden completely covered by the first guy.
Title: Re: A thread for little questions
Post by: Shaewaros on April 23, 2018, 11:41:17 pm
Adding two lines before the "Units Produced" section is not an objective improvement, but garnering to personal preferences.

Adding even one line would be objectively better (clearer) design. But if the engine doesn't allow more text the limitations are understandable, although unfortunate.
Title: Re: A thread for little questions
Post by: khade on April 25, 2018, 12:08:41 am
Actually, I just wrote Skyranger because it's the starting troop transport in vanilla XCOM. What I meant was Airbus. In the wiki it's said that Airbus doesn't have global reach, so I just cannot go to the terror mission that's out of Airbus' reach. Sorry for the confusion.

Ah that explains it, even if your Airbus is only a few miles* from your base, once it's at emergency get back to base mode, you can't stop it.  If it's just outside the range, then in theory, it should have just enough energy to get back home, so having it go 'just a few more miles' would logically end in a crash and loss of all onboard.  We shouldn't have the Elerium craft bug from the original game, I really can't imagine anyone leaving that in, so there's no extra fuel.


*Does this game use Imperial or Metric? Or does it matter?
Title: Re: A thread for little questions
Post by: bouchacha on April 27, 2018, 06:45:26 am
Is there any way to (hidden config flag or otherwise) disable freezing and scorching hot battlescape effects? I know that they're mentioned before you embark but I usually don't pay attention until the big bold message after the first turn.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on April 27, 2018, 09:48:59 am
Is there any way to (hidden config flag or otherwise) disable freezing and scorching hot battlescape effects? I know that they're mentioned before you embark but I usually don't pay attention until the big bold message after the first turn.

Disabling a core feature would make the game easier in some maps and kill the purpose of at least 50 items and armors.
It's the same deal with 'daytime-only' to avoid re-equip your squads.

It's a game from 1994 and only the hard work of modders made it an incredible longlasting (partly addicting) experience. Curse and blessing at the same time as RNJesus pleases.
Every compaining targeting implemented features is an 'insult' against the hard work put into the modification.

Try to adapt to the circumstances and pay attention to details and give all those items and armors at least a try before considering such brutal changes to your gaming experience.
Title: Re: A thread for little questions
Post by: cc on April 28, 2018, 10:10:02 am
Is there any way to (hidden config flag or otherwise) disable freezing and scorching hot battlescape effects? I know that they're mentioned before you embark but I usually don't pay attention until the big bold message after the first turn.
You can edit the ruleset files and change the environment conditions. You do lose out on an aspect of the game, how you want to play is up to you.
Title: Re: A thread for little questions
Post by: bouchacha on April 28, 2018, 09:06:32 pm
Disabling a core feature would make the game easier in some maps and kill the purpose of at least 50 items and armors.
It's the same deal with 'daytime-only' to avoid re-equip your squads.

It's a game from 1994 and only the hard work of modders made it an incredible longlasting (partly addicting) experience. Curse and blessing at the same time as RNJesus pleases.
Every compaining targeting implemented features is an 'insult' against the hard work put into the modification.

Try to adapt to the circumstances and pay attention to details and give all those items and armors at least a try before considering such brutal changes to your gaming experience.

Calling it an insult is a bit hyperbolic. I already have all the mitigating items (e.g. Ushankas & beer for cold, fan & mesh shirt for heat) which functionally nullify the weather effect for the average duration of a mission. The only reason I want to disable it is because 90% of the time, I realize the weather effect is in place only after the end of my first turn (when the brightly colored message notifies me). At that point the effects are too crippling (especially heat) to continue with the mission normally so I end up reloading a quicksave in geoscape so that I can equip my gals properly. Once you already have the equipment, I don't see what that bit adds in terms of gameplay, because it's just a matter of remembering to slot it into your backpack/belt.

I'm thoroughly obsessed with this mod and have tremendous gratitude to the mod makers; I'm still allowed to have a difference in opinion on certain features.

You can edit the ruleset files and change the environment conditions. You do lose out on an aspect of the game, how you want to play is up to you.
Which file would it be? I'm happy to try and figure it out on my own.
Title: Re: A thread for little questions
Post by: cc on April 29, 2018, 04:13:25 pm
Which file would it be? I'm happy to try and figure it out on my own.
startingConditions: section in Piratez_Planet.rul has the environment effects.
Title: Re: A thread for little questions
Post by: bouchacha on April 30, 2018, 09:55:37 am
What is up with academy scientists? I've had skilled snipers using 'custom snipin guns' (which scale with firing skill) do 0 damage. I've had high-melee gals do 0 damage with a pike from under. I tried softening up with blossom smg chem ammo and that also does 0 damage. I eventually brought it down after ganging up on one with about 5 different people but I don't know what exactly worked besides brute force.

Also, what is up with ghost gals in the mysterious island? Getting to the secret tunnel is easy enough as it's only mutant fish in the way but that leaves you highly unprepared for what comes next.
Title: Re: A thread for little questions
Post by: HumanTraitor on April 30, 2018, 11:41:59 am
Soo, how exactly does the "reduced one-handed penalty" work? Is the shown percentage reduced from 100% or something? I'm not sure.
Also, what does it mean when an outfit has a melee dodge penalty of 50% exactly? Speaking of: If an outfit doesn't mention anything about melee evasion, does it mean that it cannot dodge, period? Just to check.

Lastly, how do ammo that does 125% damage to health work vs armor reduction? Is the remaining damage done after said reduction increased slightly then?
Title: Re: A thread for little questions
Post by: Meridian on April 30, 2018, 12:52:47 pm
Soo, how exactly does the "reduced one-handed penalty" work? Is the shown percentage reduced from 100% or something? I'm not sure.

When you're using two-handed weapon with one hand... there is a penalty and your accuracy is only 80% of whatever it was before... for example if it was 70% it would be decreased to 56%.

Reduced one-handed penalty means that the 80% penalty multiplier was changed for example to only 90% multiplier, or some other number higher than 80%.

Also, what does it mean when an outfit has a melee dodge penalty of 50% exactly?

It means that the dodge it has, for example 66% will be decreased by 50% when it is attacked from the rear, effectively being only 33% from the rear. On other sides than rear it will progressively increase, until it reaches 66% from the front.

Speaking of: If an outfit doesn't mention anything about melee evasion, does it mean that it cannot dodge, period? Just to check.

In general yes.
Check the "stats for nerds" to be sure (INFO button in ufopedia).

Lastly, how do ammo that does 125% damage to health work vs armor reduction? Is the remaining damage done after said reduction increased slightly then?

Yes.

PS: would be MUCH easier to answer your questions, if you gave an example weapon/armor for each point... there are many mechanics in the game... and I can only guess, which one you meant... so take my answers with care, because I may have answered different questions than you asked.
Title: Re: A thread for little questions
Post by: ivandogovich on April 30, 2018, 03:55:12 pm
What is up with academy scientists? I've had skilled snipers using 'custom snipin guns' (which scale with firing skill) do 0 damage. I've had high-melee gals do 0 damage with a pike from under. I tried softening up with blossom smg chem ammo and that also does 0 damage. I eventually brought it down after ganging up on one with about 5 different people but I don't know what exactly worked besides brute force.

Also, what is up with ghost gals in the mysterious island? Getting to the secret tunnel is easy enough as it's only mutant fish in the way but that leaves you highly unprepared for what comes next.

Academy scientists have a force shield that you have to deplete before they start taking damage.  Hits that initially are doing 0 damage are probably depleting the shields.  Every hit on a shield is represented by the unit sprite flashing.  Once you start landing hits that where the target doesn't flash you will start doing standard damage and they will go down.  Bottom line: just keep giving them lots of attention, multiple hits per turn with high damage weapons are best.    I've also had good success mind controlling them with my witches.

Ghost gals are a huge pain in the butt.  Though they have very little health, they have massive resistances to almost all types of damage. Also, their charm attacks are currently bugged and cause wounds on your gals, not just unconsciousness (due to a change with Damage Type 0 in the engine).  Combine this with invisibility to 5 tiles, and 20 range sense.  Also, if they go down stunned, their corpse is invisible, but they have decent stun regen and can popup back up fairly easily.  You may need to camp them. 
Because you are limited to underwater-only gear, your options are very limited.  Lasers are some of the most effective weapons and if you can get them through the deep they may help.  Concussive satchel charges may eventually do the work too.  The map should have a decent amount of cover, so using it to stay out of sight might allow you to move around the map and explore it with some success.  This mission should get better once the charm attack is fixed.  Otherwise, they might be worth skipping for now.
Title: Re: A thread for little questions
Post by: GENVOKE on April 30, 2018, 07:28:08 pm
Just lost a run, and I'm not sure why. This, and especially last month, had terrible score even though I was doing really well.

I remember reading about some of the factions doing things around the globe that would rack up minus points per day, but what am I looking for exactly? Do I need to send Expeditions to locations with high alien activity to spot.. landed UFOs or bases or something? Or is it something else? I'm playing on difficulty 5.
Title: Re: A thread for little questions
Post by: legionof1 on May 01, 2018, 12:33:24 am
The most likely causes are either Bases or the small number of enemy missions that cause heavy score loss. What you want to do is look at the enemy activity chart, enable the individual regions and look for a big spike.

Once you have identified the region responsible you can try sending craft to try and stop the activity.

If you are early in the game you can also try focusing on cheap techs, since every tech researched is worth a decent amount of score. The trigger for losing via score is 2 consecutive months of -500 or more. If you can eek above the -500 line you can still continue playing.

However, rarely mission RNG might just kill you without you being able to interfere sufficiently. 3-4 of the big score knock missions in a row out of radar coverage is very hard to stop.
Title: Re: A thread for little questions
Post by: bouchacha on May 01, 2018, 08:45:08 am
How does rank work for weapons that scale with it when used by enemies? I'm constantly surprised by the pesky officer's pistol. Base damage of 15 piercing but +5 for every rank above Swabbie. Humanist soldiers are killing my gals clad in Guardian armor and that seems very wrong. Is it working as intended or or some weird code scaling enemy rank too high?

--- posts merged. Please don't do that ---

In vanilla XCOM, it was a good idea to sack any soldier that had less than X psi strength because they quickly turn into a mind control liability. Is this still good practice to follow with low voodoo power?
Title: Re: A thread for little questions
Post by: Ethereal_Medic on May 01, 2018, 12:35:14 pm
@ boucha

You can still use voodoo-weaklings as standard crew with the more worthy soldiers.
Just keep in mind to not bring them to missions with star gods (ethereals) or missions against the academy (high ranking psyonics sporting witches and more).

If they die, you've less to pay monthly so one win that way.

Humanists:
I just checked your problem in quick battle debug and it is true:
A humanist soldier's rank is too high. Equipped with a officier's pistol the damage roll is 0-70 (15 base + 20 bonus *1d200).
A humanist leader only has a damage roll of 0-40! (15 base + 5 bonus *1d200).

I doubt those bullet's can pierce through a guardian armor (it has 20% piercing protection so it's impossible to even pierce through the rear armor on a maximum roll).
If you're wearing a 'defender' armor it's alot more likely to get damaged by a 0-70 roll since the defender armor has only 10% piercing block)
Title: Re: A thread for little questions
Post by: ohartenstein23 on May 01, 2018, 02:25:38 pm
The issue with rank is that alien ranks are numbered the opposite way from your soldiers - your swabbies are rank '0', gals are rank '1', and so on, but alien commanders are rank '0' on down to soldiers, who are rank '5'.

Before you ask if this can be changed by reversing enemy ranks, the answer is no, spawn points for enemies are done by rank and would take reworking every map to fix. Just watch out for officer's pistols.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on May 01, 2018, 04:55:35 pm
If it causes more trouble than intended the rank* modifier needs to be changed.
Rather nerf the pistol if needed.
Title: Re: A thread for little questions
Post by: FiendishDrWu on May 01, 2018, 05:39:46 pm
I wonder if the pistol's damage could be coded:

(5 - alien rank) * 5  + 15
Title: Re: A thread for little questions
Post by: Meridian on May 01, 2018, 07:35:07 pm
of course it can, but then it would be OP in the hands of your rookies
Title: Re: A thread for little questions
Post by: FiendishDrWu on May 01, 2018, 07:58:42 pm
Sure, but is it being somewhat overpowered in the hands of rookies that much of a threat, given that they're statistically likely to be your least capable soldiers anyway?  Doing all the damage in the world won't help a rookie gal who can't shoot straight!
Title: Re: A thread for little questions
Post by: sanyaskillpro on May 01, 2018, 08:11:32 pm
But then the item wouldn't make any sense, an officers pistol that is bad for actual officers.
Title: Re: A thread for little questions
Post by: FiendishDrWu on May 01, 2018, 08:33:41 pm
Well, it's fine for enemy officers.   Just not yours.  But then, they built it for their benefit, not yours, so for all we know, maybe that was an intentional design choice on their part.   8)

I mean, we know that the Star Gods intentionally manufacture their equipment to be hard for others to use; what's to say the Humanists don't have some junior-grade version of that?
Title: Re: A thread for little questions
Post by: BBHood217 on May 02, 2018, 02:40:38 am
I say give the humanist soldiers a different pistol.  This rank thing wasn't a problem before because no enemy had officer pistols until that mission was added.

if they go down stunned, their corpse is invisible, but they have decent stun regen and can popup back up fairly easily.

There isn't even any point in stunning ghost gals since you can't recover them anyway.
Title: Re: A thread for little questions
Post by: Dioxine on May 03, 2018, 05:11:52 pm
I say give the humanist soldiers a different pistol.

