Author Topic: Re: [MAIN] XPiratez - N9.7.7 12-Sep-2024 Second Coming  (Read 4312165 times)

Offline Foxhound634

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Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« Reply #2940 on: July 29, 2016, 01:36:05 am »
I have two questions:

1) Is it possible within the engine to set a queue for manifacturing, to decrease micromanagement of mass production that includes multiple steps. E.g. would it be possible to set a queue to first smelt some ore, then craft something from that ore, and then craft something from that something, instead of having to constantly reassign runts?

2) Is it possible to create a 'research difficulty' estimate in the research screen, to be able to distinguish between early/easy topics and later/harder ones?

Offline Dioxine

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Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« Reply #2941 on: July 29, 2016, 01:45:26 am »
1. Set multiple manufacturing projects and manage the number of workers on each in a way that assures constant supply of basic resources.

2. Not at the moment, but it'd be cool to have such a feature...

Offline ivandogovich

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Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« Reply #2942 on: July 29, 2016, 01:49:00 am »
2).  Maybe in Meridian's Tech Viewer interface it could list a:

* for topics over 10 research cost,
** for Topics over 20.
*** For Topics over 50.

Edit:
I also just created custom handobs for the Deathblossom SMG.  Now it looks right in the hand, imo.


(the ninth tile is ignored and is my working design as I scaled it down)
« Last Edit: July 29, 2016, 02:20:40 am by ivandogovich »

Offline Foxhound634

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Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« Reply #2943 on: July 29, 2016, 02:40:42 am »
Energy for nothing, TUs for free... That gives me an idea. I will add Energy and Morale cost to enemy psi attacks.

That's a good solution to lessen the MC spam

Offline Foxhound634

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Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« Reply #2944 on: July 29, 2016, 02:45:18 am »
1. Set multiple manufacturing projects and manage the number of workers on each in a way that assures constant supply of basic resources.

I already do that with stuff that i don't run out of, but with finite stuff (and stuff that requires something i've not yet crafted) it can be a bit tedious...it's a minor thing though

Offline khade

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Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« Reply #2945 on: July 29, 2016, 03:16:43 am »
Is there any way to set it up to actually manufacture the required items if they run out and are actually available? Might not be the most efficient, but could be useful.

Offline Meridian

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Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« Reply #2946 on: July 29, 2016, 10:45:13 am »
2) Is it possible to create a 'research difficulty' estimate in the research screen, to be able to distinguish between early/easy topics and later/harder ones?

What exactly should it do?
Just indicate the research cost of a single topic? Seems quite redundant.
Early: everything that doesn't require Back to School
Early-Mid: everything that requires Back to School
Late-Mid: everything that requires School Graduation
Late: everything that requires Higher Studies

2. Not at the moment, but it'd be cool to have such a feature...

Can you describe what exactly do you have in mind?

I have on my todo list a small feature to show the overall progress in %: (total cost of all researched topics) / (total cost of all topics)... but other than that I can't think of anything else.

2).  Maybe in Meridian's Tech Viewer interface it could list a:

* for topics over 10 research cost,
** for Topics over 20.
*** For Topics over 50.

That seems too much even for a number nerd and control freak like me :D

Offline Dioxine

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Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« Reply #2947 on: July 29, 2016, 07:05:34 pm »
That seems too much even for a number nerd and control freak like me :D

Well, if it's too much even for you, let's leave it be :) Maybe it'd be a cool feature but the mod doesn't really need it, especially since the Tech Viewer is available.

Offline Foxhound634

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Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« Reply #2948 on: July 29, 2016, 09:47:28 pm »
especially since the Tech Viewer is available.

Is that the wiki containing the entire tech tree (IRL with spoilers and all)?
« Last Edit: July 30, 2016, 12:15:00 am by Foxhound634 »

Offline ivandogovich

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Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« Reply #2949 on: July 29, 2016, 10:27:20 pm »
Is that the wiki containing the entire tech tree?

Right now the wiki (https://www.ufopaedia.org/index.php?title=Piratez) does not contain the entire tech tree.

There is a Tech Tree Viewer at: https://techtreeviewer.byethost9.com/ .  This is an online tool that works great.

What I was referring to is Meridian's Built In Tech Tree Viewer that is in his latest executables.
https://openxcom.org/forum/index.php/topic,4697.msg66743.html#msg66743

Offline Surrealistik

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Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« Reply #2950 on: July 29, 2016, 10:29:29 pm »
There is a Tech Tree Viewer at: https://techtreeviewer.byethost9.com/ .  This is an online tool that works great.

Aside from the legend and search bar, nothing is displayed for me.

Offline Drasnighta

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Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« Reply #2951 on: July 29, 2016, 10:31:27 pm »
That's how it starts.

Did you try typing something in the search bar and turning that into a drop-down box?

Offline nrafield

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Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« Reply #2952 on: July 30, 2016, 04:45:58 pm »
So I have a question, are these mandatory Crackdowns after the second year supposed to only be launched by Mercenaries? It's kinda frustrating. I am playing on the third level of difficulty, and while I'm at a tech level where I can resist them (Back to School) and crashed and looted a few of their ships because they were on these Crackdown mission, I'd prefer not to because it wasn't easy. And now they're sending ships like Cruisers or Destroyers to look after my bases instead,  which I'm not sure I could take out with the ships that I have. (Barracuda/Krakens while the best weapons I can fit for them are either Naval Guns or Lancer missiles)  They don't make it easier to advance in tech level either, unless I want to attack a base.

Offline Dioxine

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Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« Reply #2953 on: July 30, 2016, 05:35:07 pm »
So I have a question, are these mandatory Crackdowns after the second year supposed to only be launched by Mercenaries?

They're launched by random races.

Offline Meridian

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Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« Reply #2954 on: July 30, 2016, 06:52:59 pm »
Sorry, I meant you don't have to research slaves. The research itself is necessary, but it doesn't force you to enslave people, and it's very accessible.
But yeah, I don't play nearly enough. :)

Re-opening this topic again, because it's really tearing my heart apart... looks like you need all slaves (except for witch) to win the game :(  :'(

slave gladiatrix | slave maid > luxury spa > civilization > higher studies > heavy transporter > mars attack vessel
slave | slave lasher | slave specialist | slave taskmaster > mining ship > civilization > ...