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Messages - Foxhound634

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151
XPiratez / Re: [MAIN] XPiratez - 0.97 - Dangerous Place, Savage Place
« on: December 08, 2015, 06:42:21 pm »
Must be luck, gals take stun damage like everybody else. Harpoon guns have a pretty bad accuracy though, and enemies with 'em are usually safe targets to run up to and stun. Even if you get hit, the worst that will happen is you will be the one getting stunned..

Note that the gals have 20 armor without wearing armor, just from being so tough, whereas unarmored humans only have 5 armor. So a GO for example, will take 15 more damage from a hit than a gal would (this goes for any weapons, but obviously makes the most difference for low damage weapons, of which harpoon guns are one).

Yeah those were instances from past games though, and just now i saw a gal take 60% stun dmg from a single stun bolt, so maybe the gals were nerfed, or maybe it was just luck like you said :)

152
XPiratez / Re: [MAIN] XPiratez - 0.97 - Dangerous Place, Savage Place
« on: December 08, 2015, 06:26:24 pm »
Cattle prods and Fuso swords are two examples of two-handed melee weapons. They do incur accuracy penalties when used with something else in the hand. Best to quickly holster the pistol before slashing. You can easily determine if a weapon is two-handed, both by the way it is held by the gal (more horizontal) and checking how the accuracy varies as you put something else in the hand.

So much for doing it the right way all this time :P

On the topic of stuns, i have noticed that enemies with stun harpoons are just as harmless as unarmed enemies. A gal that is hit with a stun bolt often takes 10% of her health as stun damage, so while this weapon is great against the enemy, it is almost useless against gals themselves. Shouldn't they be more vulnerable to stun dmg?

153
XPiratez / Re: [MAIN] XPiratez - 0.97 - Dangerous Place, Savage Place
« on: December 08, 2015, 05:58:00 pm »
I have a question about dual wielding. So i know that having a 2-handed firearm such as a machinegun in one hand while having something else (like a grenade or one-handed pistol) in the other, will incur an accuracy penalty when using the machine gun. I don't think that one-handed items ever get a penalty even if you have a 2-handed item in the other hand, but do correct me if i'm mistaken. My question is really about melee weapons, because i have always equipped my stun gals with a cattle prod in one hand and a pistol in the other, but when i look at the characters in the battlescape, you see the cattle prod being used with both hands, so does that mean that it is actually i 2-handed weapon, and do 2-handed melee weapons get penalties when dual wielding?

154
XPiratez / Re: [MAIN] XPiratez - 0.97 - Dangerous Place, Savage Place
« on: December 08, 2015, 02:28:44 am »
@niculinux:
Go into Piratez_Armors.rul and change every instance of "corpseGeo: STR_FLOATER_CORPSE" to "corpseGeo: STR_GUILD_CORPSE" to fix the floater issue.

I'm getting the same bug, but with both floaters and snakemen. What do i replace for snakemen?

155
XPiratez / Re: [MAIN] XPiratez - 0.97 - Dangerous Place, Savage Place
« on: December 08, 2015, 02:24:07 am »
After starting a new game for 0.97 i noticed that the sneaky AI was set to on. I've never really played with it as i've heard that it could be a bit wonky or something. That was just for Openxcom however, so i wanna ask if you guys use it for x-piratez and what your experiences with it are

156
XPiratez / Re: [MAIN] XPiratez - 0.97 - Dangerous Place, Savage Place
« on: December 06, 2015, 07:04:38 pm »
I think i found a bug with the fuso knives. Great that they now have snap shot, but the snap shot costs more TU than the aimed shot, or at least it says so in the ufopedia. I haven't tested to see if it indeed costs more.

157
XPiratez / Re: [MAIN] XPiratez - 0.97 - Dangerous Place, Savage Place
« on: December 06, 2015, 05:59:10 pm »
With all the talk of pogroms, it reminded me that i'm often not bothered by them. Even though the lack of penalty has been fixed for 0.97, i still find myself to be penalized a lot for coming to citizens' rescue. Sure, if all the civilians are dead it's not good, but at least i tried to save them and at least i killed all the aliens, but i feel that if i'm gonna risk that much penalty as well as the lives of my gals, it might be better to just avoid them. To counter this i suggest lessening the penalties early in the game, for letting civilians die (but you still have to go to the pogrom to get a lesser penalty). And then logically, as your reputation goes up later in the game, so does the expectations of your rescue-skills, as well as the penalties for failing to hold those standards, thereby scaling the penalties rather than them being static.

158
XPiratez / Re: [MAIN] XPiratez - 0.96 - 20 Nov - News of the World
« on: December 03, 2015, 10:20:08 pm »
If i'm not mistaken, the next version is not that far away (any estimate?), and i just wanted to know if the saves between versions are compatible, so i do not have to restart when the new version arrives

159
XPiratez / Re: [MAIN] XPiratez - 0.96 - 20 Nov - News of the World
« on: December 03, 2015, 01:30:21 am »
It actually says "POWER Bonus (AP): FIRING*0.3". Now, what are the three ammo types available for this weapon?

Yeah i thought about that, but does it mean that the extra power bonus only applies when using the armor piercing ammo, or that the extra damage is of the piercing damage type?

160
XPiratez / Re: [MAIN] XPiratez - 0.96 - 20 Nov - News of the World
« on: December 02, 2015, 03:59:33 am »
With the sniper rifle i get that it gets a power bonus based on the shooter's firing accuracy, but i just researched the Python HSR, and it has "Power bonus: Firing (AP)". What does the AP stand for?

161
XPiratez / Re: [MAIN] XPiratez - 0.96 - 20 Nov - News of the World
« on: December 02, 2015, 02:14:21 am »
I have noticed that i have 13 plasma pistols in my vaults, but they don't show up when i go to equip my ship. Is this a bug?

162
XPiratez / Re: [MAIN] XPiratez - 0.96 - 20 Nov - News of the World
« on: December 01, 2015, 05:14:25 pm »
A while back i asked about reaction shots only being snap shots, but i didn't ask if it was possible to enable aimed and/or auto for reaction shots. Is it?

163
XPiratez / Re: [MAIN] XPiratez - 0.96 - 20 Nov - News of the World
« on: November 30, 2015, 11:14:13 pm »
You'll find out in due time... Nothing critical is dependant on garnering that, that I can promise. OR, you have an old version of the mod :)

Yeah i just found a use for it :P

164
XPiratez / Re: [MAIN] XPiratez - 0.96 - 20 Nov - News of the World
« on: November 30, 2015, 09:58:58 pm »
I know the ufopedia entry says that human booty is useless (or was that raider booty?), but am i missing some research or is it really utterly redundant?

165
XPiratez / Re: [MAIN] XPiratez - 0.96 - 20 Nov - News of the World
« on: November 27, 2015, 06:00:56 pm »
Never thought i'd get to hear bagpipe music in an XCOM game :D

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