aliens

Author Topic: Suggestions on how to improve the mod  (Read 287271 times)

Offline Meridian

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Re: Suggestions on how to improve the mod
« Reply #510 on: August 10, 2016, 09:39:47 pm »
The tier of weapons that get ignored because it's easy enough to steal real guns early game.

You can go straight to Plasma in xcom1; and straight to Sonic in xcom2 too... but I still go for laser and gauss first... because I want to... choice is yours!

Offline khade

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Re: Suggestions on how to improve the mod
« Reply #511 on: August 10, 2016, 09:57:35 pm »
We should keep in mind that those bows are built for superhumans, at least the ones you have to manufacture are.  I sort of dislike having to say this, but think about the bows from Avatar, it's like that, though not quite as extreme.  I figure an average Uber is around 8ft tall and built like a brick house, and they're officially stronger than they look.

Offline Solarius Scorch

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Re: Suggestions on how to improve the mod
« Reply #512 on: August 10, 2016, 10:16:11 pm »
We should keep in mind that those bows are built for superhumans, at least the ones you have to manufacture are.  I sort of dislike having to say this, but think about the bows from Avatar, it's like that, though not quite as extreme.  I figure an average Uber is around 8ft tall and built like a brick house, and they're officially stronger than they look.

Yes. And all Ubers have 20 natural armour. It must be muscle mass, since their skin is fairly human-like and not probably much tougher.

The Na'vi are significantly taller, but their homeworld gravity is low, so they would be much less agile on Earth. Still, they are stronger than humans, but I'm not sure about Ubers. I guess Na'vi are elves to Ubers' dwarves...

Offline Yankes

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Re: Suggestions on how to improve the mod
« Reply #513 on: August 11, 2016, 01:05:53 am »
Please tell me how :) Eg. I want a silenced pistol that counts your Reactions as being double for the purpose of enemy Reaction to your attack done with it (same can be added for X-Bows).

Some thing like that:
Code: [Select]
extended:
  tags:
    RuleItem:
      XPIRATEZ_STEALTH_GUN: int
  scripts:
    reactionWeaponAction:
      - offset: 1
        code: |
          var int time_units;
          var int time_units_max;
          var int stat_reaction;
          var int temp;
          var int reaction_attacer;
          var int reaction_viewer;
          var ptr RuleItem gun_type;
         
          weapon.getRuleItem gun_type;
          gun_type.getTag temp Tag.XPIRATEZ_STEALTH_GUN;
          if neq temp 1;
            #not stelf weapon, we quit with defualt value
            return reaction_chance;
          end;
         
          #reaction score of unit that react to action done by `action_unit`
          reaction_unit.getTimeUnits time_units;
          reaction_unit.getTimeUnitsMax time_units_max;
          reaction_unit.Stats.getReactions stat_reaction;
         
          set reaction_viewer stat_reaction;
          mul reaction_viewer time_units;
          div reaction_viewer time_units_max;
         
          #reaction score of shooter
          action_unit.getTimeUnits time_units;
          action_unit.getTimeUnitsMax time_units_max;
          action_unit.Stats.getReactions stat_reaction;
         
          set reaction_attacer stat_reaction;
          mul reaction_attacer time_units;
          div reaction_attacer time_units_max;
         
          #we buff attacer reaction score
          mul reaction_attacer 2;
         
          if lt reaction_viewer reaction_attacer;
            set reaction_chance 0; #set 0% chance to react
          end;
          return reaction_chance;
         
items:
  - type: STR_SOME_WEAPON
    tags:
      XPIRATEZ_STEALTH_GUN: 1

Offline ohartenstein23

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Re: Suggestions on how to improve the mod
« Reply #514 on: August 11, 2016, 01:17:58 am »
Yankes, do you have a reference for what can be done with scripts?

Offline Yankes

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Re: Suggestions on how to improve the mod
« Reply #515 on: August 11, 2016, 01:32:34 am »
Yankes, do you have a reference for what can be done with scripts?
Exe in debug mode split all meta data of scripts to log. For what script are used is in readme.

Offline Star_Treasure

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Re: Suggestions on how to improve the mod
« Reply #516 on: August 11, 2016, 04:51:50 am »
You can go straight to Plasma in xcom1; and straight to Sonic in xcom2 too... but I still go for laser and gauss first... because I want to... choice is yours!

I always go for laser in X-com because it's arguably better than plasma for most enemies due to the lack of ammo. In Xcom however, I skip lasers entirely because light plasma is better and can be gotten for free.

