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Topics - Eddie

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31
XPiratez / Question about armor
« on: April 25, 2016, 02:06:42 am »
I am confused about enemy armor values. I thought superhuman difficulty added 20% to armor values. I recently used the advisors mindprobe on a Guild Security and there was no +20% on his armor. I checked my saves and it says difficulty 4, so that is superhuman. Does Piratez not add +20% armor or am I missing something?

32
XPiratez / Quirky bows
« on: April 18, 2016, 12:09:44 am »
Apparently bows can't do diagonal shots. Attached is a save that demonstrates a position where a bow can never hit a target (Silky Rain shooting at the only visible enemy). I only noticed this because of Meridians hit or no hit indicator as you don't see that the shots are missing.

33
XPiratez / Restrict item use for HWP (dogs)
« on: April 08, 2016, 08:08:30 pm »
I just discovered that dogs can use the items they carry. They have no throwing and no firing skill, but that is not needed for some items.
Good examples are chainsaw, shotguns (with pellets), cattle prod, etc.

Can we do something about that?

34
XPiratez / [MOD] Eddie's Idea Lab
« on: April 03, 2016, 03:57:40 am »
--  Update april 24th: version 1.2 --

Made compatibel with Piratez 0.98D1
Added old Battleflag and Pipes
Some minor balance updates
______________________________


Hey folks!

I've been toying around with the ruleset for a bit and came up with some ideas I want to share with you. Try them out, play a mission, see if you like them or not. Modfile attached at the bottom, extract it to your Piratez base folder. Then you also need to enable it in the "Mods" section in options.


Spicing things up
Some ideas to make items more interesting

- Blackmarch SMG
Damage changed from "30" to "18 + FIRING*0.2". Thats 4 more damage than the Officer's Pistol. I felt an early game skill based rifle would spice things up and the Blackmarch SMG is the perfect candidate for that. The description says it's a somewhat special gun and quite rare. Also, it has just one ammo type.

- Tommy Gun and Manstopper (Colt .45)
They now fire .45 hollow tip bullets. That means they do more damage vs unarmored but less vs armored. Power is unchanged, but they get ArmorEffectiveness: +10%, ToHealth: 1.8, 50-150% damage range. Firing at reticulans, you would need about one shot for the hybrids, two for the sirens and three for the sectogre. It is more powerful than other guns, but the Tommy Gun is not that easy to get and the Manstopper is not that accurate.
How does that spice things up? Without this, the Tommy Gun becomes obsolete (in my opinion) once you get plastersteel ammo for the Autogun. The Manstopper is very similar to the Snubby (well, not anymore!). Now these guns are more distinguished.

- Light Machine Gun
Not so much spicing things up, but improving (again, my opinion). I was a bit disappointed by the LMG as I couldn't figure out what role I should use this weapon in. For an assault weapon (frontline) I would compare it to the Autogun, but for medium range combat where you move in and out of cover, the Autogun gets 8 shots vs 5 for the LMG, negating the higher damage of the LMG. Also, the Autogun is more accurate at medium range. As long range firesupport (vantage point, not moving to shoot, target usually 20+ tiles away), the LMG is not accurate enough. So I decided to improve the LMG in the machine gun direction (having the Heavy Machine Gun in mind) and gave it an increased autofire range of 22 and a slower dropoff of 1% per tile. I did not playtest this much but the LMG should be usable as long range fire support now. Not sniper distance though, there is still a dropoff.

-Shotgun Rubber Shells
Minor thing here. The Military Shotgun (and it's upgrade) can now use these. I like the idea of the rubber shells, but the Domestic Shotgun is just not accurate enough that I would use them. I tried it, it was a pain. The Military and the Domestic share the normal shotgun shells, it is reasonable that the Military can also fire the rubber shells. The Domestic is not obsolete with this, as you cannot buy the Military and the Domestic still has acid shells as unique trait.


More dangerous early game
I increased the damage on some frequently encountered lowtech enemy weapons. Your armor is so good that more often than not you take no damage from these weapons, so this damage increase makes them a little more dangerous.

