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Messages - Scorrpio

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46
XPiratez / Re: [MAIN] XPiratez - 0.99F.4 - 18 Mar - Furious Fixes
« on: March 31, 2017, 01:01:03 am »
Well, R-rifles tend to be a one-shot kill most of the time even vs power armor.  Most my Gals keep one in backpack...

47
XPiratez / Re: Bugs & Crash Reports
« on: March 27, 2017, 11:32:53 pm »
And again - how to obtain "plasma subrifle"?
Who is using this gun? I`ve destroyed 4 bases and nothing...
Maybe it should be buyable? Or replace it with reticulan plasma gun???
I got a couple of those when some Spartans rather foolishly decided to raid my base...

48
XPiratez / Re: Confirming the damage formula
« on: March 23, 2017, 05:32:02 am »
Great, thanks.

49
XPiratez / Confirming the damage formula
« on: March 23, 2017, 01:50:28 am »
Hey, guys, just trying to make sure I have the damage formula right,

Say, a Gal with 90 Melee and 75 Str hits a Marsec Operative with a Hammer from the side

Marsec Operatrive: 45 HP.   armor: 40 on side, 0.75 concussion damage factor.

Hammer base power is 60, ArmorPre 0.1, damage bonus 0.5 Str, 0.3 melee.   ArmorEffectiveness omitted, so I suppose it is 1.0

So, it this sequence right?
1.   Add damage bonus to base power:   60 + (0.5 * 75) + (0.3 * 90) = 127.5
2.   Take a random 50-150% roll for a melee attack:   Say, it comes out to 93%, so 127.5 * 0.93 = 118.6
3.   Apply 0.75 concussion resistance factor:     118.6 * 0.75 = 88.9
4.   Apply 0.1 damage to side armor:   40 - (40*0.1) = 36
5.   Subtract armor from adjusted damage:   88.9 - 36 = 52.9
6.   So final tally is that the guy takes 52.9 damage vs his 45, which kills him.   
Suppose he had 60hp, which would take him to 7hp
However, hammer has "1.5 to stun"  - not sure what value would need to be multiplied by 1.5, but if it is the HP loss, the guy would be heavily stunned.
Looks about right?   

Thanks



50
XPiratez / Re: Help me git gud, question thread
« on: March 18, 2017, 05:57:40 am »
Fire vs cyberdisks works very well.   And they always drop a wreck that way.

51
XPiratez / Re: Help me git gud, question thread
« on: March 18, 2017, 01:10:54 am »
I  see you using 99.F.1, but you really ought to upgrade to F.3

In any case, here is what analyzer shows:

