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Messages - Mathel

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1
Released Mods / Re: X-Chronicles Release, v.0.99.17.1
« on: March 25, 2024, 04:22:23 pm »
Hello,

I decided to give this a try.

It feels like many researches are taking way too long. In particular, interrogations of people and autopsies of humanoids and regular monsters (By which I mean such things as giant scorpions, werewolves, etc.) should probably not take hundred or more scientist-days.

Aditionally, it would be useful if Monster Hunt missions told you if the enemies were monsters or aliens prior to entering the mission, so that you could get the proper loadout. Something similar to the distinction between Raider terror and Savage terror.

At present, I have researched Invader Paths, and am waiting for a Rift mission. I do hope that Scavenger Armor (which I am on the path to researching) is a significant upgrade over Wooden Vest, though I guess I would settle for it being equal but cheaper.

2
1. I don't think so.
2. You just need to have it in the same base, does not need to actually touch.

3
XPiratez / Re: Bugs & Crash Reports
« on: March 16, 2024, 11:09:42 am »
When attempting to go to Pirate Treasure on north coast of Somalia, game crashed.

4
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: March 14, 2024, 06:18:32 pm »
How do you get the data disk out of the computer in Syndicate Data Seizure? I can see an item on the map but on a tile blocked by an object, do I need to blow it up?
But if you want to risk that psavola was right, use melee weapon or direct fire weapon on the computer. Neither of these damage items on the ground, while an explosion would destroy the data disk.

5
Man, nightgown is powerful in shadowrealms, particularly on highly fresh gals powerful in voodoo.

A gal that, thanks to long life and condemnations, has 200 TUs, 200 Freshness, and 100 VooDoo strength can just run around and beat tens of foes to death on turn 1.

6
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: March 04, 2024, 11:01:39 pm »
Lok'Narrs and Gnomes have flying armors.

Nightflyer for Lok'Narr, TAC7-G for Gnomes. Cybermage for Bugeyes.
Neither of these is good protection though.

7
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 29, 2024, 09:10:17 pm »
Two more things.
1) Explosives only hit under armor on their own tile and tiles next to them. So one or two tiles of the sectopode will be hit in the under armor, (depending on positioning), but the rest will be hit in either front or side armor.

2) The *5 for stunning was correct. Stun and health are dealt separately, each from a different side of the health bar.
Anyways, by my calculations, the median damage per tile hit from Under is 12.5 Health and 50 Stun. For
Rear (not going to happen), it's 10 Health, 40 Stun.
Side is 2.5 Health and 7.5 Stun
Front has a 1/101 chance of doing 1 Stun, median is 0.

These are medians. Average is going to be higher, because all the hits that by caculation would do negative damge do 0 instead.

8
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: February 27, 2024, 04:28:45 pm »
A wall of earth can be destroyed by a lot of things, even by hitting the fist of a power suit. But there are really indestructible (?) blocks in the game. For example, the steel walls of the syndicate headquarters, or similar walls around the brain room of the orbital station.
I was replying to psavola's comment about them being indestructible in unmodded X-Com. I know that in XCF and XPZ they can be destroyed rather easily.

9
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: February 26, 2024, 06:20:33 pm »
Not quite indestructible. Blaster Launcher would destroy a single tile of Dirt Wall to each side.

10
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: February 21, 2024, 04:54:06 pm »
I agree with Akamashi.
A 3x3 hangar takes 9 tiles, but would do the job of 4 regular hangars, total of 16 tiles.
Since any reasonable interception base already would have 2 hangars (8 tiles) because even with the best craft, you would want a backup for when one is damaged, taking one more tile for twice as many craft spaces is unreasonably good.
So I would suggest one of two nerfs.
1) Reduce the facility's power. Make it so that it only holds 3 crafts. That's still a 3 tile gain over regular hangars, but not a must-have for any base.
2) Make it expensive. Not just in money, but either in research or in lootables. It could be near the end of the research tree, so that you can't just build it in every base at the start of the invasion. Or it could require a resource that can only be acquired through either a very rare mission or through rare output of Osiron loot box.

11
XPiratez / Re: Bugs & Crash Reports
« on: February 20, 2024, 08:50:23 pm »
Termicator armor has no unarmed strike.

Correction: It has unarmed strike, but it is only accessed through PSI power icon, rather than through selecting an empty hand. I am not sure if this is something that can be fixed by mod though.

12
2) Allow finishing off knocked out enemies with melee weapons the same way you can heal them with bandages/medikits. If there's no one in front of you, then let the game check if there's someone below and perform an attack vs them. Or add 0-range "ranged" attack to melee weapons called "finishing blow" which can only target the same tile as the user and thus only attack below. It's especially vital for Monster Hunter condemnation, which is great to offset -HP from the Lawyer. As you need to kill the beast with melee weapon and blood hounds are apparently bandits (lol), it sometimes have the reverse effect and adds to the Lawyer instead of Monster Hunter, if blood hound survives and collapses. As the result you need to carry ranged weapon to finish off blood hound or wait for it to bleed out just to avoid really bad punishing condemnation.

This would sadly interfere with a different OXCE mechanic. If you are standing in front of a barrier, you can attack it in melee. If you could also melee units lying under your feet, it could get unclear whether you want to attack a wall in front of you, or a Blood Hound under your feet.
There used to be a Coup-de-Grace mechanic, but it was removed because it allowed any melee weapon to finish off any fallen unit. (even such as a charm dealing weapon to a robot)

But mostly, I'd suggest just doing a fix to condemnation triggers.
What I mean is, for knockdown and kill condemnations, only final state of the unit should count, and only the final tool that affected them.

By doing that, if you slash a Blood Hound with a sword, it falls over and dies a few turns later, it should count as kill with sword, but not a knockdown with sword.
If you slash a Blood Hound, then heal it's critical wounds with a Bandage, it should count as knockdown with bandage.

This would also prevent players from farming an absurd amount of knockdowns on a single enemy by repeatedly knocking them down with a guaranteed non-lethal weapon (such as a cattle prod), then reviving them.

13
Mind Control is harder to defend against.

The only real defense against that is (in order of importance) VooDoo Power, Bravery and Voodoo Skill. Current Morale is technically more important than Voodoo skill, but is much more volatile. The best training is Simpleton, which increases VooDoo Power by 8 but reduces VooDoo Skill by 7. Due to difference in importance, this is a net 5.1 gain in Psi resistance.

There is also a number of condemnations that give VooDoo Power. The most powerful for this is Angel of Death, but this requires the deckhand to get lots of kills.

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XPiratez / Re: Bugs & Crash Reports
« on: February 04, 2024, 08:38:55 pm »
Did the pistol on the ground perhaps get blown up?

15
Edit: I deleted my previous comment because it was garbage.


Now for some real questions:
1. Is there some armor, transformation or training I am missing for making the Lokk'Narr not suck? I had 2 'Old Earth Metro' missions and could do neither, because those goblin gals can't deal with the sort of enemy you are facing there.

There are transformations and training, but none of them are a quick fix.
With armor, there are some nice armors for them. I assume you want them in small person mission, so I'll ommit tanks.

I usually use Avenger armor for Lokk'Nars, but that has to be looted from Demon God temples. Otherwise, there is Synthmetal /Lok, Spacesuit/Lok, and Slayer/Lok.
Slayer is the easiest to get, and in terms of suvivability just about brings a Lok'Nar on par with an unarmored Gal.

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