Damage increases
- SMG: 20 -> 23
- Spraygun: 24 -> 26
These two are probably still not much of a threat as they are just not that accurate.
- RCF Carbine (M16): 26 -> 27
- Homefront (AK47): got -10% armor effectiveness. AK47 rounds are said to have good performance vs armor
- Assault SMG: got -20% armor effectiveness. Here I have the P90 in mind, which has ammo designed to be armor piercing.
- Shotguns: buckshot is 22x8, Domestic/Military shells are 22x8 as well, Heavy is 24x8 and Combat is 23x6. Sawed Off and Doublebarrel got increased reload time (20) to prevent them from firing faster (reload included) than the Heavy. Blunderbuss ist still better than all of these with it's 4 shot auto for 24x6 damage (unchanged).
Heavy Slugs are 32x4, but I'm not too happy with that. No idea ho to properly balance the Heavy Slugs.


Other balance tweaks
Now this is just my personal taste. You could also call it my personal vendetta vs bows and fuso knives. I still use them alot, so they are still quite good. I just don't want them to be armor busters. Hunting Bow, Combat Bow, Fuso Knives and Trowing Stars get 50-150% damage range and a little less scaling.

- Hunting Bow: got a snap for 25 tu and aimed for 35 tu, max range reduced to 32. Damage 5 + THROWING*0.4
- Combat Bow: aimed for 40 tu. Damage 10 + THROWING*0.4 + STRENGTH*0.1
- Fuso Knives: stack size 4, Damage 15 + THROWING*0.5
- Throwing Stars: Damage 10 + THROWING*0.4

- Attack dog: Increased energy regeneration rate.
- Battleflag and Pirate Pipes: don't reduce energy on target (pre 0.98D state). The energy cost was just too much to make them useable. To compensate I would like to restrict use to one flag/pipes per craft but the engine doesn't give me that option yet. You have to follow that rule yourself.

35
XPZ Strategy/Tactics / Piratez starting guide for new players
« on: March 12, 2016, 01:09:43 am »
Hi everyone,

this is my strating guide to the Piratez mod, version 0.98. Piratez has a lot of stuff and complicated damage formulas for melee weapons, so this can be quite overwhelming to the new player. Combined with tough enemies, you can have a few nasty surprises. But I am here to help so I can point you in the right direction with your strategy.
This guide is aimed at people who know how to play xcom, so I won't explain things like how important smoke grenades are which I consider basic knowledge.


Where to put the starting base?
The middle of north america is good. Why? Good money from countries and your starting radar covers most of the continent. You won't miss any Shippings in north america (Piratez name for UFOs) with your starting radar (it has 100% detection), so that is one thing less you need to worry about. And the first Shippings are guaranteed to be near your base, just like in vanilla xcom.

What to build first?
Short answer: Barracks (living quarters), then when you have the money vault (stores) and hangars.
Explanation:
Your starting base has 12 hands (soldiers), 10 runts (engineers) and 3 brainers (scientists). You don't have much starting money so what you can do with that is quite limited. Your craft, the bonaventura, can carry 18 hands. And more hands is always useful on missions, so getting more hands should be your first priority. You will also have many wounded hands after missions (they don't die as easily as in vanilla xcom), so prepare in time to have some backup hands and living space if you don't want to sack your wounded gals.
Your living space is maxed out in your starting base, so your first purchase should be a barracks. Build it to the left of your armored vault, this will help make your base more defendable. After you made some cash from missions, the next thing to build is a vault (general stores). Build it to the left of your workshop, again to make base defence easier. You won't loose any loot from a mission if you run out of space. You will get a dialogue where you can choose what to sell to make room for the things you want to keep. Same thing with captured enemies if you run out of prison space.
Next you want to add two hangars, to be built next to your existing one. One hangar is for a pigeon which is a radar craft, the other is for a hunterkiller-interceptor that you will probably build in the second month.


