Are there any good guides "how to mod" ?
Sure, it's here:
https://www.ufopaedia.org/index.php/Ruleset_Reference_OpenXcom_Extended_Plus_(OpenXcom)
I'd like to see something more done with the Slave mechanic, perhaps more thorough indoctrination procedures? So Slave Maids become Slave Maidens who I don't know believe in their work so do better? Squires turning into Yeomen is already good, but I'd feel them being more the start for forming you're own spy network or pureblood mercenary organization/front would be cool. And slaves/workers being necessary for certain research and production projects, particularly for building bases, you need X amount of slaves to dig out the base, and perform maintenance and stuff.
Mission critical equipment should also be informed, for example ratmen rodeo should have hammer or pickaxe as "Required" equipment just in case they get stuck behind terrain and cant escape.
A hammer "required, critical" for ratmen rodeo, really? Most walls there are so weak they can be destroyed by buckshot or weak pistols. Please, don't ask me to insult players' intelligence like that, because I won't do it.Maybe a little insulting but there is a point to mentioning how really useful terrain breaking is to the new player. I certainly would never send out any craft without one. Like no climate control in your car, not required but certainly makes things better.
Probably relatively trivial stuff:
-randomized stat caps not just for freaks, but for everyone, freaks are more extreme
-tamed farbag (perhaps codex locked?)
-secure freight type mission for all major factions
-second tier undersea and orbital missions with less trivial oposition
-high end outfits for lokk’naars
-minor bonuses to stats (and other things) for condemnations
-tamed chryssalid
I'd love to see the Mecha Hitler for humanists. (Since you already have doom and Wolfenstein models) even a tamable giant mech like thing like that but I don't think dioxine would go for it. But for real, would love to see the final bosses to the ID factions for their factions... Though, a cyberdemon sounds scary...
Hitler suit sounds like an obvious choice when we move to higher tier Humanist missions, bah, the current Supersoldier is inspired by exactly that.
Imagine spending all your ammo killing that lobsterman, only for an archvile to wander by and resurrect it back up.
There cannot be a cyberdemon because of hard unit height limit of 23 pixels.
Aside from fetish what purpose should the suit fulfill?
It could have an inbuild 'whip' to hit foes (bio-source (stun)damage).
What kind of stats should it provide? How much inventory? Research-path?
Grabbing and pulling things closer doesn't work with this engine, we're not a Viper from X-Com2.
Also, not sure if this is a bug but the tiers of purchasable components seems off. Currently, I can't buy optronics (even though I researched optronic smuggling?) but I can buy slave AIs and disassemble those. I can't buy integrated devices either, but I can make those out of optronics. Similarly, you can't buy heavy power couplings but you can buy reticulan fusion drives and disassemble those. And so on. If this is intended, it adds busy work for no real discernable reason ("why did I make 200 optronics again?").Optronic Parts require Market of Wishing (very late end-game tech).
pls, - what about implementing the force shields ? (various types :
- for ships (vessels, and vehicles)
- big ones - for whole bases, (even whole planet)
- and smalls, personals - for persons, 4 gals & soldiers, npc´s..
Already done.
Already done.
Already done.
It is overbuilt, but I wanted to have the "ultimate craft" to be truly ultimate. It might make more sense once diverse endings are implemented.Well, it's too slow to be used in air combat - most of the powerful ships don't slow down that much. Or maybe I'm just to impatient to wait for it to finally arrive. ;)
More sea missions are surely coming, what with the mention of aquatoids and the fact that sonic rifles and sonic cannons are implemented but don't drop in the main game yet. It's just a matter of waiting, I mean we did eventually get snakemen.Sonic Rifles can be gotten in Hell Cruise.
Armorwise:
more armor types for lokk’naars
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-some way to tell if an enemy can see me. It never feels that camouflage is working
-camouflage never seems to work
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A menu or pop up that shows:
Things you should have researched.
Lasers are bad against the academy,
New Xcom isn't Xcom. It's a result of "let me hold your hand I do the micromanagement for you" and a f*cked up combat system.
Forget what the reboots tries to be and fails doing so. This is the real Xcom.
-some way to tell if an enemy can see me. It never feels that camouflage is working
-camouflage never seems to work
All this and no discussion yet of Xenonauts?
"Is-seen-by-enemy" indicator would be too much, but "is-standing-in-darkness" indicator would be good.
It all about the right tool/damage type for the situation rezaf, getting through the game with only one weapon for all situations is not the way its designed.
It's not about wanting to use "one (type of ) weapon". I have a pretty broad range of stuff, starting with Bows and some projectile smallarms (I never use them, really) to Laser Pistols, Rifles and then Assault Lasers, all sorts of grenades and explosives, Mortars and Bazookas, still some Shotguns (the Laslock Shotgun is especially versatile) and a couple of melee and stun weapons (I also hardly ever use)... I threw out most other stuff, because most of it just is pretty useless.
I just mentioned the Assault Laser because at least it CAN bring down those enemies in the end. I would expect specialized weapons to do their job - noone should survive being hit in the face by an anti-tank rifle. Sadly, X-Com has no physics, otherwise the victim should be killed by being thrown around alone, but ... yeah, this weapon is regularly shrugged off by Marsec Bodyguards.
The Heavy Slug Thrower sounds like it should have some oomph, but it reliably under performs despite massive TU consumption.
Grenades? Mortar fire? Explosives? Specialized projectile weapons? None of that stuff works.
I CAN work my way around it 75% of the time, but it just server to drag out missions.
And this is just one area of the mod. I really love that there's so much stuff in XPiratez (even though not all of it suits my taste), but there should be much more "gating". I should not have the Stone Axe, Javelins, some Musket variant, a Laser Rifle and a Plasma Pistol all available as research projects at the same time. $0.02 and all, sure.
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At least in your example you sound like your expecting to rapidly kill one of the top 15 sturdiest enemy units types with weapons that barely exceed there armor in avg damage. Alot of the more difficult foes take several gals at once or multiple turns to kill. Once everything starts getting armored and shielded your rarely gona one shot anything even with the strongest late game tools. This is by design, if you want one shots and quick tactical battles this is the wrong game for em.
hE
Heh, see, this is why I wrote initially I realize it's a pipe dream. There's always people wearing the "deal with it" glasses and no matter how crazy something is, they'll defend it with "go join the other toddlers if it's too much for you".
Do I expect to be able to kill an enemy the game literally throws at me by the dozen in one shot? I certainly do not.
Do I expect him to fall if I use the best tools available to me with a dozen gals, all concentrating fire on that one enemy? I certainly do.
Dioxine ever decides to transfer over to Xenonauts I'll follow for sure.
It'd be a-ok if we only saw one of 'em guys once in a new moon, but even medium sized vessels sport half a dozen or more of them.
Another option would be to have more gating, i.e. you transition between enemy types only at a time when you are reasonably prepared.
4) how about ancient firearms, like a (https://en.m.wikipedia.org/wiki/Bombard_(weapon)), a possible "early" version of the mortar? may be unlocked with the blaxk market, and supposed to be oitdated when gals learn to manufacture assault cannon? or even a gatling machinegun, an early black market machinegun?
That is complete bullshit my friend and you know it. Farming Supply Ships does not count as normal experience.
Well if you farmed supply ships by accident, you're in a minority :)
I think this is a mentality issue. Most video games today are structured that you will nearly always face a situation that you can solve/win.
But what's so bad about having a possible solution when facing a situation?
But what's so bad about having a possible solution when facing a situation? Even in the original X-Com you usually had some means to deal with situations most of the time.
