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Messages - AncientSion

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91
XPiratez / 0 to 200 or 50 to 150 % dmg formula ?
« on: April 16, 2016, 11:30:46 am »
Cant find it on the wiki, read or this forum (great documentation), but are you supposed to play this mod on ufo or tfdt damage settings ?

92
XPiratez / Re: Suggestions on how to improve the mod
« on: April 13, 2016, 07:29:31 pm »
This is what im saying. You need money. You dont make money by attacking aircrafts, but by selling Grog.

Solution: Make attacks more profitable. Add sellable loot. Like....merchandise crates. Slightly decrease sell value of X-Grogs. That way there is an incentive to attack a bit more and manufacture grog a bit less. Fixed.

Long-term prospect: Try to get a slightly flexible market into the game, were sales over time influence prices.

93
XPiratez / Re: Suggestions on how to improve the mod
« on: April 13, 2016, 01:07:38 pm »
So, do you acknowledge the whole grog-making as a problem or not ?
I can say for myself that 80 % of the time im having all my runts on x-grog, which doesnt seem alright to me.
Do you agree, or are you actually with that ?

94
XPiratez / Re: Suggestions on how to improve the mod
« on: April 13, 2016, 09:09:30 am »
I think it would be better to be able to fence simple, yet elegant loot (namely, crates of various flavours as a big commercial loot) instead of 3 sprayguns, 4 shotgun clips, 2 HE Grenades and 1 Battle Rifle.
It would reduce the clutter, micromanagment and instead add to flavour and atmosphere.

The mod is called PIRATEZ for a reason, its not called Grog-Manufactoring-Simulator 2016.

95
XPiratez / Suggestions on how to improve the mod
« on: April 12, 2016, 10:12:44 am »
1. Since you are a pirate and are looting freighters, i think that indeed of always findin weapons, ammo and jewerly each once in a while in addition to spare ship parts, most trader vessels should contain actual cargo. For example, bounty should consist of several types of "cargo crates" which basicly hold commercial wares that have only one purpose: fence them.
Im think there should be a few types of cargo crates, called "Merchandise Crate" or "Entertainment Cratess". Depending on the size of the vessel, you can find like 5 to 30 of these cargo crates and they should be the main way to receive "income". This would fit with the whole "Pirates" and "Booty" theme a whole lot better than manufacting a gazillion metric cubes of grog.


Secondly, i dont know if its within the scope of the game engine or can be added as a code mode, but i think it would be very, very nice if the fence market would actually appreciate shortages and overstockages with decreased or appreciated prices. Coming back to the gazillion barrels of grog, even a very simple variable and loop should perhaps be able to decrease the sell value of grog over the course of a game, while increasign the price for more rare commodies.

Im sure there are more good suggestions, but i cant think of any right now.

96
XPiratez / Hostages, again
« on: April 11, 2016, 09:26:03 pm »
I need to understand how this works.
I took a Church Maiden as a prisoner and researched her. In result, i got info on the survey mission type and access to Slavery and Robbery Missions for for my second maiden.
I can sell the second Maiden for 35k to the fence, or i can rob her for some chips and lesser items or slave her for some minor items and a Slave Maiden.
Also, i can apparently research this second maiden, too. Will the research yield another random research topic, but not anything else ?
Whats the best way to use more than 1 number of prisoner ?

97
XPiratez / Hostage research projects
« on: April 10, 2016, 11:54:37 pm »
I can see how items, upon researching, should be expended and gone.
However, i dont know why Hostages would be expended upon researching. Its not an autopsy, so the hostage should stay a hostage after researching.

98
XPiratez / Re: Marsec Bodyguard
« on: April 10, 2016, 08:55:46 pm »
How do you read the WIKI ?

https://www.ufopaedia.org/index.php/Marsec_Bodyguard_(Piratez)


Incendary 15 %, does it mean he takes 15 % damage or damage is reduced BY 15 % ?

99
XPiratez / Marsec Bodyguard
« on: April 10, 2016, 08:40:14 pm »
How are you supposed to deal with them ?
I downed a medium ufo and by accident had my first mutant advisor with me. After smashing one guy with a spiked mace for a number of times, i ordered my advisor to scan the guy and i see he took no damage whatsoever and has like 60 to 100 armour ?
Which weapons do you use versus them ?

100
XPiratez / Re: Ammo with PS subname
« on: April 10, 2016, 03:57:26 pm »
Ack. Thanks

101
XPiratez / Ammo with PS subname
« on: April 10, 2016, 03:46:37 pm »
For most of my convential guns i can produce two types of ammo. One being "normal", the other with the suffix "PS". I thought its means to be Poison-Type ammo, but is that actually the case ? The Bootypedia, for the hunting rifle, just indicates this PS ammo has a slightly higher power yield 40 for PS ammo versus 33 for stock ammo ?

102
XPiratez / Manufacturing for money ?
« on: April 10, 2016, 11:04:41 am »
What else, besides X-Grog can be manufacted for a money sureply ?
Durathread Armour desc reads it can be sold good, too. Comparing the stats, it seems to yield slightly more money per manhour than X-Grog, but it also requires Durathread Mesh which im unsure if it has other uses.

103
XPiratez / gameplay mechanics question: ammo clips, dropped items
« on: April 09, 2016, 07:34:53 pm »
- If i have a MG filled with a full clip and i fire a single shot (out of 50), will i lose the entire magazine at the end of the battle ?
- If i drop some stuff on the ground due to a panic and win the mission, will the items that were dropped on the ground be considered loot or are they gone ?

104
XPiratez / How to deal with Cyberdics
« on: April 09, 2016, 12:46:26 am »
I have tried muscles with hammers and axes, assault cannons, molotov cocktails, frag, he grenade and black powder bombs.

Is it supposed to be this ridiculous ?

105
XPiratez / Re: Some feedback, some questions
« on: April 06, 2016, 01:01:28 pm »
I can definitly see how the variety in items, even early game, gives a lot of charme to be mod. Im not critizing that per se. But the amount of clutter adds up so badly, not only does it give the player an overwhelming amount of choices, but it also over-populated several lists., overwhelming the GUI. For example the Black Market, the Fence etc they all suffer from the huge selection of items. And im only a couple weeks into the game ! As does the manufacting. Also, managing your troops is a mess due to the fact that you have to scroll over several screens if you have your transporter filled up with all the goodies.
Perhaps by cutting down on the items and filtering it true filler items, the whole experience might be a tad more enjoyable.

Please dont take it the wrong way, there are lots of really cool things in the mod. But i think it could be improved further, resulting overall in a even better experience.

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