What to research?
Now this depends a bit on your playstyle. I play a capture heavy game, for that I would go first with:
-"Basic armor" The resulting warrior armor is cheap to produce and has quite good protection. 30 all around, plus modifier 80% for piercing (bullets) and cutting and 90% for the rest. It makes your gals slower though (-15 Tu and -15 stamina). It costs 1250 to prduce plus three scrap metal which can be bought for 250 each. The other early armor you get is the tac vest, which can be bought for 25 000. The protection from it is worse than warrior, but you loose less Tu and stamina. Later you can also produce this armor yourself for a lot less money. The required research item is "personal armor parts", and you need these as materials.
-"Contacts: Smugglers" is next on the list. It gives access to cattle prods and fusiontorch clips. Cattle prods will make capturing easier and fusiontorch clips you need to build your first interceptor. Building your own is cheaper than to buy a jetbike.

For more firepower and a leathal playstyle, the important research is:
-"Flintlocks & Bombs". This allows you to manufacture black powder bombs and explosive cannonballs, both very useful and cheap. The assault cannon is pretty useless without the exploding cannonball, as it is not accurate enough for direct hits. Also this research allows you to manufacture the assault cannon and the blunderbuss.
-"Spring cleaning" lets you convert the piles of junk in your vault into scrap metal, chemicals and superconducting wire. The resulting materials take up MORE space than the piles of junk, so only convert when you actually need the materials. Scrap metal and chemicals are needed for weapon and ammo manufactuing. Scrap metal can be bought for cheap, chemicals are a bit more expansive. This research is not really needed, it just gives you cheap access to these materials and frees up your vauls.

After these items, split up your brainers on whatever you like. The research times in the beginning are so fast that you waste brainer time if you have them all on the same project, as they only finish at midnight. Example: something takes 4 man days to research and you put 3 brainers on it. It will complete in 2 days, but you have spent 6 man days on the project, wasting 2 man days. One example of this is decrypted data disk and gun almanach. They research so fast it is a waste to put more than 1 brainer on them. If you find one of these, put 1 brainer on it immediately.
The research options in pirates are so plentiful that I cannot recommend you a specific research sequence. There are however some guidelines. Higher tech is dependent on having all lower tech researched first. For example, you need to research all simple armor to unlock more advanced armor. So if you want better armor, research everything that is related to armor and eventually you unlock the higher tech. If you want craft weapons, research the big weapons that you find. For lasers, you need to research all lasers before you can manufacture ammunition for them. For new interceptors, you need research on enemy ships as well as research on UFO components to advance.



What to manufacture?
To make money make grog. Simple as that. When you find apples, research them. Then you can make even more profit with wine.


What to buy at start?
Assuming you built a barracks, you don't have much money left.
- The tactical vest they sell is quite good armor, but expensive. You can research basic armor right away and that will give you a slightly better armor that costs 2000 with required materials. I would say buy two tac vests and give these to your frontline gals to have some protection until your other armor is ready.
- Next purchase is some hunting bows. These will be your most useful ranged weapon for the early game. Note that they use throwing skill for accuracy. Buy a bow for every gal with a good throwing skill (good beeing >50).
- Next on the list: chainsaw and hammer. A gal that can lift a hammer can kill pretty much every early game enemy in one or two hits. A hammer pretty much always hits because of the game mechanics that it uses (a range 1 shot), so no need for a high melee skill. Chainsaw is the same category, but unlike the hammer can't kill everything (enemy armor is the problem here). It uses the same 1 range shot mechanic as the hammer so won't miss regardless of melee skill. It is also a lot lighter than the hammer. Every gal can effectively use a chainsaw, so give them to gals you don't know what else to give.
- Final items: blowpipe and smokes. Like the bow, the blowpipe uses throwing skill. This is more of a special weapon, as it is short ranged. Use in combination with smoke grenades to get close to the enemy without them spotting you. Half of the damage the blowpipe darts cause is stun, so this will let you capture some enemies alive. The smoke also does some stun damage, not to every enemy though (helmet makes immune to smoke usually). Captured enemies will bring you the most money out of your loot, as the weapons you find don't have much resale value. SPOILER ALERT: the blowpipe is also effective vs the first armored enemies you meet (Osiron security), as they have a weakness to acid. Also, the blowpipe has armor piercing capabilities. END OF SPOILER

A low risk early capture strategy is to throw smokes at spotted enemies and retreat. Next round, have a scout spot the enemies in the smoke and then shoot them with the blowpipe outside of their visual range (to avoid reaction fire). Some might die, some will go down alive. If one goes down, send a gal to check on him for fatal wounds. In Piratez, enemies bleed and a stunned one with fatal wounds might die before the end of battle. Be careful when healing them, they might get back on their feet. (Protip from Arthanor: use vodka to heal wounds as that does not heal health.) Have someone with a stun melee weapon ready to put them back down. Of your starting melee weapons, all that do stun also do health damage. The handle is the one that does least health damage, so preferably use that to put enemies back down after healing. The handle might not work on armored guys though.


