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Author Topic: Re: [MAIN] XPiratez - N9.7.7 12-Sep-2024 Second Coming  (Read 4307714 times)

Offline Juku121

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Re: [MAIN] XPiratez - N8 28-Apr-2024 Labyrinthus Noctis
« Reply #9105 on: June 30, 2024, 04:07:03 pm »
You also misunderstand. It's not a bug, it's a feature that's deliberately coded into the game.

Piratez is also affected:
Spoiler" Make both Organ Grinder/Highway Patrol triggers available at the start, 100%":
Code: [Select]
  - type: highwaymenHighwayPatrolsEarly
    firstMonth: 0
    executionOdds: 100 #60
    missionWeights:
      0:
        STR_MISSION_HIGHWAY_PATROL: 100
#    researchTriggers:
#      STR_CRAFT_CONTACT_GAINED: false
#      STR_CAPTAINS_RANK_05: false
    useTable: false
    targetBaseOdds: 100
    startDelay: 1000
    randomDelay: 1000 #12000
   
  - type: highwaymenHighwayPatrols
    firstMonth: 0 #1
    executionOdds: 100 #40
    missionWeights:
      0:
        STR_MISSION_HIGHWAY_PATROL: 100
#    researchTriggers:
#      STR_CAPTAINS_RANK_05: false
    useTable: false
    targetBaseOdds: 100 #50
    startDelay: 1000
    randomDelay: 1000 #12000

...

  - type: organGrinder
    missionWeights:
      0:
        STR_LOC_GHOUL_REFINERY: 100
    regionWeights:
      0:
        REGION_GHOUL_REFINERY: 100
#    researchTriggers:
#      STR_MISSION_GHOUL_REFINERY: true
    useTable: false
    executionOdds: 100 #22
    startDelay: 1000
    randomDelay: 1000 #40000

