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Messages - Iazo

Pages: [1] 2 3 ... 19
1
XPiratez / Re: A thread for little questions
« on: March 11, 2024, 07:16:52 pm »
Hey all!, what is controlling craft interior lightning? Ive recently noticed that on an older game my airbus interior has no light in night missions and in another more recent save, the craft interior has full lights and when i open doors it illuminates out like 10 meters. Is there a hotkey for that? (no i''m not talking about personal lights). Ive attached 2 snaps to see what i mean.

This looks like a case of Magna-Lite in item pile.

2
XPiratez / Re: A thread for little questions
« on: January 31, 2024, 03:27:38 pm »
Your assumptions about how dogfighting works is wrong.

The pilot and hull aim bonuses are flat bonuses, they are not impacted by the gun accuracy, nor the enemy size. Enemy size comes into play only when it comes to gun accuracy.

Anyway, it should be definetly possibly to nail jetbikes with a convoy with 14mm chaingun. I do it all the time, BUT the pilots have to be decently good, meaning firing over 110, iirc? Smth like that. All 4 of them.

Also, the piloting accuracy bonus can go into negative. An 80 firing , as far as I remember will not do.

As far as I remember, convoy cannot mount missiles, but you can use Rattlesnakes...though I would still go with the 14mm.


3
I can appreciate the map from inside my Shadowbat, thank you very much. If Khorne is displeased, he can go whine to the Pope.

4
Fuck you, the Scorpion is great. Starting with 2-4 enemy spawns right next to the craft means you can get into melee on turn 1, and the very open nature of the craft forces you to disembark and scramble for cover on turn 1. I agree that the rest of Red's craft lineup is hit-or-miss though. Scarab is basically a heavily-armed Aircar and Snake is awkward and inconvenient.

Wow, what an advantage! I, too, very much enjoy braving reaction fire to get into the cover that most other craft provide on turn 1!

Quote
So, how many hangars do you normaly build in your starting base? I ran across the problem that I can't do underwater missions with just 2 hangars, and worry I might need a 3rd anyway, but I f'ed up my baselayout a bit, and don't exactly want to destory my workshop and rebuild it.

Everyone's favourite answer: It depends! Usually it is anywhere from 2 to 3, but I have, on ocasion, even went up to 4. Some craft can pull double duty. Some cannot. Depends on tech level, depends on what craft you have available. Sometimes even depends on whether you are rich enough to just sell/buy craft on demand.

As to second bases, you do not need to worry about it overmuch. I play JS, and due to JS things I cannot justify secondary bases until way late in first year or early second year. A quick meta play from the JS playbook is AA facilities that also provide ground turrets. The earliest of them being Flak Cannons (NOT flak towers).

The easiest difficuly is extremely lenient with strategic timetables.

5
XPiratez / Re: A thread for little questions
« on: January 27, 2024, 12:04:22 am »
Depends on difficulty. Plantation income is difficulty-independent, while DJ and especially JS will KILL runt profitability.

6
I would actually advise green instead of red.

The red-specific crafts SUCK. Yes, those are fighting words, but they suck, and they suck bigtime as battle-deployment platforms. (Yes, Scorpion lovers, come at me.)

Unless you go peasants or cats, you will have trouble fielding a decent battle taxi.

Green's shadowcraft lineup is much more rounded up.

Gray and gold are very powerful, but rely on incredibly specialized tools to get stuff done.

7
So my laptop blew up, so I cannot check for meself, but here is part if the conversation that happened on Matrix about your game.


Sorry man, I will take a look after I get my laptop from the workshop. But you can trust tgese people, they kbow what's what

8
Without seeing your save game, it is difficult to say what is wrong. Put up a save game, and maybe there will be some advice given.


I do not think it is air traffic that drains that much, but without looking at the graphs it is difficult to know if it is preventable or not.

My bet is a combination of low researcher numbers, lack of researched missions, or a really unlucky enemy excavator mission.

Also, it is obviously commendable you want to navigate the tech tree blind, but I think that Dioxine gave up on trying to coax people into running the tech tree blind, so now it is probably expected to an extent to know which tech is important.

10
XPiratez / Re: Bugs & Crash Reports
« on: January 12, 2024, 05:39:40 am »
Hey. You seem to have downloaded a broke version that was only up for a few hours before replaced. You should download the newest version. It was fixed in the last one.

