aliens

Author Topic: Re: [MAIN] XPiratez - N10 24-Nov-2024 Aurora's Dawn  (Read 4324411 times)

Offline legionof1

  • Moderator
  • Commander
  • ***
  • Posts: 1900
  • Bullets go that way. Money comes this way.
    • View Profile
Re: [MAIN] XPiratez - J13a - 29 Mar - Casino Royale
« Reply #6915 on: April 27, 2019, 08:26:04 am »
That sounds like a faulty/corrupted installation. Move your saves and config file to another folder. Wipe the install folder and reinstall. Copy back saves and config.

Offline Roxis231

  • Colonel
  • ****
  • Posts: 484
  • Catching the feral kitten hiding in my rubish bin
    • View Profile
Re: [MAIN] XPiratez - J13a - 29 Mar - Casino Royale
« Reply #6916 on: April 27, 2019, 08:47:32 am »
Aye, I have space suits researched, I have them made, I HAVE THEM EQUIPPED EVEN! ...but, the mission doesn't know what kind of space suit armor is used in space missions, I'm guessing this is a bug in the rulesets? Same for undersea and the chiller.. it's funny getting into a diving suit to get naked in the water, again. >_> lol

While all that's said. Are underground missions, and base attacks supposed to be deckhand/runt only? Cause if I don't use either I go in naked.

If You are useing my Alternate Armour mod - this is a known conflict that can happen when useing the 0.99j11 version with Xpiratez 0.99J13

Turn it off, or replace the Enviro_Changes.rul file in the ruleset folder with the one attached here. If it is this conflict - this should fix it.

I should be updateing the mod soon also.
A Updated version is now avaliable.
« Last Edit: April 27, 2019, 10:01:46 am by Roxis231 »

Offline Ninawindia

  • Captain
  • ***
  • Posts: 66
  • Certified cat girl, nya~
    • View Profile
Re: [MAIN] XPiratez - J13a - 29 Mar - Casino Royale
« Reply #6917 on: April 27, 2019, 09:03:39 pm »
THANK YOU ROXIS! .. okay, so it was my major derp. Hehe, ty again. <3

Offline cc

  • Colonel
  • ****
  • Posts: 244
    • View Profile
Re: Re: [MAIN] XPiratez - J13a - 29 Mar - Casino Royale
« Reply #6918 on: April 28, 2019, 12:00:21 am »
Factory is just better version of Industrial Printer, or do I need to have them both in the base to manufacture what Printer can?
Factory is a better version of the Workshop. The Industrial Printer, while providing less workspace/tile used, offers all the production options of the Workshop/Factory and then some. If you want to optimize income, build a Factory. If you want to have more building options, build the Printer.

Offline thevideogameraptorboggle

  • Colonel
  • ****
  • Posts: 165
    • View Profile
Re: [MAIN] XPiratez - J13a - 29 Mar - Casino Royale
« Reply #6919 on: April 28, 2019, 04:21:50 am »
Factory is a better version of the Workshop. The Industrial Printer, while providing less workspace/tile used, offers all the production options of the Workshop/Factory and then some. If you want to optimize income, build a Factory. If you want to have more building options, build the Printer.

You really want Printers. Most high powered energy weapons and armors can only be manufactured with a printer.

Offline Oleg

  • Sergeant
  • **
  • Posts: 22
    • View Profile
Re: [MAIN] XPiratez - J13a - 29 Mar - Casino Royale
« Reply #6920 on: April 29, 2019, 01:17:41 pm »
Hi. Sorry for these noob questions.
How can I improve Wodoo skils? Using Wands don't improve it.
I havn't any research project, 20 of June 2063. What can I do?

Offline VodkaBear

  • Sergeant
  • **
  • Posts: 45
    • View Profile
Re: [MAIN] XPiratez - J13a - 29 Mar - Casino Royale
« Reply #6921 on: April 29, 2019, 02:30:10 pm »
How do I calculate acc/dmg for skill-dependent weapons? For example:
Rotogun has 25% base acc. But it also has acc multiplayer = 35 + 0,65*firing.  So it will be 25 + 35 + 0,65*firing or?

Offline Rince Wind

  • Commander
  • *****
  • Posts: 572
    • View Profile
Re: [MAIN] XPiratez - J13a - 29 Mar - Casino Royale
« Reply #6922 on: April 29, 2019, 04:10:20 pm »
VodkaBear: No. It is (35+0.65*Firing)*25


Oleg:
Have you interrogated a lot of people?

