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Messages - Progger

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XPiratez / Re: Bugs & Crash Reports
« on: October 21, 2023, 01:07:03 pm »
You can find and remove MEGASCORPION_ARMOR from Piratez_Events.rul

XPiratez / Re: Bugs & Crash Reports
« on: November 14, 2022, 07:03:31 am »
Some error and solution here

XPiratez / Re: [MAIN] XPiratez - N2 Apocalyptic Edition 22-Oct-2022
« on: October 24, 2022, 09:55:17 pm »
I can find several references to STR_DARK_TROOPER in the piratez.rul file, but no clue how to fix this, anyone else see this error?
You can remove line with STR_RIO_DE_JANEIRO in user/mod/Piratez Cities Lore/Ruleset/research.rul

XPiratez / Re: Bugs & Crash Reports
« on: May 22, 2022, 08:41:56 am »

XPiratez / Re: Bugs & Crash Reports
« on: May 09, 2022, 09:06:58 am »
Code: [Select]
  - type: STR_MEDAL_ROOMSERVICE_NAME #capture maids
    soldierBonusTypes: [STR_MEDAL_ROOMSERVICE]
    sprite: 5
      killsWithCriteriaCareer: [10]


Is that how it's meant to be? Very interesting service ;D

The X-Com Files / Re: The X-Com Files - 2.3: Rise of The Cultists
« on: February 21, 2022, 02:00:09 pm »
1. Where you get Alenium Shards?
2. Why air combat become so hard - my avenger barely can take down medium ufo with blaster rockets and plasma rays. Or is it just me?

1. From random events, osiron crates, alien bases.
2. You can use up to 4 crafts in dogfight.

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 20, 2022, 12:50:12 pm »
Something wrong with hybrid embassy:

Possible solution:

The X-Com Files / Re: The X-Com Files - 2.0: We Will Be Watching
« on: September 07, 2021, 07:53:00 am »
Also, what happened to the M83 Barretts? Were they removed entirely? And if so, why?,8870.msg140842.html#msg140842
You can replace STR_M83_BARETT to STR_M82_BARETT in save file and you won't lose it.

For grenades and blasters

Another way is to add what you want to the ai section (example from XComFiles user/mods/XComFiles/Ruleset/vars_XCOMFILES.rul):
Code: [Select]
  fireChoiceIntelCoeff: 5 # Make the choice of attack more RNG dependent
  fireChoiceAggroCoeff: 5 # Aggression doesn't matter as much
  destroyBaseFacilities: true # default false
  # add here
  useDelayBlaster: 100
  useDelayFirearm: 100
  useDelayGrenade: 100
  useDelayMelee: 100
  useDelayPsionic: 100
  # end
  enabled: true

OXCE Suggestions Archive / Re: [Suggestion] Base items limits
« on: November 04, 2020, 11:21:16 am »
Per-base limits would be tedious to set up

But this is less tiring than manually selling the same items.

You see, my use case would be  - one to three production bases, where I also have assault transports, and about four outpost/storage bases where I have some interceptors and lots of storage.

Most of loot comes from the assault teams, but some comes from interceptors taking care of small craft they shoot down themselves.

So what I care about is that ammo gets restocked at outposts, while stocks of materials for its production are kept at some sane volume on production bases, and any researchable items  get sent to the research base (usually one, but might be two of them).

And all prisoners get sent to the prison base where they would be either robbed, enslaved or kept for research.

Simple item count limits are practically useless in this scenario.

When I played in XPiratez previous time, I had similar issues. I don't try to fix all this micromanagement, but I can fix some - maintain hellerium level and sell trash from casino base. Of course, this feature may replace debriefing auto-sell feature that I don't use because

It tries to be smart, but it's not, just extra annoying

I implemented this feature for myself and it looked good enough to post it here  :)

Add the ability to set the max amount of each item stored in the base. Items above this limit are sold automatically.
It useful for maintain needed amount of produced items or sell waste random products. And in some other cases.

Quick and dirty implementation:


As I see it, a good implementation requires many changes. Also I am not sure about a good GUI for this.

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