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Messages - ajnunezr

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1
XPiratez / Re: [MAIN] XPiratez - J17 - 1 Sep - I Stab At Thee!!!
« on: September 08, 2019, 02:49:01 am »
Side note: Voodoo strength used for the voodoo orb (panic and mind control) is V.Power * V.Skill.
Max stat hybrid: 75 * 75 = 5625
Max stat gal in Witch armor: 81 * 70 = 5670
So a hybrid can be just as good as a weirdgal at using a voodoo orb. The hybrids inbuilt psi is ~10% weaker than a voodoo orb.

I think that is ok, because all other stats of a gal are superior

3
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: September 02, 2019, 10:45:04 am »
Lore wise, is it something stablished on the moon? Some lunar missions can be cool.

4
XPiratez / Re: Girls or Boyz? Which path is better?
« on: August 31, 2019, 08:37:12 pm »
The thing with male touch is that slave soldiers are not as strong or start with as much stats than gals, they are more fragile, and the armor selection is not as good as with the gals. After crusader / demolition armor, things get a little more bearable. And you need to get accustomed to lose more troops. It is kinda harsh in the early game. You need to know more the game. Know with which enemies use smoke, have more numbers, been better with different units, take more care of the small number of gals you are going to find. But it is an interesting way to take. I just sacrifice lot of peasants so my other units can get better stats, and then they get very usable. There are some battles where you.want to push above your current level, where gals are going to be better, but the gross of your battle can be done with other units without an excessive hurdle.

5
XPiratez / Re: A thread for little questions
« on: August 30, 2019, 10:21:10 pm »
Their stats grow normally. If you want to gave them more stats increase, use armors that give more XP. Sailor, gym suit, bikini, brainer, etc.

6
XPiratez / Re: Recruiting of Gnomes and Synths
« on: August 30, 2019, 01:51:31 am »
Syns are OP but rare enough so this is not a issue.

7
XPiratez / Re: A thread for little questions
« on: August 23, 2019, 01:31:47 am »
After OXCE 5.4, moving facilities is removed. I do also think it is a shame. BTW, if I remember correctly, J16 comes with OXCE 5.4, so you should be able to do it yet.

8
XPiratez / Re: [MAIN] XPiratez - J16 - 8 Aug -Zombie Dreams
« on: August 17, 2019, 07:47:40 pm »
Canny is the race for necropirates. Depend of the map, it spawn canny gals or necropirates.

9
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: August 15, 2019, 10:08:59 pm »
Designer Pets (requires Broken Church Beastmaster)

"In addition to the creation of genetically engineered monsters, the Church also partakes in the breeding of exotic pets, both as gifts to it's high ranking members, and to be sold for a pretty penny. The Beastmaster politely instructed us on how we could do so ourselves, but we need both Medical facilities and vacant beast storage to do so. Gestation takes some time, and no matter what creature we breed, we always get a litter of six new units upon project completion. All creatures are statistically superior to their more common equivalents, and have additional psionic abilities."

Leads to Designer Dog, Exotic Bird, Majestic Cat

Designer Dog

"The best traits of both a Blood Hound and Guard Dog rolled into one, with a supersonic bark that damages armor and causes enemies to panic."

Exotic Bird

"A majestic flying creature. Has incredible vision, even at night, and can detect enemies through walls to some extent. NV:30, Sense:6"

Majestic Cat

"The most beautiful pussy that ever lived. It's can boost the morale of multiple soldiers at once, and it's claw attacks ignore 90% of enemy armor.



It seems nice but:

Bark damage armor, no, it is too much. Ignore % of armor and damage only morale an TU it is better.

Exoctic bird. Sense 3 and NV20 its powerful enough. If wanted, spot 2-3.

Cat. I prefer the shredder cat mod. 90% ignore is extremly OP. Maybe just change damage to bio.

10
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: August 13, 2019, 05:50:40 pm »
Hi. Very short (maybe kinda dumb) question.

How does the ToArmor: attribute works?

I understand that the difference between ToArmor and ToArmorPre is the moment when the damage to the armor is applied. But, I wanted to know if ToArmor can fail to do any damage to the armor.

I guess it is something like this.

Armor: 100
wDamage: 100
ToArmor: 0.1

if you roll 50%, 50, then you do no damage to the armor. But, if it is ToArmorPre, you do 5 damage to the armor
if wDamage is 150, you do 15 with ToArmorPre, and 5 with ToArmor.

It is correct?

11
XPiratez / Re: [MAIN] XPiratez - J16 - 8 Aug -Zombie Dreams
« on: August 08, 2019, 05:48:48 pm »
How was the JS difficulty increased?

12
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: August 08, 2019, 08:41:30 am »
If you feel you can defeat everything in a base defense, you can just disable the defenses you don't want to.use.

13
XPiratez / Re: [MAIN] XPiratez - J5 - 11 Jun - Applied Chromatics
« on: August 08, 2019, 05:15:55 am »
The RNG gods hates you.

14
XPiratez / Re: [MAIN] XPiratez - J5 - 11 Jun - Applied Chromatics
« on: August 01, 2019, 11:14:36 pm »
If something step over, It is going to emit a funny track and low morale of the thing steeping over

15
XPiratez / Re: A thread for little questions
« on: July 30, 2019, 10:00:54 pm »
i'm pretty sure that the hour of the day does not affect spawning

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