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Messages - legionof1

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61
XPiratez / Re: A thread for little questions
« on: December 07, 2021, 03:15:50 am »
They adjust how much of your current stun you recover each turn, the normal multiplier is .036, savage with pain res 2 is .085.  So about double.

62
XPiratez / Re: Bugs & Crash Reports
« on: November 23, 2021, 10:17:33 am »
This map was an infested cellar mission, the blue dots are the remaining rats, but they seem to be in an inaccessible area, and I don't think you can blow up those walls, maybe I'm wrong.
I even killed the poor cat because the mission wasn't ending before the bug hunt mode was activated.
Intended, sorta. The map randomization occasionaly cuts of map parts. Apply the provided pickaxe on the ground in the starting area if you didnt bring your own. It's a good rule to always pack a hammer or pickaxe on every mission just in case you need to make a new door.

63
XPiratez / Re: Piratez Difficulty Curve
« on: November 21, 2021, 05:29:27 am »
Additional routes are planned, and in one case partially finished but just the vanilla go to cydonia explode brain option is complete right now

64
XPiratez / Re: Piratez Difficulty Curve
« on: November 20, 2021, 05:46:48 am »
All the mod rules are in plain txt files. if you want to mess around with the time pressure aspect you will want to look at the missions.rul, and the tech spaghetti in the piratez. Good luck with your endeavor, the tech part is a massive monster.

Warning as always if you start messing about with mod on your own you may end up on your own when something breaks.

65
XPiratez / Re: A thread for little questions
« on: November 20, 2021, 05:41:23 am »
No, tech like operations add missions to the pool, without the tech they are not there in any way. That said general wisdom is to unlock all the extra missions you can unless your certain you can't win them or there really awful even so like the eurosydicate deal.

66
XPiratez / Re: A thread for little questions
« on: November 14, 2021, 09:29:21 am »
Somewhat unlucky, the goverment attack is pretty highly weighted to fire each month, and the other stuff not so much. It's also worth noteing that each airfeild/fortress will only spawn a limited number of outposts and the missions to build them. I think the outposts do not do there own missions just the main bases.

If they do make a new airfeild at some point that base will start it's own cycle, but beyond the inital set its pretty uncommon. 

67
XPiratez / Re: A thread for little questions
« on: November 09, 2021, 08:14:35 pm »
Thanks for prompt replies everyone :)
One more question on stats:
In the attached picture, gal has some stats with part of the bar in lighter color (for example health is 70 in solid red and 103 with lighter-red).
what does it mean?
The gal is not wounded or refreshing, and it's armour is not affecting Health (https://www.xpiratez.wtf/en-US##STR_TAC_FULL_ARMOR_UC).
So what the lighter-colored stat bar means?

The lighter color is stats gained via XP, the bar without border is bonus from armor and/or commends, an empty bordered area indicates penalties from armor/commends.

68
XPiratez / Re: A thread for little questions
« on: November 07, 2021, 11:49:01 pm »
Night time and or smoke can help with a lack of cover. Even with sniper/spotter mechanics it's still -50 on the shot if the shooter themselves cant see the target.  But sometimes the map just isnt any good and you need to just retreat turn 1. Part of learning the game is learning what you can solve with your tools and what you cant.

69
XPiratez / Re: A thread for little questions
« on: November 06, 2021, 05:57:52 am »
the reject route has it's own unique craft but you lose out on the codex tied craft like the menace class, and the "battery" teir STC craft.

70
XPiratez / Re: A thread for little questions
« on: October 31, 2021, 02:24:05 pm »
Consider them an atavism of pre-hunter-killer versions.
Spy Zeppelins were useful to cover spots which inevitable would be left between your bases, but without invisibility they are pretty worthless now.

Well zeppelin in the most recent patch did in fact get intercept invisibility, though it's no longer a transport. So it's a big radar blimp and nothing else.

Pigeon does suck in current ninja meta. Too vulnerable to interception.

71
XPiratez / Re: A newbie question Savage Queen
« on: October 30, 2021, 06:35:51 am »
The reject the power route, locks out everything directly tied to a codex pick, the unlock you need is Savage queen https://www.xpiratez.wtf/en-US##STR_QUEEN_SAVAGE

Though how you acquire it i dunno. Tech viewer does not provide an answer since it has no tech prerequisites.

