Author Topic: Re: [MAIN] XPiratez - N10 24-Nov-2024 Aurora's Dawn  (Read 4323658 times)

Offline Zharkov

  • Colonel
  • ****
  • Posts: 429
    • View Profile
It's a trap!
« Reply #375 on: July 11, 2015, 03:28:45 pm »
It's a trap!

Duh!

Offline NuclearStudent

  • Captain
  • ***
  • Posts: 92
    • View Profile
Re: [TOTAL CONVERSION] Piratez Extended - 0.92 - 25 Jun
« Reply #376 on: July 11, 2015, 09:00:38 pm »
I don't quite understand why smoke doesn't seems to be as effective in some circumstances.

For example, in my latest save, (night), enemy units keep shooting me from six or seven tiles away in full smoke cover.

Offline Dioxine

  • Commander
  • *****
  • Posts: 5458
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: [TOTAL CONVERSION] Piratez Extended - 0.92 - 25 Jun
« Reply #377 on: July 11, 2015, 09:47:52 pm »
It's hard to say judging from a Geoscape save, dood :)

Remember that the smoke doesn't propagate vertically very well. If the enemy is above/below the smoked level, his vision won't be hampered that much.

Offline pilot00

  • Colonel
  • ****
  • Posts: 487
  • Back in the day it was gameplay not a feature....
    • View Profile
Re: [TOTAL CONVERSION] Piratez Extended - 0.92 - 25 Jun
« Reply #378 on: July 11, 2015, 09:58:15 pm »
^That and I think somebody said once, that the AI is aware of your position for 2-3 turns after spotting you.

Offline Dioxine

  • Commander
  • *****
  • Posts: 5458
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: [TOTAL CONVERSION] Piratez Extended - 0.92 - 25 Jun
« Reply #379 on: July 11, 2015, 10:05:22 pm »
Actually the number of turns dependant on the Intelligence score which in Piratez ranges from 3 (eg. GOs, raider grunts) to 7 or more (eg. Academy Espers)

Offline DracoGriffin

  • Colonel
  • ****
  • Posts: 302
    • View Profile
    • Steam: DracoGriffin
Re: [TOTAL CONVERSION] Piratez Extended - 0.92 - 25 Jun
« Reply #380 on: July 11, 2015, 10:50:39 pm »
Perfect time to Ctrl-Move (for Run, if you have it enabled in Advanced) backwards and drop smoke. Let the enemy come to you and prepare proximity stuff and/or throwables.

Only time I've had to do that so far is against a clown car of Cyclops. Thought more were in the UFO but... neeeeewp, suckers came around corner of building and that was a "oh poo--" moment. Thank goodness for Rum; had a Gal end up in Med-Bay for like 49 days. :P

Offline NuclearStudent

  • Captain
  • ***
  • Posts: 92
    • View Profile
Re: [TOTAL CONVERSION] Piratez Extended - 0.92 - 25 Jun
« Reply #381 on: July 12, 2015, 04:21:58 am »
Sorry, I posted the wrong save. I'll try to replicate the scenario I had.

Here, a gal can been seen by and be shot by a trader guard guy. However, there's quite a few tiles of apparently solid smoke between him and her.
« Last Edit: July 12, 2015, 04:42:41 am by NuclearStudent »

Offline pilot00

  • Colonel
  • ****
  • Posts: 487
  • Back in the day it was gameplay not a feature....
    • View Profile
Re: [TOTAL CONVERSION] Piratez Extended - 0.92 - 25 Jun
« Reply #382 on: July 12, 2015, 02:57:13 pm »
Sorry, I posted the wrong save. I'll try to replicate the scenario I had.

Here, a gal can been seen by and be shot by a trader guard guy. However, there's quite a few tiles of apparently solid smoke between him and her.

The question is: Has anyone of them seen her prior to the smoke screen?

Offline NuclearStudent

  • Captain
  • ***
  • Posts: 92
    • View Profile
Re: [TOTAL CONVERSION] Piratez Extended - 0.92 - 25 Jun
« Reply #383 on: July 12, 2015, 09:37:28 pm »
The question is: Has anyone of them seen her prior to the smoke screen?


I don't believe so.  But the trader saw her that turn through the smoke screen.

Offline Dioxine

  • Commander
  • *****
  • Posts: 5458
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: [TOTAL CONVERSION] Piratez Extended - 0.92 - 25 Jun
« Reply #384 on: July 13, 2015, 04:10:21 am »
Well they do mutually see each other from that particular position, even through 7 tiles of smoke. A bit strange, but the AI unit isn't favored in any way. Also, she's been seen by him, so she counts as seen, so more Academicians can approach and shoot her when in LOS, possibly.

Offline NuclearStudent

  • Captain
  • ***
  • Posts: 92
    • View Profile
Re: [TOTAL CONVERSION] Piratez Extended - 0.92 - 25 Jun
« Reply #385 on: July 13, 2015, 04:24:10 am »
Well they do mutually see each other from that particular position, even through 7 tiles of smoke. A bit strange, but the AI unit isn't favored in any way. Also, she's been seen by him, so she counts as seen, so more Academicians can approach and shoot her when in LOS, possibly.

Is there any reason that the smoke is less effective; as in, smoke decays in strength over time or something.

Offline Dioxine

  • Commander
  • *****
  • Posts: 5458
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: [TOTAL CONVERSION] Piratez Extended - 0.92 - 25 Jun
« Reply #386 on: July 13, 2015, 04:51:24 am »
No idea, I haven't wrote the engine :)

Offline Sagefox

  • Squaddie
  • *
  • Posts: 5
    • View Profile
Re: [TOTAL CONVERSION] Piratez Extended - 0.92 - 25 Jun
« Reply #387 on: July 14, 2015, 07:02:22 pm »
Well I hate to the the first one to have a problem, but I've a problem that I don't know how to fix. When I try play the mod it pops up saying that it can't find GEOData/world.dat. So any help would be great.

Offline Dioxine

  • Commander
  • *****
  • Posts: 5458
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: [TOTAL CONVERSION] Piratez Extended - 0.92 - 25 Jun
« Reply #388 on: July 15, 2015, 10:43:55 am »
Protip: read the install instructions. Good day.

Offline Sagefox

  • Squaddie
  • *
  • Posts: 5
    • View Profile
Re: [TOTAL CONVERSION] Piratez Extended - 0.92 - 25 Jun
« Reply #389 on: July 15, 2015, 01:04:52 pm »
Protip: read the install instructions. Good day.
But that's the thing I followed the instructions step by step and it's still giving me problems.