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Messages - Delian

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1
XPiratez / Re: I want to find what music plays
« on: September 06, 2022, 02:44:12 am »

2
XPiratez / Re: Bugs & Crash Reports
« on: August 26, 2022, 11:59:11 am »
There's 3 types of coldness (all have the same name, Freezing Cold)
Normal Cold - needs 208% or less resist
Intense Cold - need 83% or less cold resist
Deadly Cold - needs 41% or less cold resist

Certain missions, like Reservoir Dog or Shambler hunt can have Intense Cold. Deadly Cold can sometimes appear when a ufo's landing site is on a "solid ice" texture.

3
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: August 24, 2022, 01:32:43 pm »
You can't make everyone happy
That's true but, no one asked for tempUnitStatistics to be put in a single line. Did Meridian ask for it?

Sorry if I'm being nitpicky here, but I check those statistics (kill list) very often, so the readability there is important to me. If the formatting there stays like this, then I have to use older OXCE version.

4
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: August 24, 2022, 10:49:06 am »
I like all of these changes. I also like the save formatting changs, except one. The tempUnitStatistics of a battlescape unit is all in a single line. This is problematic because tempUnitStatistics also contains a list of kills that the unit made, so too much data gets formatted into a single line. Please change it back to how it was before, with 1 kill per line.

5
XPiratez / Re: A thread for little questions
« on: August 22, 2022, 11:37:01 pm »
If you have 100 tu, 110 reactions and 150 melee, how much armor must an enemy have for Cattle Prod to become more damage efficient than Stun Baton?

6
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: August 22, 2022, 10:35:37 pm »
I'd like it if Hellerium extraction from clips, for instance, H.Ext: Laspistol Clip/Adv (.5), was made cheaper.

10x Laspistol Clip/Adv sells for 20k.
10x Laspistol Clip sells for 5k
So to get 1 Hellerium, you lose 15k, pay 5k in material (2x sc wire), and spend 200 runt hours (worth what, 12k?). 32k to get 1 Hellerium. On the other hand, it costs 20k to just buy Hellerium from the store.

7
XPiratez / Re: [MAIN] XPiratez - N1 29-Apr-2022 Every Day Is Caturday
« on: August 22, 2022, 12:58:28 am »
Scores are higher because on Jack Sparrow more enemies spawn... also, score bonus per recovered Glamour was increased it seems, when did that happen?

Roving Bands definitely land. Their trajectory has a landing point defined, at which they stay for 50 minutes. In the sav you provided, you do land there:
Code: [Select]
  - { id: 1, markerName: STR_LANDING_SITE_, markerId: 3, time: {second: 0, minute: 43, hour: 20, weekday: 2, day: 6, month: 1, year: 2601}, ... ufo: STR_VESSEL_FOOT_PATROL_NECRO, success: true, score: 175, ... valiantCrux: true }You did the mission, and you got all 3 gals, so why the are you saying that they don't land? Oh... I think I know why. Roving Bands and Rogue Courier have the same marker on the map, so you might be confusing the two. Rogue Courier moves at 265 speed, while Roving Bands move at 90. Well, Roving Bands don't always appear in the same region as your starting base (it's a 80% chance), so I suppose you need to get a bit lucky.

Start a new game bro.
I started a new game. Roving Bands appeared. I waited while they moved around (they change direction 3 times, then land). Did the mission, got 325 score. You got only 175 tho? Are you sure you played on Davy Jones? It's impossible to spawn only 4 necropirates (25 points each) on that difficulty.

Your scores are ludicrous. I've restarted 4 times and it's simply a fact that your score is not going to be that high with what is available.
I want to know exactly how you manage to get 10000 score in Feb because that's fucking silly.
I already posted a list of missions with scores. I don't have a precise list of research done, but I think 1k points was from codex. You'll simply have to accept the fact that getting good scores in the early game is possible and that it's it's not ludicrous to start a new base two months into the game (36 Gold Bars from Golden Codex definitely help hehe). Also, you should enable missile strikes in your game :P

8
XPiratez / Re: [MAIN] XPiratez - N1 29-Apr-2022 Every Day Is Caturday
« on: August 21, 2022, 05:29:52 pm »
Blood Rituals, 15% (30% in first 15 months) chance per month, 30% chance it's Canny Gals.
Cannibal Camp, 18% chance per month (needs Customer: Wiz Biz and BH Silver Badge (B)), 100% Canny Gals

9
XPiratez / Re: [MAIN] XPiratez - N1 29-Apr-2022 Every Day Is Caturday
« on: August 21, 2022, 02:11:23 pm »
[...] some kind of "golden path"

[...] I have seen about 5 castaway gals in all of these 18 months.