72
XPiratez / Re: A thread for little questions
« on: October 28, 2021, 05:50:57 am »
This is incorrect, armor value is not touch on this stage, reduction is saved and added to normal armor damage and it do not affect unit until other damage calculations are done.
This mean in theoretical scenario when you could have hit that melt whole armor but it could not do any damage to health at fist shoot.
Really? huh then a fair part of the community has had it wrong for years, thou i guess it's an easy thing to assume.
Do you know how much HP the turret has? it's bootypedia page doesn't seem to list it.
Also, armor loss affects only the  facing hit (for example side or front) or armour all around?
By the calculation you presented, after 2 hits hits from recoilless rifle (-18 armor per hit, so 70-18*2=34), turret should be weakened enough to be penetrated by damage 40 weapons, do i understand this correctly?
Furthermore, as damage modifier from damage type is applied before armour, it follows that most supposedly anti- tank weapons like RPG HEAT and panzerfaust are actually crap against tanks and turrets, since such armored units have very unfavorable damage mod vs concussive damage type, reducing their initially deceptively high damage so much it can't penetrate armour, on average?
For example  RPG HEAT vs turret does 100*0.35=35 dmg; turret's armour is 70*0.4=28, 35-28=7 dmg.

In order

No, booty pedia list hp else-wear if at all, the armor profile(resists, stat buffs, ect) is a separate entity. All units are outfit+user. Bad guys just happen to only have one predefined outfit, but the data structure is the same.

Only the struck faceing takes armor damage unless the attacking weapon has ignore direction=true, the slime weapons are an example, they always strike the heaviest facing.

Aye 2ish hits would take off quite a bit of armor letting other lighter guns help out.

Most anti tank weapons are concussive type and aoe, tank resists are higher because a tank takes multiple hits from aoe, 1 hit for each tile in aoe, if they had a normal 1x1 unit resistance they would just insta pop to the first thing to exceed armor. Another factor to the aoe anti tank is that aoe with an origin within 3 tiles goes against under armor. So something like a panzerfuast has high dmg and hits the weakest armor multiple times, but the tank is pretty resistant to smooth the performance a little.
To use your heat example, 100x.35=35 after resist. 35 for under armor with .4 effectiveness. 35x.4=14. 35-14=21. Then the additional hits on the other tiles.

 

73
XPiratez / Re: A thread for little questions
« on: October 27, 2021, 11:49:23 am »
Okay here is how damage works.

First the dmg roll, in this case 50-150% is applied to (base+power bonus) Lets assume average of 100% for simplicity. For basic R-shell that's 125. No power bonus and 100% roll. 125.

Next resist of target, in this case piercing the turret has .75. So 125 x.75=93.75

Next armor. pre-armor damage of the shell is applied damaging targets armor. Pre armor dealt is a multiple of damage after resist. In this case 93.75 x .125=11.7.
Destroy this much of the targets armor. 70-11.7=58.3

The turret now has 58.3 armor. this is multiplied by armor effectiveness of the shell, .6, for 58.3 x.6=34.98 Then subtract this from the damage. 93.75-34.98=58.77. We now have penetrating damage.

Penetrating damage is the value used by damage alters to determine how much of what kind of damage is applied. The R-shell only has one special alter .75 stun. The rest are default. Default HP alter is 1. So 58.77 damage is dealt to hp. Stun alter is .75, 58.77 x.75=44.07 stun dealt. Default armor alter is .1, 58.77x.1=5.8 to armor.

Round if needed.

Final result 59 hp, 44 stun and a total of 18 armor lost(12 from pre, 6 from penetrating alter).

Any questions?

74
XPiratez / Re: Bugs & Crash Reports
« on: October 27, 2021, 11:24:27 am »
(btw, is he present on battlefield?)
As stated in the briefing hes appears after some number of turns, and then usually gets himself killed.

75
XPiratez / Re: Codex Popularity Poll
« on: October 27, 2021, 11:22:15 am »
Since gold has not gotten any recent attention in the last 2-3 patches, none. The cycle continues. Gold is now the red headed step child.

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