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Messages - DracoGriffin

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286
Suggestions / Re: Rehash: Play as Aliens
« on: July 07, 2015, 03:18:17 am »
Spoiler:
New Version 2.3:
Option for defining percent of all action cost stats. Old use of `flatPrime` and `flatThrow` is deprecated.
Facilities can now require items to build.
Medikit can now be used without UI and can use `hitSound`.


Today version is sponsored by `sed` command scripts that allow remove multiple lines from text file.

Next version will probably have:
- melee reaction
- fixed weapon visible
- optional research items

After that I have possible plans:
- melee tile attack
- scripts
- flash lights of guns muzzle and explosions
- ammo for all items
- 1 bullet handling

Between Extended and Piratez as an example, this idea shouldn't be too far off.

Ugh... I might have to start translating stuff from Dioxine's and then work from there?

287
XPiratez / Re: [TOTAL CONVERSION] Piratez Extended - 0.92 - 25 Jun
« on: July 05, 2015, 09:15:16 pm »
Dioxine, can you tell me regarding the tanks in piratez, if they reaction fire is it always from their primary gun or can you have them like troops choose which weapon is showing in their hand(s) and hence reaction fire from that one. It's just I noticed my crocodile tank seems to always reaction fire the flamethrower and I would rather have it reaction fire with the HMG.

https://openxcom.org/forum/index.php/topic,2179.msg21670.html#msg21670

Not sure if that still holds true, but searching in other threads seems to be the same. Basically: reaction fire should be using the weapon with the lowest TU cost for Snap Shot. Fixes could be: increase TU for flamethrower/decrease TU for HMG/change Crocodile tank flamethrower to a different firing mode?

Note: not sure if the weapon displaying actually works, as per the link above by Warboy.

288
XPiratez / Re: [TOTAL CONVERSION] Piratez Extended - 0.92 - 25 Jun
« on: July 05, 2015, 09:04:15 pm »
I see it the other way around, as a "gotcha" for new players. Who I'd have thought are more in need of extra help than veterans.

I think you two are different wavelengths. I believe Dioxine is trying to explain that Stone Hatchet can be "found early" on [certain] enemies (as "loot"), which would allow the player to research the Stone Hatchet (without needing the pre-reqs) for the next unlock (if Primitive Weapons/Minecraft hasn't already been researched).

However, for you as a player, you haven't encountered these enemies so it's strange to be able to manufacture an item that you still have to research to get its Bootypedia entry.

And with the way research tends to work (to my knowledge, someone can totally correct me here), getting the Bootypedia entry without researching Stone Hatchet would already unlock the next step without requiring researching Stone Hatchet, maybe?

But I could be totally wrong about all of the above.

Quote
All I can tell you is that it doesn't work for me at all.
I'm on the fence; one hand is really annoying to play blind (not ruleset diving or mod editing experience, etc) and not knowing what's "vendor loot" and what's important. However, as a admirer of the X-COM genre, it's fun of "should I really sell this or hoard it for later?" As a completionist and hoarder, it's a horrible feeling of trying to balance vault space/money/research.

Yes, it's going to feel overwhelming, some things I feel would be nice to have some idea to keep around
Spoiler:
(I'm looking at you, Tac Vest - bane of my existence... wish there was a line in the Bootypedia entry that was along the lines of "Cap'n, could be useful to keep a few around... Brainers always need stuff ta tinker with for bettah armor, and could teach dem Runts to improve it".)

Lastly, finding out a lot of the stuff I was selling earlier was things I wish I would have kept a few more units of... my practice now is try to keep one of everything (at least for a first "blind" playthrough) and there are a few ways to handle space (bases aren't as expensive as you might think, especially maintenance costs / and a certain mechanism is research unlocked that can be used to improve space as well ).

289
XPiratez / Re: [TOTAL CONVERSION] Piratez Extended - 0.92 - 25 Jun
« on: July 04, 2015, 11:41:30 pm »
Is it significantly better than the rapier or cutlass? It's more accurate, but once you go over 100% that doesn't help. Armour penetration and reaction distruption are useful, but taking nearly twice as long to use is less so.

Using Max Gal Stats (ignoring armor modifications, injuries, etc):
Rapier - 20 base damage (cutting), 100% accuracy modifier, 9 TUs, MELEE*0.4 Power bonus - Estimated Hit % = 140, Est. Average Damage = 76
Cutlass - 30 base dmg (cutting), 90% acc. mod., 10 TUs, STR*0.5+MELEE*0.2 Pwr bonus - Est. Hit % = 126, Est. Avg. Dmg = 98
Spear - 30 base dmg (piercing), 120% acc. mod., 16 TUs, MELEE*0.2+THROW*0.2 Pwr bonus - Est. Hit % = 168, Est. Avg. Dmg = 84

Assuming all equations are correct.

