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Messages - Ruberto

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16
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: September 03, 2023, 03:36:39 pm »
I have several quality-of-life suggestions:
1) when choosing armour for a warrior, ability to search ("q") would be welcome,
as well as ability/ button to filter armour (similar like items list can be filtered) by environment - underwatter, space, covert ops, etc.
2) Search function in building facility menu - in mid/late game the list is getting quite long and chaotic.
3) In setting, i would love to see option to make all wounded crew to be automatically de-armoured, as you usually have more crew than good armour, and dearmouring them manually is tedious (and de-armouring everyone en mass with "x" is also often inconvenient)
4) It is very convinient that in Inventory screen, you can see weapon damage for selected fighter (by pressing alt and hovering cursor on the weapon). It would be even more convenient if in addition to damage, it would show how well it penetrates armour (Armor effectiveness) (and abbreviation of damage type perhapse) Sure you can alt-tab to a wiki, but when you are choosing what sword (of some 5-10 you have) to give to this or that gal, it would be very convenient to see that information in-game.

--- merged by Solarius Scorch. Two posts in 30 seconds??? ---

New enemy unit ideas:

Technocracy:
big 2x2 tracked unit with humanoid torso & big guns in arms (essentilly  T-1 terminator)
Flying 2x2 unit with rotors/jets, (kinda like Hunter Killers in the movies)

Daemons: Well, many daemons from Doom2 are still waiting their appearance, especially powerful ones that would make daemon faction dangerous in lat-game:
Cyberdaemon would be interesting and valuable to implement, giving daemon faction anti-tank punch to keep them threatening in late-game. To stress the late-game anti-tank role, could swithch/randomly loaded with normal explosive and anti-tank missiles.
Spidermind: essentially spider daemon with more HP, 14mm chaingun and perhapse a force shield. 
Pain elemental would also bring new trick to the table, (also should be easy to make, mostly re-coloured cocodaemon); it's spawning i thing should be made as shooting attack thad deals some concussive damage and then spawns flying skull unit thing near the impact poing.
Fatso Mancub would also be a new challenge, armed with heavy flamer and/or Arena Fireball Launcher.

Spartans
Being just a human faction, I think they shoud get armoured car with some anti-tank gun (105RR); or even a new lighter custom unit like jeep/toyota with a gun mount. I mean cmon, even bandits have armoured cars, it's weird that spartans get nothing nd become joke beyound early game.
 
Deep ones are another factions that starts struggling pretty early on (especcially in land missions), and needs some late-game unit love to remain viable threat and not just safary meat. As such I suggest some big/boss units:
2x2 giant enemy crab, with tank-level armor and massive melee damage; could have a variant with deep one/aquatoid riding it with sonic cannon.
2x2 lovecraftian Starspawn aka baby-cthulthu. flight, melee claws, ranged "magic bolts" attack with Psi/warp damage type to threaten tank but not necesserily obliterate infantry; and perhaps mind control/terror. Being of unnatural origin, it should be immune to poisonous gas, so widely used to exterminate the deep ones in general.
2x2 shoggoth: big mass of flesh (perhaps made by merging together multiple fartbag sprites) that attacks at range and in melee with powerful corrosive attacks (blast/rapid fire ranged ones, low-tu cost melee ones). Low armour but high regeneration.

17
XPiratez / Re: A thread for little questions
« on: August 05, 2023, 09:35:52 am »
On the upper floor of the ennemy lab, just left of the elevator, a fake wall is present, with at least one zombie.
Try hitting walls with an axe. (And don't forget that you may need multiples hits).
There should be no hidden section on the cavern part of the map.
Thanks a ton, it worked. That was one nasty secret non-door.

18
XPiratez / Re: A thread for little questions
« on: August 04, 2023, 12:01:48 pm »
Yes. There is a collapsed small room on the upper floor
Oh thanks god.
 This is what i've revealed on the upper floor (in the lab section in the lower left corner).
do I get to that collapsed room from here or from somwhere in the cave part of the map? there are no stairs upward in the cave part though...
(i have attached part maps in case it's there, please mark it in paint or such)

19
XPiratez / Re: A thread for little questions
« on: August 03, 2023, 11:19:48 pm »
Does technomancer's cript mission (https://xpedia.netlify.app/##STR_LOC_CRYPTEK_CAVES) has some special objectives? SOme places with enemies that you can't find and have to mine to?
I am pretty sure i've revaled the whole map and killed / incapacitated all enemies, but the mission woun't finish and "bughunt" mode woun't activate no matter how long i turnskip. I can post screenshots of revealed map if it helps.