  - type: organGrinder1
    missionWeights:
      0:
        STR_LOC_GHOUL_REFINERY: 100
    regionWeights:
      0:
        REGION_GHOUL_REFINERY: 100
#    researchTriggers:
#      STR_MISSION_GHOUL_REFINERY: true
#      STR_GHOUL_EXPERIMENTS: false
    useTable: false
    executionOdds: 100 #22
    startDelay: 1000
    randomDelay: 1000 #40000
Spoiler" Result":
Code: [Select]
alienMissions:
  - type: STR_MISSION_GDX_SEARCH
    region: STR_NORTH_AFRICA
    race: STR_SECTOID_NONCOM
    nextWave: 0
    nextUfoCounter: 0
    spawnCountdown: 100
    liveUfos: 0
    uniqueID: 1
    missionSiteZone: -1
  - type: STR_MISSION_NECROPIRATE_HUNT
    region: STR_NORTH_AMERICA
    race: STR_CANNYS
    nextWave: 0
    nextUfoCounter: 0
    spawnCountdown: 55652
    liveUfos: 0
    uniqueID: 2
    missionSiteZone: -1
  - type: STR_MISSION_RAID
    region: STR_SOUTH_AMERICA
    race: STR_RAIDER
    nextWave: 0
    nextUfoCounter: 0
    spawnCountdown: 7500
    liveUfos: 0
    uniqueID: 3
    missionSiteZone: -1
  - type: STR_MISSION_HIGHWAY_PATROL
    region: STR_NORTH_AFRICA                           <-------------- Base in North Africa, only one.
    race: STR_BANDIT
    nextWave: 0
    nextUfoCounter: 0
    spawnCountdown: 1395
    liveUfos: 0
    uniqueID: 4
    missionSiteZone: -1
  - type: STR_MISSION_BANDIT_CARS_ONLY
    region: STR_NORTH_AFRICA
    race: STR_BANDIT_ROBBERS
    nextWave: 0
    nextUfoCounter: 0
    spawnCountdown: 13082
    liveUfos: 0
    uniqueID: 5
    missionSiteZone: -1
  - type: STR_MISSION_SANDCRAWLER
    region: STR_NORTH_AFRICA
    race: STR_BANDIT
    nextWave: 0
    nextUfoCounter: 0
    spawnCountdown: 13492
    liveUfos: 0
    uniqueID: 6
    missionSiteZone: -1
  - type: STR_MISSION_CIVILIAN_TRAFFIC_5
    region: REGION_HELLO_WORLD
    race: STR_CIVILIANZ_1
    nextWave: 0
    nextUfoCounter: 0
    spawnCountdown: 2000
    liveUfos: 0
    uniqueID: 7
    missionSiteZone: -1
  - type: STR_MISSION_ROGUE_COURIER
    region: STR_NORTH_AFRICA
    race: STR_BANDIT_ROBBERS
    nextWave: 0
    nextUfoCounter: 0
    spawnCountdown: 17201
    liveUfos: 0
    uniqueID: 8
    missionSiteZone: -1
  - type: STR_MUTANT_POGROM_DISTRESS_NO_PENALTY
    region: REGION_CITIES
    race: STR_NAZIS
    nextWave: 0
    nextUfoCounter: 0
    spawnCountdown: 15731
    liveUfos: 0
    uniqueID: 9
    missionSiteZone: 45
  - type: STR_LOC_RATLING_VILLAGE
    region: REGION_LOC_RATLING_VILLAGE
    race: STR_RATMEN
    nextWave: 0
    nextUfoCounter: 0
    spawnCountdown: 27365
    liveUfos: 0
    uniqueID: 10
    missionSiteZone: 26
  - type: STR_DISTRESS_CALL
    region: REGION_DISTRESS_CALL_JUNGLE
    race: STR_SECTOID_INDUSTRIAL
    nextWave: 0
    nextUfoCounter: 0
    spawnCountdown: 33007
    liveUfos: 0
    uniqueID: 11
    missionSiteZone: 18
  - type: STR_LOC_HT_HOUSE
    region: REGION_HT_HOUSE
    race: STR_SNAKEMAN
    nextWave: 0
    nextUfoCounter: 0
    spawnCountdown: 35389
    liveUfos: 0
    uniqueID: 12
    missionSiteZone: 7
  - type: STR_LOC_BANDIT_CAMP_SMALL
    region: REGION_BANDIT_CAMP_SMALL
    race: STR_BANDIT
    nextWave: 0
    nextUfoCounter: 0
    spawnCountdown: 15880
    liveUfos: 0
    uniqueID: 13
    missionSiteZone: 41
  - type: STR_LOC_GHOUL_REFINERY            <-------------- Only one.
    region: REGION_GHOUL_REFINERY
    race: STR_GHOUL_RACE
    nextWave: 0
    nextUfoCounter: 0
    spawnCountdown: 1390
    liveUfos: 0
    uniqueID: 14
    missionSiteZone: 21
  - type: STR_LOC_CHURCH_OUTPOST
    region: REGION_CHURCH_OUTPOST_TEMPERATE
    race: STR_CHURCH_NONCOM
    nextWave: 0
    nextUfoCounter: 0
    spawnCountdown: 27116
    liveUfos: 0
    uniqueID: 15
    missionSiteZone: 1
  - type: STR_LOC_CHURCH_OUTPOST
    region: REGION_CHURCH_OUTPOST_COLD
    race: STR_ZOMBIE
    nextWave: 0
    nextUfoCounter: 0
    spawnCountdown: 31098
    liveUfos: 0
    uniqueID: 16
    missionSiteZone: 3
  - type: STR_LOC_MONSTER_HUNT_SHAMBLER
    region: REGION_MONSTER_HUNT_SHAMBLER
    race: STR_MONSTER_RACE
    nextWave: 0
    nextUfoCounter: 0
    spawnCountdown: 39561
    liveUfos: 0
    uniqueID: 17
    missionSiteZone: 0
  - type: STR_GROUND_VEHICLE_RACE_FINISH
    region: REGION_GROUND_VEHICLE_RACE
    race: STR_SECTOID_NONCOM
    nextWave: 0
    nextUfoCounter: 0
    spawnCountdown: 35174
    liveUfos: 0
    uniqueID: 18
    missionSiteZone: 10
geoscapeEvents:
   ...
You won't get more than one of the first without expanding 'regionWeights', and no more than one of the second without making a new deployment or some other way to bypass it.

Offline zhorov

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Re: [MAIN] XPiratez - N7 16-Dec-2023 Flying Tiger, Hidden Tentacle
« Reply #9106 on: June 30, 2024, 05:09:20 pm »
Why camp this door, though? It doesn't seem like a good tactic.

Normally I do it like this:
- gather a few people near the door;
- next turn, shoot whoever can be seen inside;
- next turn, storm the building and cut down anyone who opposes within (usually takes 2 turns).

