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Messages - jcrabbit

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1
Playthroughs / Re: xpiratez playthrough
« on: June 06, 2021, 10:47:57 pm »
End of month 3

March was a tough month, I had three Gals wounded for most of the month. I also had to abort two missions that I simply couldn't do without excessive cheating. Um... yeah, I did savescum in every other mission, but I wasn't blatant about them.

The month started off with a morale busting speech. The Commander decided to drunk and embarrass herself in front of the crew. Well, that was bad.

Haunted Forest
This was hard. I don't want to spoil anyone, but I was not ready for this. After a few tries, I reloaded from the Geoscape and let the mission despwan.

Infested Cellar
This was a fun mission and my first chance to try out the recently developed Barbarian Armor. It's a great mission to play with explosives. Even so, one of the Gals got pretty hurt. I accidentally killed a kitty on this mission. Sorry, kitty.

Ratmen Village
I kind of feel bad doing this mission. But I guess it's ok since the Ratmen are the bad guys? But only had 1 injury for three days.

Shambler Hunt
Easy breezy.

Knock Knock
100 infamy for $500. Good deal!

Isolated VIllage
This is yet another mission I had to abort. I had maybe one crew that had enough TU to do something useful.

Academy Outpost
Another easy mission. Though somehow one of the Gals got set on fire. Out for a whopping 32 days!

Recon Expedition and Gambling
Completed my first recon expedition and learned about Gambling. These events made manufacturing quite fun. I quite enjoy them! Finally recruited a new Uber because of it.

Research
Still no luck at getting vehicle crafts. But got a lot of research done. By April, I'll have 13 Brainers the max I can have for now. I'll need to figure out how to add more lab capcity as well.

By now, I am flush with different weapon types and not sure which one to use or not. My current load out looks like

  • Rusy Niner
  • SMG (and rarely, Bandit SMG)
  • Ol' Rifle
  • Basebal bat
  • Sometimes - Domestic shotgun
  • Very rarely - HE grendade

It feels like grenades are rarely worth it. They don't have a large blast radius and takes a ton of TU to use. Maybe they are more useful at higher difficulties, but for now, it is more convenient to simply run up to enemies and melee them to death.



2
Playthroughs / Re: xpiratez playthrough
« on: June 06, 2021, 10:08:40 pm »
Thanks Dogbarian! Appreciate the tips!

3
Playthroughs / Re: xpiratez playthrough
« on: June 01, 2021, 12:30:56 am »
End of month 2

I researched Expedition, which, turns out to be not such a great tech. I can create a research expedition for $25k but it takes a long time to complete.

There was a shipwrecked gal mission, but it ended with no new recruit in sight (half way across the world, in North America).
I received a mysterious message from a Col Clemborg. I don't know what it means.
I got really drunk at one point and embarrassed myself (-50 infamy).
The gals kept getting hurt during mission. At one point Boney Bard scored a 57 day wound.

Missions
Temple Raid - Not easy. The enemies were spread all over the map and I had to hunt them down.
Academy Outpost - This was really hard. My gals were out in the open most of the time. I had to really learn to take advantage of darkness to navigate to where I want them to go.
The second Mutant Porgorm mission - Yeah.... passed on this one.
Bandits - This was harder than it should've been. I think I left my crew's personal light on, because the bandits were able to spot them from quite far away, in the dark They are good shots.
Stranded Gov't Agent - Saw a new type of enemy in this mission, the Grav Ballers. This was tricky. They looked like they carried only melee weapons at first, but they'll pull out molotov cocktails and set yours gals on fire if you're careful.

I ended the month doing pretty well off. I've researched the Little Bird, but I still don't have any craft weapons and I'm not sure how to make progress toward the next month. I started off month 2 by hiring two more brainers. I'll be hiring 5 more at the start of month 3.


4
Open Feedback / Re: Damage calculation for zero damage items
« on: May 30, 2021, 06:53:12 pm »
Thanks Solarius!

5
Playthroughs / Re: xpiratez playthrough
« on: May 30, 2021, 09:31:30 am »
End of month 1

This month went pretty well. The last mission of the month was to rescue a girl from The Red Lanterns. It was a bit of a chore to go through the entire map to find all the enemies. It was, however, in an urban setting with plenty of cover. Most of the opposition were hoes, who were not difficult combatants.

My ubers fielded six shooters, which are great weapons. While not as accurate as bows, the six shooter made a more mobile crew as it requires less TUs for snapshots.