[...] every enemy needs to be stunned

[...] What are you using for the first two months? Nothing but handles?

[...] so these actual values should be 1st month income: 1383438, 2nd month income: 2938138

[...] What version of the game did you do all this on?

Well, no, it's not a golden path or anything. Just maximizing your production. Production -> Money -> Bases -> Research

Bro, you get (on average) 4.3 castaways in the first month (not including events).
3 from Roving Bands (100% mission spawn in the 1st month, 30% chance next 7 months).
Shipwrecked Gal (76% for mission * 61% for gal = 46%)
Red Lantern Villa (84%)

Only stun the enemies that are worth bringing back alive. For that reason most bandits and necropirates can be killed.

Handle is one of the worst stun weapons, even worse than Bare Hands. Don't ever use it. You should get a couple of Stun Batons from the first three Academy Airbuses. But even if you don't, you have a 50% chance to spawn Academy Outpost where there's plenty of stun weapons. Right, what are some good early game stun weapons?
For melee, for untrained units I'd recommend Shepherd's Staff because of high accuracy and guaranteed damage. Cattle Prod against armored targets. Once your skills are trained, Stun Baton becomes better. Leather Whip is also a safe choice if you're good at throwing.
For ranged, there's not much choice. Domestic Shotgun Rubber Slugs. Harpoon Gun once your accuracy is high. Again, obvious to say this but, do night missions so it's easy to get in melee range. Use Fire Extinguisher for smoke in day missions. Melee enemies from behind...

Doing the math... 1384k jan - 942k maintenance + 335k countries + 967k score bonus + 2157k feb - 1969k maintenance + 375k countries + 3354k from 10072 score (5550 from research) = 5661k. So in total, $5.6M spendable money was generated, which was enough to build up the 1st base and start a new base.

That was in L4. I've upgraded the version along the way, added the missing ninja bases, etc, but I can't say that the early game changed much.

10
XPiratez / Re: [MAIN] XPiratez - N1 29-Apr-2022 Every Day Is Caturday
« on: August 21, 2022, 12:15:11 am »
This isn't even close to true.

Which part isn't true?

Earning money is hard in the early game, but there are ways. Each Castaway Gal recovered is a $200k brainer in disguise. So, get lucky with some distress calls and necropirate hunts and you got plenty of free brainers.
It's a bit obvious to say this but, stun enemies instead of killing them. Each Academy Nurse is 15k, Osion Yeoman 25k, Researcher 35k... did you perhaps kill them all?
There are some missions that pay pretty well. For instance, you can research !Monster Hunt! and with little luck get the Giant Spider Hunt mission. The hunt spawns 30-40 spiders. Each living spider is worth $52k. That's over $1M in cash. But even if you don't go that way, you can easily do over 20 missions in the first two months and roll in plenty of cash.

