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Messages - Devon_v

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31
XPiratez / Re: A thread for little questions
« on: May 12, 2019, 02:43:59 pm »
Can anyone list all pernament decission choices?

1. Codex - any important changes durning last year?
2. Slave Soldiers - this is new to me, can anyone elaborate?
3. Doctor X ending - I saw another topic about this so no extra explonation needed
... etc.

I wish I could have more time to play this :|
That's most of it I think. Slave Soldiers isn't even permanent, it just changes when and how you get access to slaves and warriors. Eurosyndicate deal used to be permanent, but there's a way to get out of it now if the tech viewer is to be believed.

Codexes only got tweaked. Amazon is gold, Red Dragon is red. They all have partial access to a third voodoo school.

32
XPiratez / Re: A thread for little questions
« on: May 11, 2019, 09:55:59 pm »
It's "Prize".

Just look at the prizes which require Goblin Zaxx tokens, most of them are guns or the like. That part of the game is a bit counter intuitive, as many of the prizes don't look valuable, or aren't even what they seem like. (Mutant Martial Arts being a key unlock for a bunch of techs and not actually martial arts training for instance.)

33
XPiratez / Re: A thread for little questions
« on: May 11, 2019, 02:57:57 pm »
ATTN Devon_V:
Yea, the Poisoned Knives rule(z). You get poison on
Spoiler:
Blood Rituals missions
Them's the main reason I almost never use any other melee, LOLZ - and have full ship of it.

Blood Rituals can have poison as loot. I can assure you it's not guaranteed. :)


So, does anything other than Hellerium and Plastasteel require both a workshop and the lab in the same base? That really threw me, and I'd like to know if I can get rid of this expensive and space wasting extra workshop afterwards. I expanded early and put all manufacture in my third base, which obviously can't have a lab until very late in the game.

34
XPiratez / Re: A thread for little questions
« on: May 10, 2019, 11:24:08 pm »
If you're trying to figure out what weapons will work, it's handy to use the scanner on the Brainer outfit to check out units you aren't familiar with and look at their armor values. If you're looking at 70+ all around, realize that your weapons will likely need to be hitting with a similar level of power to have any real hope of denting them. Also the piercing damage type tends to be heavily resisted by armored targets, so you'll be wanting something else. It's generally a common sense thing. You can't kill a tank with bullets*. Anti-tank weapons on the other hand are built for that purpose.

There's also always maces and acid flasks, which actually strip armor regardless of their ability to penetrate it.

*Unless you are the A-10, then you can, in fact, kill tanks with bullets.

What I have to do in my game? I havn't any research project and nothing appears new in the game for several monthes.
I attach my savegame file.
The most obvious thing I can see is you never cashed in Prize: Bank Favors with the Goblin Jaxx. That's locking you out of Diplomacy, which is locking you out of Contacts: Authorized Dealers and Interrogation Techniques, which is locking you out of a lot of things.

35
XPiratez / Re: A thread for little questions
« on: May 09, 2019, 09:36:46 pm »
How do you get these Master Crafted Weapon Parts?

They're extremely rare from what I recall. I think you can disassemble certain high end weapons for them, but I'm not sure.

Just to avoid misunderstanding, you get the animal poisons only from the coupons. If you spin the wheel and don't redeem the coupons, you won't get any animal poison ever.
Yeah, I cash in the coupons, too, unless they're of a rarity that cannot be redeemed at rank C. But there are only so many coupons as well. I tend to get a lot of guns that I don't need or want, or supplies from last tier. Gambling seems like something good to do very early, later on it's going to give you a lot of stuff you're just going to turn around and sell.

36
XPiratez / Re: A thread for little questions
« on: May 09, 2019, 04:41:07 am »
Yeah, but I really want poison knives. They seem like the ultimate anti-armor weapon against almost anything living, and I have multiple 100+ melee gals from all my cattle prodding of civvies. :)

37
XPiratez / Re: A thread for little questions
« on: May 09, 2019, 03:05:09 am »
Giant cockeoaches, gambling and also giant scorpions.

Lol, the two missions which have never spawned in a year and a half. Maybe I'll get lucky spinning the wheel for the 1,500th time. :)

38
XPiratez / Re: A thread for little questions
« on: May 09, 2019, 12:03:47 am »
Is there a source of animal poison other than giant spiders? I saw spiders exactly once, like in month two before I had any capability to take them on. The only reason I even have the research is that a cannibal told me about it. From what I recall, it was not purchasable at all.

39
XPiratez / Re: [MAIN] XPiratez - J14a - 1 May - Saints and Sinners
« on: May 08, 2019, 07:04:24 pm »
What *set world on fire* research do? Also, what meaning of "*" sign for researches?
Asterisks generally change the world state. Once researched, you have learned something that cannot be unlearned, or you have entered into a pact that cannot be broken. *MUTANT ALLIANCE* for instance makes you a member, and makes your participation in pogroms mandatory. Set the World on Fire is demon related, the consequences are likely to be related.