I believe cutting tends to be a more common resistance for enemies, whereas inversely most have either no resistance or may have a vulnerability to piercing. (By no resistance, I mean 100% aka "normal" modifier.)
Spear is two-handed, so if other hand is occupied the hit % will be lower, but due to the high acc % nature, it generally is still very high.
Also keep in mind that rapiers/cutlasses have to overcome armor and if target isn't dead, deal with retaliation (or reactions if Dioxine alters reactions with extended oXCOM option to allow other actions to trigger reactions, notably melee. Currently, once in melee range, melee attacks should not trigger reactions. The extended oXCOM reactions change would allow melee attacks to trigger reactions, allowing for much riskier melee engagements with targets, as well as "swashbuckling" - trading melee attacks sounds cool!).
Spear may actually result in "more" damage (that is, consistently), as it can ignore 20% of a target's armor, not to mention helpful for rookie training with the 120% accuracy modifier, as well as draining target's TUs for reactions (not sure if it affects TUs on enemy turn at all?).

In the end, each is HIGHLY dependent on the Gal's stats. If anything, Spear should not be given to low TU Gals due to the non-scaling attack cost.

290
XPiratez / Re: [TOTAL CONVERSION] Piratez Extended - 0.92 - 25 Jun
« on: July 04, 2015, 10:28:57 pm »
Here are some more reports (spoilered for length and ... spoilers, also entries with * are from Debug Mode review/testing):

Spoiler:
  • Gameplay Balance
     
    • Items
       
      • Seagull Missiles - Purchase Price - very expensive; 300k for 6, and Hunter-Killer can hold up to 12 (if both missile slots are Seagull Launchers). Without missiles, Hunter-Killer plays a weaker interceptor role to the Bonaventura (if able to catch target speed). In addition, high risk of damage (due to short range of early game cannons, lack of mid-/long-range LT weapon mounts) and risk of being destroyed (from re-deploying mid-repair) from constant engagements (randomness factor considering). Booty from downed shippings isn't always enough to offset the cost of expended missiles (considering if Slave AIs, Nuclear Fuel, Ship Engines, live captures, etc., were salvaged). Suggestion: Lower to 35k a unit (210k for 6), which is still more than double the cost of Spike Rockets [16k a unit].

    • Mechanics
       
      • Govt Shippings - Shipping Interception - Some Govt shippings do not use the "special" red/blue light identification in the View Shipping screen during Shipping Interception [dogfighting pop-up]. Somewhat annoying to engage ship (wasting armament munitions, nuclear fuel, risk of damage/repairs), perform crash recovery and discover Govt units. However, could be considered part of the "experience". Can't remember if pre-placed dead Govt units count against player score or not if Retreat [Dust Off] is performed prior to player killing/stunning any Govt units. Are unmarked Govt shippings intended? See screenshot: UndercoverGovtShip - EDIT: Changed name to LookItsAShip so doesn't spoiler for other players.
           
        • Further: It appears in limited testing that downing Govt shippings increases player score (maybe only specific Govt shippings?) but performing crash recovery then decreases said score (especially noticeable if player does not kill/stun Govt units by Retreating [Dust Off] upon arrival. Similar to landing at a Mutant Pogrom site but Retreating on Turn 1 to offset the negative score of ignoring a Mutant Pogrom completely.) Intended?

      • Slavery - Govt Agents, Military Police & Pilots are unable to be enslaved. Assuming from the SLAVE Bootypedia entry, are "Govt Agents" to be considered "high government officials"? However, military police should be able to become SLAVEs, if not SLAVE LASHERs. Pilots should qualify for SLAVE MAID, perhaps even SLAVE SPECIALIST/TASKMASTER based on their Bootypedia entry.

  • Spelling
     
    • * Ancient Log 1785-72 - Bootypedia entry - “... threat to planet's true masters.” -> should be “... threat to the planet's true masters.”
       
    • Autogun - Bootypedia entry - “... A blend between a rifle and a machinegun, allows to take Snap and Aimed shots as well, but isn't very good at this.” Disjarring. Suggestion: “Selective fire allows for single shots, but the complex mechanics involved reduce the expected accuracy.”
       
    • * Baracuda - Bootypedia entry - “... two integral maneuvring engines ...” -> should be “two integral maneuvering engines ...”. Also, Baracuda name should be spelled Barracuda, unless intentional?
       
    • Bonaventura - Bootypedia entry - "If it's done for, so you are." -> should be "If it's done for, so are you." Constantly mentally read it as "so are you" before realizing it was read as "so you are".
       
    • * Brave Whaler - Bootypedia entry - “... to ensure a kill .” -> should be “... to ensure a kill.” Simply has an extra space between kill and period.
       
    • Chainsaw Good - Research Topic - Placeholder name for research project? Unlocks "Ripper" item. Suggestion: Chainsaw Dagger/Mini[aturized] Chainsaw. See Chainsaw Good Manufacture below.
       
