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Messages - JustTheDude/CABSHEP

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XPiratez / Re: Rumors about incompatibility with Brutal-OXCE
« on: Today at 03:31:19 pm »
And personally I'd like to be able to say that my modified alternative client supports all sorts of mods, including this one.

Nobody is stoping you. You can say that your mod/client(for the sake of simplicty lets call Brutal-OXCE a mod) is compatible and is supported with X-Piratez. That doesn't mean it is the other way around.
This means nobody is stoping any other mod creator for saying that your mod is not supported with their mod.

Vanilla AI and its logic existed since the beginning and many mods have their core balance depending on it. The whole melee-centric gameplay (in XPZ and XCF) hangs on the fact that if your soldier runs up to a enemy, then that enemy will try to shoot its gun at that soldier and thanks to the evasion mechanic will miss. Optimised AI could simply do what us players do, which is moving one tile back and then shoot.

Entire X-COM series, each and every game basically boils down to your forces being outnumbered and outgunned, but with your clever tactics you have to prevail over their only weakness - AI is dumb.
Every X-COM mod I have ever played, or seen works that way. Even Imperial Guard playtrough in WH40k you are still almost always (with exception of assaulting small crashed ships) outnumbered anyway by chaos marines and deamons.

I really do think that such a big change to a core mechanic is almost impossible to implement functionally into existing big mods. Only something made with Brutal-OXCE in mind in the first place could really shine as something cool and fresh.

The biggest difference between intentional and unintentional AI behaviour is not their actuall behaviour, but balance. And your mod/client can't do it for mod creator. Those armor values, those TU's, that Stamina/Reactions/Strenght has to be tweaked, just as they are tweaked when choosing different difficulty settings.

XPiratez / Re: Rumors about incompatibility with Brutal-OXCE
« on: Today at 10:08:21 am »
Like XPZ with base defense with sewers? Or terror mission at first week that u can't win because your weapon is piece of shit and your transport is just shooting range for enemies.

Man, please stop. I'm going offtopic here just to act as a thrid party unaffiliated with anyone else.
By this quote alone basically everyone who played XPZ will see the rest of the post as either mad ramblings about mod a mod someone didn't like for some reason, or as a troll.

You are not supposed to even fight those terror missions at first week. If not engaged they only hit you -100 infamy points, laughable.

How base defence with sewers is unplayable? You can get dogs in first month and first real base defence mission (ones that aren't just academy nurses and researchers with harpoon guns) happens around few months in. And dogs have inbuilt motion detector (eye-phone).

And how transport that is a piece of shit that is just a shooting range for the enemies can be both that and also promoting camp-or-die gameplay? If your transport is shitty, you have to rush. If your transport is good, you camp inside. And there is a balance, with airbus being the fastest option you have available from the start, but with low capacity and not providing much cover vs trucks for example, that are slow, but provide decent cover, come with a turret that both shoots and act as a good decoy to soak up damage and reaction fire on the first turn.

I could go on and on, but in both cases, you are either mad, or trolling, just stop. All the problems you have with mods existed in Vanilla and TFTD. You either camp in skyranger turn one, or send something to get annihilated, you are always outnumbered also. In there instead of useless airbus you get useless skyranger (if it is so perfect, you can get it in piratez too!) with exactly one one exit, with no doors.

And to not be too offtopic. When it comes to the term of a mod (or something else) being incompatible I personally think of stuff outright not working where incompatible mods simply crash the game.
The term I would use for mod/something that breaks the other mod in some way (and Brutal-OXCE does as proven with certain missions mentioned here) it is "not supported". The game works, you can still play it, but it changes behaviour to what is completly unintended by the creator/s of one, or two mods.

So here is that. Call it "not supported" and end hostility. Say it is "unadvised" to use with XPZ and some other mods and we should be allright. From what I saw and played over the years in X-Com modding forum and mods themselfs, I don't think Dioxine, Solarious, or any other big mod creators wants to strike any change to their mod out of spite.
Maybe the whole drama is just about using the word "incompatible", where both mods don't crash the game, but make it run differently, in a way both modders do not intend.

