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Messages - Eddie

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16
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
« on: October 07, 2020, 12:37:44 am »
Abort all polyp missions they are not worth it. Take one corpse if you can though

Polyps can only see 15 tiles. So they won't shoot further than that. As long as you have ADS rifles, just casually shoot them from a distance. Lots of firing skill xp for everybody. Only problem is you might have a bad starting location where you are surrounded. Preprimed dye grenades help, and you can gang up on a close 2x2 polyp with knives. In smoke polyps can see 9 tiles, beware of that.

Other things regarding difficulty:
This mod nerfs most guns compared to vanilla (no LoS penalty, limited range, accuracy fall off). However, the standard magna blast grenade is untouched.
You get them from the very first weapon research. You can have them preprimed in the inventory. You can throw them accuratly further than you can shoot your guns. There is no accuracy penalty for not seeing where you throw them (LoS penalty).
In vanilla early game, grenades are better than most guns. Since this mod has less powerful guns, grenades are even more superior to guns. If you complain about difficulty, you are just using the wrong tactics.
Also: original TFTD had broken dye grenades. OpenXcom TFTD fixed that.

Nerf suggestions for the grenades:
Add a no LoS penalty, reduce the throwing range (magna pack explosive is already changed to have a reduced range). OXCE also has an option "explode in inventory", so they explode when the timer runs out. This way you can't carry a bunch of them around preprimed. I am also a fan of changing the time unit cost of throwing and priming around. Less time to prime, more time cost to throw.
It is really a bit silly that you can throw a magna blast grenade farther (and more accurately) underwater than you can shoot your gun...

17
XPiratez / Re: A thread for little questions
« on: March 17, 2020, 10:21:42 am »
and max bravery on the DPS.

Actually, you want the same bravery or less on your damage dealers. If they have more bravery than your tank, they will close in faster. Easier to coordinate if all craft have same bravery.

18
XPiratez / Re: Thoughts on hideout planning
« on: March 15, 2020, 11:40:54 am »
Greep, you have the numbers wrong (for K2).
For recovery, mess hall is 6, large barracks 6, onsen 9 and spa 15. Look in Piratez.rul, the parameter is manaRecoveryPerDay.

As for having a second spa for redundancy: My troop base with the one spa has 65+ soldiers. That is the best defended base I have. If I loose a base assault in that base, I need to play a lower difficulty...

Regarding codex exclusive buildings: Yes, love clinic and metagarden are codex buildings. Metagarden is green (and something?), loveclinic is green and gold.

Having an interceptor base to draw retaliation crackdowns to that base is not guaranteed. When you shoot something down, the crackdown randomly chooses the origin of the attacker as target OR the location of the shootdown.
By the way, the craft switcheroo I described can also be done with interceptors for exactly that reason. You have 4 hangars, you can temporarily park your transporters next to the base and switch in the interceptors participating in the attack. I already have a jetbike and the fuego stationed in that base, which can handle most things by themselves (jetbike as a high evasion tank, fuego with naval guns for damage). If I need more firepower, I just park the turtle and the convoy next to the base and switch in my other attack craft. So yeah, I have the interceptor base concept covered too.

19
XPiratez / Re: Thoughts on hideout planning
« on: March 15, 2020, 01:24:01 am »
Two bases with spas? Is that really needed?
Once you have troop transports with sufficient speeds, you should be able to do everything out of just one main troop base - at least that's how I'm currently playing. Troop base is in europe, which gives the least flight time if you want to go everywhere. My starting base (in north america) still has the A team, but they are doing less and less missions these days so don't need a spa there. If they get really exhausted from a mission, I can always send them to the spa base for a few days for quick regeneration. As soon as you hit the transfer button they count as beeing in the spa base.

My troop base in europe is currently at: 4 hangars, spa, onsen, medbay, library, surgery, two prisons, large barracks, small barracks, vault, beast den, hyperwave decoder, workshop.
Thats 145 living quarters and 75 workshop space. Currently only at 65 runts, the rest is filled with troops (and the few brainers to fill the lab space). In the hangars I have a jetbike, a fuego, a turtle and a convoy. Occasionally I swap the convoy out for a shadowbat (put 4 guys in convoy, send it to patrol just beside the base, transfer it to a hangar in another base. The convoy has so much fuel it can stay next to the base for days, and you can switch it back in an instant when you need it, or just for an hour to refuel.) Once I have a STC fusion drive for the turtle it's probably fast enough that I don't need to do the shadowbat/convoy switcheroo anymore. For space missions I do the switcheroo with a pachyderm.