    • * Crab - Bootypedia entry - "Equipped with the outer, ablative hull it can take heavy punishment, while the modular design ensures the easiness of repair." Disjarring. Suggestion: “The outer, ablative hull can tolerate heavy punishment, and the modular design allows for effortless repair.”
       
    • * Dragon - Bootypedia entry - "... vessel tougher than that which still could fit our hangars." Disjarring. Suggestion: “... vessel tougher and still manage to fit within our hangars.”
       
    • Life Support System - Bootypedia entry - "... towards enviro-sealed suits and vessels" -> should be "... towards enviro-sealed suits and vessels." Simply it's missing a period at the end of the sentence.
       
    • SLAVE - Bootypedia entry - "... civilians or high goverment officials, ..." -> should be "... civilians or high government officials, ...". Suggestion: "... civilians or high-level government officials, ...".
       
    • Spitfire - Bootypedia entry - "A two-barreled area supression ..." -> should be "A two-barreled area suppression ...". Suggestion: "A double-barrelled area suppression ...".

  • Miscellaneous
     
    • 25mm Rounds (x50) - Multiple - listed incorrectly (not under 25mm Cannon) on Vaults/Fencing screens, but listed correctly (under 25mm Cannon) on Black Market screen.
       
    • AR / BR Clips - Manufacture - Unspecific mechanism unlocked these manufacturables. Never received the Manufacture "We can now produce:" information pop-up.
       
      • Further: Looks like it unlocked after I had finished interrogating Spartan Rifleman, for the "free" Bootypedia weapon unlocks. Rifle Bullet Manufacturing had been researched prior. Researching Assault Rifle/Battle Rifle topics will prompt the Manufacture "We can now produce:" information pop-up, but only if researched directly as interrogation weapon unlocks do not seem to prompt the Manufacture "We can now produce:" information pop-up.
        • If aforementioned weapon is an active (regardless of assigned Brainers) research topic, it can be researched which will not prompt the Bootypedia weapon entry, but will prompt the Manufacture "We can now produce:" information pop-up, despite being able to manufacture prior to the specific weapon research topic. Untested: not sure if points are received in this method, or if even X-Piratez grants points via completed research projects like oXCOM/vanilla XCOM.
        • However, if the weapon was an inactive research topic (e.g., listed in the New Project screen, not on the Current Research screen) prior to unlock through interrogation, it will no longer be in the New Project list; thus, no Manufacture "We can now produce:" information pop-up will ever notify the player. Untested: whether the weapon is "returned" [as researching an item will "consume" one unit initially] through this method.
        • Savefile available upon request.
       
    • Bonaventura Ramp - Pathing/Map - Ramp broken on jungle map; soldiers were not able to move onto tile. See screenshot: BrokenRamp. (Sorry, overwrote the savefile before I was able to back it up for bug report purposes.) [note: you can see soldier going long way, as the tile northwest of cursor [phonebooth] was not able to be selected for movement for soldiers.]
       
    • Chainsaw Good Manufacture - Manufacture - Does not prompt Manufacture pop-up stating able to produce "Rippers"; does prompt Bootypedia weapon entry. See Chainsaw Good above.
       
    • Flamethrower - Line of Fire - Unable to use "Override Line of Fire" mechanism. Simply will not perform action (does not use TUs, ammo, energy, etc.). Untested: other weapons using similar firing mechanic like Flamethrow may have similar issue. May be "unfixable" from engine restrictions?
       
    • Negative scores - Charts - Sufficient negative score begins to distort future month scores. May be "unfixable" from engine restrictions? See screenshots: ChartGlitch_InvalidScore, ChartGlitch_ActualScore.

291
XPiratez / Re: [TOTAL CONVERSION] Piratez Extended - 0.92 - 25 Jun
« on: July 04, 2015, 01:00:04 am »
@Dioxine, what's the other version look like? Not sure what to compare it to, but it's not... bad, but not great either. Would that be for maps or Bootypedia or both?

edit: Anyone know how to make a neat-o X-Piratez version of the Country Zones for the World Map like this that's accurate? https://www.ufopaedia.org/images/c/ca/WorldMap_CountryZones_Ufo.png
Obviously instead of Russia, Brazil, etc... it would be Death Realms, Fuso, Hidden Expanse, etc.
I wish it was as simple as just renaming the countries but pretty sure Dioxine has totally different country boundaries.

