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Messages - ZoA

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16
XPiratez / Re: [MAIN] XPiratez - L7 04-Mar-2021 Lucky Seven
« on: March 06, 2021, 03:01:30 am »
New release UP. Enjoy.

Much appreciated.

17
XPiratez / Re: A thread for little questions
« on: March 04, 2021, 10:16:03 pm »
How is one supposed to deal with that battle tank in Sitzkreig mission? Typical anti tank weapons dont do enough damage even when hitting turret's back armor, and damn thing one shots anything it hits even through my thickest armors.

Edit: After some testing it turned out Holy Hand Grande deals with that tank quite effectively. Indeed the tank did snuff it, as the scripture foretold.

18
XPiratez / Re: A thread for little questions
« on: January 22, 2021, 07:17:27 pm »
WE MUST DISSENT

Solarius Scorch if you don't mind me asking is that Sid Meier's Alpha Centauri reference?

19
XPiratez / Re: A thread for little questions
« on: January 22, 2021, 07:09:55 pm »
Where can I find the "The Teachings of Night" to build the Dream Library?

That's a wrong question to ask. What you should be condensed with is where to find enough pron to build that thing. ;D

As for The Teachings of Night I'm fairly certain it reliably spawns in Mansions raids. I also suspect it might be found in some undergrad missions like temples or whatnot, but I'm not sure about that.

Edit: Crossed wrong information abut  Teachings of Night appearing in Mansions. I got it confused with Liber Occultus.

20
XPiratez / Re: A thread for little questions
« on: January 16, 2021, 01:28:32 pm »
From what I observed Paty missions tend to produce a lot of glamor and are worth doing just for that. Also they are quite easy as long as you bring gals with decent unarmed melee capabilities.

21
XPiratez / Re: Car Bombing
« on: January 02, 2021, 01:25:13 pm »
I think this tactic would work with gyrocopter even better. Alas i wont' be attempting it because with my memory I'm liable to mishandle the bombs and explode myself.

22
XPiratez / Re: A thread for little questions
« on: December 31, 2020, 01:01:57 pm »
Psi training is a special case in that when you start the process it gives the unit a big chunk of negative XP which is then erased over the month at which point the unit is set to full XP possible. It functions like this so that every unit will always receive maximum benefit regardless of stats on entry or unit type, and still always takes the full months time regardless of option setting.

TY for the explanation Legionof1. You are a treasure.

23
XPiratez / Re: A thread for little questions
« on: December 26, 2020, 06:41:55 pm »
To correct my earlier post after some more testing I got instance where Powers of Seduction increased voodoo skill of a gal with voodoo skill at 0. It seems previously I had long string of bad XP rolls that made me think Powers of Seduction no longer gives voodoo skill experience.

TL-DR: Can confirm Seductress outfit still useful for training voodoo skill.

24
XPiratez / Re: A thread for little questions
« on: December 26, 2020, 11:49:12 am »
I think voodoo skill is not trained with the school. You only see progress you made during tactical battles.
Anyone who used voodoo for the first time will get their voodoo skill revealed which is the initial +40 you sometimes see in the school.

I'm fairly certain that voodoo school does train voodoo skill, but only for gals that have ad least some points in voodoo skill to begin with. From what I have observed gals with 0 voodoo skill stay at 0 indefinitely regardless of the time spent in voodoo school, but gals that  have voodoo skill > 0 gain more voodoo skill  even when I don't take them on any missions and they just sit in a base.

I'm not sure if this is undocumented but intended feature or if it is a bug, and if it was always so or if it was introduced only in recent patches. I certainly can't find anything in www.xpiratez.wtf or Dioxin's patch notes that would exsplane what i can see game doing with voodoo skill training.

25
XPiratez / Re: A thread for little questions
« on: December 24, 2020, 09:39:45 pm »
I'm having issue deducing how voodoo training works. Voodoo school seems to provide voodoo skill improvements only to gals that already have some ranks in voodoo skill, other gals don't seem to get any benefit form them.

In previous version (older then L6)  I had some success leveling vodoo skill with Seductress outfit using Powers of Seduction, but recently it does not seem to provide any to voodoo skill experience, ad lest not to gals with 0 voodoo skill. Same issue I have observed with usual early access voodoo weapons (Wand of Airlessness, Wand of Firebolts, Cobra Staff) that also don't seem provide any training for voodoo skills of gals that have 0 voodoo skill to begin with. 

Anyhow I would appreciate any explanation as to what is happening with voodoo skill training and how it actually works.

Edit: After some more testing I got instance where Powers of Seduction increased voodoo skill of a gal with voodoo skill at 0. It seems previously I had long string of bad XP rolls that made me think Powers of Seduction no longer gives voodoo skill experience.

26
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: December 19, 2020, 09:38:34 am »
We already have multiple condemnations that reward focus on specific weapon or weapons types, but have no condemnation that reward diverse weapon usage. Thus I'd like to propose new condemnation:

Eclectic Warrior


to attain N rank in this condemnation you have to have N number of kills/stuns with 3xN number of weapons. So for rank 1 gal has to have 3 different weapon with ad least 1 kill, and to attain rank 10 she has to have 30 weapons with 10 kills with each weapon.

Benefit could be something like +1 to Marksmanship, Trowing and Melee per rank, or whatever else Dioxin finds balanced.

27
XPiratez / Re: Bugs & Crash Reports
« on: December 17, 2020, 07:37:52 pm »
...

You should change your user name to Neelix  ;D

28
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: December 09, 2020, 12:13:51 am »
Discussion about night combat in little questions tread gave me an idea that I'm not sure is technically feasible, as in if it is supported by openXcom engine, but here I'll leave it just in case it is, or someone can concoct some workaround.

Basically idea is that using or even just holding certain types of weapons produces light source. For example discharging a gun creates light source in square it is fired form, and that light source last only one round, basically imitating gun flash or whatever is equivalent for energy weapons. How much light is created and for how long could depend on weapon used and ammunition used. For example something like a crossbow, knife, javelin or suppressed pistol would generate no light either when carried or used. Machine-gun could generate more lite when fired full auto then when use in aimed or snap shot, and that light would last for only 1 round, and things like flame arrows in hunting bow, flamethrowers and plasma daggers could generate constant slight light similarly how personal computer does right now.

Idea of this design is to force players to pick their equipment for night battle more carefully, give advantage to more primitive weapons during night combat, as well as to punish both players and enemies that use long range sniping tactic from darkens during night combat.

29
XPiratez / Re: A thread for little questions
« on: December 08, 2020, 07:55:30 pm »
There is also issue if this was really "night". Very early mornings, or very late evenings are pretty dark visually, but don't count as night for example.

In this specific case it was night for sure because if could not spot distant enemies beyond range of my gal's night vision.

30
XPiratez / Re: A thread for little questions
« on: December 08, 2020, 06:51:56 pm »
I'm sorry my question caused any discord, it was not intended.

To clarify motive for my question was  a mission I did in L5A2 day before yesterday when two gals of mine got shredded in a night mission by Field Gun some 20 to 25 squares away while I believed in both cases they were in position where they should not be visible to any living opponent, and Field Gun itself had night vision of only 15. I assumed it could be a bug or some game mechanic i was unaware of. Now i think they might have been casualties of this "visible for several turns" mechanic.

This mission in addition tom that one Field Gun also had bunch of Stormrat and Highwayman. Can any of those act as a spotters for that Field Gun?

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