Long term plan is to change to advanced living quarters and cryo prison (just one needed), which will free up at least one tile. Last addition will then be a cloning facility, and the vault can also be replaced by something else. More barracks, love clinic or voodo lab for example. So I will have close to max possible (only mess is missing) health regen in that base.

So far I've been quite happy with that base and haven't found anything lacking. I find it very convenient to have the active teams all in one place, to switch soldiers, armors and equipment around as I need it for each mission. The other bases have garrisons of ~10 gals that don't/rarely do missions. These off duty gals have around 12 missions done, so they have decent tu/stamina/brav/str but mostly shit accuracy. Perfect to spend long hours practising in the dojo. If I see a base assault coming, I will swap over gals from the troop base of course.

20
XPiratez / Re: A thread for little questions
« on: March 13, 2020, 10:08:08 pm »
Do you have max reaction Lokk'Naar pilots? Those increase survivability a lot. A sabre can be a tank too if you equip thrusters in the missile slots to maximise evasion.

21
XPiratez / Re: A thread for little questions
« on: March 03, 2020, 09:58:33 pm »
Oh, I forgot the shadowtech slot on the Fuego. That makes the Fuego the best weapon plattform of the gold codex. All top tier aircraft weapons are heavy. The shadowtech slot can give you massive shield and speed boosts. The menace class is the only hellerium fueled craft that has a shadowtech slot.

22
XPiratez / Re: A thread for little questions
« on: March 02, 2020, 11:09:25 pm »
I like the Fuego as a secondary troop transport, because of the speed. I have a turtle in the same base for dangerous missions where I want to have a door. If the mission does not need doors or I don't get the craft on battlescape anyway (bandit caves for example), I rather send the Fuego.
I have one loadout of items that I switch between Fuego and turtle (F5 to save, F9 to load, x to empty everything). I have lots of toys that I only have a limited amount of, so I rather have them come back to base fast if possible (armours most of all). You never know when the next difficult mission pops up. So yeah, the Fuego is great to keep readyness up. Put in a different way, it allows you to send valuable equipment on less dangerous missions. No need to wait for the slow turtle to come back to base. Of course, the Shadowbat can be used in a similar fashion, just with less speed and 3 less hands that get xp.
Other than that, the Fuego is a good interceptor because of the speed. Saves you hangar space if you want to have interceptor and troop transport in the same base. Damage output of the Fuego becomes beastly once you have naval gun bounty prize unlocked. Important to note is that I have naval gun unlocked but not yet researched the swordfish, so the Fuego is my best ship for the naval guns at the moment.

Is 300K upkeep that much money to you that you would sell it just because of that? That's only the profit of one average mission. I would think if that amount of money is a concern, you built the Fuego too early.

23
OXCE Support Y-scripts / Re: [Suggestion] New Modscript functionality
« on: February 24, 2020, 02:53:54 am »
Ok, here is my next attempt to do something useful with the modscript: marksman targeting of weak armor side

functionality: if the attack accuracy is higher than x, there is a chance of (accuracy - x)% to purposefully target the weak part of the opponent armor (if it exists and is hittable from that direction)

I can get the facing of the attacker, facing of the unit hit, and the armor on all sides of the unit hit. From this I can calculate if there would be a preferable part of the armor that should be aimed for, and if it is possible that this armor part can be targeted.
What I think the modscript can't do right now: give me the accuracy value that was used for the attack.
Yes, I can get the firing skill of the attacker and the accuracy of the weapon used and calculate it this way. But I think this would not include any accuracy reductions because of range or no line of sight. I would also get wrong results if any other skill than firing is used as a skill to calculate accuracy.

Other thing I have not found out how to do is to check if it is an area type weapon. That would always hit under armor for a direct hit and would not be targetable for an area of effect directional hit.
What I would also like to check for is if attacker and hit unit are on the same team. Though an accidental friendly fire hit is rare at the accuracies this script should activate at, I want to check for it none the less. A friendly fire hit would not have increased chance of targeting the weak part of the armor.

