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Author Topic: So OpenX-Com...  (Read 224709 times)

Iduno

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Re: So OpenX-Com...
« Reply #555 on: May 23, 2019, 07:43:31 am »

Can someone give a rundown of the Dr. X plotline? What are the outcomes of the mission and which of them translates into getting all of the possible tech she has? The tech tree has a lot of bits and bobs with X in it to confuse me.

I just found this while looking for other stuff: https://openxcom.org/forum/index.php/topic,6409.0.html

I like that Dr. X is 1/3. I am guessing the Sky Ninjas have one.
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amjh

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Re: So OpenX-Com...
« Reply #556 on: May 23, 2019, 01:03:19 pm »

Is training in an onsen the same as in a dojo? I can't find anywhere that would say what it trains.
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Iduno

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Re: So OpenX-Com...
« Reply #557 on: May 23, 2019, 01:15:43 pm »

Is training in an onsen the same as in a dojo? I can't find anywhere that would say what it trains.

I built one Onsen shortly before I restarted. It allowed "martial training." I don't actually know what that means, but it showed the non-voodoo stats of people who would be training, so maybe everything?
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amjh

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Re: So OpenX-Com...
« Reply #558 on: May 23, 2019, 01:43:45 pm »

Is it impossible for gals to build voodoo stats without training? I tried to use magma gloves to get voodoo skill, but it doesn't give stats even after getting multiple kills.
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The truly amazing thing for me here is that a 6 page thread can be created of exceedingly high quality, simply because a group of manic depressive, schizophrenic midgets were able to milk a cow.
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Mathel

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Re: So OpenX-Com...
« Reply #559 on: May 23, 2019, 03:00:48 pm »

I know wands train voodoo skill. I do not know if you can use them without voodoo training.
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Nirur Torir

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Re: So OpenX-Com...
« Reply #560 on: May 23, 2019, 05:01:03 pm »

They're supposed to train voodoo. I don't know whether it's fixed or not, but I'm still a few versions behind, before the casino, and have to use the heartgripper staff for training because it's bugged.
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Iduno

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Re: So OpenX-Com...
« Reply #561 on: May 24, 2019, 07:49:34 am »

Is it impossible for gals to build voodoo stats without training? I tried to use magma gloves to get voodoo skill, but it doesn't give stats even after getting multiple kills.

Have you teched up to the point you know the Voodoo skill of the characters before using the item?
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Iduno

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Re: So OpenX-Com...
« Reply #562 on: May 30, 2019, 07:45:13 am »

I am very dumb. I just realized last night that the progress only shows at midnight thing for research means I was putting too many brainers on a single project. I just doubled my research output my putting half of them on another project, so both projects complete at midnight (almost every time). 6-8 brainers will finish a normal project (interrogation, etc.) within 1 day.

The reason it won't go faster, is progress is only checked once/day. And the game has told me that.
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sluissa

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Re: So OpenX-Com...
« Reply #563 on: May 30, 2019, 05:06:24 pm »

Yeah, it's way different than vanilla x-com where you often do better just dumping 100 scientists on a single project. Early game x-piratez you're usually better off just throwing a single brainer on research projects. By the time you hit midgame, that'll change, but it's often good to test the waters to give projects a day or two on 1-2 brainers to see how much effort that project will take. If it makes it to "average" or better in a couple of days, don't throw more than 2-3 at it. If it's still unknown after that amount of time, 6-8 (or more) might be more appropriate.

That said, some projects are worth rushing at the expense of a little waste.
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Iduno

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Re: So OpenX-Com...
« Reply #564 on: May 31, 2019, 04:33:13 pm »

So, I got a mission called Hot Pursuits, where the weather is "It Burns" and the missions says I need to survive 36 rounds in fire.

So my questions are: what. How?

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Rolan7

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Re: So OpenX-Com...
« Reply #565 on: May 31, 2019, 08:00:36 pm »

Quote
"Did you hear the news? There was a huge explosion at this town and now everything is on fire! If we brave the firestorm (and whatever caused it), we can turn a profit on this. If we want to own the place, we need to survive the flames somehow (36 turns is maximum in any case). Alternatively, we can enter the buildings, minimap in hand, break the crates if applicable, and flee with whatever we can grab.
I haven't tried that mission (in a long time?) because it's pitched as a smash-and-grab, and environmental damage is scary to me.

I'm not sure whether you win or lose after 36 turns.  I'd lean towards "lose", with your goal being to clear all hostiles before the 36 turns (at which point your transport is too hot to stay or something).  Just based on similar missions like Mansion.

