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 - Ultimoos

Pages: [1] 2 3 ... 8
1
XPiratez / Re: A thread for little questions
« on: February 12, 2025, 04:31:26 pm »
Some radar contacts do not leave a "crash landed" mission and can only be completely destroyed. That includes all rowing bands, necropirate ground contacts, some enemy crafts with radars like helicopters and F117's, Boogeyman with radar. A necropirate ground contact will at some point "land" and then you can intercept it.

There are 2 levels of cold climate environment. You do not need much cold resistances for cold missions, but freezing cold one can hurt units that only wear furs. You will want to give them more cold protection like fur hats and scarfs.

2
XPiratez / Re: A thread for little questions
« on: February 08, 2025, 09:08:14 pm »
If the goal is to just capture droids than cattle prod and electric lasso will do well doing that.

3
XPiratez / Re: Bugs & Crash Reports
« on: January 15, 2025, 06:42:56 pm »
This applies to every other entity that results in manufacturing job. Osiron Security has 50 something topics and every single time you interrogate them you are reminded that you can rob and enslave them. I'm sure you just did not pay attention to it before.

4
This formula was recreated from code someone posted. That suspicious 0.5 exists because results differ by 0.5 from what is written in a pirate tip. I do not remember what number it was. Results for a 100% hitting weapon are as follows: Very small - 75%, small - 88%, medium - 100%, large - 125% and very large - 200%. Formula itself is very wacky but you can just multiply those numbers by weapons chance to hit and then flat add the bonus percentages from craft and pilot.




5
It's already there, berried under dozens of pages ;)

6
I'd like to propose adding air combat chance to hit formula. This is usually very hard to find and people have often asked for this.

Chance to hit in % = (Weapon accuracy * (100 + 300 / (5 - UFO size)) +100) / 200 - 0.5 - UFO dodge + craft hit bonus + pilots to hit bonus
Where UFO sizes are:
Very small = -1
Small = 1
Medium = 2
Large = 3
Very large = 4

7
XPiratez / Re: [MAIN] XPiratez - N10 24-Nov-2024 Aurora's Dawn
« on: December 02, 2024, 05:20:12 pm »
I will make some counter arguments here.

I did not play new path yet, so I won't touch that.

Regarding Little bird and 14mm ammo. Little bird is not a starting Interceptor craft. It is a something that let's you boost your early game. That's why your ammo is limited. If you are lucky and get to shoot down a bandit capelin, great! You did something risky and get to keep using that Little bird longer. When ammo runs out you have an option to use sustainable Angry bird with IAE and assault cannons, or rotoguns you managed to loot from all those bandit cars. All the targets you would chase with Little bird can be intercepted by Angry bird. I would strongly suggest to reduce Pilots of Angry bird to 2. Same for Gunwagon. That thing is just too miserable.
I also think the gap you have to endure before getting next interceptor craft is too long. Bukaroo has way too many requirements to meet to be useful. I've only ever made it once and it was only because I really wanted to do a progression campaign. In nearly every time you just get a 25mm gun from landed UFO and even Airvan will make all other interceptors useless. Of course everything you get from Car thieves lacks firepower and endurance of Bukaroo and Tiger, but a good sole pilot will compensate for that and speed is the crucial stat here.
So, I think Bukaroo should be obtainable much earlier.
There is also Battlecab and Racer, but those are way too gimmicky for what they offer and are more like collectibles. Dredevil would only be used if you started in Iron Tribe, otherwise it's nearly impossible to get it before it becomes obsolete.

8
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: November 09, 2024, 04:55:53 pm »
Again, that is why you use a flying armor. The feature of this game is getting dressed appropriately for a mission.

9
XPiratez / Re: [MAIN] XPiratez - N9.7.7 12-Sep-2024 Second Coming
« on: October 31, 2024, 05:26:23 pm »
Arming Airbus would make every single necroplane type interceptor completely useless. Increasing it's range makes other forms of transportation even less useful. Both ideas would be a step back. It's already very hard to use necroplanes because we already have better and more accessible options.
And we already have an armed Airbus equivalent, It's called Airvan.
Little Bird is already the best early craft. There is no need to make it even more attractive, when it is often recommended to rush from the start.

