aliens

Author Topic: Re: [MAIN] XPiratez - N7 16-Dec-2023 Flying Tiger, Hidden Tentacle  (Read 3609401 times)

Offline Ragshak

  • Colonel
  • ****
  • Posts: 136
    • View Profile
Re: [MAIN] XPiratez - 0.99H2 - 28 Oct - Born To Be Wild
« Reply #5025 on: November 15, 2017, 12:20:30 am »
I did gave a chance some fancy weapons like blowpipe and throwing stars. It's unbelievable. Up to three shots from standard blowpipe can take down merc commando and cyberdisc.
Had some luck and was able to get one Swiftsuit early. Those extra TUs with constant Blowpipe and stars work quite well.

Any advice about research bottleneck? There is so much topics to research and so far I've got 18 Brainers. It's overwheliming. Sometimes for sake of in-game science I would like to skip all missions to advance in tech tree.

Maybe some trophy reward could unlock extra Lab at any other base?

That tech grinding somehow spoils fun for me at the moment. But maybe I am a little bit bored and tired because of too much XPiratez in last few days :P

Great mod!

Offline Bloax

  • Colonel
  • ****
  • Posts: 322
  • do you want to be any of those things
    • View Profile
Re: [MAIN] XPiratez - 0.99H2 - 28 Oct - Born To Be Wild
« Reply #5026 on: November 15, 2017, 06:54:32 am »
The tech tree is intentionally overwhelming, I'm afraid. : )

Offline Ethereal_Medic

  • Commander
  • *****
  • Posts: 941
  • Pet Lokk'Nar 9,99 $/hour
    • View Profile
Re: [MAIN] XPiratez - 0.99H2 - 28 Oct - Born To Be Wild
« Reply #5027 on: November 15, 2017, 02:05:41 pm »
To focus your research properly, just do all topic needed to archive "back to school" " school graduation" and "higher studies".
All important drops are tied to the VIP's (Leaders, Medics, Engineers, Guild Rep, Espers).

Rushing tech can lead to an extreme difficulty spike if you're not prepared to face the odds of Tier 2, Tier 3 challenges.

Offline mercy

  • Colonel
  • ****
  • Posts: 338
    • View Profile
Re: Re: [MAIN] XPiratez - 0.99H2 - 28 Oct - Born To Be Wild
« Reply #5028 on: November 21, 2017, 01:53:29 pm »
I did gave a chance some fancy weapons like blowpipe and throwing stars. It's unbelievable. Up to three shots from standard blowpipe can take down merc commando and cyberdisc.[..]

When could an armored Cyberdisc or anything consisting solely of armored plates be taken down by a puny blowpipe shooting a bone/reed needle? ??? ??? ??  :-oooo

I had problems with that anti-tank weapon to take down Cyberdiscs. What worked nicely was the artifact Rail Driver: couldn't research that tho.
« Last Edit: November 21, 2017, 01:57:11 pm by mercy »

Offline Ragshak

  • Colonel
  • ****
  • Posts: 136
    • View Profile
Re: [MAIN] XPiratez - 0.99H2 - 28 Oct - Born To Be Wild
« Reply #5029 on: November 21, 2017, 06:54:05 pm »
Maybe because blowpipe use chem ammo.

Offline XCOMJunkie

  • Sergeant
  • **
  • Posts: 33
    • View Profile
Re: [MAIN] XPiratez - 0.99H2 - 28 Oct - Born To Be Wild
« Reply #5030 on: November 23, 2017, 12:59:50 am »
Anyone else really enjoying the Assault Bike Armour? I thought it was going to be underpowered until I noticed the armour gave +50 to bravery! Works pretty with with the Super Shooty Gun... love sneaking that bike up into that upper hallway of the Heavy Freighter and letting loose on a hallway filled with people. So satisfying.

Offline Ethereal_Medic

  • Commander
  • *****
  • Posts: 941
  • Pet Lokk'Nar 9,99 $/hour
    • View Profile
Re: [MAIN] XPiratez - 0.99H2 - 28 Oct - Born To Be Wild
« Reply #5031 on: November 23, 2017, 08:37:49 am »
I'll give that armor a real try once the bug that makes the game crash is fixed.

Edit:
Also the joy of RNG keeps going on with 0-120+ weaponry rolling a 0 against targets with 5 armor 3 times in a row.

Super Magnum is like one example where this seems to frequently happen for my part. Something like the game fails to roll the damage result properly after the first shot connects with a poor result. The odds for some decent damage should start to increase now but one gal shooting a 5 armor target three - four times and continuous to fail to do damage feels wrong. Like the damage-calculation forgot to reshuffle correctly and rolls the same low roll over all shots fired.