292
PirateZ OXC weapon vs armour matrix


This is a modified spreadsheet that shows possible damage against armor value.  I modified this one from another (I think its on Ufopedia.org), and added two new tabs.  One for PirateZ weapons ( these are mostly early game) and one for Armors.  The Armors is basically to see where the vulnerabilities are.  In this old version, due to the stamina/tu/wt costs, I would never use Tac Armor or Warrior Armor.  The armor values are too low.  Most laser/gauss will one shot them anyway. 
The weapon spreadsheet I have added columns to indicate if it uses Melee Skill (Y/N) and if the damage is increased by strength (y/n).  For those weapons that use strength I added 3 rows beneath to give results for 20/30/40 strength. 
On the end of the sheet I added a set of columns for accuracy calculations for weapons that rely on skill calculations (this could be melee or firing (or throwing in Extended).  These give approximate to hit values for different accuracies (40-100 skill).   It helps to get an approximate idea of how often to expect a hit.  There is also a TU column in the back too.   
Over all its an ugly sheet, but it helped me analyze down to my gameplay cheat sheet.


Looks like the link for the weapon/armor spreadsheet is missing?

Gonna secretly attach a spreadsheet I modified. Far from complete but Ivan inspired me!

293
XPiratez / Re: [TOTAL CONVERSION] Piratez Extended - 0.92 - 25 Jun
« on: July 03, 2015, 09:28:38 pm »
If you keep flipping your lights on, the AI should know your location at all times. Even when you turn your lights back off, the AI should know your location perfectly for the following number of turns dictated by their intelligence value. They can, for example, grenade you through the darkness if you gave away your position by flicking your lights on and off. Or should be able to.

Yeah, I wasn't explaining myself clearly. This is how I've tested the personal flashlights after noticing it wasn't seeming to do anything during regular gameplay.

Spoiler:
Start oXCOM; set Sneaky AI to on/off based on test; restart oXCOM; set up mission and perform test.

Mission Settings used for each test, Sneaky AI setting was switched then oXCOM restarted ("just in case"):
Mission: Cutter
Vessel: Bonaventura
Darkness at full (slider all the way right)
Terrain: farm
Difficulty: Jack Sparrow
Race: The Academy
Tech Level: (doesn't work for me, so I didn't touch it)
Soldiers: Default, didn't change anything.

Test #1 -> Battle Mode -> Day -> Sneaky AI on, flash lights on. (Mostly to learn positions of enemies)
Test #2 -> Battle Mode -> Day -> Sneaky AI off, flash lights on. (Just to note any differences, enemies more "confronting")
Test #3 -> Battle Mode -> Day -> Sneaky AI on, flash lights off. (didn't seem to make a difference, as expected (kind of like a control for experiment)
Test #4 -> Battle Mode -> Day -> Sneaky AI off, flash lights off. (another control, results very similar to test #2, as expected)
Test #5 -> Battle Mode -> Night -> Sneaky AI on, flash lights off. (Using tests #1-4 as basis for knowing the map/terrain comfortably and enemy positions well enough, results are awfully similar to test #1,3. Flash lights were immediately turned off, and never flipped on/off at any time. Highly recommend screenshots or 2nd openXCOM with same settings with light on to be able to actually know where you are going.)
Test #6 -> Battle Mode -> Night -> Sneaky AI off, flash lights off. (Results similar to test #2,4 - AI didn't seem affected by lights off. NV DOES work [allowing Gals with NV > 9 to spot enemies father, but those NV =< 9 could trigger reactions.)
Test #7 -> Battle Mode -> Night -> Sneaky AI on, flash lights on. (Just for posterity, results similar to tests #1,3,5.)
Test #8 -> Battle Mode -> Night -> Sneaky AI off, flash lights off. (Again for posterity, results similar to tests #2,4,6.)

Night Vision mechanism works great, but perhaps I am just totally misunderstanding the personal flashlights thing. It doesn't seem to "do" anything other than purely aesthetic/cosmetic/visual means and/or overthinking what the flashlights are supposed to be doing.

294
XPiratez / Re: [TOTAL CONVERSION] Piratez Extended - 0.92 - 25 Jun
« on: July 02, 2015, 10:44:11 pm »
I'm happy to have found this mod - for something with such silly flavour, the actual game is pretty well balanced. In that spirit I have a few comments

There  are a hell of a lot of items. Particularly weapons. Which isn't necessarily bad, but is bewildering at first. Even with the numbers available it's hard to tell what's actually likely to work well. Bootypedia should probably list item weights and stamina costs to make it a bit easier. And there's no way to know what can get upgraded with better ammo and the like later.
Yeah, I ended up making a spreadsheet, which is asking a lot of (new) players, but the differences aren't really that significant that I've found.

Quote
Research is just weird in places. Apart from the vast number of items the dependencies are complicated enough that it's really hard to tell what they are even after satisfying them. And the way you can make and use grog from the start, but it takes research to find out what it does. Or the stone axe, which you learn to make but doesn't get a bootypedia entry.
Yeah, some things are weird but the tone of the mod makes it believable in most cases (you ARE supposed to be a ragtag band of mutant pirates that discovered a laboratory; building from that). Haven't gotten Stone Axe, but that sounds like a bug. It is very overwhelming for new players.

