Author Topic: Re: [MAIN] XPiratez - K2 - 2 Nov - Ice Ice Cool  (Read 1112868 times)

Offline Meridian

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Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« Reply #2865 on: July 21, 2016, 11:37:30 am »
Im sure that this is beyond the capabilites of the engine.

But not very far.
The original armor already returns after the mission, I can make it return also in the 2nd/3rd/x-th... phase of the assault if there's a need for that...

Offline Dioxine

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Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« Reply #2866 on: July 21, 2016, 11:38:07 am »
Would it at least be possible to make their original armour return during the second phase of the assault?

Don't be silly ;)

Offline ivandogovich

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Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« Reply #2867 on: July 21, 2016, 03:49:13 pm »
PSA:  There is a new version of the Alt-Corpses Mod published now.  It shows if units are stunned or wounded as well as just dead.

https://openxcom.org/forum/index.php/topic,4424.msg60744.html#msg60744

Also, you can also have your Parrot flap his wings all the time if you like.

https://openxcom.org/forum/index.php/topic,4451.msg67386.html#msg67386
« Last Edit: July 21, 2016, 03:51:18 pm by ivandogovich »

Offline Solarius Scorch

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Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« Reply #2868 on: July 21, 2016, 04:06:29 pm »
Don't be silly ;)

Hey, it makes sense if you get in wearing an Annihilator and later strip down to bikini. :)

Offline Dioxine

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Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« Reply #2869 on: July 21, 2016, 04:32:11 pm »
Depends what is worn under what type of armor :)

Offline Disposable Guardsman

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Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« Reply #2870 on: July 21, 2016, 04:46:32 pm »
Why would you strip down from Annihilator?  ??? If the Conqueror kitted everyone out in those, I wouldn't complain...much, losing out on my psykers is still a low blow. But yeah, if it's not possible to switch armours in between the segments, a space worthy variant of the specialist armours would be nice. Why was the psi amp perma-bound to the witch outfit anyway?

Offline Solarius Scorch

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Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« Reply #2871 on: July 21, 2016, 05:29:39 pm »
Why would you strip down from Annihilator?

The reasons, my friend, are countless, and every single one of them is good enough!

Offline Dioxine

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Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« Reply #2872 on: July 21, 2016, 05:32:12 pm »
Why was the psi amp perma-bound to the witch outfit anyway?

So you cannot have the best of both worlds (psi control + good armor). Also sure, space variants of all specialist armors might be nice, but who's gonna make them? Think of it as extra difficulty of the Cydonia mission. You still have SIX armor types to choose from on this mission (plus the Space Suit). 0.99A adds (worse) psi-amps that aren't bound anyway.

Offline ivandogovich

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Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« Reply #2873 on: July 22, 2016, 08:11:07 pm »
I've been working on Big Corpses for the Alt-Corpses mod and noticed that the Govt Enforcer is using the same image as the Govt Elite.  I went a head and created a new sprite for the Envorcer:  Beefed up the Shoulder armor, added third lens on the face and adjusted the size of a larger lens.  I thought I'd post the sprite here for you if you'd like to add it into the main build.


Offline Dioxine

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Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« Reply #2874 on: July 22, 2016, 09:11:10 pm »
Thanks! Looks good to me!

Offline Surrealistik

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Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« Reply #2875 on: July 23, 2016, 03:57:18 am »
Love the mod so far.

One thing it desperately needs is the ability to turn on an LoS requirement for Psi/VooDoo. As is, there is just way too much high impact unmitigatable RNG when you have people with VooDoo strength in the high 50s being controlled by Provosts from across the map for example and there is just not a single damned thing you can do about it. This is a nightmare in risk management for Ironman/Plunder Me playthroughs such as my own where the mission outcomes end up being predicated chiefly on dice rolls rather than than strategy or tactics and there's no save scumming to rescue you from what is basically bullshit.

Also that Goldman Sacks Bootypedia entry I mentioned per Gaud's stream: https://docs.google.com/document/d/1Dm70-ymoTxOQhzzQjoOEm8Uzymhq2miLmpxuLjB4fG8/edit
« Last Edit: July 23, 2016, 04:48:06 am by Surrealistik »

Offline Star_Treasure

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Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« Reply #2876 on: July 23, 2016, 08:52:54 am »
I thought that was already an option.

