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Author Topic: Re: [MAIN] XPiratez - N7 16-Dec-2023 Flying Tiger, Hidden Tentacle  (Read 3689168 times)

Offline Arthanor

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Re: [MAIN] XPiratez - 0.95C - 29 Oct - Interfaces & Critical Fixes
« Reply #1380 on: November 18, 2015, 06:19:29 pm »
New hi-tech blunderbuss? Bring it on! :D Totally looking forward to that! My blunderbuss with explosive ammo is still quite useful, but I'd never say no to an upgrade.

Sidenote:
Spoiler:
I realized yesterday that "Heavy Slugthrower" (or something similar) is not just a fluff topic, but actually unlocks a gun too, even though the topic didn't come up. Could it work better if instead of the research topic unlocking 2 UFOPaedia pages, it unlocked one and the used "getOneFree" to give "STR_HEAVY_SLUGTHROWER_GUN" so that it would flash the second article as well?

In fact, I suspect that could be used for a few research topics that have more than one UFOPaedia article, to ensure the player sees both (since it is really annoying to "discover" that your runts have been able to produce this shiny new powerful gun that the brainerz also knew about, but that nobody told you (and reviewing the bootypedia/manufacturing list quickly becomes a tedious task).

Offline Dioxine

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Re: [MAIN] XPiratez - 0.95C - 29 Oct - Interfaces & Critical Fixes
« Reply #1381 on: November 18, 2015, 06:43:55 pm »
No can do, "getOneFree" would make the 'heavy slugthrowers' (or any other) topic to be available to research from the start, ignoring its prerequisites. Only 'requiresItem' researches can give free stuff, since they're blocked by the need of an item.

Offline Arthanor

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Re: [MAIN] XPiratez - 0.95C - 29 Oct - Interfaces & Critical Fixes
« Reply #1382 on: November 18, 2015, 07:14:07 pm »
Ah.. right. That's too bad. These "double unlocks" where you see only one, and the interrogations where you sometimes see nothing "We have now discovered (empty) messages" and maybe not even a popup, make the game more difficult than it should be. Maybe now that TftD is going better and new features/fixes are being put in, we can get those fixed.

Offline DracoGriffin

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Re: [MAIN] XPiratez - 0.95C - 29 Oct - Interfaces & Critical Fixes
« Reply #1383 on: November 19, 2015, 03:54:58 am »
I'm sure you know this already Dioxine, but you may want to update STR_ALIEN_RETALIATION_UFOPEDIA as apparently, the number of completed facilities in a base increases the chance of detection by Shippings (UFOs) on Crackdown (Retaliation) missions, as well as Hideout Shrouds (Mind Shields) do stack, but at diminishing returns.

Quote from: Warboy
[18:31] <@Warboy> return ((completedFacilities / 6 + 15) / (mindShields + 1));

Offline Dioxine

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Re: [MAIN] XPiratez - 0.95C - 29 Oct - Interfaces & Critical Fixes
« Reply #1384 on: November 19, 2015, 01:59:36 pm »
Actually I didn't know that, thanks a ton!

niculinux

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Re: [MAIN] XPiratez - 0.95C - 29 Oct - Interfaces & Critical Fixes
« Reply #1385 on: November 19, 2015, 03:55:59 pm »
Dear Dioxine, please may you actually pack the mod in a mod lowercased directory? For details see this thread here. Thanks you!!

Offline Dioxine

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Re: [MAIN] XPiratez - 0.95C - 29 Oct - Interfaces & Critical Fixes
« Reply #1386 on: November 19, 2015, 04:05:15 pm »
Works for me, this doesn't disturb any of my paths.

Offline Arthanor

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Re: [MAIN] XPiratez - 0.95C - 29 Oct - Interfaces & Critical Fixes
« Reply #1387 on: November 19, 2015, 10:10:35 pm »
Weird "report" here:

I got a pogrom with lots of gazers/cyclops and one star god. Failed to bag him after 2 turns of fistycuffing, got tired of it (and it panicking my gals) and ended up shooting it.

This was a REALLY weird pogrom though. There was something like 3 civilian casualties (not even sure how they died) and no gal was injured. The few gals who got hit lost a lot of armor, but since there was nothing to hurt them, that didn't seem to be much of a worry. Then lots of ammo and energy swinging techblades were spent to put down cyclops. Seems like the Star Gods didn't quite prepare right for their pogrom?

Offline Dioxine

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Re: [MAIN] XPiratez - 0.95C - 29 Oct - Interfaces & Critical Fixes
« Reply #1388 on: November 20, 2015, 12:52:38 am »
Reading the bootypedia on Cyclops might help to answer your questions.