No.
Title: Re: A thread for little questions
Post by: mamix on May 04, 2018, 01:35:19 am
I finally managed to face a provost thus taking her alive. Immediately researched this first in order to progress further on the Dr. X's hideout quest. After finishing the research, game gives the option to sell the captive instead of using her to blackmail Dr. X into coming out of hiding.
Two questions :
1) If you sell the captive, does that mean you skip on the Dr. X quest entirely?
2) After finishing "Blackmail Dr. X" research the only information given is "to be continued". Is this under development or is there something else needed to be researched in order to progress on that quest further?
Title: Re: A thread for little questions
Post by: legionof1 on May 04, 2018, 04:44:52 am
the Dr.X line is as yet unfinished.
Title: Re: A thread for little questions
Post by: bouchacha on May 06, 2018, 02:52:56 am
What are your go-to strategies for dealing with base assaults? Especially with mercenaries?
Title: Re: A thread for little questions
Post by: Ethereal_Medic on May 06, 2018, 12:34:04 pm
Space Rangers laser shotguns
Plasma Blunderbuss
Poison daggers
Excess flamethrower usage
suicide barrel bombers on turn 1-2
panzerfaust + any other explosive use (shot, not thrown = can't throw at all inside the base because of the ceiling
accept losses (gauss to the face, pulverized by a shock trooper, sniped by a HWP gauss howertank)

Goal is to win the battle, every gal, peasant, slave, HWP, AUX is replacable
Title: Re: A thread for little questions
Post by: bouchacha on May 06, 2018, 05:51:27 pm
Why poison daggers specifically?
Title: Re: A thread for little questions
Post by: legionof1 on May 06, 2018, 07:15:24 pm
Poison Daggers are Bio type damage. Few units have any substantial resistance, this is usually balanced out by most of these type of weapons being relatively low damage.

The dagger however has 50% scaling with 2 stats and 50% armor pen. With both stats at max you get 130 base dmg with a 50-150% dmg roll, half armor, low cost so can move alot or swing multiple times. And that not even counting potential armor stat boosts. Also reasonably early on the tech tree and reasonably easy materials to get.

Downside there are some units, usually mechanical, that are fully immune, and not gonna get any captures with it. 

Snip
(shot, not thrown = can't throw at all inside the base because of the ceiling)
snip

Not entirely true, one can crouch and get some throws off. Certainly limiting but not impossible.
Title: Re: A thread for little questions
Post by: HumanTraitor on May 06, 2018, 07:23:16 pm
Random questions: How does one get the Excalibat? Random loot? The description mentions something having to fight zombies naked, but not sure if that's a hint or not.

What about the magical guitar thing?
Title: Re: A thread for little questions
Post by: legionof1 on May 06, 2018, 07:42:27 pm
Dunno about the Excalibat.

The astrocaster on the other hand requires the Heavy Metal tech which in turn requires Battle Pipes, Power Station, Power Tools, Gemology, and Stardom techs.

Question of my own, anybody know the string for living blood? editing saves for testing purposes.
Title: Re: A thread for little questions
Post by: Zharkov on May 06, 2018, 08:50:09 pm
Dunno about the Excalibat.

The astrocaster on the other hand requires the Heavy Metal tech which in turn requires Battle Pipes, Power Station, Power Tools, Gemology, and Stardom techs.

Question of my own, anybody know the string for living blood? editing saves for testing purposes.

STR_VAMPIRE_ESSENCE
Title: Re: A thread for little questions
Post by: bouchacha on May 07, 2018, 01:54:39 pm
Do you need a workshop for anything if you have a factory?
Title: Re: A thread for little questions
Post by: JustTheDude on May 09, 2018, 10:37:30 am
How to use "bare hands"? It says "Click on empty hand to use", but I'm trying and I can't figure it out.
Title: Re: A thread for little questions
Post by: Solarius Scorch on May 09, 2018, 01:41:06 pm
Do you need a workshop for anything if you have a factory?

Good question. Probably not, but I can check in the evening.

How to use "bare hands"? It says "Click on empty hand to use", but I'm trying and I can't figure it out.

It's an experimental feature, you need to use the alternate .exe to access it (should be bundled with the mod).
The next release will include this officially.
Title: Re: A thread for little questions
Post by: Martin on May 09, 2018, 03:59:03 pm
The dagger however has 50% scaling with 2 stats and 50% armor pen. With both stats at max you get 130 base dmg with a 50-150% dmg roll, half armor, low cost so can move alot or swing multiple times. And that not even counting potential armor stat boosts. Also reasonably early on the tech tree and reasonably easy materials to get.

That should be changed.

A poison is poison no matter how powerfull the stab with the poisoned dagger is.
Title: Re: A thread for little questions
Post by: JustTheDude on May 09, 2018, 05:54:30 pm
Thanks for answer.

That should be changed.

A poison is poison no matter how powerfull the stab with the poisoned dagger is.

But amount of poison can be changed with more powerfull blows, as they cut deeper, cause more bleeding etc.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on May 09, 2018, 08:06:58 pm
Can we not ruin a totally okay dagger?
Afterall you still need to get close to a target. Getting close fast and sporting enough TUs and stamina to stab requires light-medium armor, trained hands and a good roll to pass enemy evasion.
Title: Re: A thread for little questions
Post by: cc on May 10, 2018, 01:10:12 am
Do you need a workshop for anything if you have a factory?
Workshop:
provideBaseFunc: [WORKS, SHOP]

Factory:
provideBaseFunc: [WORKS, SHOP]

So, no.
Title: Re: A thread for little questions
Post by: legionof1 on May 10, 2018, 04:08:21 am
Yeah Poison dagger is just fine as is. It may be powerful but has an element of risk, dosen't work at all on a sufficient number of units which prevents it being the apex lethal melee option. Also sourcing the materials in the early game can be quite dangerous.

It is certainly in the upper 1/4 of melee picks but that dosen't mean its unbalanced.
Title: Re: A thread for little questions
Post by: BBHood217 on May 11, 2018, 01:18:55 am
Workshop:
provideBaseFunc: [WORKS, SHOP]

Factory:
provideBaseFunc: [WORKS, SHOP]

So, no.

But does that mean you still need an Industrial Printer, since it can manufacture things that a Workshop (and by extension, a Factory) can't?
Title: Re: A thread for little questions
Post by: legionof1 on May 11, 2018, 02:24:22 am
Unfortunately yes. Your almost forced to build an entire base up just to accommodate the factory and its late game products since so many of them also require other facilities like fusion core, surgery, ect and the housing for runts to use the factory+printer efficiently.

You need either every tile or you give up an all in one production facility.   
Title: Re: A thread for little questions
Post by: Martin on May 11, 2018, 12:09:11 pm
I tend to sacrifice some raw production capacity for a hangar.
Title: Re: A thread for little questions
Post by: Multiheaded on May 11, 2018, 05:31:32 pm
Yeah, managing space is a colossal pain in the ass. On that note, being able to automatically ship some of the post-battle loot to auxiliary bases and/or recurring shipments (every X days) would make managing their production/maintenance easier.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on May 11, 2018, 09:49:05 pm
*cough* Game made in 1994 *cough*
Big ass mod requires some 'tedious' micromanagement.
Title: Re: A thread for little questions
Post by: Dioxine on May 12, 2018, 01:02:38 am
How would you even do that? Every mission has different loot. You can ship to other bases manually from the loot screen anyway.
Title: Re: A thread for little questions
Post by: legionof1 on May 12, 2018, 07:17:22 am
I can see the appeal for shipping any of a given item obtained to a target base. The industrial base needs the raw materials, the research base wants things like data discs and books. Prisoners and dismantling happens in yet another base. And you might even have separate bases for certain mission environments.

Title: Re: A thread for little questions
Post by: Ethereal_Medic on May 12, 2018, 12:25:37 pm
How would you even do that? Every mission has different loot. You can ship to other bases manually from the loot screen anyway.

With the plethora of 'items' your mod provides it's impossible to do. The mod keeps growing so it's even more unlikely that this feature is needed.
If this is even useful at all every single 'item' would need a specific 'class' or 'tag' to be determined for an 'automatic shipping' system to function.
This would still require higher levels of micromanagement since the player has to set the base of desire for every 'item' on the loot-list.

More high-quality content is something I would like to see instead of QoL changes. The cut from the bootypedia articles to place them into the ANAL tab is a longlasting investment and a better choice rather than rewriting every article to match new scalings.
Title: Re: A thread for little questions
Post by: Serpentium on May 12, 2018, 05:12:18 pm
So, playing Jack Sparrow mode (With Ironman), I was doing pretty good with 17 months into the game. I suddenly get a Star God Crackdown on my main base and I'm like "OK, this is gonna be a tough one, but I reckon I can get this, these are my main girls. I got two tanks, Heavy Slug Throwers, Tons of Proxy grenades and EMP grenades for the single Sectopod they bought with them."

"Oh wait... the Star God Guardians are shimmering in this new version now... FUCK, they ALL have shields now like the Guild Master!" I ping one with three heavy slug shells, it... disabled his shield, but the guardian was still alive.

I was taken off guard by the new Star Guardian Shields, so I was shit out of luck, and lost my main base. I might need to drop the difficulty down to Davy Jones since the random Star God crackdowns are no fun (and I use to be able to handle them by a fair amount in previous versions). Oh well!  :P


How have some of you dealt with the changes to some of the Star Gods during the mid game?
Title: Re: A thread for little questions
Post by: greattuna on May 12, 2018, 07:44:02 pm
I've been mostly legging when I saw them anyway, but here's some tips on dealing with shields:

1. Massed firepower helps. Shields have no armor value, so no matter what you use, eventually it'll bring the shield down. Easiest way to do so is, in fact, using shotguns - lots of pellets, lots of hits, damage adds up easy shield stripping.

2. Shields take 250% damage from EMP.

3. Lastly, some damage types flat-out ignore shields, in case of star gods (type 3 shields) it's only bio, charm, choking and anti-e511. Bring poisoned knives and cobra staves.
Title: Re: A thread for little questions
Post by: Serpentium on May 12, 2018, 08:29:53 pm
Thanks for the tips, I never knew shields were vulnerable to EMP damage! With the recent game update, is there any information in-game (bootypedia) about how shields work, or do I have to search these forums for that info?
Title: Re: A thread for little questions
Post by: legionof1 on May 12, 2018, 09:05:20 pm
There are articles for type 1&2 shields, probably 3 as well but i haven't seen 3 yet.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on May 12, 2018, 10:35:52 pm
Sorceress has shield 3 (200/50)
And various other types and shields among the enemies.
Your shield supply looks limited but you can use the new portable shield to deflect raw damage and bridge the gap for melee slayers to bumrush the enemies with less fear to instantly die in the process.
Blitz armor with it's very little armor value now has a 'shield' to survive potential piercing shots.
Title: Re: A thread for little questions
Post by: BBHood217 on May 13, 2018, 12:49:59 am
Shields take 250% damage from EMP.

This makes EMP grenades even more important now.

Is there some kind of EMP gun or EMP sword as well?
Title: Re: A thread for little questions
Post by: Ethereal_Medic on May 13, 2018, 02:11:59 pm
Bio damage ignores shields.
More value for those blowpipes and poison daggers now. Go full rambo on their asses!
Title: Re: A thread for little questions
Post by: Shaewaros on May 14, 2018, 06:50:12 pm
I was wondering why all my gals are suddenly getting insane and unconscious during a landed UFO mission. I'm fighting against these weird globe headed humanoids and small cyberdiscs. I don't receive any message about mind control attempts, yet all my gals constantly drop their guns and start running. Drinking beer seem to help, but not all of them are carrying refreshments, so the mission is getting a bit irritating.
Title: Re: A thread for little questions
Post by: greattuna on May 14, 2018, 07:34:24 pm
1. Those humanoids are actually humans in hazmat suits, and small cyberdiscs are their drones. They're a lot less threatening than real deal.

2. Panicking is caused by the combat stress: if your gals' bravery is low enough, over time their morale will get depleted, causing panic. Training bravery helps in this case.

3. Going unconscious is probably caused by heat. Are you in desert? Do you get "it's scorching hot" messages at start of turn? If so, you need some way to counter the heat, either outfits, items or consumables which remove stun damage.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on May 14, 2018, 09:41:25 pm
Gals with bravery 40 and less will start to panic unless you score kills.
Bravery 50 is the breaking point where moral will never sink below 50 (unless outfit causes +stress).
Title: Re: A thread for little questions
Post by: Dioxine on May 14, 2018, 11:50:54 pm
The intro said read or die, didn't it.
Title: Re: A thread for little questions
Post by: Martin on May 15, 2018, 02:04:00 pm
Paninicking is not necessarily bad.

It trains bravery 8)
Title: Re: A thread for little questions
Post by: JamTheDane on May 15, 2018, 11:27:15 pm
Just a small question, can you eventually make your own laser ammo? I have been playing for a while now (and earlier on an old version), and are at the level where i just got to researching a mint, and meeting enemies with tanks and plasma guns....but I myself have been unable to get any way with being able to make my own laser ammo (or got long enough in the research tree to get more than gauss pistol), and are basing my squad on EuroSyndicate Lasrifles for the moment, but would love to be able to make my own ammo for normal laser weapons.
Title: Re: A thread for little questions
Post by: legionof1 on May 16, 2018, 01:03:57 am
You do get to be able to make your own, slightly less good ammo. And at some point you can make infinite ammo lasers. This is in addition to the Eurolasers and the bounty system reward lasers. 
Title: Re: A thread for little questions
Post by: Ethereal_Medic on May 16, 2018, 11:54:52 am
The first less powerful laser batteries are producable around with the power station in the base.
Less power since those use electronic wires to keep the charge instead of a nuclear core.

Those clips do laser damage and are different to the E-Pulse weapons (E-Pulse does 'electric' damage and is far less efficient in killing but do 4x the amount of stun damage)

The moment you can build the 'adv.' versions of the batteries you can get the 'more efficient' version of the stellar empire guns in form of nuclear lasers with infinite ammo and more damage.
Splatty (Shotgun), Scorchy (Pistol), Adv. Lasgun, Fatty (Laser-Gatlinggun) and Battle Laser (Heavy Laser) surpass those guns in power and ammo but also require 'russian files' only found in the special mission in Siberia (Nazi Bunker).