11
XPZ Strategy/Tactics / Re: Wild howl?
« on: January 11, 2024, 01:45:52 pm »
Yes. The TU damage is in effect for this turn ONLY. That means it will drain the TU the enemy 'saved' for a reaction attack, but will not prevent them from taking their turn normally (by itself).

At the start of the enemy turn, resources are regained/refilled, THEN morale check happens. So, no, you will still be in danged of bein berzerked upon.

Furthermore, heavy armor, with a multi of 0.1 will not protect by itself, true. But heavily armored enemies, USUALLY have a very serious amount of daze resistance, not to mention you have to be really close, or else power gets limited by range too, and, plus, 0.1 is not 0. Significant amounts of armor will interfere, especially since the attack is already low power as is.


Ultimately, I do not think Wild Howl works. Or if it does, it works in verrrry specific circumstances.

12
XPZ Strategy/Tactics / Re: Wild howl?
« on: January 10, 2024, 10:46:02 pm »
A gal with 50 bravery does an attack with 40 POWER, not 40 damage. 

a) The power is randomized with a 50-150% spread which can be anywhere between 20 to 60 in your example.
b) Enemy armor resistance to daze comes into account, and is applied to the rolled power.
c) The attack has an armor effectiveness of 0.1, so the enemy armor comes into account. Which would be subtracted from the resistance-modified rolled power.

After all this calculation you have the raw damage.

The raw damage THEN gets modified again:

a)It actually deals 0 damage to health, because it has 'Health damage multiplier' 0.
b)It gets cut by 1/4 and that is applied to stun, because it has 'stun damage multiplier' 0.25.
c)It applies full damage to enemy TU (essentially draining their reaction TU)
d)It multiplies the raw damage by 4 for morale (morale damage multiplier 4) and then FURTHER modifies it by comparing the enemy's Bravery to 110. I am not entirely sure of this, but I think it's 10% per each 10 points of enemy Bravery subtracted from 110. So yeah, it would deal full morale damage, IF the enemy had 10 bravery (lol). So no, it's not a lot of morale damage, unless you howl at a civilian or smth. Worse still, if you howl at enemies who are insanely brave (over110 bravery), they will REGAIN morale.


If morale drops too much (below 50%) the enemy will have to pass a morale check on their turn. If they fail it, they will panic and do nothing that turn, or berzerk and attack randomly.


>What does Accuracy 100% up to 200 m mean? How far 200m is?

200 m is 200 squares away. For comparison, day vision is 40. In piratez-speak it basically means infinite range, meaning that the attack will have full accuracy at 200m.... UNLESS:

> "Accuracy dropoff/tile: 2

Which means that from that accuracy, 2% is subtracted for every square. That means that, for Wild Howl, basically, you have 0 chance to hit at range 50.

Note: This is wrong, please disregard. Accuracy dropoff means that for every tile past 200, the accuracy drops by 2 per tile.

>Power reduction/tile?   4
>Power reduction threshold?   2

Remember what we talked about in the beginning about damage and power and all that? Well, that only applies if you're in the power threshold, which is 2 for Wild Howl. That means just melee range and basically 1 square away. For every square of range beyond that, another 4 is subtracted from the unmodified power. (The one before rolling 50%-150%)

> Is it flat value or persantage value?

Flat

>Will this ability hit allies as well?

Not by accident. It has blast radius 0, which means it only affects who you target with it. But you CAN target your allies with it, which would work and affect them if you want to do that for some reason.

13
In my game, too, from the version half a year ago. Now they have cut them down but have not replaced them with anyone.

Again, no. I mean recent, last month version.

N6.07: https://imgur.com/a/rsZ5dbX There were 14(!!!) bases many of which I assaulted by Nov.

I am really tired of your insinuations. Either provide a save game, or don't, but be prepared for me to accuse you of lying.

14
500k in february is almost inconsequential. And 100k per month is also inconsequential. Consider that on JS, by july, you gotta have at least 4 overcharged radars built by july. If you didn't even have the money to build a mess hall by july(a building you would build in jan, normally), you are nowhere near of being ready for JS.

15
All in all it might be a bug because that is not intended, but without a save game, can't check what is wrong. It's not my experience, I had my game full of ninja bases though.

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