What to buy later when you have a bit of money to spare?
- Heavy machinegun. A really good weapon if you have a gal that can lift it. Use it like a sniper rifle. There is no range penalty on the auto shot and with 8 shots at least one shot will always hit, with a good chance for more. Because of the 8 shots, a high firing skill is not that important. With a high firing skill, this becomes your "I kill you" button. It needs 90% of your tu's to shoot, so you cannot really move before shooting. The top of the Bonaventura is always a good place to sit.
- Ol' carbine. Two aimed shots per round, with great accuracy and no range penalty. This is the only early game weapon that has these attributes which makes it actually the best early game long range rifle. The snap is also quite accurate. Damage per bullet is not great, but as you can get two hits where other weapons only get one this more than makes up for it. More hits is also more experience.
- Mortar. This will be your rocket launcher equivalent. You could also buy an RPG which actually is a rocket launcher, but I prefer the mortar for demolition work. The mortar is cheaper and has cheaper ammo. Also, the mortar has an arcing projectile, so it's line of fire is that of a thrown grenade. This means you get the benefit of firing an explosive projectile from above without actually beeing above. Pay attention to the skills needed for accuracy, as it is 50% firing and 50% throwing. WARNING: This weapon can cause overkill, meaning too much damage will compleately destroy a target, leaving no corpse.


------------------------------------------------------------------------------------------------------------------------
Showstoppers. What will force you to reload or loose?
- Your first terror mission can have armored cars. Yes, more than one, I had three. On superhuman, these need explosives >60 damage to even scratch, the more damage the better. A heavy machine gun can damage them a little bit and they are not immune to fire, so flamethrowers can eventually wear them down. A hammer can also do damage, but they explode on death so melee should only be a last resort measure. Advised weapons are mortar, high explosive, RPG and landmines. These do enough damage to kill in one or two hits, so bring enough.
- Base defence. I had my first base defence at the beginning of month two. They bring plasma weapons and blaster launchers, and if it's the academy then they will also use mind tricks. The ships that search for your base are too strong to shoot down, so once a retaliation mission has spawned you are at the mercy of the RNG if they find you or not. You can avoid the spawning of a retaliation mission by not shooting down ships and only attack those that are landed. There are some ships that can be shot down safely without the risk of retaliation. This is dependent on faction and mission. I did not look at the code yet to figure out exactly which ones these are.
- Hellerium/Elirium/Nuclear fuel. The Bonaventura needs that as fuel. If you don't fly around excessively you will get enough as salvage and it can also be bought. Just watch your supplies and keep enough cash to buy some when you notice you run low. If you research the small ship engine you can dismantle one to get 10 hellerium. This way you can also make more money, as 10 hellerium sell for more than a small ship engine.
------------------------------------------------------------------------------------------------------------------------


What enemies to expect
Contrary to xcom, you meet hard to kill enemies right from the start. The standard armored enemy is nearly impossible to kill with your starting muskets. Explosives do a good job here. For armored enemies, the direction they are facing is very important as the rear armor is generally much weaker than the front armor. Don't expect to do any damage when you hit the front armor. Some enemies also have resistance to stun, so capture requires several hits with a cattle prod.


Weapon analysis
I will just talk about what you have at the start and what can be bought cheap enough. Most of the weapons you can buy are too expansive to be viable in the beginning. Much cheaper to loot them off enemies. Ammo cost is also a problem.

