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Messages - legionof1

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1816
XPiratez / Re: questions about item stats
« on: April 17, 2016, 03:26:51 am »
My bravery training is a little bit more brute force and min-maxy. I sack those with less then 40 bravery. Since panic states occur below 50 morale with increasing chance the lower you go, a 40 bravery stat sets your natural decay floor to 40 which is a low chance to panic on given test and therefore a high resist roll. More resists more chance to gain. At 50 bravery you need a little nudge to trip over into panic chances. Like oh say squad mate panic. Not to many of course or you get a spiral. But occasional panic that merely shoves the next tier into tests with very high success rate is acceptable. Once your bravery is at 60 your safe from decay and can start to take other types of morale hits with reasonable fortitude. Normal things like wounds and combat events take over from here.

another note about 40 bravery is that post panic/berserk you gain 15 morale so if you triggered at 35 or above your "safe" from an immediate relapse.

1817
XPiratez / Re: Suggestions on how to improve the mod
« on: April 17, 2016, 01:22:55 am »
I would say something on the order of once every 6 months to a year would be a good interval. Or maybe a few smallish "defector" type missions. Some guy would rather get a quick payout from a pirate gang then slave the rest of his life in middle management. Would be something like an envoy size ship with a high proportion of marsec BGs or equivalent and the "defector" who is unarmed and comes from the list of "interrogation targets". Or maybe its a prisoner transport ship

1818
XPiratez / Re: questions about item stats
« on: April 16, 2016, 11:20:05 pm »
It does restore TUs scaled by bravery of user as well as morale. However it doesn't restore the TU of the user and costs a very % of TU to use. It also requires I believe 70 morale or higher to use. Effective use is hard to manage. The requirements for good user are therefore a minimum of 70 bravery(so decay doesn't render it useless) and very high TU so the gal can still maneuver and juggle items on turns where flag will not be actived.

1819
XPiratez / Re: questions about item stats
« on: April 16, 2016, 10:19:04 pm »
The battle flag is indeed bad for stat training. However one could carry a pistol or other one handed item and place that on the ground when you want to use the flag and pick it up the next turn.

Honestly I'm not terribly impressed by the flag and it's upgrade. It does fill a valid need because we have morale decay and panic spirals are very bad. However useing it a lot actually prevents growth of bravery since you have to be low morale and resist a panic check to grow bravery. Usually several times in a mission. 11 successful resists needed for 100% chance.

1820
XPiratez / Re: Suggestions on how to improve the mod
« on: April 16, 2016, 09:03:26 pm »
Oooooh buying tech items that's a neat idea.

1821
Military Police give negative points when killed, correct?
It is always so annoying to have them in a pogrom.
In program just kill them anyway the net score should still be in your favor

1822
Manual edit makes sense to me. I frankly don't think i would have been as successful in my current play through without the longer range. My initial rounds of gals came up almost all high accuracy low str. Parrots allowed scouting in relative safety and high accuracy let me mass fire at long range. If i had been forced into a more mid range game i would have been shafted by limited carry weight for ammo and heavy weapon options.     

1823
XPiratez / Re: Bugs & Crash Reports
« on: April 15, 2016, 06:43:53 pm »
Oo neat

1824
XPiratez / Re: Bugs & Crash Reports
« on: April 15, 2016, 06:11:28 pm »
Sometimes I've gotten that to generally only super tiny research cost item. Mostly the newspapers. I thought it was just overflow since research professor checks daily.

1825
OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: April 15, 2016, 05:45:29 pm »
There was a mention someplace here in the board about setting up things to sell from the post mission loot screen. Perhaps that's where something like these cutoffs could be. Vaults are unaffected but no more umpteen pistols to deal with.

1826
XPiratez / Re: Small adjustment request
« on: April 15, 2016, 03:04:03 am »
Well if 4/3 is within range vs 50 armor and it breaks(ie. no HP) napkin math says I'm just "lucky ". I'll play with it some more to get a better quality data sample.

1827
XPiratez / Re: Small adjustment request
« on: April 15, 2016, 02:20:56 am »
I don't have hard data at this juncture (working on that)
It just feels marginally too flimsy by about 5-10% which maybe difficulty related. How exactly do walls function? Walls have always been can i break it in immediate fashion consideration for my play even in the original. 65 base seems good on paper. It also may be case of sturdy shacks. On further thought I recall the shacks being pretty hefty back in vanilla.

1828
I am trying to capture a good save to debug. I have been as yet unsuccessful at reproducing the multiple factions active at once. And my closet save is 2 game weeks away from the incident. Will update when i have a good candidate.

1829
So are all crackdowns the same mission? I had Mercenary, Academy, and Star Gods all on base strike runs to separate targets. Traders and humanists where doing the swarm thing in asia and south America respectively. One failed landing and everybody says fuck it and teleports off the globe? Given that these are themed as distinct factions this behavior ill fits the mod IMO. 

1830
okay i can now vouch for weird things happening to crackdowns after a base attack. I had multiple attack craft inbound to bases but after the first ground. battle they all vanished as well the 3 or so crackdown search ships.

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