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I found poisoned dagger to be the most reliable solution to Marsec Bodyguard problem.
how the hell would be cool a pistol ispired by galaxy express 999 anime (https://en.wikipedia.org/wiki/Galaxy_Express_999)? Man that pistol drives me mad! Also a bit more train involvement in the game may be cool..o was think about a mission named "train robbery"
or "train assault" set in a train station, using some of the TFTD terrains containing railroads should be fine, some train sorites may be found here in this forum (https://openxcom.org/forum/index.php/topic,5097.msg94876.html#msg94876)...#fantasies (https://m.youtube.com/watch?v=Gq-b_iNrQaQ)
(man im reaaally getting old...)
edit: sry by accident i rrmoved the post! here it is but i lost the links!! Recovered samples here,
enjoy! (https://www.google.it/search?client=ms-android-samsung-ga-rev1&biw=360&bih=329&tbm=isch&sa=1&ei=II9xW4HQMLHClwS_gaS4Dw&q=galaxy+999+pistol+and+rifle&oq=galaxy+999+pistol+and+rifle&gs_l=mobile-gws-wiz-img.3...7272.10426..11671...0.0..0.0.0.......0....1.1tstJeT0zwM)
though i was not an eager fan, i enjoyed the tv series broadcasted by italian local tvs in early '90, well actually i thought it would very nicely fit into the game framework/theme :) And yes, also even some Captain Harlock stuff, since he was a pirate!
i detect Leiji Matsumoto´s Animes & Girls[/i] fan ! :D :P 8)
..and pls add into X´Piratez Game also Haarlock, Pirate Captain, & his Miime ;D 8)
(..and Maetel, too :-*
I see someone else likes good animes too. However, if we have to add stuff, why not add Monkey Island things (if they aren't already)? S :)tuff like Swordfighting insults, a three-headed monkey unit and the like, I mean.
hej, lets add & implement into Piratez game everyone´s favourite tv-shows, /pc-game, /movie stuffs! :p ;D lůl
hej, lets add & implement into Piratez game everyone´s favourite tv-shows, /pc-game, /movie stuffs! :p ;D lůl
a couple of missions more from which player may "obtain" among loot young ubers and/or castway gals to recruit them avoiding the black market
The option to let brainers and runts fight for you during base defence will cause massive problems in the later stages of the game.
A production-base can hold around 400-500 runts. So 400-500 controlable characters sharing available spawning points with your HWPs AUXs and normal gals AND opposition-spawns.
I call this will make the game crash once the spawn-points run out.
Even if it works, you can just body the intruders with your runt-army now.
Locking Brainers to RNG and somewhere deeper into the mutant-alliance bounty-system (aka even more RNG to screw the unlucky over) will bone the unlucky players.
200k $ is a lot of bucks so just give the player the option to invest loot-money to get research going.
3 brainers is an improvement to the former 2 starting brainers but hard-locking the user behind RNG to get more brainers and RNG to spawn rescue missions is nuts.
On higher difficulties (4+) you'll run out of time before the small scientist staff can do breakthrough for important techs to save your bum against random crackdowns.
may be also interesting to add an option "brainers and runts fight if base is attached", self explanatory
The option to let brainers and 400-500 runts fight for you during base defence will cause massive problems in the later stages of the game.
Locking Brainers to RNG and somewhere deeper into the mutant-alliance bounty-system (aka even more RNG to screw the unlucky over) will bone the unlucky players.
3 brainers is an improvement to the former 2 starting brainers but hard-locking the user behind RNG to get more brainers and RNG to spawn rescue missions is nuts.
On higher difficulties (4+) you'll run out of time before the small scientist staff can do breakthrough for important techs to save your bum against random crackdowns.
You mean treating brainers as stackable (as in "they show together in inventory") support units? Hhhmm, might even work. I dunno if the game engine can deal with this in an elegant way, though.sry, I meant more an option like "wounded fights if base attacked"
I'm not thinking bounties, I'm thinking plain ol' "research something and you can buy from the black marker" pretty much like unlocking purchasable weapons.i think im in, won't make game even more harder, provided that it is in the rearch topics right of the start of a new game.
I beg to disagree. In my campaign I refused to recruit gals from the market, instead relying on rescues. And while it's slow to build up a set of 15-ish non-wounded gals, it's doable and (IMHO) enjoyable.don't know, i always sucked at piratez but personally on jack sparrow for me that would make a game virtually impossible!
And heck, if you don't like RNG to impose a limit on the brainers, another option would be to change the shakeup ceremony so it takes a castaway gal and it spits out a brainer gal. (normal shakeup: your uber hand → escaped lunatic gal; resurrection thing: dead gal → ghost gal; brainer shakeup thing: escaped lunatic gal + money → brainer)
If you excuse me my lack of knowledge of the game internals - are the intensity of the crackdowns defined by time, by score, or by research done? AFAIK research acts as a gateway to bigger enemy ships spawning, so it should be possible to not have big crackdowns until having done mid-game research.
Remove brainers from the black market. Then put some missions to rescue brany gals, which one could recruit as brainers in the still.This would make an early game grind even more mandatory. It's very hard to die to civilian weapons once you get Warrior armor. I'd rather see early missions phase out way more quickly.
I don't think one more type of troops is gonna help much.
Actually, I'd like to propose something different:
Remove brainers from the black market. Then put some missions to rescue brany gals, which one could recruit as brainers in the still.
.
I would also like if Dioxine would consider the three starting brainers to be in the airbus from the beginning, even if that means starting with just three combat gals (and a parrot).
I mean, right now the three starting brainers have successfully triangulated an unknown signal, planned a precise de-orbit maneouver, actually piloted a space station through such a maneouver, survived atmospheric reentry without a reentry vehicle.... but they don't have any starting knowledge about hyperwaves, geography, life support systems or flight aerodynamics?? That very specific part of the xpiratez canon seems bogey to me.
More chances to get Shadow Orbs. The idea to customize your ships with tools is nice, but right now they drop so rarely that it goes pretty unused.If you can take on battleship/bombers midgame, than this is not really midgame. Losing 2 out of three fully kitted ships of your own, just to take down dedicated military vessel, would be a sweet spot, imo.
Of course, what would be really sweet is having equipment slots for aircrafts - so instead of taking up a weapon slot, you get a fifth/sixth slot for STC or other equipment. Probably not supported by the engine, though. :(
And speaking of ship combat - a fast and expensive bullet-sponge would be welcome during mid-game. High HP, high speed, quick repair, and no weapons as trade-off. The more powerful enemy ships tend to be the fastest ones, so it takes forever for a Crab/Kraken (or even a Dragon, for that matter) to catch up — if they manage at all.
More chances to get Shadow Orbs. The idea to customize your ships with tools is nice, but right now they drop so rarely that it goes pretty unused.
Of course, what would be really sweet is having equipment slots for aircrafts - so instead of taking up a weapon slot, you get a fifth/sixth slot for STC or other equipment. Probably not supported by the engine, though. :(
And speaking of ship combat - a fast and expensive bullet-sponge would be welcome during mid-game. High HP, high speed, quick repair, and no weapons as trade-off. The more powerful enemy ships tend to be the fastest ones, so it takes forever for a Crab/Kraken (or even a Dragon, for that matter) to catch up — if they manage at all.
If you can take on battleship/bombers midgame, than this is not really midgame. Losing 2 out of three fully kitted ships of your own, just to take down dedicated military vessel, would be a sweet spot, imo.Given the replacement cost and time for a fighter, I disagree. Cruisers, Destroyes, Corvettes, Frigates, Bombers, Heavy Gunships - you see dedicated military vessels too often to keep up with replacing your downed fighters at that cost.
A production-base can hold around 400-500 runts. So 400-500 controlable characters sharing available spawning points with your HWPs AUXs and normal gals AND opposition-spawns.
I call this will make the game crash once the spawn-points run out.