Good ranged weapons:
- Hunting bow. As stated in the what to buy section, the hunting bow will be your best early ranged weapon. An important factor here the ammo is free.
- Muskets. The musket is actually quite good. It has one fairly accurate aimed shot per round for decent damage. Other rifles you find won't shoot faster ( I'm just talking about long range here), maybe a bit more accurate and for about the same damage.
- Boarding gun. Good damage, but not that accurate and very heavy. Ammo will be a problem though and you only have one. The research needed to manufacture the ammo does not take long and you will have it soon enough.
- Fuso knives and ninja stars. Good damage and low cost, but limited range (8 for knives and 10 for stars). Needs good throwing skill (>50) before they can be used effectively. If you don't depleate the stack you get a full one back after the mission.
- Blackpowder bomb. Limited range, but kills most stuff you throw it at. The research needed to manufacture them, "Flintlocks & Bombs", is available right from the start and finishes quickly.

Not so good ranged weapons:
- Flintlock pistols. Not accurate enough to be useful.
- Handcannon. Good damage, but also not accurate enough. Also quite heavy.
- Assault cannon. Again, not accurate enough. Think of it as a hammer with range three. Once you have researched explosive cannonballs, becomes a bit more useful. Then again, a blackpowder bomb does the same damage as an exploding cannonball and is a lot less heavy. The cannonball just has more range than the blackpowder bomb.
- Molotov. Not enough damage, but will drop the moral of enemies you hit. If they panic and drop their weapon, they are much easier to capture. Can be useful depending on fire resistance of the target, but is not something that will kill.

Good melee weapons
Here I should explain what the descriptions mean.
- Armor +30% (cutlass) means the armor of the enemy is more effective. An armor value of 10 is treated as armor 13 when striking it with a weapon that has +30% armor
- Stun +50% (pipe) means when the weapon does damage, it does additional stun damage. If you hit a target with 10 Armor for 20 damage, then you do 10 damage plus 5 stun damage. The +50% stun damage is calculated from the 10 damage that got past armor. It should be noted that the descriptions are not always correct. The pipe actually has +75% stun damage.
- Armor damage 10% (hammer) means before the damage calculation, armor is reduced by damage*10%. Each hit damages the armor, so with this weapon you can eventually kill everything if you hit it often enough.

If you want more info on melee weapons, scroll to the bottom of this post. There I've attached the spreadsheet that I use to calculate which weapon is best.

For killing:
- Hammer. A gal that can lift it will kill everything in one, sometimes two hits. Nearly always hits regardless of melee skill because of the game mechanic it uses (1 range shot). Can destroy terrain. It also does stun damage, but most things will just die.
- Chainsaw. Same as the hammer, nearly always hits because of game mechanic. Kills most things in one er... swing? Has trouble with armored enemies. Useful for finishing off enemies you tried to stun because of the autoshot. If you did some stun damage to your target before you hit them with the chainsaw, they will most likely become unconcious.
- Plastersteel pipe. Good damage, fast and quite accurate. Useful not because of the best damage (damage output is still very high) but because of all around good attributes. Scales well with strength and does a good amount of stun damage. Good chance to stun and not kill for tougher enemies. Accurate enough to use with low melee skill. Small enough to fit on your belt.

The other melee weapons are not bad, but mostly the chainsaw is simply better because of accuracy. The hammer would be even better but the weight limits it's use to strong gals. Also note that some enemies have dodge and the chainsaw and hammer can't be dodged.


For stunning:
- Handle. Needs decent bravery (>60) to do enough damage. The melee stun weapon that does the least amount of health damage.
- Rope. If your strength and bravery is not abyssmal, will one-shot stun academicians. It gets it's power from enemys vulnerability to smoke damage, so be careful who you use it on as not every enemy has a 400% modifier.
- Fistycuffs. Needs good skills, but then the damage output is awesome. Melee skill >100 recommended as they are not very accurate. For good damage strength >50 recommended. One of the few weapons that do stun damage and have a 0-200% damage range. Because of the damage range will often do too much damage and kill instead of stun.

Not so good for stunning because of too much health damage: ballbat, pipe, shovel and hammer.