Quote
Manufacture has the annoyance of needing readily available metal, chemicals, and wire. While this makes sense, it's kind of meaningless given that they're only a 24 hour order away. Why not get rid of that management task and just add to the manufacture cost? Limited resources are worth managing, but those aren't. I also have no idea why extracting craft weapon rounds from magazines is a workshop task rather than a transparent part of re-arming the craft.
I am on the fence here. First couple months space was really tight, so I only bought scrap, chemicals, etc when I had to for manufactures. Maybe an early unlock to manufacture your own scraps/chems/etc to circumvent need to buy from Black Market, but moving towards self-sustaining feels against the spirit of the mod. Pretty sure you had to research to unlock those manufactures, which makes sense why you have to extract.

Quote
On craft weapons, I have no idea what I can use where. It's certainly not anything anywhere, but nothing seems to tell me what the limitations are.
Bootypedia solves this. Aircraft state weapon slots: "YxLT, ZxHV, AxMS"; and armament entries state their size: "Class: Light, Class: Heavy, Class: Missile". Only thing I didn't get was why Spike Rockets are "Heavy" and Seagulls are "Missile", but why wouldn't Spike Rockets be able to fulfill a Missile slot?

Quote
Specific weapons: bows are probably too powerful. Ammo-free 90% throwing accuracy indirect fire at 25 tiles, with damage in the 40s for a skilled swabbie? That just seems unfair, if super fun. They seem to train firing accuracy though, which is rather bizarre. Poisoned dagger is frustratingly inaccurate compared to other daggers.
Yeah. X-Bow gets outclassed quickly. Spear is the melee version of the bow, super high accuracy, and very good damage. Although not as great as Bows, Fuso Knives are really underrated. Accuracy/damage scale even better than Bows.

Quote
Night vision is a neat idea, giving you the choice between the safety of playing in darkness or the convenience of lights. Except playing in the dark seems pretty much impossible and switching lights is free, so I end up switching them off and on all the time. Which is just daft.
Yeah. I had some questions about that and still do. From my experience, playing with lights off (especially on Night missions) is an effort in futility of constantly switching on/off to see where I'm moving, terrain, etc, but never noticed any real difference. Sneaky AI on - still somehow stays away from player, Sneaky AI off - still somehow knows where my units are. Although the NV modifier does work (letting my Night Ops scouts to see enemy to pick off with my snipers) but the light mechanism doesn't seem to do anything.

Easiest way to test is through the Battle Mode - 4 tests: 2 Night missions (with Sneaky AI on, other off), 2 Day Missions (Sneaky AI on, other off). And generally if you keep the map settings same, enemy should spawn in similar locations.

295
XPiratez / Re: [TOTAL CONVERSION] Piratez Extended - 0.92 - 25 Jun
« on: July 02, 2015, 09:06:08 pm »
- Extra damage is applied only if any damage was dealt. So you still need to penetrate armor with the initial damage.
- Extra stun works a bit more differently than all other types of extra damage. Lethal weapons deal Stun when you inflict Fatal Wounds, this attribute multiplies that Stun damage. That also means that those immune to Fatal Wounds are immune to extra stun.
- Pain is morale damage, since Stun Damage is named Stun Damage :) Although it is imprecise, since Morale Damage is named Morale Damage elsewhere... I might make pain as Stun+Morale damage
- Armor: yes, it's pretty self-explanatory
- Reaction Disrupt: it just means TU drain, proportional to damage dealt.
- Demolition: extra damage to terrain.

Indeed a Pedia article explaining this should perhaps be added.

Wow, Reaction Disrupt is way more powerful than I thought. I need to start trying that against stronger enemies so they won't be able to attack while I mop up the weaker enemies. So does "Reaction Disrupt (x4)" mean it drains TU by (X damage)*4?

Quote
Hammer/Chainsaw should rely one melee acc now (unless this was a change added past 0.92 release), but this is cosmetic. You basically cannot miss with these weapons, as a ranged attack from 1 tile away cannot ever miss.
Ah, I did not realize this. I was making a spreadsheet of the weapons/mechanics so I could determine the optimal weapon for inputted soldier stats and wasn't sure what to enter in the skill section. Does Chainsaw count as 5 different attacks for experience training or just one attack?

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As for the interceptions, reload times were also changed. Not sure how the new balance works yet. Are the enemy ships indeed so easy kill now?
  No idea about the reload and such, but I have found engaging is a real crapshoot. Encountered a very small or small ship and it nearly destroyed my Bonaventura. I didn't realize what the lights meant on UFOs until a few months later when I researched the right things.

But as such, some big ships are easy prey, but not all... and small ships can be a EXTREMELY misleading in strength. If you were shooting for uncertainty prior to decoder, you've managed it very well.