Offline Surrealistik

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Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« Reply #2877 on: July 23, 2016, 09:20:51 am »
It is for base X-com; however that setting does not carry over unfortunately.

Offline Dioxine

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Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« Reply #2878 on: July 23, 2016, 10:30:34 am »
I disagree. The MC powers are one of the few things the enemies can do to throw the wrench into the gears of your death machine. I don't find it OP at all (also being MCed from across the map is impossible, not with 50 psi strength - both equations and practice deny it) - there are many, less or more underhanded, tactics to deal with it, like:
- anti-psi armors (from the starting ones, bikini gives a noticeable psi def. buff, same with Novice through +15 Psi Str);
- proper formation (dispersion) & inventory management (do not take the deadliest weapons with you, esp. explosives);
- designated 'psi-rod' soldier(s)
If it's still to0 hard, wait for better soldiers and better tech to combat the threat.

If you can't stand the heat, you can always mod it for LoS (but you'll lose the bragging rights :) ).
Code: [Select]
  - type: ALIEN_PSI_WEAPON
    LOSRequired: true
« Last Edit: July 23, 2016, 10:34:50 am by Dioxine »

Offline Surrealistik

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Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« Reply #2879 on: July 23, 2016, 12:58:38 pm »
I disagree. The MC powers are one of the few things the enemies can do to throw the wrench into the gears of your death machine. I don't find it OP at all (also being MCed from across the map is impossible, not with 50 psi strength - both equations and practice deny it) - there are many, less or more underhanded, tactics to deal with it, like:
- anti-psi armors (from the starting ones, bikini gives a noticeable psi def. buff, same with Novice through +15 Psi Str);
- proper formation (dispersion) & inventory management (do not take the deadliest weapons with you, esp. explosives);
- designated 'psi-rod' soldier(s)
If it's still to0 hard, wait for better soldiers and better tech to combat the threat.

If you can't stand the heat, you can always mod it for LoS (but you'll lose the bragging rights :) ).
Code: [Select]
  - type: ALIEN_PSI_WEAPON
    LOSRequired: true

It's not about hard/challenge/heat, it's about RNG, pure and simple. 'Across the map' is a bit of an exaggeration, but not by that much. What actual defense do you have for example, against an Provost behind multiple walls and legions of enemies randomly panicking and MCing even those units with some of the highest VooDoo strength values possible? Even after pumping up your defenses, you still have a decent chance of getting fucked over. Also I'm using lightning rod troopers; problem is
A: If you leave them alone, you risk them picking up weapons and killing you.
B: If you stick around to make sure they don't fuck you over you commit 2-3 soldiers for the _chance_ that your soldier gets subverted.
C: Most annoyingly, they don't always target the lightning rod soldiers and when they do focus them, the lightning rods get subverted and then they move onto the next target. RNG.

Further, if you actually want to take on a battleship/hideout (where you encounter a Provost and multiple Espers), you're kind of obliged to use weapons that are capable of killing your soldiers.

Lastly, a formation is no reliable defense against this: your soldier panics, runs into an enemy gunline and dies (or is paralyzed and an enemy comes at him bro while he's defenseless). Your soldier is controlled, runs into an enemy gunline and dies, or because your soldiers can easily have upwards of 80 TUs and 100+ energy, is able to move far enough that he's able to get a shot in anyways, even with considerable distance between units.

Bottomline, there is no reliable counter to this outside of save scumming.

Can I win despite this bullshit? Yes. In otherwords, I have to accept and budget for a certain # of losses that I am largely powerless to stop.

Is this mechanic fun? Does it add more to the experience and the gameplay than it takes away? No. Fake difficulty at its worst.

At best, it's an annoying mechanic that lacks a proper, non-RNG method of defeating which guarantees losses over time, and denies player agency over its prevention.

That said I accept your challenge and I will crush this mod at the hardest possible setting despite the RNG nonsense.
« Last Edit: July 23, 2016, 07:42:56 pm by Surrealistik »