Recent Posts

Pages: [1] 2 3 ... 10
1
You write:

"Personally, RNG's hate me with a passion, so when I'm faced with such insanity like having to research a specific NPC you have to work hard to get in a specific mission and then... there's a chance you get a useless result and have to DO THAT AGAIN 20 or 30 times, I'm just like NOPE. NOPE. NO EFFING WAY."

This is misinformation. Rare captures usually only have a handful of rare researches and usually no more than one unique (engineers could be said to be an exception except they're not exactly rare). If you *don't* savescum research early and devote some of research effort to interrogate common prisoners (commonly referred to as 'thinning out the lists), you won't have this issue of having to redo difficult and rare missions. Ie. you propose a solution to a problem you have created yourself. And this is not even issue of IRL time, as you are bound to capture many enemies anyway; it's an issue of cheating early to be stronger faster in game-time terms... I mean it's not my place to say 'savescumming bad' just don't use such misleading justifications.

Next... you write "After 2 mandatory defenses...". I have no idea where you got that from. They're neither 2 or mandatory.

Next... it's actually very unlikely to get the Smooth Captive early. To get 'The Academy' topic just interrogate a Nurse (and it's guaranteed)...

Next, Humanist Leader... apparenly by this point you get savescumming to such routine that you didn't notice simple fact: Yes, he can give you Origins of Dr. X as a random, but if you interrogated him and got a different result, the topic is unlocked for your research anyway...

In any case I'm not criticizing your research methods, and this is immensely useful reference; just I wanted to point out arguable advice.
2
I do believe there is, but I've seen plenty of Stun Launcher shots by aliens that ended up stunning themselves. Perhaps they don't consider stun damage that risky compared to explosive, but this is all conjecture on my part.

There are many factors, like their aggressiveness, battle situation, etc.
For the same reason, some units are likely to throw grenades at their own feet when surrounded by X-Com units.
3
OK, so after some tries in the researchRuleStatus: to disable cats, the strings to be present for the cat path to be disabled are:

  STR_CAT_PATH: 2
  STR_CAT_PATH_PREQ: 2

while to have gals enable, need to have related ones are:

  STR_GALS_ARE_SUPERIOR: 1
  STR_GALS_ARE_SUPERIOR_PREQ: 1

Please correct me if im wrong!

4
I do believe there is, but I've seen plenty of Stun Launcher shots by aliens that ended up stunning themselves. Perhaps they don't consider stun damage that risky compared to explosive, but this is all conjecture on my part.
5
Early in the game (June) you get the notification about the Ninja Jetbikes, while the ingame description says they are dodgy, I think an infromation about how to deal with them would be nice. Like what would be the fastest weapon to get so your interceptor can handle them? I'm guessing Buckaroo with 2x14mm will not do?

Also might want to add information to Faust - that if you rush it, you're standard 14mm will not be usable (as per their description).
6
WOW!  :o Very much appreciated. I was waiting for something like that for a long time. Now I know what I missed during previous runs.
I hope you will continue to update this document when new versions of XPiratez will come out.
Again, big thanks!  :D
7
Brutal AI / Re: Targetting mode and blaster-launchers/Psi
« Last post by xenoroyal on Today at 08:48:06 am »
any update?

i just played my first early terror missions vs sectoids
instead of it being a nightmare i have to abort from, i just farmed them

targeting 1 behavior 2 is the perfect Hard Vanilla man, but psi not being a threat whatsoever kills it



perhaps theres a way I could personally mod my game somehow?  Give psi-enabled aliens All-Sight?
I guess turning Bug Hunt mode on as soon as i see its etherals/sectoids would basically accomplish that right?

tried it.  idk doesnt seem to be working right.  guess i gotta put play on hold til theres a workaround or fix


edit: woke up, what am i gonna do? go back to vanilla? i cant now.  Its like vanilla aliens are children now.  Im starting a new one with iron man off so i can do some real testing when I encounter Psi.  For all i know i blasted the psi guy right off the bat in a terror mission.  I attacked a landed sectoid supply ship and turned on Bug Hunt Mode.  I didn't seem to be getting psi-fu*ked like normally.   Had a couple psi hits on skyranger a couple rounds in but it didnt feel normal so im gonna really test.

if this doesnt work, i guess I can turn on Targeting 2 once I realize its going to be vs psi race+ship/mission combo
8
Don't they seem to have some sense of self preservation? (at least with base ai, all bets are off with Brutal)


I feel like ive had sucess moving very close to blaster launcher holders if i didnt have the tu to kill them and they never seemed to go allah akbar on me.  Usually this is an, Oh shit its the commander, situation.
9
By the way, the original suggestion of handling it would be an absolute pain to mod. I think global setting for explodeinhands (always OR only if in inventory but not in hands) would be enough.
10
Stunned enemy can be easily changed into an unstunned & unarmed enemy, I seen that being done to a single enemy 20 times in one round on one stream (stun, revive, stun, revive) argument about 'shooting wall' not valid. By the same token you currently don't get XP for hitting neutrals or friendlies despite them not being 'walls'.

However, I have to agree that removing XP for shooting panicking enemies would be too much. It would be taking away too much fun (and it'd be unfair, you don't have control over enemy panic in normal circumstances, and even in fully controlled environment there is no full control, AFAIK unit at 0 Morale is not guaranteed to panic), so perhaps make an enemy unviable for XP gains only from the moment they get KO'd (and for the rest of the battle since KO).

I will reiterate again this is only about XP, not commendations. These are a separate topic. However I do think that getting multiple stun commendations for a single enemy is wrong. Otherwise this change should not influence commendations in any way. A kill is a kill, you get award for enemy kills (or civilian, or friendly, which there is no XP for) not fighting the enemy.

About toiling or not toiling, this is not really relevant IMO. I just think that game should limit opportunities to gain XP from not actually fighting, because that breaks immersion. And also when we request and add new OXCE features, like shooting bodies on the ground, we should take responsibility to bring up other related mechanics to date with them, so the new feature enhances gameplay without creating excessive exploits.
Pages: [1] 2 3 ... 10