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Also, $25k is hardly expensive. If you think it is expensive, you're still in the very early game... ex. advanced armors often have their costs in $100ks or even millions, not even counting the parts and manufacture time.
Well, playing blind lends to this as I'm not sure what to sell or what to prioritize researching, etc. I am only in May in my 1st playthrough. Given what I know now though, the price is still awfully high for minimal armor gain that is highly situational, depending on soldier facing and direction of enemy attack. As mentioned earlier, breaching is best use but that's a high investment when you could just spam smoke grenades instead.

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As for the Bootypedia - so the complaint is too much or too little info because mixed signals here :)
Not sure what you mean? I don't think there is too much info in the Bootypedia; could always use more! If anything, it's just hard to know what to research to unlock the informative entries. (After I set up my main base, the second thing I did was scour through the Bootypedia, and Combat 101 was somewhat helpful). Perhaps an initial Bootypedia entry (like Combat 101) with like a "Brainer Report" that gives vague beginner insight to some of the first techs.

Code: [Select]
Oi Cap'n, welcome ta our labratory. We been lookin' around and came up with some ideas for ya.

*Spring Cleaning - Lotsa dis stuff in here doesn't make sense and covered up in debris. Might as well clean it up real nice and see what stuff we can find.

*Our Abilities - We know us Gals are better than purebloods, but don't know much specifics. We could uhh... "interrogate" some of da Gals to learn more. Best not to watch. Or do, if'n ya like, Cap'n.

*Basic Bullet Manufacturing - Bein' piratez don't mean we ain't competi... competa... capable, us Brainers can show them Runts how to make bullets for some weapons you 'n da Gals "acquire" from ya plunders.

*Flintlocks & Bombs - If'n bullets ain't enough, Cap'n, we could figure out how ta cobble some bombs and flint guns together so ya don't have ta scour the Black Market for 'em all the time.

*Primitive Weapons - Da Gals don't always need guns, Cap'n, sometimes ya need a good smash or stab. We got some ideas for the Runts to make, if ya think makin' our own melee weapons be a fine choice.

*Basic Armor - More armor is more better. We can salvage parts of armor from yer heists and let our Gals wear somethin' stronger than cloth or skin.

*Smoke-Ops Gear - We may be mutants, Cap'n, but we choke on smoke just like purebloods do. Makin' some special masks for our Gals will let 'em live in smoke, so ya can seize da booty easier.

*Nuclear Fuel - Not a big priority, but stuff's important, as ya main ship wouldn't get far without it, Cap'n. Lettin' us Brainers mess with some could be useful, 'specially if'n ya get your hands on some smart purebloods for us to "talk to". No, Cap'n, we wouldn't really talk with 'em, that's why I was movin' my fingers.

Quote
Also Draco I haven't really understood what's wrong, in your opinion, with armor entry formatting?

Spoiler:
Unarmored - Running around without any armor on has its perks - like being unburdened. Or not having to pay for armor. Or having the greatest potential for creating a fine-looking corpse. Our mutant's skin is almost as tough as body armor anyway!. X-Section: 2. Melee Dodge %: REACTIONS*0.4.

Pirate - Wearing true pirate clothing will increase your soldier's bravery, while protecting their modesty and their skipper's prudence! Wt: 4. X-Section: 2. Melee Dodge %: REACTIONS*0.5.

Runt - This outfit, equipped with many pouches and straps, allows for easy carrying of large loads (carrying capacity +10), however it is somewhat constricting in combat. Best suited for medics, ammo runts and the like. X-Section: 2. Energy Recovery Penalty.

Smokey - Protects eyes and lungs against smoke, allowing for much more prolonged abuse of smoke-screens. The sexy look and armor come at a cost of decreased carrying capacity, though (effective Wt = 9). X-Section: 2. Melee Dodge %: REACTIONS*0.3. NV: 9.

Night Ops - A simple vision enchancement device gives us superior night sight, while the reinforced material allows to blend into the darkness, but the loss of peripheral vision stunts the combat ability a bit. Wt: 3. X-Section: 2. Melee Dodge %: REACTIONS*0.2. NV: 20.

Warrior - Coupled with mutant's inherent toughness, this armor allows to soak up quite a lot of small arms fire, but requires good strength and stamina, and even then, mobility loss is unavoidable. Wt: 12. X-Section: 3. Energy Recovery Penalty.

Guerrila - This combat outfit utilizes the newly discovered camouflage concept, as well as Spartan materials to create a suit that provides an edge in battle while being very practical (eff. weight = 3). However it does incur a mobility loss. Melee Dodge %: REACTIONS*0.3. X-Section: 2.

Tac Vest - This lightweight (Wt: 5), flexible vest made of highly resistant fibres hardly restricts movement, yet easily defeats even repeated hits with low-powered projectiles. X-Section: 2. Melee Dodge %: REACTIONS*0.4.

