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Messages - Ashghan

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151
XPiratez / Re: [MAIN] XPiratez - 0.99J5 - 16 Aug - Hunter, Hunted?
« on: August 23, 2018, 11:48:23 am »
I'd second that. I assume that tying that whole research line to arrows is to show the brainers that Aqua Plastics can be weaponized. But then again, doesn't the trident or the hatchet show that as well? Heck, even the coral crossbow bolts (I'd assume they're AqP-tipped as well) should work.

152
You can try a simple hammer or a pickaxe on a strong gal. Mining laser works too. Fusion torch is a bit expensive to use routinely, but for bank robbery it's ok too.

153
XPiratez / Re: [MOD-0.99J] - Weapons Detailed Description
« on: May 05, 2018, 11:41:19 pm »
I would say the "as before" stats would be good -> Skill (hit formula) + Damage bonus calculation. This would give a general category + quick reminder of how good/bad a weapon is. Third 'stat' would be "SPECIALS (or MORE INFO) >>> SEE ANAL", for any applicable weapons.

154
XPiratez / Re: [MAIN] XPiratez - 0.99H1 - 15 Sep - Under A Killing Moon
« on: October 21, 2017, 03:06:15 pm »
Suppression weaponry is hard to code in a turn-based game.

I liked the implementation of this mechanic done in Jagged Alliance 2 1.13 mod. VERY detailed explanation here. Not sure if it would be possible to code in the required functions though - checking bullet proximity, counting 'suppression points', etc. Another problem is the possibility of sweeping autofire - that one's probably not possible without a huge rewrite of gamecode. Even in JA2 that function worked... somewhat clumsily.

Remember 100% chance listed to hit doesn't mean 100% chance, it means a trajectory cone of a certain size.
I'm not so sure about that in Xpiratez/OXcom. Perhaps someone might prove me wrong or right, but it actually rolls the hit chance and then (on a success) just draws a line to visible element of enemy geometry (center of model usually, but head or leg if the soldier is behind an obstacle that covers the torso) and sends a bullet along that trajectory.

155
XPiratez / Re: [MAIN] XPiratez - 0.99H1 - 15 Sep - Under A Killing Moon
« on: September 30, 2017, 12:18:03 pm »
Quote from: Ethereal_Medic
Every pink-dot mission unvisited will cause a slight loss of points.
Incorrect. Only some missions give a score penalty on ignoring. AFAIK those are post-mutant alliance pogroms, loknarrs and ES missions. The others - bounty hunts, trophies, mansions, underwater adventures and so on, do not give any penalty when not completed. Unless that changed in the newest version, as I haven't tried it yet.

On the other hand pogroms and ES missions include a hint of consequences in their mission texts. Perhaps loknarrs should also have such a hint.

156
Statistically speaking - yes. Technically it's just that - bonus power, so if a gun has a damage roll of 0-200% you can still do no (or insignificant) damage, even with the bonus. It just makes average damage higher and 0-dmg rolls slightly less possible.

On a sidenote - that actually pisses me off on sniper weapons - you can have a weapon that can shoot once, should deal more than lethal damage and... 'ping' >> no damage. I'd really love for snipers to have a 50-150% roll. Or maybe a 25-175. The near-miss explanation kinda fails for shots that have over 200% chance to hit.

157
XPiratez / Re: [MAIN] XPiratez - 0.99F.4 - 18 Mar - Furious Fixes
« on: March 19, 2017, 01:43:36 pm »
Fair enough. I think most intelligent beings would decide not to take a nearly impossible shot just for the sake of it.

158
XPiratez / Re: [MAIN] XPiratez - 0.99F.4 - 18 Mar - Furious Fixes
« on: March 18, 2017, 09:33:37 pm »
I like to fiddle with the ruleset, so can anyone explain how the setting "minReactionAccuracy: 2" works? Is it minimum accuracy required for a reaction shot = 2% I'd like to change it to make the gals not shoot anything below, say,  40% hit chance, as it is a waste of ammo and reaction shots. Should I change it to "minReactionAccuracy: 40" then? Perhaps it could even be made a configurable option, to give everyone a chance to set it to whatever value they want.

As for the new gameplay options added by Dioxine, and the old ones that are enforced now - I don't really care that much. For me the point is to have fun - if I disagree with some mechanics in place I just change it in the files. No need to force my opinions on the Creator, the least I can do is not whine and put in the effort of finding and changing the appropriate lines myself.

159
XPiratez / Re: [MAIN] XPiratez - 0.99F - 4 Feb - Blood is Life
« on: February 12, 2017, 08:02:23 pm »
The civilian enemies are just regular enemies as far as the game is concerned. Do note that mutants play the role of actual civilians (on terror missions for example). The armed enemy civilians are just defined as an enemy with a negative kill/capture score in the ruleset. And yes, they do trigger reaction fire , unfortunately. But it all depends on the circumstances - for a fresh gal with a flintlock a tough guy with a niner can be deadly opposition, warranting a reaction shot.