 
Title: Re: A thread for little questions
Post by: Martin on May 16, 2018, 12:32:50 pm
Aside from the mighty autolaser, looted batteries were allways enough for my laser needs.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on May 16, 2018, 01:43:34 pm
Yes, nuclear lasers can be skipped in favor of stronger piercing weapons, fusion explosives and ultimately your own plasma weapons.
It's pretty much a matter of how RNG you get with VIP-captives and how difficult you play the game.
You either save-scum to get a leader captive on the first try or buy one for several millions of $ once VIP capture is researched.

If you run unlucky with acad. provosts (1 for giggles, 1 for interrogations) you can't access plasma weapons.
So nuc. lasers can be a solution to boost firepower against certain tanky enemies until you get your hands on provosts later.
Title: Re: A thread for little questions
Post by: bouchacha on May 22, 2018, 07:29:02 am
Sorry, but what's the keyboard shortcut that displays the dmg range for melee weapons? I know for ranged it's ALT while holding the mouse cursor. I tried to find this but didn't know where to look
Title: Re: A thread for little questions
Post by: Ethereal_Medic on May 22, 2018, 11:49:53 am
It's either alt + M or ctrl + M.
Title: Re: A thread for little questions
Post by: bouchacha on May 23, 2018, 10:52:13 pm
Is there a way to nudge retaliation towards specific bases? E.g. the ones with 30 veterans posted instead of the backwater factories.
Title: Re: A thread for little questions
Post by: ohartenstein23 on May 23, 2018, 11:05:45 pm
Not the regular monthly ones, but crackdowns from shooting down craft are sent either to the region where the craft was shot down or the region where your interceptor was launched from.

Small bases are harder for the enemy to detect, but that's not as useful as having a mind shield on the factory.
Title: Re: A thread for little questions
Post by: Martin on May 24, 2018, 12:09:38 am
Is there a way to nudge retaliation towards specific bases? E.g. the ones with 30 veterans posted instead of the backwater factories.

YOu don’t need to considering you can always transfer a craft full of veteransin a few hours into a radar outpost you expect to get attacked as long as it has a free hangar.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on May 24, 2018, 11:14:36 am
The moment you get the report that a crackdown is about to happen (Assault Transporter / Boarding Torpedo etc.) it's too late to ship personnel.

Even if a base is on top of another base it will take at least 1 hour to transfer troops and equipment to another base.
Unless you have a save earlier (1-3 days before the crackdown) you have no other choice but to do the mission with the crew and equipment available.

Your example is the reason someone should have a decent protection squad available @ every hideout. It doesn't matter much if those people are a mix of slaves, dogs, lokk'nars, peasants and tanks as long as you have a strategic layout to choke the enemy through tight corridors and decimate them with explosives and fire.

The only thing that matters is victory here. Don't risk anything to capture the loot or corpses intact if you run the danger of loosing your fully functional factory-base.
Title: Re: A thread for little questions
Post by: Martin on May 24, 2018, 01:55:49 pm
They send sentries on search first, so you know which base they are going after.
Title: Re: A thread for little questions
Post by: Multiheaded on May 25, 2018, 02:38:13 pm
How the hell do I fight the ghosts in the island mission? No voodoo available quite yet. Would a Neural Whip work, dealing mind damage?
Title: Re: A thread for little questions
Post by: Rince Wind on May 25, 2018, 02:42:49 pm
Cutting seems to work reasonably well. Just make sure you have a gal or three on x-grog duty. Or just ignore the mission. At least in my case the loot was never worth the trouble.
Title: Re: A thread for little questions
Post by: legionof1 on May 25, 2018, 02:54:46 pm
Yeah the ghost gals aren't really worth the trouble. Maybe there will be a reason in the future but right now skip.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on May 25, 2018, 05:48:00 pm
Chances to get gems tho~
Title: Re: A thread for little questions
Post by: Rince Wind on May 25, 2018, 05:49:44 pm
I never got any, been more lucky with undersea missions.
Title: Re: A thread for little questions
Post by: legionof1 on May 25, 2018, 06:51:42 pm
Chances to get gems tho~

Eh....throw money at jack bounty tokens. by the time you need more then a handful of gems, you probably can afford to burn some cash/excess tokens.
Title: Re: A thread for little questions
Post by: greattuna on May 25, 2018, 09:19:26 pm
With proper preparation ghost gals are fairly easy to deal with. They do take 100% mind damage, so meridian's autogun is a go! (arcane rounds work underwater and deal mind damage) And since their only means of attack are both non-lethal and charm, you can simply tank the damage with combination of proper armor and drug dispensors.
Title: Re: A thread for little questions
Post by: bouchacha on May 27, 2018, 11:43:05 pm
How do you guys use SMGs? They're light, quick, but also low damage and low range. If you're getting that close, you might as well close the gap with melee. Are they intended primarily for peasant/slave soldiers?
Title: Re: A thread for little questions
Post by: Rince Wind on May 27, 2018, 11:59:15 pm
Apart from things like the Death Blossom or the assault laser I simply don't. They are NPC weapons.
My melee gals use pistols.

If I am in the mood I sometimes use them on hunting missions to train reactions (though that is usually better done through the use of melee imo). They don't kill quickly and you hardly ever have to reload. Just position some flying gals and let them reaction fire away. But later in the game that could be a risk as you might have to shuffle all the gals through the inventory tile to get proper weapons because suddenly you are up against nomads or others.
Title: Re: A thread for little questions
Post by: ivandogovich on May 28, 2018, 12:06:39 am
PainBringer SMG is great as an off hand weapon for Melee gals.  Also, regular SMGs with incendiary are great sidearms to help with night lighting on missions as well as to finish off foes, etc.  And yeah, overall, they are great reaction training weapons.
Title: Re: A thread for little questions
Post by: bouchacha on May 28, 2018, 04:06:11 am
Is this a dumb idea?
Hide your bigger bases in less trafficked area (e.g. Antartica) and not include any interceptors (focus entirely on manufacturing for example). I figure no traffic + no interceptions = no crackdowns. Your interception fleet can be in tiny outposts with hideout shrouds. Your main/initial base can serve as the lightning rod for crackdowns but that's ok because all your veterans are parked there.
Title: Re: A thread for little questions
Post by: ivandogovich on May 28, 2018, 04:08:41 am
Compared to vanilla OXC, Piratez has a surprising amount of traffic all around the globe, including the poles. 

I'm sure that someone could do the analysis on all the flight nodes of the globe and find some less trafficked spots, but they wouldn't be super obvious.  Might not be worth the effort.
Title: Re: A thread for little questions
Post by: Martin on May 28, 2018, 10:29:38 am
Spikey SMG is allright early sidearm for melee gals. Painbringer is nice, kind of like missing evolutionary link between the trash SMGs and the Death Blossom. Maybe some of the SMGs that get aqua ammo are now geniunely good, I haven’t tested that yet.
Title: Re: A thread for little questions
Post by: legionof1 on May 28, 2018, 11:34:11 am
Compared to vanilla OXC, Piratez has a surprising amount of traffic all around the globe, including the poles. 

I'm sure that someone could do the analysis on all the flight nodes of the globe and find some less trafficked spots, but they wouldn't be super obvious.  Might not be worth the effort.

There are less trafficked regions mostly the smaller masses in the pacific but its not worth the tradeoff of diminished hyper-wave coverage, since it takes all the bases to adequately get coverage over the globe.
Title: Re: A thread for little questions
Post by: Ninawindia on June 02, 2018, 03:40:28 pm
How do you get voodoo excess again? I need it before I can make all the fun voodoo weapons but forgot what it needed..
Title: Re: A thread for little questions
Post by: unarmed drifter on June 02, 2018, 04:11:35 pm
Can i (and if so, how) enter debug mode, when stuck in a "hidden movement" phase?
Title: Re: A thread for little questions
Post by: legionof1 on June 02, 2018, 04:38:35 pm
@ Ninawindia, the prereqs are: Voodoo School, Magitech, Church Rituals, Seductress Outfit, Pharmacology, Glamour(new), and any Codex but red.

@ unarmed drifter, After setting "debug: true" in the Options File, you can enable it by pressing Ctrl-D
Title: Re: A thread for little questions
Post by: unarmed drifter on June 02, 2018, 04:48:13 pm
Ah, okay, thanks. "File" meaning an actual file, which i have to edit? i vaguely remember something which allowed you to instawin by pressing sth.
i still have the game running - there is no chance to "win" this mission? I'm pretty sure it's only one guy running around in the mountains...
Title: Re: A thread for little questions
Post by: Solarius Scorch on June 02, 2018, 04:52:35 pm
Ah, okay, thanks. "File" meaning an actual file, which i have to edit? i vaguely remember something which allowed you to instawin by pressing sth.
i still have the game running - there is no chance to "win" this mission? I'm pretty sure it's only one guy running around in the mountains...

Press Esc, save the game, then try loading it.
(At least it used to work.)

What mission is that?
Title: Re: A thread for little questions
Post by: unarmed drifter on June 02, 2018, 05:17:43 pm
Press Esc, save the game, then try loading it.
(At least it used to work.)
Thanks a lot! i had to save every two turns but in the end i won. I'm happy.

Quote
What mission is that?
Well it's from your Xfiles mod  8).  My first Black Lotus outpost. I didn't know if it's bug or not, and there's no little-questions-thread on your mod page, so i tried a more general approach...
Title: Re: A thread for little questions
Post by: bouchacha on June 02, 2018, 08:31:05 pm
Is there a way to train VooDoo Power? I seem to remember seduction worked but that dress is way too fragile for latter missions.
Title: Re: A thread for little questions
Post by: ivandogovich on June 02, 2018, 08:51:28 pm
Voodoo power can only be trained by one outfit (i've never seen.. maybe its Red codex?).   Seduction trains Voodoo skill.
Title: Re: A thread for little questions
Post by: legionof1 on June 03, 2018, 06:15:16 am
The masochist outfit trains power, but is basically never seen, as it requires one of the types of shadow orbs to produce. So like maybe 1 suit per campaign if your super lucky. At least its recovered if the wearer dies.

And even if you do get one, its not that effective, unless your lunatics all rolled garbage psi power.
Title: Re: A thread for little questions
Post by: JustTheDude on June 03, 2018, 05:54:55 pm
Any idea how to beat Star-God Hideout without army of Psy Dummies? Metallo gives me 16 slots and I still have to fight sectopods and Star-Gods themselfs.
Title: Re: A thread for little questions
Post by: bouchacha on June 04, 2018, 11:11:13 am
I just beat a star god hideout and only lost one melee gal to a sectopod because I was too aggressive. At this point, I had shields on everyone so instead of fretting about every mind control, I just ignored it because the AI is usually too dumb to really exploit it in such a small space (especially when everyone has shields). Everyone either had autolasers or melee (especially impaler spears) and holy shit melee wrecked the FUCK out of sectopods especially if I flanked them. Lasguns and autolasers usually took care of a star god in 1-5 shots. Impalers were also especially good because mind controlled gals would use the ranged attack which was useless unless you had good voodoo power (hint: they didn't) instead of the melee backstab.

I only managed to capture one coordinator and missed out on the operator though. What's a good way to stun these bastards? Their shields make it such a pain.
Title: Re: A thread for little questions
Post by: JustTheDude on June 04, 2018, 12:56:41 pm
Well... I'm not that far with tech. I guess psy-dummies and Cyberdisk have to take care of the bridge.

Before shields, Star Gods were susceptable to tazoguns, maybe they still are?
Title: Re: A thread for little questions
Post by: legionof1 on June 04, 2018, 07:03:49 pm
After you strip the shields, electric is still the most effective at stunning a star god safely.
Title: Re: A thread for little questions
Post by: Rince Wind on June 04, 2018, 07:53:14 pm
What is the best way to strip their shields? Some shotgun?
Title: Re: A thread for little questions
Post by: greattuna on June 04, 2018, 08:15:56 pm
Either strip it with a lot of damage (preferably laser\plasma shotguns, since they aren't penalised), throw EMP grenade (250% damage to shields), or bypass it entirely with Bio damage.
Title: Re: A thread for little questions
Post by: bouchacha on June 04, 2018, 11:31:48 pm
So is damage to shields penalized by the armor resistance? My reading of the description indicates that it's not the case (e.g. Type 1 shields protect against energy weapons).
Title: Re: A thread for little questions
Post by: ohartenstein23 on June 04, 2018, 11:40:43 pm
No, shields operate on their own sets of resistances, qualitatively described in the articles written about each type.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on June 05, 2018, 04:10:21 pm
I kept my 2 cents regarding shields for a while now and I'm kinda confused how they work and stuff.
Would it be more healthy to change every shield to the same exact design and work like this?:

A 100/25 shield absorbs up-to 100 damage and regenerates 25 damage at the start of your turn.
Shields gain no bonus from resistances. All excess damage (a shot did 120 damage) will be treated with the armor-values and resistances.

This simple approach would turn shields into a safety bubble you've to pop in the first place to deal actual damage.
Overkilling a shield with big shots or plenty of bullets would be much more rewarding now.
Title: Re: A thread for little questions
Post by: ohartenstein23 on June 05, 2018, 04:15:48 pm
I kept my 2 cents regarding shields for a while now and I'm kinda confused how they work and stuff.
Would it be more healthy to change every shield to the same exact design and work like this?:

A 100/25 shield absorbs up-to 100 damage and regenerates 25 damage at the start of your turn.
Shields gain no bonus from resistances. All excess damage (a shot did 120 damage) will be treated with the armor-values and resistances.

This simple approach would turn shields into a safety bubble you've to pop in the first place to deal actual damage.
Overkilling a shield with big shots or plenty of bullets would be much more rewarding now.

