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Messages - juff

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16
XPiratez / Re: A thread for little questions
« on: May 05, 2017, 12:46:09 pm »
so here's a little number crunching assuming my figures are correct.
Let's take an Academy Esper, which has 65 strength and 40 skill. Max Difficulty increases that to 75 and 46.
This makes its base accuracy 75*46/50+25 = 95
VDDef is Strength+0.2Skill+0.33Morale-23, so for a girl with 40/40 and 100 morale thats 58 defense
that means at point blank range the esper has a 37% chance of succeeding on mind control, which drops by 2% for each tile.
That sounds pretty reasonable to me, unless there's some extra modifier.

17
XPiratez / Re: A thread for little questions
« on: May 02, 2017, 04:29:44 pm »
If i'm not wrong stargods increase in frequency when their topic is researched. No idea on why rebels can't be captured.

18
XPiratez / Re: A thread for little questions
« on: April 30, 2017, 01:09:46 pm »
damaged syns are found on a certain orbital mission. I think the chances of getting the right one are 1 in 5

19
XPiratez / Re: A thread for little questions
« on: April 30, 2017, 11:51:54 am »
Interpretation 1 is correct.  I too found the sentence difficult to understand.

20
XPiratez / Re: Trouble Installing
« on: April 30, 2017, 12:56:45 am »
Try changing the language to English (US) in options

21
XPiratez / Re: A thread for little questions
« on: April 29, 2017, 05:22:28 pm »

Would like to see enemy stats at 100% and their numbres like for for  4-5 tier difficulty level. Which file should I edit to achive this goal?
it's in piratez_factions.rul under aliendeployments, but the numbers are not easy to read because they're split by rank and inventory. lowqty shows for difficulty 1&2, high qty for 5, and average of the two for 3&4. dqty is a random amount of enemies that can be added for any difficulty.

22
XPiratez / Re: A thread for little questions
« on: April 26, 2017, 04:44:12 am »
4. Is there a simple early/mid game way to get electronic parts for Tesla Coil? On paper this thing looks amazing but have no idea how to get missing parts so early.
The tesla coil doesn't require space electronics, though if you need them, they can be made from disassembling i-guns. If you mean energy weapon parts, they can be found from disassmebling laser weapons, or randomly on military transports, freighters and couriers.

23
XPiratez / Re: Looking for some base management advice
« on: April 25, 2017, 09:55:43 am »
BTW, battletank m1 has the same $/hr as m1a if you buy the plastasteel, so there's no need to fuss around with buying stuff. also, upgrading to luxury barracks allows you to fit 520 runts into the base and will shoot down most crackdown ships.

24
XPiratez / Re: Codex Choice
« on: April 13, 2017, 03:36:27 pm »
So in my current campaign I've run into a really silly limitation on destruction and communion, which is that I am likely to finish the game before seeing a dark one or reticulan elder. obviously this is a corner case, but at least gray codex guarantees a liber occultis, meaning you can do illusion regardless of rng.

25
XPiratez / Re: A thread for little questions
« on: April 06, 2017, 05:39:42 pm »
I don't think it's a dumb question. There are a lot of mechanics and I had to take a bunch of notes to keep track of them. All of this is from bootypedia articles, so be sure to read them all. Anyway, here's some other information

Weapons have 2 ways of dealing with Armor
Armor effectiveness means ignores or adds some percentage of armor
eg. Fuso sword has armor +40%, so if the target has 50 armor it reduces damage by 70. Spear has armor -20% so the same target would reduce damage by 40.
Armor damage means that some percentage of the damage dealt will be done to armour first, removing it for all subsequent attacks.
eg. Hammer has armor damage 10%. If the hammer hits for 60 damage, it also removes up to 6 armor from the target. I believe armor damage happens before the target takes damage.

Piercing - all piercing weapons that have a base of 60+ damage deal armor damage
Laser - Has armor -33.3% by default
Plasma - Has armor damage by default.

Extra Damage (Lethal) - Does that percentage of damage as lethal damage. Eg. Fistycuffs (extra lethal damage 35%) hits for 20 stun, it also does 7 hp damage.
Extra Pain - Does damage to Morale. Pain resistance and immunity don't actually reduce pain damage, but instead increase the amount of stun recovered each turn.
Reactions Disrupt - Reduces current TU of unit, so reduces chance of reaction fire
Shock (System Shock)- Weapons do some amount of stun damage as well. The default is 0-50% of the damage dealt. A weapon with Shock x3 would do 0-150% stun damage. eg. If hammer hits for 60 damage, it does 0-90 stun as well
Cold embrace of death - If a unit has 3x more stun damage than current health, it loses 1 hp a turn. If it has 6x more damage, it loses 2 hp a turn.

26
XPiratez / Re: Bugs & Crash Reports
« on: March 31, 2017, 04:50:18 am »
Kneel bonus for XG chaingun is 1.75 in ruleset. That should be 175 right?
edit: I mean, it's the only one written with decimals, so I assume that is an error

27
XPiratez / Re: A thread for little questions
« on: March 27, 2017, 04:53:01 pm »
It's actually 9x regeneration. I believe it's actual regeneration is about 63 per second, though I've not verified it.

28
XPiratez / Re: Questions about Mansion Invasions
« on: March 27, 2017, 12:10:18 pm »
I think he's talking about the spy zeppelin

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XPiratez / Re: [MAIN] XPiratez - 0.99F.4 - 18 Mar - Furious Fixes
« on: March 23, 2017, 06:54:02 am »
You have to change or disable the drag scroll option in battlescape as it defaults to mmb.

30
XPiratez / Re: Enemy unconscious units are dying ?
« on: March 09, 2017, 05:29:59 pm »
It is only right for enemies to die from system shock. After all, they are only pathetic creatures of meat and bone.

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