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Messages - Nilex

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XPiratez / Re: A thread for little questions
« on: Today at 02:36:01 am »
per se
I got close enuff, lol.

Anyway back to another question. In the mission where you are defending a fort against metric-ton of Deep Ones, when you are attacking an enemy with Blood Hound's Blood Bite (melee), the attack often fails because the game doesn't even acknowledge the enemy as being on adjacent square. Only if you wiggle around with your unit enough times to attack from a different square will it have a chance of succeeding. It totally messes with planning as one can imagine, where there is little room for error.

Is this a bug, engine limitation, or map oversight (Island terror map tileset)? Don't recall this particular attack failing anywhere else.

XPiratez / Re: A thread for little questions
« on: January 16, 2021, 02:30:10 am »
Don't think there's a point per se, just a low risk / low reward mission. I do them to train melee and maybe get some slaves (I'm slowly phasing out storage facilities to replace them with other buildings). Type of enemies seem to vary greatly so I had Boogeymen in most recent one (okay-ish for demon essence I guess). It's usually over in 2-3 short turns so why not.
Btw, Signet Rings you are selling in your screeny become useful source of Wiz Biz tokens later on so they are worth keeping. Unless you are already past that point (although presently Wiz Biz is WIP so its tokens will become useful in the future I presume).

XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: January 14, 2021, 08:53:56 am »
For manufacturing projects that take up work space (in addition to Runts): would it be feasible to modify default behavior so additional space is nullified when Runts working on said project are dropped to 0, but allowing the project to remain listed?

Since XPZ is a huge mod and lots of stuff is changing in production all the time it's quicker to drop Runts to 0, start another project until it completes, then return to original production - without going through laborious process of shutting down original production (to free up space) and restarting it. Another nice benefit over temporary abandoning project is that manufactured item count remains tracked by the game.

An example that made me suggest this: I setup Chemicals (infinite) & Plasasteel (sell) that runs continuously (until something else comes along). It works beautifully but takes a lot of extra space. Then I had to switch to Armor production and only two ways of doing it are to stop C&P -> start armor until done -> start C&P again; or keep C&P listed with 0 Runts and do Armor with a lot less Runt space. Kind of a drag.

Sounds like a great QoL in my head but I dunno how tricky it is to pull off. Mechanic doesn't look exploitable and seems also applicable to vanilla game (although unlikely ever be used due to game simplicity). Basically various checks would need to be shifted to when user increases Runts from 0 -> 1. Maybe a user switch in advanced options or something.

Gotta love it when stuff crawls into my mind just when I'm about to hit post button... I suddenly realized that paused projects (0 Runts) basically have 1 until allocated in production line at all times so my suggestion falls apart. UNLESS... a scheduled pause is coded, so that it occurs as one item is completed but before next one starts. Ah, who am I kiddin... maybe in next life :'(

XPiratez / Re: A thread for little questions
« on: January 14, 2021, 08:15:33 am »
I lurk there from time to time, not a total caveman :) (disposable account ofc)
It's a useful source of exclusive hotfixes, avoiding duplicate bug reports, and for various info. That's actually how I found out about CC but wrongly assumed same for other two items. Its search function is decent enough for what it is. Thanks for letting me know though, I reckon it'll get fixed if not already. I still also need Golden Rifle to fully unlock Hassan so if patched CC doesn't appear by the time I find Goldie, into the savefile it goes.

XPiratez / Re: A thread for little questions
« on: January 13, 2021, 01:24:03 am »
Hm looks like I have indeed yet to encounter Marsec Colonial Marine who I'd guess wields the elusive lasgun (needed for AP lasers). AP shells aren't really needed for anything but I thought to fill a research gap along with the others. But thanks to your input I'll exercise patience until the two appear as natural loot. Carbine is a requirement for Hassan's Most Demanding Customer so I'll have to edit it in.

XPiratez / Re: A thread for little questions
« on: January 12, 2021, 10:13:31 pm »
Compact Carbine, Marsec Lasgun & Heavy shotgun AP shells aren't yet implemented as loot, are they? First two are fully functional bottlenecks atm. Was about ask for their IDs to put on my Brainers' desks for research when I got wind to search them for myself and what do you know found em I did:


Put them in Hideout storage for research if you don't want to wait for a patch (under desired Hideout "items:" section in save file). Don't forget to add ": 1" for quantity, and be careful with sensitive formatting as well (best to copy/paste existing entry above or bellow and just rename it).

XPiratez / Re: Things a little bit easier for beginner
« on: January 12, 2021, 09:28:40 pm »
MMB on selling screen item will pull up tech tree sadly. For items not in tech tree (purchasable ones) bootypedia will show up. To force bootypedia every time you gotta do CTRL+MMB.

Funnily enough I was instantly annoyed by the same thing 3 months ago when I started playing (currently at 71% progress, geez christ). Here you can learn why tech-tree got priority over bootypedia when MMB is used (which will become a lasting minor annoyance).