2. Who said the station was not equipped for emergency landing? And that does include autopilot and re-entry vehicle.
We don't put thermal shielding on everything (much less on ISS modules), so I have my doubts that the traders' guild would make the whole station out of plastasteel as opposed to plain old aluminium. They have to protect their profit margins, you know.The Brainers come from an Academy station, not a Guild one. The Academy is prone to overengineering, so let's go with the "they found the emergency re-entry subroutine in the station's control code and triggered it" explanation. ;)
The Brainers come from an Academy station, not a Guild one. The Academy is prone to overengineering, so let's go with the "they found the emergency re-entry subroutine in the station's control code and triggered it" explanation. ;)
And the academy just happened to leave a perfectly good, functional & overengineered station on the hands of some not-totally-trustable Uber gals, completely unsupervised? :o And on top of that, the emergency reentry subroutine is able to calculate a reentry maneouver in order to land in a precise spot? (instead of just applying retrograde thrust and landing wherever is closest to their current orbital path)
It's just hard for me to accept that. :-\
They have star-god tech.
The engine at least has you covered there. If it runs out of spawn points with more soldiers to place, it just doesn't place them. We're just not likely to see this in effect in XPiratez . . . so far.
The starting brainers were researching a dead, drifting piece of space junk. Suddenly, the STR_MENACING_HULL sparks to life, plots a reentry trajectory, and crash-lands right next to the hideout (probably still attached to parts of the space station/space tug/salvage vehicle they used to reach there). Maybe the brainers were sent into the derelict as guinea pigs.
Cue a scripted mission to rescue the friendly brainers from a tiny band of roving ratmen. This allows to put information in the mission briefing, e.g. "We heard this crash, and the faces of three Uber gals showed up in some of the hideout screens asking for help. They look brainy but not beefy. If we rescue them they might help us understand things around."
Yeah, this would need terrain assets :( and I don't know if the game engine can spawh a mission right on top of the hideout :( and every new game would need to grind this :( but this would explain the brainers and the menacing hull much better than a bootypedia article IMHO ;D
1) You cannot disable purchase of Brainers, so they need to appear pre-game start;You can set the price to 9999999999 dolaroes or something, if you want to go with recruited-only brainers.
They don't even bother to give weapons to the people that are supposed to catch the clearly armed and dangerous escapees, so the teams have to bring their own. That might be infighting though, as they don't really want Dr. X to succeed.
Anyhting that competent gunsmith with access to simple tools can manufacture makes sense. Which is why the "homefront rifle" is still around.
actually i like the idea of old guns in 2601 , maybe just some more may have modified to resemble real life counterpart?
Anyhting that competent gunsmith with access to simple tools can manufacture makes sense. Which is why the "homefront rifle" is still around.
I`d like to see in the training-screen (Dojo), which base the training screen is refering to.
Often the window pops up, keeping telling me, that someone doesn`t have to train anymore, but game doesn`t tell me, which base that does take place.
Hey, in the new 0.99J5 now temple raids needs to be approached on foot.
The queue is not my problem. I simply don`t know, for what base the window pop ups.
It would be great, if hot areas would inflict less stun damage or even none, when arriving, when it is dark.
In th opposite cold areas could get even more cold, when arriving in the night. but be warmer in daylight.
I`d like to see one more thing:
To see, how many points I get from research and downing a UFO.
It would be great, if hot areas would inflict less stun damage or even none, when arriving, when it is dark.
In th opposite cold areas could get even more cold, when arriving in the night. but be warmer in daylight.
I`d like to see one more thing:
To see, how many points I get from research and downing a UFO.
Points on research, if take longer, give you more points.There's no relation between research length and points awarded.
2. This is really too much, just fucking check it YOURSELF on the graphs, or make yourself an excel sheet, jesus man. I could divulge that information in the pedia texts (for extra effort), but it would be retarded to do so. Why are you obsessing over such trivialties? Can't you fucking just play the game? Can't you stop wasting forum space and other people's time with your endless stream of dumb requests?This is a thread for requests on stuff wanted to be seen in pirates. I`m totally right in possible ideas here. You can ignore my proposal, if you don`t like it.
It would be interesting if slaves and peasants wouldn't suffer from heat/cold (as much), as they are not dependent on hellerium and should be like our enemies inthat regard. But I doubt that is possible either.
This is really too much, just fucking check it YOURSELF on the graphs, or make yourself an excel sheet, jesus man. I could divulge that information in the pedia texts (for extra effort), but it would be retarded to do so. Why are you obsessing over such trivialties? Can't you fucking just play the game? Can't you stop wasting forum space and other people's time with your endless stream of dumb requests?
And where do you live ? Under the rock?(https://lxnt.wtf/oxem/builds//cat-popcorn.gif)
It was request for new feature, and it has nothing to do with bitching about the original xcom quirks.
Why there is ANAL button?
And Vikings weren't pirates, despite what name suggest. They were raiders.
Why there is diary of every gal, that allows to track every mission in the game?
Since scores in order of 30k or 40k were not possible in OG,
I am assuming that you have greatly expanded list of events that cause gain/loss of points.
Modders can't add new features, you'll need to ask devs for that.
@Vansi,
Thank you for supporting. Why don`t you join us on discord-chat?
Just type "discord" into the search section und you will find us all.
You will find out, that in the chat many things get better communicated. Give it a try!
Thank you for invitation, but I have to respectfully decline. First, my spoken english is rather bad.
And it is shame, that on Piratez forum there is no "General Disscusion" thread.
Yet some other vehicles remain unmanned, like my favorite: The Howitzer Tank. In this recent version, the aux machine gun was without ammo. Do I need to load MG ammo crates in the craft when using this tank ?
It is a transitory phase, as most vehicles will be eventually converted. The machinegun currently doesn't work.
Something I noted was the Car or Tank armors don't increase the HP of the wearer. And if the unit is injured the soldier is out until recovered. I would imagine some increase is feasible. Mostly to account for some hand weapons that can ignore some armor, which is a mechanic I believe intended to affect soldiers body armor, not these vehicles (think thickness or density). Is it intentional to be that way?
The game mechanics appear to use the soldier's original energy (?) to compute the number of shots the unit can fire. It's very often I shot a couple of times and then the energy is out while there is plenty of TUs left. I use said unit as minelayer, drop previously active choke/stun grenades, or so.
Of course it's intentional. The complete overhaul of tank resistances was due to this.
It doesn't use soldier's original energy. It is one of key features of my vehicle system, just like with the Bike. TU's represent "drive time" while Energy represents "gun time"
Also, regarding the current progress:
I see. Thanks for the clarification. I have to plan my strategies around this. My original comment was because I had a Tank 85 mm driven by a Lokknar, and she took health damage by a guy firing a SMG (I forgot which one but one that fires bullets that ignore armor a bit). Maybe it was a odd RNG, or it was something else.
Between high armor and Piercing resistance, how is it even possible?
Now, my comment is, if it makes sense the wearer of said armors (Car or Tank) should receive a nominal increase in HP (say 20 HP for cars and 40 HP for tanks) to account for machine degradation (not armor) when hit. It's not like when the armored beastmaster loses her armor and stays naked on the battlefield. Although that mechanic: the tank shells dissolves and the pilot is in the middle, all in underwear, would be fun to see. :)
How the game mechanics of a battle aftermath would treat the soldier with injuries whose remaining HP still is greater than the original HP?
Well it would be, but it's impossible for 2 key reasons:
1) The original unit counts as killed regardless if a new unit is spawned;
2) The new unit is always hostile.
It doesn't matter how many HP were left, only how many HP were lost. So HP increase will end up in longer hospital times. I could increase it by token 10-20, but I am unsure, as it would eg. decrease the advantage in resilience Gals have. Circumventing this healing problem is possible, but is a major pain in the ass and I prefer to keep it simple.