Besides the separate resistances/damage modifiers, that's exactly how shields work.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on June 05, 2018, 06:48:28 pm
Okay thanks.
Title: Re: A thread for little questions
Post by: bouchacha on June 05, 2018, 10:04:47 pm
But the resistances matter a lot! Type 1 shields (aka personal refractors used by the church) for example take only 50% damage from laser, 200% from fire, 250% from EMP, but get ignored completely by certain damage (e.g. cutting, piercing, daze). Type 2 shields (used by star gods and mercs I think?) are more of what you have in mind in that they act as a buffer for almost all damage (except maybe ranged cutting?) except fire ignores it and EMP deals 250%.
Title: Re: A thread for little questions
Post by: legionof1 on June 05, 2018, 10:10:05 pm
Method of delivery has no bearing on dmg type. Cutting is cutting.
Title: Re: A thread for little questions
Post by: bouchacha on June 06, 2018, 01:38:53 am
The entry isn't clear:
(https://i.imgur.com/SAmFVlb.png)

From experience, my melee gals had a tough time getting through the shields which leads me to think that type 2 shields absorb melee but not cutting (because it isn't mentioned above).
Title: Re: A thread for little questions
Post by: legionof1 on June 06, 2018, 02:25:59 am
If we go by the types available on melee weapons in the pedia we have daze, cutting, concussive, bio, laser and plasma. that alot of vagueness about the term melee.

However, The types in the engine are not what's mostly displayed in the pedia entries. Dioxine's terms are generally better in clarity for reading and the feeling of the weapons they are attached too, but they are not the same as the in engine strings and references. In engine cutting=melee iirc.

We also know bio bypasses all shields.

So that entry should probably say something "...concussive, cutting, (and daze?)"   
Title: Re: A thread for little questions
Post by: bouchacha on June 06, 2018, 03:42:44 am
I would love an entry like the ones for armor where all the damage types are listed next to percentages. Qualitative entries certainly are nice to read but they add a lot of ambiguity, especially when shields have no GUI presence besides flashing when hit.
Title: Re: A thread for little questions
Post by: legionof1 on June 06, 2018, 04:27:55 am
if you watch a shielded unit for a bit they have animation.
Title: Re: A thread for little questions
Post by: Dioxine on June 06, 2018, 08:25:36 am
Yeah it's a mistake, it should read Cutting not Melee.
Title: Re: A thread for little questions
Post by: Martin on June 10, 2018, 12:34:45 pm
Is berserker outfit intended to be limited to red codex or is that a mistake? (I am asking because furiosa armour is linked form Codex (Red or Gold), has no need for voodoo: destruction, yet it also links form berserker outfit which effectively limits it to red only)

Title: Re: A thread for little questions
Post by: Dioxine on June 10, 2018, 12:43:29 pm
Shit I forgot about Furiosa. Yeah, it shouldn't have Berserker as preq.
Title: Re: A thread for little questions
Post by: Martin on June 10, 2018, 12:52:56 pm
Damn, I could have been using it for months in my current playthrough!
Title: Re: A thread for little questions
Post by: Serpentium on June 10, 2018, 11:15:48 pm
Here is the modified ruleset (using the recently released 0.99J2 version) that removes the Berserk armor from Furiosa's research requirements. Everything should be good, but let me know if there are any errors (if you're using Windows, copy piratez.rul into "Dioxine_XPiratez_0_99_J2\Dioxine_XPiratez\user\mods\Piratez\Ruleset").
Title: Re: A thread for little questions
Post by: BBHood217 on June 16, 2018, 03:58:39 pm
When you use the secondary melee option of an item like a flintlock pistol or aye-phone, do you get melee exp out of it?
Title: Re: A thread for little questions
Post by: Dioxine on June 16, 2018, 08:40:16 pm
Naturally.
Title: Re: A thread for little questions
Post by: BBHood217 on June 17, 2018, 01:04:06 am
I wonder if I should try using flintlock pistols like handles in the early game, they're less accurate but do normal damage through armor whereas the handle would do less damage through armor.  At least that's what the ANAL button says.

That does bring up another question, though.  Can melee reaction attacks be done with items with secondary melee options (like the aye-phone or flintlock pistol, preferably unloaded so you don't shoot instead)?
Title: Re: A thread for little questions
Post by: legionof1 on June 17, 2018, 01:53:06 am
subbing for handles, interesting thought. Depends on the gal imo. There is not a whole lot of armor in the early game and gals are generally poor at melee to start so accuracy helps. Id probably stick with the handle myself, but it could work.
Title: Re: A thread for little questions
Post by: bouchacha on June 17, 2018, 06:27:18 am
That does bring up another question, though.  Can melee reaction attacks be done with items with secondary melee options (like the aye-phone or flintlock pistol, preferably unloaded so you don't shoot instead)?
Yes, this does happen. Although I don't know how the game prioritizes which weapon and which attack type.
Title: Re: A thread for little questions
Post by: BBHood217 on June 23, 2018, 01:23:52 am
The flintlock pistol thing became moot anyway because they were quickly replaced by other pistols in the first month.  So, oh well.

Anyway aside from their stat caps and monthly salary, how do you tell apart an escaped lunatic from a hand or freak (warrior and veteran also)?
Title: Re: A thread for little questions
Post by: ohartenstein23 on June 23, 2018, 01:35:56 am
In the hands list, you can sort by type.
Title: Re: A thread for little questions
Post by: ivandogovich on June 23, 2018, 04:58:27 am

Anyway aside from their stat caps and monthly salary, how do you tell apart an escaped lunatic from a hand or freak (warrior and veteran also)?

@BBHood217

Let me recommend this mod:
 [MOD] Soldier Type Statstrings 1.1
https://openxcom.org/forum/index.php/topic,6353.0.html
Title: Re: A thread for little questions
Post by: BBHood217 on July 15, 2018, 03:31:18 am
The Saber only has one crew, right?  Can that be used in single-person missions?
Title: Re: A thread for little questions
Post by: Zippicus on July 20, 2018, 01:29:40 am
So I started a new game with the J4 release, and only one of my gals was a standard gal.  Is this intended ?  I'm not complaining or anything just wondering if this is supposed to be able to happen.  Although my night missions are a bit harder with 3 specters lighting up the battlefield lol.
Title: Re: A thread for little questions
Post by: legionof1 on July 20, 2018, 01:17:14 pm
Anyone care to explain to me what the required conditions for the shakeup transformation are? i dont understand whats going on as i can put some gals with 70 bravery through it and some with 40 i cant? So like its not just bravery and im confused.
Title: Re: A thread for little questions
Post by: FG on July 20, 2018, 01:24:37 pm
Anyone care to explain to me what the required conditions for the shakeup transformation are? i dont understand whats going on as i can put some gals with 70 bravery through it and some with 40 i cant? So like its not just bravery and im confused.

This one is a Hands (STR_SOLDIER_S) "exclusive"  ;D
Title: Re: A thread for little questions
Post by: LytaRyta on July 20, 2018, 01:36:58 pm
~~  ^^
what is "shakeup transformation"
Title: Re: A thread for little questions
Post by: FG on July 20, 2018, 01:48:54 pm
~~  ^^
what is "shakeup transformation"

Newly-implemented (part of) game mechanics called "transformations":
A newly recruited, young gal be not only unskilled, but also uncommited to the Cause and our Pirate ways. We have figured out that a shock treatment might be the best answer! And by shock treatment, I mean dipping her in the Hellerium sludge down the Extractor shaft to harden both her body and spirit! Such ordeal involves drinking so much Moonshine that it cancels 10% experience on combat skills. Oh, it will also likely put her out of commission for a week or three. Since the deed needs to be done eagerly and in a scary manner, anything she was wearing will be destroyed.
Title: Re: A thread for little questions
Post by: legionof1 on July 20, 2018, 02:34:47 pm
This one is a Hands (STR_SOLDIER_S) "exclusive"  ;D

That might bear mentioning in the article, given how many varieties of uber gal it wont work on.
Title: Re: A thread for little questions
Post by: rezaf on July 22, 2018, 02:15:54 pm
How are you supposed to deal with heavily armored enemies?

I guess I'm still in the somewhat early game (just researched back to school a couple of months ago) and my main base got invaded by a force lead by a guild master. I fired away at him for turns at an end (eventually I resorted to savescumming to see if it was at all possible to defeat him) but zero f*cks were given by him. I tried the laser shotgun thing, the hydra laser, what AP specialized weapons I have such as the CAWS, I tried hurling explosives that leveled the room he was in, I tried firing anti tank rockets at him ... without him being impressed in the slightest fashion.
In the end, I looked in the savefile and saw he has in excess of a hundred armor, and despite also trying supposedly armor damaging stuff such as acid and stuff at him, it didn't seem to budge from it's maximum value.
This must've been rebalanced since I last played the game, since I cannot recall having such huge issues with them guys ... how am I supposed to save my base?
Title: Re: A thread for little questions
Post by: Solarius Scorch on July 22, 2018, 02:23:58 pm
I tried the laser shotgun thing, the hydra laser, what AP specialized weapons I have such as the CAWS, I tried hurling explosives that leveled the room he was in, I tried firing anti tank rockets at him ... without him being impressed in the slightest fashion.

I can't even see on your list the most basic and obvious weapon: melee. I understand you've certainly tried axes ansd such (who wouldn't), but it's strange you got no results...
Title: Re: A thread for little questions
Post by: rezaf on July 22, 2018, 02:33:41 pm
It isn't really that easy to get toe to toe with a guildmaster without being shot to pieces in the approach, but I did try some melee weapons. However, I shipped most of the low-tech stuff to a storage base, so I don't currently have the likes of axes at hand any longer.
An axe will hurt an enemy who shrugs off a bazooka without breaking a sweat?
Title: Re: A thread for little questions
Post by: Dioxine on July 22, 2018, 04:06:28 pm
Using AP weapons on him is pointless as long as his shields are up.
Title: Re: A thread for little questions
Post by: BBHood217 on July 22, 2018, 05:45:48 pm
Which heavy craft weapon is better, the plasma beam or the obliterator cannon?
Title: Re: A thread for little questions
Post by: cc on July 22, 2018, 05:50:37 pm
Which heavy craft weapon is better, the plasma beam or the obliterator cannon?
I'm not that far in this playthrough - in past versions I went with Plama Beam as allrounder. The cut-off for enemy craft armor was around 15. And for the heavily armored targets I used Avalanche/Implosion Bombs.
Title: Re: A thread for little questions
Post by: legionof1 on July 22, 2018, 06:56:40 pm
It isn't really that easy to get toe to toe with a guildmaster without being shot to pieces in the approach, but I did try some melee weapons. However, I shipped most of the low-tech stuff to a storage base, so I don't currently have the likes of axes at hand any longer.
An axe will hurt an enemy who shrugs off a bazooka without breaking a sweat?

There are 2 key things to keep in mind when fighting things like guildmasters, that have both significant shields and high armor. Shields need to be removed first before you can deal with the underlying armor and this is most efficiently done by shotguns(highest dmg for TU spent) or emp grenades(250% dmg). Once you have knocked down the shields, then you can apply armor destruction. Make sure the "glow" animation is gone before you try the armor breakers or they are just wasted.

Another noteworthy things about shields is that Bio type damage bypasses them and usually has significant armor penetration. A gal with good stats can kill guildmaster and such in a few hits with the poison dagger. Impalers are also very effective.

Other more mundane high power melee can do the job if you get rear hits with high stat gals. Early on the spear and pike would be most effective followed by axes.
Title: Re: A thread for little questions
Post by: rezaf on July 22, 2018, 07:22:32 pm
There are 2 key things to keep in mind when fighting things like guildmasters, that have both significant shields and high armor. Shields need to be removed first before you can deal with the underlying armor and this is most efficiently done by shotguns(highest dmg for TU spent) or emp grenades(250% dmg). Once you have knocked down the shields, then you can apply armor destruction. Make sure the "glow" animation is gone before you try the armor breakers or they are just wasted.

Another noteworthy things about shields is that Bio type damage bypasses them and usually has significant armor penetration. A gal with good stats can kill guildmaster and such in a few hits with the poison dagger. Impalers are also very effective.

Other more mundane high power melee can do the job if you get rear hits with high stat gals. Early on the spear and pike would be most effective followed by axes.

I did try to whittle away the shields, but I cannot be absolutely sure. I think I'm going to have to fall back to an earlier save and be better prepared.
Thank you very much for the tips, very much appreciated.
Title: Re: A thread for little questions
Post by: legionof1 on July 22, 2018, 08:26:39 pm
At least in the case of the guild master he has 250 initial shield and regens 50 a turn. So if you dont get him in one turn, which is fairly likely, you will need to reapply your shield stripper of choice again each turn.
Title: Re: A thread for little questions
Post by: rezaf on July 26, 2018, 10:30:38 pm
What's it with the ridiculously low ranges of most transports? They are so low they're borderline useless.
300 for the Skyranger? 210 for the Deliverator? 320 for the Metallo that looks like an interstellar transport? Really?
At this pace, why not just make them stuff you can build in your base next to the Workshop and Power Station?
Surely I'm missing something here...
Title: Re: A thread for little questions
Post by: Zippicus on July 26, 2018, 10:36:44 pm
What's it with the ridiculously low ranges of most transports? They are so low they're borderline useless.
300 for the Skyranger? 210 for the Deliverator? 320 for the Metallo that looks like an interstellar transport? Really?
At this pace, why not just make them stuff you can build in your base next to the Workshop and Power Station?

Not sure on the Skyranger, but the Deliveratior and Metallo both have global reach.  I can't look at the bootypedia right now but I think you're missing 0's on the end of those numbers.
Title: Re: A thread for little questions
Post by: ohartenstein23 on July 26, 2018, 10:37:16 pm
What's it with the ridiculously low ranges of most transports? They are so low they're borderline useless.
300 for the Skyranger? 210 for the Deliverator? 320 for the Metallo that looks like an interstellar transport? Really?

Do you know what these "range" units mean?  Or have you actually tried these transports?  I can guarantee you that these are not ridiculously low; they use a different formula for maximum flight range since they require an item to refuel as compared to the battery-powered craft.