It works pretty much every time and I don't lose people, unless something goes really wrong. Camping sounds to me like giving away the initiative for no tangible benefit.

I admit it's not my favourite mission, though.
I want to change the game, focus on assault the alien base and not on defending our bases.
1) What and where to edit to increase the chance of an enemy base spawning. What exactly is responsible for ninja bases, academies, etc.
2) How to reduce the risk of assault my base.

Offline Dioxine

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Re: [MAIN] XPiratez - N9 1-Jul-2024 Second Coming
« Reply #9107 on: July 01, 2024, 07:49:34 pm »
New release!
The long promised new endings are finally here. Well, just one for now, but it's something! :) Anyway, enjoy.

Offline zhorov

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Re: [MAIN] XPiratez - N9 1-Jul-2024 Second Coming
« Reply #9108 on: July 02, 2024, 06:29:34 pm »
New release!
The long promised new endings are finally here. Well, just one for now, but it's something! :) Anyway, enjoy.
What and where needs to be edit for more alien/mercenary/academy bases spawn?

Offline Dioxine

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Re: [MAIN] XPiratez - N9 1-Jul-2024 Second Coming
« Reply #9109 on: July 02, 2024, 06:42:30 pm »
What and where needs to be edit for more alien/mercenary/academy bases spawn?

No simple answer because these are spawned from the standard mission carousel. Here's the link to the holy bible:
https://www.ufopaedia.org/index.php?title=Ruleset_Reference_Nightly_(OpenXcom)

Offline Juku121

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Re: [MAIN] XPiratez - N9 1-Jul-2024 Second Coming
« Reply #9110 on: July 02, 2024, 10:22:43 pm »
If all you want is more bases, disregarding the complex mission generation tables, you can add something like this under missionScripts in Piratez_Factions.rul (or better, make a submod with just this in a rule file):
Code: [Select]
missionScripts:
  - type: alienBase
    missionWeights:
      0:
        STR_ALIEN_BASE: 100
        STR_ALIEN_BASE_ACADEMY: 100
#        STR_ALIEN_BASE_GUILD: 100
#        STR_ALIEN_BASE_CHURCH: 100
        STR_MISSION_SWAY_GOVT: 100
    firstMonth: 0 #8
    useTable: false
    executionOdds: 100 #5
    startDelay: 1000
    randomDelay: 1000 #30000
Tweak these numbers as desired (right now, it's set up for testing, so you see the base missions appear almost as soon as you start the game).

Note that proper alien bases only seem to come through infiltration (Sway Local Govt) missions, so you also get infiltrated. If you want space alien bases without infiltration, you'll need to do some extra work.

Offline Dioxine

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Re: [MAIN] XPiratez - N8 28-Apr-2024 Labyrinthus Noctis
« Reply #9111 on: July 03, 2024, 03:16:40 am »
You also misunderstand. It's not a bug, it's a feature that's deliberately coded into the game.

Piratez is also affected:
Spoiler" Make both Organ Grinder/Highway Patrol triggers available at the start, 100%":
Code: [Select]
  - type: highwaymenHighwayPatrolsEarly
    firstMonth: 0
    executionOdds: 100 #60
    missionWeights:
      0:
        STR_MISSION_HIGHWAY_PATROL: 100
#    researchTriggers:
#      STR_CRAFT_CONTACT_GAINED: false
#      STR_CAPTAINS_RANK_05: false
    useTable: false
    targetBaseOdds: 100
    startDelay: 1000
    randomDelay: 1000 #12000
   
  - type: highwaymenHighwayPatrols
    firstMonth: 0 #1
    executionOdds: 100 #40
    missionWeights:
      0:
        STR_MISSION_HIGHWAY_PATROL: 100
#    researchTriggers:
#      STR_CAPTAINS_RANK_05: false
    useTable: false
    targetBaseOdds: 100 #50
    startDelay: 1000
    randomDelay: 1000 #12000

...

