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Messages - Delian

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1
XPiratez / Re: Bugs & Crash Reports
« on: Today at 02:14:05 am »
Error in Piratez_Factions.rul, Line 8982:
AUX_NAUGHTY_TENTACLE -> damageAlter -> duplicate key ToWound

Manufacturing Gnome Shielded SWJ (STR_GNOME_COMBAT_JACKET_SHIELDED) requires a... Sectoid Corpse (STR_SECTOID_CORPSE). I don't think those are obtainable.

2
Ok, I'll edit the OP so that it sounds like a suggestion and it can be moved to the suggestions subforum.

3
I like the "Alternate craft equipment management" feature, however, changing equipment can become unwieldly when the variety of items on the base increases, since all the base items are included in the Inventory screen.

I suggest the following QoL feature: Allow players to mark or grey-out items that they don't wish to appear in the craft soldier's Inventory screen.

4
Ah, sorry, didn't read documentation carefully enough. As for making a suggestion, I can't, because I'm not a modder and it's not a QoL suggestion.

However, one thing I can say is that most deployments in XPZ have custom (not 0 or 100) percentageOutsideUfo value set for each unit, even though it doesn't function. So I can only assume that Dio thought percentageOutsideUfo worked for mission sites as he put some thought into what value to set each time.

Well, nevermind then. Can be closed.

5
When a deployment for a mission site (alien mission with objective: 3) uses customUfo setting and then uses an addUFO mapscript command, the added ufo is currently not recognized as an actual ufo, so in the deployment data, the percentageOutsideUfo setting of the deployed units is ignored when placing units on the map.

I suggest that the functionality of "percentageOutsideUfo" be extended to work for mission sites that had a custom ufo placed on them. This would make it easier for modders to control how enemy units are deployed on such missions.

6
OXCE Bugs / Re: Zigzag?
« on: April 21, 2024, 02:33:48 pm »
I don't see any bugs here. Pathfinding is pathfinding and it's designed to find the shortest path, that is, the path that consumes the least amount of TU. I like the current behavior and, in fact, I would consider it a bug if a unit didn't take the shortest path. The zig-zag situation that Ethereal experienced, I also experience all the time, except I WANT the unit to take the zig-zag route because it saves TU. When I see grass or other slow terrain on the floor, I know that walking on it consumes more TU, so I expect the pathfinding to find a wavy path through it. If the path bothers me, I can always move the unit 1 by 1 tile, but 99% of the time I prefer the shortest path.

7
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: April 19, 2024, 05:35:11 pm »
It's important that Ball Bat hit sound be changed to this.

8
XPiratez / Re: Everyday is Caturday Challenge Run
« on: April 18, 2024, 03:51:00 am »
That's... everything that comes to mind as of the second.

If you're getting shot at, it means you're doing something wrong. You need to be playing more into catgirl strengths. And enemy weaknesses.

On night missions you're often moving your units into lit areas, because with night vision on, you can't really see those. I suggest you use the Ctrl+End keyboard shortcut (Toggle Brightness), and play on medium lightness. That way you can still see things at night, while also seeing which lit-up places to avoid. Game also looks better that way. Only turn on Night Vision when you want to be sure of your visible distance or if there's no lit areas.

You almost never use smoke. Use it more offensively instead of defensively. Especially on day missions. Of course, it's not useful against certain enemies.

Money Purses, Bags of Cash, Treasure Chests, etc, you should always extract instead of selling directly. Extracting yields more money. You're not particularly efficient with money as you're hoarding a ton of stuff that would simply be better off sold, and the money invested into better gear and more bases.

The game supports mouse wheel. Among other things, you can use it to quickly move workers and researchers around. Just hover the cursor over the number of assigned personnel next to a project and spin it. Can also hold Ctrl to make it faster.

There's plenty of light and strong weapons to choose from. Alternatively, produce some Levitators.

9
XPiratez / Re: Everyday is Caturday Challenge Run
« on: April 16, 2024, 09:36:05 pm »
There's a bit too much save scumming going on... also, it's more of an anti-challenge since catgirls are stronger than ubers.

But it's an ok run, enjoyable to watch.