Code: [Select]
  - { id: 0, markerName: STR_LANDING_SITE_, markerId: 1, time: { second: 40, minute: 8, hour: 16, weekday: 6, day: 2, month: 1, year: 2601 }, region: STR_SOUTH_EAST_ASIA, country: STR_TURAN, type: STR_UFO_GROUND_ASSAULT, ufo: STR_VESSEL_AIRBUS, success: true, score: 205, rating: STR_MS_RATING_150, alienRace: STR_SECTOID_NONCOM, daylight: 15, lootValue: -200 }
  - { id: 1, markerName: STR_LANDING_SITE_, markerId: 2, time: { second: 55, minute: 57, hour: 16, weekday: 4, day: 7, month: 1, year: 2601 }, region: STR_SOUTH_EAST_ASIA, country: STR_TURAN, type: STR_UFO_GROUND_ASSAULT, ufo: STR_VESSEL_AIRBUS, success: true, score: 160, rating: STR_MS_RATING_150, alienRace: STR_SECTOID_NONCOM, daylight: 15, lootValue: -200 }
  - { id: 2, markerName: STR_MARKER_DISTRESS_BUNKER, markerId: 1, time: { second: 0, minute: 12, hour: 23, weekday: 5, day: 8, month: 1, year: 2601 }, region: STR_NORTH_AFRICA, country: STR_NIGERIA, type: STR_LOC_DISTRESS_BUNKER_JUNGLE, ufo: NO_UFO, success: true, score: 120, rating: STR_MS_RATING_75, alienRace: STR_BANDIT, daylight: 15, lootValue: -200 }
  - { id: 3, markerName: STR_MARKER_LOC_WHOREHOUSE, markerId: 1, time: { second: 0, minute: 12, hour: 16, weekday: 7, day: 10, month: 1, year: 2601 }, region: STR_CENTRAL_ASIA, country: STR_INDIA, type: STR_LOC_WHOREHOUSE, ufo: NO_UFO, success: true, score: 68, rating: STR_MS_RATING_0, alienRace: STR_BANDIT_TOWN, daylight: 15, lootValue: -200 }
  - { id: 4, markerName: STR_LANDING_SITE_, markerId: 3, time: { second: 45, minute: 18, hour: 10, weekday: 4, day: 14, month: 1, year: 2601 }, region: STR_SOUTH_EAST_ASIA, country: STR_RUSSIA, type: STR_UFO_GROUND_ASSAULT, ufo: STR_VESSEL_AIRBUS, success: true, score: 190, rating: STR_MS_RATING_150, alienRace: STR_SECTOID_NONCOM, daylight: 15, lootValue: -200 }
  - { id: 5, markerName: STR_MARKER_GOVT_CAR, markerId: 1, time: { second: 0, minute: 33, hour: 13, weekday: 1, day: 18, month: 1, year: 2601 }, region: STR_SOUTH_EAST_ASIA, country: STR_TURAN, type: STR_LOC_GOVT_CAR, ufo: NO_UFO, success: true, score: 128, rating: STR_MS_RATING_75, alienRace: STR_BANDIT_TOWN, daylight: 15, lootValue: -200 }
  - { id: 6, markerName: STR_MARKER_RATLING_VILLAGE, markerId: 1, time: { second: 15, minute: 38, hour: 3, weekday: 3, day: 20, month: 1, year: 2601 }, region: STR_SOUTH_EAST_ASIA, country: STR_CHINA, type: STR_LOC_RATLING_VILLAGE, ufo: NO_UFO, success: true, score: 424, rating: STR_MS_RATING_300, alienRace: STR_RATMEN, daylight: 0, lootValue: -200 }
  - { id: 7, markerName: STR_MARKER_CHURCH_OUTPOST, markerId: 1, time: { second: 10, minute: 33, hour: 22, weekday: 5, day: 22, month: 1, year: 2601 }, region: STR_CENTRAL_ASIA, country: STR_UNKNOWN, type: STR_LOC_CHURCH_OUTPOST_TEMPERATE, ufo: NO_UFO, success: true, score: 95, rating: STR_MS_RATING_75, alienRace: STR_CHURCH_NONCOM, daylight: 15, lootValue: -200 }
  - { id: 8, markerName: STR_LANDING_SITE_, markerId: 4, time: { second: 5, minute: 4, hour: 20, weekday: 7, day: 31, month: 1, year: 2601 }, region: STR_SOUTHERN_AFRICA, country: STR_UNKNOWN, type: STR_UFO_GROUND_ASSAULT, ufo: STR_VESSEL_FOOT_PATROL_NECRO, success: true, score: 345, rating: STR_MS_RATING_300, alienRace: STR_CANNYS, daylight: 15, valiantCrux: true, lootValue: -200 }