Rule file : f1/Piratez.rul
Lang file : f1/Piratez_lang.rul
Save file : save1.sav
Availability mode [Any]
Parsed 1384 lines
Research translated: 1394
Applied 81 inventory items
Earned 91475 points from research
Marked 1091 as known
STR_ACTIVITIES_ENTERPRISE / Activities: Enterprise (10) : [ AVAILABLE ]
STR_AREAS_ASIA / World Lore: Asia  (10) : [ AVAILABLE ]
STR_BATTLE_RIFLE_CLIP / Battle Rifle Clip (0) : [ ITEM MISSING ]
STR_CYBERDISC_CORPSE / Wrecked Cyberdisc (40) : [ ITEM MISSING ]
STR_DOOM_HELL_BARON_CORPSE / Hell Baron Corpse (10) : [ ITEM MISSING ]
STR_ETHEREAL_COMMANDER / Star God Coordinator (100) : [ ITEM MISSING ]
STR_MARSEC_LASGUN / Marsec Lasgun (25) : [ ITEM MISSING ]
STR_MEGA_CANNON / Marsec Mega-Cannon (20) : [ ITEM MISSING ]
STR_MEGA_FLAMER / Marsec Mega-Flamer (20) : [ ITEM MISSING ]
STR_MEGA_LASER / Marsec Multilaser (25) : [ ITEM MISSING ]
STR_PIR_PLASMA_RIFLE / Plasma Rifle (25) : [ ITEM MISSING ]
STR_RPG_ADV / Homing RPG (15) : [ ITEM MISSING ]
STR_SHADOW_ORB_BLUE / Shadow Orb of Ethyr (20) : [ ITEM MISSING ]
STR_SHADOW_ORB_CRYSTAL / Shadow Orb of Stasis (20) : [ ITEM MISSING ]
STR_SHADOW_ORB_GREEN / Shadow Orb of Alacrity (20) : [ ITEM MISSING ]
STR_SHADOW_ORB_MIND / Shadow Orb of Mind (20) : [ ITEM MISSING ]
STR_SHADOW_ORB_RED / Shadow Orb of Blood (20) : [ ITEM MISSING ]
STR_SOL_DEMO_CHARGE / Solmine Geo Charge (25) : [ ITEM MISSING ]
STR_SR_RIFLE / Space Rangers' Jaeger Carbine (25) : [ ITEM MISSING ]
STR_XTANK_HOVER_GAUSS_TERRORIST / Hovertank/Gauss Cannon (25) : [ ITEM MISSING ]
STR_ZOMBIE_ESSENCE / Blood of Life (10) : [ ITEM MISSING ]
STR_ZOMBIE_GRUBAS_CORPSE / Zombie Fatman Corpse (10) : [ ITEM MISSING ]
STR_ZOMBIE_TROOPER_CORPSE / Zombie Trooper Corpse (10) : [ ITEM MISSING ]

AVAILABLE are researches you can do.   ITEM MISSING are what you meet prerequisites for, but need an actual item.
So lets have further look. Here is your Higher Studies tree.   Shows what you got, what you are missing, and if potentially you can get it from elsewhere:

Higher Studies / STR_SCHOOLING_3 (1000, LIB, CPU2)
 DEPENDS ON :
 {
   Cloaking Device Investigation / STR_CLOAKING_DEVICE_INVESTIGATION (25, CULT)  [ KNOWN ]
   Computer Core / STR_COMPUTER_CORE (80)  [ KNOWN ]
   Slave Emancipation / STR_EMANCIPATION (20, CULT)
    DEPENDS ON :
    {
      Civilization / STR_CIVILIZATION (75, LIB, CULT)
       DEPENDS ON :
       {
         Govt Files Hacking / STR_GOVT_HACKING (10, CPU)  [ KNOWN ]
         Industrial Printer / STR_INDUSTRIAL_PRINTER (25)  [ KNOWN ]
         Seductress Outfit / STR_LINGERIE_SET (10)  [ KNOWN ]
         Luxury Spa / STR_LUXURY_SPA (25)  [ KNOWN ]
         Mining Ship / STR_MINING_SHIP_ADVANCE (25)
          DEPENDS ON :
          {
            Contacts: Ship Junkyard / STR_CONTACT_SHIP_JUNKYARD (20)  [ KNOWN ]
            Gravity Physics / STR_GRAVITY_PHYSICS (60)
             DEPENDS ON :
             {
               Implosion Bomb Launcher / STR_BOMB_LAUNCHER (0)
               Basic Engineering / STR_ENGINEER_PLUS (10)  [ KNOWN ]
               Grav Harness / STR_GRAV_ARMOR (15)  [ KNOWN ]
               Hyperwaves / STR_HYPERWAVES (20)  [ KNOWN ]
               Levitator / STR_LEVITATOR (15)  [ KNOWN ]
               Looted Cyberdisc / STR_LOOTED_CYBERDISC (20)
                DEPENDS ON :
                {
                  Wrecked Cyberdisc / STR_CYBERDISC_CORPSE (40) [ ITEM MISSING ]
                  Gravitic Lifter / STR_LIFTER (15)  [ KNOWN ]
                  Smart Weapons / STR_SMART_WEAPONS (25)  [ KNOWN ]
                }
               /Looted Cyberdisc
               School Graduation / STR_SCHOOLING_2_B (250, LIB)  [ KNOWN ]
             }
            /Gravity Physics
            Mining Laser / STR_MINING_LASER (25)  [ KNOWN ]
            Rail Driver / STR_RAIL_DRIVER (25)  [ KNOWN ]
            SLAVE / STR_SLAVE (5) [owned: 86]  [ KNOWN ]
            SLAVE LASHER / STR_SLAVE_BRUTE (5) [owned: 55]  [ KNOWN ]
            SLAVE TASKMASTER / STR_SLAVE_MANAGER (10) [owned: 3]  [ KNOWN ]
            SLAVE SPECIALIST / STR_SLAVE_SKILLED (10) [owned: 2]  [ KNOWN ]
            Slave AI / STR_UFO_NAVIGATION (15) [owned: 151]  [ KNOWN ]
            Excavator / STR_VESSEL_EXCAVATOR (0)  [ KNOWN ]
            WORKSHOP / STR_WORKSHOP (35)  [ KNOWN ]
          }
         /Mining Ship
         Persuasion / STR_PERSUASION (20, CULT)  [ KNOWN ]
         Piratey Lingerie / STR_PIRATEY_LINGERIE (30)  [ KNOWN ]
         School Graduation / STR_SCHOOLING_2_B (250, LIB)  [ KNOWN ]
         Study Room / STR_STUDY_ROOM (25)  [ KNOWN ]
       }
      /Civilization
    }
   /Slave Emancipation
   Forcefields / STR_FORCEFIELDS (40)  [ KNOWN ]
   Gauss Defenses / STR_GAUSS_DEFENSE (30)
    DEPENDS ON :
    {
      LASER_DEFENSE / STR_LASER_DEFENSE (30)  [ KNOWN ]
      Craft Railgun / STR_RAILGUN (80)
       DEPENDS ON :
       {
         Naval Gun / STR_BIG_GUN (10)  [ KNOWN ]
         Heavy Power Couplings / STR_PARTS_HEAVY_COUPLINGS (15) [owned: 39]  [ KNOWN ]
         Railguns Construction / STR_RAIL_WEAPONS (50)
          DEPENDS ON :
          {
            Space Electronics / STR_ELECTRONIC_PIECES (10) [owned: 106]  [ KNOWN ]
            Gauss Ammo Basics / STR_GAUSS_CANNON_AMMO_PROD (25)  [ KNOWN ]
            Gauss Defenses / STR_GAUSS_DEFENSE (30)  [ LOOPED ]
            Gauss Musket / STR_GAUSS_RIFLE (25)  [ KNOWN ]
            Sniper Gauss / STR_GAUSS_SNIPER (25)  [ KNOWN ]
            MAG Munitions / STR_MAG_MUNITIONS (40)  [ KNOWN ]
            Energy Capacitors / STR_PARTS_GAUSS_CAPACITOR (15) [owned: 170]  [ KNOWN ]
            Gauss Coils / STR_PARTS_GAUSS_COIL (15) [owned: 302]  [ KNOWN ]
            Energy Weapon Parts / STR_PARTS_WEAPON_ADV (10) [owned: 520]  [ KNOWN ]
            Plasma Spitter / STR_PLASMA_SPITTER (0)  [ KNOWN ]
            Rail Driver / STR_RAIL_DRIVER (25)  [ KNOWN ]
            School Graduation / STR_SCHOOLING_2_B (250, LIB)  [ KNOWN ]
            Custom Shooty Gun / STR_SHOOTA_MK2 (15)  [ KNOWN ]
          }
         /Railguns Construction
       }
      /Craft Railgun
    }
   /Gauss Defenses
   Gravity Physics / STR_GRAVITY_PHYSICS (60)  [ ABOVE ]
   HYPER_WAVE_DECODER / STR_HYPER_WAVE_DECODER (90)  [ KNOWN ]
   Nuclear Laser Batteries / STR_LASER_AMMO_NUCLEAR (55)  [ KNOWN ]
   Magnetic Containment Field / STR_MAGNETIC_CONTAINMENT (50)  [ KNOWN ]
   Arcane Interface / STR_MIND_MACHINE_INTERFACE (100)  [ KNOWN ]
   Improved Transporter / STR_NEW_FIGHTER_TRANSPORTER (55)  [ KNOWN ]
   Plastasteel Forging / STR_PLASTASTEEL_MANUFACTURING (70)  [ KNOWN ]
   School Graduation / STR_SCHOOLING_2_B (250, LIB)  [ KNOWN ]
 }
/Higher Studies
 