XPZ Strategy/Tactics / Re: Extended Piratez general FAQ/Strategy Guide
« on: December 23, 2022, 02:40:03 am »
Just like with any other damage type. Generally firearm projectiles deal "piercing" damage, but that is not a strict rule, chem ammunition will have chem damage type etc. Some armors and units resist piercing damage better, so using ammunition that deals different type might increase damage done, even if raw power is lower, for example.

XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: December 23, 2022, 02:32:38 am »
There might be a big problem with using Good Looking Rocks as ammo, most likely it is impossible for item to act both as a weapon and ammunition for another one.
While sling and staff slings do sound like a good concept for early game long range explosive launchers, otherwise they could be always outclassed by bows.

XPiratez / Re: A thread for little questions
« on: November 29, 2022, 08:45:49 pm »
So on the gyrocopter craft. in the description it says: "Can strafe" and "Turn 1/16" what do these mean exactly?

"Strafing" means moving sideways. Most of the 1x1 units can strafe (hold "ctrl" when ordering to move), which saves few TUs, because gal doesn't have to spend them on turning around.
"Turn 1/16" I can only assume works like with other 2x2 vehicles with turrets that not only can turn themselfs in 8 directions, but also their turret in another 8.

XPiratez / Re: A thread for little questions
« on: November 28, 2022, 04:55:01 pm »
What special button is it?

This one.

XPiratez / Re: A thread for little questions
« on: November 25, 2022, 11:31:19 pm »
Each time my gals show up at sight they seem to grab the same set of weapons. Never did any loadouts, but they always pick up the same things, and I always have to make them ditch the ropes and pointy sticks they want to use by default. Natrually this is tiresome, any way to fix?

It should be in advanced options "Disable auto-equip: YARR!"

Is it possible to edit code to remove lowest level of hideout defence map (tunnels with green slime)? so that the lowest level is the rooms beneath the main level.
I generally enjoy the base defence scenario, but seeking out the last few enemies who get lost in the sludge is ruining my enjoyment of it every damn time.
If removing the level is not possible, maybe I can change it's code to make it impassable terrain, so that it exists but no-one can go there?

It is mapping, so I don't think a simple code would do much for it. There is however ingame solution and that is building your bases smart and using smart tactics. Security corridors block sewers for example.
If most of the enemies are either dead, or stuned, after around turn 16 "bug hunt" mode should activate which shows you remaining enemies on your map (there is a special button for that map, just like in normal X-COM).

XPiratez / Re: [MAIN] XPiratez - N1 29-Apr-2022 Every Day Is Caturday
« on: October 04, 2022, 10:24:27 pm »
I wish all was so simple...

It really is. Mission always says it is an infiltration and those always require inscopicious crafts, space missions always require spaceworthy crafts and underwater missions require those who can go there.

Only damage to walls counts? Haybales destroyed counts? Putting stuff on fire counts? So many questions. I know, it is not very important, but still...

Not 100% sure, but probably just destroyed tiles count, which would be roof, 1st floor, hay bales, stairs, walls, doors and windows. Those on fire that aren't destryed at the end of 5th turn most likely don't count.

Do you mean I will receive 0 points for this mission and not receive -500 for skipping? Do you mean there are no specific requirements to actually win this mission to go forward in plot?

There might be some fluff item inside, but nothing you have to get for sure.

Just go there and immediately retreat? I don't remember that.

Yes, it is written in mission description, that your gals deal with the satellite by just showing up, since you get no infamy loss from retreating from this mission, your overall infamy is higher, because you didn't lose the ammount you would if you didn't show up there at all. To be fair, all of missions that give you infamy penalty if not responded to work this way, but they usually have civilians so just showing up and leaving will hit your infamy (mutant pogrom after joining mutant alliance, its overall better to show up and retreat than not to show up at all).