  - { id: 9, markerName: STR_MARKER_ISOLATED_VALLEY, markerId: 1, time: { second: 55, minute: 10, hour: 7, weekday: 3, day: 3, month: 2, year: 2601 }, region: STR_NORTH_AFRICA, country: STR_NIGERIA, type: STR_LOC_ISOLATED_VALLEY, ufo: NO_UFO, success: true, score: 631, rating: STR_MS_RATING_500, alienRace: STR_ZOMBIE, daylight: 0, lootValue: -200 }
  - { id: 10, markerName: STR_MARKER_LOC_CRACKHOUSE, markerId: 1, time: { second: 55, minute: 56, hour: 18, weekday: 2, day: 9, month: 2, year: 2601 }, region: STR_NORTH_AFRICA, country: STR_EGYPT, type: STR_LOC_CRACKHOUSE, ufo: NO_UFO, success: true, score: 298, rating: STR_MS_RATING_150, alienRace: STR_BANDIT_TOWN, daylight: 13, lootValue: -200 }
  - { id: 11, markerName: STR_LANDING_SITE_, markerId: 5, time: { second: 25, minute: 7, hour: 0, weekday: 4, day: 11, month: 2, year: 2601 }, region: STR_AUSTRALASIA, country: STR_AUSTRALIA, type: STR_UFO_GROUND_ASSAULT, ufo: STR_VESSEL_CI_HARVESTER, success: true, score: -30, rating: STR_MS_RATING_0, alienRace: STR_CIVILIANZ_1, daylight: 0, lootValue: -200 }
  - { id: 12, markerName: STR_TERROR_SITE, markerId: 1, time: { second: 0, minute: 1, hour: 5, weekday: 6, day: 13, month: 2, year: 2601 }, region: STR_NORTH_AMERICA, country: STR_NCR, type: STR_TERROR_MISSION_NO_PENALTY, ufo: NO_UFO, success: true, score: 1058, rating: STR_MS_RATING_1000, alienRace: STR_MIXED_KKK, daylight: 15, lootValue: -200 }
  - { id: 13, markerName: STR_MARKER_CHURCH_OUTPOST, markerId: 2, time: { second: 55, minute: 42, hour: 17, weekday: 7, day: 14, month: 2, year: 2601 }, region: STR_CENTRAL_ASIA, country: STR_UNKNOWN, type: STR_LOC_CHURCH_OUTPOST_JUNGLE, ufo: NO_UFO, success: true, score: 282, rating: STR_MS_RATING_150, alienRace: STR_CHURCH_NONCOM, daylight: 15, lootValue: -200 }
  - { id: 14, markerName: STR_MARKER_ACADEMY_OUTPOST, markerId: 1, time: { second: 20, minute: 7, hour: 0, weekday: 2, day: 16, month: 2, year: 2601 }, region: STR_SOUTHERN_AFRICA, country: STR_UNKNOWN, type: STR_LOC_ACADEMY_OUTPOST_JUNGLE, ufo: NO_UFO, success: true, score: 428, rating: STR_MS_RATING_300, alienRace: STR_SECTOID_NONCOM, daylight: 15, lootValue: -200 }
  - { id: 15, markerName: STR_MARKER_LOC_BARN_GROX, markerId: 1, time: { second: 15, minute: 29, hour: 3, weekday: 5, day: 19, month: 2, year: 2601 }, region: STR_NORTH_AMERICA, country: STR_NCR, type: STR_LOC_BARN_GROX, ufo: NO_UFO, success: true, score: 358, rating: STR_MS_RATING_300, alienRace: STR_LOKNAR, daylight: 15, lootValue: -200 }
  - { id: 16, markerName: STR_MARKER_TAVERN_CELLAR, markerId: 1, time: { second: 45, minute: 57, hour: 22, weekday: 6, day: 20, month: 2, year: 2601 }, region: STR_EUROPE, country: STR_RUSSIA, type: STR_LOC_TAVERN_CELLAR, ufo: NO_UFO, success: true, score: 305, rating: STR_MS_RATING_300, alienRace: STR_MONSTER_RACE_NIGHT, daylight: 11, valiantCrux: true, lootValue: -200 }
  - { id: 17, markerName: STR_MARKER_RATLING_VILLAGE, markerId: 2, time: { second: 35, minute: 11, hour: 23, weekday: 7, day: 21, month: 2, year: 2601 }, region: STR_CENTRAL_ASIA, country: STR_TURAN, type: STR_LOC_RATLING_VILLAGE, ufo: NO_UFO, success: true, score: 356, rating: STR_MS_RATING_300, alienRace: STR_RATMEN, daylight: 15, lootValue: -5 }
  - { id: 18, markerName: STR_MARKER_LOC_WHOREHOUSE, markerId: 2, time: { second: 10, minute: 43, hour: 11, weekday: 2, day: 23, month: 2, year: 2601 }, region: STR_NORTH_AMERICA, country: STR_NCR, type: STR_LOC_WHOREHOUSE, ufo: NO_UFO, success: true, score: 224, rating: STR_MS_RATING_150, alienRace: STR_BANDIT_TOWN, daylight: 15, lootValue: -5 }
  - { id: 19, markerName: STR_MARKER_DISTRESS_BUNKER, markerId: 2, time: { second: 55, minute: 56, hour: 17, weekday: 4, day: 25, month: 2, year: 2601 }, region: STR_NORTH_AFRICA, country: STR_EGYPT, type: STR_LOC_DISTRESS_BUNKER_DESERT, ufo: NO_UFO, success: true, score: 150, rating: STR_MS_RATING_150, alienRace: STR_BANDIT, daylight: 12, lootValue: -5 }
  - { id: 20, markerName: STR_MARKER_LOKNAR_VILLAGE, markerId: 1, time: { second: 25, minute: 57, hour: 19, weekday: 7, day: 28, month: 2, year: 2601 }, region: STR_SOUTH_EAST_ASIA, country: STR_CHINA, type: STR_LOC_LOKNAR_VILLAGE_DEFENSE, ufo: NO_UFO, success: true, score: 675, rating: STR_MS_RATING_500, alienRace: STR_NINJA, daylight: 15, valiantCrux: true, lootValue: -5 }

