Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - legionof1

Pages: [1] 2 3 ... 107
XPiratez / Re: A thread for little questions
« on: November 27, 2020, 11:57:57 pm »
How can I access the "DIsruptive Transmissions" quests?

Not sure exactly what you mean, so i was answer expansively. The missions themselves are a time based spawn iirc. To go to the mission you need a craft with space capacity. Most interceptors count. Battery powered craft do not. For an actual easy clear you need a proper space transport like pachyderm or deliverator.

XPiratez / Re: Experience for bows and x-bow
« on: November 23, 2020, 06:32:56 am »
Both mentioned weapons do give exp, just not exp that differs from the default system. Any stats displayed in anal tab only display attributes different from default values, unless the defaults toggle button is active. Just because a significant number of items use non default settings does not mean it holds for every item.

For further details on what the exp defaults are see this thread,4230.0.html

XPiratez / Re: Bugs & Crash Reports
« on: November 23, 2020, 12:09:22 am »
The discord server is your best bet, Dioxine tend to fix stuff as soon they are brought up. Such a document would be more or less pointless most of the time, given how fast fixes tend to roll out, even if most of the time by corrected files posted on the server.. I've brought up issues in the past that got fixed in less then 5 mins.

XPiratez / Re: New player, overwhelmed
« on: November 21, 2020, 10:09:52 pm »
Yeah even those of us that do read all the fine detail # entries tend to forget a fair few over time. The mod on the whole is more complex and deep then say 90% of games in general.

But by the other hand most of those fine details end up being irrelevant a good portion of the time. The vast majority are answers to why something works a certain way, often mechanisms that where in vanilla and TFTD and just never exposed to the player. For example air to air weapons have a damage roll, and accuracy buff/malus based on target size.

Until the use case comes up for a given # page and goes against the player, the information is often irrelevant to how one plays the game, and rate of success. 


XPiratez / Re: New player, overwhelmed
« on: November 21, 2020, 01:36:16 am »
Echoing what Scorch said, research is key. Do everything you can to increase it and unlock more brainier slots. The mod is very unfriendly if you go soft on tech, mostly due to the sheer size of the tech tree. Most games have a few dozen, we have a few thousand. A fair chunk are interconnected ones that trigger in groups for a single unlock, but its still leaves say a good 2k to grind out. Don't worry really about which you do, just that you do as many as possible to avoid getting lost in the forest.

If you do get really lost and need more help join the discord, plenty of folks around to point you in the right direction.

XPiratez / Re: Defend against the gal who sent missiles to bombard my base
« on: November 15, 2020, 07:28:11 am »
Btw isn't it triggered by time? Seems like always appear after a few months (probably 3. never really count)

The additional strikes on maximum difficulty are time based, but the "normal" way is as part of a story arc progression. 

XPiratez / Re: How to stealth?
« on: November 15, 2020, 07:25:37 am »
Technically possible but a given map must be expressly designed with an alternate win condition. Also there are many mechanical issues with such an approach, like light level, UI, and AI behavior.

XPiratez / Re: A thread for little questions
« on: November 13, 2020, 08:07:22 am »
Uhm... okay... and how checking the graphs will help me? What I need to do after that?

Graphs of score update in real time and can be filtered by region, this lets you know where to look for the culprit. Usually its very slow moving and fairly easy targets.
I recently had Brainers decide they weren't paid enough so they took additional 500k outta my bank. One of those scripted pop-up window events. If I had my cash stored in goods would it matter? Wouldn't I just go into negative -500k and be in debt? I'm kinda suspicions of the non-dollaros cash method.

Negative events will always cost the same amount regardless of funds to hand. However there are several events that key to how much you have in the bank so sitting on large some of cash just invites more losses. Keep in mind that events are rolled/picked at the start of the month, as such its entirely possible that you get multiple events that cost you cash and more then wipe out any cash you had. Trading in for goods not only keeps certain events out of the pool, but keeps a bad luck pileup from ending your run.


XPiratez / Re: Taking Down Silver Towers
« on: November 10, 2020, 08:57:45 am »
your doing about the optimal, some tesla cannons are required just to suppress the shield regen so you can do actual damage. And much as you discovered doing the towers is the least safe and palatable method to get a the SG key. But sometimes RNG.

XPiratez / Re: A thread for little questions
« on: November 08, 2020, 11:04:48 pm »
Not sure what items you mean, but resistance items list there % modifier and maximum in there pedia entry. Format is: dmg type, resist%/maximum. As an example Riot shield has: Peirce 85/50. This means its modifies resist by .85% to maximum of 50 total resist.

Energy shields provide a pool of ablative hp with its own resists different from the base armor, resistances are based on color and the same for each example of the color, only size of hp pool and regen rate change.

XPiratez / Re: How to kill a blue-shielded hovertank?
« on: November 05, 2020, 05:45:55 am »
each unit has a different rate, tank in question regens 50 a round. which can be quite alot if your using low power or weapons that the sheild type resists,

XPiratez / Re: Few questions about damage to armor and armor evasion.
« on: November 02, 2020, 12:36:23 am »
It will eventually, but it might take some time, which is probably not a wise choice.

Armor damage in Anal is either "pre_armor_multi" for damage dealt to armor before armor is subtracted from damage dealt, or "to_armor" for damage after armor is subtracted(default .1). 

XPiratez / Re: A thread for little questions
« on: October 31, 2020, 06:42:42 am »
A sufficiently determined man can create or achieve anything he can conceive. A talented of experienced one will do it in time to enjoy his labor.

So SKILL> accuracy is the first part of the whole accuracy equation then? Final acc=Skill>*Base acc*shoot type*distance acc (from extender)? Basically if SKILL> is over 100 it improves acc, and vice-versa is I got that right.

Does PWR> apply additional damage type as stated by the weapons (Daze, Cut, Stab, Piercing, etc) or some other kind? I'll need to revise my gear depending on the answer, or at least until Cattle Prod losses viability.

Yes. you have the gist of accuracy. Pwr is always additional of whatever the weapon or ammo does. Just like accuracy it feeds into the base value used in the larger armor and resist equation.

XPiratez / Re: A thread for little questions
« on: October 30, 2020, 07:04:27 am »
The skill and power lines are used to explain weapons that have non default scaleing.
Skill is for accuracy, which is then further modified by the % of the type of shot taken.
Power is for additional damage added to the base displayed in the upper right.

Right click on items to view a list of what you can use them in. Not all have a recipe atm, and are indeed sale fodder to fill out random drop tables for maps and gambling.

XPiratez / Re: A thread for little questions
« on: October 27, 2020, 09:10:45 pm »
I think your gonna have to wait a month, but maybe not don't think i have ever tested the exact case. Would be interested to know myself.

You can group up you craft, set the additional craft to target your lead craft. If you not dealing with hunter killers you can minimize the intercept window when your at standoff range.

When dealing with bases you can also attempt to fake out the defense fighters, send a very quick craft to trigger the fighters and then run away. The fighters will return to base and be on cool-down for a brief time. You can use the gap to deliver an assault force. That said if your so early in the game that your employing an aircar your probably not advanced nuff to clear it anyway. Bases have multiple terror units and lots of soldiers of all ranks.

Pages: [1] 2 3 ... 107