A second shooter after 4 zero-rolls kills a 5 armor target in one attempt.
X-Com givesth and takesth.
« Last Edit: November 23, 2017, 03:32:06 pm by Ethereal_Medic »

Offline Dioxine

  • Commander
  • *****
  • Posts: 5412
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: [MAIN] XPiratez - 0.99H2 - 28 Oct - Born To Be Wild
« Reply #5032 on: November 28, 2017, 10:34:28 am »
Please don't start criticizing RNG. Sid Meyer had to spend $1 Million to appease his players who kept complaining that normal RNG felt too random and some more advanced function is needed : )

Try rolling a die and you will see that rolling '1' 5 times in a row does happen. Especially if you roll it as much as you shoot in this game.

Offline Ethereal_Medic

  • Commander
  • *****
  • Posts: 941
  • Pet Lokk'Nar 9,99 $/hour
    • View Profile
Re: [MAIN] XPiratez - 0.99H2 - 28 Oct - Born To Be Wild
« Reply #5033 on: November 28, 2017, 02:21:50 pm »
That wasn't meant as a rant. Just a personal experience.
Several low-rolls after another in those situations is hilarious. Never could I witness such a sturdy church neophyte eating 3 super-magnum mercury-bullets to the face for 0 damage. This happened 'less' in the H1 version for odd reasons.
Your mod remains awesome and challenging from start to finish and that's something the reboots couldn't get right in the past 20(?) years.

Offline Dioxine

  • Commander
  • *****
  • Posts: 5412
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: [MAIN] XPiratez - 0.99H2 - 28 Oct - Born To Be Wild
« Reply #5034 on: November 30, 2017, 07:48:09 am »
Oh no offense taken :) Just sharing fun stories.

I guess it is this pessimist/optimist thing, glass being half full or half empty. I tend to forget bad streaks myself, and remember insanely lucky streaks instead, which are as likely to happen as the former :)

Offline Ethereal_Medic

  • Commander
  • *****
  • Posts: 941
  • Pet Lokk'Nar 9,99 $/hour
    • View Profile
Re: [MAIN] XPiratez - 0.99H2 - 28 Oct - Born To Be Wild
« Reply #5035 on: November 30, 2017, 09:32:59 am »
In my experience it would be an 'unlucky' streak but at least the damage results against me are poorly as well with a plasma-pistol hitting 3-times to the face (guardian suit) and barely denting the front-armor plate.

Gave the O.G.R.E. shotgun a go. Does big boom for 28x12 so I let some zombies and dark-ones ate the buckshot.
Does surprisingly well against meaty no-armor foes. But not much more for that niche.
Boom-Gun feels like the big brother that can even blast through carapace armor.

Another topic referring to the new spotter-sniper code. Greatly improves the A.I. behavior against smoke-cover approaches. The result I've seen is a more frequent use of grenades for enemies with no LoS. Seems like they don't give those 25% a try and instead throw hellerium-grenades now.

Offline Martin

  • Colonel
  • ****
  • Posts: 438
    • View Profile
Re: [MAIN] XPiratez - 0.99H2 - 28 Oct - Born To Be Wild
« Reply #5036 on: December 02, 2017, 02:58:51 pm »
Please don't start criticizing RNG. Sid Meyer had to spend $1 Million to appease his players who kept complaining that normal RNG felt too random and some more advanced function is needed : )

Well it is not normal RNG but PRNG ;)

Offline Dioxine

  • Commander
  • *****
  • Posts: 5412
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: [MAIN] XPiratez - 0.99H3 - 4 Dec - 4 Elemelokk'Narrs
« Reply #5037 on: December 04, 2017, 01:18:05 am »
New version up. Stamped out the major bugs the previous one had (hopefully out), and of course, alot* of new content, you know me. See changelog in the 1st post for details.

https://image.slidesharecdn.com/alot-140719115955-phpapp02/95/alot-9-638.jpg?cb=1405771236

Offline legionof1

  • Moderator
  • Commander
  • ***
  • Posts: 1899
  • Bullets go that way. Money comes this way.
    • View Profile
Re: [MAIN] XPiratez - 0.99H3 - 4 Dec - 4 Elemelokk'Narrs
« Reply #5038 on: December 04, 2017, 09:45:49 am »
Thanks as always for the updates dioxine. I didn't need my Monday anyway, nothing important ever happens.

