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Messages - Delian

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196
OXCE Support / [Answered] oneHandedPenalty but for damage
« on: September 21, 2021, 09:44:46 pm »
I suggest adding a new item rule setting, for instance, oneHandedDamagePenalty, which would allow the modders to specify a simple percentual damage penalty for two-handed weapons when they're worn in only one hand, similar to how oneHandedPenalty currently works for accuracy penalty.

197
XPiratez / Re: [MAIN] XPiratez - M1 29-Aug-2021 Violent Laser Battle (...)
« on: September 21, 2021, 06:07:22 pm »
I tried using Blowpipe Poison Darts today but I found out that they're useless. It's a cool idea to have damage based on Energy, but the damage reduction with the distance was too extreme so all the darts I shot did 0 damage.

198
XPiratez / Re: Bugs & Crash Reports
« on: September 21, 2021, 12:25:14 am »
BONDAGE /PEA (STR_PEASANT_BONDAGE_GEAR_UC) is missing personalLight setting. HOVERTANK* as well.

Also, psst, don't tell Dioxine that...
SMOKEY (STR_SMOKEY_ARMOR_UC) has INVIS instead of CAMO.
BAT GLAD (STR_BAT_GLAD_ARMOR_UC) has INVIS instead of CAMO.
CATSUIT /SYN (STR_SYNTH_CATSUIT_UC) has INVIS instead of CAMO.
:-X

Anyway. Next, there is an inconsistency with Traitor Smoothie/Bugeye. If you kill them in a mission, they drop an Assassination Trophy. However, if you capture them and manufacture "Execute: Traitor Smoothie", the manufacture will produce 75x MA tokens. This is problematic because the Assassination Trophy is required to research *The Mutant Alliance*. So if you capture them instead of killing, you might not see them again for a long time and be unable to progress with research. I suggest this be fixed so that manufacturing Execute yields the trophy instead of the tokens, since logically you are killing them in both cases...

199
XPiratez / Re: Bugs & Crash Reports
« on: September 16, 2021, 01:54:23 am »
Some terrain bugs at STR_NINJA_BASE_1_ASSAULT

200
XPiratez / Re: Bugs & Crash Reports
« on: September 16, 2021, 12:17:55 am »
When aborting a mission, Parrots are lost even if they're in the abort zone.

201
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: September 13, 2021, 12:52:32 pm »
Wearing your hitai-ate on your arm, so edgy! Must be a Uchiha custom. ;D

I want to cover my whole body with forehead protectors to strike fear into my enemies 8)

202
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: September 12, 2021, 09:48:34 pm »
I'd like it if Ninja Badge wasn't restricted to only hand and hat slots. They don't provide any bonuses so there's no need for the restriction.

203
XPiratez / Re: [MAIN] XPiratez - M1 29-Aug-2021 Violent Laser Battle (...)
« on: September 08, 2021, 03:33:09 pm »
I really like the change to the Parrots. Before, I wouldn't bring them to missions because the utility they bring does not outweight the loss in firepower. Or the vessel simply didn't have auxilia slots. Altho, they're still a bit clunky to use since you can't use this scout unit to scout on the first turn.
I also like the early Ninja Bases. It adds a lot of mysticism to the game and makes early game a lot more bustling with activity (even if you can't do anything about it).

I don't like the changes to the gambling much. That's because in the early game you need Jack's tokens to get Jack's prizes so I don't think anyone would waste them on gambling. And by the time you're done getting the important prizes, most of the gambling rewards aren't useful anymore. Another big problem imo is that it makes the whole "robbing captives" part of the game partially obsolete because if you're constrained by tokens, you don't need the 1k chips anymore, and it makes more sense to simply sell the captives instead of robbing them for half the value in 1k credit chips. Lastly, if you do gamble, and happen to get lucky, you can get way too overpowered weapons for the early game, so it enables savescumming.

A bit complicated calculation but... 666x Spin The Wheel! gives 461339 credits + coupons = 461339 + 193504 + 152639 + 168146 + 274033 + 216997 + 305264 = 1771922 (recursion included) or 2660 credit income per spin. But remember, if you simply sold the captives instead of robbing them for the 1k chips, you'd get twice the credits, so each spin effectively costs 2k credits. This translates to 660 credit profit for each Jack's token used. Selling Jacks for 660 each is better than nothing, sure, but for most of the game, until you got all prizes, it's just not worth it.

So yeah, for me at least, robbing and gambling game mechanics are now mostly obsolete. If the problem was with people gambling too much, then maybe it would've been better to restrict ways in which 1k credit chips are obtained, or remove token prizes from the coupons / reduce rewards / increase redeem cost. I dunno. I'd be ok with gambling not being profitable at all, just to get some nice items, but for most of the game, Jacks have more important uses than gambling.

204
XPiratez / Re: Bugs & Crash Reports
« on: September 07, 2021, 10:37:47 pm »
Also to people like Delian I'd like to remind to not post suggestions in this thread, it's meant for bugreports only.
I don't know why you think I'm posting suggestions here, but all the bug reports I made I consider as possible bugs. Any flaw in software, visual or functional, can be a bug. Sometimes percieved flaws are intended behavior, and I try my best to search the forums first to find out if it's intended. But if I can't find anything, and I think there's a high chance the behavior is unintended, then I make a report. If it turns out that it's not a bug, then at least other people will be able to search and find this info (assuming you reply to the report and say it's not a bug).