Although I just now noticed there is no weight comment for the Runt Bootypedia entry either. But as you can see in the spoiler, Guerrila has the "X-Section:" at the end, whereas all other armor entries have it before the Melee Dodge/Other Status Effects. It's totally superficial but just letting you know.

296
XPiratez / Re: [TOTAL CONVERSION] Piratez Extended - 0.92 - 25 Jun
« on: July 01, 2015, 11:52:00 pm »
I/I XCom?

Ironman Impossible from XCOM 2012; see Beaglerush Youtube and such.

Although Long War mod is a bit more difficult than I/I in more ways than one... Eh. Anyway.


Dioxine, is it safe to assume Hammer/Chainsaw rely on Melee Accuracy? Further, X-Bow relies on Firing Accuracy or Throwing? Other than special cases, firearms generally rely on Firing Accuracy?

Also, couldn't find it anywhere but is it possible to clarify some of the special effects? (Extra Damage (Lethal), Stun +X%, Extra Pain (X), Armor -X%, Reaction Disrupt, etc) Possibly a Bootypedia entry in the Back to School line could be useful?

Assumptions: Extra Damage (Lethal) - X of stun damage is also applied as health damage
Stun - X of Y type damage is also applied as stun damage (e.g., 50 Concussive, 25 Stun) (Assault Cannon - minimum damage is 40 Concussive [per Bootypedia entry], so Stun damage would be 20?)
Extra Pain - Stun or morale damage? Assuming stun as it pain is more likely to cause unconsciousness than losing morale?
Armor - Ignores X amount of armor, kind of like fire damage (flamethrowers) ?
Reaction Disrupt - Reaction trumps enemy action or soldier action prevents X reactions?

297
XPiratez / Re: [TOTAL CONVERSION] Piratez Extended - 0.92 - 25 Jun
« on: July 01, 2015, 08:31:08 pm »
Yes, as my first playthrough has been heavy Govt/Academy. And I don't mind smoke screen bombs; used to the long drawn out fighting from I/I XCOM. Also, I went very slow in breaches; open door, throw smoke, wait turn or two and then open door to see if I can bumrush any stragglers.

I haven't experienced any big ships yet, but by then, I doubt I'd need a Tac Vest. Back to my previous argument, cost is very high ($ can be spent better elsewhere, tbh. and parts can be scarce or best used for other armors.). I haven't had any issues with Warrior/Basic Armor, frankly. I use them as my frontline tanks (military shotguns) with melee pirates behind to bandage/nade/melee targets. I don't mind if they are slow; I'm not trying to rush through skirmishes and lose Gals. I go for the slow n steady and prioritize capturing targets to interrogate/sell (still learning tech tree and interrogations hasn't seemed too useful yet, except Academy).

I haven't unlocked/discovered Leather yet so can't offer much there. But Smokey Ops works amazing for my tactics, however that doesn't mean everyone wants to play that way.

Sidenote: Fistycuffs doesn't scale as well as I had thought, but I don't know what the cap on stats is in Piratez.

298
Suggestions / Re: Rehash: Play as Aliens
« on: July 01, 2015, 04:48:50 am »
https://openxcom.org/forum/index.php/topic,2219.msg22073.html

What about this post?

That thread inspired this one. That's how I found and quoted Align's posts and ideas.

Was there something specific you wanted me to respond to or address? Some of your questions I addressed in my initial post, as had Align. Biggest inspiration for this mod would be from Dioxine's total conversion Piratez mod.

299
XPiratez / Re: [TOTAL CONVERSION] Piratez Extended - 0.92 - 25 Jun
« on: July 01, 2015, 03:23:01 am »
Fistycuffs - If throwing fistycuffs at enemies did some type of damage, I could see that being abused. But since it doesnt, does the weight matter? The reason I put 'em on my Runties is for couple reasons: knocking out units that "wake" up behind my main line, when I need to swarm a target with stuns, and lastly it's a great way to train skills on armored units then kill them if they don't go down. (Kind of like in Ironman Impossible nuXCOM where you let rookies take low shots first, but ensure you have explosives or veterans able to put the target down if it survives or trainees miss.)

Player could repeatedly throw objects to train throwing accuracy, especially as there are items in Piratez that utilizes throwing accuracy skills. In X-COM, throwing accuracy did not affect secondary stat growth, but not sure if that was changed in openXCOM, or if it was changed in Piratez. Totally forgot to test that out.

Tac Vest - I haven't bothered using it honestly, I couldn't justify the $$$ for it and unlocked the manufacture waaaay after Smokey Ops Gear & Warrior Armor. I doubt I'll use it even if Laser Res was set to 80%; as again, takes too long to research, costs a hefty price Black Market or rare Personal Armor parts (rare in my playthrough anyway), and Smokey Ops feels like a better upgrade as it spreads armor around, eliminates smoke vulnerability (nothing like throwing out smoke nades and Gals swarming out of the smoke into the blind enemy), only affects stamina, cutting/acid res, and NV 9 (not sure if this truly works on this armor as "Our Abilities" entry states Gals have inherent NV 12?).

