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Messages - Ashghan

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16
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.

17
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%

18
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.

19
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).

20
XPiratez / 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. :)

21
XPiratez / Re: Extended Piratez general FAQ/Strategy Guide
« on: August 29, 2020, 11:58:56 am »
Approach armored cars with a degree of caution - their weapon is pretty powerful, long ranged and accurate (but slow to fire), so expect to get hit a couple of times. While it most likely won't take down a Scarab, taking 100 damage means 4 days out of commision.

22
XPiratez / Re: Extended Piratez general FAQ/Strategy Guide
« on: August 28, 2020, 03:22:11 pm »
It's all a risk-reward calculation, when it comes to shooting down retal ships. Some things are worth the risk (military transports for equipment and freighters for a chance at some aircraft weapons/ammo with an easy fight). Military shipping is usually not worth it mid game (and suicidal most of the time). Large Scouts are good for a printer. Fighters (if you can manage to win the fight) for Hellerium.

As for weapons for Scarab, the first decent one is naval cannon with an acceptable blend of power and upkeep cost. Quadcannons are too weak and inaccurate to matter against anything that can actually fight back. Flame Cannon is a bit useless too, due to massive damage which vaporizes most small targets and insane ammo costs. Ramjet is decent combat wise, but ammo cost is prohibitive as well. Carronade is completely meh - I couldn't find a niche for its use, it's even worse than Quad. I never used 250mm missiles and spike rockets, based on the fact that missile ammo is hard to get in large quantities. Gat Lascannon, Beam Laser, Basilisk and Obliterator are all nice, but by the time you get them, Scarab will be outclassed anyway (still useful for a tertiary base or as a damage dealer in multi-craft engagements).

Fun fact - I once savescummed enough freighters to get a gattling lascannon for my Scarab. Anything below Heavy gunship was basically instant slag. :D

23
XPiratez / Re: Extended Piratez general FAQ/Strategy Guide
« on: August 28, 2020, 01:02:56 pm »
-Anything on the ground SAFE
-necroplanes SAFE
-wasps SAFE (Cobra and Viper as well)
-megapol patrol SAFE - everything from Megapol is safe

???s:
-raiders? NOT SAFE
-gunboats? NOT SAFE
-military supply NOT SAFE - but I'd risk it anyway, since it carries decent loot (good armor for early-mid game)
-Those weird metallic things? NOT SAFE - that's a Small Scout type shipping
-Freighters? NOT SAFE
Some additions:
- any civilian shipping (obviously) is safe
- ambulances are safe, even though they are Academy faction (there is a scripted retal mission though)
- any 'Star God tech' shipping (steel colored vessels) is not safe
- all 'roving bands' is safe (though they might trigger a retaliation if they happen to pass close to your base)
- zombies - all ships flown by the zombie faction (including the normally not safe ones) are free game - Zombies don't do retaliations, or at least I've never seen one
- simply anything from Bandit, Zombie, Megapol, Civilian, Reticulan, Necropirate, Dark Ones factions is safe
- anything from major factions (+Humanists and Raiders) is not safe
- I have no idea about Spartans - never had a retal from them, but not sure if it was just luck - it would be safe to assume they can retal EDIT: Yes, they can crackdown.
- might not be obvious but Govt shipping is not safe - not only it carries a hefty penalty to score when shot down (Ordinator and Govt Fighter only), it can also trigger a retaliation. Landed ships are safe though, so if you have researched govt personnel and take care to stun a lot, landed Ordinators might be decent loot, if difficult to assault.
- mutant freighters, if you get that far, are obviously safe from retal, but again - carry a large penalty for shooting down. They carry plastasteel though, if you critically need it. Onb the other the infamy penalty for shooting down, assault and not completing the trade mission might be high enough to make you consider buying the p-steel instead.
- a vessel colour cheat sheet: white, green, blue and light brown is always safe. Steel and dark brown - not safe (most of the time).