XPiratez / Re: Bugs & Crash Reports
« on: January 11, 2021, 09:01:10 am »
This one becomes super obvious when you try to replenish stock via manufacture but can't find it there. Only it is but under a nonsensical name. Hellerium Rocket is called Plasma Rocket in manufacture, practically unfindable until you deduce from tech tree it's the item you need. It's logical to apply the name to Fusion Rocket since it takes 2 Hellerium to produce 1 Rocket, similarly to Plasma weapon clips. While Hellerium Rocket also requires Chemicals. Was curious so I checked discord and Plasma is, for whatever reason, accepted by everyone except one bug report which got ignored.

XPiratez / Re: A thread for little questions
« on: January 10, 2021, 08:55:30 pm »
Sounds like it should work. I was too focused on increasing firepower of my underwater team that I completely missed using AHG for anything else. My weapon of choice against Mercs was plain ol' Laser (Adv. Lasgun & Heavy) and then Heavy Particle Accelerator (capable of one-shooting Commandos), with couple of heavy penetrators for occasional Hovertank (you'll need something for 250 blue shielding first). After your insight I'd still go with Lasers just because they seem to perform similarly while avoiding shuffling soldier's equipment every time as Laser is universally usable.
When I was all done with Mercs (for research & synth mesh) I conveniently discovered a 60 BIO grenade. I suppose it's insta-merc-kill but in my case arrived far too late. Now I just down Merc ships only to completely ignore them, having access to synth mesh manufacture, unless a secret base mission appears where I do one ground battle just to offset negative infamy score from their shipping.

Bows? Lol, who uses bows anyway.

XPiratez / Re: A thread for little questions
« on: January 08, 2021, 05:07:39 pm »
Can't remember if it's also a lootable item from a mission (maybe bases?) but yeah early game engineers look like your best bet, even if it doesn't seem so. I do remember grinding all kinds of civilians (not as bad as it sounds) to reduce pool of available research results from rarer types. Even delaying researching rares is an option if prison space allows.
With this approach only bottle necks I ever got were from event items given by research triggers I avoided (expanding those *!mission types!* until I felt ready). In hindsight there was no reason to fear. But prison space man... that's an enemy lasting well into the late game.

XPiratez / Re: A thread for little questions
« on: January 07, 2021, 10:27:19 am »
I feared Hovertank's armor resistance was mistakenly applied to its armor but the voxel thingy explains it. Both were near diagonal shots (NE -> SW). So I guess pressing ALT during aiming does not take voxel precision into account, just regular squares. In my case ALT showed drop-off starting 4-5 squares beyond the target square. This scenario pissed me off so bad I had to stop for the day, then pulled up debug the next day to give 1st shooter an extra shot (CTRL+W'd him back and forth to fill his TUs). Interestingly, on the 1st try, 3 shoots were enough to shut down his voxel shields (yeah that's how I'm callin em now). Mercs lobbing grenades from across the map like cartoon characters, with their cheato-vision, hardly helped keeping me calm. Hate um.

Appreciate you taking the time to explain this to me. It's clear now no need to dwell/hack deeper on my account.

I admit to eyeballing the odds. Had I done it I probably wouldn't post. It's crazy how couple of extra rolls lower the chances. But it's 2% not .39% (37.5th percentile not 25th as 4x62.5=250). I just got lucky by saying 50 tries. Well within acceptable save/load range for me btw :). Anyway shields should have dropped about 3 times from my tests but as they didn't I conclude it's the voxels.

XPiratez / Re: A thread for little questions
« on: January 06, 2021, 06:11:30 am »
Something is happening that statistically shouldn't be possible...

Been trying to defeat a 250 blue shield with 2x 0-200 plasma weapons (HPA within power drop-off range, full damage to blue shield) for who knows how long (over 50 tries). Chance for success is around 38% so that's 3-4 tries. Let's assume that inherit HPA 2x 0-100 dice roll lowers it to 20% at worst. That's 4-6 tries. Defo not 50+ (and fekking counting). Could somebody please explain wtf is happening here? Even I can't be this unlucky.
Only potential cause why 0-400 can't defeat 250 I can see is undocumented resistance of Blue Shield to plasma. Wording of last paragraph by iffy double usage of "normal" with different context causes slight confusion.

If anyone is willing to test: attached save loads the prepped shooter, second shooter is 2 squares north, both with over 100% accuracy. Should be child's play.

debug mode ftw

XPiratez / Re: Bugs & Crash Reports
« on: January 06, 2021, 05:15:16 am »
Prisoners with "Item required" attribute (unlike usual "Item destroyed") take up one additional prison space while they're being researched. Examples are Captive Maiden and few Dr. X states (Hired, Affection, For Sale) and probably all others with same attribute.
Regarding Captive Maiden, its attribute should probably match other captives (Item destroyed) but a free Courtesan is a free Courtesan.

XPiratez / Re: Bugs & Crash Reports
« on: January 05, 2021, 09:30:59 pm »
Ninja Badge loot displays as Weird Thingie even after it has been researched long ago.
UPDATE: same with Merc Bizcard.

XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: January 05, 2021, 06:24:55 pm »
Looks freakin amazing dude!

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