Okay, what to wear: 
Space suit:  10% heat damage (probably plenty), but 50% burn damage (like from an imp, or I assume from burning tiles).  Not exactly early-game, though.
Loader exosuit: 0% heat damage, 5% burn damage.  Awesome, but very midgame.
Chiller: 50% heat, 80% burn.  Pretty pathetic for a wearable air conditioning.
Looter: 160% heat, 35% burn.  Looter is oddly-named since it's practically an early-game hazard suit, but all those layers make it way too hot for this application.
Brainer: 120% heat, 60% burn.  I mention it because the silly labcoat is apparently *that* hot despite hanging mostly open :P

So uh, probably you'll want a bunch of loaders if you want to be safe, or space suits if you've got them.  Considering how early the mission pops up, though, it's probably pretty safe to pop in with a bunch of gals in Pirate or Swashbuckler (50/60 heat), see if anything's worth taking, then GTFO before the stun damage racks up.  Maybe bring a lot of canteens, too!
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sambojin

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Re: So OpenX-Com...
« Reply #566 on: May 31, 2019, 08:33:08 pm »

Canteens? Fire extinguishers wouldn't go astray as well. Make a "safe" area or two, just in case you need it. AFAIK, fire tiles only deal damage at the end of the turn. You can walk through as many of them as you want, just don't end your turn with your gals standing/napping on the burny bits. So use fire extinguishers to make a safe area at the end of some turns.

I don't even know if the map is "auto-burny-bits" so you can't put the fires out, never had that mission pop up. But if it's not, whips/flags and extinguishers might make it a cakewalk.

While I know fire (from molotovs and flamethrowers) can clear smoke, is there something that clears fire (other than extinguishers)? Lots of explosions? Probably. That does most useful things, especially on breaking open buildings, so you can just run and grab stuff inside them.

Also, rather than mess around with lots of healing items, 3-4 barrels of x-grog on strong gals might be all you need. The armour will help you not light up (fire weapons need to deal a certain amount of damage to make someone "be on fire", though it's a full on DoT problem if you are) or have to deal with heat stress (++ with canteens), and the grog has enough of everything to keep everyone drunk enough to not care about any other problems caused by heaps of fire (fire doesn't actually do critical wounds, it just does a constant flat amount of damage. Advanced medikits or Nurse outfits might help, but a barrel of grog or three is a good cover-all). And since extinguishers are the only thing other than randon chance to make someone be "not on fire", bring some anyway, even if the map is auto-burny.

Just don't put a barrel of x-grog down (and damn well pick them up if the gal carrying it goes down). In case they're explodey in fire. Kinda have memories of a flamethrower missing the enemy and making something kaboom at some point while my healer was down with a barrel. Pretty sure it was the x-grog she was carrying. But could be wrong, there were pipes about (that tend to be pretty flamer-safe usually).
« Last Edit: May 31, 2019, 08:58:20 pm by sambojin »
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Mathel

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Re: So OpenX-Com...
« Reply #567 on: June 01, 2019, 02:52:21 am »

It is on a map with random explosions of fire and a bunch of fireballing imps.
Pretty much any EXO- suit will work, not just LOADER.
You should worry more about fire resistance than about heat. Heat will slowly KO your gals, but this can be counteracted by various stun-removing things. Fire will harm and panic your units. And since it will not cause critical wounds, common healing items will not let you heal from this damage. (Apples will, perhaps things like mutant meat as well.)


Edit to prevent double-posting:

How does one get their first gnome soldier?
I caught a gnome, took off her armor and wanted to recruit her, but I found out, that to unlock the recruitment job, I need to research a (physicaly present) gnome soldier.
« Last Edit: June 01, 2019, 09:47:58 am by Mathel »
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The shield beats the sword.
Urge to drink milk while eating steak wrapped with bacon rising...
Outer planes are not subject to any laws of physics that would prevent them from doing their job.
Better than the heavenly host eating your soul.

frostshotgg

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Re: So OpenX-Com...
« Reply #568 on: June 01, 2019, 03:06:18 pm »

It's a known bug in the current version. You'll have to edit the rule file to fix it.
find this in Piratez.rul, under research:
Code: [Select]
- name: STR_SOLDIER_TYPE_GNOME
    cost: 20
    points: 50
    dependencies:
      - STR_GNOME
remove needitem: true line
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Iduno

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Re: So OpenX-Com...
« Reply #569 on: June 01, 2019, 08:29:08 pm »

Quote
"Did you hear the news? There was a huge explosion at this town and now everything is on fire! If we brave the firestorm (and whatever caused it), we can turn a profit on this. If we want to own the place, we need to survive the flames somehow (36 turns is maximum in any case). Alternatively, we can enter the buildings, minimap in hand, break the crates if applicable, and flee with whatever we can grab.
I haven't tried that mission (in a long time?) because it's pitched as a smash-and-grab, and environmental damage is scary to me.

Thank you everyone for the advice. I ran in here (and one maid mansion), and didn't see anything worth grabbing. I'm sure I'm missing something, but the extra effort doesn't seem worth it for some atom beer and mutant porn.
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