If anything I would suggest to increase Gunwagon speed to 220, or reduce number of pilots it needs, because Angry bird is superior in every way. It's much faster, needs 2 pilots, can mount dive bombs and carries 8 people.

10
XPiratez / Re: A thread for little questions
« on: September 16, 2024, 12:19:30 pm »
to continue a little further, i'd need to be able to capture succubus in shadowrealms. i've already captured one by chance, but i can't reproduce the thing because they fly and all the ranged weapons at my disposal kill instead of stun.

the only way i can think of is to hit them with my bare hands and female fighters wearing nightsprite outfits, which is a bit laborious.

does anyone have any ideas on how to do this?

The first thing that comes to mind is Electric lasso. 2-3 hits should take it down no problem. Next one is Zapper.

11
XPiratez / Re: A new player looking for some help.
« on: September 14, 2024, 11:47:50 am »
The short answer is, all of them except drill, menacing hull and codex.
Any item you get, you can get more of, so I'm just keeping a couple of key craft components. I would not sell any armor items. I'm just keeping around 50 of "food" items, like bananas and redcaps. I'm keeping no more than 20 of each sack. They take a lot of space. I'm not selling any money cheeps because Casino needs them to build. I'm keeping all money purses and bags for the same reason, unless I really need money. I'm keeping like 300 of each building material, like scraps and chemicals. Hellerium is important later, but you can make it if needed, so if you need room don't hold to it too much. All weapons I do not use right now, I probably will never use later, so those go. I still do not know how important cultural wealth is, so I'm keeping antique items.

12
XPiratez / Re: [MAIN] XPiratez - N9.7.7 12-Sep-2024 Second Coming
« on: September 13, 2024, 10:36:26 pm »
My current game was started on 9.5.6 and I did not upgrade yet.
Pic in attachment.

13
XPiratez / Re: A new player looking for some help.
« on: September 13, 2024, 05:53:49 pm »
1. By right clicking a weapon you make game prioritize it in case of reaction fire. By default game will use the weapon that costs least amount of time units to use. So you can force it use a different one.
2. Resistances modify weapons damage against that unit. You can stack those resistances with other wearable items. First number modifies rolled damage. So, if incoming damage is 50 and your resistance that type is 80%, than you are hit by 40 damage, which is then deducted from armor value. Second number informs you of a percentage limit this particular item can modify that resistance. 80/50 means, this item modifies damage by 80% but no lower than to 50%. There is a formula and it's a bit complicated.
3. Skill is the attribute that determines chance to hit. By default it is 100% of your accuracy for a weapon. But some weapons have special modifiers and can use more attributes at different value to determine accuracy. For example Ball bat. It's skill is 65 + 35% of your melee accuracy stat. This weapon is very easier to use by units with very low melee stat. A peasant has 35 melee accuracy, but with this weapon it's 65 + 35% of 35, so 77. There are weapons that can have damage modified by units stats, like 95% of melee weapons. Again Ball bat. It has a power of 25 + 0,3 of this units strength stat. With ranged weapons power modifiers are usually on ammunition, not weapons themselves.
4. Yes.
6. Up arrow is "to the power of 2" symbol.

14
XPiratez / Re: [MAIN] XPiratez - N9.5 21-Aug-2024 Second Coming
« on: September 13, 2024, 09:08:34 am »
yes, i stated in my previous post but it is related to the vibro technology? I cannot remember

Nope. Vibro is high tech, while tech knife only requires plastasteel. No vibro needed for homefort rifle.

15
XPiratez / Re: A thread for little questions
« on: September 12, 2024, 07:56:51 pm »
You should not look at path as balanced choices, but rather a further difficulty adjustment with flavors.

Pages: [1] 2 3 ... 8