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Messages - EricPhail

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1
40k / Re: 40k Bug/crashes/problemĀ“s report
« on: January 09, 2023, 09:57:54 am »
Thank you.

2
40k / Re: 40k Bug/crashes/problemĀ“s report
« on: January 07, 2023, 03:44:20 pm »
Crash (ROSIGMA).

Grey Knights going to a Space Hulk c.t.d. upon clicking yes can't find hship11.rmp

[06-01-2023_21-17-38]   [FATAL]   OpenXcom has crashed: FileRecord::at(ROUTES/HSHIP11.RMP): requested file not found.

3
What irritates me the most about voodoo on offense is the fact that slave soldiers are better if you can get your hands on any of the unrestricted voodoo rods.
My most successful voodooist was a slave in flashbanger wielding the Masters' cane and a barrel of grog (4+ attempts a turn, with a Vmastery of ~3600, if I had a slave with more Vpower or a better rod, I could almost believe in occaisional successes).

Vs star gods my system tends towards killing waspites and guardians from as far away as possible and abusing FAIRY armour vs the gods themselves, but as I am a low difficutly player and somewhat of a save scummer, my advice is probably suspect.


4
XPiratez / Re: A thread for little questions
« on: April 28, 2017, 10:33:16 pm »
Will incorrect trajectory calculations always result in hitting an obstacle, or can they miss outright? I've seen consecutive 250+ shots make the same miss (perfectly hit the same spot slightly wide of and behind the target) albiet these were high to low against a partially obscured target.

5
XPiratez / Re: A thread for little questions
« on: April 21, 2017, 01:59:50 pm »
Huh must have a glitch in my install or something both in wiki and battle the bong has not firing action.

Ruleset diving gives me a costUse which when replaced with costAimed fixes it

But I hadn't edited that before.  Can you check if such an error is in the master copies please, Dioxine?

6
XPiratez / Re: A thread for little questions
« on: April 19, 2017, 04:20:06 pm »
My apologies dioxine, I had tried it a few times with no luck, and combined with allow allow psiStr improvement: no being a forced option, I wondered had that ability been disabled and the bootypedia not updated yet, the comment on the bootypedia lying was intended to be slightly funny but I guess that didn't come across.

I do however restate my question on the green bong how does it work given there is no action for it?

7
XPiratez / Re: A thread for little questions
« on: April 19, 2017, 08:23:27 am »
A couple of questions about various armours:

Masochist armour: is the bootypedia lying about blood magic having a chance to increase voodoo str? is it actually possible to gain any xp at all in that outfit btw

Green Lighter: how is the green bong supposed to actually work?

8
XPiratez / Re: Bugs & Crash Reports
« on: April 18, 2017, 01:23:37 am »
Personally I feel the resources should be consumed upon completion of 1st manhour of production (but that is probably more difficult to setup). Means projects that leave no space in the workshop can be safely canceled if accidentaly started (eg. drill).  Seems strange things would be destroyed before a runt has swung a tool but as I said earlier the clicking 'aye' thing is probably a fair enough approximation.

9
XPiratez / Re: A thread for little questions
« on: April 15, 2017, 01:23:01 pm »
The spiked mace depends on the skill: Melee accuracy/2 + 50

so the calculation here is
accuracy of weapon * SKILL
70% * (142/2 + 50)
70% * 121 = 84.4% to hit which is what you saw

To be more general accuracy is the % hit IF the SKILL in question was 100

Melee weapon SKILL is often something other than a soldiers' melee stat
Common variants include:
Melee/2 + 50
Melee/3 + 65
Melee/2 + Reactions/2
Melee/2 + Throwing/2

10
Question:Are Oxygen Tanks meant to be consumable?
F5 has them in the inexhaustable category but they also have isConsumable:true (Bootypedia implies last forever to me but...)

11
XPiratez / Re: A thread for little questions
« on: April 13, 2017, 08:27:11 pm »
Most voodoo powered items require the user to have undergone voodoo training via the voodoo school building before they can be used.

Or previously and successfully used the seductress outfit power on that soldier (power of seduction seems to unlock psi values for me)

12
XPiratez / Re: Codex Choice
« on: April 13, 2017, 04:42:08 pm »
Officer Outfit bravery shenanigans (for the flag/pipes etc. I presume), well I guess that's something to look forward to once I have someone who can actually wear the thing in that campaign

Communion does seem rather hurt by the reticulan elder thing (as my green campaign can attest, since I'll probably finish before I find one at this rate)

Just for reference I have only played 3 campaigns thus far a green mostly done, a gold moderately in and a third which I plan to go Grey on, red dex sounds like it's better for the bloodthirsty somehow (I've run something of a stun/slave favouring run thus far), I suspect fairy wall hacks may well end up as one of my favourite things.

13
XPiratez / Codex Choice
« on: April 13, 2017, 11:37:14 am »
Fairly simple question, but it does deserve a thread to itself IMO:

Which Codex (tiny Drill project) do you choose and why?

14
My Templates are usually just the name of the soldier in question.  ZeroG involve putting a combat team on my Kraken (on that note is there a quicker way to move rare weapons from one ship to another) and are still newish for me so more fun, Mansions provide a decent loot return plus my A Team has templates so they are alright.  But Sea missions... Change Armour, launch, equip, tedious mission, naff loot likely (~200 personal armour parts several times now), then fix armour and gear for general work, ugh (If it weren't for the fact that I know shadow orbs can found there I'm not sure I'd bother).

Dedicated Sea team, I'll try that next time (think I'll change all their first names to Scurvy)

Is there actually an aquarium/use for the fish from certain undersea missions?

15
XPiratez / Re: Defeating camo?
« on: April 10, 2017, 07:08:37 pm »
I thought smugglers used Invisibility rather than Camoflage, and thus spot didn't do anything against them?

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