So, are the things I want to do possible with the current modscript functionality?
If no, are they easy enough to add that I wont feel bad for asking them to be added?

24
XPiratez / Re: [MAIN] XPiratez - K2 - 2 Nov - Ice Ice Cool
« on: February 23, 2020, 02:49:11 am »
Next update is already out. Search the russian darkweb for K3...

https://www.youtube.com/watch?v=gf6fnsg1HlQ

25
Ok, I thought this would be way easier to implement. If it's that complicated forget about it, not worth the trouble.

Now that I think about it, it's probably a bad idea anyway. The AI wouldn't be able to handle it and multiple reaction shots would be a problem as well.

26
Heya,

so I wanted to create a script to give a shotgun "pump action". Meaning that after you fired a shot, you would need to pump the shotgun to chamber the next round. I want to block any fire modes with a different action that needs to be performed before the next shot can be fired. Other uses of such a script could be bolt action rifles and crossbows or bows where the arrows/bolts are not individual items but packs. Another possibility is a charge-up energy weapon.

I'm no scripting expert yet, but I think right now the functionality to create such a script is not available. Feel free to correct my if I'm wrong. I would need a "fire_weapon" hook for a start. Not sure what else I need...


27
XPiratez / Re: [MAIN] XPiratez - K2 - 2 Nov - Ice Ice Cool
« on: February 18, 2020, 04:45:58 pm »
I still don't have voodoo. I got the first 2 events in what I think is the voodoo initiation event chain, but I can't get the third one.

The event chain for voodoo initiation is first "wasteland priestess" and then "seek out the desert witch". The "wasteland priestess" event spawns without prerequisites at 23% chance per month. "seek out the desert witch" is not actually the second event but the research you need for it to spawn (50% chance per month once researched). So you can type that into the ingame tech tree viewer to see what you are missing.

If you are missing the "wasteland priestess" event, you can edit "Piratez_events.rul" and look for "str_blessings" there to set executionOdds to 100 to reduce the waiting time.

28
XPZ Strategy/Tactics / Re: The Newbie Guide
« on: February 15, 2020, 03:57:49 pm »
Was testing bows out before making adjustments to the guide.  I actually tried out poison bows and found them lacking, like even a decent 60 throwing newbie gal sometimes takes even 3-4 shots to take out a highwayman.

That seems to be comparable to a grenade then, no? With 60 throwing skill, you would need on average two tries to get the grenade on target, and you can throw one grenade per round. The hunting bow is accurate enough that you can land 2 hits per round, so that's the same two rounds you would need to take down the target. But you get a lot more throwing xp with the bow because you get more hits. Throwing trains quite fast when you use it, and even low skill gals can hit stuff from a safe distance.
With a high throwing skill and the right outfit, you can take out 2-3 highwaymen per round at 25 tiles distance. A good outfit to wear for a bow gal is the gym suit. Bows have flat tu use, so high tu lets you shoot more often. And you give her grenades as well. Bow for single targets, grenades for mutliple targets. You can even put throwing axes on the belt for short range, and you have kung fu for melee. That setup trains throwing in no time and is effective at all ranges.

A strong point of the poison arrows is also the reaction disrupt, combined with the fact that a hunting bow uses snap shot. A hunting bow can reaction fire, which throwing axes and javelins can't. The reaction disrupt means if you reaction fire on someone, they most likely stop dead where you hit them followed by more reaction fire, because each shot drains their tu. That's pretty useful to keep your gals safe during enemy turn.

29
XPiratez / Re: Bugs & Crash Reports
« on: February 14, 2020, 03:16:23 pm »
@Khazaar

Needs two added lines to prevent double nepotism. But I'm not sure if it's feature or bug. I've attached a file where I changed it, needs to replace the current one in your mod folder.

Transformations reducing stats is a mix of engine limitation and balance. I've explained it here https://openxcom.org/forum/index.php/topic,5345.msg121385.html#msg121385

30
XPiratez / Re: A thread for little questions
« on: February 13, 2020, 10:25:17 pm »
To clarify: As long as you don't research the thingy that comes with the mission, they keep on spawning. No matter if its the fugitive search order or the hideout search order. You can't lock yourself out of the Mr. X story arc.

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