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Messages - Bacon_Hero

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XPiratez / Re: ["MOD"] Lobbers use Throwing
« on: June 23, 2017, 10:32:27 am »
Also, I appreciate more items using throwing, so it has more use over the length of an entire campaign.

Yeah, I noticed that there is a long period inbetween aqua arrows and neon bows or discs where your archers become useless. Especially when the mercenaries come around. Fartbag ammo is extremely rare, and by the time you get mercenary contact to buy fartbags the cost of celetid essence is $500,000 for 10 jars not including extraction time and runt wages, dozens of missions would have passed where your archers were either missing with expensive laser weapons or doing no damage with their bows.

I personally wouldn't mind a weapon training bravery. If your playing well opportunities to train bravery(ie patching wounds) are pretty sparse and the limitations(limited pilot slots and lowish stat cap) on piloting gains don't really allow bravery to grow much beyond "not panic at the drop of a hat" without gaming the system.

Hmm... too bad there isn't a "train throwing and bravery" option. It's only train "bravery or reaction". But it'll be interesting to have bravery trained by using highly risky ordinances. Maybe things like giant stationary bombs? Crate of Violence, HE etc... that MUST hit enemy units? To offset abuse throw accuracy should be substantially decreased or something. I might make a mod for this in the future  :P

I do not like the idea that throwing skill, which commands bows and javelins, would be used for mortars and GLs...

Bows and javs are really early game and late game weapons... there's nothing in the middle that's consistent and easily replenished. Also lobbing grenades and mortars I feel doesn't use the same skill set as firing a rifle. The brain has to think differently about how to place a shot with a mortar rather than a bullet.

As for flamethrowers, the skill used is irrelevant (tiny accuracy anyway) but I got them to train Firing so they're somewhat useful for training. Otoh making them train Bravery might make them a bit OP...

I don't believe my changes train bravery - but I should make these weapons train "throwing"  :P
Also, I only made flamethrowers use "throwing" because there's "throw" in the name  ;D ;D ;D

Making Mortar use Energy is interesting but largery irrelevant, as the shooter sits on her ass anyway.

You've never had to run from lobstermen or zombies then  :P but it's conceptual, it reinforces the idea that the mortar is a stationary weapon. I might make it use up energy in my next release.

To further my idea, I'm thinking about using my energy % concept to wipe out bonuses for meless weapons. Right now with a vibro-ax and synthmussle suit my girls can do about 150 damage with all bonuses added in. That's a crit range of up to 300 damage for 14 time units!!!!

So I'm thinking of releasing a mod in the future that reduces melee weapon bonus damage based on how tired a girl is. The vibro-ax for example has about a 100% bonus to melee damage, therefore I might make it so that a girl with 0 energy would hypothetically deal -50% gross damage. While a melee weapon with a smaller bonus would be reduced less. I'd have to come up with a number for each weapon that won't penalize new girls too much or make melee useless in early game while also reducing super-sized gals damage output when they have like 10% energy left...

Anyway, that's all in the future. My next release will feature:
-more uses of throwing in more lobbing type weapons (such as the AGL and MLRS).
-Massively increased CAWs 1-handed penalty (My best shooters can hold a cattleprod in 1 hand and CAW in the other and still have over 100% accuracy with both!).
-Mortar uses up energy.
-experienceTrainingMode changes for all modified lobbing weapons

 ;D ;D ;D

I've released Update 2, please find file on the first post

XPiratez / Re: A thread for little questions
« on: June 23, 2017, 09:53:53 am »

XPiratez / Re: A thread for little questions
« on: June 22, 2017, 01:18:18 pm »
Hey can someone please list what the numbers for "experienceTrainingMode" represent?

I can't find a reference for them.

1 = strength or melee?
2 = ?
3 = ?
4 = shooting?
5 = ?
6 = ?
7 = throwing?

Etc... Thanks

XPiratez / Re: ["MOD"] Lobbers use Throwing
« on: June 20, 2017, 04:24:02 pm »
I finally got it working.

The problem was I copypastaed the whole entry for the items I wanted to change when I should have only added in the lines I wanted to change.

I also made further changes since I had to rush off to work before I could test my previous hack. It made several things unintentionally strong (such as the mortar with 888% accuracy  :P )

-Mortar Accuracy now based off throwing skill AND your Energy levels. The more tired you are the less accurately you'll shoot! If you go down to 0% energy you might find yourself with a negative accuracy score!

-Flamethrowers including LR, Heavy and Mega benefit much less from bravery

Ok... so here it is, enjoy!

XPiratez / Re: ["MOD"] Lobbers use Throwing
« on: June 20, 2017, 03:05:16 pm »
Ok sorry, I couldn't get my own mod to work without crashing (I'm new at this). Also, there were some errors in my modified .rul

I'll put up a replacement once I figure out how to get my own separate mod working.

I find it kind of weird that grenade launchers and mortars use the skill Firing instead of Throwing. I think direct fire weapons should generally use Firing while indirect fire weapons should generally use Throwing.

If you ever felt the same about these weapons but can't be arsed to change it then use this. Enjoy!


Throwing Skills:

-Grenade Launchers, Flamethrowers (including LR, Heavy & Mega), Mortar, Assault Grenade Launchers, Blizzard MLRS, Tornado Mortar, Shoulder Launcher and Small Launchers now depends on THROWING instead of FIRING skills
-Hitting enemies with these weapons will train THROWING

Kneel Bonus:
- Assault Grenade Launcher, Tornado Mortar, Blizzard MLRS now get a bigger bonus from kneeling

Less accurate when tired (Heavy lobbing weapons become harder to use when your girls are low on energy):
- Assault Grenade Launcher, Mortar, Tornado Mortar now suffer reduced accuracy when tired

Energy Costs (Heavy lobbing weapons cost energy to use):
- Assault Grenade Launcher, Mortar, Tornado Mortar

Bravery Training:
- Crate of Violence, Dynamite, HE, Acid Flask, Demo Charge and Nuke Charge, Barrel Bombs, Satchel Charge and Fire Bombs now increase Bravery if you successfully hit enemy unit(s) in the blast!