To see myself using it, perhaps having it as a downgrade of Guerrilla armor; +accuracies, another Resistance; to make it a viable early-game alternative to smokey ops.


Sidenote: Do personal flashlights (from Our Abilities Bootypedia, default hotkey: L) actually affect the AI in any way? I've replayed the same missions with lights ON or OFF the entire time, on Day and Night missions, and haven't noticed any difference. (E.g., Mission 1a: Day, Lights On. Mission 1b: Day, Lights Off. Mission 2a: Night, Lights On. Mission 2b: Night, Lights Off.)

300
XPiratez / Re: [TOTAL CONVERSION] Piratez Extended - 0.92 - 25 Jun
« on: June 30, 2015, 11:27:37 pm »
Some initial feedback:

  • Gameplay Balance
     
    • Items
       
      • Fistycuffs - Weight - 3 weight seems awfully heavy; was hoping to let my low-Str Runty gals carry but grenades/bandages often take priority. Suggestion: Lower to 2 or 1 weight?
           
      • Tac Vest - Resistance - 90% vulnerability to laser (10% increase from Unarmored/Pirate/Runt) doesn't make a lot of sense in consideration of high cost (Purchase/Manufacture), minimal armor increase, and statistic reduction. Suggestion: Revert to 80%?

    • Missions
       
      • Pogroms - Difficulty - More difficult with Sneaky AI on (AI appears to prioritize killing civilians as they try to "hide" from player units). Less difficult with Sneaky AI off (AI appears to prioritize "confronting" player units, instead of attacking civilians). Suggestion: None really, just reporting my experiences. I kind of like turning Sneaky AI on for pogroms, and off for regular missions.

  • Sound
     
    • Melee - Volume - Melee "hit" sound is very low, almost always drowned out by the default melee "[attack/miss]" sound. Suggestion: Increase melee "hit" sound, as the actual melee "[attack/miss]" (aka the WHIFF noise) sound is at a good volume.

  • Spelling
     
    • Basic Armor - Multiple - Some screens appears as "Basic Armor", others as "Warrior". Intentional? See Warrior Armor.
       
    • Guerrila - Multiple - Correct form should be "guerilla" or "guerrilla", unless intentional?
       
      • Bootypedia entry - "X-Section: 2." comment is not uniform with all other armor entries of flavor text then effect text. (E.g., Runt -> "... X-Section: 2. Energy Recovery Penalty." / Pirate -> "... X-Section: 2. Melee Dodge %: REACTIONS*0.5.")

    • Handcannon Bullets - Multiple - Manufacture screen says "Handcannon Rounds" but produces "Handcannon Bullets" in inventory screens, other ammunition production does not seem to have this disjunction. Intentional? See Handcannon Rounds.
       
    • Handcannon Rounds - Multiple - Manufacture screen says "Handcannon Rounds" but produces "Handcannon Bullets" in inventory screens, other ammunition production does not seem to have this disjunction. Intentional? See Handcannon Bullets.
       
    • Molotov Cocktail - Bootypedia entry - "... don't forget to lit it up before throwing ...", lit should be light.
       
    • Spike Rockets - Bootypedia entry - "Crude rockets based on built from junk parts and home-made explosives, ...", first sentence should be rewritten. Suggestion: "Crude rockets [cobbled together/recklessly built] from junk parts and home-made explosives, ..."
       
    • Warrior Armor - Multiple - Some screens appears as "Warrior", others as "Basic Armor". Intentional? See Basic Armor.

  • Miscellaneous
     
    • Guerrila - Bootypedia entry - appears in Bootypedia at start of game without research, unless intentional?
       
    • Oldworld City Names - Singapore, Jerusalem. Intentional?
Edit: As an aside, in my first playthrough I have been repeatedly stuck with Govt "ships" and little raider/Academy/Trader/whathaveyou activity. The AI gets "points" for these Govt missions, but if I respond I lose (nearly lose-lose situation, but loot/hostages mitigates some). Feeling a bit of Catch-22... so attacking the government does not increase "terror" points, but decreases them; which I am assuming is because the assorted powers-that-be (Star Gods and all) begin "cracking" down on crime/piracy with increased patrols/military/etc, making the countries/cities feel "safe" instead of terrorized by scantily-clad Gals. Is this rationale correct? Also, what do the points from Govt ships/missions produce in the long run? Or is it safe to assume all "alien" points (Academy/Trader/Raider/etc) are counted against the Gals, and getting consistent Govt spawns is just a "That's XPiratez, baby!" ?

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