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Author Topic: A thread for little questions  (Read 1291623 times)

Offline Dispector

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Re: A thread for little questions
« Reply #4020 on: October 21, 2024, 08:36:51 pm »
Is being spotted tied to a specific spotter, or is it a general status/mark?

What I mean is, does it work like this: once a spotter sees your unit (or is shot at by your unit, or wounded by it, or killed by it), your unit is visible to the enemy snipers for the set number of turns, no matter what happens to this specific spotter? That is, if, e.g., a Master Spotter spots your unit (which apparently makes your unit visible for the rest of the battle) and is then killed, will your unit still be visible to the enemy snipers until the end of the battle, even though the enemy who has spotted it is long dead?

Offline Juku121

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Re: A thread for little questions
« Reply #4021 on: October 21, 2024, 09:30:01 pm »
Yes, 'spotted' is a unit flag that doesn't track who did the spotting. It's similar to the vanilla 'AI has seen this unit X turns ago' flag.

Offline RSSwizard

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Re: A thread for little questions
« Reply #4022 on: October 23, 2024, 11:28:18 pm »
Some units will fire at you even if they dont have a line of fire. On Highway House missions I end up having the artillery fire bursts at spotted characters even though they're behind cover. Maybe they can be "seen" but don't have a direct line of fire... it can blow away the cover and maybe land a shot at the end of the burst. Ive had thos happen multiple times.

Offline Tamren

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Re: A thread for little questions
« Reply #4023 on: October 25, 2024, 04:32:23 am »
When I right click on a weapon like a shotgun on the battlescape, the weapon box is marked with a yellow dot. What does that dot signify? It looks like the red dot you get for pulling the pin on a grenade but obviously it means something else, but I can't find any documentation on this.

Offline shinr

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Re: A thread for little questions
« Reply #4024 on: October 25, 2024, 06:30:26 am »
When I right click on a weapon like a shotgun on the battlescape, the weapon box is marked with a yellow dot. What does that dot signify? It looks like the red dot you get for pulling the pin on a grenade but obviously it means something else, but I can't find any documentation on this.

Preferred weapon for Reaction Shots, I think. May or may not be overridden by other factors like "Use Melee Weapon over Ranged Weapon if in Melee".

Offline Psyentific

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Re: A thread for little questions
« Reply #4025 on: October 25, 2024, 08:51:47 pm »
the preferred reaction weapon toggle is most useful for two-weapon fighting styles. for example knife-and-pistol builds should use the melee weapon when available to avoid CQC missed shots. or pistol-and-launcher builds that carry a rocket/grenade launcher but use a pistol for reaction shots.

Offline RSSwizard

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Re: A thread for little questions
« Reply #4026 on: October 25, 2024, 10:22:46 pm »
Useful if you have a Left Hand Weapon you want the unit to reaction fire with. For example using the Machinegun instead of the Cannon on a tank. Usually you can manage this by putting the (gun you don't want them to shoot) in the Left Hand slot, then leaving Right Hand open for a pistol if you want them to reaction fire with that.

Offline Ferrosol

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Re: A thread for little questions
« Reply #4027 on: October 25, 2024, 11:24:13 pm »
So what's the most reliable way to get Necroplane parts? It tends to be a major bottleneck in research for me unless I do an iron tribe start.

Offline Psyentific

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Re: A thread for little questions
« Reply #4028 on: October 26, 2024, 01:34:41 am »
So what's the most reliable way to get Necroplane parts? It tends to be a major bottleneck in research for me unless I do an iron tribe start.
Looting crashed bandit and necropirate aircraft is the most reliable way to get necroplane parts. Ratmen sandcrawlers and rogue couriers also drop necroplane parts.

Offline Tamren

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Re: A thread for little questions
« Reply #4029 on: October 28, 2024, 12:46:23 am »
When you knock an enemy unconscious with fatal wounds, does that count as a "kill" for condemnation purposes even if the target might survive because of first aid, or the mission ending before they bleed out? Or maybe, does it depend on the damage type of the weapon that knocks them out? I know that knocking them unconscious with daze or choking damage definitely doesn't count.

Secondly, does applying painkillers and stims from a surgery kit give bravery xp, or is it only treating fatal wounds that does that?

Lastly, does voodoo xp use the same rules as regular x-com. IE successful mental attack = 1 xp, unsuccessful = 0.3 xp?
« Last Edit: October 28, 2024, 01:04:44 am by Tamren »

Offline Delian

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Re: A thread for little questions
« Reply #4030 on: October 28, 2024, 01:49:09 am »
Condemnations have various requirements. Some (like Idol) require enemies to be unconscious. Some (like Ravager or Wrestler) require dead or unconscious, while others require dead. Most require enemies to be are dead dead, as in, unalive.

Only when a fatal wound is successfully treated do you get bravery exp. There do exist certain special weapons which give you bravery exp if you hit enemies with them tho. Like Shawl or Rope.

Successful voodoo attack is 3 exp, unsuccessful 1. Like other secondary stats, 11 exp per mission is cap for a 2-6 bonus.

Offline Tamren

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Re: A thread for little questions
« Reply #4031 on: October 28, 2024, 02:37:47 am »
Ok so if I want to farm a kill commendation specifically, I have to get over there and finish them off with a weapon before they bleed out?

Offline Delian

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Re: A thread for little questions
« Reply #4032 on: October 28, 2024, 03:30:16 am »
If they bleed out you still get the kill; the last attacker and weapon are remembered. You do have to kill them tho, as bleeding enemies are recovered alive.

Offline Tamren

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Re: A thread for little questions
« Reply #4033 on: October 30, 2024, 09:28:47 am »
Couple other things I couldn't figure out.

I had a loknarr training in a dojo for several months before it said their training was done. But their melee skill was only 65, the description of the Dojo says it can only train melee up to 100. Is the description just wrong or is something else the cause?

Secondly, I get how camo works but daytime camo seems to be almost useless because even regular humans can see across the entire map. What's the actual sight range for normal humans and gals during daytime?

Offline zombieguy223

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Re: A thread for little questions
« Reply #4034 on: October 30, 2024, 10:25:06 am »
Couple other things I couldn't figure out.

I had a loknarr training in a dojo for several months before it said their training was done. But their melee skill was only 65, the description of the Dojo says it can only train melee up to 100. Is the description just wrong or is something else the cause?

Secondly, I get how camo works but daytime camo seems to be almost useless because even regular humans can see across the entire map. What's the actual sight range for normal humans and gals during daytime?
The training caps listed in the dojo description only apply to Gals. Other soldier types (e.g. Peasant or Lokk'Naar) will generally have their training and max stat caps lower than those numbers. There's not really an easy way to tell in-game what the training caps are, but they're around 70-80% of the Max value listed in the "Soldier: [TYPE]" entries in the "Yer Fightin' Crew" section of the Bootypedia.

Maximum sight range is defined by the maxViewDistance variable in the Piratez_Global file, which would be 40 tiles. That just tells the engine that under no circumstances can any unit see beyond 40 tiles, so you can treat that as the sight range during daylight. So as an example, a gal wearing the guerrilla armour during the day would be visible at (40 - (8 [daytime camo] - X [enemy anticamo] ) ) = 32 tiles. Yes, daytime camo is generally not very helpful. You're better off using smoke for concealment during the day instead.