Minor Changes:
- CAWS now suffer HUGE 1-handed penalties. The base accuracy was very high and allowed CAWS to be used while holding something and still be extremely crazy accurate.
- Electric Lasso TU and Energy Costs Reduced

XPiratez / Re: [BUG] Hotel California House
« on: June 19, 2017, 03:22:54 pm »
Found another unpathable room - trying to find the last guy was annoying as hell. He was trapped in this room the whole time

(The counter-top blocks the door, have to destroy it or the walls to get in the room)

XPiratez / Re: The most unusual moments at your campaigns
« on: June 18, 2017, 04:02:20 pm »
Ah after finally collecting enough combat drugs to try out my theory I find that it doesn't work  :'( :'(

Combat drugs can only be applied on the guy holding it even though it says "TARGET ENEMY" or "TARGET FRIEND"

Still, the Moonshine tactic works wonders. I've captured another Guild Master and Church Matron with this.

It's kind of weird, you feed your target several bottles of moonshine and they're still standing, but once you shoot with one of your units somewhere else or get reaction shot by another enemy the game recalculates and your target falls asleep.

Now... I'm wondering if you can feed moonshine to tanks and drones.

XPiratez / Re: The most unusual moments at your campaigns
« on: June 18, 2017, 08:30:53 am »
It's probably cheese but yeah, feeding enemies moonshine is guaranteed stun damage.... so....

 ;D ;D ;D ;D ;D 8) 8) 8) 8) 8)

And now that I've researched more potent drugs the sky's the limit. I mean you can use combat drugs to force enemies to go insane and surrender - that's way better than any stun device in my current arsenal. -66 Morale is probably better than any psi attack (I'm referring to UFO Def, I don't have Voo Doo yet in my game)

Downside is that I can't buy or manufacture it yet lol

Considering that leather whips are more combat effective than electric lassos, I'd rather use moonshine and combat drugs to incapacitate my enemies.

Crack does a small amount of health damage but I don't know if I want to use that against... maybe lobstermen? But rope and barbarian axe can 1 shot them most of the time

XPiratez / Re: The most unusual moments at your campaigns
« on: June 17, 2017, 08:55:18 pm »
I played a lot of UFO Defense so I try this on Super Human.

A big ass guild ship lands early in the game, I'm like less than 6 months in with 8 girls in a turtle. Best guns I have is the Ol' Carbine which I can't even buy yet. I use land mines don't bring Frag grenades because I have like 6 in total.

First time I meet a Marsec Bodyguard.

Bullets bounce off him like pebbles. Go through heaps of clips and mags and they don't even bleed. I get lucky and someone baby-nukes a large chunk of their army away.

4 Marsec body guards left. My girls are tired. My best girls are in barbarian armour, they are armed with a spear and barbarian axe. WTF will that do to something in fucking Power Suits?

I moonshine up my 2 best girls then start sending everyone else back to the ship. I don't know what my primitive weapons can do...


Spear Woman instantly kills a Marsec Bodyguard from behind. Instantly! WTF?! A humble spear!

Barbarian Axe wielding maniac runs up to another and slices the other MB beside him, 2 HITS AND HE'S DEAD! Something the rest of my gun girls couldn't dent with a dozen hits!

They clean up the rest and even manage to capture one alive!


Found a base where that UFO landed. Not good. Score going down rapidly.

It's a guild base. 8 girls, some better weapons in the next month.

I form a box trap and just camp for about 6 tuns.

AMG cleans up most of the weak troops. Harpoon with Stun takes out Guild VIPs.

Guild Master walks down the corridor with his golden armour.

Riot Grenade out and I run back into the box. The grenade explodes at his feet, AND HE WALKS INTO THE BOX. He's surrounded by 6 girls now LOLOLOL!

3 girls ply him with moonshine. 12 units of moonshine get force fed into him.

1 girl comes up from behind with a cattle prod - ZAP! He instantly goes down into dream land

XPiratez / Re: A thread for little questions
« on: June 14, 2017, 03:54:26 am »
I remember in previous versions you could buy seagull missiles. That doesn't seem to be the case any more.

How do you purchase seagull missiles now?

In fact, how do you get ship weapons? I've researched Spike Rockets but can't buy any.

XPiratez / [BUG] Hotel California House
« on: June 13, 2017, 05:33:26 am »
There's this level with a house that has stairs leading up but none going down. So the only way out is to destroy the walls or floors after going up.

It was a bounty mission to kill the rich guy.

This video demonstrates me sending all my girls up - and possibly stuck in those 2 rooms for all eternity

XPiratez / Re: A thread for little questions
« on: June 12, 2017, 12:22:32 pm »
Cool, thanks for clarifying. I did not know if the engine allowed such a thing and wondered if it was just a "full bright" hack.

I can now get rid of my torches and magna-lites!  ;D ;D ;D

XPiratez / Re: A thread for little questions
« on: June 12, 2017, 11:37:47 am »
Question about Night Display:

So, pressing Space or Scroll Lock makes playing night missions unbelievably better! It's a difference of night and day!

But does it affect PC and NPC vision?

Does turning on Night Display change the lighting to "day" thereby giving enemies default day time vision? Or is it simply a matter of aesthetics and for example, purebloods still only see up to 10 tiles even with Night Display on?


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