What to do with money?
It is tempting to buy more brainers immediately. But be aware of what they cost you each month. Runts are not as critical as they can pay for themselves by making grog. Fill your capacity for brainers and runts at an equal pace. Meaning when you have 20 runts and 40 workshop space (50% capacity), have about 6 or 7 brainers for your 15 lab space.
Research is not that important. All the armor that is better than what you can research right away (warrior) is dependent on loot you find and you don't know when that will happen. Most weapons you find early you can use without research. Also the craft you can research is just a little bit better than what you can build right away. So better to invest in runts first as they can make money with grog and that is always useful.
It is also better to build a hangar and buy a pigeon radar craft than to build overcharged radar (long range radar). They cost about the same, but the pigeon you can move to an area where the graphs show activity. New bases are mostly used to build more hangars and have more pigeons.


Thats about it I think. If I can think of things that are missing I will add them later.

36
XPiratez / Some balance suggestions
« on: March 10, 2016, 05:11:02 pm »
Some things need nerving.

Early game killer kombo: hunting bow and fuso knives.
The hunting bow is the early game laser rifle that trains throwing which then enables the fuso knives "I kill you" button.

Hunting bow
Main problem: still too accurate, fires too fast while beeing very compact. I equip everyone with it on the belt. If their throwing is not good enough, they can train that with the bow. The bow is light and compact enough that it can be carried just to train throwing, as the hunting bow is the best throwing trainer. With 75 tu you can get 3 shots out with a lowest possible accuracy of 45 (30 throwing * 150 bow acc) in a 15 tile distance. Fast accurate shots that arc with no ammo cost. You couldn't get a better training weapon.
And when your throwing skill reaches about 60, you do the same damage as your early rifles. Just faster, lighter, more compact, more accurate and without ammo cost. So, why use rifles at all?
The only "downside" of the hunting bow is the arcing shot, but the only situation where that really prohibits the use is for base defence.

Possible ways to balance:
- Limited clip of 12 to 20 shots. Enough that it won't bother you but will prevent spam.
- Increased tu for firing. About 40 seems good, would say even more. Bows don't fire faster than guns. If you want a fast fire bow, give it a fast snap and slow aimed fire.
- Reduce accuracy even more. Or give it a snap and aimed mode.
- Use 50/50 firing/throwing skill for accuracy and make the skill training a coinflip. The effective throwing training is what makes the bow so useful.


Fuso knives
With bow abuse, I got a lot of gals with 80+ throwing skill. That gives them 70+ damage with the fuso knives. More damage than a gauss pistol and faster and more accurate. Osiron security front armor? I don't care, you're dead. Provost? Actually need more than one gal now, but also dead. The fuso knives are my power armor busters. That is the point where it becomes ridiculous.

Possible ways to balance:
- +30% armor effectiveness, maybe reduce damage a bit.
- Reduce clip size to 4 or 3. Now you can't carry 18 on your belt + quickdraw. Powerful, but limited in quantity.
- Reduce effectiveness of throwing skill training with the bow as mentioned above

Comparing nerved knives to throwing stars: knives own unarmored targets but do about the samge damage as stars vs armored opponents. That gives stars more usefulness all around (longer range, faster) while knives obliterate unarmored things.

Side note: is it possible to put a damage cap on skill scaling weapons? Might have to ask Medidian or Yankes if they can implement it.


Light machinegun
Minor thing. I find the gun a bit lacking. To make it more competitive, increase the amount of autofire shots from 5 to 6. Increase clipsize accordingly from 50 to 54. At 12 shots per round, it is on par with the autogun. More damage, but less accurate.

37
XPiratez / Mod: Improved Stun Baton
« on: February 24, 2016, 10:33:53 pm »
I was a bit disappointed with the performance of the stun baton so I made this small mod which makes it competitive. It changes the damage of the stun baton from "30" to "20 + MELEE*0.2 + BRAVERY*0.4". Think of it as an improved handle or a knuckleduster for weak but brave melee skilled gals.

The files go in the mods folder of pirates which is OpenXcom_XPiratez\users\mods


Crunching the numbers:
For low skilled gals, the new stun baton behaves pretty much like the old one. Ok vs non-armoured targets but useless vs armoured.
For medium skilled gals, the new stun baton is on par or better than the cattle prod. Weak target armour favors the stun baton, stronger armour favors the cattle prod.
For elite gals, the stun baton is as good as a knuckleduster and may slightly surpass it in average damage (with high bravery, which is hard to get). But the stun baton has a 50-150% damage range, which makes it less useful vs really heavy armour.

