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Messages - Zippicus

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61
XPiratez / Re: [MAIN] XPiratez - 0.99J7 - 25 Sep - It Can't Go Wrong
« on: October 04, 2018, 03:56:23 am »
How typical. You don't have answer to my arguments, so you are calling reinforcements - threats and paranoid conspiracy theories.

Well you're no Skankhunt42, but if you keep practicing maybe one day.

62
XPiratez / Re: [MAIN] XPiratez - 0.99J7 - 25 Sep - It Can't Go Wrong
« on: October 03, 2018, 05:54:25 am »
I have done Sunday Town a dozen times, but in J2. There was no cats. Never.  And I am playing Piratez since april. I have never seen a single cat, in any mission and I have done hundreds of missions. And now in J7 we have cats. So yes, that is exactly what I think.

Like Marza already said, cats were added to some missions so you could rescue them and unlock them as usable units.  So if that's what you thought then yes you would be correct, if you thought something else then it's probably incorrect.  That being said it's probably not something that would interest you since the bad guys would shoot your cats just like they shoot at dogs and parrots and whatnot.

63
XPiratez / Re: [MAIN] XPiratez - 0.99J7 - 25 Sep - It Can't Go Wrong
« on: October 03, 2018, 03:24:23 am »
I guess I should probably avoid relating any tales involving rocket launchers and kitty cats.

64
XPiratez / Re: Bugs & Crash Reports
« on: October 01, 2018, 11:07:55 pm »
It is Academy base, raid to kidnap Provost. I was attempting to link together green exit zones by digging tunnels in upper level. And I am 100% sure it was possible in 99J2 and earlier versions. Savefile attached. In southern zone there are two gals in swiftsuits with pickaxes. It is possible to destroy metal wall, but not brown dirt block.

This is not vanilla, you can breach outer hull of cruiser (battleship from vanilla) by using pickaxes.   

I guess I have a problem assuming people are following my train of thought, I know it can be tricky sometimes.  Earlier Dioxine said he didn't know anything about the problem, that would imply he didn't mess with the values associated with how strong those walls are (if that's even something that can be modded).  Since he didn't change the wall values it would mean that the vanilla values were being used.  You seemed miffed that you couldn't dig through "dirt", I was letting you know that even though it looked like dirt was in fact much stronger, and always has been.  If you were able to tunnel through bases before and are unable now you might want to ask about it in the OXCE forum since that's most likely why you can't anymore.

65
XPiratez / Re: Bugs & Crash Reports
« on: October 01, 2018, 02:08:26 pm »
About the base walls, in vanilla Xcom the only thing that could put a dent in those was blaster bombs so they are about as strong as the UFO outer walls even though they look like dirt.

66
XPiratez / Re: [MAIN] XPiratez - 0.99J7 - 25 Sep - It Can't Go Wrong
« on: September 26, 2018, 10:26:11 am »
I've got four zombie missions in a row, the difficulty is 4, supermutant mode on. And still no Ratmen(

That's unusually high, while possible it seems like something might be misbehaving.  You should probably report it in the bug thread and include a save game so people can take a peek at the variables and whatnot.

67
XPiratez / Re: [MAIN] XPiratez - 0.99J7 - 25 Sep - It Can't Go Wrong
« on: September 26, 2018, 08:53:40 am »
The Ratmen Rodeo Spawns Zombies instead of the Ratmen.
I love these new wire fences in the "Help the Loknaars" missions. Hope there would be old wood fenced missions as well.

Zombies are kind of jerks like that, they always show up to parties uninvited.

I'm not sure on the numbers but there's a small chance that zombies can infiltrate most missions, so you just got (un)lucky there.

68
XPiratez / Re: [MAIN] XPiratez - 0.99J6b - 2 Sep - The Dwindling Flame
« on: September 24, 2018, 03:41:23 am »
Yeah that's normal behavior, stuff that trains VooDoo will cause the stats to show up.

69
XPiratez / Re: Bugs & Crash Reports
« on: September 21, 2018, 07:34:08 am »
Well until they do eventually show up, stop auto selling sectoweed.  It's more common now so you should have enough to plant by the time you get some plantations up and running.  I'm only a few months into a new game and I already have like 80 sectoweed, that's more than enough to seed some plantations to be swimming in more sectoweed than I know what to do with heh.  You can try selling Chateau de la Mort, that's pretty sweet space bucks.  I don't recall ever selling medical supplies so I don't know how it stacks up in comparison though.