The REAL clincher here is if you look down Gauss Defenses tree,  you will see this:
Gauss Defenses / STR_GAUSS_DEFENSE (30)  [ LOOPED ]

Looks like a bug in the rule set, can't do gauss defenses without gauss defenses!

In contrast, running vs F.3  ruleset, shows:

Gauss Defenses / STR_GAUSS_DEFENSE (30)
 DEPENDS ON :
 {
   LASER_DEFENSE / STR_LASER_DEFENSE (30)  [ KNOWN ]
   Craft Railgun / STR_RAILGUN (80) [ AVAILABLE ]
 }
/Gauss Defenses

Much better, eh?

52
XPiratez / Re: [MAIN] XPiratez - 0.99F.3 - 07.03 - 3 Years of Pirating
« on: March 17, 2017, 10:51:47 pm »
For unarmored targets, a thump with a handle works best.  For armored, I like fisticuffs.  I tried using prods and batons, none work as well.  Tazoguns are effective but weaker captives tend to die after a turn or two.
Small launcher stun bombs are to be used for highest profile captures only.   It is Feb 2602 in my game and I used launcher only once to bag a provost at Academy base.   Stun bombs can be made from hypno panels, but those are quite rare.

53
XPiratez / Re: Help me git gud, question thread
« on: March 17, 2017, 07:21:08 am »
Just did a raider military transport.  Got like 3 almanachs off the thugs.  Not that I need them anymore...

And yeah, starting and aborting the mission has no effect on how soon something else pops.

54
XPiratez / Re: The most unusual moments at your campaigns
« on: March 16, 2017, 10:47:14 pm »
...standing over my first Marsec bodyguard bleeding on the ground and agonizing if I want to patch him up for questioning or coup de grace for power armor research.  Finally decided on the former.   Got him questioned, and the free tech I get...  power armor.  :)
Then there was a deep one pogrom.  Final tally:31 dead enemies, 3 captured.  Top killers were my 140 melee gals with katanas. 

55
XPiratez / Re: Why negative Score for killing church fanatics?
« on: March 16, 2017, 09:51:03 pm »
And for that matter WTF am I getting Negative Score for CAPTURING somebody.

If anything that should be an absolute value function, capture =/= kill, and if its a bad idea to capture them then their Ransom (sale) value should be negligible too (500, like the experiment victim).
Simply put, score represents how much you are liked by the factions who support you (governments/mutant alliance).  If you capture someone important, you will get good ransom money for them in any case, but if that someone important is supposedly an ally, its a black mark against you.

56
XPiratez / Re: Help me git gud, question thread
« on: March 16, 2017, 09:33:29 pm »
Almanachs are either dropped by the enemies or can be found lying randomly in houses on certain missions.  In order to collect all the stuff automatically, you need to win the mission.  Otherwise, you get only what you pick up and carry back to your transport.  If you touch and go, you get zero loot. 
Also, check if you have marked some things for auto-sell.

57
XPiratez / Re: Help me git gud, question thread
« on: March 16, 2017, 07:12:42 am »
You can get recoilless from Gun Almanachs.  Or you were selling them?