Edit: toned damage down to 20 + MELEE*0.15 + BRAVERY*0.2

38
XPiratez / Melee weapon math
« on: February 21, 2016, 03:23:59 pm »
Edit: I made a spreadsheet that you can use to calculate melee damage for your gals. Type in your gals stats and see what is the best weapon for her. If you think my formulas are not correct, please discuss here.


Melee weapon damage is complicated enough that you need a spreadsheet to do it quickly. But I got a bit confused what the actual damage formulas are. What gives me trouble is the "ToStun" and "ToHealth" modifiers. Is that damage added or is the existing damage split?

Example Handle:
It has a "ToHealth: 0.15" modifier and does stun damage. Is the damage
StunDamage + (HealthDamage=Stundamage*0.15)
or
StunDamage*(1-0.15) + (HealthDamage=Stundamage*0.15)?

In the second case, what happens when the ToHealth modifier is >1?

And what about resistances and armour in all this? Are resistances applied to damage types seperately? Is armour applied to each damage type or the total?
Bottom line, can someone give me the correct formula please?

39
Work In Progress / Question: Gun that ignores armour?
« on: February 04, 2016, 08:38:34 pm »
I want to mod in a new gun, and I was thinking about properties that would make it interesting gameplay wise. What I came up with was a gun that ignores armour, but does low damage. On top of that, I want it to reduce time units of the target on hit, to sort of disable the target. This is for preventing reaction fire. If the TUs go to a negative value, I would like this value to be subtracted from the TUs of the next round, so the target is possibly disabled on his turn, too. And I want to make the shot arcing, but that is easy.

Gameplay wise, I imagine this weapon to be used by xcom as a special case for tough, dangerous targets. By ignoring armor, I can make it deal constant low damage to every enemy (say 10-20), especially heavy armored ones. Each hit would burn about 20 TUs on the target. By disabling the target with concentrated fire, the low damage doesn't make it impractical to use, because you are not dead the next round. The amount of damage to different targets can be controlled by adjusting the damage resistance variable of the armour. This way, I can introduce a weapon in the early game that can damage tough stuff without one-hit-killing everything else. Also, higher tech weapons won't be obsolete, because they deal more damage. In alien hands, it can be a weapon that does not one-hit-kill in the early game without beeing harmless to tanks and power armour.

The story of the weapon is that I saw this picture in the TFTD gamefiles:

I realized it is the gun of the Deep One, which they probably didn't implement because terror units can't have items.


The ufopaedia says Deep Ones use an electric discharge as weapon. So I will call the gun Electroblaster, and it shoots blobs of electrocuting gel. The electric dischage ignores armour and disables the target. It is especially dangerous to mechanical things like tanks, so be careful with them.


Sooo.... how do I get the properties of this gun into the game? Can someone help me with this? I did not play Piratez yet, so I don't know if extended has the functionality I am looking for.

Edit: Next problem - if I manage to mod this weapon into the game, I would like to give it to the Deep One of course. Any ideas how I can give one terror unit a weapon, without breaking the other terror units?

40
Suggestions / Random component to Ufo selection and trajectories
« on: February 04, 2016, 07:46:23 pm »
I recently had my first look at the way Ufos are generated and how trajectories work. I didn't realize it up to that point, but from the speed and type of the Ufo, you can more or less know exactly if it will land or not, even without a hyperwave decoder. For example, P8 is the only trajectory with 56% max velocity, so if I see a Ufo with that speed I know I need to shoot it down now because it's not going to land and soon will get away. You also know exactly what the next Ufo is gonna be.

For me, it's not much fun playing a game where I know what will happen next. So I would like to add some randomness to Ufo type selection, trajectories and speed.

- I would like to add a random component to the speed, so I cannot tell what the trajectory is by just looking at the speed.
- I would like to add a randomness to the selection of waypoints or trajectories, so that it's not 100% guaranteed that an Ufo on abduction mission will land.
- And most of all, I would like to have some tech level or causality dependent selection of Ufo size and number, with a random factor. By causality dependent I mean that if an Ufo fails to accomplish it's mission, the next Ufo is going to be a bigger one than if the mission had not failed. Or they send two instead of one.


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