Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Blind Cedrick

Pages: [1] 2
1
XPiratez / Re: Bugs & Crash Reports
« on: May 17, 2025, 03:22:48 am »
My syns have the ability to use their default armors. If N12 doesn't fix it you can try loading an older build like N10 and dropping N11 on top if you don't want N12. I had a problem in the past where the new build files skipped old content.

@shinr
Thanks for the observation on mesmerize behaviour. I still want the pedia entry for "The power of Kawaii compels you!"

2
XPiratez / Re: Bugs & Crash Reports
« on: May 15, 2025, 05:45:54 am »
Minor bug, not in any way critical. Possible to use as a really sucky exploit. Probably in oxce rather than piratez.
Sent group to mission. gal got wounded. Found the gal ready in my pool before her vessel returned to base.
It looks like the game behaviour is to return all wounded hands to base. If recovery time is short and the vehicle is slow, healing is faster than travel.

Unrelated side note: My uber gals have a random ability called mesmerize. It seems to be tied to armor. I haven't seen any notes or research for it. Deliberate? What it do?

3
Sooo.... Thinking about how Dio could further nerf cat girls if he deems it necessary. First, please no. But, I stand by considering reducing freshness again if anything should be lost. I can justify nerfing accuracy. If the goal is to give each unit a distinct game play style, then tabby should be stabby. But, this raises the question of how should each unit play. Uber gals are fairly strong in every category. Peasants are cheap filler. Lokk narr night vision could be interesting but with the way the computer handles spotting and sniper, the night fighters aren't very useful against serious competition.

4
You can restore freshness in battle.

Catnip. Fear the army prepped for zoomies.

5
I had some veteran cats in the aurora fight. I didn't have a problem until phase 3. Phase 3, it wasn't only my cats that had low freshness. That was just a brutal fight all around. Also, I am not advocating that cats get nerfed. If they have to though, I would prefer them extra fast for the first few rounds even if that means they get pissy sooner.

6
Just watched today's Kentucky Ballistics (supressed 4 bore rifle). Would y'all say that's about the punch of the heavy slug thrower?

Also, dislike my cats getting nerfed just as a matter of principle. If balance is an issue, perhaps increase cat freshness loss instead of speed or melee? Make cats horrible in multiple or long missions. "Annoyed Kitty Touchy Kitty Grouchy Ball of Fur"
 

7
Why must the love of a stray cat be so fickle?

Also, raiding my first underwater base. In pirate, snail eat you!

8
XPiratez / Re: Bugs & Crash Reports
« on: April 25, 2025, 03:14:06 am »
Just sent my own ventura to an underwater base. Crash. Sad face.

Demon bait. Spawns all my gnomes. only one gnome playable. Also unarmed surrounded by squishes she can't squish because the melee can't target stunned uglies.
Frustration.

9
XPiratez / Re: [MAIN] XPiratez - N11 22-Mar-2025
« on: April 05, 2025, 01:52:15 am »
I don't know the underlying code but maybe the decoy could be a high visibility spawn with a low target priority. Combine this with an automatic "here I am" every turn to the AI. Then the computer will target it when it doesn't have anything else. This can look like a decoy drawing fire at long range and then an annoyed hostile at short range.

10
XPiratez / Re: [MAIN] XPiratez - N11 22-Mar-2025
« on: March 27, 2025, 04:22:35 am »
I like these thoughts. I should note that "Armoured Car but worse" is intentional. My idea for the field gun is that you could manufacture it as soon as you acquire a 25mm. Add a 14mm and punt gun while we are at it. More orky is always more better

11
XPiratez / Re: [MAIN] XPiratez - N11 22-Mar-2025
« on: March 26, 2025, 05:02:18 pm »
On an attack, the game checks adjacent cells of the same level. If you want a more involved/advanced check, it needs to be coded. That sort of thing is up to dio and sol. And they are making this stuff for free. Donate, do it yourself, or make puppy eyes and try to engage their interest in something.