10
There's a few game features/changes that I wanted to talk about, but never quite found the time for.

1) The Freezing Cold was buffed in N3 - the HP damage limit was reduced from 208 to 142 COLD resist on the armor. The main issue I have with this is that afterwards no rebalancing of armor cold resistance has been done. Effectively this makes a lot of the early game armors redundant, because in the early game the players have no cold protection items, so they can't use them if they want to avoid the risk of taking HP damage in a random cold mission.
Here's a list of armors that were not taking HP damage from the cold before, but are taking HP damage now after the buff:
ADVENTURER, BLACKHAT, SAILOR, RUNT, SEDUCTRESS, FAIRY, BOSS, DURATHREAD, METAL, SEAR, CHAINMAIL, CHAINMAIL (S), PLATE MAIL, PLATE MAIL (S), SNIPER, BLITZ, TAC VEST, ASSASSIN, JUNKMASTER, REFRACTOR, SMOKEY, HERMIT, BERSERKER, MARTYR, NOVICE, WITCH, MAID, GRAVBALL, WHITE DRESS, RAGS, HYENA RIDER, THE HEROINE, PELTAST, PELTAST (S), CRUSADER, CRUSADER (S), PIRATE /SS, MILITIA, SCAVENGER, FUSILIER, STALKER, GLADIATRIX, MAID /PEA, THONG /BUG, CRYSTALSINGER, PUNK /LOK, PRISONER, PIRATE /CAT, MAID /CAT, UNIPUMA, SPACE TRAWELL SUIT, PEACEMAKER, CATICAL ARMOR
So what I'd like to ask is, to please review this list and consider if there's any armor that shouldn't be taking HP damage in the cold environments. I'd also like it if more armors automatically swapped in hot and cold environments.

2) Catgirls are overpowered. It's kinda sad how they're as good as Bugeyes with Voodoo, better than Ubers at melee, Better than Lokk'Naars at night vision and stealth, etc. Even if all their stat caps were reduced by 5, they'd still be top tier.
Oh and, the new Theban Catgirls? Either remove them or make them hard to get, like CHORT. Right now they're way too easy to get and it feels like a big slap in the face to all the players who put any effort into training their hands. All the effort players put in the first 90% of the game is made inconsequential if players can just buy overpowered supersoldiers. All the bonds captains create with their hands are but an irony because once you can produce these, everything else is trash.

3) Ogres, while not as OP as catgirls, I feel also need a few more drawbacks to get them down to the power level of ubers at least. For instance, it would make sense to reduce their VPWR to <25. There's not much incentive to use Slave Soldiers when Ogres are in game.

4) OnlyRunts was nerfed, making the profitability for this craft 43 per runt-hour, which is worse than 61 per runt-hour for Chateau de la Mort (or ~102 for Applenomics). What I wonder here is... was OnlyRunts supposed to be a way to make money? Or simply a way to make unlimited amount of Glamour? Because right now it doesn't make money heh. Which is funny because the one thing I'd expect Golden Codex to be good at was making money.

11
OXCE Support / Re: Reduce enemy suicides
« on: February 19, 2024, 10:21:52 pm »
Thanks for the fast reply.

Oops. Nevermind then. Then what most likely happened was, the enemy decided to target a different unit with molotov, but my CQC intercepted it, causing it to hit itself.

I suppose this is a problem with CQC itself, when intercepting arcing shot weapons.

Well, it happened to me 3 times in a row, which is a bit odd, so maybe something else is going on. I'll see if I can reproduce it later.

12
OXCE Support / Reduce enemy suicides
« on: February 19, 2024, 08:07:54 pm »
When enemies are wielding explosive or incendiary weapons, it seems they don't care if they're standing within the blast radius. This is problematic because, well, from time to time they suicide this way. Note that this is not a problem in vanilla games, since enemies don't really get a large variety of such weapons there.

I'm not looking for a complicated solution, but:
If an enemy has a choice of using two weapons, they should prefer to use the one with which they won't cause substantial damage to themselves.

It recently happened to me that an enemy had a knife and a molotov cocktail. I was standing in melee range of them. So what did they do? They blasted me and themselves with molotov, instead of killing me with a knife lol. So a simple solution would be to prefer a melee weapon in melee range, if the other choice is a weapon with a blast radius.

A more complicated solution would involve blast radius and damage calculation on all the units caught in the blast radius, and to only use the blast radius weapon if the damage on friendly units would be a factor lower than the damage done on enemy units (either because of resistances, or radius damage dissipation). Could also include a random chance to just go and blast anyway.
An even more complicated solution would also involve moving away from the target until the calculation would be favorable enough.
But yeah, I think the first simple melee solution is good enough.

13
Works great, and much less confusing than the original implementation.

14
But mostly, I'd suggest just doing a fix to condemnation triggers.

I disagree. Condemnation triggers work just fine and I like the current way they work (I also like getting Lawyer condemnation for the Voodoo gals). It makes no sense to change the whole game just because there's one condemnation you personally don't like getting.
There are plenty of other condemnations that are good to avoid and how do you avoid them? By not doing the thing that triggers them with the soldiers you don't want getting them. For instance, about half of all BURN type weapons/ammo do 0 stun damage, which guarantees killing enemies without knocking them out (Ghouls burn well btw). Alternatively, overkill them with weapons that have guaranteed high minimum damage. Another option is panic and mind control, since those neutralize enemies but don't count as making an enemy unconscious.

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.

Cattle Prod isn't a guaranteed non-lethal weapon lol. But you know, knocking out an enemy only counts the first time. If the same unit tries reviving and knocking out the same enemy again, it won't count.

15
The best training is Simpleton

Which logically doesn't make any sense because simple minds were supposed to be easier to mind control.

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