1] Take Down the Watchtower >> Take the Outpost...Out? Imagine a remix of the watchtower and the warehouse. Basically the warehouse mission, but the tower is bigger, has slits to shoot out, it has a perimeter fence, and the troops inside are a bit heavier. Imagine they also have a static cannon even. Same idea, different difficulty level.
6] Cash-in-transit heist. (Perhaps a low-level mission, used for raising cash in the early days...?) An inside informant has given us solid info about a government convoy carrying taxes. Between moving the cash from the local municipality to the air transport dust-off site, it is hauled by road. This would be a good chance for us to do a bit of "fund-raising" for our ventures. The informant is one of the convoy security team. We agreed to not kill him, but we'll need to take him hostage so that he has a plausible story (if the informant survives the battle, you get a special prisoner who can be processed in a special way, perhaps providing some interesting research topic before being let loose).
If moving map tiles was possible, I'd have done it long time ago...
sorry, yap, im now just reading thet long Dune seria ( ~~20 books totally| )
There is, actually, a mod in Dune thematics which was abandoned by a Creator :(
https://openxcom.org/forum/index.php/topic,2957.0.html
Can I just float this idea...
If a mission like a Mansion Invasion is supposed to be a heist, it might be cool to have a data-gathering/planning stage beforehand.
Robbing/enslaving high ranking faction members and those peons involved in keeping them safe could drop a piece of loot called [Faction] Mansion Info. (e.g Church Priests and higher ranks, Matrons, Exalts and the Warmaidens that are supposed to keep them safe could drop Church Mansion Info).
Gather enough info on a faction Mansion together and manufacture a "Mansion Heist Plan". Once that is researched, a one-off mission to attack a particular mansion is flagged to happen in the next month. That way, the players get an idea of what kind of enemies they are going to face.
This can be expanded on by offering the players many ways to conduct the Mansion Invasion. Just pulling numbers out of the air here, 10 units of Mansion Info makes a "Sneak,Grab and Run" plan that limits the mission to a small infiltration-equipped team and a strict time limit. 20 units of Mansion Info and a monetary cost (bribes) and the player manufactures a "Sneak, Hold and Run" plan that allows for a larger vessel and more time. 40 units and huge bribes and the brainers have found a way to jam any outgoing signals coming from the mansion (no time limit because the "cavalry" won't arrive) and an approach route for a party fully armed and equipped for war. This way the player has the option to go for many mansion invasions with limits or one big score.
I don't have time to sink it into this rather large sidequest expansion you're proposing, but you know how it goes... Have an idea, want it to happen, make a mod for it yourself. If it's good, it will be included.
Did anyone mention Zrbite(we have some Zrbite-powered crafts seen crashed underwater) as a high-powered Hellerium substitute? Or something like this.
Hard to find a place for Zrbite. It's just elerium equivalent for TFTD which is in fact a reskin of original X-com. If we have hellerium, then why do we need Zrbite? Maybe for sonic weapons, or something. Expect that in future updates (probably).
Maybe hellerium is a combined Zrbite and elerium?
i want Lysbeth as (alike) character in Piratez!Why don't you just rename one of your gals? Or even all? You may even change her look by RMB on her when equipping.
Just a quick though: the ol' family (ol' revolver, ol' shotgun, ol' carabine) seems to be missing of a last one: ol' rifle ;D it may be the current flinlock rifle to be renamed like that?
Efit: oh and please may the x-bow be a bit faster? '(less TU to fire and reload)
A little suggestion about flintlock guns and black gunpowder - If they all use "self-made black gunpowder", then all "primitive firearms" shots must produce a cloud of smoke at muzzle. So, when a group of gals fires flintlock salvo - they shoul produce some cloud)
Well for now we must resign to a conclusion that Uber Wheat just doesn't produce that much smoke :)Uber Wed, yeah )
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Why Star Gods would "attack" earth if T'leth were here from 65 million years? We know that they knew about T'leth.
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I see, enemy fighters sometimes try to intercept your crafts. Nice ;)
When your craft(especially transport one) passes near some enemy secret base - closer than 500 or 1000 km from it - what if this base launchers this faction's fighter craft to intercept you? yhis means you'll have to travel more carefully(avoid strong fractions base) or provide fighter support to your ground operationd.
When your craft(especially transport one) passes near some enemy secret base - closer than 500 or 1000 km from it - what if this base launchers this faction's fighter craft to intercept you? this means you'll have to travel more carefully(avoid strong fractions base) or provide fighter support to your ground operations.
Will we somewhen meet (and capture ;) aquatoids?
In Piratez lore, X-Com lost, they never destroyed that brain under Cydonia, which means signal was never sent.We do not know exactly. We surely know, that "knights of Cydonia" even reached Mars when "battle was already lost", but what happened there...
We do not know exactly. We surely know, that "knights of Cydonia" even reached Mars when "battle was already lost", but what happened there...
During my first play, I anticipated that they("knights") have accepted the brain's proposal and are "ruling" the Solar System alongside with him. In fact, they should be, his mind-controlled "elite spec-ops" vat-grown clones of x-com operatives' bodies.
About aquatoids... maybe, another 600 years on the bottom of the ocean and full-scale nuclear war shattered T'Leth and creatures sleeping inside started to awaken - but only few.
The fact that we indeed see Triscene further approves theory about short war between Ethernals (mainly forces under their command) and T'Leth. T'Leth tech was captured, not all of it, but enough to get dinosaurs.I don't think they Will ever fight. They are both on the one side - The Empire. AFAIK, T'leth presents on Earth much longer, than The Martian base. I suppose, this "city" is Just older and obsolete(by Star God's means) conquest-colonisation tool. And its commander is second-in-command to martian brain. So, it activates and starts "conquest procedure" when his supreme commander becomes non-functional.
About the use of T'leth weapons and tech - almost every modern-day country keeps lots of obsolete weapons in reserve storage bases.
We are talking about weapons that are not decades old, but at least centuries old and obsolete by millions of years.You have lots of them, good stack of Zrbite ammo and they work almost as good as you - so why should you not use them?
Sry, what do you mean by "passively M.C'ing"?
The pieces from this pack which I liked are already included.Gotit, i don't lose any hope to see a couple more tracks; for bith geoscape and battlescape mode. Over and out :)
just 1quick & sudden idea - that *Professor Moriarty´s "sniper rifle, from Sherlock Holmes, (mostly from the, today already older, 1986 -tv-series )
https://www.youtube.com/watch?v=a94mNfmZ1gc
Some weapon ideas I had.
Lucky Star (bounty prize, likely from Zaxx)
1x2, Wt 6/9
Snap, 27% TUs, 77% accuracy
Star Clip (1x1), 7 rounds, 14 Piercing damage
Star Gold Clip (1x1), 7 rounds, 20 Piercing damage (requires research, Gemcraft, and Alchemy?)
Inflicts 0-1000% of the ammo's listed damage.
"The weapon of choice for high stakes gamblers, who, not coincidentally, are among the only people capable of affording it. Despite firing low powered ammunition, it has been known to kill Power Armored soldiers in a single hit."
Splattershot (Pilfered from enemies)
2x2, Wt 8/12
Snap, 25% TUs, 75% accuracy
Aimed, 55% TUs, 110% accuracy
Auto (x5), 50% TUs, 45% accuracy
Ink Tank (1x2), 20 rounds, 50 poison damage
Venom Ink Tank (1x2), 20 rounds, 85 poison damage (must be researched)
Hypervenom Ink Tank (1x2), 20 rounds, 140 poison damage (needs more research than the Venom Ink Tank)
"This weapon was built by (and is used almost exclusively by) the Inkling race, it fires highly toxic blobs of ink at enemies. Inflicts massive damage against unprotected flesh, but has difficulty penetrating armor (Enemy armor is 150% of its normal strength against this weapon), and is completely useless against tanks or other robotic life forms.