  - type: organGrinder
    missionWeights:
      0:
        STR_LOC_GHOUL_REFINERY: 100
    regionWeights:
      0:
        REGION_GHOUL_REFINERY: 100
#    researchTriggers:
#      STR_MISSION_GHOUL_REFINERY: true
    useTable: false
    executionOdds: 100 #22
    startDelay: 1000
    randomDelay: 1000 #40000

  - type: organGrinder1
    missionWeights:
      0:
        STR_LOC_GHOUL_REFINERY: 100
    regionWeights:
      0:
        REGION_GHOUL_REFINERY: 100
#    researchTriggers:
#      STR_MISSION_GHOUL_REFINERY: true
#      STR_GHOUL_EXPERIMENTS: false
    useTable: false
    executionOdds: 100 #22
    startDelay: 1000
    randomDelay: 1000 #40000
Spoiler" Result":
Code: [Select]
alienMissions:
  - type: STR_MISSION_GDX_SEARCH
    region: STR_NORTH_AFRICA
    race: STR_SECTOID_NONCOM
    nextWave: 0
    nextUfoCounter: 0
    spawnCountdown: 100
    liveUfos: 0
    uniqueID: 1
    missionSiteZone: -1
  - type: STR_MISSION_NECROPIRATE_HUNT
    region: STR_NORTH_AMERICA
    race: STR_CANNYS
    nextWave: 0
    nextUfoCounter: 0
    spawnCountdown: 55652
    liveUfos: 0
    uniqueID: 2
    missionSiteZone: -1
  - type: STR_MISSION_RAID
    region: STR_SOUTH_AMERICA
    race: STR_RAIDER
    nextWave: 0
    nextUfoCounter: 0
    spawnCountdown: 7500
    liveUfos: 0
    uniqueID: 3
    missionSiteZone: -1
  - type: STR_MISSION_HIGHWAY_PATROL
    region: STR_NORTH_AFRICA                           <-------------- Base in North Africa, only one.
    race: STR_BANDIT
    nextWave: 0
    nextUfoCounter: 0
    spawnCountdown: 1395
    liveUfos: 0
    uniqueID: 4
    missionSiteZone: -1
  - type: STR_MISSION_BANDIT_CARS_ONLY
    region: STR_NORTH_AFRICA
    race: STR_BANDIT_ROBBERS
    nextWave: 0
    nextUfoCounter: 0
    spawnCountdown: 13082
    liveUfos: 0
    uniqueID: 5
    missionSiteZone: -1
  - type: STR_MISSION_SANDCRAWLER
    region: STR_NORTH_AFRICA
    race: STR_BANDIT
    nextWave: 0
    nextUfoCounter: 0
    spawnCountdown: 13492
    liveUfos: 0
    uniqueID: 6
    missionSiteZone: -1
  - type: STR_MISSION_CIVILIAN_TRAFFIC_5
    region: REGION_HELLO_WORLD
    race: STR_CIVILIANZ_1
    nextWave: 0
    nextUfoCounter: 0
    spawnCountdown: 2000
    liveUfos: 0
    uniqueID: 7
    missionSiteZone: -1
  - type: STR_MISSION_ROGUE_COURIER
    region: STR_NORTH_AFRICA
    race: STR_BANDIT_ROBBERS
    nextWave: 0
    nextUfoCounter: 0
    spawnCountdown: 17201
    liveUfos: 0
    uniqueID: 8
    missionSiteZone: -1
  - type: STR_MUTANT_POGROM_DISTRESS_NO_PENALTY
    region: REGION_CITIES
    race: STR_NAZIS
    nextWave: 0
    nextUfoCounter: 0
    spawnCountdown: 15731
    liveUfos: 0
    uniqueID: 9
    missionSiteZone: 45
  - type: STR_LOC_RATLING_VILLAGE
    region: REGION_LOC_RATLING_VILLAGE
    race: STR_RATMEN
    nextWave: 0
    nextUfoCounter: 0
    spawnCountdown: 27365
    liveUfos: 0
    uniqueID: 10
    missionSiteZone: 26
  - type: STR_DISTRESS_CALL
    region: REGION_DISTRESS_CALL_JUNGLE
    race: STR_SECTOID_INDUSTRIAL
    nextWave: 0
    nextUfoCounter: 0
    spawnCountdown: 33007
    liveUfos: 0
    uniqueID: 11
    missionSiteZone: 18
  - type: STR_LOC_HT_HOUSE
    region: REGION_HT_HOUSE
    race: STR_SNAKEMAN
    nextWave: 0
    nextUfoCounter: 0
    spawnCountdown: 35389
    liveUfos: 0
    uniqueID: 12
    missionSiteZone: 7
  - type: STR_LOC_BANDIT_CAMP_SMALL
    region: REGION_BANDIT_CAMP_SMALL
    race: STR_BANDIT
    nextWave: 0
    nextUfoCounter: 0
    spawnCountdown: 15880
    liveUfos: 0
    uniqueID: 13
    missionSiteZone: 41
  - type: STR_LOC_GHOUL_REFINERY            <-------------- Only one.
    region: REGION_GHOUL_REFINERY
    race: STR_GHOUL_RACE
    nextWave: 0
    nextUfoCounter: 0
    spawnCountdown: 1390
    liveUfos: 0
    uniqueID: 14
    missionSiteZone: 21
  - type: STR_LOC_CHURCH_OUTPOST
    region: REGION_CHURCH_OUTPOST_TEMPERATE
    race: STR_CHURCH_NONCOM
    nextWave: 0
    nextUfoCounter: 0
    spawnCountdown: 27116
    liveUfos: 0
    uniqueID: 15
    missionSiteZone: 1
  - type: STR_LOC_CHURCH_OUTPOST
    region: REGION_CHURCH_OUTPOST_COLD
    race: STR_ZOMBIE
    nextWave: 0
    nextUfoCounter: 0
    spawnCountdown: 31098
    liveUfos: 0
    uniqueID: 16
    missionSiteZone: 3
  - type: STR_LOC_MONSTER_HUNT_SHAMBLER
    region: REGION_MONSTER_HUNT_SHAMBLER
    race: STR_MONSTER_RACE
    nextWave: 0
    nextUfoCounter: 0
    spawnCountdown: 39561
    liveUfos: 0
    uniqueID: 17
    missionSiteZone: 0
  - type: STR_GROUND_VEHICLE_RACE_FINISH
    region: REGION_GROUND_VEHICLE_RACE
    race: STR_SECTOID_NONCOM
    nextWave: 0
    nextUfoCounter: 0
    spawnCountdown: 35174
    liveUfos: 0
    uniqueID: 18
    missionSiteZone: 10
geoscapeEvents:
   ...
You won't get more than one of the first without expanding 'regionWeights', and no more than one of the second without making a new deployment or some other way to bypass it.
|