Some notes:

  • I was really glad I researched cunning and our culture. They seem like good early game techs.
  • Somewhat disappointed at researching hellerium and expedition. They seem pretty useless at this point.
  • I researched the Mess Hall but didn't have enough money to build it.
  • I initially bought a brainer on day 30. Then I realized I'd be paying an extra $100k for upkeep for 1 additional day of research. I reloaded and waited until Feb to make the purchase instead.
  • I hired some peasants. They are quite a waste of living quarters. I may have to sack them soon.


For Feb, I'd like to get another burrow and a mess hall constructed. I'd like to get craft weapons researched so I can start shooting down civilian transports. Which means I'll also need to unlock the tech to recruit more ubers.

6
Open Feedback / Damage calculation for zero damage items
« on: May 30, 2021, 06:21:09 am »
How is damage determined for items with a base damage of zero? For example, the rope from the XPiratez mod? https://www.ufopaedia.org/index.php/Melee_Weapons_(Piratez)

From the searches I've found, it seems like the rope simply causes choke damage which can knock out units.

https://openxcom.org/forum/index.php/topic,6109.msg93488.html#msg93488
https://openxcom.org/forum/index.php/topic,5345.msg92866.html#msg92866
https://openxcom.org/forum/index.php/topic,7877.msg123317.html#msg123317

Setting aside TUs, given that rope is described as having zero damage, how does it actually affect units? It has a damage bonus of:

Quote
Damage+0.15*Strength+0.15*Bravery

Given a solder with 100 strength and 100 bravery, does that translate to 30 choking damage? Or does the 30 here become a multiplier, i.e., 0*1.30? A scaling multiplier doesn't seem to make sense here.

7
Playthroughs / Re: xpiratez playthrough
« on: May 30, 2021, 03:36:15 am »
Jan 26, 2601

It turns out researching Cunning leads to X-Grog manufacturing! This led me to explore how the research tree works. Cunning unlocks a bunch of things, but as it turns out, some of them require other techs. But X-Grog! Now I can use my runts to make a bit of extra money. Not nearly enough to keep the base afloat, but every dollar helps.

8
Playthroughs / Re: xpiratez playthrough
« on: May 30, 2021, 03:04:57 am »
Stranded Government Agents

The gals found two government agents passed out next to their van. They were not harmed, just unconscious. What kind of "false flag operation" were they running? Perhaps they're merely incompetent. We'll bring them back to the hideout to learn about how they got themselves into this mess.

Saved scummed on this one. It turns out zombies are best taken down via ranged weapons. They are tough, react to melee attacks, and can kill a pirate in one hit.


9
Playthroughs / Re: xpiratez playthrough
« on: May 29, 2021, 08:02:29 am »
The first mutant pogrom mission!

It did not go so well. The mission took place in a factory, which gave my gals plenty of cover to approach and engage enemies in melee. However, the last four were really difficult to reach and often dispatched my gals with their superior accuracy, smg, and shotgun blasts before I can get to them.

At the end of much reloading and 27 turns, I completed the mission with three heavily injured ubers. At this point, five out of my initial six ubers were injured. I reloaded the game and decided to skip this mission. I was simply not ready for it.




10
Playthroughs / Re: xpiratez playthrough
« on: May 29, 2021, 03:18:34 am »
Well, the first mission turned not how I expected. I may have a hard time keeping our VIP gal alive.


11
Playthroughs / Re: xpiratez playthrough
« on: May 29, 2021, 02:50:02 am »
A few interesting starting gals. Obviously, I have to keep one of them alive.


12
Playthroughs / xpiratez playthrough
« on: May 29, 2021, 02:32:32 am »
I suspect this will turn out to be more like a live journal than a real LP. But I'm having great fun with xpiratez, so here it goes.

I'm starting this game on John Silver. I'm hoping it won't be too difficult for me. There'll be plenty of savescumming, but I'll try to keep it to a reasonable level.

My first base will be in Central Asia. It will give a different flavor than my ordinary x-com games.

13
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 22, 2021, 02:50:39 am »
Quote
You probably have a wrong/incompatible version of yaml-cpp library.
Try using the newest one.
Or at least not v0.5.2, which definitely doesn't work.

Brilliant! That did it.

Working versions:
OXCE (commit hash 08d9eb908265b1fed482ff388d1ea7e8102d758f v7.0)
yaml-cpp (version yaml-cpp-0.6.3, compiled from source)

FWIW, the broken version of yaml-cpp was on master (a6bbe0e50ac4074f0b9b44188c28cf00caf1a723).

14
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 21, 2021, 05:48:08 pm »
Interesting! Thanks. I'll try a few things this weekend, perhaps a different version of oxce.