There is no need to actually do that mission, especially since it is so dangerous. Mainly in midgame, where you still have access only to basic space suit and stepping out of your craft is like a duck hunt for the opposite team.

Non Gal/Ubers receives DIFFERENT ranks! And why would slave population increase officers count?

Probably engine limitation, still, "slave" soldiers you recruit aren't just normal slaves anymore, but part of your pirate band, even slaves need their master, someone has to govern them.

Not receiving an answer is not the same as nobody really cares. And most such "best stories" are just an example of lazy writing or even worse -- marketing driven plots.

Examples like movie "Alien", or "Star Wars" old trilogy show that it truly isn't just an example of lazy writing, or "marketing driven plots". Prequels of those that explain stuff are just super bad. Sometimes it is better to not reveal something, because no matter what is the answer, it won't be better than just wondering what the answer is.
I'm not talking about "cliffhangers" as they are truly "marketing driven plots" and as such, doesn't exist in Piratez.

This does not stopped me from using "nade passing". I you want to prevent that, grenade priming time should be less than time needed to pick a grenade from the floor. This has nothing to do with throwing time. And also this 40% TU to throw is on ALL items, not just grenades. This makes no sense to me.

It is not supposed to stop you from doing that, but to slighty discourage cheese. That 50 000 000$ penalty event was designed to discourage you from hoarding money, not to outright stop you.

XPiratez / Re: [MAIN] XPiratez - N1 29-Apr-2022 Every Day Is Caturday
« on: October 04, 2022, 11:46:50 am »
I don't know about others, but I really hate when after scrupulous preparation I am getting a notice that you can't use that vehicle! Some mission infos do mention that they require special craft, but not all of them. Is it too hard to add some kind of asterisk (*) to a mission info that will signalize a player about the necessity to check vehicle requirements first?

Basically all missions have a clear mention that only specific crafts can be used and it is rather intuitive. Underwater missions take only those that are capable of going there, space missions only take spaceworthy crafts and infiltration missions take only inconspicuous crafts.

Some mission descriptions are vague. For example this mission with red barn. Do I really need to inflict as much damage to it or I just need to evade an angry peasant for 5 turns? I am not sure if it is even possible for a game to assess damage to tiles and walls done by a player and calculate a reward during debriefing accordingly. (Probably it is possible -- base defense.) Also I want to mention a mission with zombies coming out of black pyramids. Only by pure accident I discovered that portals inside those pyramids can be destroyed and their destruction is crucial for plot. This makes me rise a question: how many other similar stuff I missed?

Yes, the game somehow counts how much damage you dealt to the barn. And I see nothing vague about that mission description, don't kill barn owner/s, destroy the barn.
You probably didn't missed much, but maybe the language barier is a bit of a problem. The satellite mission that disrupts your laboratory can be "completed" by just showing up and aborting ASAP, no need to deal with whatever lurks in space and such. It is also written clearly in mission description.

Despite what article about “Loot Distribution” says, non Gal/Ubers do contribute to higher rank generation. I recruited a bunch of peasants to guard my secondary bases in hopes to minimize wages, but main base uber habitants still got their promotions! This setback was not critical, but considerably undermined my trust towards this mod.

Where it is written in there that non Gal/Ubers don't contribute to rank?

Nepped pirates does not acknowledge having already been Nepped. Just like the article said. This was not a joke. They just eat 100000$. Seriously, how did the author of this mod come up with this bullshit idea??? Do I have to comment more about this issue?

Either an engine limit, or a little trolling for people who don't acknowledge what is written.

I lost 50 000 000$ due to an event. Partially I cannot complain about that, because game explicitly said that something like that could happen. But there is one important nuance: I had to click like crazy to earn that money! Printing money from air is not as simple as it sounds, especially if this involves medicine production. And this is not some kind of exploit, game itself told me that it is right thing to do: produce and sell medicine to save lives... Of course I just edited the save file and gave this 50M back. And why stop there? I decided to just give myself money using save file I would gain by producing and selling medicine instead of actually doing so. The end result is the same, but with far less clicking micromanagement and distractions. I think this stuff with printing money and stealing should be greatly reconsidered.