Pack Laser (Built and researched by the Pirates, early energy weapon)
1x3, Wt 20/50/25
Snap, 30% TUs, 72% accuracy
Aimed, 65% TUs, 105% accuracy
Pack Laser Backpack (2x3), 255 rounds, 48 Laser damage
Pack Laser Battery (1x2), 25 rounds, 48 laser damage (requires Laser Weapon Batteries)
"We know how those fancy laser weapons are built, but not how to build them ourselves. We figured we would change that. The Pack Laser employs minimal use of exotic components, although this does come at the cost of making the gun large and quite bulky. The biggest hurdle (and namesake of the weapon), was figuring out how to power it. All attempts at developing a battery for this weapon have failed, so instead, we effectively made a Small Ship Engine into a backpack and hooked the Pack Laser up to it. It weighs a ton, but on the bright side, you don't have to worry about carrying spare ammunition."
Excellent idea!,
but rather weight [20, 85, 25], ~as "80" is for big Laser Backpack "Battery" (respectively little enhanced reactor), made from that improved (and yet down-sized) Small ship engine (reactor)
thus; ~
Laser^pack @Backpack : size (3x4), 360 rounds, 56 dmg per pulse
or:
480 rounds, @ 48 damage /
/250 rounds @ 68 dmg
^^ Tatras! :p
Praga V3S for the win
It'd be cool to see the eurosyndicate more developed and fleshed out in the future versions. Fighting cyborg corporate agents using high tech weapons ala Syndicate and Syndicate wars would be great, and it wouldn't take that much new stuff to make it happen, since there's already a healthy dose of eurosyndicate weapons in the game. It could work as an alternate way to get your hand on eurosyndicate weapons, other than the contract.Why even take the deal if you get markslaser just for contacts. Lock it up behind the deal.
Piratez need a lot of things but another basic bitch firearm with slighly different stats is not one of them. Hell, some of the high end Marsec guns don’t even show in the game, despite them having code and sprites and everythign since forever.
It'd be cool to see the eurosyndicate more developed and fleshed out in the future versions. Fighting cyborg corporate agents using high tech weapons ala Syndicate and Syndicate wars would be great, and it wouldn't take that much new stuff to make it happen, since there's already a healthy dose of eurosyndicate weapons in the game. It could work as an alternate way to get your hand on eurosyndicate weapons, other than the contract.
Why even take the deal if you get markslaser just for contacts. Lock it up behind the deal.
You're really boring, Linux.
*OICW"
( https://en.wikipedia.org/wiki/Objective_Individual_Combat_Weapon )
As much as I like ideas like the OICW and rifles with grenade launchers, I don't think there's a good way to add them to openxcom, since its essentialy one gun with two different kinds of shots, and AFAIK, there's no way to use two different kinds of ammo on the same weapon.
As much as I like ideas like the OICW and rifles with grenade launchers, I don't think there's a good way to add them to openxcom, since its essentialy one gun with two different kinds of shots, and AFAIK, there's no way to use two different kinds of ammo on the same weapon.
I'd humbly ask; a it more of coherence: crackdowns on piratez base should be lead by enemies player he had dealt before and/or have hurt, not factions that were not encountered before, that would be nice especially for the dark ones, unless player has researhed/done something to activate their presence; and i've noticed they always are more numerous than he other attackers, as in "nightmare" difficult in real doom!!? :o
That just happens (On the first 18-24 months) with the major factions. The minors ones, like dark ones, ratman, etc, tend to be marauders, and as such, they are looking for places to plunder. I think is kind of coherent right now. Major factions should not bother with another band of outlaws, but minors are all the time trying to find a place to take advantage of it.
Why?
You don't care about it if you met them before, you just go out and loot and pillage. So why shouldn't others do the same?
BUt daark ones are just a common huma riff-raff, at least i think, they spawn from nowhere; there shoud be something special regarding them :-\They're beings from hell. Their raids make sense both from a lore-perspective as well as from a gameplay one.
At least right now seems that Deep Ones are appearing as soon as Sea Transport topic is researched, i really wish im not wrong.
You are wrong. And if you weren't it would be dumb, you don't create reality with your research, you confront it out in the field.
But after that the dark ones basically disappear.
How hard is it to convert doom sprite into OXCE one? We are still missing mancubus, arachnotron, revenant and lost soul. (the bosses are too large, archvile and pain elemental have powers unsupported by OXCE)
Another lil' idea: armored car - used by ratmen/highwaymen/ghoyls mutant progoms - may become a spartan exclusive - and may be replaced by a sidecar? May be less though, the armore one semms more suitable to spartans because of its military feeling. :)Erm, don't the ratmen/ghoul bandits already have an armored car? A pretty lame one at that, too, which is totally apropriate IMO.
Erm, don't the ratmen/ghoul bandits already have an armored car? A pretty lame one at that, too, which is totally apropriate IMO.
I do agree that spartans could use some armor on their side, though.
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.
The idea was to give ratmen some even less armored/techno vehicle😅
Why? The stuff they get is reasonably low tech already.
Btw. @Nicolinus ~~ I noticed you also (same as me) are also big fan of Leiji Matsumoto's anime series
( Galaxy Express 999, & Galaxy Railways,
(and at least ten more others tv-series..)
Some odeas for a space mission onspired by 1994's System Shock? At that time i owned a very basic 486 with no cd rom😭😭 and i regret not to have played that game :'(
ah sorry,
just only small tribute to classic anime series and stuff, and hand-painted anime creator, writer, and regiseur (film-director)
*Leiji~verse; nice article
https://tvtropes.org/pmwiki/pmwiki.php/Anime/Leijiverse
(..heh, *The Ring of Nibelungen", ~ Reiji "borrow" ("lean") also that old, classic Old European, Germanic Saga (legend), too.. ; D :p lol
But I like most both the *Galaxy Railways, and G.Express~999
Actually, Maysha (https://www.google.com/search?q=galaxy+999+maisha&client=firefox-b-d&source=lnms&tbm=isch&sa=X&ved=0ahUKEwjijOzakOHgAhXpShUIHaxhDewQ_AUIDigB&biw=1536&bih=728&dpr=1.25)may provide inspiraiton for a possible outfit. As fore sidecar a couple of draft mdels here (https://www.google.com/imgres?imgurl=https%3A%2F%2Fimage.shutterstock.com%2Fimage-vector%2Fvintage-bike-sidecar-hand-drawn-260nw-295755701.jpg&imgrefurl=https%3A%2F%2Fwww.shutterstock.com%2Fimage-vector%2Fvintage-bike-sidecar-hand-drawn-vector-295755683&docid=Qv1-jyTwyV7Q3M&tbnid=RmgzQSuM8AKvpM%3A&vet=10ahUKEwjOvaTgj-HgAhXhzoUKHSNKAGwQMwhiKBQwFA..i&w=260&h=280&client=firefox-b-d&bih=728&biw=1536&q=sidecar%20computer%20graphic%20sprite&ved=0ahUKEwjOvaTgj-HgAhXhzoUKHSNKAGwQMwhiKBQwFA&iact=mrc&uact=8) and here (https://www.google.com/imgres?imgurl=https%3A%2F%2Fimage.shutterstock.com%2Fimage-vector%2Fvintage-bike-sidecar-hand-drawn-450w-295755683.jpg&imgrefurl=https%3A%2F%2Fwww.shutterstock.com%2Fimage-vector%2Fvintage-bike-sidecar-hand-drawn-vector-295755683&docid=Qv1-jyTwyV7Q3M&tbnid=zS77AlnBXQIz7M%3A&vet=10ahUKEwjOvaTgj-HgAhXhzoUKHSNKAGwQMwhEKAMwAw..i&w=450&h=470&client=firefox-b-d&bih=728&biw=1536&q=sidecar%20computer%20graphic%20sprite&ved=0ahUKEwjOvaTgj-HgAhXhzoUKHSNKAGwQMwhEKAMwAw&iact=mrc&uact=8)
The Princess is only one.
