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Messages - Delian

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211
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: May 13, 2021, 08:00:43 pm »
Oh? I thought that if the problem would be anywhere, it would be on the OXCE side, not on XPiratez. So what's Dioxine's reasoning?

212
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: May 13, 2021, 05:48:09 pm »
Small Hangar.

It feels like a waste to have a Piranha or an Aircar take up a whole 2x2 Hangar, so I propose a smaller 1x1 Hangar be added to the mod. The starting hideout can be changed to start with 2 small hangars instead of 2 large ones, where the large ones would be required to be built for the midgame craft.

213
XPiratez / Re: A thread for little questions
« on: May 11, 2021, 04:53:41 pm »
the back side penalty is reduced based on angle until you reach front. so a 90 degree side is half the back penalty.
And 45/135° is ¼ or ¾ the difference? Thanks.

214
XPiratez / Re: A thread for little questions
« on: May 11, 2021, 01:23:55 pm »
How does the game determine melee evasion for sides other than the soldier's front and back?

215
OXCE Suggestions Archive / Re: [Suggestion] Medikit Priority
« on: April 30, 2021, 07:01:29 pm »
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I just leave enemies lying where they were shot.
How cruel :'( Well, so do I haha, but for me it's common because I like to use the strategy of camping the choke points. Either with firearms or melee weapons. I don't usually waste TUs moving the bodies unless it's important for their survival, because every TU matters, but they still often end up on top of one another. It's interesting to hear that you haven't used such a strategy, but please don't let your personal bias disreagard other player's playstyle preferences.

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logically there should be barely enough space for one or maybe two unconscious/dead units there as well
If it wasn't possible to have more than one body on a single tile, then we wouldn't be having this conversation now, would we? :D

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so if you wanted to heal the bottom one, you'd need to push the top one away
Alas, the game logic tells us that each tile has infinite amout of space and that bodies and items have no volume.

Anyway, if we have a hundred different items on a tile, we're able to precisely pick out the item that we want, without needing to carry it to a different tile first.
The point is, it's logically inconsistent that we're able to choose which body we want to carry, but not choose which body we want to use a medikit on. And I'd love it if you could help me here~

Well, you can make the body in the medic's hands the priority target for the first aid kit.
That would be a step in the right direction, however it wouldn't be a good solution to the problem. You'd still need to spend TU picking up the body, but now you'd need both hands free. Freeing up both hands would take more TU than it would take to use one hand to relocate the body.

216
OXCE Suggestions Archive / Re: [Suggestion] Medikit Priority
« on: April 30, 2021, 05:01:07 pm »
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Having units on the same tile is a rare exception.
Perhaps if we're talking about player units. But it's quite common if we're talking about enemies which you downed with reaction fire, and you'd like to bring more of them home alive. Lives are important, right? :)

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Sounds fair to me.
It's... not fair. If you have two bodies lying on the ground, doesn't it make logical sense that you'd know which one you want to heal? Am I really asking for something unreasonable? Every TU matters.

Currently, the medikit default target a unit with the lowest id, right? Would it really be too difficult to change that to the solution 4?

217
OXCE Suggestions Archive / Re: [Suggestion] Medikit Priority
« on: April 30, 2021, 04:32:20 pm »
Takes TU and a free hand (which you generally won't have with a medikit there). So you gotta store the medikit item, pick up the body, move, drop the body, move the medikit back in the hand, and have the TU left to heal the unit. Not very practical.

218
OXCE Suggestions Archive / [Suggestion] Medikit Priority
« on: April 30, 2021, 03:50:41 pm »
Currently, if there are multiple units that are stunned on the ground on the same tile, you are unable to choose which one you wish to use a medikit on. This is problematic because, if there's one unit bleeding and about to die, you are unable to save them because, well, the medikit decided that it wants you to heal a perfectly healthy unit instead.

