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Messages - Ultimoos

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16
XPiratez / Re: A new player looking for some help.
« on: September 13, 2024, 05:53:49 pm »
1. By right clicking a weapon you make game prioritize it in case of reaction fire. By default game will use the weapon that costs least amount of time units to use. So you can force it use a different one.
2. Resistances modify weapons damage against that unit. You can stack those resistances with other wearable items. First number modifies rolled damage. So, if incoming damage is 50 and your resistance that type is 80%, than you are hit by 40 damage, which is then deducted from armor value. Second number informs you of a percentage limit this particular item can modify that resistance. 80/50 means, this item modifies damage by 80% but no lower than to 50%. There is a formula and it's a bit complicated.
3. Skill is the attribute that determines chance to hit. By default it is 100% of your accuracy for a weapon. But some weapons have special modifiers and can use more attributes at different value to determine accuracy. For example Ball bat. It's skill is 65 + 35% of your melee accuracy stat. This weapon is very easier to use by units with very low melee stat. A peasant has 35 melee accuracy, but with this weapon it's 65 + 35% of 35, so 77. There are weapons that can have damage modified by units stats, like 95% of melee weapons. Again Ball bat. It has a power of 25 + 0,3 of this units strength stat. With ranged weapons power modifiers are usually on ammunition, not weapons themselves.
4. Yes.
6. Up arrow is "to the power of 2" symbol.

17
XPiratez / Re: [MAIN] XPiratez - N9.5 21-Aug-2024 Second Coming
« on: September 13, 2024, 09:08:34 am »
yes, i stated in my previous post but it is related to the vibro technology? I cannot remember

Nope. Vibro is high tech, while tech knife only requires plastasteel. No vibro needed for homefort rifle.

18
XPiratez / Re: A thread for little questions
« on: September 12, 2024, 07:56:51 pm »
You should not look at path as balanced choices, but rather a further difficulty adjustment with flavors.

19
XPiratez / Re: Score dropping like a rock (-250/day, month 3) HALP!
« on: September 12, 2024, 07:54:00 pm »
The things that hurt your score most have radars. Shooting civilian traffic will hurt you further, but not much. If something is happening outside of your radar range, than there is really little you can do about it.

20
XPiratez / Re: [MAIN] XPiratez - N9.5 21-Aug-2024 Second Coming
« on: September 12, 2024, 03:10:35 pm »
Re you sure you are talking about "Homefort rifle", because that one requires "Tech knife".

21
XPiratez / Re: A thread for little questions
« on: September 07, 2024, 08:21:08 pm »
Honestly, no idea. I never used that one, but I do know is that you fill a vessel with the default positioning of your troops, one of them will be on top of the excess gear of that vessel. Well, at least AFAIK.

TL;DR: Fill a ship with troops, check the troop with the excess gear at their feet on turn 1. Hope it helps!

That is not reliable. For example Fortuna has a gear pile in separated compartment that no soldier stands in.

22
XPiratez / Re: Score dropping like a rock (-250/day, month 3) HALP!
« on: September 06, 2024, 09:20:07 am »
My save attached.
January: I start in a custom base in Romanica. Both sec corridors are sold and 4th brainer is bought. Runts make some bamboo and pointy sticks and after that torches for sale. My research goals are: Inspect machinery, Bounty hunting and working my way towards Little Bird. On missions I try to take people alive for ransoms. I only kill those who are too risky to capture. I want to save at least $500k for next month to buy runts. For base expansion I built at least 2 more burrows.

February: I buy 1 more brainer, 45 runts and they now make Hellerium for sale. Little Bird finishes and I start hunting down bandit cars, highway patrols, couriers and bandit trucks. 14mm ammo will run out soon, so I'm focusing my research to get Improvised aerial explosives and after that Rotoguns. For base expansion I want a Mess Hall, clear rubble and if money allows it 2 more prisons.
Thanks to lucky gets of 14mm ammo from prepper boxes and secret door events makes me shift research to unlocking more missions. I also get guild stapler from strangled agent mission. Research goals now are: Warehouse wars, bandit camps, undersea and underground missions and monster hunting.

March: With money from great previous month I buy 6 more brainers. I save 2 researchers from academy outpost. one is researched and second one is robbed for integrated devices. For base expansion I want 3 more crew quarters, 2 more general stores, one more extractor for codex activation and hangar. Temple and Academy missions are cash cows, so I rarely skip them.

April: I get one more brainer and I'm now 13/13, capped on runts. If all buildings are done it should be 95/95. Runts make Grog for sale. For base expansion I want to finish personal labs before month ends. hospital from male path, overcharged radar and at least start making workshop. Research goal are: Comms towers, car thieves and clearing as much as I can to later get chainmail and Bukaroo.
My pilots are good enough to shoot down bandit blimps, so I take one down. Luckily it's bandits, not raiders. Easily cleared in night, just remember to get hammers for 14mm turrets. With necroplane parts I can work my way towards contact junkyard. I buy Blowfish to be able to do undersea missions.

May: I buy 4 more brainers and wait for workshop to finish. Now I have all buildings I wanted, except sickbay and Library is long way ahead. Repeat of previous months. Clearing missions, shooting down bandits. I stay away from thunderbolts and necroplanes. Little Bird is a big gamble against those. I get old earth books from Comms tower mission and now I can research Chainmail and Bukaroo.
Also, this is a good place to consider second base next month.

I'll say it's extremaly lucky run considering milestones. I also got a lot castaway gal missions. I'm only missing a Fan and Esper now.