Chest of Coins - The fact that this item is destroyed when researched, I think it could be a bug. The reasoning is: It's inconsistent with other trophies of high value, for instance, Assassination Trophy,
Sivalinga Stone, or Execution Trophy, they're not destroyed when researched. Also, the name of the item suggests that it's a collection of 30x "Ol' Coins" items. If I already lost 1x Ol' Coins through research, it logically doesn't make sense to lose another 30 of them.

SPACE SUIT (SEA) - I wrote that resists should be DAZE 55 and CUTTING 75. Even though I used the word "should", it doesn't mean this isn't a bug report. Anyway, the reasoning is this: Most underwater armors have CUTTING 75 resist, right? But right now, SPACE SUIT (SEA) has CUTTING 80. So there is inconsistency between the resists of these armors. Maybe it's intended behavior that NUDIST (SEA) provides better CUTTING resist underwater than SPACE SUIT (SEA)? I don't know, but I think it's a bug.

Sleep Dart Clip - Stun weapons usually have damage type DAZE, which has RandomStun default value of "false". However, this ammo has a damage type of BIO, which has a RandomStun default of "true". So even though "Stun damage multiplier" of this ammo is "2.0", because of the randomization, the stun factor is only "1.0" on average. This means that, on average, the stun damage would equal the health damage, making this a very deadly stun weapon. This is somewhat inconsistent with the description of the weapon (utilizing tranqualizers) and the name of the clip (Sleep Dart?), because at face value, one would not expect tranqualizers to be this deadly (it's tranqualizer, not deadly poison). It also doesn't make logical sense that effectiveness of the tranqualizer substance would change from one shot to the next.

Pinups #045 and #078 - Typos and incorrect information are usually considered as non-functional (visual) bugs. In the two reports that I made regarding these two pinups, I double checked to make sure that the information is actually incorrect. Well, I hope these are fixed some day, but I understand that such visual bugs are low priority.

Combat Bow Stun Arrows - I used the word "should" here to be concise in what I consider to be a bug. As far as bows go, almost all of the arrow types have "RandomHealth" set to "true" (RandomStun is also default "true"). However, this specific arrow type does not have a "RandomHealth" value set, and thus it uses the default "false" value. Considering most arrows have both RandomHealth and RandomStun set to "true", it is inconsistent that this one arrow type would have it set to false (and thus deal more health damage than expected, which is especially unfortunate considering this was supposed to be stunning ammo).

205
XPiratez / Re: [MAIN] XPiratez - M1 29-Aug-2021 Violent Laser Battle (...)
« on: September 07, 2021, 04:44:04 pm »
Kustom SMG feels too overpowered for a weapon that doesn't need any tech. Also, it seems to have wrong categories set.

206
OXCE Suggestions DONE / [DONE][Suggestion] Split aimAndArmorMultipliers
« on: September 07, 2021, 01:04:52 pm »
I suggest that two new difficulty rule settings be added: aimMultipliers and armorMultipliers. These two would function the same as the existing aimAndArmorMultipliers, except each would control its own individual difficulty feature.

This way, it would be possible to increase difficulty with enemies having more armor, but not necessarily having better aim. And vice versa.

207
XPiratez / Re: [MAIN] XPiratez - L9 30-Apr-2021 Personal Attention
« on: May 16, 2021, 07:59:54 pm »
The stun recovery for most enemy units (SECTION_STUN_RECOVERY_NORMAL) is now:
Health current : 0.06
Health : -0.09
Stun current : 0.036

For instance, if a unit has 100 health, 100 current health, 0 current stun, they would get: 6 - 9 + 0 = -3 stun recovery per turn. Therefore, they will accumulate stun until the "Stun current" offsets 2.5 stun; 2.5 / 0.036 = 69.4 so until their current stun is over 69. This value is of course higher if they're damaged in any way.
If a unit has 50 health, they will gain stun until their stun is... over 27. I should note that, if a unit with 50/50 health has 50 stun, they will never recover it and will stay stunned forever.

In L8 there was also Freshness normalized: 4.0 there, but in L9 it's currently missing.

208
XPiratez / Re: [MAIN] XPiratez - L9 30-Apr-2021 Personal Attention
« on: May 16, 2021, 02:48:33 pm »
Enemy units are now gaining stun every turn for no reason?

209
XPiratez / Re: A thread for little questions
« on: May 16, 2021, 02:37:24 am »
How long, on average, assuming you have all the tech and missions unlocked, does it take to create one of the X-level shadowtech items, for instance, Ethyr Drive X? In other words, how many months does it take to collect 13 Shadow Orbs of the same kind?

210
XPiratez / Re: Bugs & Crash Reports
« on: May 14, 2021, 08:22:38 pm »
Chest of Coins should not be destroyed when researched, considering other trophies of the same values aren't.

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