Edit: These numbers are correct, they just mean something different than what you are assuming they mean.  And before you ask, this will be changed/fixed fairly soon, just had a discussion about it today.
Title: Re: A thread for little questions
Post by: rezaf on July 27, 2018, 05:05:11 pm
Not sure on the Skyranger, but the Deliveratior and Metallo both have global reach.  I can't look at the bootypedia right now but I think you're missing 0's on the end of those numbers.

I'm not, have a look yourself. From how I understand the addendum on ohartenstein's post, it might be a bug, though.

Do you know what these "range" units mean?  Or have you actually tried these transports?  I can guarantee you that these are not ridiculously low; they use a different formula for maximum flight range since they require an item to refuel as compared to the battery-powered craft.

Do I know what "range" means?

Quote from: Cambridge English Dictionary
[ S ] the distance that a vehicle or aircraft can travel without having to stop for more fuel:
short-/medium-/long-range airliners

Seriously, though - that's obviously what I was missing, that range doesn't mean range in this case. No, I haven't acquired any of those craft yet, I'm still at a point in the game where I have to put some serious consideration in what to purchase. Thanks for the clarification, I will not numbers let me be discouraged from getting one of these asap.

Edit: These numbers are correct, they just mean something different than what you are assuming they mean.  And before you ask, this will be changed/fixed fairly soon, just had a discussion about it today.

That's great to hear, I think I'm not the only one that might be confused by this way of presenting things.

Thanks again for the head's up, much appreciated.

Title: Re: A thread for little questions
Post by: Dioxine on July 27, 2018, 11:39:01 pm
Yeah if a craft uses fuel item, the range means something wholly different than when it doesn't. Metallo can actually circle the globe several times.
Title: Re: A thread for little questions
Post by: boylobster on July 30, 2018, 10:13:26 am
Hey, I hope this is an appropriate place to ask this: Hyperwave Decoder? From what I can tell, no Mutant Alliance missions = no Library = no Hyperwave Decoder = no idea what all the red blips are = no shooting anything down.  :-\

Per some advice I read early on in a Reddit thread, I avoided researching Mutant Alliance for the first year of the game because I didn't want to incur a penalty from ignoring pogroms, but now that I've researched it, I'm realizing that I only get missions from Jack, not Zaxx or the Alliance, and it seems that without something happening with the Alliance, there won't be any Libraries, without which many things will not progress. Is that right, or am I missing something?

Basically, I think I'm approaching getting stuck in game because I can't get to Libraries, but I've no idea how that happens and I don't get any job offers from the Mutant Alliance. Did I bork my game somehow? Any guidance would be greatly appreciated, thanks!!!
Title: Re: A thread for little questions
Post by: Ethereal_Medic on July 30, 2018, 10:45:46 am
@baylobster
You're right. Hyperwave Decoder is a bit deeper in the techtree and costs quite a number now with the extra ship-engines hooked into the building-costs.
At one point you've to join the mutant alliance. Pogroms are doable with utmost care and a bunch of explosives and other forms of indirect fire to avoid direct firefights and nasty terror-units.

Be aware: You're just a helping hand to the alliance, it's not mandatory to fight every pogrom once the alliance favours are researched.
Factions like Mercenaries and Star Gods are really hard to handle in Year 2 so just check the pogrom and instantly flee the scene.
The score-penalty is smaller in comparision to ignoring the call (-1000).

If you run short on tokens, you can buy them for cash. It's expensives but if RNG screws you over, there's this way to get reputation.
Title: Re: A thread for little questions
Post by: boylobster on July 30, 2018, 02:46:53 pm
@baylobster
You're right. Hyperwave Decoder is a bit deeper in the techtree and costs quite a number now with the extra ship-engines hooked into the building-costs.
At one point you've to join the mutant alliance. Pogroms are doable with utmost care and a bunch of explosives and other forms of indirect fire to avoid direct firefights and nasty terror-units.

Be aware: You're just a helping hand to the alliance, it's not mandatory to fight every pogrom once the alliance favours are researched.
Factions like Mercenaries and Star Gods are really hard to handle in Year 2 so just check the pogrom and instantly flee the scene.
The score-penalty is smaller in comparision to ignoring the call (-1000).

If you run short on tokens, you can buy them for cash. It's expensives but if RNG screws you over, there's this way to get reputation.

Hey, thanks for the reply! So... I haven't yet been able to research Alliance Favors, and I don't know how to get to it. Basically, out of Zaxx, the Alliance, and Jack, I've only had interaction with Jack - no missions or ways that I can see to contact the other two. Is this normal? It looks like I need an "Assassination Trophy" to progress with the Alliance, but I've no idea where that comes from, and I don't think any missions of that type have been offered to me. After not too long, I'm going to run outta' research topic, and we can't have *that*, right??? ; p
Title: Re: A thread for little questions
Post by: Zippicus on July 30, 2018, 03:08:52 pm
You can get mutant alliance tokens from a few different things.  If you're not getting the humanist safehouse or alliance traitor missions you can still get tokens by freeing mutants from a few missions, like the academy outpost or the ghoul town missions.  Upgrading the bounty level gives more opportunities as well.  The RNG can be a bitch sometimes, especially when you're looking for tokens.  The current game I'm running I had to buy a ton of Zaxx tokens which I really don't like doing but the game was being a jerk.
Title: Re: A thread for little questions
Post by: cc on July 30, 2018, 06:19:04 pm
Hey, I hope this is an appropriate place to ask this: Hyperwave Decoder? From what I can tell, no Mutant Alliance missions = no Library = no Hyperwave Decoder = no idea what all the red blips are = no shooting anything down.  :-\
You can still shoot something down relying on visual identification of UFOs. Interrogating prisoners unlocks the Bootypedia entries and all the pictures are in there. ;)
The Sci Books necessary for the Library can also be unlocked by doing a prison raid in the Dr. X arc. You'll need an Academy Esper for that, but if the RNG hates you, you might get one before an Assassination Trophy.
Title: Re: A thread for little questions
Post by: boylobster on July 31, 2018, 12:34:55 am
Heyyy, thanks guys!  :D  Okay, okay, the picture is becoming clearer; I'm narrowing down on what I need to ask, LOL.

You can get mutant alliance tokens from a few different things.  If you're not getting the humanist safehouse or alliance traitor missions you can still get tokens by freeing mutants from a few missions, like the academy outpost or the ghoul town missions.  Upgrading the bounty level gives more opportunities as well.  The RNG can be a bitch sometimes, especially when you're looking for tokens.  The current game I'm running I had to buy a ton of Zaxx tokens which I really don't like doing but the game was being a jerk.

I've been rescuing Alliance members when I can, and I'd considered buying the tokens outright, but I didn't know if tokens alone would lead to "Alliance Favors", or whatever. Maybe upgrading the bounty level will help shake up the variety of the missions offered, 'cause I'm still on D, haha - and it's good to know that my game's not broken, it could just be crappy luck that I'm not interacting more with the Alliance. Thanks for the the info, @Zippicus!

You can still shoot something down relying on visual identification of UFOs. Interrogating prisoners unlocks the Bootypedia entries and all the pictures are in there. ;)
The Sci Books necessary for the Library can also be unlocked by doing a prison raid in the Dr. X arc. You'll need an Academy Esper for that, but if the RNG hates you, you might get one before an Assassination Trophy.

Yah, I just started doing visual assessments, lol - I remembered that there was a contraindication, blue and red lights, but I couldn't remember whether they meant Attack or Do Not Attack, haha.  Sometimes it can feel like a slog going back into the 'Pedia for little bits of critical game info, but I'm not complaining about a lack of content, that's for sure.  ;)

So, whether I run into Espers or not (I haven't), and whether I get lucky with Alliance and Zaxx missions (I haven't), it sounds like all I can do is upgrade my bounty level one way or another and wait, amiright? Thanks again for all the helpful replies, a little assistance goes a long way!
Title: Re: A thread for little questions
Post by: BBHood217 on July 31, 2018, 02:36:53 am
No Alliance bounty missions?  Damn, that's some horrible luck.

If you get a Traitors to the Alliance bounty mission, make sure you kill at least one of the traitors (make sure the body's intact, overkilling them gets you nothing) so you get an assassination trophy.  Capturing them lets you execute them for the same amount of tokens, but you don't get a trophy out of that and you need one for research to finally get the Mutant Alliance.
Title: Re: A thread for little questions
Post by: khade on July 31, 2018, 06:02:44 am
Colored lights on a ship currently mean that ship is either mutant alliance or official government.  There might later be different running light designations, (I don't know for sure, not part of the inner circle ;D) but right now I believe we have two, both of which are worth negative points.  Doesn't mean you can't shoot them down, but you WILL be penalized for it.
Title: Re: A thread for little questions
Post by: HumanTraitor on July 31, 2018, 01:53:37 pm

I've been rescuing Alliance members when I can, and I'd considered buying the tokens outright, but I didn't know if tokens alone would lead to "Alliance Favors", or whatever. [...]

I thoroughly recommend getting the Token Exchange mod: https://openxcom.org/forum/index.php/topic,5998.0.html

It should be part of any playthrough IMO, regardless of how potentially hax it may seem, if only to avoid frustrations.
Title: Re: A thread for little questions
Post by: ivandogovich on July 31, 2018, 03:31:02 pm
Also here is a breakdown of the prizes for the Alliance faction.  Short answer:  you will need 900 tokens for Alliance Favors prize.

175: Silenced Pistol (A1)
450: Assault Shotgun (A2)
3500: Holosuit (A3)

300: Martial Arts (B1)    <  ----  this one first
600: Alliance's  Favor (B2)  < --- Then this one.
3750: Saya (B3)

400: Durathread Supply (C1)
800: Spike Rockets (C2)
2500: M-Lasers (C3)
Title: Re: A thread for little questions
Post by: boylobster on July 31, 2018, 04:11:26 pm
Deeeeeamn, you guys are awesome, thank you to everybody who replied since my last post! And such clear and thoughtful responses, too. <3  I definitely have everything I need to progress atm, so with the boon of your collective wisdom, I return to the load screen with renewed confidence and purpose!  ;)
Title: Re: A thread for little questions
Post by: KZad Bhat on August 07, 2018, 12:55:26 pm
Can someone explain the meanings of the numbers when referring to camouflage?
Title: Re: A thread for little questions
Post by: Ethereal_Medic on August 07, 2018, 02:36:53 pm
If something has 20/6 camo, this means the enemies dayvision (default 40) allows your soldier to hide 20 tiles from the opposition.
Same for nightvision value. It's the number of tiles you can't be spotted in comparision to the normal vision socre of the opponent.

SPOT 5 reduces the value of your camo by 5 each (so 15/1)
INVIS 5 means you can't see the enemy unless it's 5 tiles ahead of you. SPOT can increase the value to see the target.
Title: Re: A thread for little questions
Post by: KZad Bhat on August 07, 2018, 04:12:19 pm
Thanks, that makes so much more sense, and is going to be easier to decide my stealth gear. Which frankly most of the time is going to be Thieving Gear, anyway.
Title: Re: A thread for little questions
Post by: legionof1 on August 07, 2018, 06:30:30 pm
addendum, if you use the info page, both camo and invis are governed by the same variable, Camo at Day/night, negative values reduce enemy spotting, positive values are spotted at that distance.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on August 08, 2018, 12:53:58 pm
The thiefgear is something I never used.
With the increased terror from the deep I start to run Undersea missions only with chiller-suits and automatic harpoons.
Title: Re: A thread for little questions
Post by: Rince Wind on August 08, 2018, 12:56:16 pm
Is the starting ghost gal a one off halloween present, or can I get new ones? She was a really nice scout until that unfortunate thing with the traitor and the shotgun.

Are farms only for money?
Title: Re: A thread for little questions
Post by: legionof1 on August 08, 2018, 01:00:26 pm
There is the option to make more ghost eventually. There are 2 further versions of the plantation, one to make sectoweed, the other makes boomfruit.
Title: Re: A thread for little questions
Post by: ivansanchez on August 08, 2018, 01:19:50 pm
The thiefgear is something I never used.

Not even on mansion robberies? Having camo on night robberies is quite sweet IMO.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on August 08, 2018, 02:01:03 pm
I prefer to do mansions with at least 13+ hands, alot of novice robes and during the day with a shitload of field-surgery kits on each hand and at least smart-pistols with PS ammo.
Title: Re: A thread for little questions
Post by: Martin on August 08, 2018, 02:57:01 pm
Shiny niner with electric ammo is the best option for mansions untill you reach endgame tech.
Title: Re: A thread for little questions
Post by: ivandogovich on August 08, 2018, 03:51:31 pm
Ew.  Theif armor.  No thanks.  Camo Paint is even better. :P
Title: Re: A thread for little questions
Post by: Zippicus on August 08, 2018, 10:39:01 pm
I guess thief armor would be ok of you were going for a smash and grab rather than a full clear, they have a ton of inventory space.  Personally I think the negatives are a little too high to make use of them though.
Title: Re: A thread for little questions
Post by: KZad Bhat on August 08, 2018, 10:42:09 pm
Theiving gear does have the advantage of more carrying capacity (4x3 backpack, motherfucker!), as well as reducing the weight you're carrying to begin with. Perfect for early mansion missions when you do grab and runs rather than clearing.
And as I posted this, Zippicus had already covered it, but I'm posting anyway.
Title: Re: A thread for little questions
Post by: Ethereal_Medic on August 09, 2018, 12:45:38 pm
Sounds like the way it's intended to work, considering the poor daytime vision score (-10 to normal dayvision).
So the earliest way is a pachyderm with 8 gals right? Some craft speedlimit seems to be in place.

