Author Topic: Re: [MAIN] XPiratez - N9.7.7 12-Sep-2024 Second Coming  (Read 4194612 times)

Offline Martin

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Re: [MAIN] XPiratez - 0.99F.5 - 1 Apr - Fight Magic with Courage!
« Reply #4485 on: May 04, 2017, 10:24:33 am »
I dunno, but one would expect people with aeons of experience in conquest and weapons development to have access to a gun that has no hard counter or drawbacks.

Offline Ethereal_Medic

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Re: [MAIN] XPiratez - 0.99F.5 - 1 Apr - Fight Magic with Courage!
« Reply #4486 on: May 04, 2017, 10:45:44 am »
Good luck in 'avoiding' direct firefights.
To get the star gods research-topics you have to use some sort of stun-weapons to unlock the ability to research a Star God Coordinator (black hooded one). Small- and shoulder-launcher can't shot in an arc, smokescreen are total garbage against soulsense 8+ and with the current issue of smoke+camo an enemy can become completely stealthed to a point that your soldier can stand next to him and face the tile where the foes is standing and can't see him. Your only indicator that someone is there is the interrupted movement command.

Offline Ethereal_Medic

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Re: [MAIN] XPiratez - 0.99F.5 - 1 Apr - Fight Magic with Courage!
« Reply #4487 on: May 04, 2017, 11:34:41 am »
I made a bomber-raid for giggles against academy.

The vessel dropped 2x implosion-bomblauncher parts.
I'll prove this with screenshot once my new home get's internet-connection.

Offline ThatDude

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Re: [MAIN] XPiratez - 0.99F.5 - 1 Apr - Fight Magic with Courage!
« Reply #4488 on: May 08, 2017, 07:17:27 am »
Hey, got bored and made a new AK sprite, feel free to use it in your mod, i personally like it more than the original.
« Last Edit: May 08, 2017, 07:21:49 am by ThatDude »

Offline Dioxine

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Re: [MAIN] XPiratez - 0.99G - 9 May - Close Combat Carnage
« Reply #4489 on: May 09, 2017, 06:33:38 am »
New version finally up. Enjoy.

Offline legionof1

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Re: [MAIN] XPiratez - 0.99G - 9 May - Close Combat Carnage
« Reply #4490 on: May 09, 2017, 06:45:28 am »
Thanks Dioxine, now i can finally start a new campaign and not expect to lose randomly first year.

Offline Zharkov

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Re: [MAIN] XPiratez - 0.99G - 9 May - Close Combat Carnage
« Reply #4491 on: May 09, 2017, 09:13:33 am »
- New Weapons: Pitchfork

Yeah, with all these weird techs and strange things going on, we really needed those!^^

Offline Ethereal_Medic

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Re: [MAIN] XPiratez - 0.99G - 9 May - Close Combat Carnage
« Reply #4492 on: May 09, 2017, 09:23:49 am »
Thx for smoke fix.

After checking the techtree I guess I'll go with grey codex instead of gold.
Golden Hawk can wait.

Thx for the Megapol Pigmen.

Finally a second (easier) way to get synthmuscle mesh without getting your ass handed by mercs and gauss weaponry.
Only 1 mesh for a captured pig sounds totally worth the sickdays coming with the attempts.

Also:
Installing X-Com 2 @ this very moment, have a great time mates :D
« Last Edit: May 10, 2017, 06:25:52 pm by Ethereal_Medic »

Offline Roxis231

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Re: [MAIN] XPiratez - 0.99G - 9 May - Close Combat Carnage
« Reply #4493 on: May 12, 2017, 01:25:25 am »
Is anyone else haveing problems with the close combat check thing.

When one of my gals with high acuracy and high combat tries to shot any enemy in the back from right next to them, they always miss - even on crappy opponents like the ratmen.

I've tried reloading to reset the RNG - but it still happens 4 times out of 5.

Offline legionof1

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Re: [MAIN] XPiratez - 0.99G - 9 May - Close Combat Carnage
« Reply #4494 on: May 12, 2017, 02:31:50 am »
CQC check is [65% of (melee+reaction x.5)]-dodge. With max stats before gear buffs you have 84%-dodge chance to succeed.

Anything with a dodge above ~40 is statistically immune to point blank fire from all but the best gals.

     

Offline Roxis231

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Re: [MAIN] XPiratez - 0.99G - 9 May - Close Combat Carnage
« Reply #4495 on: May 12, 2017, 04:29:18 am »
Just read the thread on this.

Quoted from the Designer of this-

Yes, I admit that the default numbers are quite harsh.  I fully intend it to be toned down as it's balanced.

And I also agree - It's currently unbalanced. (Also never seen the enemy affected by it.)

Offline legionof1

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Re: [MAIN] XPiratez - 0.99G - 9 May - Close Combat Carnage
« Reply #4496 on: May 12, 2017, 04:55:43 am »
Snip
 (Also never seen the enemy affected by it.)

I can count on one hand the number of times an enemy has moved into a position to do so without being a melee enemy. The AI retreat conditions(x number of enemy currently spotted) is usually met well before 1 square distance unless the player is intentionally provoking the occurrence, like when "stacking a door".

Right now while the CQC check may be a universal rule, the AI is generally prevented from arriving in the situation by superseding conditionals.

This can be used to the player advantage is some situations, mostly dealing with tank style terror units. If you can catch such units that don't have melee skill in a confined space you can pin them with a decent melee gal who can then take all the time they want killing it, cause it can't pass the CQC check. Don't try it with cannon tanks though point blank aoe not fun.

   

Online Solarius Scorch

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Re: [MAIN] XPiratez - 0.99G - 9 May - Close Combat Carnage
« Reply #4497 on: May 12, 2017, 08:26:03 am »
2x2 units are currently exempt from CQB rules. It will probably change soon, though.

Offline legionof1

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Re: [MAIN] XPiratez - 0.99G - 9 May - Close Combat Carnage
« Reply #4498 on: May 12, 2017, 09:37:59 am »
2x2 units are currently exempt from CQB rules. It will probably change soon, though.

Well that should be noted in the bootypedia article whichever way it end up. Rather important exception.

Online Solarius Scorch

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Re: [MAIN] XPiratez - 0.99G - 9 May - Close Combat Carnage
« Reply #4499 on: May 12, 2017, 10:22:03 am »
Well that should be noted in the bootypedia article whichever way it end up. Rather important exception.

It's a WIP module, the code was not ready at the point of release. But it is now.