70
XPiratez / Re: Bugs & Crash Reports
« on: September 21, 2018, 01:52:33 am »
BTW... Dioxine, I could upgrade to current version long time ago. I was complaining that 99J3 killed my economy by including sectoweed into medical supplies recipe. And I didn't had any sectoweed. I had to wait until Reticulans arrive, so I could research Reticulan Contactcs and buy sectoweed on black market... All I needed was smallest of hints, that I can research that without any Reticulans actually showing up!

You can get sectoweed from a lot of places, and with plantations you can grow your own.  No reticulans required.

71
XPiratez / Re: Newbe questions
« on: September 19, 2018, 11:32:38 pm »
Cool info.  That makes a little more sense out of why LOS can seem wonky sometimes.   

But the universe could still be falling apart too  :P

72
XPiratez / Re: Bugs & Crash Reports
« on: September 19, 2018, 05:14:02 am »
I like to try every mission at least once, to see what is there. And sometimes these are very difficult missions and they require camping. Sometimes very hard missions can be beaten by camping, prudence and patience and burning lots of mutant meat. And some very difficult missions I did only once. For example, Heavy Freighter, crew 80+ and 6 tanks. And now I would like to see aggressive player in action against this numbers, like he takes 12 gals screaming and leaping into open field and defeats them.

And there is no impunity. I had to skip many missions because out of my 30 gals in my first base only 3 or 4 were ready for combat, rest was healing. But I am a bad camper and my playstyle must be eradicated.

You're kind of missing what I'm getting at.  I'm not saying you shouldn't do certain missions, but you have to know when you're ready to do those missions.  Generally speaking if you feel like the only way to beat a particular mission is by camping, you're probably not quite ready for that mission yet.  And sure some of the bigger UFO's are a challenge, but if you have the tech to shoot them down you should have the tech you'll need to deal with the enemies on the ground as well.  Nobody is saying you should be suicidal or stupid when you attack, but you shouldn't expect to be able to be 100% safe either.  There is a middle ground between reckless charging and lining up outside a UFO and pressing end turn till you win.

73
XPiratez / Re: Bugs & Crash Reports
« on: September 19, 2018, 02:53:33 am »
The difficulty is pretty random for UFO's, it's just a matter of which missions spawn.  The ground missions aren't going to throw you any surprises (well not many), and will generally be consistent with their known (or unknown heh) danger levels.  For example you're not going to run into a ratman village mission and be hit by plasma weapons, likewise if you go poking your head in an enemy base don't expect to be dealing with holdout pistols.  There isn't really a gradual ramping up of difficulty like in vanilla, you can literally run into end game units and tech on your first landed UFO.  You aren't really meant to be able to smash every mission with impunity, sometimes you have to know when to get the hell out of there.

I don't really have much to add on the camping thing.  Sometimes it's an appropriate tactic.  More often though I don't have the patience for that, I'd rather kick in the door and stab everything or lob a few grenades, or light the whole map on fire.

74
XPiratez / Re: Newbe questions
« on: September 18, 2018, 01:16:52 pm »
I'm having trouble scrapping buildings.

1) Burrows. I expanded my living space, prisons and vaults, but still I can't scrap those burrows.
2) Hangar. I shipped away the craft that was housed therein, but now I can't destroy it.

What's up here? Are bases not meant to be remodeled?

Well if you have barrack and vault space available the only thing left to stop you from scrapping a burrow would be some sort of critter being in there,  try right clicking on the burrow and seeing what's in there.  The hangar also includes work space so you probably have to reduce the amount of runts you have working on a job to be able to remove it.

75
XPiratez / Re: Newbe questions
« on: September 18, 2018, 07:33:14 am »
I dare to disagree. Right now very fast ship can penetrate your radar coverage without detection and attack your base without warning. Entire purpose of radar system is to detect enemy and give you early warning, so this obsolete game machanics strips radar of its purpose.

Well like Dioxine alluded to earlier, if the attack ship spawns within your coverage area you'll spot it.  Granted it will be moving so fast you won't be able to do anything about it except maybe to evacuate your troops but that would be kinda silly.  So I guess my point is that even if you did spot that incoming attack, it's far to late at that point.  You would have had to shoot down the initial crackdown ship to stop the boarding torpedo from launching in the first place (assuming that's what spawned the attack, there's other factors at play).

Edit:  Also in the newest version, when you try to shoot a spotted enemy and you don't have a shot, the tiles that are blocking you will blink a  couple times. (really cool addition btw).

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