On higher difficulties a no-go for a full clear but just snatching stuff and running is also a possibility to get a treasure chest or a liber occultus.
Title: Re: A thread for little questions
Post by: incas on August 22, 2018, 07:38:54 pm
Has something changed with cavern hunting? Iirc in my last play through I used it in the manufacturing window. I got the tech but there is no option even without supplies. (Extractor is existent, as are javelins and torches)
Title: Re: A thread for little questions
Post by: legionof1 on August 22, 2018, 07:49:06 pm
Do have the cavern hunting tech? if its been a long time since your last go around, it might have been part of of a different tech back then. There has been alot of rework of the early game tech tree over the last year or so.
Title: Re: A thread for little questions
Post by: Rince Wind on August 22, 2018, 08:04:22 pm
Maybe you hid it by accident?
Title: Re: A thread for little questions
Post by: incas on August 23, 2018, 01:38:45 pm
Maybe you hid it by accident?
Exactly what happened. ::)
Title: Re: A thread for little questions
Post by: arbee81 on October 27, 2018, 10:55:17 am
I'm having some trouble figuring out the best use for the electro-pulse ammo.  At first I thought it was to give more options for captures, but it tends to kill the lightly armored wimps like GOs.  Is it to help with stunning armored enemies?  I've had some luck using it on megapol, for example, but even then it tends to overstun. Is it just to give access to electric damage type?

Also, do secret base missions have a chance to fail if left alone?  Or a delay of a few months between the mission and the actual base appearing?  I had a moment of horror when I saw a Merc Secret base mission pop up on the ol hyperwave decoder, and basically resigned myself to the fact that base would be there for a loooong time.  Got the normal swarm of big ships, and I didn't even bother to land and abort to force the landed ships to start flying again.  But so far the base hasn't shown up.  The area was Europe and I have it and any conceivable approaches for the supply ships well covered with decoders or blimps, so I don't think I'm missing it.  I think it's been 2 months, maybe 3.  I'm not complaining, just...confused.
Title: Re: A thread for little questions
Post by: Dioxine on October 27, 2018, 12:32:00 pm
Well, maybe 5.0 merge fucked up base building as well, who knows. Normal major version upgrade crap that's beyond my knowledge or control. Your report has been noted.
Title: Re: A thread for little questions
Post by: Zippicus on October 27, 2018, 01:43:03 pm
I wish all merc bases would fail like that  :P

That's a full blown pain in the ass all the way around, you can't even farm supply ships off that nonsense (well I guess you could but ....)
Title: Re: A thread for little questions
Post by: arbee81 on October 27, 2018, 08:39:15 pm
I'll go report it in the bug thread with a save and some more details
Title: Re: A thread for little questions
Post by: LytaRyta on October 27, 2018, 11:48:23 pm
(it is a BIG question, not a little1 -

 - how (and if even) i can get, /trigger, /obtain that ..special game mission *Siberia Base - if i quit, (abort) from there, from that mission, when i got this mission for very first time, - and from that time, it didnt and doesnt "spawn, pop-up for me no more..

so, - how i could trigger, show-up that Siberia Mission AGAIN? ?!

(what files and lines i need to edit, and how,
what changes)

Title: Re: A thread for little questions
Post by: JustTheDude on October 28, 2018, 12:39:34 am
(it is a BIG question, not a little1 -

 - how (and if even) i can get, /trigger, /obtain that ..special game mission *Siberia Base - if i quit, (abort) from there, from that mission, when i got this mission for very first time, - and from that time, it didnt and doesnt "spawn, pop-up for me no more..

so, - how i could trigger, show-up that Siberia Mission AGAIN? ?!

(what files and lines i need to edit, and how,
what changes)

It should respawn itself untill your brainers will research special item that can be obtained only there (Briefcase if I remember correctly)
Title: Re: A thread for little questions
Post by: Martin on November 05, 2018, 11:04:02 am
Does the Vampirric Robe work with all weapons that need no ammo or just melee ones?
Title: Re: A thread for little questions
Post by: Ashghan on February 19, 2019, 10:22:45 pm
This is a question for Dioxine, but perhaps someone else already has the answer: Why are some items so insanely expensive in regards to workshop hours? I mean, a Boarding gun at 1250 hours takes almost as much as HPA (1500) or Portable Lascannon (1500), which are most likely much more intricate constructions. Strangely, the Super Shooty Gun takes only 400 hours, but if you take into account the 2xBG + 2xCSG  required, the total comes to 7000 hours. Which is more than assembling an entire Deliverator (6500) takes and almost double the time an X-Plasma takes (4000).
Reaper rifle (which takes just some scrap metal) takes more runthours (1600) than Custom Snipin Gun (900) or Python HSR (1200). Plate Mail takes 5500 hours* even discounting it's prerequisites, compared to Testudo's 4000.
I know this is somewhat balanced versus the material costs, but the numbers on some pieces of equipment seem 'a bit' off.

*Realistically, making a plate mail takes significantly less than half a year of 24h/day work. *YES*, I know Piratez is not about realism, I just found that piece funny.
Title: Re: A thread for little questions
Post by: cc on February 20, 2019, 01:01:08 am
I think the hours are balanced against the stage of the game when the items become available and not against each other. That's why high-tech stuff takes as much (or even less) time as low-tech things.
Title: Re: A thread for little questions
Post by: legionof1 on February 20, 2019, 01:45:11 am
pretty much as CC says. The only way to abstract superior techniques/tech within the engine is lesser time costs.
Title: Re: A thread for little questions
Post by: thevideogameraptorboggle on February 20, 2019, 09:07:24 am
When should I start researching Old Earth Voodoo? It's April 2602, and I'm currently interrogating a bunch of Reticulans and researching persuasion.
Title: Re: A thread for little questions
Post by: Rince Wind on February 20, 2019, 10:46:53 am
Whenever you feel like it.
It might not be what you expect it to be, if you don't know what it does already.
Title: Re: A thread for little questions
Post by: Dakkdakk on February 20, 2019, 03:07:36 pm
Without spoiling much, old earth voodoo will lead you into a "questline" of research topics involving slave soldiers, with a nice payoff at the end for your gals. If you do research it, get yourself 4 very disposable slave soldiers.
Title: Re: A thread for little questions
Post by: Dioxine on February 20, 2019, 03:36:25 pm
This is a question for Dioxine, but perhaps someone else already has the answer: Why are some items so insanely expensive in regards to workshop hours? I mean, a Boarding gun at 1250 hours takes almost as much as HPA (1500) or Portable Lascannon (1500), which are most likely much more intricate constructions. Strangely, the Super Shooty Gun takes only 400 hours, but if you take into account the 2xBG + 2xCSG  required, the total comes to 7000 hours. Which is more than assembling an entire Deliverator (6500) takes and almost double the time an X-Plasma takes (4000).
Reaper rifle (which takes just some scrap metal) takes more runthours (1600) than Custom Snipin Gun (900) or Python HSR (1200). Plate Mail takes 5500 hours* even discounting it's prerequisites, compared to Testudo's 4000.
I know this is somewhat balanced versus the material costs, but the numbers on some pieces of equipment seem 'a bit' off.

*Realistically, making a plate mail takes significantly less than half a year of 24h/day work. *YES*, I know Piratez is not about realism, I just found that piece funny.

Well I don't want to sound harsh, but do it better... It's not easy to inter-relate a 1000 or so manuf. projects, and frankly, such polishing doesn't seem like first priority. Also take into consideration that in many, many cases, you take things off the shelf and just assembly them together, which cuts down on the time (but it's not easy to decide by how much). We'll get to balance this someday.
Title: Re: A thread for little questions
Post by: Dakkdakk on February 20, 2019, 04:05:30 pm
There's loads of abstractions that need to be made, too. I mean, if the gals are making the platemail out of plasteel sheets, then it kinda makes sense for it to take so long, while making power armor can be considered mostly just connecting and assembling salvaged power armor parts with armor plating and an helerium battery.
For example, you could consider that, in the making of smartguns, the runts are only pretty much hooking up a slightly stripped down AMG to parts of a slave AI and gyroscopes, then telling the AI to "aim the gun at the softy enemy bits pls", which it does with zero programming because, well, its an AI.
Cars and tanks also prob dont take terribly long because the runts are just assembling premade parts into a chassis, then hooking up some weapon or another to it using pre-built components, instead of making everything from the ground up.

With the boarding guns, maybe the gals are actualy handcrafting every single part because boarding guns aren't commercialy avaliable, they're all hand made, and making stuff out of nothing but basic materials takes a while, regardless of how simple it is.

That said, I also do think the production times do need balancing. Board guns and reaper rifles could def take less time to make.
Title: Re: A thread for little questions
Post by: Ashghan on February 20, 2019, 05:13:24 pm
Well I don't want to sound harsh, but do it better...

Oh, that's not harsh, not by your standards. ;) You are right - it could be done better, but the time investment of un-fun days of sitting in front of an Excel sheet crunching numbers is far greater then the net gain in... I don't know? Realism? That's not why we're here. :) I was honestly just curious whether it was a conscious design decision to make some things exceptionally hard (or others easy) to manufacture.

But to argue some of the points brought up by other posters:
Quote
The only way to abstract superior techniques/tech within the engine is lesser time costs.
But wouldn't the improved manufacturing techniques be offset by increasing complexity of high tech items? I mean - better tools mostly allow making simple items faster. Or large batches of more complex items. I.e. - using modern tools to make a single assault rifle would probably take much more time than it took to make a musket with more primitive tools. Sure, *if* we set up a robotic assembly line we can make 100 ARs in the time it takes to hand-craft a single one. But that's not the scale Piratez operate on.

Quote
I mean, if the gals are making the platemail out of plasteel sheets, then it kinda makes sense for it to take so long, while making power armor can be considered mostly just connecting and assembling salvaged power armor parts with armor plating and an helerium battery.
That's why piratez platemail is an opposite example - you have pre-made parts (chainmail) that you just attach plates to. Testudo takes raw plastasteel. And yet the first takes more time. Same for Boarding Gun (new item) >>> Custom Shooty Gun (modification, but more time consuming). The point is valid though - modifications are generally easier than making completely new items from scratch. I think there's even a #XX hint
about it.
Quote
With the boarding guns, maybe the gals are actualy handcrafting every single part because boarding guns aren't commercialy avaliable, they're all hand made, and making stuff out of nothing but basic materials takes a while, regardless of how simple it is.
If you haven't noticed, 80% (or so) guns available to manufacture are not commercially available. What makes some non-standard items harder than other, assuming both are made of raw material and of similar tech level and complexity? Besides, while boarding guns are not commercially available, they are available nontheless as Sky Ninjas use them as well.
Title: Re: A thread for little questions
Post by: sanyaskillpro on February 20, 2019, 08:16:27 pm
I have an idea, not sure if it's possible to code but should be easier than changing 1000 recipes

Basically check if manufacture category is non-craft weapon or armor -> check if scrap metal is one of the ingredients -> if yes then lower manufacture time by 1\2 because the item is considered low-tech. Then add some scrap to a few high cost recipes that are low tech but don't use it(like plate). Voila.
Title: Re: A thread for little questions
Post by: legionof1 on February 21, 2019, 02:45:02 am
snip
But wouldn't the improved manufacturing techniques be offset by increasing complexity of high tech items? I mean - better tools mostly allow making simple items faster. Or large batches of more complex items. I.e. - using modern tools to make a single assault rifle would probably take much more time than it took to make a musket with more primitive tools. Sure, *if* we set up a robotic assembly line we can make 100 ARs in the time it takes to hand-craft a single one. But that's not the scale Piratez operate on.
snip

It's something of an S curve if we take our history as an example. Hand tools and manual power, time per item is very high as well as enforcing a physical limit on number of participants at any given step. (This is the start of play with still and extractor)

Simple power assistants like drill presses or lathes allow faster repetition as long as the task is the same. But if you change the needed task or product, frequently you need a whole new power tool or even a whole new line of tools. Time is down as long as you don't change the product. And these first stage assistants are both hazardous and prone to frequent breakdowns which take there own time.

The next stage is early/crude electronics. Maybe your tools have interchangeable parts now and changing tasks is faster. But time has gone way up in the crafting of your end product because you, as yet, don't have the precision automated means for circuit building, or things like the final fitting of parts. That's still by hand and the complexity of the final object is way up and the tolerances are exacting. Assembly line methods help but there is still a bottle neck in final fitting/assembly. Also usually this period sees a lot of wasted time/rejected parts due the exacting tolerances just to make the end product work. (This is about the in game workshop.)

Then we move on to full automation. Your tools are custom made for each product which is expensive and time consuming, but once you have the line tooled up it can run out as much as you want so long as the machines keep working and you have materials to supply. Handful of people necessary once everything is set up. Overall time is way down cause the machines go from raw feedstock to fully finished product in a matter of hours, but there is still the toolup problem.

Next is something we are only just now ourselves really exploring, fully printed final products. Provide a machine a blueprint and the right materials and it can build you the parts for anything, with minuscule and repeatable tolerances, beyond what the eye can perceive. Even the machines making parts for more of themselves. Toolup is not really much of a problem anymore since your down to a single manufacturing tool and a handful of assembly tools(maybe even none if your clever.) But a new problem has a shown up. Your toolset is now so precise and fast that a single instruction error can not only ruin the product but the tool itself before you even notice. or maybe its a tiny error, but still one that renders all the output nonfunctional. So a lot of time making sure the instructions are flawless. But total time has dropped again because most the investment is in the planning step. And so long as you don't misplace that instruction set your good to go at any point in the future. (This is about industrial printer.)

The next stage is where you hand the industrialized printer tech to an AI and tell it you want some amount of something and give it a room and feedstocks and a handful of printers and say you will be back Tuesday. The AI is loads faster working and can build the whole assembly line and tools it needs while blueprinting its parts. Only the briefest supervision to refill the feedstocks and make sure the end result hasn't been corrupted by some error or bias in the AI. The only worker time investment left is making the AI and that very first printer. (This is the factory+printer in game, and presumably something like the capabilities of the Stellar empire. Though they dont seem to ever utilize unshackled AI so there still not quite the full potential of this stage utilized.)

The final stage of production is the star trek replicator, input any raw material+sufficient energy, make a request of your AI, and there you have anything from a cup of tea to a planet complete with an ecosytem and its own civilizations. Your only limits are the available resources and the computational power available. The genie is out of the bottle, be careful what you ask for.