Quote
Stun damage can still kill
Stun damage (it's called DAZE in the new version) itself never kills, but all weapons that are not stun-dedicated (stun baton, cattle prod, zapper etc.) deal part of their damage (usually 5-20%, depending on weapon - some go as high as 50%or more lethal.) as direct health damage. Same goes the other way - most weapons that deal health damage also deal a bit of stun.

I wanted to ask - does weather affect only your gals, or enemies as well?

160
XPiratez / Re: [MAIN] XPiratez - 0.99E.2 - 18 Nov - Dead in Space 2
« on: November 21, 2016, 10:06:54 pm »
While I think the price fluctuations a la Apocalypse would shake things up, I still think it's a terrible idea. Just like the one with different alien containment types. After the initial 'coolness factor' wears off it would only serve as more micromanagement and calculation. It is mentioned in a few places in-game, that you pirate 'faction' is extremely small by global standards. While Earth-2600 with it's ~300million population does not compare to the current ~6 billion in productivity, I think the paltry amounts your runts produce won't shake up the global markets.

The idea of "Month of -foo-" is a nice one though. Something that the player could in most cases avoid caring about if he so chooses, but and opportunity for profit if you keep an eye out. It all depends on how exactly it is implemented. Something like "forest fires cause fire extinguisher price to double" would be insignificant. While "Latin Empire invades Technocracy, arms race increases price of firearms and ammunition by 50%." could actually have quite an impact. You could even chain such events - a conflict started could end in 6-12 months" giving a -50% price tag on abovementioned items due to surpluses left over. Or some that could be permanent - a brilliant discovery in nuclear physics (yeah, I know the science world is either non-existent or stagnant, but still) could reduce prices of laser ammo by 10% permanently (perhaps in the workshop as well). this would perhaps encourage players to experiment more in their tactics and equipment. And make each game a bit more unique.

ps. The main question though is - Can we modify prices in game via scripts or something. Because if not, then the discussion is moot.

161
XPiratez / Re: [MAIN] XPiratez - 0.99E.2 - 18 Nov - Dead in Space 2
« on: November 20, 2016, 03:26:50 pm »
Problem is that sometimes your best pilots are you best fighters as well, and you don't want them at the very back of the transport just because they're on the bottom of the list. Plus the best fighters get injured more often which is most often the reason for this irritating behavior. But a fair point - this problem is only relevant for dual purpose craft.

162
XPiratez / Re: [MAIN] XPiratez - 0.99E.2 - 18 Nov - Dead in Space 2
« on: November 20, 2016, 10:36:03 am »
I think the best would actually be: "Abort", "Select" (goes to pilot roster) and "Volunteer" (takes from the bottom).

163
XPiratez / Re: [MAIN] XPiratez - 0.99E.1 - 13 Nov - Dead in Space
« on: November 17, 2016, 07:04:52 pm »
Well, they're supposed to be your starter missions to get your first loot and captives for research. They're supposed to be easy (later in the game). A temple raid is not a piece of cake if all you have is 6 unarmored gals with muskets and daggers. By definition they will be trivial just like the smaller UFO's (Cutter and Roundabout) are after you get decent gear.  Dioxine implemented it so that these missions disappear altogether after a fixed date, but I think it hurts the unlucky or slow-paced players.

Personally, I find them a nice change of pace even mid-game. Just chill and relax. I'd probably go crazy if each and every the mission required blood, sweat and tears to complete.

Also the mission to help the Lokk'Narrs should not be unavailable past year 2, since it contains a... "SN" that's required for most of high tier research tree progress (since it locks out medicine research). Unless there's a way to get a SN somewhere else.

164
XPiratez / Re: Bugs & Crash Reports
« on: November 17, 2016, 06:57:36 pm »
Oh, this reminds me - the same map type. There's a building like a small, two-story tower with it's stairs pre-destroyed (not usable from the start), yet it is a spawn point for enemies. Once it took me 20 turns of running around with 4 aye-phones (only ones I had) to pinpoint it as the hiding spot of a last enemy (a humanist I think) that just refused to leave the building. If I had no a-p's (and no flying armors) I probably would have to abort, having no way to find that soldier. A fix would be either to make the stairs usable or remove the spawnpoint from the building. I'll attach a screenshot if I see the building.

165
XPiratez / Re: [MAIN] XPiratez - 0.99E.1 - 13 Nov - Dead in Space
« on: November 17, 2016, 06:48:34 pm »
I think you can get stasis pods with them (most likely from space stations?), as I have a workshop project to release a gal from a stasis pod.

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