In Piratez however, I can't think of any situation where it would be worth the time it takes to manufacture primitive firearms, considering how the game showers you in cheap effective guns that you don't even have to research early on. Sure bows are useful because of the arc and str bonuses, but for the Flintlock Rifle, the time frame in which you might need a long range weapon but nobody's dropped a sniper rifle yet is very small.

Offline Surrealistik

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Re: Suggestions on how to improve the mod
« Reply #517 on: August 11, 2016, 12:17:52 pm »
Gaussian damage (not the type that is about to follow, pun unintended, etc) is badly needed. I just had an Esper wade through 5-6 gauss musket reaction shots, all hitting, when one is normally adequate to kill, and point blank one of my dudes, badly injuring her with a gauss pistol; ridiculous.
« Last Edit: August 11, 2016, 12:20:16 pm by Surrealistik »

Offline Meridian

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Re: Suggestions on how to improve the mod
« Reply #518 on: August 11, 2016, 12:31:37 pm »
Gaussian damage (not the type that is about to follow, pun unintended, etc) is badly needed. I just had an Esper wade through 5-6 gauss musket reaction shots, all hitting, when one is normally adequate to kill, and point blank one of my dudes, badly injuring her with a gauss pistol; ridiculous.

It's already available:
- https://openxcom.org/forum/index.php/topic,4187.msg59441.html#msg59441
- https://openxcom.org/forum/index.php/topic,2679.msg59444.html#msg59444

Offline ohartenstein23

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Re: Suggestions on how to improve the mod
« Reply #519 on: August 11, 2016, 03:08:57 pm »
Exe in debug mode split all meta data of scripts to log. For what script are used is in readme.

Thanks!

Offline Dioxine

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Re: Suggestions on how to improve the mod
« Reply #520 on: August 11, 2016, 03:38:14 pm »
ridiculous.

'This is ridiculous' is this mod's motto. Without all these, totally non-scripted, 'oh shit' and 'wow I pulled it off!' moments, the game would be much more boring. I daresay it's the sole quality that makes this game more enjoyable to me than just any other rendition of the genre.

Offline ivandogovich

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Re: Suggestions on how to improve the mod
« Reply #521 on: August 11, 2016, 04:31:48 pm »
Suggestion: Allow PCs to be data-mined to create new encrypted discs.  Currently you can disassemble then for parts, of which Porn can be used for Pillow Books and Scrolls of Inconsenuality.  What I'd like to see is another process where you can use like 10 PCs and create one Encrypted Disc, or even skip the final step and just a Decrypted Disc.  It seems intuitive for me, and now that I've exhausted the research tree (Still missing VIPs for next stage unlocks. ESPER especially.  Damn Academy Drought runs are no fun), it would be nice to have something that would help me clear out the rest of the historical articles etc from the Disc Library.

Offline Dioxine

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Re: Suggestions on how to improve the mod
« Reply #522 on: August 11, 2016, 04:49:47 pm »
You can manufacture data discs since like 3 versions ago, bro (Slave Emancipation). But I can add an option to assemble them from Databases as well (with like 40:1 ratio, if allowed early).

Offline ivandogovich

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Re: Suggestions on how to improve the mod
« Reply #523 on: August 11, 2016, 04:57:12 pm »
 :o Well yeah, but, my poor slaves could never make it on their own.....  We'd need to set up job training and stuff for them to really make it. 

As their caring and diligent protector, I can't really believe that Slave Emancipation is a serious movement.  We are much more humane than that.  Only by keeping them in my nurturing embrace can I ensure that they will continue to thrive and prosper. ;)

Offline Surrealistik

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Re: Suggestions on how to improve the mod
« Reply #524 on: August 11, 2016, 08:10:34 pm »
'This is ridiculous' is this mod's motto. Without all these, totally non-scripted, 'oh shit' and 'wow I pulled it off!' moments, the game would be much more boring. I daresay it's the sole quality that makes this game more enjoyable to me than just any other rendition of the genre.

Not the much wider selection of weapons? The mechanics? The lore/atmosphere? The diversity of enemies, technologies and terrains? RNG is certainly not what makes PirateZ for me; in fact it's probably the worst part (outside of the fun variation that doesn't see an Esper matrixing a fusillade of normally instant death like she's fucking Neo or some shit against all probability while Highway to the Danger Zone serenades her), but we've been there and done that.

EDIT: Also thanks Meridian, this is exactly what I was wanting.
« Last Edit: August 11, 2016, 08:20:46 pm by Surrealistik »