Title: Re: A thread for little questions
Post by: thevideogameraptorboggle on February 27, 2019, 07:03:05 am
Is it just me, or has researching The Mutant Alliance caused the spawn rate of Terror Missions to quadruple. The game is becoming impossible because I get unbeatable terror missions every week. I literally had two terror missions several hours apart, and my score has plummeted to -4000.
Title: Re: A thread for little questions
Post by: Solarius Scorch on February 27, 2019, 10:09:19 am
No, researching Mutant Alliance doesn't provoke additional pogroms. Even if it was, not completing even two such missions certainly wouldn't land you at -4000.
Having said that, it's not exactly typical that pogroms are consistently unbeatable, especially when you already have Mutant Alliance researched. Who are you fighting? Which difficulty level?
Title: Re: A thread for little questions
Post by: Rince Wind on February 27, 2019, 10:29:12 am
And remember that just going there takes a lot off of the -1000 points, even if you just leave right after touching down.
Title: Re: A thread for little questions
Post by: Dakkdakk on February 27, 2019, 01:16:58 pm
Even if you find yourself in an "unbeatable" pogrom, its always good to try and maybe kill one or two enemies then drag their stuff and corpse into the ship and lift off. With some luck, you'll knock them uncouncious so you can research/interrogate them after. This can end up giving you some tech you wouldn't get for a long time.

For exame, just started the game and landed in a pogrom with spartans? Kill one or two of them just for the weapons. Found yourself against pest control guild people? Put a HEAT RPG round into a marsec bodyguard then drag him to the ship so you can get yourself power armor parts. Found a merc commando carrying a vibro axe? Knock him down and steal his axe and you suddenly have one of the best melee weapons in the game that can cut into even the most armored enemies. Etc.
Title: Re: A thread for little questions
Post by: Martin on February 27, 2019, 01:28:48 pm
Every faction with the exception of basic humanists and spartans has a terror unit that cannot be easily dealt with using basic firearms. This might be a problem for new players.
Title: Re: A thread for little questions
Post by: Solarius Scorch on February 27, 2019, 01:31:42 pm
Every faction with the exception of basic humanists and spartans has a terror unit that cannot be easily dealt with using basic firearms. This might be a problem for new players.

That's why there are other weapons than basic firearms. Few targets can withstand an axe to the neck, or better yet, a hammer. And big units which aren't actual tanks fall reliably to molotovs.
Title: Re: A thread for little questions
Post by: Dakkdakk on February 27, 2019, 01:32:57 pm
Also, you start the game with an assault cannon and several iron balls. In the hands of a strong, accurate gal, that thing can take out even mercs in a single hit, and stays useful well into the midgame.
Title: Re: A thread for little questions
Post by: thevideogameraptorboggle on February 28, 2019, 09:30:30 am
No, researching Mutant Alliance doesn't provoke additional pogroms. Even if it was, not completing even two such missions certainly wouldn't land you at -4000.
Having said that, it's not exactly typical that pogroms are consistently unbeatable, especially when you already have Mutant Alliance researched. Who are you fighting? Which difficulty level?

The month I am speaking of had three terror missions. The first, (Spartans) I had to skip because my Skyranger was on the way back from another mission and couldn't make it time. The second (Snakemen/Eridians), went well, got the Metallo in between, but then I got blindsided by chryssalids and lost half my team in a single turn. The third, (Deep Ones) went fine at first, but then I met the Lobstermen and failed to inflict a single point of damage to them. I shot them multiple times with Heavy Slugthrowers and it just did nothing. Tried using chem and UAC Chainguns to lower it's armor, but that still did nothing. It might be my personal save scumming policy, I play the mission once, and if I lose, I reload to before the mission and ignore it. Then again, I am playing on Superhuman.
Title: Re: A thread for little questions
Post by: thevideogameraptorboggle on February 28, 2019, 09:33:35 am
When, and how, does Bug Hunt Mode activate? There seems to be no consistent method to activate it, and it never activates on the missions that I want it to activate on (namely missions with time limits).
Title: Re: A thread for little questions
Post by: Rince Wind on February 28, 2019, 11:22:46 am
AFAIK some missions are immun.

You need to be at least 15 turns into the game and a maximum of 2 enemies are allowed to be alive, iirc. I read that some enemies might also be immune, but I can't remember.
Title: Re: A thread for little questions
Post by: Solarius Scorch on February 28, 2019, 11:23:59 am
I had a few words of encouragement, but

Then again, I am playing on Superhuman.

Thank you, good night.

(Playing on the psycho level and then coming to complain is not only cheeky, but completely incomprehensible to me.)

When, and how, does Bug Hunt Mode activate? There seems to be no consistent method to activate it, and it never activates on the missions that I want it to activate on (namely missions with time limits).

Indeed it is pretty unclear. It depends on how many enemies are left and if they moved recently (are trapped/disengaged or not), but the specifics are pretty obscure.
Title: Re: A thread for little questions
Post by: Zharkov on February 28, 2019, 03:45:30 pm
Dogfight experience! How does it work exactly?

Code: [Select]
    dogfightExperience:
      bravery: 10
      reactions: 75
      firing: 75
Title: Re: A thread for little questions
Post by: ohartenstein23 on February 28, 2019, 04:40:44 pm
The numbers are the percent chance to get +1 reactions or firing accuracy or +10 bravery on a successful kill. Each is a separate roll, so you can get all, some, or no gain from the interception.
Title: Re: A thread for little questions
Post by: Dakkdakk on February 28, 2019, 05:07:39 pm
Do dogfight stat increase use rolls like regular increases? IE +1 to +6?
Title: Re: A thread for little questions
Post by: Dioxine on February 28, 2019, 05:27:51 pm
No, always +1/+10.
Title: Re: A thread for little questions
Post by: Zharkov on February 28, 2019, 11:44:29 pm
Wasn't there an option to have a border in the minimap in battelsacpe? Cannot find it anymore.
Title: Re: A thread for little questions
Post by: ajnunezr on March 01, 2019, 12:28:42 am
Press ALT key
Title: Re: A thread for little questions
Post by: Zharkov on March 01, 2019, 10:45:19 am
Press ALT key

Thanks this works! But wasn't there a way to activate the permanently?
Title: Re: A thread for little questions
Post by: Dioxine on March 01, 2019, 10:51:32 am
Excess OXCE options have been trimmed out. But d/w there is no functionality loss.
Title: Re: A thread for little questions
Post by: peirceg on March 11, 2019, 08:30:38 am
Hello guys, need a bit of help. I cant seem to be able to unlock being able to make my own workshop? it says in the what to do that I need to unlock simple tools, but for the life of me I cant find it anywhere? What do I need to do?
Title: Re: A thread for little questions
Post by: Tongo on March 11, 2019, 02:20:42 pm
Hello everyone!
Did statistical bullet saving get removed from the mod? And if yes, is there any way I can add it back?
It annoys me immensely that I fire a single bullet from 50 and I lose the whole clip.
Title: Re: A thread for little questions
Post by: Dakkdakk on March 11, 2019, 03:18:22 pm
Make sure to research primitive weapons (bows/melee summaries) and a wrench. You can get a wrench (usualy) from guild warehouses, civilian flying trucks and miner ships (which tend to land near your base), among other missions (I think communication towers tend to have them).

Title: Re: A thread for little questions
Post by: WaruiTanuki on March 11, 2019, 07:48:33 pm
The first 5 or 6 times I used a parrot, when he got shot, he squawked, fell to the ground, and showed up as "dead parrot" if I checked inventory on that spot.  No death or unconscious message, and after the fight ended, he came back, good as new.  I assumed this was what the Bootypedia meant when it said auxiliaries are ready to fight again no matter how injured they were.  Now I get a death message, points off for losing an aux. and no more parrot for next time.  Which of these is the intended behavior, and any idea why it changed?  No screenshots or anything, because now I can't replicate the immortal parrot behavior.  I didn't update the game or anything in between.
Title: Re: A thread for little questions
Post by: Dioxine on March 11, 2019, 10:10:59 pm
Parrots were never immortal as far as I know.
Title: Re: A thread for little questions
Post by: Tongo on March 12, 2019, 10:15:49 pm
I found out about readding statistical bullet saving, I still don't understand why it had to be removed.
Title: Re: A thread for little questions
Post by: Martin on March 13, 2019, 03:27:12 pm
It made some weapons such as the BFG too good.

Honestly BFG is a bit too good being non arcing baby nuke that doesn’t waste a whole turn reloading, perhaps it could be rarer to get or locked behind a difficult mission like the nuclear lasers.
Title: Re: A thread for little questions
Post by: Dioxine on March 14, 2019, 04:14:45 am
I think BFG is very rare...
Title: Re: A thread for little questions
Post by: Martin on March 14, 2019, 12:55:35 pm
I had storage full of UAC plasmas and two BFGs before end of year one. Highest difficulty obviously increases the odds of these weapons spawning as more baddies spawn, so it might not be an issue on lower difficulties.
Title: Re: A thread for little questions
Post by: JustTheDude on March 14, 2019, 01:57:42 pm
I did few runs in the game and I never got BFG. Broken batteries, of course, but not BFG itself. It's rare enough on sane levels.
Title: Re: A thread for little questions
Post by: Martin on March 14, 2019, 02:39:14 pm
True, the difficulty is double edged sword. The enemies are more numerous (generally not that big of an issue) and tougher on higher difficulties but you get more loot and have higher chance to get better loot too.
Title: Re: A thread for little questions
Post by: Dioxine on March 14, 2019, 07:36:21 pm
I had storage full of UAC plasmas and two BFGs before end of year one. Highest difficulty obviously increases the odds of these weapons spawning as more baddies spawn, so it might not be an issue on lower difficulties.

You got insanely lucky. No baddie is ever armed in BFG, and doom spawns are quite rare in general. You're forgetting how random Piratez are.
Title: Re: A thread for little questions
Post by: BBHood217 on March 15, 2019, 12:34:20 am
I'm almost convinced that the BFG is just not implemented in normal play.  How do I get one without doing a quick battle?
Title: Re: A thread for little questions
Post by: legionof1 on March 15, 2019, 02:06:19 am
I've had a few BFG's over the campaigns but none recently, but I've been avoiding doom related missions in my current campaign due how many gunner's now sport RPGs. Doomed Farms are rather risky at low tech/troop experaince now.

So i can't really say where the BFGs reside presently, but they do exist. Still to rare to really matter most runs, its in the vein of the initial gothic raygun, ridiculously powerful, but so rare it may never see much use. And frankly it's overkill for virtually anything, and we like corpses to survive most of the time. Vaping a tank or other similar high teir foe is rarely the preferred outcome.
Title: Re: A thread for little questions
Post by: Martin on March 15, 2019, 02:14:21 pm
They reside in the missions Imperial Probe leads you to. The BFG itself spawns without armed battery so you never have to worry about being atomized by it, but the dark ones spawn with UAC rocker launcher, plasmagun and minigun which can be quite devastating however rest of their guns are shit and as they are accurate representation of zombiemen from original Doom, threy are slow and fragile. These missions always have at least imps spawn which are quite dangerous and pinkys who are easy to dispose of. Higher tier missions have cacos and hell barons, cacos are big and easy target, hell barons are damage spoonges with no armor so easy enough to kill with concentrated fire from shotgus and such. Electric based weapons are especially good as they always stun a caco instead of killing it and have decent chance of stuning the rest of the dark ones and demons too, so you can milk them for demonic essence. Depending on your codex choice, you might want to kill the pinkys instead of stunning to make blood axes.

Overall: It is always worth following the probe to its destination. You can allways run for it, but the potential rewards are significant and if you have advantageous starting position you have  a good chance to win.
Title: Re: A thread for little questions
Post by: Dioxine on March 17, 2019, 04:21:22 pm
A very good summary, I approve.
Title: Re: A thread for little questions
Post by: thevideogameraptorboggle on March 18, 2019, 03:24:49 am
Is there a way to reliably encounter Reticulan enemies? It seems like the only way to find them is UFO landings, and it's never the type of enemy I want.
Title: Re: A thread for little questions
Post by: legionof1 on March 18, 2019, 07:33:14 am
Everything but elders are encountered on there medium ships. The eldars can be found on reticualn base imperial probes, and base retaliations. Probably a few more rare instances i'm forgetting.
Title: Re: A thread for little questions
Post by: thevideogameraptorboggle on March 18, 2019, 07:40:51 am
They show up as Jammed on the radar screen right?
Title: Re: A thread for little questions
Post by: Martin on March 18, 2019, 01:29:37 pm
Elders can be found only in reticulan bunkers and in the B level bounty mission where you use naked peasants against horde of rets. Elder can also be purchased after you get Saya as a bounty reward, which is how you most likely get one. Reticulans never retaliate (unless that was changed) but the elder would spawn there too.
Title: Re: A thread for little questions
Post by: Dakkdakk on March 18, 2019, 03:40:57 pm
They show up as Jammed on the radar screen right?

