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XPiratez / Re: Bugs & Crash Reports
« on: June 16, 2017, 08:26:35 am »
Unconfirmed. Re-checked and works as intended when tested here on v. 99G1. All 12 hands are spawned. Save plz?

I don't have the tech in G1 presently, but from the F5 game where I encountered it I have attached some saves. With the Geo-save, take the Drakkar at Aden/Base 3 (11 crew) to the Ratman Village, and the final hand will not participate. This is the case whether the ruleset map layout for the backmost pair is as in F5 (first Battle-save)

Code: [Select]
      - [4, 17, 1, 4]
      - [5, 17, 1, 4]

or as in G1 (second battle-save)

Code: [Select]
      - [4, 16, 1, 4]
      - [5, 16, 1, 4]

The third battle-save is with my adjustment applied to the ruleset; the 11th hand is now available.

XPiratez / Re: Why not instant grenades?
« on: June 05, 2017, 07:43:23 pm »
Balance reasoning is clear, but the sad thing is that it makes timed grenades generally too cumbersome to deploy, unless you have a particular gal badly misequipped for the battle.

XPiratez / Re: Bugs & Crash Reports
« on: June 04, 2017, 03:16:07 pm »
Drakkar crew bug.

Drakkar dropship is meant to hold 12 hands, but the last 2 crew in the order are unavailable for ground missions. When going into a ground mission, the equip screen does not include the last two hands. During the mission, those two hands are inaccessible/unavailable. After the mission, the stats menu does not include the two hands. Once on the geoscape however, the vessel correctly shows 12 crew.

The problem is this, from the primary ruleset:

Code: [Select]
      - [4, 9, 1, 0]
      - [5, 9, 1, 0]
      - [4, 10, 1, 0]
      - [5, 10, 1, 0]
      - [4, 11, 1, 0]
      - [5, 11, 1, 0]
      - [4, 12, 1, 0]
      - [5, 12, 1, 0]
      - [4, 13, 1, 0]
      - [5, 13, 1, 0]
      - [4, 17, 1, 4]
      - [5, 17, 1, 4]

Namely, the final two slots. They seem to be meant to place the final two crew at the pilots seats, but because of the final value (4 rather than 0) or because the seats cannot be traversed by character movement, the game apparently prevents the hands from spawning at all. One way to resolve the bug would be to change the values of those two slots to be directly behind the penultimate pair, i.e. to

Code: [Select]
      - [4, 14, 1, 0]
      - [5, 14, 1, 0]

Version 0.99G1 attempts to address this issue by changing the slots to

Code: [Select]
      - [4, 16, 1, 4]
      - [5, 16, 1, 4]

but this doesn't work in enabling the two hands for combat for whatever reason.

Oddly I can't find any earlier reports on this issue. After all, unless you use the maximum crew capacity the Drakkar may tend to be less reliable than the Deliverator.

XPiratez / Re: A thread for little questions
« on: May 07, 2017, 01:06:53 am »
Question on "Mutant Fish": these Sea-mission enemies seemingly can't be captured, as unconscious ones are killed at Results due to the absence of an "aquarium" at the base. Others on the board have brought up this question since .99F5 dropped, but without answer. Now, I would just take this as some kind of joke were it not for the presence in the research browser of two distinct topics for "Dead Fish" and "Mutant Fish". So how does one bring home a live Mutant Fish?

Wands of rending can be pretty powerful for a light weight item. Had some great success downing mercenaries and MarSec bodyguards from range. Powers of Seduction is a great ranged stun too.

Orb of Destruction and Lucky Star are very strong area of effect attacks. I've yet to use a scroll of inconsensuality, but the bootypedia page describes something hilariously powerful.

If all else fails, I guess they can be used to cheese bravery.

Wand of Rending is a useful tool against armored humans if you really need it, but it's a Black Market wand that IIRC can be used by anyone to good effect.  By Powers of Seduction, do you mean the built-in attack for those 'sex' outfits? Would you really want to wear that at the expense of other armor, and fix one hand slot with that power at the expense of anything else?

The Tome of Lightning is a funny device, but it's just a longer-range Tesla Coil, which itself is a novelty weapon that is better replaced with other stunning weapons.

XPiratez / Re: A thread for little questions
« on: May 05, 2017, 06:52:19 pm »
I'm sure MCed gals suck when you have a late-game group bunched together, but Espers in particular have never caused me trouble outside base assaults. In one amusing instance, I had a slave soldier along as a substitute and while everyone else was ganging on the Esper inside the ship the slave soldier (since these guys have no stamina) was lagging outside the craft, getting MCed or terrorized and uselessly firing his popgun against the exterior.

As for offense, I still haven't used any Psi-equipment other than the Market wands, TK fist, and Master's Cane. The Hellgun looks interesting if I ever run into Dark Ones again, but I have to ask if there're really any Voodoo-specific magic/weapons that aren't worth less than another gal wielding pretty much anything else?

