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Messages - Nilex

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31
Thanks for taking a look, I'll send a PM with save, instructions and my sub-mod setup for a quick test.

32
UPDATE 2
Discovered what was wrong but it feels unintended so I'm reopening the case. Btw all this is happening in sub-modded "Piratez_Globals.rul".

Desired but freezes OXCE:
Code: [Select]
commendations:
  - type: STR_MEDAL_whatever
    killCriteria: !add
      -
         - [1, ["STR_abovetopsecret", "FACTION_HOSTILE", "STATUS_DEAD"]]

Undesired but works:
Code: [Select]
commendations:
  - type: STR_MEDAL_whatever
    criteria:
      killsWithCriteriaCareer: [numbers copy-pasted from master]
    killCriteria: !add
      -
         - [1, ["STR_abovetopsecret", "FACTION_HOSTILE", "STATUS_DEAD"]]

The devil is that "criteria" and its sub-line must be included for added killCriteria of individual commendation type to work (and not crash OXCE). It makes no sense to force it since it defeats the purpose of !add tag bellow, by making "criteria" set in stone while allowing "killCriteria" to auto-adjust to future master updates. If I change just criteria numbers than it unacceptably affects whole killCriteria in master as well. Can't leave criteria empty, append !add tag, or delete it altogether. Crashes all the same. Is this an oversight or I'm just terrible with tags?

33
Help / [SOLVED] XPZ sub-mod, !add to commendations' killCriteria?
« on: June 15, 2021, 12:07:13 am »
Was hoping to simply add a line similar to box bellow but it doesn't work. Same without !add. Seems commendations are sensitive in general so OXCE freezes if it does not like what it sees, in instances XPZ calculates them (end of battle/month).
Code: [Select]
commendations:
  - type: STR_MEDAL_whatever
    killCriteria: !add
      -
         - [1, ["STR_abovetopsecret", "FACTION_HOSTILE", "STATUS_DEAD"]]

So far I've learned "!add" tag only works in select few places with more being added on case-by-case basis (to prevent breaking sensitive orderly lists), or due to popular demand. Now I'm a nobody in the local modding scene but assuming !add is indeed not supported here (and my formatting checks out) would it be too much to ask that it gets added? Just killCriteria specifically.

My reasoning is copy-pasting whole sections from master (with my stuff added in) would work but greatly inflate the rule file, and more importantly become obsolete the instant Dio shuffles stuff around (pretty common), or at best become a nightmare to maintain. Btw, the stuff I intend to add spans across many different killCriteria otherwise I wouldn't bother asking.

UPDATE
Well it suddenly works and exactly as I wanted too, with the !add tag exclusively. What went wrong before? Hell if I know, must have been a minor case of miss-formatting or something. I simply copy-pasted the same thing from master again and truncated the unwanted stuff like before... and voila. Don't you just love that shit? Anyway, please ignore the request.

34
XPiratez / Re: Bugs & Crash Reports
« on: June 14, 2021, 10:15:23 pm »
Same small error is logged every time HIDEOUTS screen is first opened:
Quote
[WARN]   Image Resources/CraftWeapons/Harpoons_Base.png (from lodepng) has incorrect transparent color index 255 (instead of 0).

35
XPiratez / Re: A thread for little questions
« on: June 12, 2021, 03:56:56 pm »
To quote Ruleset Reference:
Quote
The spotter score. Determines how many turns sniper AI units can act on this unit seeing your troops.

-1 usually means infinite or dependent on some other value. Mostly ends up being a large value either way. It references some number of turns in this case, not spotting range.
The spotter part I'm not sure. I interpret it as the unit in question has unlimited turns to convey player's units position (once it has spotted them) to all other AIs. Pretty nasty trait but only present in strongest high-rank AI units (and pretty much all Mercs, ofc). Buffed version of vanilla Intelligence attribute which governed how many turns AI spotter was aware of spotted player unit position. It's definitely not infinite spotting as the immediately next "Sniper" entry in reference shows. That's pretty much I understood from that. AI may know your position but will probably not fire if: out of LOS, low ACC, or too high TU usage.

36
XPiratez / Re: A thread for little questions
« on: June 03, 2021, 07:56:26 pm »
That's all nice and cute but have you had an exploding robot destroy your main item pile? ;D

As far I know the labyrinth part was intended. What saves it imo is the AI which actively seeks you out. I dreaded when I first saw it but it ended being a rather short ordeal, about 10% of what I expected. Freshness drain was a bit more of a drag but you can just camp certain choke points and let them come to you. If melee'd they don't explode I think? Hollow/fake walls are a pain to sort out design wise but it works to your advantage if you camp as they come sooner. So yeah, let the emotionless and infinitely patient robots deal with it while you just click end turn, lol. When things die out a little you can use door opening sounds to guide you to the last ones faster.

Not the most memorable map I agree but the unique Tome of Life reward is great. All things being equal Space Freighter would be far more treacherous experience but it's not due to full Freshness start. The first stage was pretty great tho so in my eyes everything balanced out.

