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181
Work In Progress / Re: [WIP][MOD][OXCE+] From the Apocalypse 0.4c
« on: March 01, 2019, 06:35:01 am »
new version 0.4c up

Wait... Is this a headcrab over there?

182
XPiratez / Re: [MAIN] XPiratez - J12 - 24 Feb - Wetworks
« on: February 26, 2019, 01:23:47 pm »
Hi, everyone!
Please remind me what techs I need to be able to start codex projects?

Hey! Two possible solutions:
1) Make any possible type of mission you haven't done yet. Look for the loot.
2) Open options, 'advanced', enable the "tech tree spoilers" => YES, then open the research screen, tap with middle mouse button on any unresearched topic, then press "Q", so the search line will appear (It's like Google, dude)
Type something related to the codex or drill, or hull or something that makes sense. And then look for the missing stuff within the tech branch.

183
XPiratez / Re: [MAIN] XPiratez - J12 - 24 Feb - Wetworks
« on: February 26, 2019, 03:01:08 am »
Thank you!

184
XPiratez / Re: Hideout Defense
« on: February 23, 2019, 11:08:36 pm »
Engine limitations... []
Retailation crew composition is defined by the modder via putting node ranks for the units spawned.
Binding to the player's progres may be done via research of certain tech, doing some sort of mission (e.g. base assault), shooting down the certain vessel and some other actions (hopefully).

185
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: February 23, 2019, 08:40:50 pm »
Lyta, please, it's pretty hard to pull out the precise idea of your messages. And a reminder, once you've got the big red warning from the moderator. 

186
XPiratez / Re: Bugs & Crash Reports
« on: February 23, 2019, 08:33:09 pm »
Attack dogs can be bought without having a burrow/beast den.
It works only if you have no facility which gives you the cooresponding prison space.

You can buy AD and BH with and without corresponding prison space as they only depend on the spare space in the stores.

187
XPiratez / Re: Hideout Defense
« on: February 23, 2019, 08:30:17 pm »
Ok. That's obvious from the story. The motives for the assaults and not nuking the Hideout are somewhat clear.
What is not understood:
- why would spartans, raiders, humanists etc. assault the Hideout with Plasma weapons, including the high-tier ones?
- could there be some sort of intermediate (native weapons) and very difficult scenarios as well (armored units only)? Why would Guild representatives (and other non-fighters) break into the hideout with the squad?
- it'll be nice if some units were able/forced to destroy the keytiles, as only the Extractors were destroyed a couple of times, not intended, with a reaction fire of Plasma Scorchers in many-many crackdowns. 


188
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: February 22, 2019, 09:01:38 pm »
The idea was to give ratmen some even less armored/techno vehicle😅

The really shitty vehicle, to be precise. Whereas Spartans could use these Humvees and BMP's (in the middle between). There is actually a mod with a heavy load of tanks.
 

189
XPiratez / Re: Hideout Defense
« on: February 22, 2019, 08:53:55 pm »
I like to think that the reason the major factions don't want to completely ruin your main base is because they've been searching for it themselves.

This makes a lot of sense. Thank you for the suggestion. But it seems that majors don't have any problems with high tech, both in weaponry and in armor. The minors are indeed may look for the tech.

Also: search for hideout and basic reconnaissance assaults seem to be natural withing first 1-2 events for the each fraction, whereas some different strategy should be involved right after.

190
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: February 21, 2019, 08:12:08 pm »
But after that the dark ones basically disappear.

Lore friendly version is that dark ones are in Earth for centuries, as UAC has gone in the middle (end) of the XXI century.
The strange thing is that Marsec still allows their teleports on the Mars satellites to function if they still function indeed.
This fraction has the unleashed potential of the lore development as they neither related to Star Gods, nor Shadowmasters. I thought the Red Mage plot will continue in that direction, not in the Z-Phases investigation. 

And yeah we really miss some plasmagun spiders, demon mages and archidemons!

191
XPiratez / Re: [MOD] Reincarnation 0.2b
« on: February 21, 2019, 06:34:35 pm »
The chances could be like, 65% for a ghoul thing, 35% of something better, or something. Whatever the "something better" thing ends up being, it should be better enough to warrant the player spending enough time and resources to eventualy get it.

Every chance-depending thing tends to end up in an abuse.
Like me buying 1000 Freak gals just to get 40 with 115 TU and all other stats almost maxed.

192
XPiratez / Re: Hideout Defense
« on: February 21, 2019, 05:33:52 pm »
Again it seems like you havent played in a while, OXC lately changed their behaviour to actively seek and destroy base key tiles.

It is deserved to have variety in that type of mission as it is a major part of the game, if not the largest one.

Had like 20 crackdowns in the latest version, most from the major fractions.
They do not tend to destroy keytiles. They pretty much move to the loctions and stay there facing the same direction all the time.

What could be suggested:
- suicide squads loaded with HE, that move to the keytiles and activate BOOM (robots or fanatics for different fractions)
- was mentioned and accused false: but still no single blaster launch made by enemy in the whole compaign.
- earlygame: the fractions are curious who are piratez and send the medium-equipped  shturm-squads with native weaponry;
- midgame: as it is right now;
- lategame: the crackdown's major function is to undermine or squelch the Player's progress, making him lose funds, and not the constant supply of the plasma weapon parts.
With that, it is seen purposeful to start alter the strategy from gals-killing to base destroy and replace weak weapons with mostly HE ones (plasma scorcher, hellerium rockets launcher, blaster launcher, HWP with HE etc.), multiple HWP, mostly heavily armored units.
- There should be some strategy that AI can implement to prevent the corner-abuse, i.e.: if the player's unit spotted (reaction fire made once) in the previous turn, HE launch to the reachable place 2-3 tiles away from the spotted unit is made.

193
XPiratez / Re: [MOD] Reincarnation 0.2b
« on: February 21, 2019, 04:52:49 pm »
... there could be a chance to fuck up and turn them into degenerate ghouls or something.

In a usual compaign I have like 300-400 Gals dead.. What will be the suggested chance to raise a Degenerate Ghoul instead of a cyborg? I'm looking forward to get a Legion of the Damned.

194
XPiratez / Re: [MAIN] XPiratez - J11 - 27 Jan - Slaves, or Soldiers?
« on: February 20, 2019, 01:46:30 pm »
Is it a right time to put some comics into the tread?

195
XPiratez / Re: Bugs & Crash Reports
« on: February 19, 2019, 11:42:36 am »
Cheers, I have a question,
Does Moloch work and how does it work?
Had a nice gal inside (stats are attached), weaponized with Purgatory whip and Crystal skull.
TU were regenerating, though not as I believed they will - ok, whatever  :).
As for the Stamina - it didn't replenish with each soul-cleansing hit making 100+ raw damage on the low level Traders Guild units.
What will be the solution?

For what I've found when Moloch is on:
Energy replenishes only when melee S-Gauntlet attack is inflicted
TU replenishes with Purgatory whip (no energy boost the same time)
Crystal skull either doesn't stack with Moloch OR doesn't work (tested with different layouts).
So, the effects don't stack up?

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