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Messages - tylor

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XPiratez / Re: Cydonia or Bust! Kiri's question thread. Game complete!
« on: August 26, 2017, 12:51:51 am »
37mm does not seems to be particularly op for me. There i a lot of comparable Gauss guns.
Laser is indeed seem to be kinda weak, though, even Post-Russia nuclear models.

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XPiratez / Re: Getting trashed lol. New question thread
« on: August 21, 2017, 09:36:12 am »
TU malus is not that detrimental if you use firearms.
Though, yeah, power armor usage is pretty limited.

3
XPiratez / [Suggestion] Hands exhaustion/boredom mechanics
« on: July 25, 2017, 05:42:32 pm »
I have seen related discussion on discord. Here is my idea of mechanics that encourages using units not too often and not too rare.

Units gain new dynamic stat - Thirst (meaning blood thirst or battle thirst).

It changes in the range from 0 to 9 and is shown in hands tables such as "select crew" or "hands" on the far right.

It ticks up by 1 per week. If unit goes to combat, it ticks down by 1. Also, if unit has above 5 Thirst in battle and does some exp-granting activity, it ticks down by one and this exp gain is tripled. So, if Hand goes to combat once per month and actually is doing something there, she will not lose stats (and will have nice exp bonuses)

If Thirst is already 9 and has to tick up, it drains stats, because soldier is out of practice. Something like -10 to 3 different stats at random.

If Thirst is 0 and unit goes to combat, it stays 0, but unit has significant temporary stat penalties during this combat - such as -20 to each stat.


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XPiratez / Vision model that makes sense.
« on: May 14, 2017, 02:01:06 pm »
I was thinking about vision model that woul make more sense. So, here it is.

There is two vision checks - one in normal spectrum, and another in infrared. Infrared one relies on thing's own thermal emission and does not require light.

Algorithm for calculating "obscureness" for normal vision (NV):

1. Start with 100%.
2. Add some number for insufficient light. It can be binary (as it is no), or scale with light levels below good. If target has Night Camo, this penalty is MULTIPLIED by Night Camo value.
3. If target has any (non-night-specific) Camo, add it's value too.
4. For every cell on sight line obscured by smoke and probably other obstacles (fire, windows, doors, bushes etc), add value proportional to number of obstacles and their "obstacleness".
5. Multiply it all by range.
6. If result is more than some threshold, target is invisible.

For Infrared Vision (IR), algorithm is similar, but there is no step 2, and value of Camo at step 3 and obstacleness of things at step 4 can be different. For example, smoke is worse at blocking IR than NV, and fire is better. Some camos can block only one type of vision, or one better than another.

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XPiratez / Re: Codex Choice
« on: May 08, 2017, 04:40:52 am »
Green is indeed pretty great, as both Fairies and Saviours are very good, especially if prefer capturing live.

6
I really dislike current color-coding, especially blue-era armors, that are very statwise different, are very likely to be used at the same time, and looks very similar.

I would much prefer role-based coloring - red for tanks, black for stealthies, blue for flyers etc.

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XPiratez / Re: Looking for some base management advice
« on: May 08, 2017, 04:25:14 am »
My base setup by the end of second year is

1. Main base for attack (~30 best gals, 1hangar), research and some minor crafting (mostly processing whatever strike team collects).
2. Main craft base with couple of hangars. I use it for making aircrafts and everything else that I'm going to use myself.
3. Rookie base with a Spa where I recruit, filter and train new recruits. They sometimes fly on missions with lower-tier enemies.

Other 5 bases are pure money-making crafting, interceptors and radars. Maybe with some garrison in case of crackdown.

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XPiratez / Re: [MAIN] XPiratez - 0.99F.1 - 13 Feb - Slave Wars
« on: March 01, 2017, 08:10:56 pm »
I never got HP damage from the cold. Most armors protect against it. IMO it adds nice flavor. Clothes were designed to fight temp.
IRL Jungles can be hotter than deserts.
Even tundra can be hotter than desert, depending on daytime and season.
My reasoning is that A) arctic and desert are clearly color-coded, unlike tundra and jungles and b) not as widespread, so severe weather is exception, not rule.

Maybe it's just my playstyle, but I like using skimpy clothes (such as Amazon or Camo), and I hate reequipping and reshuffling teams. If I usually requip once in three missions, and have extreme weather once in three missions, then I have to reequip three times more (because have to switch gear from normal to protective and then back).

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XPiratez / Re: [MAIN] XPiratez - 0.99F.1 - 13 Feb - Slave Wars
« on: February 28, 2017, 03:48:43 am »
Quick solution to weather? Drink lots of fluids, don't camp, don't explore polar regions in the nude. Really that hard?
Two biggest with cold are 1. hp damage and 2. difficulty to say whether region has extreme temperature or not.

Solution I personally would be happy with is that whether effect would be as hard as they are now only in clearly identifiable areas - i.e. arctic and desert. While jungle and tundra would have reduced effect (halved?).

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Steps 2-8. So, you only have to cut image to right size, rest script will do itself.

PS. If you want it to do more, ask, I can add other stuff. Like auto-resizing, saving in specific place in specific format, etc.

11
Unpack this file to your GIMP folder, usually %UserProfile%/.gimp-2.8 on Windows.

It contains script itself and a reference palette, which is a palette where mandatory Bootypedia colors are in place, and other slots are filled with #B00B15

When you run Gimp, there will be "Make pedia-compatible" option in Images menu, and it does just that with current image. It will ask you for reference palette and filler color, but they are set right by default, so you can just press OK.

Internally it does pretty much what Meridian describes in this https://openxcom.org/forum/index.php/topic,4957.msg72548.html#msg72548 post.

UPDATE: 1.0.1 version. Fixed couple of bugs, found thanks to Escavel and Solaris Scorch. One bug was that first color in reference palette was wrong, other was that script failed when there were too few colors in image. Both are fixed

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XPiratez / Re: [MOD] PG13 Version (Less NSFW) 99F1.44
« on: February 14, 2017, 02:08:39 am »
Like them. Some are actually more naked than originals:)

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XPiratez / Re: [MOD] PG13 Version (Less NSFW) 99F.31
« on: February 11, 2017, 01:10:22 am »
Those two are good, but. Pimpcraft is a photo, and Pedia avoids using photos.
For #039, some wounded and/or bandaged girl would fit better. BDSM demoness is more fit for something Voodoo-related.

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XPiratez / Re: [MOD] PG13 Version (Less NSFW) 99F.31
« on: February 10, 2017, 07:25:50 pm »
Like all of them, except Pimpcraft. And #039 picture, while beautiful, is not quite fitting the text.

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XPiratez / Re: Ideas for better aircombat?
« on: February 05, 2017, 10:10:07 pm »
It depends a lot on what kind of ships you would be hunted with, and when. If it's a late game only, it could be an incentive to decommission every non-transport that can not either outrun or outfight every ship that enemy can use for intercepting.

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