Offline holoc

  • Squaddie
  • *
  • Posts: 5
    • View Profile
Re: [MAIN] XPiratez - 0.99H3 - 4 Dec - 4 Elemelokk'Narrs
« Reply #5039 on: December 04, 2017, 10:50:27 am »
I am pretty sure that I have installed everything correctly.
I started a new game after this update and it seems to be working fine so far, but the Quick Battles from main menu give crashes from some randomised settings such as:
Code: [Select]
[04-12-2017_10-44-18] [WARN] STR_ATTACK_RATMEN_BASE_RAID not found in en-GB
[04-12-2017_10-44-18] [WARN] STR_SNAKEMAN_MANSION not found in en-GB
[04-12-2017_10-44-18] [WARN] STR_FLOATER_MANSION not found in en-GB
[04-12-2017_10-44-18] [WARN] STR_SECTOID_MANSION not found in en-GB
[04-12-2017_10-44-18] [WARN] MAP_DESERTX_GUILD_OUTPOST not found in en-GB
[04-12-2017_10-44-18] [WARN] MAP_NATIVEURBANROAD_GUILD_OUTPOST not found in en-GB
[04-12-2017_10-44-18] [WARN] MAP_NATIVEURBAN_GUILD_OUTPOST not found in en-GB
[04-12-2017_10-44-30] [FATAL] A fatal error has occurred: Height of map MAPS/DEVASTATOR.MAP too big for this mission, block is 4, expected: 0
[04-12-2017_10-44-42] [FATAL] OpenXcom has crashed: Height of map MAPS/DEVASTATOR.MAP too big for this mission, block is 4, expected: 0
Code: [Select]
[04-12-2017_11-03-23] [WARN] STR_ATTACK_RATMEN_BASE_RAID not found in en-US
[04-12-2017_11-03-23] [WARN] STR_SNAKEMAN_MANSION not found in en-US
[04-12-2017_11-03-23] [WARN] STR_FLOATER_MANSION not found in en-US
[04-12-2017_11-03-23] [WARN] STR_SECTOID_MANSION not found in en-US
[04-12-2017_11-10-07] [FATAL] A fatal error has occurred: Segmentation fault. This usually indicates something missing in a mod.
[04-12-2017_11-10-11] [FATAL] OpenXcom has crashed: Segmentation fault. This usually indicates something missing in a mod.
Code: [Select]
[04-12-2017_11-45-02] [WARN] MAP_COMRCURBAN_ACADEMY_OUTPOST not found in en-US
[04-12-2017_11-45-02] [WARN] MAP_CULTA_ACADEMY_OUTPOST not found in en-US
[04-12-2017_11-45-02] [WARN] MAP_FORESTMOUNT_ACADEMY_OUTPOST not found in en-US
[04-12-2017_11-45-02] [WARN] MAP_FORESTPOLAR_ACADEMY_OUTPOST not found in en-US
[04-12-2017_11-45-02] [WARN] MAP_GRASSLANDFORESTMOUNT_ACADEMY_OUTPOST not found in en-US
[04-12-2017_11-45-02] [WARN] MAP_GRASSLANDPOLAR_ACADEMY_OUTPOST not found in en-US
[04-12-2017_11-45-02] [WARN] MAP_NATIVEURBANROAD_ACADEMY_OUTPOST not found in en-US
[04-12-2017_11-45-02] [WARN] MAP_NATIVEURBAN_ACADEMY_OUTPOST not found in en-US
[04-12-2017_11-45-02] [WARN] MAP_SAVANNAFORESTMOUNT_ACADEMY_OUTPOST not found in en-US
[04-12-2017_11-45-02] [WARN] MAP_SAVANNAPOLAR_ACADEMY_OUTPOST not found in en-US
[04-12-2017_11-45-02] [WARN] MAP_SLUMURBAN_ACADEMY_OUTPOST not found in en-US
[04-12-2017_11-45-02] [WARN] MAP_STEPPEFOREST_ACADEMY_OUTPOST not found in en-US
[04-12-2017_11-45-02] [WARN] MAP_STEPPEPOLAR_ACADEMY_OUTPOST not found in en-US
[04-12-2017_11-45-02] [WARN] MAP_TAIGAFORESTMOUNT_ACADEMY_OUTPOST not found in en-US
[04-12-2017_11-45-02] [WARN] MAP_TAIGAPOLAR_ACADEMY_OUTPOST not found in en-US
[04-12-2017_11-45-03] [FATAL] A fatal error has occurred: Segmentation fault. This usually indicates something missing in a mod.
[04-12-2017_11-45-06] [FATAL] OpenXcom has crashed: Segmentation fault. This usually indicates something missing in a mod.
Not a big deal probably, just letting you know.