23
XPiratez / Re: Score dropping like a rock (-250/day, month 3) HALP!
« on: September 05, 2024, 08:35:35 pm »
I read pretty much every guide I could find, and didn't see anything about air defence priority, crap!

Rushing the Little Bird + ammo, but I doubt I'll get it fast enough to save my game in the 15 days I got left.

Rushing Little Bird is something you would do from first day, so treat this as a tip for a new game.
To be honest I'm not sold on Gunwagon to be a viable interceptor even for ground enemies. It's like a last resort to deter enemies from discovering your base. Angry Bird on the other hand can be useful if you get some rotor guns and improvised aerial explosives. And that is what I do when I run out of 14mm ammo.

I have also recently started a new game. I have problem with save scuming and wanted to finally have an Ironman game. I'm currently at the end of May and I as well had a lot of activity eating my points in both April and May. I was very lucky on getting more 14mm ammo and I'm still using Little Bird.

If you are interested I could post a quick rundown of what I did from beginning until now in that campaign.

24
XPiratez / Re: Score dropping like a rock (-250/day, month 3) HALP!
« on: September 05, 2024, 02:35:52 pm »
This mod is harsh on new players, even tho we had some nerfs in recent patches. Like legionof1 said, enemy activity lowers your score and if you are unlucky you can get hit very bad in early months. Most of the things that fly around and is not a civilian will keep lowering your score. Best way to counter that is of course to shoot things down. Necroplanes and bandit blimps in March are 95% beyond your capability but bandit cars and trucks can be taken down with Little Bird. The problem is 14mm ammo. You only start with 200 rounds and if you are not lucky you will run out of it very quickly. Also, going on a mission with Little Bird grants you bonus points from additional glamour.

There are some guides on how to effectively start a game but I will strongly recommend getting Little Bird ASAP.

25
XPiratez / Re: Bugs & Crash Reports
« on: September 04, 2024, 06:18:12 pm »
You mean, you never saw them fly, or sprites does not look like they wear flying harness? Because they do fly.

26
XPiratez / Re: A thread for little questions
« on: August 29, 2024, 02:00:32 pm »
Chocolate is super rare but can drop from bandit missions. Usually 0-2 even from small bandit camp. There is later a shop you can research to have access to chocolate. If you keep doing bandits missions you should have enough chocolate before first year ends.

27
XPiratez / Re: Bugs & Crash Reports
« on: August 29, 2024, 01:56:38 pm »
Exactly. Laser weapons are the highest tier you are allowed to use without research. And that is not even all of it. You can still research gauss and plasma weapons and won't be able to use them anyway because of "biocode" thing.

28
XPiratez / Re: Bugs & Crash Reports
« on: August 29, 2024, 12:49:43 am »
Curious issue I spotted yesterday: I had 2 Mad Scribblings that were unused for a while since I had a bad habit of selling Consumer goods in the post mission screen without remembering them (lol). Finally remembered to not do that, so queued those up in Workshop. Looking at the work report, it gave me a Loli Chainsaw and Irradiator.

Was quite happy with this after looking them up on the wiki, as I was training a silly melee Gnome as a meme build with N9000; went to immediately equip this in Hands > Inventory, did that with the chainsaw. But then, I clicked through my inventory over and over, thinking, Where Is this Irradiator? Looked up the image on wiki to make sure I wasn't hallucinating.

Most bizarrely, going to the Fence Goods/Shipping screen, it is there. I decided to ship it to my 2nd base in case that resolved it, but nope, same issue at that base, it is there, but never equippable. I did also double check to see if someone had randomly picked it up for use, but nope. It is also not researchable, though that's understandable as I'm far off the prerequisites.

Out of interest, I went back to the Auto-Geoscape save which was still just after that mission, tried queueing the 2 Mad Scribbles again. Gave a different result of Militarised Raygun and Kruger; and again, Militarised Raygun was not in the inventory equip screen, just like Irradiator, so it seems re-produce-able.

I also then backed up my save, and used Notepad++ to quickly grab the STR_IRRADIATOR from my second base into my first and change the quantity to 2. Still no luck. Sold one of the two. Still nothing. Really weird, seems to have almost completely prevented me from seeing them ever again (lol).

You can't use advanced weapons and items before researching them.

29
XPiratez / Re: A thread for little questions
« on: August 07, 2024, 05:12:15 pm »
I'm looking at that formula. I'm putting numbers in and I can't figure out how it's supposed to result in what #53 entry says.
What are numeral values for UFO sizes? I tried putting weapon accuracy at 1 to see what UFO size number would result in formula giving 100% and that number in minus infinity. And to result in 200% for very large UFO the value for ufo size is 3.5. Could you give us example of how to properly use that formula, because I'm lost.

Edit: I've put 100 to weapon accuracy and with UFO sizes going from -1 to 4, excluding 0 results are the same as #53 plus 0.5. Strange but ok.

To sum it all up the formula for weapon chance to hit is:
Chance to hit in % = (Weapon accuracy * (100 + 300 / (5 - UFO size)) +100) / 200 - 0.5 - UFO dodge + craft hit bonus + pilots to hit bonus
Where UFO sizes are:
Very small = -1
Small = 1
Medium = 2
Large = 3
Very large = 4

30
XPiratez / Re: Bugs & Crash Reports
« on: August 05, 2024, 04:40:09 pm »
It's not about fuel type. It's a "car" race, not "interplanetary dropship" race.

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