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Messages - Vasja

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1
40k / Re: 40k Bug/crashes/problemĀ“s report
« on: March 16, 2022, 08:18:56 pm »
My bad.

It will be fixed in the next release.

Thanks.

2
40k / Re: 40k Bug/crashes/problemĀ“s report
« on: March 16, 2022, 08:08:11 pm »
Hi.
40k mod version: "032".
OpenXcom Extended 7.5.3.
I couldn't find the option to dismantle the entrance elevator of the new empty base in the game. I remember exactly that this should work in openxcom.

3
XPiratez / Re: A thread for little questions
« on: June 12, 2021, 05:00:41 pm »
Clear. It's pretty tough.

4
XPiratez / Re: A thread for little questions
« on: June 12, 2021, 04:39:05 pm »
It turns out that the camouflage is completely disabled until such a "Harry spotter" is neutralized and the player may not even know about it?
Wait in the shelter until the camouflage is restored will not work?

5
XPiratez / Re: A thread for little questions
« on: June 12, 2021, 04:25:58 pm »
Thank you.

6
XPiratez / Re: A thread for little questions
« on: June 12, 2021, 07:48:22 am »
Hi! I have a little question.
"Spotter: -1" parameter in "Piratez_Factions.rul" file - what does it mean?
Infinity spotting?

7
XPiratez / Re: A thread for little questions
« on: April 25, 2021, 06:01:54 pm »
Well, if you're going the "no kill like overkill" route, I'd say

-10 tanks to soak enemy reaction fire on turn 1 and kill heavy armor
-2 gyrocopters with pre-primed barrel bomb per hanger
-1-2 gyrocpters with 4x pre-primed high explosives for the access lift
-10 veterans to enter sewers as needed for mop up
-20 dogs for mop up scouting so your veterans don't get killed
 
Tanks are pretty expensive, this costs about 15 tanks and is probably more useful.

Just don't accidentally end turn early xD

Thanks for the tip. This should work well.

8
XPiratez / Re: A thread for little questions
« on: April 25, 2021, 05:25:24 pm »
Pretty sure there's no limit.  Though there is a limit on your sanity to equipping and moving them all.
Well then, 100 tanks will roll them all into a pancake. We need to check it out. ;D

9
XPiratez / Re: A thread for little questions
« on: April 25, 2021, 05:00:58 pm »
Hello.
I have a small question about base protection.
In XCOM, the limit of base defenders seems to be forty.
That is, if there were eight tanks and dozens of soldiers on the base, then when defending the base we had eight tanks and eight fighters on the battlefield: 4 * 8 + 8 = 40. The priority of appearing on the battlefield was with tanks, and then soldiers were added starting from top of the list.
How is this implemented in Piratez?
How many dogs / tanks / soldiers can be placed in the garrison of the base and what is their priority of appearing on the battlefield?

10
XPiratez / Re: Bugs & Crash Reports
« on: April 21, 2021, 11:36:28 am »
A side effect of how protective items work. It was discussed at length before.
The "minimum defence" of protective items is not a cutoff, but an asymptote to which the item's protection approaches.
The actual calculation is:
With skullstrider, sandbags and laser, the calculation would be.
Vulnerability= 1-(1-0.5)*(1-0.5)=1-0.25=0.75

So Laser damage is 0.75% effective against this combination, not 50% effective.

Oh, OK
Thanks for the clarification.
If so, then there is no bug.

11
XPiratez / Re: Bugs & Crash Reports
« on: April 21, 2021, 06:07:49 am »
Maybe a dumb question but you've put Sandbags in hand slot, right? Even though putting them somewhere else should be impossible.
Another thing, dunno if matters: Skullstrider has 75% vulnerability to concussive and bags lower it further 50%, totaling 25%. But allowed is 30% so maybe the script disables the whole sandbag resistance package?
Other than that I have no idea.
Sandbags in hand slot.
It is not clear why it does not work.

12
XPiratez / Re: Bugs & Crash Reports
« on: April 21, 2021, 05:30:09 am »
It is possible that an attack from the front arc, even with melee, can still strike side armor and would in this case still do damage on a max roll.

Also depending on rounding you still might take damage frontally as well. half front armor is exactly the same as a max dmg roll after resist. But either vlaue is a whole number so which gets rounded how matters.

And if you can take any damage at all you will lose some armor, and that adds up eventually in the exalts favor. Given how fast the force lance is at 12 TU per swing an exalt can throw up too 12 attacks in a turn.

Damage can still be taken, but it shouldn't be that huge. I compared the sandbag option with the option where I just directly changed the armor damage modifier from 1.0 to 0.5 in the Piratez.rul file without sandbags, and the difference in survivability is enormous. I've tried variations with different weapons and it looks like this bug only works for melee weapons. For melee weapons, sandbag resistance is not added to armor resistance at all.
Maybe the script is not working properly somehow?

13
XPiratez / Re: Bugs & Crash Reports
« on: April 20, 2021, 04:25:26 pm »
Hello. I have a little question.

Church Exalt vs 'SKULLSTRIDER' armor with floating sandbags.

Church Exalt:
  Melee = 100.
Force lance:
  damage type = LASER
  damage = 50 + Melee*0.6 = 55 .. 165 (with 50-150% spread).
  Armor effectiveness: 0,5
SKULLSTRIDER:
  Front armor = 165
  Damage modifier LASER = 100
Floating sandbags:
  Las 50/50

In total, we should have 165 * 0.5 armor versus 165 * 0.5 maximum damage (exalt cannot normally penetrate armor), but in practice, the resistance from the bags does not work and the SKULLSTRIDER dies quickly.

How can this be fixed?

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