Offline Dioxine

  • Commander
  • *****
  • Posts: 5460
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: [MAIN] XPiratez - J14 - 29 Apr - Saints and Sinners
« Reply #6923 on: April 29, 2019, 10:29:20 pm »
New version uploaded. Changelog in the opening post. Enjoy!

Offline Zharkov

  • Colonel
  • ****
  • Posts: 429
    • View Profile
Re: [MAIN] XPiratez - J14 - 29 Apr - Saints and Sinners
« Reply #6924 on: April 29, 2019, 10:42:48 pm »
- Fix: Guild Spacemen can fly

Of course they can!

Offline Kharim

  • Sergeant
  • **
  • Posts: 35
    • View Profile
Re: [MAIN] XPiratez - J14 - 29 Apr - Saints and Sinners
« Reply #6925 on: April 30, 2019, 09:57:45 am »
Recoiless Rifle Plastasteel Shells? Can't wait to get my hands on them!

Wysłane z mojego Redmi 6A przy użyciu Tapatalka


Offline VodkaBear

  • Sergeant
  • **
  • Posts: 45
    • View Profile
Re: [MAIN] XPiratez - J14 - 29 Apr - Saints and Sinners
« Reply #6926 on: April 30, 2019, 11:33:58 am »
Thanks for update, Dioxine, glad you keep developing the mod so far.

Bunch of assorted questions:
1. How you guys protecting your hideouts? For now I keep peasants + loknaars at every base but it's actually a lot of save-loading, as they really lack of combat experience and I still have no access do guns like lasers to mitigate low skill. I've just grabbed a few lasers and gauss weapons but as I remember there a lot to research before I can use them and produce ammo. I have better weapons for gals, but they too heavy/skill dependent for others.
2. Dropship. I'm still using sub as my main troop carrier(jokes on me) because of 8 places. I have access to Snake but 6 places way too small for me. I keep researching all necessary things to build mine, but there still a lot of things to do until it ready, how do you manage this? (oof, just finished some new landed ship formed like "*" raid with 4 loknaars against guild with plasma, totaly not the experience I want to repeat).
3. Casino coupons - is there list of what can be redeemed from it? Also I only have redeem option for copper and iron, and no for others - is it right?
4. Cannot see an option of 50-150 damage randomness instead of 0-200, can it still be tweaked? I even want it to be 75-125, or even less.
« Last Edit: April 30, 2019, 02:51:43 pm by VodkaBear »

Offline Rince Wind

  • Commander
  • *****
  • Posts: 572
    • View Profile
Re: [MAIN] XPiratez - J14 - 29 Apr - Saints and Sinners
« Reply #6927 on: April 30, 2019, 04:27:56 pm »
1: Dogs and Blood Hounds improve your defence. It won't work when the real factions show up, but by then you should make enough money to station gals and have them train in a dojo or a specialized training hideout. I also try to get 2 gals in each hideout quickly.
You can use laser weapons without researching them, so once you have a couple send some a one or two mags for each to you other hideouts. Heavy laser is something I want to have in each base asap, to deal with some troublemakers.
2: You have the codex, so build you codex ship.

4: It is basically decided on a per weapon base, so there is no global variable, you need to chance each weapon seperatly.

Offline Devon_v

  • Colonel
  • ****
  • Posts: 122
    • View Profile
Re: [MAIN] XPiratez - J14 - 29 Apr - Saints and Sinners
« Reply #6928 on: April 30, 2019, 05:41:53 pm »
Thanks for update, Dioxine, glad you keep developing the mod so far.

Bunch of assorted questions:
1. How you guys protecting your hideouts? For now I keep peasants + loknaars at every base but it's actually a lot of save-loading, as they really lack of combat experience and I still have no access do guns like lasers to mitigate low skill. I've just grabbed a few lasers and gauss weapons but as I remember there a lot to research before I can use them and produce ammo. I have better weapons for gals, but they too heavy/skill dependent for others.
2. Dropship. I'm still using sub as my main troop carrier(jokes on me) because of 8 places. I have access to Snake but 6 places way too small for me. I keep researching all necessary things to build mine, but there still a lot of things to do until it ready, how do you manage this? (oof, just finished some new landed ship formed like "*" raid with 4 loknaars against guild with plasma, totaly not the experience I want to repeat).
3. Casino coupons - is there list of what can be redeemed from it? Also I only have redeem option for copper and iron, and no for others - is it right?
4. Cannot see an option of 50-150 damage randomness instead of 0-200, can it still be tweaked? I even want it to be 75-125, or even less.

