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Messages - Rubber Cannonball

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1
If your squad brought nothing that will work on those turrets and emp is not available, try quad fire with those blunderbusses w/chem shells that the ninjas carry.  Eventually the chem will eat through the turret armor.  IIRC it will take 6-8 shots or so assuming most pellets are hitting.  It should go without saying that this will require an experienced gal and good cover next to her firing position.  Experienced in this case meaning excellent TUs, reactions, and accuracy.  Understand that this is a desperate solution.  Emp grenades are a much better solution.

2
XPiratez / Re: [MAIN] XPiratez - L2 - 21 May - Blood And Skulls
« on: June 25, 2020, 10:33:50 pm »
It's a rock from Star Trek.

3
XPiratez / Re: A thread for little questions
« on: June 20, 2020, 05:35:34 pm »
But iirc, there was one way more, about a screen showing some statistics about that weapon. You know, what I mean?

You are probably thinking of the bootypedia page for that weapon which will show the ammo it uses.  But if you haven't researched the weapon yet, this won't be available.  Many of the weapons, especially lower tiers, you will still be able to use without researching.  It's just that the weapon statistics aren't available until researched.

Edit:  --- Double post prevented ---

How do you know if you're doing damage to shields? And what are the best weapons for getting through them?

To expand a bit on Legionof1's answer:
Unlike armor, shields will always take damage from hits unless it is a damage type that ignores or passes straight through shields.  Shields resistance varies with damage type.  Damage types which pass straight through the shield will not drain it and will hit the armor as if the unit had no shield.   Most shields will regenerate each turn if not at full strength.  Typically shown in bootypedia as a shield type which defines how well it protects (if any) against each damage type followed by full strength value/regenerate value.  For example 150/50 will absorb 150 points damage assuming 100% resistance level before being drained and will regenerate 50 points each turn until fully recharged at 150.  So long as shield resistance level isn't 0%, the shield will take damage from hits.  This means that even low power weapons that couldn't penetrate a unit's armor but generate a lot of hits per firing may rapidly drain the unit's shields.  Once the shield is down, you will not see the periodic shield flash animation.

4
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: June 18, 2020, 08:42:31 pm »
I'd like to see you mod one up and decide if you like it first.   :)    By the way isn't there a door near there just 1 level up?

5
Unless things have changed drastically in the most recent versions, I'm pretty sure there are a bunch of research sources for auto rifle.  Also the bootypedia covers those 3 ammo types fairly well.  Slayers do more hp, stun, and morale damage but have reduced armor penetration than the standard pistol ammo. Plastasteel munitions are higher power than standard.  Clip size might also be larger.  Electro-pulse munitions do electric damage instead of piercing and do more stun damage.

6
XPiratez / Re: [MAIN] XPiratez - L2 - 21 May - Blood And Skulls
« on: June 18, 2020, 07:48:09 pm »
Maybe.  I just assumed their camo came from their innate ninja abilities instead of their clothing.  It is an engine limitation that puts so many of these characteristics as armor attributes.  If they are just carrying the pirate outfits I should get them at the end of battle like the other carried objects.

7
XPiratez / Re: A thread for little questions
« on: June 18, 2020, 07:37:42 pm »
Alex, I'm still on windows xp and my save files look normal when opened in windows notepad.  I've never tried to edit them.  I have editted .rul files before with no problem but I used windows wordpad instead of windows notepad.  Notepad will blindly use CR LF when pressing the enter key which I'm not convinced your savefile is using.  Wordpad seems to handle more text files types including displaying LF only text files correctly.  But you are probably better off using something like Notepad++ as it can handle YAML among others as well.

8
XPiratez / Re: [MAIN] XPiratez - L2 - 21 May - Blood And Skulls
« on: June 18, 2020, 05:44:00 pm »
Note that ninja gals wear pirate clothing.  You even get the outfits when robbing or enslaving ninjas.

But I don't think the pirate outfit is particularly threatening looking.  Besides the temple priest is expecting trouble; why else would he be brandishing a shotgun?  Even some of the altar boys are packing heat.  Also look at the parishioners, they aren't exactly wearing their Sunday best.   :P

9
XPiratez / Re: A thread for little questions
« on: June 18, 2020, 05:23:47 pm »
Alex, I don't know what editor you use, but when I look at my save file I see difficulty and end on separate lines like so:

difficulty: 2
end: 0

I didn't check to see what the whitespace character(s) is between 2 and end: (typically carriage return CR and/or line feed LF) but make sure your editor doesn't change it.  Operating systems such as windows use both while other OS's may only use CR or LF.  Some text editors are smart enough to match what a text file uses.  Others blindly do their own thing and worse some will try to fix it for you.

So, if I edit difficulty: 1end: to
difficulty: 2end:
or
difficulty: 3end:

This suggests to me that your text editor isn't smart enough.

10
XPiratez / Re: [MAIN] XPiratez - L2 - 21 May - Blood And Skulls
« on: June 17, 2020, 08:16:31 pm »
Pff!  That blaster bomb he is holding in the picture is useless without the launcher!   :P

11
That would be John Silver which is one level harder than easiest.

12
You check it and change it in the save file, refer to this thread: https://openxcom.org/forum/index.php/topic,8316.0.html

IIRC XPiratez is balanced for "3> Blackbeard" which is difficulty: 2 in the save file.  Note that the number in the save file is one less than what is shown in the game menu when selecting difficulty level at game start.  If you are going to edit your save file to change the difficulty, make a backup copy in case you screw up.  Start with a backed up geoscape save file.  Use a text editor that won't try to fix things for you nor mess with the format of the file.  Edit the number after difficulty: and change it to what you want.  Lower is easier, higher is harder.  Do not add or remove any whitespace.  Make sure the number is still an arabic numeral and non-negative integer.  After making the change and saving the file, make sure your save file still ends in .sav  I won't guarantee that the mod will behave completely normal after making a difficulty change.  There are reasons why this can't be done in the game midgame.  If your editted save doesn't work for you, you can always delete it and restore the backed up original save file.

13
Suggestions / Re: A couple of glitches in TWoTS
« on: June 12, 2020, 04:56:09 am »
Hi ghostknife and welcome to the OpenXcom forums.  There is a TWoTS thread under Released Mods where you should have put this in order to get a quick response.  Unfortunately I'm not familiar with this mod and can't answer your questions, but I'll send a note to Nord asking to have a look at your post.

14
XPiratez / Re: [MAIN] XPiratez - L2 - 21 May - Blood And Skulls
« on: June 12, 2020, 04:33:54 am »
It is hard to discern what AhsokaTaHo is asking.  I assumed he/she was looking for a legit way to research the other color codices after researching the gold one.  Which of course there isn't one since only one choice is allowed by design.  Recent posts discussing modding XPiratez to research all 4 colors might have confused AhsokaTaHo especially if english is difficult for him/her.

15
XPiratez / Re: A thread for little questions
« on: June 09, 2020, 05:21:57 pm »
There is also this thread discussing the choices with Dr. X:  https://openxcom.org/forum/index.php/topic,6409.msg99000.html#msg99000

It will get out of date as more content gets added by Dioxine.

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