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Messages - legionof1

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16
XPiratez / Re: [MAIN] XPiratez - L3 23-Aug-2020 The Byzantine Crown
« on: September 02, 2020, 05:03:36 am »
From the mouth of Dioxine over on the discord:

major bug regarding enemy morale recovery in L3
try substituting in Piratez_Armors.rul the current formula with:
      morale: &SECTION_MORALE_RECOVERY_NORMAL
        flatHundred: -0.1
        manaNormalized: 13.0
        moraleCurrent: -0.07
        bravery: 0.08

17
XPiratez / Re: A thread for little questions
« on: August 31, 2020, 04:18:49 am »
When right-clicking on a weapon, a tiny dot appears. I always thought this would disable this weapon for reaction shots (when i go on missions and want take hostages, my gals have an eurosyndicate las-pistol in the right and a dart pistol in the left hand).
But sometimes a reaction shot is fired anyway.
Did i misunderstood the meaning of this feature?
Or does it not work correctly?
snip
The dot means the weapon is preferred for reactions. Reactions trigger in this order: melee>melee attacks on guns(gunbutt)>ranged. The preference will only affect attacks on the same priority(melee/gunbutt/range).

18
XPiratez / Re: Extended Piratez general FAQ/Strategy Guide
« on: August 31, 2020, 04:14:38 am »
academy, church, and star gods are the factions with mind powers

19
XPiratez / Re: Extended Piratez general FAQ/Strategy Guide
« on: August 28, 2020, 04:04:18 am »
If you have gotten to crazy hannah and bought some mines/rpg heat/panzerfausts your able to handle retaliations. and with cars level tech im sure your fine.

You do have the right of what is and isn't safe(no idea what you mean by metallic thing), but even then you need to shoot down alot of craft to see a retaliation. Each target of a faction you shoot down adds like 2-3% to the chance of a retaliation spawn. It can be legitimately difficult to trigger one when your intentionally trying too.

20
XPiratez / Re: Extended Piratez general FAQ/Strategy Guide
« on: August 27, 2020, 08:51:30 pm »
sci books are from progressing the DR.X arc(slow route) or allying with mutant alliance(triggers regular pogroms to replace the baby starter ones).

21
XPiratez / Re: Bugs & Crash Reports
« on: August 20, 2020, 09:23:28 pm »
Yeah dress issues are known. Some engine level problems with the object handling. it may or may not be solved in next update.

22
good tool. any chance it could be improved to account for mixed defense as the first base has?

23
XPiratez / Re: A thread for little questions
« on: August 14, 2020, 11:24:04 pm »
Unless dio changed something since i lasted discussed the mechanism with him(some months ago), the very first strike is a str 1 missile that destroys 1 building and has reduced health. All following missiles are strength 3, killing 3 buildings and having 500 "craft" hp. If you do some damage to the missile without killing it completely you lose less buildings.

On jack sparrow difficulty you can have up to 3 strikes per month.

24
XPiratez / Re: A thread for little questions
« on: August 14, 2020, 05:07:50 pm »
Snip
1)  First there's a single missile strike in april.  Then you get missile wave strikes afterwards
2) Early game missiles hit a single building, then later on they start doing more damage based on #128 research.
3) Missile HP isn't a static 500hp for a missile:  according to #128, the research you get when your base gets hit for the first time, they're dependent on how much damage the missile would do.  So I really have no idea how effective AA guns will be :(
4)Next month in may, a based got struck 3 times in the month, so you can get struck quite a lot.
snip
there are atm only 2 different strikes on JS(strength 1 and strength 3)the very first is weaker and a single building(str 1). All the others are 500 hp(for a complete clear, str 3). The entry describes how the engine feature works in generic terms. Not how it explicitly functions in the mod. That would give away to much.


25
XPiratez / Re: A thread for little questions
« on: August 06, 2020, 07:12:42 am »
Well even with low odds its far better to have the defenses then not, defenses tend to have much higher target priority for the missle strikes. Better a relatively low value AA then say a hanger forcing you to lose a craft, or a full barracks. Or maybe you lose the old earth lab.

26
XPiratez / Re: A thread for little questions
« on: August 05, 2020, 01:04:53 am »
well even with dmg roll variance 3 flak and a OC radar are still reasonably effective. +/-50% across multiple weapons averages out rather nicely. Even building for assuming the worst possible performance for every weapon is still not gonna suck up the whole base, OC will always do at least 75 dmg, and then you only need to do another 425. Even accounting for misses and half damage, 7 flak has almost zero chance to fail. Assuming average dmg and accuracy rolls you only need 3


You can of course choose to ignore defenses but i will also point out that even if you fail to shoot down the missile strike defense guns are have vastly higher chances to be destroyed if the stike get through, thereby protecting other facilities.
The OC radar is 5 times more likely to be selected then a barracks for instance.

27
XPiratez / Re: A thread for little questions
« on: August 04, 2020, 08:41:55 pm »
600 is sufficient in theory, but be mindful of accuracy.

28
XPiratez / Re: A thread for little questions
« on: August 04, 2020, 01:16:25 pm »
Your math isn't wrong about flak towers in terms of raw defense per buck, but over charged radars take longer to build and provide no secondary benefit. Flak towers have storage and barracks space.

In terms of how much defense you need for missiles, the strikes have 500 health. So 4 overcharged radars are required to stop them. If your lucky you only need 3 flak towers. A combination of the 2 is therefore the best utility for base tiles. You still need 4 buildings but 1 overcharge, and 3 flak gives you 75 storage and 15 barracks space, vs none. 

29
XPiratez / Re: A thread for little questions
« on: August 03, 2020, 04:26:15 am »
Don't pay attention to tech percentage. It's a worthless stat here, we have cutoffs, RNG gates, exclusions, ect. You cant even get 100% by the normal cheats. Only save editing and even then you have to rewrite the tech tree as well to make it not break the game.

As to defense 4 flak towers is sufficent to keep the strikes out with a little luck, but that's really all you need to care about keeping out. If your properly prepared with garrisons normal retaliations are just loot delivery.

You will eventually want better then the flak towers thou cause most of the advanced defenses also spawn a turret on the battlefield layer as well which is nice for choke points.
 

30
XPiratez / Re: Question about an armor
« on: July 30, 2020, 06:31:38 am »
It something you will learn to build eventually, but is not itself a researchable item. Use your good fortune.

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