Author Topic: A thread for little questions  (Read 1320461 times)

Online Tamren

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Re: A thread for little questions
« Reply #4035 on: November 02, 2024, 05:07:12 pm »
Do medkit type items like x-grog and vodka still grant bravery xp for treating fatal wounds? I've just recently got rum production going and I'm wondering if I could use it to replace my basic bandage items.

Offline Fugazza

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Re: A thread for little questions
« Reply #4036 on: November 02, 2024, 09:52:40 pm »
Do medkit type items like x-grog and vodka still grant bravery xp for treating fatal wounds? I've just recently got rum production going and I'm wondering if I could use it to replace my basic bandage items.

Neither Rum or Grog trains Bravery. I guess Vodka doesn't. Luckily bandages are cheap and small. Another way to train BRA is... using a rope. Not very practical but hey, it's something!

Offline Psyentific

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Re: A thread for little questions
« Reply #4037 on: November 03, 2024, 06:15:06 pm »
Do medkit type items like x-grog and vodka still grant bravery xp for treating fatal wounds? I've just recently got rum production going and I'm wondering if I could use it to replace my basic bandage items.
You definitely should start using rum to replace most of your existing medical stocks.
The Rum is usable on self and has six charges of all three healing types. The Rum's 4hp healed per wound is second only to the Field Surgery Kit and the built in beer and painkillers are good utility. I try to pack a bottle of rum in almost everybody's quickdraw slot if they're not already using it to carry a stunner, knife, or sidearm. Get in the habit of sipping rum whenever you get shot, whenever you use archery/throwing, whenever you make melee kills, and whenever you sprint to move.
« Last Edit: November 03, 2024, 06:16:44 pm by Psyentific »

Online Tamren

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Re: A thread for little questions
« Reply #4038 on: November 10, 2024, 12:22:15 pm »
This isn't a small question but I don't suppose anyone here knows how to mod existing XPiratez map tiles using Mapview2? I figured it out far enough to install and open the program but it seems like getting it to load files beyond the vanilla game folders requires you to manually edit several .yml files and this is a bit over my head. I'm just trying to modify one map tile, the landing pad from the escape tower mission.
« Last Edit: November 11, 2024, 01:28:35 pm by Tamren »

Offline Solarius Scorch

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Re: A thread for little questions
« Reply #4039 on: November 10, 2024, 02:24:13 pm »
This isn't a small question but I don't suppose anyone here knows how to mod existing XPiratez map tiles using Mapview2? I figured it out far enough to install and open the program but it seems like getting it to load files beyond the vanilla game folders requires you to manually edit several .yml files and this is a bit over a head. I'm just trying to modify one map tile, the landing pad from the escape tower mission.

No easy solution here, I'm afraid.

But I think I can make it much easier for you. Please contact me via Matrix, as it's kind of involved: https://openxcom.org/forum/index.php?topic=10381.0

Online Tamren

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Re: A thread for little questions
« Reply #4040 on: November 11, 2024, 10:26:51 am »
Ah ok, thanks for the offer. I'm just about to leave on a trip and I've never used matrix before so I'll have to research this later.

Offline DaEMon

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Re: A thread for little questions
« Reply #4041 on: November 14, 2024, 08:23:41 pm »
Is there any way to know what are the requirements for different ranks(rogue, rocketeer, boss, etc)?

Offline Psyentific

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Re: A thread for little questions
« Reply #4042 on: November 14, 2024, 09:42:59 pm »
Is there any way to know what are the requirements for different ranks(rogue, rocketeer, boss, etc)?
Consult the online bootypedia and examine the Event Script section for the relevant rank. For example the Boss rank linked needs Social Hierarchy and a researched captive of appropriate rank, while Rogue only needs Our Culture and Who Is Who

Offline Carcer

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Re: A thread for little questions
« Reply #4043 on: November 14, 2024, 09:54:58 pm »
Is there any way to make base defense less tedious when there's like 2 enemies running around the crawl space?

I enjoy the missions themselves and they're important, but the clean up when you spend a half hour looking for one thing that inevitably suicide bombs whoever found it is draining my will to live.

Offline Psyentific

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Re: A thread for little questions
« Reply #4044 on: November 14, 2024, 11:01:26 pm »
the only foolproof-ish way i've found to avoid that is base layout and rush tactics instead of camping. certain facilities have holes to the sewer Z-level that enemies can easily wander into. Extractor is the worst for this, but Plantation also has a few holes and most wrecked buildings or rubble are also problematic. i try to place extractors as far away from enemy spawns in hangar/elevator as possible to avoid units falling into the hole.
you can use Dogs and other units with a motion tracker (Aye-Phone) or Sense (ex. cat, bugeye) to scout for enemies that aren't on the main Z-level. this allows you to quickly clear map tiles without descending.
the green hellerium sludge in the sewers is flammable and can be ignited with a simple molotov, however i've found this isn't very effective at area denial because the fire spreads too slowly.
enemies with depleted Morale will panick just like your units, and panicked units count as surrendered/unconscious for purposes of ending the mission. the only common enemies that are immune to this are animals and robots (ie dogs and drones), so make sure to kill those enemies first. it won't matter if a mook-tier enemy gets lost in the sewers if they're panicking and surrendered anyway, but a dog or drone will force you to go down there after it.
otherwise, simply kill the enemies fast so they don't have time to wander off and get lost.

Offline Carcer

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Re: A thread for little questions
« Reply #4045 on: November 14, 2024, 11:29:56 pm »
Are ratmen immune to morale? They're who invaded, and despite slaughtering them they never panicked.

Online Tamren

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Re: A thread for little questions
« Reply #4046 on: November 15, 2024, 08:39:37 am »
Ratmen do panic but like most enemies the panic has to be sudden and sharp in order to get visible results. Killing a high ranked leader for instance (generally there is only one) or killing large numbers on the same turn is most effective because you have to knock enemy morale down below 50% before they have a chance to panic. If you spread the kills out their morale will regen over time.

If you want to double check if something is panic immune or not, setting them on fire typically zeroes morale for humanoid enemies.

Online Tamren

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Re: A thread for little questions
« Reply #4047 on: November 15, 2024, 08:42:49 am »
Is it possible to shoot down ninja hoverbikes? I'm pretty sure I did that randomly on my first or second playthrough, but now I'm on my fifth and it doesn't seem to be possible in this game version. 14mm and 25mm weapons blow them to bits every time. I tried mounting a secondary light machinegun to tickle them to death once the shield is knocked out by a bigger weapon, but that didn't work either.

Offline zombieguy223

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Re: A thread for little questions
« Reply #4048 on: November 15, 2024, 12:37:20 pm »
Is it possible to shoot down ninja hoverbikes? I'm pretty sure I did that randomly on my first or second playthrough, but now I'm on my fifth and it doesn't seem to be possible in this game version. 14mm and 25mm weapons blow them to bits every time. I tried mounting a secondary light machinegun to tickle them to death once the shield is knocked out by a bigger weapon, but that didn't work either.
It shouldn't be possible to get a crash site from the ninja jetbikes. They're set to huntBehavior 1, which makes them fight to the death instead of fleeing or crashing at low health. That may have been possible on previous versions of XPiratez or the OXCE engine though. According to the ruleset reference before OXCE v6.5 UFOs on huntBehavior 1 could be shot down instead of fighting to the death, but I can't confirm that personally.

It does seem like you can use a tractor beam to force them to land and attack them like that, if you really wanted to.

Online Tamren

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Re: A thread for little questions
« Reply #4049 on: November 16, 2024, 06:40:31 am »
Ah ok that makes sense, my first couple campaigns were two versions behind the current one.