Just buy gold bars to keep your cash safely stored in base. Do that once a month at its end. Shouldn't take more than few clicks and a good mouse wheel scroll.

What does “HUGE Target” means? I don't remember this stuff was described in BootyPedia.

"Hitbox" of each unit is represented by a cylinder in-engine. "HUGE Target" most likely means that this cylinder is bigger, thus a bit easier to hit.

Few words about the storyline. Well, it was very interesting, I impatiently waited for each next piece of information form different sources like Decrypted Data Disc. But some parts were not satisfying enough. May be I didn't gathered all the pieces. (Though I am certain I cheated and researched all stuff like Grrrl Guide.) None of witches admitted that it was she who staged initial girl's escape. Origins of player's first base is not clarified. Also the conclusion with Doctor X was not very climactic. You see, escaped girls didn't really have questions that only Doctor X could answer. Why they even put so many effort to find her in the first place?

Some stuff is supposed to be vague, or shrouded in mistery, otherwise it would be lame. All of the best stories and lores have things that don't have clear answers and aren't obvious to guess.

One could assume that original Hideout was old X-Com base, but the game and story allows for a quite a big bit of a roleplay. You want to think that this base belonged to Men In Black division, who at the very end went rogue and scrapped its existance from their records? You can.

And lastly few words about balancing. The thing that bothered me greatly during whole campaign was 40% TU cost for throwing stuff, instead of vanilla's 25%. It became so much harder to use grenades and even throwable light sources. Landmines were almost useless in XCOM Files. But in XPiratez with even more restrictions (2 hands to prime, 40% TU to throw, accuracy penalty while throwing) it is completely useless! Chemical weapons are very weak. They suppose to counter armor, but do so very slowly. I observed this both while tried to use chemical weapons and while was shot using them. Also it feels like Voodoo magic is severely nerfed. I only managed to use it reliably on Megapol animals. I know, Voodoo can be much stronger, but I haven't really touched that path.

Player grenade spam is well known trick, also nade passing, where one soldier primes the nade, drops it and other picks it up.
So stuff was implemented to counter the biggest of player cheese to make stuff interesting. Yet another campaing in yet another mod where you basically ignore aiming mechanics, because RNG of bullets have to roll that one, or specific line to the target, while explosives just have to land in range.
Yet there is always a solution. Instead of using nades, use dedicated grenade launchers. Instead of throwable light sources, use bow with flaming arrows. There is a balance between one tile grenade, or light and dedicated weapon to serve the same purpose.

Landmines are supposed to be used like landmines, not proxy nades. While I do have to admit that the game is rather always pro-active where you are attacking something, so land mines aren't that usefull, outside of few specific encounters. But they sure served their purpose in my favourite part of the game, when fighting deep ones and zombies.

Many enemies have chem protection on top of their armor, not everyone is vulnerable to chem, don't take any kind of weapon and any kind of damage of be all end all solution.

Yes, mind control was nerfed, because in vanilla it is super busted to the point of allowing people to reliably beat Cydonia with one psy soldier. You could still get close to that level, it just takes a lot of resources, training and research.

XPiratez / Re: A thread for little questions
« on: October 02, 2022, 01:42:38 am »
Lower difficulty levels offer less enemies, so the one sure and convinient way is just to start the game again.

XPiratez / Re: A thread for little questions
« on: September 11, 2022, 06:48:34 pm »
Aren't Gauss and MAG weaponry supposed to shoot projectiles so fast that they start to burn in Earth's atmosphere, thus sometimes igniting flammable fur/clothing/whatever?