Also, for the new update - what's worth new update without a new suit? (based on Zane's alt power suit). This will be hard to research, but *extremely* useful when fighting Star Gods and their ilk...

Not sure yet if to leave eyes red, yellow or maybe make them matching the pirates' eyes.

« Last Edit: November 20, 2015, 01:13:10 am by Dioxine »

Offline Arthanor

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Re: [MAIN] XPiratez - 0.95C - 29 Oct - Interfaces & Critical Fixes
« Reply #1389 on: November 20, 2015, 02:04:20 am »
I actually waited until I had researched both the live one and corpse before commenting. I understand they do little damage but strip lots of armor, which means if exposed, they will whittle you down. But it didn't happen, and they failed to kill more than 3 civilians in the ~15 turns of the pogrom. But they did waste their time targeting civilians any ways. It seemed odd that the Star God (singular, there was only one.. :( ) and his escort would try to slaughter mutants and prove to be worse at it than pretty much any other faction.

What about making it so that their damage scales inversely with armor?

Offline Dioxine

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Re: [MAIN] XPiratez - 0.95C - 29 Oct - Interfaces & Critical Fixes
« Reply #1390 on: November 20, 2015, 02:23:45 am »
Impossible, but I might simply remove this faction from Pogroms... they aren't, indeed, super-effective when hunting civilians. Or maybe I'll add a badass Terror Unit for them (not as badass as Sectopod, naturally)...
Are you saying the damage wasn't working? It is certainly working for me, and it worked in Boltgun's Let's Play... I have nerfed it a bit, though, so you'll be taking very little Health damage if your res is high (only 65% compared to your armor losses). If you wear Bikini, you'll oftentimes just lose a couple of HPs. I guess complementing this setup with some shotgun-wielding (pretty weak, but very rapid-firing to represent their tech level) enemies could be the trick, they will do tons of damage once you lose your armor. And kill civilians en masse, too.

Offline Arthanor

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Re: [MAIN] XPiratez - 0.95C - 29 Oct - Interfaces & Critical Fixes
« Reply #1391 on: November 20, 2015, 06:41:46 am »
Too bad damage can't scale against armor.. That would have been a cool mechanic.

My gals aren't wearing bikinis, the frontline ones are in revenant armor and the support are in mesh. I have 1 juggernaut, 1 loader and 2 hovers for front/mid/rear heavy support.

With good use of terrain, I was able to avoid being shot much, combined with the fact that the cyclops were mostly preoccupied with staring at civilians. When I got hit, I lost a bunch of armor, but never lost any health (presumably because no gal ever ran out of armor?). There were 3 civilian casualties, so they must be doing some damage, but 3 civilians in 15 turns is a very low killing rate (I play on Black Beard, btw, otherwise I find fights get too busy).

I assume Star Gods are scary once you have to deal with multiples of them MCing you, psi-panicking the gals and being their annoying invisible selves. (plus using that beam that ignores armor?!) But in the pogrom I only got one (I am guessing they are the Guild Rep equivalents) so it wasn't too much of an issue. It took a while to kill the cyclops, so they have the right resilience, but it seemed like they were majorly lacking punch for a pogrom. Adding some church neophyte-like little dudes with shotguns to represent the faithful coming to see their god in action could be cool, it would tie the church and the gods.

My following pogrom against the academy was a lot more trouble with the cyberdiscs and acid throwing guns, plus the little drones pewpewing the civilians, and that seemed backwards.

niculinux

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Re: [MAIN] XPiratez - 0.95C - 29 Oct - Interfaces & Critical Fixes
« Reply #1392 on: November 20, 2015, 04:26:24 pm »
Hey Dioxcine, lookin closer to the RCF carabine, its magazine is supposed to be squared, not "bananned one" as th homefront rifle,here's a screenhot (sorry, i got pointer on the clip >.<

I've taken the liberty to modify that magazine, making a model more fitting, in my huge humbly opinion :) sprite is 32x32, not sure if pallette will work, just maded it with GIMP.


Edit: slightly modified :)
« Last Edit: November 20, 2015, 04:28:55 pm by niculinux »

Offline Dioxine

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Re: [MAIN] XPiratez - 0.95C - 29 Oct - Interfaces & Critical Fixes
« Reply #1393 on: November 20, 2015, 04:35:53 pm »
CAR-15/M-16 military magazine:



lol intrntz

btw indeed the RCF carbine seems to be sporting some sort of a very old CAR-15 magazine variation, but it's only to make it more recognizable.

niculinux

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Re: [MAIN] XPiratez - 0.95C - 29 Oct - Interfaces & Critical Fixes
« Reply #1394 on: November 20, 2015, 04:38:07 pm »
Excellent as always, even in the posts!  ;D I remember it was a squared one, maybe in the old models? Whatever, thanks again :)