I think every reticulan ship shows up as jammed, and imperial probes show up as a round metallic ball.
Title: Re: A thread for little questions
Post by: legionof1 on March 18, 2019, 11:31:58 pm
Supply ships and the Humanist swastika ship are also jammed, along with both reticulan vessels.
Title: Re: A thread for little questions
Post by: cc on March 19, 2019, 10:27:24 pm
Supply ships and the Humanist swastika ship are also jammed, along with both reticulan vessels.
And the Millenium Falcon smuggler ship.
Title: Re: A thread for little questions
Post by: BBHood217 on March 19, 2019, 11:55:40 pm
Various craft used exclusively for hideout assaults are also jammed.
Title: Re: A thread for little questions
Post by: thevideogameraptorboggle on March 23, 2019, 05:53:12 am
In the research tree, it shows all the prerequisites for a particular topic of research, is there a way to tell whether you need all of them or just one of them? I thought Power Tools needed BOTH Reticulan Power Systems and Chainsaw Good, but it just needs one or the other. Same with Gauss Weapons Dissassembly.
Title: Re: A thread for little questions
Post by: cc on March 24, 2019, 05:38:34 pm
In the research tree, it shows all the prerequisites for a particular topic of research, is there a way to tell whether you need all of them or just one of them? I thought Power Tools needed BOTH Reticulan Power Systems and Chainsaw Good, but it just needs one or the other. Same with Gauss Weapons Dissassembly.
If the heading is "Unlocked By", you only need one.
Title: Re: A thread for little questions
Post by: thevideogameraptorboggle on March 24, 2019, 06:28:50 pm
Thank you. A little salty that I delayed getting Chainsaw Good for a year or so, but whatever.
Title: Re: A thread for little questions
Post by: HumanTraitor on March 24, 2019, 09:54:14 pm
Soo, what's the purpose of being able to recruit slave soldiers early with that specific, exclusive research option when you can get them anyways with the Slavery Research topic? Does that one lock you out from hiring better Gals (Veteran and above) later on? How do these early male soldiers compare to Peasants?
Title: Re: A thread for little questions
Post by: legionof1 on March 24, 2019, 11:53:35 pm
The trade off is cheap bought slave soldiers or the cheapest tier of gals. The soldiers otherwise need to be converted from regular slaves. Slave soldiers in terms of stat caps have slightly more hp and strength then peasants, but lower stamina. They have better initial stat range then peasants, but peasants have militia training option which narrows the gap alot.

Most of the difference is in outfits in the later game, SS have the doom armors, recon quad, and the testudo. Peasants have the ravenclaw. But that's just right now, peasants have fewer outfits in general due to lack of art assets, since someone other then Dioxine creates them. More are coming i presume.

There are some minor tech differences as well, but i wont spoil that info here.   

Edit: i also completely neglected to mention that slaves don't suffer morale decay, but they dont regen morale either(aside from morale after a panic and item use). It does make the slaves significantly less good with voodoo tools that cost morale to use, but better against psi attack on average.
Title: Re: A thread for little questions
Post by: Alex the KatanaCutlass on March 25, 2019, 01:20:49 pm
Hail, everyone.

I am a hard-core free time gamer with 35 yrs of experience and never saw a beauty like THIS, the X-PirateZ.
MARVELOUS! This game really deserves all the positive meaning superlatives one could think of.
I'd need some help/recommendations, however (YES, it's the Researching, what else could it be?:). And crashing... The CTD.
SO:

1.) I'm now 13th in-game month, have 5 gals with great stats and an auxiliary 4 gals team I employ for less risky missions.
I have access to Tac Vests, Night Ops, and Assassin Armor (scavenged on my last mission). I have Krazy Hannah's hardware and Gun Emporium's stuff, I can make LACC ammo, etc, etc. So, am I armed well enough for this... hmm... age? What are your further recommendations for weapons and armor development?

2.) I have Jet Bikes with Seagulls for Interception, an Aircar and an Airvan for missions (Aircar is for intercepting small targets as well). I need a better combat Craft and weapons for it. Please advise me?

3.) My game (version Feb.2019) crashes every cca 10 saves. The error message says something like bad_alloc,
or it's just a blank error window.

Last, but not least: How would you direct the research and how? On one area to a certain depth, or in "a lttle bit of this, a little bit of that" style?
TYVM in advance, and every help is welcome.

PS: How do you fight Mercs? I tackled one of their ships, camped in my craft and fought from inside there, but when they blew up my door, I had to dustoff. Bah!
Title: Re: A thread for little questions
Post by: Meridian on March 25, 2019, 06:14:02 pm
3.) My game (version Feb.2019) crashes every cca 10 saves. The error message says something like bad_alloc,
or it's just a blank error window.

You need to upgrade to OXCE 5.3 or later: https://openxcom.org/forum/index.php/topic,5258.0.html
Title: Re: A thread for little questions
Post by: cc on March 25, 2019, 11:12:21 pm
2.) I have Jet Bikes with Seagulls for Interception, an Aircar and an Airvan for missions (Aircar is for intercepting small targets as well). I need a better combat Craft and weapons for it. Please advise me?
Search the tech tree for "Codex" and tech to that for a better craft. Plunder craft weapons for now or, if you want to, go for the Heavy Craft Weapons research.

Last, but not least: How would you direct the research and how? On one area to a certain depth, or in "a lttle bit of this, a little bit of that" style?
Directed research, mostly. Early key techs (in no particular order) are Krazy Hannah, Workshop, Chateau de la'Mort, Slavery, and a Codex craft of your choosing. Don't forget to pick up the Bag of Cash and Money Purse techs for increased profit.

PS: How do you fight Mercs? I tackled one of their ships, camped in my craft and fought from inside there, but when they blew up my door, I had to dustoff. Bah!
At your tech level? You don't. Run and live to fight another day.
Title: Re: A thread for little questions
Post by: Alex the KatanaCutlass on March 26, 2019, 11:50:16 am
TYVM, Meridian and CC. MUCH appreciated.

Another question, please.
Would I have to start a new game after upgrading? I mean, would the old saves work?
And if they wouldn't work and I keep the old version with the now-and-then crashing saves, would it become unplayable one day?
Title: Re: A thread for little questions
Post by: Meridian on March 26, 2019, 02:09:52 pm
Would I have to start a new game after upgrading? I mean, would the old saves work?

No, you can continue.
Saves will work.
Title: Re: A thread for little questions
Post by: legionof1 on March 26, 2019, 05:14:10 pm
We even have a pinned thread for when minor upgrade related problems occur.
Title: Re: A thread for little questions
Post by: Alex the KatanaCutlass on March 26, 2019, 06:08:34 pm
TYVM, gentlemen.
Can we somehow craft Seagull Missiles? They're quite expensive.
And, legionof1, I love your "Bullets go..."

So, I got OXCE... I guess I just put all the files where is my exe. file and rewrite it all. Directories only for me.
Pardon my dumb questions. I use 5 languages, but seldom do this kind 0' stuff.

Yea, you say SLAVERY is important?

EDITED:

Ppl, sorry to bother, but I need a step by step installation guide for the OXCE. I don't understand a thing. Is there a video on this?

It's the Windows 64 deal.
Title: Re: A thread for little questions
Post by: Zharkov on March 26, 2019, 07:02:45 pm
TYVM, gentlemen.
Can we somehow craft Seagull Missiles? They're quite expensive.
And, legionof1, I love your "Bullets go..."

And it has a deeper meaning: You need to be efficient to earn money. You cannot use expensive weapons to fight poor victims.  So unless you need some research items don't use Seagull Missiles, if they cost more than the expected loot.
Title: Re: A thread for little questions
Post by: legionof1 on March 26, 2019, 09:21:49 pm
Okay, oxce how to, presuming an preexisting working install of the piratez mod:
1) download oxce file appropriate to your OS
2) Extract downloaded file
3) Delete the exe from your install folder as well as any shortcuts, since the version is different and named as such, so it wont overwrite by default. 
4) Copy the new .exe into your install, create new shortcuts as needed.

See if problem is resolved, if not continue

5)Copy and replace standard and common folder, not UFO or TFTD

If you have already copy and replaced the entire oxce download you will need to copy over the vanilla files over again. GEODATA, GEOGRAPH, MAPS, ROUTES, SOUND, TERRAIN, UFOGRAPH, UFOINTRO, and UNITS subfolders from the ufo folder of an install of vanilla, into the ufo folder of the Piratez install.

Other questions:
Slavery is important, slaves provide extra income and storage space, without using up valuable base tiles. And beyond that its a major tech gate itself in the areas of interrogating captives and expanding your contacts with the world.

No seagulls can't be crafted, some craft carry them as loot thou. That said seagulls arn't necessary for most lower tier air to air encounters, light craft weapons have much better mileage in the early game. Conserve your seagulls to engage harder targets.


Title: Re: A thread for little questions
Post by: Eddie on March 26, 2019, 11:30:55 pm
Ppl, sorry to bother, but I need a step by step installation guide for the OXCE. I don't understand a thing. Is there a video on this?

In case of Piratez you don't really need to install OXCE. You just need to replace the exe, at least that's what I did and it's working so far.
(If I'm suggesting bad things here Meridian will probably say so soonish.)

So, instructions:
- download OXCE, unpack.
- locate exe of OXCE
- put it in the folder where you current PirateZ exe is, use new exe from now on.

Future versions of PirateZ will have the fixed exe shipped with them. This exe replacement is only needed for J12.

Regarding research:
Krazy Hanna and Gun Emporium provide you with enough weapons. Weapon research at that stage will only give you more of the same.
Regarding armor, you are close to a major improvement over tac vests: tactical armor. It needs aqua plastics, smoke ops and and tinkering on top of Krazy Hanna that you already have. If you know how to use the tech tree viewer, you can look it up.

All better craft (interceptors and dropships) are locked behind the tiny drill research which eventually leads to shadowtech and the cloacking devices needed to build your own craft. For the tiny drill, this page should still be up to date: https://www.ufopaedia.org/index.php/Tiny_Drill_(Piratez)#How_to_advance_along_the_Tiny_Drill_branch (https://www.ufopaedia.org/index.php/Tiny_Drill_(Piratez)#How_to_advance_along_the_Tiny_Drill_branch)
The most difficult part of this is to get the "Shadowmasters" tech. My recommandation here is to interrogate Hoes until you get it. They are easy to capture, interrogate fast and you can get a lot of them easily.

Then you will also stumble upon the question of codex choice, which is an entire subject of it's own...
Title: Re: A thread for little questions
Post by: thevideogameraptorboggle on March 27, 2019, 06:19:06 am
How do I upgrade from Tactical Armor? What's the next upgrade for generic all purpose armor, that doesn't need Power Armor Parts?
Title: Re: A thread for little questions
Post by: legionof1 on March 27, 2019, 06:36:40 am
Tactical is pretty much the end of the line for basic protection all round protection that doesn't have multiple layers of prerequisites. Advanced personal protection is the next general tech gate for armor to progress.
Title: Re: A thread for little questions
Post by: thevideogameraptorboggle on March 27, 2019, 07:30:10 am
I have all the prerequisites but Durathread Printing, and I have no idea what to do for Industrial Scanners, except for buying tons of Academy Scientists from the Mercenaries.
Title: Re: A thread for little questions
Post by: Alex the KatanaCutlass on March 27, 2019, 12:24:55 pm
Ye fellow PirateZ,
TYVM once again, to all.

Zharkov,
I do use the Seagulls only if I have to. Here's my air combat tactic I have devised: having no hyperwave decoder yet and knowing little about the lore crafts, whenever I get a "flying loot" :)  message, I send my entire fleet, keeping one at home just in case (a race...). Then I send the weakest in, the 25mm guy. If he wins - cool, if not, I send a stronger one, etc. I guess I found what a Transport Ship is like - a big one, lightly armed and Seagull-treatable, full o' loot.
And yea, my runts mostly make Chateau, 'cept when I need new cans and can openers for my gals:)

legionof1,
with OXCE, I have played for several hours without crashing. YEA!

Eddie,
I will do so. I always interrogate until I get what I want, and then - well, the attack dogs are always interested in educatin' 'emselves over some smart meat, wutevah:)

TYVM, ppl, ya great bunch:)

Another few questions:
About the Codex deal:
Is it important which color do I chose, or it's just which color do I like?

About the Mutant Alliance:
Fending off pogroms becomes mandatory for new members. Yea, "zum Befehl, Herr General," but can I bustoff if it becomes too risky, IF it becomes so at that point? I still remember one Pogrom, when my gals were Javelinezing and Throwing Axeing Humanists with Messers (that's MP-40, BTW) and RPGs. We won!

About Ye Blunderbuss:
This... gutter looks so damn powerful and we can use explo and chem ammo with it.  You game with this, or you like Military/Assault SG better?

Oh, regarding urban combat:
I see that hiding immediately behind a corner prevents AI from shooting my gals. It's mellee range, so they miss, clear. Moreover, they kinda get confused? Heh-heh (Evil grin with a tooth missing:) )

And do you like that volcano-maker, the Satchel Charge?

Title: Re: A thread for little questions
Post by: Solarius Scorch on March 27, 2019, 01:17:29 pm
About the Codex deal:
Is it important which color do I chose, or it's just which color do I like?

It is very important for much of the game, as it largely determines your playstyle. Each Codex grants a number of special items, ships etc. Without spoiling stuff, you can think of it in terms of class from RPGs:
Red: Warrior
Grey: Mage
Gold: Rogue
Green: Cleric
This is very metaphorical, but you get the idea.

About the Mutant Alliance:
Fending off pogroms becomes mandatory for new members. Yea, "zum Befehl, Herr General," but can I bustoff if it becomes too risky, IF it becomes so at that point? I still remember one Pogrom, when my gals were Javelinezing and Throwing Axeing Humanists with Messers (that's MP-40, BTW) and RPGs. We won!

Sure, don't hesitate to run away. The points aren't worth losing good people. But it's always good to at least show upyou, maybe shoot a few chumps, maybe even steal their stuff, and dust off.

About Ye Blunderbuss:
This... gutter looks so damn powerful and we can use explo and chem ammo with it.  You game with this, or you like Military/Assault SG better?

There are hundreds of weapons in the mod, it's pointless to compare them all. If it works for you, it works.

Oh, regarding urban combat:
I see that hiding immediately behind a corner prevents AI from shooting my gals. It's mellee range, so they miss, clear. Moreover, they kinda get confused? Heh-heh (Evil grin with a tooth missing:) )

Are you talking about the close combat mechanics or something?

And do you like that volcano-maker, the Satchel Charge?

I personally only use it to blow up red barns, it's too heavy for my liking. But it's a personal style thing, many people use it with A good results.
Title: Re: A thread for little questions
Post by: Dakkdakk on March 27, 2019, 01:55:14 pm
I use the satchel charge mostly just for suicide dog base defense mass murder and for exploding red bars, but it isn't really that useful against any enemies that have real ar