XPiratez / Re: A thread for little questions
« on: May 02, 2017, 04:20:48 pm »
As I like to take things slow (into my 4th year, fielding only Codex ships and Hunter-Killer, waiting on Mint and Summoning Circle construction, Printer and Refinery research), I have to admit my Geoscape activity is much the same as it was 2 years ago, not counting special missions, with very incremental equipment upgrades across factions (alongside old stuff). I've seen Star Gods only once. Is there some threshold at which activity will categorically change to weight Star Gods heavily?

Also, why is it that rebel mutants can't be taken hostage if they are unconscious at mission end? I've only seen them once so far, in a Euro mission, but I'll assume this applies to all encounters with them. I debugged to revive a few with medkits (for the faction research), otherwise the only hostage would have been the General.

XPiratez / Re: A thread for little questions
« on: May 01, 2017, 07:38:40 am »
It's mostly Castaway Gals you're missing by not doing the grinders.

Btw, space, underwater and mansions tend to be ignored just because of all the tedium of reequipping every last one gal in the response squad. I think it's time to do something about the per-vehicle equipment templates and persistent gal equipment templates, or maybe come up with some entirely different solution. I'd code it myself, but I'm kinda lost on what an acceptable design would be. Maybe we can come to at least a whiff of what's really needed discussing this here?

Always worth repeating this.

In midgame its easier, when almost every vessel can do both of undersea/0G, or at least one. Templates are actually useful here, since its the same ship inventory.

There is nothing good to be said about the design and concept of Mansion missions.

XPiratez / Re: A thread for little questions
« on: April 30, 2017, 11:06:47 am »
I would like an explanation of arcanistic/arcane rounds (which seem to be only for the handcannon and autogun as of .99F5).

The 'pedia states: "Their power is augmented by user's Voodoo Power (*0.1 per each 7 base damage)".

There are two interpretations I have considered:

1. The damage is the listed damage of the arcane round x + 0.1(x%7)(VPOW). If the autogun arcane round is Plasma 14 (dmg), and the wielder has VPower of 50, then damage with bonus is 14 + 0.1*2*50 = 14 + 10 = 24.
2. The damage is the listed damage of the arcane round x + 0.1(x)(VPOW%7). If the autogun arcane round is Plasma 14 (dmg), and the wielder has VPower of 50, then damage with bonus is 14 + 0.1*14*7 = 14 + 10 = 24.

Well, the formulas should always converge around the same result for the game, but I would like to know which is the formula in-use.

XPiratez / Re: A thread for little questions
« on: April 22, 2017, 10:02:14 pm »
Still though, should ideally be a base interface function. :<

XPiratez / Re: Bugs & Crash Reports
« on: April 22, 2017, 02:12:46 am »
An interesting incident in which vodka did not remove a wound from my gal, while I was facing a wounded civilian. When I turned away from the civilian, using the vodka healed my wound.

Taking all 3 uses of vodka while facing that civilian removes its wounded state. So there is a tag for 'no self-use' in the ruleset language, but is there a tag for 'only self-use'? Regardless, this use of vodka seems unintended.

Save attached with one use gone from vodka already to civilian.

SNIP: Moved to bug thread.

XPiratez / Re: A thread for little questions
« on: April 22, 2017, 01:55:01 am »
Whoops, indeed. I have tested it long ago, must've changed this later... Will be fixed, like you said, it should be costAimed.

Is there a similar problem with the Rangefinder device? In the ruleset it has a "tuCost" line (for 999 TU), and it also doesn't seem to work in missions, giving a warning on insufficient TU.

My own question now, can player characters use healing items on unconscious PC or NPC?

Edit: Answered indirectly in Bug Thread, that unconscious characters are targeted by consumables when the actor is standing on the tile containing the unconscious character.

Dunno what this low-tech sentry is supposed to be. Never seen anything related to that.

And for Eurosyndicate missions: are you supposed to lose score on the order of ~1000  no matter if you capture everyone, kill everyone, or a mix?

If there's no distinct reward for the mission, then it definitely makes sense to compensate yourself by capturing rather than killing.

What are the consequences of "not complying" with the mission assignment in the first place? Does the Syndicate attack your base? Stop selling you their guns? Actually cut your funding (since all funding changes by country normally seem to be random)?

XPiratez / Re: A thread for little questions
« on: April 19, 2017, 11:51:17 am »
sectoweed can be bought at some point. I don't what the relevant tech is though.

You need Reticulan contacts, but I wonder what mission parameters are associated with sectoweed as loot. Clearly I've been able to loot it a couple of times, but I'm not sure what it was about those missions...

There are some novelty devices or powers I've noted in the game that are without tactical significance and would be better-suited as default functions somewhere, whether for fun or for quality-of-life.

Ayephone: Only useful for cleaning up the map, in which case my patience isn't suited for it; I just locate remaining enemies through debug. Hunting down remnants is never-ever fun and I don't need it.
Enemy Stats Peek: It's often interesting to know what immediate effect your attacks may have on enemy stats, but never really pertinent to the battle itself. If I need to know armor and resistance stats, I check Bootypedia or UFOpaedia. Dragging along a Brainer Suit or various voodoo powers or auxiliaries is clearly not worth the experience of colored bars.
Rangefinder: Never been able to get it to work (not enough TUs), not sure what the point is.

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