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Messages - Mathel

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91
XPiratez / Re: Bugs & Crash Reports
« on: March 27, 2022, 09:28:10 pm »
Would it be possible to have the Crew vote - Lazy-Ass Captain event happening the month after the Personality Test event?

I just got them both on the same day, making it impossible for me to chose my path.

92
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: March 18, 2022, 08:01:55 pm »
I think it would make sense if the recipes that make an upgraded Outfit from scratch are slightly cheaper on time. If you are upgrading something, you need to partially disassemble it first. But if you are making the target directly, then you are not going to be wasting this time. I am thinking something like saving 5 runt-hours on each skipped step.

93
The X-Com Files / Re: The X-Com Files - 2.3: Rise of The Cultists
« on: February 28, 2022, 08:51:52 am »
Hello, good people!
I decided to give this sweety(the modded game, v2.3d) a whirl. After a couple of in-game months, I started wondering why I level-up the "suppressor"-commendation so quickly, but cannot get any levels in the "takedown specialist"-one. After inspecting commendations_XCOMFILES.rul, I noticed that almost all of the triggers for "suppressor" (STR_MEDAL_SUPPRESSOR_NAME) and "takedown specialist" (STR_MEDAL_WRESTLER_NAME) are the same. To me this seems like a conflict, which will prevent one of these commendations to happen.
Am I missing something?
It should not prevent them. Instead, it should trigger both.

Reading them, I see that Suppressor allows unarmed and certaing weapons, while Takedown Specialist only allows unarmed.
Also Suppressor is much easier even with only unarmed. By the time you get 1st level of Takedown Specialist, you also have to have at least 4th level of Suppressor. (10 takedowns)

By the time you get 10th level of Suppressor, you can have at most 5th level of Takedown Specialist. (50 takedowns)

94
XPiratez / Re: Bugs & Crash Reports
« on: February 22, 2022, 04:32:36 pm »
I just completed a Friends in Govt attacked.

In the process, I lost a Lokk'Naar in an armored car (4RPG). And one of the objects I got is a STR_CORPSE_LOKNAR_COAT. I don't think that's supposed to happen.

95
XPiratez / Re: [MAIN] XPiratez - M4 6-Jan-2022 Peasant Revolution
« on: February 18, 2022, 04:17:48 pm »
Adding to that:

Mortar explosive rounds
RPG Cumulative Rounds

Both deal some amount of damage, it adds up.

Superselfcharger

Fails to breach armor at first, but over time burns through it.

Willie Pete

Lights it up, also deals damage.

96
XPiratez / Re: Bugs & Crash Reports
« on: February 09, 2022, 04:53:41 pm »
So thats how it works. Thanks, Meridian.

97
XPiratez / Re: Bugs & Crash Reports
« on: February 09, 2022, 11:15:07 am »
Valkyrie condamnation does not work as expected.
I just got it on a dead peasant. Not even my greatest peasant.

98
XPiratez / Re: Bugs & Crash Reports
« on: January 09, 2022, 09:25:02 am »
So I updated to M4 and I am able to research ?Peasant Revolution?. This is in spite of the fact that I have researched ?Gals are better? before updating. The Tech Tree Viewer says they should be mutually exclusive.

Save attached.

99
The X-Com Files / Re: The X-Com Files - 2.1: Swarm Tactics
« on: December 16, 2021, 09:53:02 pm »
I actually just wanted to ask about the math for stun damage. Just researched the KS-23 shotgun to find its stun ammo does LESS base damage than a standard shotgun's (22 vs 25). The only other way it differs statwise was 15% more HP damage. Does HP Damage Multiplier mean a percentage of the base damage is dealt as HP instead of stun or is it dealt in *addition* to the state base damage. So a 22 damage baton round is doing 11 stun and 11 hp damage (RNG dependant, obviously) or is it 22 stun and 11 hp.
In addition.
The "To Health", "To Stun", etc. are separate, and presumably stuff of STUN type defaults to To_Stun=1.00 .

To a regular human with 12 front plate hit in the chest, the baton shell will do.
0 to 44 damage. Then 12*1.25 is subtracted from it, resulting in 0 to 29. The target will take 0 to 29 stun, and 0 to 14.5 HP damage.

100
XPiratez / Re: [MAIN] XPiratez - M3 28-Nov-2021 The Planet of Rust
« on: December 13, 2021, 04:16:29 pm »
The -2500 infamy "Govt official under attack" can be won with great usage of mortars. Shell the hostile craft from behind cover and let the allies take most of the punishment. Once you take out the cannons and the flying ninjas, then you can go in for cleanup.

101
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
« on: October 13, 2021, 06:31:48 pm »
Otherwise as I've said before, I'm quite a big fan of the surface weapon system, its nice to see X-COM decided to actually lookup decent weapons instead of bringing harpoon guns. I still wish there was some kind of early game surface armour, even just for the cosmetics since its a bit amusing/comical seeing soldiers marching to battle on the surface in diving suits.
As this takes place after X-Com: UFO Defence, Personal Armor would make sense.
Even if Elerium is too expensive, Personal Armor just takes Alien Alloys, which are easy to make. Since they are apparently better than steel, they should even be commercialy available, so it Personal Armor from the first game could be made without any prerequisites.

However, to explain AA are not used to make protective suits, Personal Armor would likely have Sonic damage multiplier greater than 100%. 200% or 300%.

102
XPZ Strategy/Tactics / Re: Extended Piratez general FAQ/Strategy Guide
« on: October 08, 2021, 02:00:39 pm »
Several entries, in fact. One per each shield.
You will find it in Mysteries: Personal Shields   and the following 4 segments. (Gold shield, Blue Shield, Purple Shield and Red Shield)

103
XPiratez / Re: [MAIN] XPiratez - M1 29-Aug-2021 Violent Laser Battle (...)
« on: September 20, 2021, 11:51:48 am »
-666 points for playing on max difficulty. Not what I expected, but I guess it's par for the course.

Let's see, if I can win regardless.

104
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: September 09, 2021, 09:42:45 pm »
Morale supercharge! :o
Is it from drug use?
I remember seeing energy supercharge from drug use and I guess that things that have a negative cost can supercharge a stat. In case of energy, it dropped to regular levels next turn.

105
The X-Com Files / Re: The X-Com Files - 1.9: Free Falling
« on: September 04, 2021, 06:26:02 pm »
Not sure if it can be done... I am sceptical, but maybe?

I did some research. Apparently, it could not be done with a set delay from the research, but could be guaranteed to happen next month and never again.

As far as I can tell you'd still run into the same problems - i.e. no real way to tell how "good" or "bad" progression for the player has been, and what might be considered a "trivial" point penalty to some might be (automatically) game-ending for others. Again, if there was some way to scale penalties to actual player scores this might be doable in a sane way, but right now you'd have to be guessing - which I don't think is a good approach to a mechanic that is potentially game-ending.

Not really. It could be scaled to the least power the player can have when they trigger it, which I expect is about when the stuff provided in return is relevant.
Sure, if you research Share Tritanium Ammo when you are already using Plasma, the penalty will be meaningless. So will Tritanium ammo for the various M.A.G.M.A guns.

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