20
XPiratez / Re: A thread for little questions
« on: July 30, 2023, 08:21:58 pm »
During hideout defense missions, my turrets (https://xpedia.netlify.app/##AUX_XTURRET_CANNON_WEAPON) act very strangely, often failing to shoot enemies as if they don't see them half of the time, or are too lazy to look around for enemie. Is this intended?
 Similarly, during Defend gov base from ninja assault, turret on top of the big gov bunker rarely if ever shoots at attacking ninjas.

21
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: July 30, 2023, 08:18:02 pm »
In production screen, It would be very useful to have (in addition to the "auto-sell" button) auto-transfer button, so that when the production is finished, produce is automatically sent to designated hideout. Would save quite a lot of hassle.

22
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: July 14, 2023, 11:31:51 am »
Electro-Flare 40mm grenades to be fired from grenade launchers (and maybe mortar shell bigger brighter version), to be deployed by support grenadier, similarly to smoke charges.
Tactical usefulness in night missions would be great.

23
XPiratez / Hideout defence tinkering
« on: July 08, 2023, 06:33:20 am »
Hello everyone
I want to modify how the lowest map level of hideout/ base defense missions works (one filled with slowing green "sludge"), as enemies getting stuck there ruins all the fun (for me at least) from otherwise exciting mission. Questions are:
1) can I change the code to remove it completely? pedia article https://xpedia.netlify.app/##XBASE mentions "tunnel Data : level : 2" - maybe if I change it to 1 the level won't spawn? Where do I find the code line for it?
2) Where do I find code for the green sludge's stats? If I can make it cause damage every turn, like fire tiles do, it would also solve the problem.


24
XPiratez / Re: [MAIN] XPiratez - N5 07-Jun-2023 Shadow Descent
« on: June 29, 2023, 05:31:04 pm »
Hello all
I try to upgrade to new version, but when i overwrite the files and try to run the game, it crashes.
in the log file, after many suoppressed errors, it says:
[29-06-2023_17-24-13]   [INFO]   Loading language...
[29-06-2023_17-24-13]   [FATAL]   Error loading file 'D:/piratez+/x - clear sky - Copy/user/mods/Piratez/Language/ru.yml'
[29-06-2023_17-24-13]   [ERROR]   yaml-cpp: error at line 11463, column 94: illegal EOF in scalar
What should I do?

25
XPiratez / Re: Last bastard mode
« on: June 29, 2023, 09:02:53 am »
Piratez_Globals.rul:

thanks man!

26
XPiratez / Last bastard mode
« on: June 28, 2023, 02:38:27 pm »
Hello
I wanted to ask what file and what line governs when (after how many turns) Last bastard mode is turned on (all remaining enemys shown on minimap)?

27
XPiratez / Re: Bugs & Crash Reports
« on: February 22, 2023, 12:54:46 pm »
Difficult to say, since this is some AI wizardry I have no clue how it works, but the enemies have to be repeating the same patrol between the same nodes to trigger rat hunt.
That's strange, before the last update, it functioned perfectly well...

28
XPiratez / Re: Bugs & Crash Reports
« on: February 22, 2023, 11:20:09 am »
That was not changed, likely you are missing some other condition.

I would bet that it's more than 2 enemies left or they are not 'stuck'.
What do you mean "stuck"?

29
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: February 22, 2023, 06:44:02 am »
Sorry, the forum is not parsing some links correctly.
Thanks 4 the link
What part of the code is responsible for the enemy ai behavior? (such as how it decides to shoot or go melee, and for melee enemies to charge or just wander about)?

30
XPiratez / Re: Bugs & Crash Reports
« on: February 22, 2023, 06:33:13 am »
Hello
After upgrading to latest version, combat no longer goes into "find the last bastard" mode after 16th turn.
 Was this super-helpful feature removed or am i missing something?

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