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Messages - peirceg

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31
XPiratez / Editing Difficulty
« on: May 09, 2020, 03:06:35 pm »
With these settings editing the piratez global.rul file will I be able to get the extra spawns from superhuman without the malus to campaign and boost to alien stats?

difficultyCoefficient: [0, 0, 1, 1, 1]
aimAndArmorMultipliers: [0.75, 1.0, 1.0, 1.0, 1.0]
statGrowthMultipliers:
  tu: 1
  stamina: 1
  health: 1
  bravery: 1
  reactions: 1
  firing: 1
  throwing: 1
  strength: 1
  psiStrength: 1
  psiSkill: 1
  melee: 1

32
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: May 09, 2020, 12:47:19 pm »
Its more like randomised stats cap, not stats in itself.

I belive that Piratez have something like that in form of Freak Gals that can have starting stats that greatly exceed stat cap.

This is more of a mod design policy, than a new feature.

That is the point, you wont know a units potential unless you allow it to bloom on the battlefield. I love for a way for this to work with enemies too, with slight variance between bandits, and robots etc having no variance at all.

33
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: May 09, 2020, 08:15:48 am »
Saw this cool thing on the 40k forums, would be a nice addition to the random nature of troops in xpiratez - random stats

https://openxcom.org/forum/index.php?topic=7416.0

34
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: May 09, 2020, 12:55:27 am »
I guess so basically. with movement only allowed inside the craft - would be a lot of CQC.

35
XPiratez / Re: Reaction vs Melee Enable
« on: May 09, 2020, 12:52:44 am »
Fantastic option, makes certain weapons that reduce TUs really useful now.

36
XPiratez / Re: Reaction vs Melee Enable
« on: May 09, 2020, 12:44:14 am »
So they will react to movement with a melee attack of their own if a unit just steps into melee range in their 90 degree front arc?

37
XPiratez / Re: Reaction vs Melee Enable
« on: May 09, 2020, 12:37:14 am »
So in the situation detailed above, which sounds wonderful btw, will they also react to you moving and coming into melee range if you move into melee range in their 90 degree arc (if they have high reactions), the three tiles directly in front of them with a melee attack-potentially before you do a melee attack?

38
XPiratez / Re: Reaction vs Melee Enable
« on: May 08, 2020, 04:26:26 pm »
Aliens react to movement already. Trying to stab someone in the back  or running past them should provoke a reaction but I digress.

39
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: May 08, 2020, 04:24:54 pm »
I would love to see boarding. Launch a missile from a craft with a low speed high reload time which on hit "destroys" or "forces a landing", while still being in the air (blue tiles to represent air, I dunni). Mission could have a strict time limit and it could only really work with larger craft I suppose. Failing that a boarding pod launched from a base.

40
XPiratez / Re: Reaction vs Melee Enable
« on: May 08, 2020, 04:10:50 pm »
Will units also react to movement in tiles other than the one directly in front of them?

41
XPiratez / Re: Reaction vs Melee Enable
« on: May 08, 2020, 03:29:31 am »
By the way which hand does the game prioritise when making a reaction shot? Or is it random?

42
XPiratez / Re: Reaction vs Melee Enable
« on: May 07, 2020, 01:51:59 pm »
After building, I got this file OpenXcom.2010.vcxproj successfully built, where is the .exe? What should I do with this newly built file?

43
XPiratez / Re: Reaction vs Melee Enable
« on: May 07, 2020, 11:59:00 am »
Thank you! I will see if it works.

44
XPiratez / Re: Reaction vs Melee Enable
« on: May 07, 2020, 11:50:15 am »
I am seeing this at line 2012

int reactionChance = BA_HIT != originalAction.type ? 100 : 0;

What should I edit now?

45
XPiratez / Re: A thread for little questions
« on: May 07, 2020, 07:45:42 am »
Is there any way to control the direction of the turret on a small tank/vehicle without altering the facing the chassis and not firing?

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