So, I'd like to suggest to either customize the medikit target selection, or fix the way in which the medikit prioritizes its target. I can think of several possible solutions, ordered by difficulty of implementation:
1. Add a button to the medikit usage screen that would allow the player to cycle through the targets, similar to how you can cycle between units in the inventory screen.
2. If the target is ambiguous, first show a dialogue that would allow the player to choose which unit to use the medikit on.
3. Use the medikit on the unit that is closest to dying. Calculate how many turns it would take for each unit to die and choose the one that has the lowest number.
4. Use the medikit on the first bleeding unit (if it exists, otherwise default behavior).

219
XPiratez / Re: Bugs & Crash Reports
« on: April 27, 2021, 11:12:45 pm »
There's a bug in reactions to enemy melee attacks.

When you melee attack enemies, they get a reaction opportunity after each attack. This is fine.
When enemies melee attack you, you do not get a reaction opportunity after each attack. Instead, you only get to react after the last chained melee attack.

In other words, enemies are able to melee attack continuously and spend their entire TU pool without you ever reacting (cuz you ded). So this bug makes melee fighting quite unfair and it especially f's you over if you're trying to only rely on your melee skills and reactions to keep you safe.

Edit: There's also a bug with reactions exp to enemy melee attacks. I've had units gain over a 100 reaction exp in a single turn before even though the actual number of reaction attacks I made was like 5. In fact, they gain exp even with 0 reaction attacks.

220
XPiratez / Re: Bugs & Crash Reports
« on: April 26, 2021, 07:48:54 pm »
In future Delain you can just edit a single post as you find more errors.
I intentionally put each issue in its own post. Are you saying that, when reporting bugs, it's better to put all of them in a single post and make a huge mess?

221
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: April 25, 2021, 11:31:35 pm »
I'd like to see a PINUP that would explain what the colored flashes mean when a unit gets hit.
White - (Armor damage > 0) AND (HP damage == 0) AND (Stun damage == 0)
Black - (Stun damage > HP damage) AND (HP damage < 15% Current HP)
Red - (HP damage >= Stun damage) OR (HP damage >= 15% Current HP)

Is this correct? Are there any other colors?

222
XPiratez / Re: Bugs & Crash Reports
« on: April 24, 2021, 01:57:01 pm »
Sleep Dart Clip is missing RandomStun: false

--- merged ---

SPACE SUIT (SEA) resists should be DAZE 55, CUTTING 75

--- merged ---

The PINUP #078 is incorrect. It says that the "Evasion of the enemy closest to gal's front" is used, but actually, the CQC check is done for every enemy next to the gal. Each enemy's direction is also properly considered. For example, if you have 100% CQC acc (100MEL & 100REA & 100% CQC firearm) and there are two melee enemies with 50% dodge and 50% back penalty, one directly facing you and other one facing away, then you have to pass two CQC checks to successfully fire - the first check has 50% to pass, the second one has 75% to pass; in total this would give you 37% chance of success.

--- merged ---

The PINUP #045 says that when Stun level is 6x your current health, you take 2HP damage per turn. But actually it's 9x.

--- merged ---

Combat Bow Stun Arrows should have RandomHealth: true

223
XPiratez / Re: Bugs & Crash Reports
« on: April 24, 2021, 09:31:26 am »
The Oxygen Tank needs 25TU to use, but the FROGMAN Oxygen Tank (SPC_OXYGEN_TANK) needs 30TU

I would expect them to use the same amount of TU, or the frogman using less.

224
XPiratez / Re: Bugs & Crash Reports
« on: April 19, 2021, 05:40:50 pm »
Piratez.rul => STR_MASTERS_CANE => damageAlter => ToHealh

It should be "ToHealth"

225
XPiratez / Re: [MAIN] XPiratez - L5 30-Oct-2020 New Energy
« on: November 01, 2020, 10:53:45 am »
If a unit is unconscious, does the handcuffs breakout check still happen?

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