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Messages - legionof1

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1
XPiratez / Re: A thread for little questions
« on: November 13, 2022, 06:19:48 pm »
Well usually if the soldier type is different there is a different flag in the crew list. Granted that's not particularly obvious.

2
XPiratez / Re: Game not reading ruleset changes
« on: November 05, 2022, 11:57:23 pm »
Firstly make certain that the folder you have the mod in is not write protected. Later versions of Win 10 & Win 11 like to write protect a whole lot more locations in then before.

Second make sure your AV software isn't doing protection shenanigans either. AVG and Mcafee are both know to cause this sort of issue, if the mod folder is not set as an exception, and i wouldn't be surprised if others did the same thing. Stopping low level text tools, and direct commands from executing changes while high level programs get automatic exceptions is more secure, but like in our case annoying.

Thirdly, are you modifying the correct value in the correct file? Several values are used in multiple places but have different context depending on location.

3
XPiratez / Re: 85mm Battlecannon (Tank) question
« on: August 29, 2022, 06:16:56 am »
tanks are equipped as you would an armor, but are only useable by humans and other smaller framed types. Gals are simply too robust of frame to fit.

4
XPiratez / Re: When is protective gear is in effect?
« on: April 29, 2022, 11:52:47 pm »
So far as i am aware they will work from any allowed location in inventory. Where you can place them in inventory is what is usually restricted. The engine handling for script based effect items is somewhat inelegant.

5
XPiratez / Re: A thread for little questions
« on: April 19, 2022, 12:50:01 am »
Ahh, so not much point in smoke then like Iazo mentioned. Cheers.

the smoke is less for the turrets, and more to limit the horde of goons accuracy while you get the turrets dealt with. While the turrets wont be much affected it still keeps alot of incoming from being effective against the initial exposed position. -50% accuracy if the shooter doesn't spot its own target is a big deal for non sniper guns.

6
XPiratez / Re: Extended Piratez general FAQ/Strategy Guide
« on: April 09, 2022, 05:52:29 am »
They mostly affect the weights of events. Though some combinations of ideals(gained via captain and codex selection)have some extra quirks.

7
XPiratez / Re: [MAIN] XPiratez - M5 24-Mar-2022 The Five Captains
« on: April 02, 2022, 12:49:51 am »
Aye all the brains you can buy in the early game. Much of the early topics are pretty quick, 2 for 1s(like first of any prisoner), or otherwise worth more then you would initially assume scores wise. A brain is expensive but only really a drain if they complete no topics in a month.

8
XPiratez / Re: [MAIN] XPiratez - M5 24-Mar-2022 The Five Captains
« on: March 31, 2022, 12:19:48 am »
I'm really digging this mod!

I'm still pretty early into the campaign, but I have a couple of questions I can't seem to find answers to elsewhere.

1) What should I tech to in order to obtain craft that can shoot down shipping targets? The Air Bus is limited in terms of fuel and doesn't have the ability to equip craft weapons, which means I have to hope they land within my radar's range.

2) What's the point of expeditions? Are they viable if, say, I lose the Air Bus in the early game? Or is losing the Air Bus pretty much game-over?

3) What's a good way of making money in the early game? I have a plantation and all of my runts dedicated to manufacturing X-Grog, but I'm still operating at a net loss each month (I think I'm in March or April now and am still down to the initial three Brainers I started my campaign with).

1) first thing to head for is "contact: car thieves". After that shadowmasters and codex choice is the next tier, assuming your not doing a reject the power run. There are other routes but there more complicated.

2) "Craft" expeditions are mostly for putting alot of bodies on a mission with minimal tech. Losing the bus very early is a bump in the road but not a game over.

3)your doing the right things and yes you will tend to spend i daresay most of the first year with a net negative, before infamy(score) bonus. iirc: 1 Score=10 cash. But the bookeeping on the balance sheet is almost purely vanilla, with the bonus tacked onto the end in the monthly sheet.

9
XPiratez / Re: We landed on mars (based on a true story)
« on: March 23, 2022, 03:45:53 am »
Congratulations, sounds like quite the exciting ending. Mine(when I bother) tend to be quite flashy but dull. Glass the surface with all my saved up blaster bombs, nukes ect. Then do much the same with the interior with slightly smaller aoe rounds. No reason to spare the fancy toys on the last gasp.

10
XPiratez / Re: A thread for little questions
« on: March 23, 2022, 03:35:58 am »
Hello
Is there a way to change aggressiveness of melee enemies (like zombies and animals)?
I recently had mission with lots of zombies, and they just milled around  their starting locations, turning it from potentially exciting and dangerous battle with horde of undead into a boring shooting gallery. Same with most hunting missions.

You can try messing with the aggressiveness stat for units but this is not a particularly well documented part of the engine. Modifications to this value have lead to erratic results in the past.

11
XPiratez / Re: A thread for little questions
« on: March 17, 2022, 01:24:53 am »
Nothing is impossible with sufficient masochism. Some rare persons in the community play peasant path, no codex, Jack sparrow and seem to enjoy it.

12
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: March 13, 2022, 12:08:55 am »
Sadly not really feasible the resist thresholds are a consequence of needing to make the % multiplier operations reach actual integers at distinct levels of protection. Both Hot and Cold environmental have two separate effects being applied by one formula. The engine only permits one instance of damage application at a time, so either you double the amount of on round effects and attendant performance overhead(already noticeable with a single instance), or have one extra complex formula with limited range of solution sets to cheat out multiple effects in one execution.

One mathematically complex instruction set takes less of a performance hit then multiple simple ones. Mostly because map wide effects is chunky as fuck because it's basically a map wide bomb so has to target find/roll/process resist against everything present.


13
XPiratez / Re: A thread for little questions
« on: March 04, 2022, 05:22:05 pm »
Fire extinguishers are the solution for most of the game. Or fire resistant outfit. The higher your fire resistance the more likely it is to burn out, and the less damage taken.

14
XPiratez / Re: [MAIN] XPiratez - M4 6-Jan-2022 Peasant Revolution
« on: March 02, 2022, 05:39:09 am »
Dioxine is not a coder by trade, but a writer type. He's crafting a world and experiences first, and the code best he knows how with at times archaic engine architecture, cause oxce still has to run vanilla.

There have been plenty of frankly janky hack solutions just to get the front end decent. The backend cleanup can wait until the  full layout is done. And that's somewhere about 30% right now by my personal estimate.

15
XPiratez / Re: A thread for little questions
« on: February 28, 2022, 07:19:51 pm »
That one summons Cthullu.
Who then leaves in confusion and summons a coder instead.

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