Sorry, Maisha it's her name in the italian edition
One thing I always thought would be cool in xcom games, but that I don't know if its even possible to implement in OXCE: have certain missions have a kind of trigger in them, a kind of condition that once satisfied, would "unlock" a special mission on the map, that wouldn't otherwise normally spawn. Then you could, for example, do a mission with a special condition tied to a kind of switch in the map, that once activated, would give you, say, coordinates to a secret enemy base, which would then spawn as a mission on the map if you activated that trigger.
Personally, I would consider hacking a bit too 'techy' for piratez, but I guess adventure can be had in different ways.
Idea for a craft weapon.
Hyperdeath Missile (Needs Hellerium Explosives, other missiles, maybe Red Codex exclusive?)
Damage: 10000
Range: 60km
Accuracy: 255%
Reload: 100ms
Shots: 1
"The new definition of overkill. This monstrosity is guaranteed to obliterate any craft we fire it at, no matter how big it is. It leaves behind nothing to salvage, but if you really, really, REALLY need an enemy vessel destroyed, then this is what you want. The range is too short for the attacking craft to escape the blast radius, so they are destroyed as well."
Idea for a craft weapon.
Hyperdeath Missile (Needs Hellerium Explosives, other missiles, maybe Red Codex exclusive?)
Damage: 10000
Range: 60km
Accuracy: 255%
Reload: 100ms
Shots: 1
"The new definition of overkill. This monstrosity is guaranteed to obliterate any craft we fire it at, no matter how big it is. It leaves behind nothing to salvage, but if you really, really, REALLY need an enemy vessel destroyed, then this is what you want. The range is too short for the attacking craft to escape the blast radius, so they are destroyed as well."
While you do have a point about the relative availability of materials, the gyro autogun is not total outclassed by the smartgun, it might not get as much damage, but it is both more accurate(65%/70% vs 60%/60%) and longer base range in both snap and auto modes(22/22 vs 20/15), as well as marginally faster to fire.
The last upgrade of the autogun does have one unique ammo and in the right hands is one of the highest accuracy multi shot snap/rapid fire style guns.
Great ideas, now get to work! (or wait years until I have the time to do it myself, that is) ;)I wouldn't even know where to start.
You could instead duplicate the entirety of SS current mentions/objects/strings with "nicer" title, and then have only one batch presented. But that means duplicating and editing hundreds of references and strings for cosmetic impact. Most of these items are hand made one at a time.
Too Microsoft. :P
Hmm, a new uniform for your pirate, a US Marine based uniform of stylish blue, and getting Melee Shoot and STA bonus, so I can have my sabre armed marines charge a poor sucker and plunge it into his chest.
Designer Pets (requires Broken Church Beastmaster)
"In addition to the creation of genetically engineered monsters, the Church also partakes in the breeding of exotic pets, both as gifts to it's high ranking members, and to be sold for a pretty penny. The Beastmaster politely instructed us on how we could do so ourselves, but we need both Medical facilities and vacant beast storage to do so. Gestation takes some time, and no matter what creature we breed, we always get a litter of six new units upon project completion. All creatures are statistically superior to their more common equivalents, and have additional psionic abilities."
Leads to Designer Dog, Exotic Bird, Majestic Cat
Designer Dog
"The best traits of both a Blood Hound and Guard Dog rolled into one, with a supersonic bark that damages armor and causes enemies to panic."
Exotic Bird
"A majestic flying creature. Has incredible vision, even at night, and can detect enemies through walls to some extent. NV:30, Sense:6"
Majestic Cat
"The most beautiful pussy that ever lived. It's can boost the morale of multiple soldiers at once, and it's claw attacks ignore 90% of enemy armor.
Majestic Pussy'foot Cat
"The most beautiful (*pussyfoot*) pussy that ever lived. It's can boost the morale of multiple soldiers at once, and it's claw attacks ignore 90% of enemy armor.
Majestic Pussy'foot Cat
"The most beautiful (*pussyfoot*) pussy that ever lived. It's can boost the morale of multiple soldiers at once, and it's claw attacks ignore 90% of enemy armor.
If you want OP units just make them yourselfes.
Btw, there is no such thing as a critical hit in X-COM.
Lore wise, is it something stablished on the moon? Some lunar missions can be cool.Humanists hidden bases are sure to be hidden on the dark side of the moon and somewhere in what have been called Argentina centuries ago.
Seconding that its a bit weird having male soldiers still called "slave soldiers" even on the "Boyz" path.Boys don't have this sweet abbreviation:
Uh, I honestly hope you're joking on not getting the symbol. Here's a hint, it tends to be linked to an iron eagle or a canted oddly shaped cross. Also skulls.
Just can't tell with some people.
On a note of things I'd like to someday see in here, high tech pirate gear could be fun, we're supposed to be space pirates, right? So why do we go away from the outfit so quickly? :'(
Uh, I honestly hope you're joking on not getting the symbol. Here's a hint, it tends to be linked to an iron eagle or a canted oddly shaped cross. Also skulls.
Please, any chances to use that Preceptor Apollyon's AKMS in the mod to replace the curresnt sprite for homefront rifle? (clik) (https://openxcom.org/forum/index.php/topic,7378.msg117262.html#msg117262)
^^^ bleh!, well, let we just want Maetel (..well, or Miimey, too) in x-Piratez game :o :P
It's not really about "too easy" or "challenge stuff" and more about research progression. In short, you begin your study and only after a while will you learn about the things that you already have and which by then you don’t need anymore, since you already get an more cool staff (you start building a scooter already having a car).
That is even worse. We already have a story in place. (You are a group of escaped experiments which stole an airbus and found a base prepared by mysterious benefactors) While I can understand gameplay taking precedence in front of story, I cannot understand another story taking precedence in front of the existing one.
Just a little explanation(destruction during landing, lack of fuel, lack of spare parts for repair), the story doesn’t change for the most part.
There is a little suggestion(it not hard to implement possibly) to do early game more smoother and challenging, by removing a high-tech(which are much deeper in the research tree) and op things that are available from the very beginning, like;
- AIRBUS. shooting enemies without leaving the ship, that familiar to all fans of the original legal cheat, which allows you to do quite hard mission from the very beginning, first transport should be EXPEDITION...then player research BIKES or TRUCK(if chose SS-tech line) then Contacts: Car Thieves. So you can feel early tech progression.
- Prison Cells. Academy personal is too big source of money early on which allows you to rush gameplay very quickly and makes a lot of early tools\production\research is kind of meh. plus random tech is a feature that makes research progress not smooth at the beginning(fine in later on).
- TOOLS (Parrot, Flintlock wpn, Black Powder Bomb, Assault Cannon and Mini Cannon). The things that you get at the beginning are limited to those you found at the base (pic). Again, removing it gives a sense of progression and you still get them anyway through a couple of missions or through research for the next month, but it be you job.
- Hi-Res Radar (optional). you can still scan with the EXPEDITION non stop, but you will not be overloaded with messages about flying vehicles, which you still can’t do anything by most.
..
Or not being able to shoot in Doom for first few levels.
..
As was said earlier, it is possible to sell the airbus on day one. But some other means of getting to missions would have to be in place.Did i miss something? Because as far as I know, when an craft is directed on a mission, it cannot disappear. In my test walkthrough I got 3 missions in the first month fist was brothel than 2 watch towers, dropped more, but I missed them due to team injuries(and keep in mind that it just took me a while to investigate the expedition) so it was not so difficult.