40
XPiratez / Re: [MAIN] XPiratez - J14a - 1 May - Saints and Sinners
« on: May 08, 2019, 05:32:33 pm »
To be fair, heavy armor is more than a little shock to a new player. UFO doesn't throw anything that resilient at you for a long time, and if all you've been facing is reaper cavalry at the worst, the game probably hasn't "taught" the player the need for high explosives yet. (Although as long as you accept XPZ's can't win 'em all philosophy, the cars themselves do exactly that)

Myself, I just caught some Osiron ship on the ground, and I'm really struggling with Cyberdiscs because my heavy armor solution (and I realize they're not terribly sturdy as terror units go) was swords and maces backed up by ludicrous strength. I got one of the three down, but I'm debating bugging out with whatever I can carry since the other two have decided to just camp a wide open area. Smartest move I've ever seen the AI make.

Edit:
I was concerned that my campaign might be getting to a dangerous point if I didn't improve my tech and pressed on. That hurt. A lot. Most of my primary strike team will probably be laid up for a month, the results screen really doesn't tell the story.

41
XPiratez / Re: A thread for little questions
« on: May 08, 2019, 01:33:34 am »
This is correct and is the intended use of such items: shoring up glaring holes in your damage modifiers. The actual formula is more complex in that there are diminishing returns on stacking multiple defensive items, but in general the worse your starting resistances, the more the items will help you.

I suspected there would be built in diminishing returns since ( 100 * 0.8 ) * 0.8 will not be a 40% improvement. Normally exactly why you never allow stacking multiplicative buffs, but the math takes care of itself when you're going the other way. Thanks!


One other thing I forgot:

Warrior armor has a trait "Large Target", which as far as I know isn't a flag or anything in OXCE. It also doesn't have any obvious effects. Is that just indicating that the armor uses a larger loftemp than most trappings, and thus is literally a bigger target?

42
XPiratez / Re: A thread for little questions
« on: May 07, 2019, 07:29:17 pm »
So, a question about supplemental resistance items:

Are they multiplying the armor multipliers, or are they being added to them?

For instance a Space Towel states that it reduces temperature effects by 1/5th. Is that doing Heat/Cold *.80, or -20?

I had originally believed that it was additive, and that you would want to stack them on armor that already had good resists in those areas, but I'm starting to think that they're multiplicative, and given the nature of XCOM's resists, they're actually more effective on armor which has an issue with that resistance. (I still love towels in general for the early morale regen)

43
XPiratez / Re: Bugs & Crash Reports
« on: May 07, 2019, 07:07:35 pm »
In the quick battle, there are genies who fight against everything, is it a bug or so conceived?
Genies appear on the battlefield suddenly, like a third party, and fight against everyone.
before version 14 this did not happen

To the best of my knowledge, djinn are spawned by a Lamp of Darkness Shadow Lamp. In normal play, I believe this is supposed to function as a player faction spawned unit (dynamically spawned that is, from the lamp object itself). In quick battle, if the game is randomly spawning a djinn as a normal unit, it may not be inheriting an ownership and defaulting to the civilian faction.

As I type this however, I can no longer find JIM's Bootypedia entry. Perhaps I was not meant to see it in the first place.

44
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: May 07, 2019, 01:10:49 am »
Amusingly, if you check the minimap, the enemy is blue team. :)

Regarding the Dark One discussion, the Star Gods would appear to have intervened since humanity is not nearly extinct. At least not as a direct consequence of the gate to hell being opened. After six centuries, it would appear to amuse the Star Gods to keep the gate open in some capacity, it's possible that they came to terms with the Icon of Sin, or subdued or enslaved it. They may wish to make use of the hellgate as a form of transportation. We never find out what the maximum range of the hellgate is since the demons attack before the UAC can really test it, but it's at least interplanetary distance since Doomguy is able to get from Phobos to Earth via it. It also apparently has no meaningful mass limit because the entirety of Deimos wasn't a deal breaker.

45
XPiratez / Re: Bugs & Crash Reports
« on: May 03, 2019, 03:00:55 am »
Hi!

thanks for an amazing game.

Upgraded recently and ran into the weird issue that I can no longer manufacture blossom clip/HVAP rounds as well as 85 mm HVAP battlecannon shells.
Those are the ones I've noticed at least. I can still produce other HVAP ammunition.

I'm on v.J13a and Extended 5.4 (v2019-04-22)

Did you check the tech tree? Some stuff has new requirements or unlocks in J13/14, and not all of the changes are listed in the changelog. (Frag grenades now require Gun Emporium for instance)

CTRL+M is only for melee damage. Light Sniper Rifle has no melee, so 0's are shown for the melee damage preview. The equivalent for ranged weapons is holding ALT while aiming with the cursor.

Ah, I see. I had not made that distinction.

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