Now that's different. It is about what one would consider a better method of RNG for mission gen but it has nothing to do with some missions supposedly 'pushing out' others. It's about how a single unique mission interacts with a region instead. (in the first example I assume the mission could run multiple times if you have bases in more than 1 region)

Offline Vengos

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Re: [MAIN] XPiratez - N9 1-Jul-2024 Second Coming
« Reply #9112 on: July 03, 2024, 06:20:01 am »
Here is Xpedia updated for version N9.

Offline Juku121

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Re: [MAIN] XPiratez - N9 1-Jul-2024 Second Coming
« Reply #9113 on: July 03, 2024, 09:26:34 am »
It's the same thing all along, although in retrospect I can see why you thought differently.

I didn't realise people were still using mission tables, so wasn't careful enough to word my statement so it'd be clear that the limitation only applies to the scripts.



And, yes, if you have bases in multiple regions, you can have one such retaliation per region. Multiple bases in the same region will only get one.

Offline zhorov

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Re: [MAIN] XPiratez - N9 1-Jul-2024 Second Coming
« Reply #9114 on: July 03, 2024, 04:13:58 pm »
If all you want is more bases, disregarding the complex mission generation tables, you can add something like this under missionScripts in Piratez_Factions.rul (or better, make a submod with just this in a rule file):
Code: [Select]
missionScripts:
  - type: alienBase
    missionWeights:
      0:
        STR_ALIEN_BASE: 100
        STR_ALIEN_BASE_ACADEMY: 100
#        STR_ALIEN_BASE_GUILD: 100
#        STR_ALIEN_BASE_CHURCH: 100
        STR_MISSION_SWAY_GOVT: 100
    firstMonth: 0 #8
    useTable: false
    executionOdds: 100 #5
    startDelay: 1000
    randomDelay: 1000 #30000
Tweak these numbers as desired (right now, it's set up for testing, so you see the base missions appear almost as soon as you start the game).

Note that proper alien bases only seem to come through infiltration (Sway Local Govt) missions, so you also get infiltrated. If you want space alien bases without infiltration, you'll need to do some extra work.
Will this really work? Can you do this and test it or just do it and upload it to the mod site? I have very little time lately, I will only be ready to play in a month. And then I’ll get to the assault on the bases in a couple of weeks, at best. Since I will play no more than a couple of hours a day. I don’t want to spoil the safe if it turns out there is a bug or there are too many bases.