As it stands, the first "transport" available after 4 researches is the Expedition with speed only 75. I am not sure which missions do or do not dissapear even when targeted, but you those disappearing will be unreachable and you are not going catch any hostile shipping.
Next up are Bikes with speed 225 after 6 researches. You could catch something with those.
So if you start without transport, you will be unable to do any missions for at least 10 days and entirely unable to catch up to shipping until you get a faster transport.
@alex-g ..well, as i understand it, (if i get it right), you want slowier tech. progession, humbl´ier, modest advance in techs research, and overall progress..
yap, similar as like in Doom (or any action-shooting, tactical /strategic game..) the player would, SHOULD be start-ing at first, in first few missions, only with - just & only with 1small knife..
Like i say before yes, I know, I tried and there is nothing to worry about (there is no disagreement with the intro because start tools and base layout not described and by the way it more consistent you are not a pirate at first, you become them after a "call a meeting" and there’s no some sort of punishing difficulty also). But i get it. It diverges from your vision of an early game, thanks for the answer.
In short, your propositions do not make a iota of sense. You want different game, not mine. Also, do I need to say that...
A) you can sell the airbus or save-edit it into Expedition;
B) you can dismantle the prison;
C) you can sell all the weapons;
D) you can dismantle the radar.
Here - you have the game you want now. Nice and easy, man :)
Guys you did not read carefully, of course i tested it all(so I know that I can do it myself one way or another).I know for sure that the race mission given by Jack does dissapear even when targetted, I do not know any other. But it proves they can exist.
Did i miss something? Because as far as I know, when an craft is directed on a mission, it cannot disappear. In my test walkthrough I got 3 missions in the first month fist was brothel than 2 watch towers, dropped more, but I missed them due to team injuries(and keep in mind that it just took me a while to investigate the expedition) so it was not so difficult.
There is a question, I played without prison, but still got the runaway gal after the mission with a brothel, this is a bug?
Some more would be nasty anyway; for example i was thinking of a prison assault mission, just thinking :)
Another interesting addictions may ba an handgonne (https://en.wikipedia.org/wiki/Hand_cannon) and a fire lance (https://en.wikipedia.org/wiki/Fire_lance)? These may be manufactured after having completed the researchtopic "primitive weapons". As for balance, musket and flintlock pistols may become avaiable afrer havin research "Contract: merchants" (therefore should be removed from bootypedia at the start of the game) as well as the hand cannon, blunderbuss and boarding gun, avaiable after the topic "bigger guns" Maybe is too much work to do, so take it as you want, folks :)
This already exists, but for some reason it's called harquebus. The sprite is clearly a bayonetted handgonne though. You can use WP flintlock balls to basically have a fire lance.
What's on that landmass maybe would be different(hell we have desert expansion/contraction measured in feet per year in some places right now), but again probably not significant at the scale we use. Even at closest zoom we are talking 10s of miles per pixel.
. As for balance, musket and flintlock pistols may become avaiable afrer havin research "Contract: merchants" (therefore should be removed from bootypedia at the start of the game) as well as the hand cannon, blunderbuss and boarding gun, avaiable after the topic "bigger guns"
That will never happen, it would be ridiculous to push these basic weapons further out.
Ok. I've also noticed that when ground assaulting academy vehicles, 99% of time i encunter only airbuses, rarely the ambulance one. Please may the latter may land more frequently and and for some more long time?Academy airbuses only show up for like the first month. I didn't even know ambulances COULD land, but since it only has a small engine there's no damage to the structure of the ship if you shoot it down. Their main purpose is to force relatively easy early game hideout defenses from what I can tell.
I have no idea if it's feasible, but I thought it would be nice to have a way to know directly in the tactical phase if an enemy is unknown or if it has already been dissected or if there would still be some things that an interrogation could bring for research.
I would have put that somewhere in the inventory page, the one you access when you click on the middle button on an enemy.
I'm sorry if this is too twisted a request and thanks in advance.
Ok. I've also noticed that when ground assaulting academy vehicles, 99% of time i encunter only airbuses, rarely the ambulance one. Please may the latter may land more frequently and and for some more long time?
As for gunshots, please pay a look here:
https://it.audioblocks.com/royalty-free-audio/gunshot?search-origin=search_bar
usuful site for other sound effetcs and music. Moreover, to complete the ol' firearms family how about an ol' machinegun?
A couple of candidates here, a 1917 vickers machine gun, or a lewis gun, i happen to prefer the latter
Attributes suggestd: buyable at black market after unlucking the merchants. Damage 36 weight 14
Rifing sound: https://it.audioblocks.com/stock-audio/machine-gun-vickers-single-shot-close-perspective-rlz8de6huvsk0wxw0er.html
Edit: after unlocking "contracts: fuso" a new weapon may become avaiable to buy at the market:the Jezail musket!
https://en.wikipedia.org/wiki/Jezail
litgher and less powerful (damage 35) than a flintlock one, but has more range?
No.
Those ambulances are also your only way to get to Dr. X. If somehow they all miss your hideout and never do a hideout assault, you'll have to work towards getting craft weaponry to shoot them down and salvage them.
There is a light machinegun in the game already, which serves a similar role.
Not a bad idea, but it would require a whole new type of ammunition, also I don't have a sprite. That means lots of work for a weapon that has no feasible niche - what enemies would use these? Ninjas maybe? Hard to say.
Don't know if modify the current flintlock musket may be a good compromise, as for ammo just use the same flintlock balls sprite? Only a bit smaller :) yep ninjas may use these instead of regular musket
Too similar would be confusing, also "modify current musket" still means "new sprite" I don't have.
That's not a sprite, sprites are 32x48 max, 256 colors xcom palette.
You can activate "custom starting base" layout in options.
Obviously i know, i mean havin one already premade may be more comfortable
I'd like some ways to turn brainers into soldiers
Also, Dear Dioxine and Solarius, how about to use the hangar pic sames as robin's "from the apocalypse" mod? Screenshot here:
https://openxcom.org/forum/index.php/topic,3319.msg120562.html#msg120562
Also, may we getin xpiratez only one starting hangar and a new custom base layout, similar to the one in openxcom files? (see here: https://openxcom.org/forum/index.php/topic,4595.msg120555.html#msg120555)
new_civilian has provided also some excellent sounds for some firearms, here: https://openxcom.org/forum/index.php/topic,7646.0.html
Piratez uses still the vanilla base layout from 1994!! May be supposed to some sort of tribute (an ancient base survived over centuries...) but some more customization would be nice and wellcome :)
I'd like some ways to turn brainers into soldiers, since we already have ways to turn potential soldiers (escaped lunatics) into brainers, altough you'd be hard pressed to turn a valuable brainer into something that can get killed, unless that one soldier type happens to be particulary interesting or powerful.
Some ideas that may be worth exploring:
Hybrids have a slightly better accuracy cap than gals. This could be raised a lot higher to create a new role for them on the battlefield: the glass cannon.
In the meantime, may be fun to have some piratre wardrobe upgrade avaiable after some research at the beginning of the game, care for some buccaneer suits?
1) Who would use $200k susbstandard soldiers?
Idiots, obviosly. Do you now deny the choice to be an idiot to the player?
Seriously, I'm half in favor of putting scientists and engineers (and slaves and whoever else) as civilians onto the base defense maps so that they can get in the way, get shot up uselessly and have a chance to be a meat shield.
Yes, but it misses my second (and the actually mattering) point.
The problem is quantum wave collapse.
Problem: you got 3 original brainers (ubers) and you got 1 Gnome whom you turned into a Brainer as well.
Question: What should be the output race of Brainer -> soldier?
Short answer: no one cares.
Short answer: no one cares. It's brainer->civilian, not brainer->soldier; the only thing worth tracking is number of civilians lost so that number of brainers/engis can be removed from the base after the battle. But it's tracked already.
