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16
XPiratez / Re: Bugs & Crash Reports
« on: June 03, 2021, 12:53:04 pm »
Well that a JS problem. JS is very all or nothing.
Yes, and anything which works there works anywhere, even if it does sort of enforce a hard absolutist attitude towards everything because you can no longer afford weasel-words. It cuts out all the wishy-washyness. It's either amazing or it's worthless trash.

I'm not sure how that would affect armor, though. As far as I know, JS doesn't change how damage and arpen work, so a weapon that pens 30 armor still pens 30 armor on Easy.

17
XPiratez / Re: A thread for little questions
« on: June 03, 2021, 12:38:07 pm »
Of course, the fact that any idiot can use it and not succeed at it doesn't make it useful, it just makes it a waste of TUs. It hardly matters that anyone can use it if it never works!

18
XPiratez / Re: A thread for little questions
« on: June 02, 2021, 11:04:28 pm »
(as for holosuit, you can wrangle an entire megapol dropshop with a single gal at night with a magum and smart bullets. They can get lucky on you or if you step into a lit area, but id regularly take out all of them including the enforcers and apemen without taking a single attack from em.
That's probably not the approach I would have chosen because killing them all gets you no slaves, but I wonder if this technique can be adapted. I usually only authorize lethal force on targets that have no slavery value and very little ransom value.

19
XPiratez / Re: Bugs & Crash Reports
« on: June 02, 2021, 11:02:13 pm »
I don't think I've ever used either of them. They have TU and energy penalties and their resistance is not high enough to resist penetration by anything, so in my view, they're basically useless and actively impede your survival through TU/Energy penalties. Until you get armor that is impenetrable by the bulk of what enemies are using, the only useful defense is to hard break contact, otherwise you're dead.

At least that's how it is on JS, because enemies never miss there.

20
XPiratez / Re: Bugs & Crash Reports
« on: June 02, 2021, 09:16:32 pm »
Is there something amazing that you do with chitin plates? I always end up with a pile of them and there doesn't seem to be a lot you can do with them.

21
XPiratez / Re: A thread for little questions
« on: June 02, 2021, 09:13:37 pm »
Does the Persuadatron actually work?
It says the power on it is supposed to be really high, but of all the tries ive used it there's 0 Effect on even the softest of civilians.
Clearly not, since you tried it yourself and it didn't do anything. I suspect it mostly exists as a prereqisite unlock so you can't just buy the thing you actually want outright. There's a lot of dubious prizes like that, that you have to buy just so you can get the actual useful items. Which you wouldn't know about if you hadn't known that you have to buy this useless thing first.

22
XPiratez / Re: Bugs & Crash Reports
« on: June 02, 2021, 05:17:10 pm »
You get monster hunts in the first couple of months? Usually I have more important things on my research roster than unlocking those, whereas raiders can show up at any time, which gives you your first Grav Harnesses.

23
XPiratez / Re: Bugs & Crash Reports
« on: June 01, 2021, 09:18:20 pm »
Yeah, fortunately, monsters don't have ranged attacks, unlike stock X-Com enemies, so it's much more manageable. Be sure to prioritize the ones that can actually reach you. And shoot them from the roof.

24
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: June 01, 2021, 03:26:38 am »
Yes, I'm aware of all this. But let's say, belt, 6 TU + 70% TU to prime+throw on an 80 TU human = total cost of 62 TU, leaving you with only 18 to move. That means you can cover approximately 2-3 tiles of ground, at 6 TU to run in and out, 1-2 to turn and throw your grenade. 2-3 tiles is basically nowhere. Even at 120 TU, you only get about double that for...about 4 tiles worth of movement.

The AI, on the other hand, manages to do all this, and still unload 2 or 3 pistol shots at you on top.

25
XPiratez / Re: Bugs & Crash Reports
« on: May 31, 2021, 10:43:02 pm »
As for getting swarmed, it can happen depending on where craft is in relationship to most the monsters. They usually behave a bit smarter if you're out in the open as well.
I dunno, I've seen them do some pretty perplexing things...well, the AI in general often does some perplexing things, vacillating seemingly randomly between curiously derpy and psychic. Sometimes they, despite clearly being able to see me, run derpily in random directions, other times they psychically zoom in despite having no reason to have seen me (and I checked in the save, they hadn't).

And I'm not sure it counts as them behaving smarter if you're behaving dumber. Standing in the open in X-Com = instant defeat. If you don't end your turn with 0 enemy contacts, you've already lost.

26
XPiratez / Re: A thread for little questions
« on: May 31, 2021, 10:38:33 pm »
Mostly early punk sci-fi rules. Guns no work in space cause no air, but lasers and EM slugthrowers are fine.
But rounds have their own oxidizer and will fire just fine in vacuum. In fact, I don't think I've ever heard of this rule, guns have always worked fine in space and we've known this since the 50s.

but that either demands you make vacuum sealed cases with the right air/propellant mix or use rocket engine style propellants with the oxidizer included.
Gun cartridges are already sealed and contain their own oxidizer already. Pretty much any modern firearm will fire in space without any difficulty, and will most likely work better in space since it will be devoid of any atmospheric drag issues. This point is sort of also voided when you can use those weapons just fine on Mars, which similarly lacks oxygen, and probably on the Moon when the Blacksun Base gets added, which lacks atmosphere entirely.