1st month income: 2305730
2nd month income: 4896914
Altho I gotta admit, those two were before the 40% sales price penalty was added on Jack Sparrow.

If you can do that, film it. I would love to see a LP of whatever shenanigans you've been getting up to.

It would be pretty boring, because a lot of it involves training unit stats in missions, so each mission can take hours lol

11
XPiratez / Re: [MAIN] XPiratez - N1 29-Apr-2022 Every Day Is Caturday
« on: August 20, 2022, 01:05:03 pm »
You're not in radar range of that base - you can launch the craft. Just gotta move around it.

Star Gods this early? You're 18 months into the game, that's already time for end-game, time to go to Mars~ Btw, the earliest Star Gods base can be 8 months into the game.

Alliance Favors is the most important prize you can get for alliance tokens, yes. Because Library allows you to tech up.
18 brainers is normal for early game until you get more bases.
Your second base should be started once your first base has 3x Extractor. If you play well, that should be about 2 months into the game. Yes, in march.

12
OpenXcom Extended / Re: Issue with number of kills?
« on: August 20, 2022, 11:47:16 am »
You said that 30 out of 32 enemies are dead. But in this sav there are 9 out of 13 enemies dead. Those numbers don't quite match.

Btw, I don't like how tempUnitStatistics is all in a single line - it's unreadable.

13
OpenXcom Extended / Re: Issue with number of kills?
« on: August 20, 2022, 09:32:56 am »
Post screenshot of the score screen, or a sav file.

14
this '%' is not an actual probability

The % is the actual probability, both theoretical and practical.

In case base cost=100, spent=50, allocated=50, the chance to finish is 50% - what else would it be? There's exactly a 50% chance that the actual cost was rolled between 51 and 100, and a 50% chance that the actual cost was rolled 101-150.
If the cost was rolled to be 100 or under, then the project is finished.
If the cost was rolled to be above 100, then the project doesn't finish. In that case, the next day you'd be shown a 100% chance to finish with 50 scientists allocated.

The benefits to the player are:
- practicality in a sense that they wouldn't need to do the calculations manually
- it would allow the player to easily spot any projects with too many assigned scientists (spent + assigned > 150% base cost)
- it would make the progress ratings more informative

15
XPiratez / Re: A thread for little questions
« on: August 18, 2022, 12:47:21 pm »
Isn't there a STC that's a weapon?

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