Author Topic: A thread for little questions  (Read 1052473 times)

Offline cc

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Re: A thread for little questions
« Reply #960 on: March 23, 2018, 10:03:04 pm »
Where ARE these bank robbery missions spawned from anyway?
Goblin bounty mission.

Also, I have another question: Do the Castaway Gals you can Rescue in some missions have better stats than the average just like your initial Lunatics, or are they "just" free units?
They have the same stats as your initial lunatics. To be precise, they are lunatics that got separated from you during the escape.

Offline BBHood217

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Re: A thread for little questions
« Reply #961 on: March 24, 2018, 12:25:29 am »
Where ARE these bank robbery missions spawned from anyway?
Have not shown up in my playthrough yet and im nearing year 3.

They're Goblin Zaxx B-rank missions.

Offline RSSwizard

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Re: A thread for little questions
« Reply #962 on: March 24, 2018, 05:50:53 pm »
They're Goblin Zaxx B-rank missions.
Wait, so B rank was added? How is it accessed?

Offline BBHood217

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Re: A thread for little questions
« Reply #963 on: March 24, 2018, 11:59:17 pm »
You need Persuation, Camouflage, 400 tokens of each type, and have found another bounty customer: Wiz Biz, who you find by delving into Voodoo research.

Offline khade

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Re: A thread for little questions
« Reply #964 on: March 25, 2018, 01:30:00 am »
The peasants aren't as useful as they could be yet, but they're cheap cannon fodder.  Can we get info on their max stats, though?

Offline wolfreal

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Re: A thread for little questions
« Reply #965 on: March 25, 2018, 03:29:13 am »
Peasant:

 minStats:
      tu: 45
      stamina: 60
      health: 35
      bravery: 40
      reactions: 40
      firing: 30
      throwing: 30
      strength: 15
      psiStrength: 15
      psiSkill: 0
      melee: 30
    maxStats:
      tu: 50
      stamina: 70
      health: 40
      bravery: 60
      reactions: 45
      firing: 35
      throwing: 35
      strength: 20
      psiStrength: 69
      psiSkill: 20
      melee: 35
    statCaps:
      tu: 80
      stamina: 140
      health: 55
      bravery: 100
      reactions: 80
      firing: 120
      throwing: 90
      strength: 45
      psiStrength: 69
      psiSkill: 60
      melee: 100
    trainingStatCaps:
      tu: 66
      stamina: 85
      health: 40
      bravery: 0
      reactions: 0
      firing: 85
      throwing: 66
      strength: 40
      psiStrength: 0
      psiSkill: 60
      melee: 66


To compare, here you have the slaves.

    minStats:
      tu: 45
      stamina: 40
      health: 25
      bravery: 10
      reactions: 35
      firing: 30
      throwing: 30
      strength: 10
      psiStrength: 15
      psiSkill: 0
      melee: 20
    maxStats:
      tu: 60
      stamina: 70
      health: 40
      bravery: 50
      reactions: 60
      firing: 60
      throwing: 55
      strength: 40
      psiStrength: 70
      psiSkill: 20
      melee: 60
    statCaps:
      tu: 80
      stamina: 120
      health: 55
      bravery: 100
      reactions: 80
      firing: 120
      throwing: 90
      strength: 55
      psiStrength: 70
      psiSkill: 60
      melee: 100
    trainingStatCaps:
      tu: 66
      stamina: 85
      health: 40
      bravery: 0
      reactions: 0
      firing: 85
      throwing: 66
      strength: 40
      psiStrength: 0
      psiSkill: 60
      melee: 66

Basically, The peasants start with worse stats than Slaves, have better stamina cap, and lower strength and vodoo cap. 

On another related though, I think, for future versions, than in general they should be able of using the same armors, except for some exceptions.

What are the plans?.
« Last Edit: March 25, 2018, 03:38:28 am by ajnunezr »

Offline Bloax

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Re: A thread for little questions
« Reply #966 on: March 25, 2018, 11:00:06 am »
Their only purpose at the moment is to make sure you're not locked out of doing things if you accidentally raidwipe your initial group of people at the very start of the game.

Offline HT

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Re: A thread for little questions
« Reply #967 on: March 26, 2018, 10:43:34 pm »
I have a random question: Would it be possible for a mod to offer a variant to the scientist unit, as there are alternate soldiers and the like?

I don't know how to mod stuff, but I was thinking about something like a "monkey with a typewriter" or "MONKEY" for short, as in the Pirates somehow discover through reading old media that joke about a number of monkeys hitting keys at random, will eventually create a readable text. 

(I mean this: https://en.wikipedia.org/wiki/Infinite_monkey_theorem)

Mechanics-wise would be a cheaper scientist that takes longer to research stuff compared to regular Brainers.

Could that be doable to mod? It sounds zany enough to be in the game, considering we have combat parrots and magical rabbits.

Offline wolfreal

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Re: A thread for little questions
« Reply #968 on: March 27, 2018, 10:31:18 am »
I think that require a modification of the game engine. So, for now, not should be possible.

Offline Labraid

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Re: A thread for little questions
« Reply #969 on: March 27, 2018, 01:10:29 pm »
Since I don't believe it is possible to add different types of researchers without rewriting whole research code the closest probably possible modification would be somehow checking daily for number or monkeys in possession to calculate chance of getting random free tech from a weighted list. Should be pretty close to what infinite number of monkeys (or large number of mutated monkeys) would work like.

Please note that above is just my estimate of what is possible and what not based on current scope of modifications already present in game and my limited understanding of OpenXcom project so I might be completely wrong.

Offline HT

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Re: A thread for little questions
« Reply #970 on: March 27, 2018, 04:42:10 pm »
That gave me an idea! What about doing it as a "renewable research topic" similar to the Decrypted Disks, but that can be researched in bases without lab equivalents at the expense of taking way longer. The brainer/s would be needed with the justification of needing someone to decipher the things the monkeys write.

Offline Solarius Scorch

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Re: A thread for little questions
« Reply #971 on: March 28, 2018, 12:02:44 pm »
This sounds like very advanced probability magic.

Offline ohartenstein23

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Re: A thread for little questions
« Reply #972 on: March 28, 2018, 02:56:38 pm »
Doing that directly would require editing the engine code. However, you could mod in an early manufacturing project that requires any workshop space at all, substitute in runts for monkeys (that sounds like something the brainers would do anyways), and produces shittier versions of data disks that give mostly nonsense.

Offline sleekie

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Re: A thread for little questions
« Reply #973 on: March 29, 2018, 03:52:47 am »
Where can I get "smelly rags"? No option to produce, not on the market. (required for freak recruit manufacture)

also, what is "custom stealthsuit"? I can buy them, but can't equip or research.

The game doesn't make this very clear, but the stealthsuit is for syns. And very useful it is, too.

Offline Ethereal_Medic

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Re: A thread for little questions
« Reply #974 on: March 29, 2018, 12:36:35 pm »
Smelly rags are placed in your starting base. The only way to get them otherwise is by recruiting "Freaks".
Those rags aren't that useful and in for the X-Prison missions it's better to run topless anyway.