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Messages - Ashghan

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16
XPiratez / Re: A thread for little questions
« on: October 26, 2020, 07:00:35 pm »
Look into Piratez.rul. More specifically "fixed user options" (somewhere near the end of the file). Remove the hardcoded option from the list and it will allow you to change it freely from options screen.

17
XPiratez / Re: A thread for little questions
« on: October 12, 2020, 04:18:24 pm »
AFAIK 2x2 units never wake up from stunning. So you didn't have to babysit it at all.

18
XPiratez / Re: A thread for little questions
« on: October 11, 2020, 12:48:10 pm »
Quote
On a different topic, how do you shoot down a silver towers?
See here: https://openxcom.org/forum/index.php/topic,3626.msg107447.html#msg107447
Basically same as Greep - 3 whalers/9 avalanche + tank craft. That's a setup viable only in the late game, when you have nothing else to spend your dolaros. Like I said in the post above - Towers are a last shot at getting a SG coordinator if you're getting ready for Mars and still missing the SG codes.

Supervision is a mission with a fairly low infamy loss, and the Towers are a fast ship so it doesn't last long - all in all, they're safe to ignore.

19
XPiratez / Re: [MAIN] XPiratez - L4 15-Sep-2020 Mad Melee Massacre
« on: October 04, 2020, 11:43:18 am »
Some observation, why megapol cannot have their own issued weapons? for instance there is a space ranger pistol & rifle which are not used by space rangers since they do not exist - or gonna be implemented don't know - but i think it's very strange that a well enstablished and founded police corp uses rusty niners...ant least the rangers one might be rebranded as megapol pistol and so on...since RCF has a dedicated carabine...
1. Megapol from XPiratez and Megapol from XApoc are two (vastly) different organizations. Same with Marsec. Please stop mixing the games.
2. They are a police force. Period. They're reluctantly sponsored by the Govts, but I assume the sponsors are not really interested in having a strong police force outside their control. So they get shitty equipment. The 'plasma upgrade' is most likely funded from outside (big factions) or forced on the Govts by Star Gods - to "handle these pesky pirates wannabes once and for all".
3. Space Rangers are a membership organization, not a faction per se. It's mentioned in the Bootypedia that some (most?) high ranking members of other factions are also members of the Rangers. They're an evil mix between a gentleman's club and volunteer militia. They sure as hell can afford their own line of weaponry. And they are probably not going to share it with a bunch of dirty beastmen that call themselves the police.

Quote
They later carry also plasma weapons, but again these are a bit too excessive for them, how to replace with laser ones? the plasma should be an exclusive or mercenaries and star gods, while gauss might be a bit more common, though in the mid-higher factions, like mercenaries and marsec, though in xcom apocalypse the latter had theri weapons too, so some dedicated firearm may be a nice contribute
1. Plasmas -> see point 2 above.
2. Marsec does have their own weapons. Just because you haven't met them, doesn't mean they're not there. For the n-th time - play the mod more, before making suggestions.

Lastly - asking for total conversions (like the swapping of weapon types - which would require re-balancing the entire mod) or changes that are of a 'I don't like it' category is a nice way to get permanently ignored, at best. If there is so much that is wrong with Xpiratez that you have to complain about it on and on and on, then perhaps this is not the mod for you. You can either choose some other mod or modify XPiratez on your own - it's open source and easy (technically speaking) to do so. Dioxine is open to suggestions on how to improve the mod on a objective level - not to adjust it to everyone's liking.

20
XPiratez / Re: [MAIN] XPiratez - L4 15-Sep-2020 Mad Melee Massacre
« on: September 27, 2020, 06:52:41 pm »
Quote
something more common
Have you ever seen a screwdriver in-game?
IMO the access to riot shields is fine - Megapol flyovers are pretty common, so the shields are mostly guaranteed, just don't expect to get them on the first try. Sa as with any other tech. If you're that impatient, then perhaps you can mod the game to start with all the research critical items in storage.

Only thing that is a bit illogical with the shields is that they're not a tool but a product. It's like learning smithing by examining a sword - sure, you'll know what's possible, but it doesn't really tell you much about the process itself.

21
XPiratez / Re: [MAIN] XPiratez - L4 15-Sep-2020 Mad Melee Massacre
« on: September 27, 2020, 11:16:10 am »
*cough*Kustom Handcannon*cough*

22
XPiratez / Re: [MAIN] XPiratez - L4 15-Sep-2020 Mad Melee Massacre
« on: September 25, 2020, 06:19:53 pm »
As far as regular real-life firearms are concerned, the material of the bullet affects penetration and fragmentation (here: armor penetration and 'health damage'), while the impact power (damage) is a property of the cartridge itself, for the most part. So a .44 magnum revolver round will (in almost all cases) have more raw 'damage' (due to high kinetic energy), even though it's made of soft lead, while a 5.7mm (a modern armor piercing pistol round) will rip through armor, but leave comparatively smaller wounds. I don't want to turn this topics into a lecture on firearm mechanics so if you want more detail you can read up on the internet or drop me a PM.

TL;DR - yes, it works the way it's supposed to.

23
XPiratez / Re: [MAIN] XPiratez - L4 15-Sep-2020 Mad Melee Massacre
« on: September 25, 2020, 04:53:51 pm »
Have you looked at the ANAL and noticed the differences? If not, then do so.

24
XPZ Strategy/Tactics / Re: Extended Piratez general FAQ/Strategy Guide
« on: September 25, 2020, 04:52:33 pm »
You can look at the graphs to get an idea how you did for all previous months. And if you're relly curious as to the exact number, you can open up a savegame with a text editor - it's all there.

