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Messages - AncientSion

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76
XPZ Strategy/Tactics / Re: Piratez starting guide for new players
« on: April 19, 2016, 09:51:34 am »
I dont know about engine limitations, but would it be possible to have different Terrain types for city-landed ships ?
I.e. if a shipping lands on a City and you engage, you could get a Terror (progrom) type MAP (not Mission) instead of still chasing engineers through the Woods ?

77
XPiratez / Re: The most satisfying thing you can do in this mod
« on: April 19, 2016, 09:47:08 am »
The way the HMG works, i can still turn my head around to spot new enemies and shoot. I dont want to move. I want to sit on the bonnie, kneel done and gun all around the ship :P
However, gameplay mechanics aside, having a gal with a flag next to me makes for a even more impressive Picture, ill give you that.

78
XPiratez / Re: Can I remove the fist weapon from Mercenary Commando?
« on: April 19, 2016, 09:44:01 am »
Yeah, but i asked the question and then answered it myself based on the reply i got :p

Considering there are spritesheets and one wouldnt Need to draw new sprites entirely, but just alter a few existing ones, i believe the effort wouldnt be thaaat big after all. After all, you would just take a female sprite sheet and make it appear a bit more bulky, i.e. add some Pixels to each Frame of the sprite.
However, ist still too much time for a rather "minor" Thing gameplay-wise.
However, creating only 2 to 3 new male sprites with inventory Icons wouldnt really be a "huge" Problem unless im missing a vital part of the effort. Creating 20 of them, sure, would be a big Job, but still if you have 2 or 3 done, every one after will just require minor alterations. Some new Color here, some new bulky mass there.

79
XPiratez / Re: The most satisfying thing you can do in this mod
« on: April 18, 2016, 11:21:27 pm »
Ack. You got me. HMG.

80
XPiratez / Re: Can I remove the fist weapon from Mercenary Commando?
« on: April 18, 2016, 10:48:02 pm »
Yeah, i did see the sprite sheets. I can do very good 2d pixel art, but in reality its way too much of a time-investment for me to even consider doing it.
Thanks for clarifying.

81
XPiratez / Re: Can I remove the fist weapon from Mercenary Commando?
« on: April 18, 2016, 10:26:51 pm »
I can do gfx.
What exactly is the "huge problem" that is being referred to ?

82
XPiratez / Re: The most satisfying thing you can do in this mod
« on: April 18, 2016, 10:01:54 pm »
Also, i wish this was a thing+
Spoiler:

83
XPiratez / The most satisfying thing you can do in this mod
« on: April 18, 2016, 09:05:01 pm »
Early, buy a HMG. Equip it with PS ammo if possible.
Upon starting a mission, send the parrot through the drophole.
Order the HMP guy to get on the Bonnie's top.

1. Survive until the next turn.
2. Mow down whoever you can spot with your Rambo Gal.
3. Repeat steps 1 and 2 as long as possible
4. Profit ?

84
XPiratez / GOVT vessels
« on: April 18, 2016, 11:38:38 am »
The Bootypedia reads that GOVT vessels are easily recognizeable by their red flashing lights on the vessels.
Yet when you encounter such a vessel in air mode, they look like a normal trader, academy, whatever vessels.
I regularly shoot down GOVT gold transports or GOVT excavation parties because i cant see if they are faction or govt (no Transcoder yet).

One solution would be to alter the shipping sprites and add red lights to them, like the bootypedia suggests. That way, i can just disengange instead of following, landing and retreating upon seeing MP.

85
Can you uprade from 0.98B with straight copy/override ?

86
XPiratez / Craft weapons
« on: April 17, 2016, 10:37:00 pm »
Im probably doing something wrong for the third time in a row now.
I have played for half a year and made good progress, yet im still stuck using 25mm cannons.
I could in theory assemble 50mm and gauss guns, but i lack parts to assemble them.
I suppose 50mm gun parts can ONLY be produced by actually captuing them from landed vessels.
Gauss Cannons parts however can be salvaged from landed vessels or, i believe, from disassembled man-sized weapons. However, i have only a single gauss pistol and i even lack the knowledge do dissamble gauss weapons.
And this is with plenty of land'ed assaults.

Can i get a small guide about craft weapons, please ?

87
XPiratez / The various types of interceptors
« on: April 17, 2016, 09:59:42 pm »
In my current playthrough, i did stick with the starting vessel until i unlocked a vesel called Kraken.
Right after i constructed one, i unlocked the Predator. Also, by pure chance ?! i got Merc contacts (what do i need for these exactly ?) which allowed the purchase of a seemingly superior vessel from the market.

Generally speaking, what exactly is the interceptor progression, and can you, in in general, skip research and/or construction of certain vessels for the purposes of gameplay ?

88
XPiratez / Probe Missions
« on: April 17, 2016, 09:52:26 pm »
I found a probe and upon it  landing, i did land as well.

SPOILER

what spawned was a mission with a lot of Deep Ones and Pincer Guys which seemed to be a tough missions to do with my 6 man squad.
Generally speaking, they were using axes and bows so im wondering if its worth the hassle to do the mission because at the very same time, a large vessel did land close by...
Is the loot reaaally good on this ancient ruins kinda mission ?


89
XPiratez / questions about item stats
« on: April 16, 2016, 09:39:47 pm »
When comparing a Rapier to Cutlass, the Rapier appears to be used by guys that have no strength.
If the Rapier reads "POWER Bonus: MELEE *.04" does this mean that i get additional damage for my Melee Accuracy skill or what exactly is the "MELEE" referring to ?

Also, weapons have a line that is called "WT x/y" where x and y are number. I suppose its meant to be "weight", but why would an item have 2 weight attributes ?

About the Battle Flag, whoever is using it will never increase any stats, because the flag by itself doesnt train any stat and required 2 hands and almost all TU. Is that correct ?

Cattle Prod reads 70 STUN Damage. It armour applied to any damage type or does stun damage ignore armour ?


EDIT: Also, how it possible that a ship can, inside my radar coverage, dissapear ?!

90
XPiratez / Re: 0 to 200 or 50 to 150 % dmg formula ?
« on: April 16, 2016, 11:53:15 am »
thanks !

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