YAY!
Just as I encountered a Civilian Ambulance and it crashed my game... Dioxine fixes the problem!
Fair enough. I think most intelligent beings would decide not to take a nearly impossible shot just for the sake of it.
Not that id consider some of the church people all that intelligent, including the boys in t-shirts.
Though the point of suppressive fire is to "Shoot At" people so they take cover so they dont just get hit by accident. Remember if you're doing the buddy system like you should be then having 2 or 3 guys in the line of fire technically makes them all a bigger target.
Id set it at something like 20% personally. For the enemy anything less just gives away their position without a reliable return on their expenditure. If they be firing at you then it should be reasonable they'll hit.
Id love to set it at 50% for my guys to save ammo and avoid giving away my ladies' position unless she can reliably do damage.
Fallout Tactics had a special gauge for this very thing (95%, 67%, and 33% I believe) plus modes of retailiation (aggressive=always, defensive=only if you were shot at, and pacifist=no reactions)
And for my guys I would really much rather them do
Aimed Shots on reaction fire if they've got the juice for it. But lo and behold often times ive reserved TU or made sure they had enough for Aimed and they just end up doing Snap Shots anyway.
Ive also noted that with plenty of TU remaining Melee Reactions going off is rather rare. Guys will walk right up to and walk by my ladies and they wont get Melee'd (they usually have at least a Gunbutt or Bayonet option available). I think that rather sucks because thats a d&d attack of opportunity right there and Melee really does some heavy damage considering the game mechanics.
I like to fiddle with the ruleset
My suggestion is you should probably create a separate Mod for this and just copy the stuff from piratez that you're wanting to modify and have that in your mod ruleset. Like a patch of sorts (heh, a mod on a mod). That way your changes remain constant and when you upgrade you just need to add any new, if applicable, changes to yours.
Thats what im doing and most of the stuff that ive changed is unlikely to just sprout new string names and fly away. My tweak rulesets are approaching 64kb so its not much but at the same time its also
not small the number of changes ive made - and thus not worth prying open that monsterous piratez.rul every time.
This keeps both
playing and
modding the game easier. And if an update happens to break anything in your custom modification thats easier to fix, than having gone in to make changes to piratez every single time.
And its also worth noting that because items being modded twice cooked inherit or adjust what its already got established, you really only need to copy the parts of each entry that pertain to what you want to change or possibly lock in based on future changes in the updates. So like all those clips that weigh 3 pounds for some reason, if you only wanted to change the weight then it would literally be just 2 lines for that (eg, niner clip, weight: 2, then it goes to the next item).
(which reminds me I still go
at it not being practical to give items weight:1, I think for throwing stuff a simple if/then switch could easily adjust the effective item weight to 3 for its internal calculations... if its weight under 3 treat it as 3 for throwing... not sure if the throwing system is still buggy for item weight but in Vanilla you be damned if you throw a 1 weight item)
Im eventually going to release it, probably on 4chan's retro gaming board, since its just a tweak rather than a mod. That way also I can put in sprite, sound, and music replacements without caring about official-ness because its far from official.
And im probably not the first to say this but X-Piratez really deserves to be its own game, and the beauty of an open source project is being able to borrow someone else's engine and generally avoid legal crap.
actually I do like that the option has been removed to have items not disappear after being researched,
that way I can make some of the characters you capture sing like a bird and divulge everything
they know as long as you keep talking to them - and have most items survive being researched
but at the same time have other things get destroyed by research, dudes who got balls harder than the
ladies, who die in interrogation - and gooey apples that cease functioning when you're forced to open
them up to check em out