25
XPZ Strategy/Tactics / Re: Extended Piratez general FAQ/Strategy Guide
« on: September 04, 2020, 05:44:45 pm »
Not all games are meant to be won. Just like in real life. Know when to fold 'em.

26
XPiratez / Re: A thread for little questions
« on: September 02, 2020, 11:19:04 pm »
Depends on the shields.
They diminish. Say a Sectopod has 100 shields, you hit it with two 80dmg attacks. First one is fully absorbed by the shield, second one is reduced by the 20 remaining points of the shield. The rest of the damage (60pts in this case) goes on to normal damage calculations.

The colour of the shield defines the weaknesses and resists of a given shield. Damage can be divided (in case of resistance) or multiplied (in case of weakness), by a given amount to get a final reduction of shield points. Some damage types can completely bypass some shield types. Read the Bootypedia articles regarding specific colors for more info.

Most of the shield recharge by a fixed number of points. Usually the syntax is Shield:100/20 (blue) [power/regen (type)] or similar. And IIRC regen happens every half-turn so a shield recharges on the beginning of your turn *and* enemy turn. Sometimes the shield does not recharge at all - you get a fixed amount of points and then it's bye bye. Some shields even degenerate each turn (I think only the handheld energy shield has that functionality though).

Sectopods - if they're in the open: for shields: explosives , and then usually MAG rockets, portable lascannon or (if I reached that far) Xplasma destroyer (or plasma scorcher). In closed spaces - slashing/plasma melee all the way (+Ghost Dagger is extremely deadly once you break through shields) or plasma blunderbuss for shields and then melee. Forget any kinetic (piercing) weapons due to blue shield resistance. Same goes for using concussive melee (hammer and great club) against shields.

27
XPiratez / Re: A thread for little questions
« on: September 02, 2020, 09:28:01 pm »
Just to fill in some more steps after hitting a target:
1. Damage roll (base damage multiplied by a % roll (0-200 for most firearms, 50-150 for melee and so on)
2. Resist factored in (damage from 1. multiplied by resist%)
3. Armor reduction (pre-damage) based on power from 2. (for chem, plasma, acid etc)
4. Modify (for the purpose of calculation) current armor by armor effectiveness of a given weapon
4. Damage reduced by effective armor value.
5. If anything was left from step above (damage penetrated the armor) - multiply it by the health damage modifier (toHelath) - for example +50% for slayer ammo
6. Subtract the result directly from target's health.
7. Multiply the leftover above by stun damage roll% (usually 0-50%) add the result as stun damage (not sure if stun resist is factored here or not, I'd assume yes)
8. If damage excels health -> dead. If stun more than health after subtracting damage -> unconscious.
9. Damage armor if hit penetrated (multiplied by armor damage modifier (toArmor))
10. Add wounds - I think it's random 1-3 wounds for hits over 10 health damage, modified by wound count multiplier (toWound) - lasers for example have lower chance to cause wounds
11. Apply any special effects (burning, smoke etc.)
(12. Trigger reaction shot, if appropriate criteria are met)

I am unsure regarding position of 2 and 3. Otherwise, I think I got it all.

EDIT: Slayer ammo is +50% to HP damage, not +25%

28
XPiratez / Re: A thread for little questions
« on: September 01, 2020, 10:35:18 pm »
Laser has a built-in 0.66 modifier to armor, but they are usually low powered, so even with this debuff, heavy armor stops most of them. Though the heavier varianst (heavy laser, portable lascannon) work ok.
Chem is somewhat useful if you can apply it in large numbers - each shot or pellet does up to a couple points of armor damage (5-10% of weapons power, usually). Not very efficient way to go since chem weapons usually have low damage, but you will get results... eventually.
Plasma has a similar damage armor effect (usually 10% of rolled damage), but it is  vastly more powerful than the other two, so it is the go-to damage for armor.
Explosives are just average - they hit the weakest under armor, most enemies don't have any special resistance to them and they're fairly powerful. Large enemies (tanks, sectopods) take quadruple damage from explosions (each of their tiles is hit separately) - that makes explosives pretty effective. But you'll need higher grade (90 or more damage) to make a dent in their armour to begin with. Anti-personnel explosives won't cut it. Hovertanks are a bit different - first you need to take out the shield (shotguns and any explosives work well, since shield takes full damage, no reduction) and then treat it as a regular tank (though more deadly)
Kinetic weapons are mostly useless, with the exception of miniguns - each hit can shave a point or two of armor, so it behaves similarly to chem - slow but steady results.
Melee works as usual - though heavy hitting weapons (bardiche, hammer, great club, anchor) are preferred.
Acid flasks are... underwhelming - you'd need to throw a dozen of these to considerably weaken an enemy's armour.

The "armor" rating in analysis tab is the resistance of the item to damage. If hit by explosion (usually) for more than it's armor, the item is destroyed. It has nothing to do with regular armor.

29
XPiratez / Re: [MAIN] XPiratez - L3 23-Aug-2020 The Byzantine Crown
« on: August 30, 2020, 03:35:15 pm »
Manufucturing outputs are never listed in research sources. Ie. you can get the research Spider Silk from the item of the same name (no list of it's sources) or from other research (interrogations in this case).

30
XPZ Strategy/Tactics / Re: Extended Piratez general FAQ/Strategy Guide
« on: August 30, 2020, 01:42:57 pm »
I think their most popular Crackdown-capable mission is military supply, so you might have shot down one of those. Still, we have instant research. :)

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