15
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 21, 2021, 05:36:44 pm »
Here's the save from the game.

Here's the log (not sure if it is the right file)
Code: [Select]
[21-05-2021_07-34-47]   [INFO]  OpenXcom Version: Extended 7.0 (v2021-03-13)
[21-05-2021_07-34-47]   [INFO]  Platform: Linux
[21-05-2021_07-34-47]   [INFO]  Data folder is:
[21-05-2021_07-34-47]   [INFO]  Data search is:
[21-05-2021_07-34-47]   [INFO]  - /home/jcheng/.local/share/openxcom/
[21-05-2021_07-34-47]   [INFO]  - /usr/share/plasma/openxcom/
[21-05-2021_07-34-47]   [INFO]  - /usr/local/share//openxcom/
[21-05-2021_07-34-47]   [INFO]  - /usr/share//openxcom/
[21-05-2021_07-34-47]   [INFO]  - /var/lib/snapd/desktop/openxcom/
[21-05-2021_07-34-47]   [INFO]  - /usr/local/share/openxcom/
[21-05-2021_07-34-47]   [INFO]  - /usr/share/openxcom/
[21-05-2021_07-34-47]   [INFO]  - ./
[21-05-2021_07-34-47]   [INFO]  User folder is: ./user/
[21-05-2021_07-34-47]   [INFO]  Config folder is: /home/jcheng/.config/openxcom/
[21-05-2021_07-34-47]   [INFO]  Options loaded successfully.
[21-05-2021_07-34-47]   [INFO]  SDL initialized successfully.
[21-05-2021_07-34-47]   [INFO]  SDL_mixer initialized successfully.
[21-05-2021_07-34-47]   [INFO]  Attempted locale: C.UTF-8
[21-05-2021_07-34-47]   [INFO]  Detected locale: C.UTF-8
[21-05-2021_07-34-47]   [INFO]  Attempting to set display to 1400x1050x32...
[21-05-2021_07-34-47]   [INFO]  Display set to 1400x1050x32.
[21-05-2021_07-34-48]   [INFO]  Loading data...
[21-05-2021_07-34-48]   [INFO]  Scanning standard mods in ''...
[21-05-2021_07-34-48]   [INFO]  Scanning user mods in './user/'...
[21-05-2021_07-34-48]   [INFO]  Active mods:
[21-05-2021_07-34-48]   [INFO]  - x-com-files v1.8
[21-05-2021_07-34-49]   [INFO]  Loading begins...
[21-05-2021_07-34-49]   [INFO]  Pre-loading rulesets...
[21-05-2021_07-34-49]   [INFO]  Loading vanilla resources...
[21-05-2021_07-34-49]   [INFO]  Loading rulesets...
[21-05-2021_07-34-58]   [INFO]  Loading rulesets done.
[21-05-2021_07-34-58]   [INFO]  Loading ended.
[21-05-2021_07-34-58]   [INFO]  Loading fonts... Font.dat
[21-05-2021_07-34-58]   [INFO]  Lazy loading: 0
[21-05-2021_07-34-58]   [INFO]  Loading extra resources from ruleset...
[21-05-2021_07-35-02]   [INFO]  Loading custom palettes from ruleset...
[21-05-2021_07-35-02]   [INFO]  Creating a new palette: PAL_DGOOD_ACID
[21-05-2021_07-35-02]   [INFO]  Creating a new palette: PAL_DGOOD_SEA
[21-05-2021_07-35-02]   [INFO]  Creating a new palette: PAL_DGOOD_SPACE
[21-05-2021_07-35-02]   [INFO]  Creating a new palette: PAL_HEHEXD
[21-05-2021_07-35-02]   [INFO]  Creating a new palette: PAL_MARS
[21-05-2021_07-35-02]   [INFO]  Creating a new palette: PAL_MARS_LITE
[21-05-2021_07-35-02]   [INFO]  Creating a new palette: PAL_RED_SUN
[21-05-2021_07-35-02]   [INFO]  Making palette backups...
[21-05-2021_07-35-02]   [INFO]  Data loaded successfully.
[21-05-2021_07-35-02]   [INFO]  Loading language...
[21-05-2021_07-35-02]   [INFO]  Language loaded successfully.
[21-05-2021_07-35-02]   [INFO]  OpenXcom started successfully!
[21-05-2021_07-35-02]   [INFO]  Playing flx, 320x200, 890 frames
[21-05-2021_07-35-03]   [INFO]  SDL_mixer initialized successfully.

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