37
XPiratez / Re: A thread for little questions
« on: June 02, 2021, 09:10:18 pm »
I'd also like to know. Have had same experience as RSSwiz before I finally deciding to sell all 8 I enthusiastically bought in vain.

Wasn't able to find anything conclusive in rules but analysis screen shows only 20% panic accuracy and whole 0% for MC. Along with acc drop-off from online BP it seems its max effective range is only 3-4 tiles? Meaning if the target doesn't RNG panic on its turn it's gonna have a field day on whoever is standing next to him. It doesn't even train any skill. Maybe the real goal is to persuade the player in buying it? Worked pretty well on me, hehe.

38
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: June 02, 2021, 07:39:58 pm »
A new candidate for those endless #xyz tips & tricks entries: RMB click on Vessel inside VESSEL screen puts it on top, affecting both its home Hangar (when more than one Vessel is based in same Hideout), and list ordering in "SET THE COURSE" Geoscape popup.
It's a new feature in OXCE 7.0 and greatly improves vessel organization. It's basically impossible to discover on your own unless one reads through nerdy changelogs so it'd be nice to have in-game. Maybe add info inside existing entry to avoid tips reordering complications.

39
XPiratez / Re: A thread for little questions
« on: May 31, 2021, 08:19:53 pm »
Why are you using Chort on a non-lethal mission like an Academy raid is unclear to me
I'm basically done with everything since months ago, but these little personal goals come up all the time so while waiting for that I exert vengeance on everyone. Chort is universally fun and its special attack levels up two interesting condemnations which makes it even powerful. Forgot how the mission is called but it has dozen Academy buildings all over the map so Chort is a perfect bulldozer there. And there's no particular reason not to bring everyone, the more the merrier, both us and them.

So I have a different question: What's the story with the really arbitrary list of weapons that can and can't be used in space?
Comes down to balance between realism and gameplay/engine restrictions with a dash of artistic freedom I suppose. If anything powder weapons would be equally if not more unwieldy in space than melee ones. If you are having trouble in ship equipment screen because of that reason, there's is a "0-G" category to see what you can use once up there to avoid nasty surprises.

40
XPiratez / Re: A thread for little questions
« on: May 31, 2021, 07:47:59 am »
You don't have to update.
And if you can't resist, unless you speed-run there's only a small chance you would finish before the next update hits. Simply accept it's gonna happen, like it has 5 times during my own playthrough. Can't say new content messed up with my in-game plans in any way, on the contrary it added flavor and improved gameplay each time. It's really fun to play a game as it's being worked on by a smart dev, especially as complex as this one. Give in to your temptations.

Btw Cydonia is a double stager in XPZ, right?

41
XPiratez / Re: A thread for little questions
« on: May 30, 2021, 07:11:20 am »
Damn in all this time using it I never noticed that, only TU recovery. And I've swept whole maps clean (like them sprawling academy outposts) many times before. I even looked into earlier versions thinking the Skull may have been nerfed but nope. Looks like demons being meatier than anything else out there really exacerbated the behavior so thanks for clearing that up.

42
XPiratez / Re: A thread for little questions
« on: May 29, 2021, 05:55:20 pm »
Another first: after using Chort's Iron Wind on bunch of demons and bunch of them dieing (roughly 40 registered hits), while also carrying Crystal Skull, my STA & HP bars somehow get drained by considerable amount even though I'm outside of blast radius. As if demons attained 'reflect damage' type, or some kind of overflow in the engine due to massive cumulative damage dealt. TU do get replenished as expected though.

Dunno what to make of it as STA should drain by small fixed amount from IW usage alone and even less so for HP. Attached a save in hope to hear your thoughts. Aim at the marked Pinky to reproduce. Small disclaimer: should you find yourself in an endless satisfaction feedback loop, unable to stop, that's on you.

43
XPiratez / Re: A thread for little questions
« on: May 28, 2021, 08:05:14 pm »
@legionof1
You're right that was it. Holding ALT mislead me to believe there was no damage reduction over distance, only accuracy, and I never used it up close against weakly armored target. Until now. Pretty hard to miss when it works and hit-log comes back to life too. Thank you.

44
XPiratez / Re: A thread for little questions
« on: May 28, 2021, 03:07:35 pm »
Has anyone been able to damage anything using SAINT's Entropy Blast?

My Gals are pretty maxed out and EB accuracy ranges from 50-100% up close, to 20-80% far away, but I've never actually damaged anyone with it. It always fizzles out as small pink circle on enemy target and hit-log is always empty. Stats indicate primary effect is against armor and morale, with only 15% damage affecting HP. But still, the only effect I ever witnessed was 50% less TU to my own Gal. That never failed lol.

Considered buffing it but its strange behavior makes me think not matter what I do it'll just fizzle out like it's broken or something.

45
XPiratez / Re: Bugs & Crash Reports
« on: May 28, 2021, 02:28:36 pm »
The built-in GHOST outfit dagger, "Ghost Ops", displays ?-? in melee damage popup as well as not invoking BootyPedia entry upon MMB click. SAINT's built-in weapons exhibited same behavior until fixed an update or two ago so I thought to mention the dagger.

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