Offline Juku121

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Re: [MAIN] XPiratez - N9 1-Jul-2024 Second Coming
« Reply #9115 on: July 03, 2024, 04:29:01 pm »
I mean, I tested it. The missions generate, the bases get built. Just paste the contents into a new .rul file, tweak the numbers and give it a go.

Since I don't know what you might consider 'too many bases', I can't really help with that. I haven't played Piratez in years, so any balancing you'll have to do yourself. If it becomes too much, you can always either debug-kill a base, or just delete it from the save.

Offline ontherun

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Re: [MAIN] XPiratez - N9 1-Jul-2024 Second Coming
« Reply #9116 on: July 03, 2024, 08:06:17 pm »
New release!
The long promised new endings are finally here. Well, just one for now, but it's something! :) Anyway, enjoy.

YEAH! though no new weapons and a couple of new craft  :'( how it will take to have small hangars? grrrrrrr ;D

Mainly a balancing release followed by a N9.0.1 with some more fixes, aside a new ending there are a couple of new crafts for the player 👍
« Last Edit: July 03, 2024, 08:11:28 pm by ontherun »

Offline zhorov

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Re: [MAIN] XPiratez - N9 1-Jul-2024 Second Coming
« Reply #9117 on: July 09, 2024, 02:28:57 pm »
If all you want is more bases, disregarding the complex mission generation tables, you can add something like this under missionScripts in Piratez_Factions.rul (or better, make a submod with just this in a rule file):
Code: [Select]
missionScripts:
  - type: alienBase
    missionWeights:
      0:
        STR_ALIEN_BASE: 100
        STR_ALIEN_BASE_ACADEMY: 100
#        STR_ALIEN_BASE_GUILD: 100
#        STR_ALIEN_BASE_CHURCH: 100
        STR_MISSION_SWAY_GOVT: 100
    firstMonth: 0 #8
    useTable: false
    executionOdds: 100 #5
    startDelay: 1000
    randomDelay: 1000 #30000
Tweak these numbers as desired (right now, it's set up for testing, so you see the base missions appear almost as soon as you start the game).

Note that proper alien bases only seem to come through infiltration (Sway Local Govt) missions, so you also get infiltrated. If you want space alien bases without infiltration, you'll need to do some extra work.
How are the bases registered in the saves? I want to see how many bases have spawned.

Offline ontherun

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Re: [MAIN] XPiratez - N9 1-Jul-2024 Second Coming
« Reply #9118 on: July 10, 2024, 01:44:34 pm »
Hello, not necessairly a bug but more of a gameplay balancing issue: just wanted to point out also that in am in the very end of aug 2601 and just finished another warehouse wars misison (loot sell debriefing screenshot attached), but i never seem to get the guild stapler, in some gone-wrong past run i got it from thestranded govt agent mission, so seems that the former kind in not likes to give it instead the stranded ones!

What is the % of chance to spawn in the ww missions? I'd set respectively 80% and 40% for ww and stranded, so please in next version somebody might take care? Thanks

Edit: attached savegame
« Last Edit: July 10, 2024, 01:52:07 pm by ontherun »

Offline balam

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Re: [MAIN] XPiratez - N9 1-Jul-2024 Second Coming
« Reply #9119 on: July 10, 2024, 05:45:32 pm »
Hello, not necessairly a bug but more of a gameplay balancing issue: just wanted to point out also that in am in the very end of aug 2601 and just finished another warehouse wars misison (loot sell debriefing screenshot attached), but i never seem to get the guild stapler, in some gone-wrong past run i got it from thestranded govt agent mission, so seems that the former kind in not likes to give it instead the stranded ones!

What is the % of chance to spawn in the ww missions? I'd set respectively 80% and 40% for ww and stranded, so please in next version somebody might take care? Thanks

Edit: attached savegame

You got the clip in there. I don't believe it's possible to get it to spawn without the stapler.

https://xpedia.netlify.app/##STR_LOC_GUILD_OUTPOST
As you can see in the "item list", the chances of getting the stapler on the ground are pretty low, however hostesses have a very high chance of coming equipped with it. Also, If all you need is the tech you can get it from interrogations/data disk.

Particularly I've never had trouble getting the tech one way or another, unlike other stuff.