1) I start out with peasants and attack dogs. If you're just being raided by the academy or some other low level guys it's more than enough. Get some grenades on the peasants (NOT black powder bombs, most of them can't muster the 50TUs 45TUs (J14) to throw one unless they move one tile or less) so that they can actually get killls. Militia training and armor helps, as does actually taking them on missions (and not getting them killed) if you can swing it.

2) Joining the Mutant Alliance gives you the old Skyranger which can help with deployment until you work out how to rebuild the Brainers' ship (Menacing Hull). You will be expected to stop pogroms at that point, but being able to bring more gals to a fight means you can stack the odds in your favor, or bring loads of peasants and just do what you can, casualties be damned. Like in the original game, just showing up and immediately bugging out if it's something you can't handle still counts as trying, you just lose the ~500 points for all the civilian casualties, which can be made up. Even if you have to retreat, every attacker you kill offsets some of this. I recently got the Spartans on a horrific map with wide open sight lines everywhere and had to retreat, but still managed to capture a few weapons and get the score to about -200. X-Piratez is pretty good about grey areas in victory and defeat.

3) Haven't built one yet, wasn't in the previous versions I played

4) If you poke around the ANAL screen (or read some of the summaries), you'll see that damage rolls are a function of weapon types now. Most projectile weapons roll 0-200, most melee weapons and explosives roll 50-150. Some weapons roll 0-100+0-100 (gives them a bell curve which means roughly half of the time they will roll their displayed power, and deviations become less likely the more extreme they are).


As for weapon accuracy, what is displayed as the shot accuracy is the chance to hit assuming the gal's sum of the relevant statistics is 100. It's the inherent accuracy (or lack thereof) of the weapon itself.

So the rotogun's 25% here means it is a hideously inaccurate weapon. So even if you gal has 100 firing, 35+65 only equals 25%. This is the sort of weapon where skill doesn't matter much. It just sprays lead, you hope it hits something. (Note also that many superheavy weapons have a kneel multiplier of 200%, requiring you to stop and brace the weapon if you really want to hit something. When something looks wonky, check the ANAL, not all of a weapon's properties are spelled out in the description.)

A shotgun with a shot accuracy of 125% or so is a very accurate weapon. It causes your firing skill to count for more than its base value, and thus you can get up to a 100% accuracy without having 100 firing. Being able to get over 100% is very helpful because it gives you room to take environmental penalties and still have a good chance to hit. I have a gal with phenomenal skills with a hunting rifle, to the point that her aimed shot is 180%. This is very significant because it means she has 90% to hit things SHE CAN'T EVEN SEE. She's that scary good at shooting when you put a stable, accurate weapon in her hands.

For the most part, the huge variety of weapons is partially just random chance as to what arsenal you have to work with, but also a matter of finding the right gun for the right gal. Some guns, like sniper rifles, DEMAND high skills or they're useless. Others like shotguns can basically be used by anyone, even a peasant can hit something. Some weapons actually scale off of bravery or other unusual stats which can make them good choices for certain gals. Some weapons sum two or three stats to get their final accuracy value, and if the multipliers on them are not equally divided (like Firing*50% + Throwing*50% + Bravery*35%) you have opportunities to break 100% even without breaking 100 in any stat.

- Fix: Security Corridor no longer counts as Casino

Wait, they were shooting craps in the corridor? Where was my cut?!
« Last Edit: April 30, 2019, 07:50:07 pm by Devon_v »

Offline VodkaBear

  • Sergeant
  • **
  • Posts: 45
    • View Profile
Re: [MAIN] XPiratez - J14 - 29 Apr - Saints and Sinners
« Reply #6929 on: April 30, 2019, 10:14:10 pm »
Thanks for the tips. Lasers is a problem because I have too few clips. Well, poisoned dagger surprisingly good against even power armored guys. One more thing - after updating from j13 to j14 night vision isnt enabled by default when night mission started as it was before. Can it be changed somewhere, cannot find anything in settings but keys to enable it manualy in each battle.
« Last Edit: April 30, 2019, 10:59:51 pm by VodkaBear »