XPiratez / Re: [MAIN] XPiratez - N1 29-Apr-2022 Every Day Is Caturday
« on: August 05, 2022, 12:03:47 pm »
if you're concerned about the lore just say that the harvester has low ceilings on account of being a converted grain hauler, and so the gals won't fit comfortably

Yet they can fit comfortably in non-converted grain haulers found around the world when they raid those.
Harvester is just too low-tech and gals just enough don't give a damn about stuff for any kind of rule to keep them away.
If this was some high-tech shuttle with some kind of AI that scans the occupants and doesn't allow the lift-off if it detects any non-human, or males onboard. Or if it was only rented to gals by some kind of racist/fanatical "true" pureblood organisation that allows usage only to fellow "true" pureblood females.

All the conversion does is stripping harvesting equipment, adding a bit of hellerium, adding a bit of armor plating and a gun mounts.

The only half-decent reason would be the infamous gal supersitions that say that they simply refuse to board it because its bad omen, or something like that.

XPiratez / Re: [MAIN] XPiratez - N1 29-Apr-2022 Every Day Is Caturday
« on: August 05, 2022, 01:39:12 am »

Then simply restrict yourself from putting too much non-peasants on it. Sure, you can min-max the hell out of it, but the branches are more or less your own choice in playstyle and a bit of roleplay. Might as well say that "Reject the Power" is redundant, because picking any codex is better from powergaming perspectivie.
In my opinion if something is OP, but one could easly either not use it, or restrict himself to use it fairly, then it isn't a problem.

And there really doesn't exist a half-decent reason why gals (or any other race, or just males) couldn't use Harvester. Civilian Agrocultural machine shouldn't be much different in operating than aircar, airbus, or airvan, which gals operate with no problem.
The "principles of revolution" argument also doesn't hold, because of a quote from "Peasant Revolution!" after research sreen:

" ...Whatever number of Gals or assorted adventurers you can raise for your cause, it's not big. Big picture is the peasants. They're everywhere, they're the backbone of Earth's society. After all, they provide food. If only they weren't so passive...! ...But with their bravest girls as the vanguard, and your Gals as the tip of the spear, they can be roused from this slumber... and the world will never be the same! You have communicated your grand ideas to a council of village elders. Most of them said you're insane, but you did manage to rouse a small cadre of idealists. It is enough for now; in time, you believe truly, it'll snowball into an avalanche!..."

Uber Gals are considered a part of this revolution. One could make argument against Lokk'Naars, but what those little goblin girls are any different than your common peasants in terms of joining the revolution? Especially when taking gameplay into consideration, where they are surely weaker on average than gals. And what is the problem with armored cars being transported there?

The X-Com Files / Re: The X-Com Files - 2.4: Flesh and Circuitry
« on: April 23, 2022, 05:20:42 am »
Sol, maybe we should make the hangars roomy or small hangars in 1 cell? Very strange that 1 car takes a hangar for the plane. I understand that the game convention, but still...

Technically its not even one car sitting in a hangar, because agents travel via public (and later) private civilian transport (planes) and then they rent a car to their destination.

From the Ashes / Re: From the Ashes - initial release!
« on: April 19, 2022, 02:29:43 pm »
- In vanilla, those 12 armor means nothing against plasma. So I think it's comparable, as power of FtA's early game enemies are way lower, than vanilla. It's a design choice, many people treat it hostile. But I looked very closely to how it affects on the game for a long time, and did a lot of testing. Currently, I like how it works from a game design perspective. There are options to get armor, and I will add more for future, but it still would be rare and valuable. But what makeshift alternatives for weapons do you want?

Yeah, but very common one-hit kills against the player makes sense in vanilla where soldier replacement is just a small cash investment without any limits. Soldiers becoming fairly expensive and with limited numbers to hire kinda breaks this balance (just my opinion, though).

Not that I "want" makeshift stuff, but I dig the aesthetic and it makes sense for the first "tier 0" gear that X-COM can get their hands in steady supply. Like civilian bulletproof vests reinforced with scrap metal and simple zipguns, pipe-rifles and sub-machineguns like Luty, or Sten that could be used later as cash source by crafting them and then selling to ressistance which seems to make sense in the lore.

I don't want my opinions and "propositions" to be treated as "demands", its entirely a feedback :) 

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