Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - ohartenstein23

Pages: 1 ... 110 111 [112] 113 114 ... 129
1666
No problem, glad to help.

I'm not sure you can gate equipping a craft weapon behind a research project - you could work around this by making the research unlock a manufacturing project to convert the recovered item into a usable craft weapon.

1667
I don't know if it will fix the issue, but for the radar facility, you have requires: defined twice, the first with your research, the second time, empty.  It might be reading those in order as requiring a certain research, but then wait, it's modded to not require research.  Try taking out the second requires:?

1668
XPiratez / Re: Bugs & Crash Reports
« on: October 27, 2016, 02:48:16 am »
We need a little more than just 'missing' - are they no longer in your roster, like if they died or were outside the craft when you abandoned a mission, or is it just not remembering which hands were the pilots of a craft?  And saves are always useful.

1669
XPiratez / Re: Craft Weapons DPS Spreadsheet
« on: October 26, 2016, 03:42:09 am »
It's not necessarily easy to field a Kraken with four fully-trained pilots, it's that by the time the retaliations start, you probably have already done the necessary craft research and have the manufacturing infrastructure to keep the ammo up.  If you know to plan your air game to counter peacekeeping and retaliation missions and how much money that can make you, then sure, the air game isn't hard.  As with practically everything in Piratez, having the knowledge makes the game much easier.  The point of my spreadsheet and this thread is to jumpstart some education in air combat; not to be too hard on Meridian, but since he invested much more in battlescape research, he's lacking air power against even the 'easier' military ships.  If he spent some of his excess cash into an air force, he'd be in a much better position to counter the peacekeeping missions he can't currently stop.

Edit: So craft speed really does matter against retaliations - I just had a merc corvette escape my entire fleet (most notably my Kraken and Predator with a thruster - probably could have done it with dodgy Nightmare + avalanche Brave Whaler) and detect my research base.  The follow-up Breaker is too fast for anything but a Saber, so I had to call an evacuation of all my brainers and quick sold all the buildings.  So piratez cannot live by Kraken alone.

1670
XPiratez / Re: [MAIN] XPiratez - 0.99C.1 - 10 Sep - Become an Idol!
« on: October 25, 2016, 12:46:44 am »
Man, the Mercs are extra tough with the addition of camouflage and thermal vision - I have to think twice before I take on a crashed heavy gunship, and now I desperately need ghost or assassin armor.  Huzzah it's challenging again!

Edit: I guess I could just pay up for a merc commando of my own too... Just need to make sure he gets vaporized if he goes down.

1671
OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: October 24, 2016, 03:24:28 pm »
If you want Meridian's version of it, he has downloads for Windows and a link to pre-compiled versions for Linux.  See here for his post.

1672
XPiratez / Re: Craft Weapons DPS Spreadsheet
« on: October 23, 2016, 06:37:39 pm »
@Meridian: The heavy craft weapons do eventually have higher overall damage output, even the Naval Gun does more than the Avalanche given enough time.  The better weapons simply frontload the damage, reducing the chance of you getting shot down.  And even later in the game, when you have almost no landed ships, shooting down the big stuff is your source of monthly score.

Edit: You don't really need maxed stuff to do it, some good pilots plus a few good weapons is all that's necessary.  Four average speed craft on a target is possible once you know where the target is headed.

1673
XPiratez / Re: Craft Weapons DPS Spreadsheet
« on: October 23, 2016, 06:32:31 pm »
I made a the sheet such that the 'lose' condition is the lead interceptor getting destroyed, on average - the Kraken will likely be very heavily damaged, and if you're unlucky, dead, even if the sheet says that you win with no losses, on average.  My first battleship shootdown had a Kraken with 1% remaining HP, so just because it's theoretically possible to win, doesn't mean it's a good idea economy-wise.  Similarly, throwing your expensive Jetbike and a well-trained gal at gunships is likely to lose you a lot of money when you could just use a heftier interceptor instead.

1674
XPiratez / Re: Craft Weapons DPS Spreadsheet
« on: October 23, 2016, 05:07:16 pm »
The Kraken is not so hard to get if you've been interrogating engineers and pilots.  Having maxed stat pilots enough for all of those would be more difficult.  Also, Meridian is right that catching the battleship is not really feasible with craft as slow as the Bonny, but if you know where the ship will start slowing down and patrolling, and have your Kraken plus lots of DPS already in the area, it certainly does not take high tech levels to down it.  Before the pilot update, I managed to shoot one down with a Kraken and a surplus of Naval Guns along with whatever else I could get in the air.

1675
XPiratez / Re: Bugs & Crash Reports
« on: October 23, 2016, 01:57:58 am »
The door on the Triton is see-through for enemies on the outside from a certain angle.  In the attached save, end the turn and some Reticulans should be shooting through the right side of the door.

1676
Troubleshooting / Re: Alien is hiding in base mission
« on: October 22, 2016, 08:29:59 pm »
Using debug mode is also an option, but I agree with Solarius, that's X-Com, baby!

1677
XPiratez / Re: Craft Weapons DPS Spreadsheet
« on: October 22, 2016, 05:03:27 am »
He did a little with the +10% accuracy boost, but I think it might not be enough with the huge effect high bravery or reactions has on the air game.

1678
XPiratez / Re: Craft Weapons DPS Spreadsheet
« on: October 21, 2016, 04:19:16 pm »
Were you looking at the entry for STR_BATTLESHIP or STR_SOTL?  What was the battleship in vanilla is now called a cruiser, and the Piratez actual battleship is in fact, much scarier.

Also, while you're ruleset digging, have a look at a ship called silver towers - it's starting to go that armor/shields direction for you...

1679
Work In Progress / Re: [WIP] Pulse Weapons and Other Stuff
« on: October 21, 2016, 03:31:16 pm »
Glad you like the idea, I'm planning on doing a balance pass and some more experimentation to make it more useful for fitting in vanilla.

1680
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: October 21, 2016, 06:41:15 am »
New damage types have certainly been suggested to Meridian and Yankes for new features in OXCE, it's kinda low priority from what I gather though.  You can certainly do a lot with damageAlter in the meantime.  For example, you could set one of the biological stun types as acid damage (unarmored humans are more susceptible), and make it do 0 health damage and 100% stun damage.  Or the reverse method is possible, keep the damage type as stun, it just uses the target's armor's acid resistance.  The EMP stun could go against plasma or laser resistance (since either deals with strong EM fields).

Pages: 1 ... 110 111 [112] 113 114 ... 129