Also the above is discounting any heat/cooling expansion problems in fine tolerance moving parts, near earth orbit has about 220 degrees Celsius variance between sun and shade.
Heating and cooling issues in space won't really make any difference: The equipment will not be exposed to direct sunlight for extended durations as it will either be in the dropship, or in a very brief action. Space is otherwise a really good insulator, so nothing will get cold anytime soon. In fact, there are already guns in space. Russians bring guns into space as standard kit, and have even test-fired them. They work fine.

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.
Well, you'd obviously have difficulty wielding the blackpowder weapons in space, but every regular modern-ish gun should work just fine. I'm not sure what the game balance constraints would be, since most of those weapons are worse than the ones that are allowed in space. I can incinerate people with a PLASMA CANNON in space, but I can't shoot them with my regular pistol. It's certainly not because of recoil issues, because the recoil from firing a gun wouldn't spin you THAT badly and we can fire a HEAVY RAILGUN in space, which would kick way worse.

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.
I'm aware of the category, it's just that the list strikes me as very arbitrary and random.

27
XPiratez / Re: Bugs & Crash Reports
« on: May 31, 2021, 06:14:14 pm »
There's a gate in the fence but it's on the wrong side for this particular spider to escape. Again if this is intended that's fine but it doesn't feel intended to me.
The gate looks there to me. It's the same as the other identical enclosure next to it, the gate is the spot on the west side, yes? The spider could just head out the gate. It apparently chose not to, and that's why it is now a flaming corpse.

Nice shooting, BTW. You managed to somehow set just the spider on fire without setting anything else on fire.

As for how intended it is, well, it's a very random mapgen, and sometimes accessibility of areas can be rather impaired. ONE spider unable to zerg you probably isn't a big deal. Not that I've ever encountered monster hunts where enemies swarm effectively. They tend to just get confused and mill around in aimless circles going nowhere in particular.

28
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: May 31, 2021, 06:08:06 pm »
While it is true that the AI ignores the steps to juggle items(drop held item to ground 2tu, pickup item from ground 14 tu) it still pays the TU tax normally associated with passing an object from belt/backpack/ect to a hand, even when said hand is filled. This is usually where the misinformation stems from, what steps are skipped.
You sure of this? Because even with the TU levels on a Gal, or even a Syn, I find it nearly impossible to pull a grenade out, prime it, and then move into position and throw it. One of these steps usually has to be skipped, and it seems like the AI is skipping the "pull the grenade out" step, because he's totally visibly moving,  presumably priming, and throwing.

You will see rather alot thrown sometimes because the AI retains spotted units tile location over several turns even when they move. So between spotter/sniper and multi turn knowledge of your position it can certainly appear to be throwing more then it should.
Yeah, that's not it, because players have all these abilities also,

Yes the AI does cheat, but it's to cover for the fact that inventory management code does not exist and would be needless overhead quite frequently. Most of the time an AI never reloads its gun before it dies
Well, if he actually paid the costs of doing it, then it would effectively exist, but yes.

and the majority of foes don't have any grenades at all.
The sheer number of looted grenades I have would seem to disagree, unless you're counting civilians (and even some of THOSE have grenades) and animals, but those are more targets than foes. Pretty much every military-grade opponent has them.

29
XPiratez / Re: A thread for little questions
« on: May 31, 2021, 05:54:49 pm »
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.
Well, it's only 5% damage, so if you're using it on weenies like Academy students, it probably gets rounded down to 0. Why are you using Chort on a non-lethal mission like an Academy raid is unclear to me, though...if you kill them all, you get nothing and the entire exercise was pointless!

Btw Cydonia is a double stager in XPZ, right?
It was a double-stager in the original X-Com, too, and that apparently hasn't changed. It's basically the same mission.

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? I can use a baseball bat in space, even though this really shouldn't be very effective because the act of swinging it would send me into an uncontrolled spin and striking an opponent with it would similarly not produce particularly impressive results because without gravity to hold an opponent in place, he would just recoil away and take far less damage...but I can't use a gun in space, even though there's physically nothing preventing me from doing this? The list of space-usable weapons seems rather arbitrary.

30
XPiratez / Re: Bugs & Crash Reports
« on: May 30, 2021, 08:29:22 pm »
Looks reachable to me. You can access it in a large number of ways: Fly over, use your sword on the fence, or shoot out the barrels, to name a few. Compared to the other much less reachable positions mapgen produces, where you might not have any awareness you even SHOULD be trying to reach that position, this is nothing.

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