24
XPiratez / Re: preventing game over when 2 months= bad
« on: August 25, 2020, 12:07:12 am »
Well, not sure how much coding it would be, but ADOM has a nifty feature. It's basically Ironman (it deletes the save file upon load), if you die, it's the end. But it still keeps autosaves that the game somehow uses if the last play session was not ended gracefully. I don't know the technical details but it works pretty well. Any crashes, power outages and even save file corruption is averted. Probably too complicated for OXCE to implement it though, just for the sake of a feature that is used mostly for challenges.

25
XPiratez / Re: preventing game over when 2 months= bad
« on: August 24, 2020, 06:05:07 pm »
I play ironman, and, for some strange reason, i am about to lose the game, because my score is very low for the second month now.
AND
maybe researched the wrong things, i play blind.

Why-oh-why did you decide to do a hard challenge (which is playing ironman) if you have not learned the advanced mechanics of the game? It's trying to drive a race car blindfolded, before you even learn how to drive.

Playing ironman basically demands you use any and all the tricks (I don't mean cheating) you have at your disposal to win. How to expand aggressively. Which factions to take on, and which ones to leave alone. Which shipping is free game and which is a death trap. How to protect against missiles. What to research and when. Which pieces of gear are optimal for a given playstyle/role. Using activity graph as a poor man's radar. And so on... You have no rollback, so you have little room for mistakes. And RNGesus will make you commit a couple of mistakes anyway.


26
XPiratez / Re: A thread for little questions
« on: August 22, 2020, 11:16:43 pm »
They sometimes do a flyby in a propeller plane.

27
XPiratez / Re: [MAIN] XPiratez - L2 - 21 May - Blood And Skulls
« on: July 21, 2020, 10:36:17 am »
This is something that modern games have been avoiding, mostly to dodge frustrated players. By deliberate design, some playthroughs in Xpiratez are unwinnable. It's up to the player's tactical and strategic skills (plus a hefty amount of determination) to set the percentage. Some players can recover from the loss of the main base, some can't. Other things too. Missile strikes. Excavation missions. Early crackdowns. Brainer deficit. You name it. These can all end your game (not in the way you'd want) if you're not prepared and careful. No point in whining - learn to deal with them.

Back to your situation. While a research stall is hardly a good thing, it's not the end of the game. While it will be much more difficult without advanced equipment, the tactical battles are still winnable, you just need to use your head and know when to fold 'em (withdraw). As legion posted above - zombies appear regularly, if rarely, an ghouls have their own mission, so wait for that. If you're doing all missions you can, it's completely possible to hold out till both of these happen.

Lastly - you modified the game to have more brainers and earlier. The mod was designed with slower pacing in mind, so by 'regular' progression standards, you'd still have stuff to research. Do not complain about broken progression if it was you who broke it in the first place.

28
XPiratez / Re: Bugs & Crash Reports
« on: July 07, 2020, 11:18:05 am »
I'd think it's intended. You can transfer a craft with a crew on board, so I think the game does need to check living quarters,

29
XPiratez / Re: [MAIN] XPiratez - L2 - 21 May - Blood And Skulls
« on: June 21, 2020, 02:10:16 am »
Not to mention the entire X-Gauss line of firearms. Maybe you should *at least* start a quick battle to see the entire arsenal (if you want spoilers) before you make weapon suggestions. Like someone else wrote somewhere: "Play more, post less."
Quote
Vecause of that lock fals are not supposed to pick a gauss arm in the battlefield because that lock is present individually on every piece
No, the locks don't work that way - after you research "Unlocking Gauss Weapons" you can freely use any Stellar Gauss you find in the field. It's just the added twist of the technology to use them being unlocked later than the knowledge what they are.

Lastly - instead of suggesting changing every little bit of equipment and lore to make the game more to you liking, just edit the mod yourself however you see fit. These are all text files, pretty easy to understand and tinker with. I might be mistaken, but most players like it how it is. Besides, Dioxine puts much thought into everything he adds to the mod. If something is here, it's for a reason. If something's not - most likely there's a reason as well.

30
XPiratez / Re: A thread for little questions
« on: June 10, 2020, 10:33:27 am »
This comes from the random event chain (wasteland priestess and others). They have a large chance of firing each month so shouldn't be long till you have access. You might check your savegame if the event is scheduled already. I can't give you the names off the top of my head, but it will be named something obvious.

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