58
XPiratez / Re: Enemy unconscious units are dying ?
« on: March 14, 2017, 07:38:45 am »
IMHO, box indicators for unconscious friendlies are quite useful.   Sometimes, locating a Gal bleeding on the ground can be a chore on a busy map, especially if behind a building...

59
XPiratez / Re: [MAIN] XPiratez - 0.99F.3 - 07.03 - 3 Years of Pirating
« on: March 13, 2017, 10:44:15 pm »
They shrug off mortar fire and any other similiarly ranged explosives. No long-ranged ballistic weapons seem to put a dent in them at all
Looking at stats they are immune to concussive, and have 60 armor all around.   And 80 psi strength. I suppose dousing in acid should work well...

60
XPiratez / Re: Out of stuff to research
« on: March 11, 2017, 01:33:22 am »
300+ presently occupied making medical supplies??? You have neither a still(enable alcohol production) or a refinery(chemical production) in your production bases much are pretty useful for making cash when you dont need them building other projects. About 2/3 of your expenses are runts which are not even efficiently supporting themselves.
Actually, I wrote a utility that parsed the rule file and did a full cost-analisys on manufactures.   Medical supplies are one of the top guaranteed money-makers in earlier game, even if you have to buy chems.    One batch is 5k for chems plus 2k to make a batch of 10 supplies selling for 3k each, that's 23k profit/batch.   At 360 hours/patch, 50 runts will make 100 batches in a 30-day month, which is 2.3M profit.   Subtract 250k runt salaries and about 100k facilities maintenance, and you are still pushing 2M raw profit.   So that 300-runt setup is about 12M/month after runt salaries.   If you can give me an alcohol recipe that will top that, I am listening.     The best one I know is wine:   800 cost, plus apple that is worth 100,  sells for 25k - so 24.1k profit per unit.   But at 440 hours, same 50 runts will make  ~82 units in 30-day month, netting 1.72M after runt salaries.   And apples are not a guaranteed resource.   I do agree about refineries though.   Soon as you can build them, so you can make your own chems - to funnel into manufactures like meds.   And of course, once you get to some better techs, you funnel the meds into things like dart pistol stun clips.   Which get you about 6M per same 50 runts per month.   

Sure, there are some other lucratives.   For example, porn.   If you have a decent flow of lower tier hostages that normally sell for 10-15k.
Two hostages that would together fetch say, 30k, made into slave and slave maid, make porn, you get 150k, 3x porn (pink scrolls!) plus whatever stuff you shook off the hostages during enslaving.   Total time cost is 650 hours.   Same 50 runts would turn out a whopping 6.5M/month, but only if you manage to nab ~50 each male and female trash hostages in that time.

Quote
Research wise 1 brainer to a project while preventing overflow is horrifically slow for most projects. You seem to have just by sheer chance not focused on much related to general progression and gotten bogged down with the umpteen side items instead.
Diversifying was my recommendation, cause Piratez has tons of real cheap projects.   Don't recall exact percentages, but like half are 10 days or less.   And the tree is so broad that you often just can't speahead it to a specific tech - you need like 6 other things that could be done parallel.   Still, putting 1 brainer on a higher-concept project is ill-advised.   Even without peeking into rulesets, you  can get a feel for what would be a 10-day and what would be a 50-day tech. 

Quote
Your combat loadout is one dimensional and is both expensive and weak in terms of vision(no camo and poor NV). You have what is effectively only heavy infantry with no scouts and no support. Like trying to play Starcraft II with only zealots. Diversify and specialize the gals.
I think you can only really start doing it once you hit bigger capacity crafts and better specialized techs.  If you can only bring 6-8 gals, you probably want 8 heavy hitters.   Once you are up to 12 or so, diversifying is a lot more viable.

Quote
Also you are basically not utilizing training buildings. Having a base mostly dedicated to training to manufacture quality reserve gals is pretty crucial. I usually combine it with a triple hanger setup to give the reserve more to do then train, they can fly the fighters.
Yeah, training buildings are quite important.    I really wished something like them were in vanilla.

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