So...

 :-[  ....Dio?
add new kit? Field guns.
Early game 2x2 units gals can use. High firepower but low mobility (TU = 50?). Big guns that gals may already have access to but reconfigured.
The bandits already have the 25mm.
2x2 wheeled pirate cannon. Alternate to the hand held cannon but much higher fire rate and reload.
Volley gun. 4x pirate cannon with 1 or 4 shot option.
Same idea with MGs, grenade launchers, rockets, and mortars. 


12
XPiratez / Re: [MAIN] XPiratez - N11 22-Mar-2025
« on: March 26, 2025, 03:34:49 pm »
... is it a bug or a limitation of the core game mechanic?

I am going to say limitation of the game mechanics. Vanilla XCom didn't even have melee, except for the zombies. If you need something to help visualize melee attacks stretching over one square, look up greatsword use on youtube. The whole point of a long weapon is to prevent your opponent from getting close enough to fight back. I would be happy if any sword+ sized melee weapon could stretch over a tile but that would throw out the game. IE cool if it works well but you won't get it to work well.

Try not to worry too much about the details of game mechanics. They don't have to be entirely sensible. A rifle may have a weight of 10. IS that pounds? A little on the heavy size but not unreasonable. A body will weigh 40 (If I remember correctly). Is that pounds? I'm guessing my gnomes weigh more than that. Is it kg? 40 kilo is a very petite woman. reasonable for a catgirl, not an uber. IE, don't worry about it. Game good more important.


... that kinda brings back the player advantage that was the root of the issue...

By modern standards Vanilla XCom is already hard core. Piratez turns it up to 11. I will take any advantage I can get. Personal opinion, accuracy is universally too high. A flat 50% reduction on everything would suit me. Maybe more. Range accuracy isn't battle accuracy.

13
XPiratez / Re: [MAIN] XPiratez - N11 22-Mar-2025
« on: March 25, 2025, 03:27:52 pm »
Is it a strawman? He might just not understand how it could work.
FYI for anyone who is wondering, if you're fast and have good timing you can dodge the cut or grapple the person behind the weapon. The "deflect" can just be a representation of 'oops, hard miss.'

AS for spotting... Idea?
Add two stats under the hood. Vis_Range and Vox_Range.
Give each weapon category defaults to minimize the need to re-code. If stealth is a key word, add an automatic reduction.
Example:
Melee: VisR = 10, VoxR = 20
Pistol: VisR = 15, VoxR = 25
Rifle: VisR = 20, VoxR = 30
Possible parameter adjust based on lighting or weather. IE reduce Vis in daylight or rain.
Possible to reduce when in smoke.
Possible to reduce on individual units with perks

Something I would like to see but would be a pain to get right (because it would need smarter AI) would be to give rockets backblast.



14
XPiratez / Re: [MAIN] XPiratez - N10 24-Nov-2024 Aurora's Dawn
« on: January 25, 2025, 07:21:21 pm »
The headache I imagine is less about specific implementation and more about things like balance and fitting.

15
XPiratez / Re: [MAIN] XPiratez - N10 24-Nov-2024 Aurora's Dawn
« on: January 05, 2025, 11:32:22 am »
And if Fortuna could do the rest I would only need one hanger. I will say that I'm happy it can do space. Shame the others don't. It would be interesting if the ship was a multi phase project with features you would procedurally unlock. I imagine my idea would be a massive headache to implement.

Somewhat unrelated. Feeling a little crazy. Playing with the idea of modding xcom myself. Lets assume I go through successfully:
Phase 1: pedia fluff. Lokk'narr holidays like double-cross mass and new beer.
Phase 2: Related global map interrupts that do things to player.
Phase 3: Add items. Miko dress and kit. Voodoo related.
Phase 4: Make my battle barge sequence myself

Thoughts?

Pages: [1] 2