Long answer: why, 3 ubers and 1 gnome, we're tracking this stuff. If we're not, see above.
I do care; handwaving like that does not work on me. If your answer to my arguments comes down to "shut up" we have nothing to talk about (and no, we're NOT tracking this stuff).
Also, frankly, the idea with brainers and workers running around the base is not to my liking. Slaves, maybe, but this can be done with the current tools.
The problem is quantum wave collapse.
Problem: you got 3 original brainers (ubers) and you got 1 Gnome whom you turned into a Brainer as well.
Question: What should be the output race of Brainer -> soldier?
..and i want Yennefer, as playable char.!
(amybe, triss too :p ;D)
:DDD :D) :) :) :p :p :P ;P
Pirates don't do public executions or trials. There's other institutions for that, historically.
Pirates don't do public executions or trials. There's other institutions for that, historically.
Historically pirates had enough authority to commit public executions and much more.
As forteenagemutantninjapirateturtlesubers present in the mod they are proxy militant force which are paid for hostile actions towards major powers. There is some "t-word" identifying similar organisations in reality and, yes, they do perform public executions both historically and nowadays.
I'm not sure about currently present "robbery" logic but executions of hostages for infamy gain seems quite legit for me.
All it takes is to pick a random gal, change her appearance to something matching and changing her name. BOOM! Ready.
..it all reminds me, - i kust got 1idea for a new type of mission - kidnapp, (or kill), one or more "person(s) of interest - any top-scientist working for enemy, or some (corrupted) politician, oligarch, /businessman collaborating with enemy, bad, dark side, or such, etc etc..
It'd be cool if we could do something with beastmen megapol captives. You can turn wolfmen into slaves, and then into slave soldiers, but they just turn into humans. I'm not much of a furry person (brrrr), but it'd be cool if we could turn them into werewolves through the workshop after you research the necessary stuff, maybe combat drugs and zombie juice.
I'd love to see te ability to make a combination of werewolf in wolfman armor (or parts of one). Even with their innate regeneration and large healthpool, werewolves are a bit too squishy for my tastes. Strapping at least some armor to one should not be that hard.
While I wouldn't mind some armor on my werewolves I think they are in a pretty good place. Just hide them in a corner when they are wounded. Shotguns and autofire can make short work of them, but that is to be expected.
Whatever happened to needing silver to take them out?
Three things I'd like to see in x-piratez, assuming they don't break too much stuff.
1. A mid-late game tech that lets you buy a super expensive accessory you can carry into battle that gives a sense 1-2.
My preferred strategy for mansion missions used to be to rush "ye old magic store" so I could give my gals acolyte robes and use the sense 3 stat to make it go faster. Now that takes weirdgals which I'm a bit more hesitant on.
I get that aye-phones exist but the real use for sense was telling you if you missed a unit above or below you.
2. A condemnation for a each mission a gal gets mind controlled. It doesn't need to give stats or anything, it's mostly a way to remind forgetful commanders which unit got mind controlled so they can switched to base defense duty.
3. The ability to set the scroll wheel to increase by increments of five as opposed to 10. This would mean I'd have to scroll a bit more but it would be a lot more granular.
Have you seen the Humanists' signature craft (Hanabu)? I think you can't get more nazi than that.
Actually no probably i overlooked it, if you would provide some screenshots i'd be very thankful :) but some more themed ships would be nice anyways 8)
The Humanists are a minor faction, so they wouldn't have that many ressources to build their own ships. I think they are fine with the Hanabu.
On the other hand, the bandits have quite a few unique ships. Hmm
How many other unique ships are there? Not counting those "independent" factions that don't use regular ships at all, like smugglers and ninjas.
Silver Towers
Science Ship
Viper Fighter
Dominator? I don't think I ever saw one used by any other faction but Eridians.
Freighter, in a way.
Shrine Ship
It is late, I probably forgot some. :D
would be nice to see some more "lawmen": by now we have only military police: how about a "guild marshall" the equivalent of the team leadr but employed as a head of the escort troop in a vessel, or a "megapol sheriff" who leads small squads in megapol vans or cars?Aside from military police govts deploy
Highly paid and extremely skilled operatives, employed by Megapol to lead manhunts. Sometimes they command whole hordes of Beastmen, but more often they work alone.
3) a nice and eraly mission - variant of the stranded government agent - where player have to kill/kidnap a lawyer/diplomat or bettter yet congressman, and might be some dplomatic consequaences ruining relatinships between countries, and be good for player infamy
and btw. - for locknarrs villages and small towns - better term, title would be *chieftain (for villages) , or warlord, or ( "starosta" ) - for small ~~ medium size (countryside, rural) towns
and 4 city - ( :primator: )
Saw this cool thing on the 40k forums, would be a nice addition to the random nature of troops in xpiratez - random stats
https://openxcom.org/forum/index.php?topic=7416.0
I would love to see boarding. Launch a missile from a craft with a low speed high reload time which on hit "destroys" or "forces a landing", while still being in the air (blue tiles to represent air, I dunni). Mission could have a strict time limit and it could only really work with larger craft I suppose. Failing that a boarding pod launched from a base.
Its more like randomised stats cap, not stats in itself.
I belive that Piratez have something like that in form of Freak Gals that can have starting stats that greatly exceed stat cap.
This is more of a mod design policy, than a new feature.
Also a Bodeo Model 1889 (https://en.wikipedia.org/wiki/Bodeo_Model_1889) would be a nice reference to dylan dog (http://[url=https://en.wikipedia.org/wiki/Dylan_Dog) (it's the gun used by the charachter, if you like comics) maybe modify a little the six-shooter sprite, don't know whether another name might be chosen :)
@JustYheDude: wow thanks!!! :-*
* For humsnists how about an FG-42 (https://en.wikipedia.org/wiki/FG_42) (also featured in 2001' "Return to Castle Wolfenstein") and a Sturmgewehr 44 (https://en.wikipedia.org/wiki/StG_44) or 45 (https://en.wikipedia.org/wiki/StG_45) (the latter a bit more common/known) the fg might be done by modifying the current auto rifle sprite and the StG the homefront rifle, the former might be used by another kind of unit (hilumanist assault trooper) or by common soldiers, while the latter by military police. Other small alternative may be an MP 3008 (https://en.wikipedia.org/wiki/MP_3008) and a Volkssturmgewehr (https://en.wikipedia.org/wiki/Volkssturmgewehr). Krueger and magneto-plasma gun might be used only by leaders and instructors then?
Sky is the limit, making weapon sprites is fast and easy. Decent FG-42 if I have to say so myself.
Strumgewehr I think looks very similar to "Battle Rifle" so what is the point?
MP 3008 is appearance isn't much different from STEN besides vertical magazine port and Volkssturmgewehr looks like a nice piece of easy to sprite weapon.
Thanks again! For the revolver above (https://openxcom.org/forum/index.php/topic,5821.msg127692.html#msg127692) it might be named "rusty revolver"? Sidenote: some tutorial on this forum on how to make units, and even vessels may be great
If you're going to suggest something, then please also suggest the reason why it should be in this mod.
To give you an example - why would Dioxine include the DN3D chaingun if we already have the (Doom) chaingun, AMG, LMG, Spitfire and many other autofire weapons. What role would it fit which is not already covered by existing weapons? What makes it different (other than looks)? etc.
If you're going to suggest something, then please also suggest the reason why it should be in this mod.
To give you an example - why would Dioxine include the DN3D chaingun if we already have the (Doom) chaingun, AMG, LMG, Spitfire and many other autofire weapons. What role would it fit which is not already covered by existing weapons? What makes it different (other than looks)? etc.
Some small assets or lore takes effort, so do the work yourself if you want something trivial added.
Yes, but you are the only one that wants it, so no one else will do the work.
Sailor school uniform with experience gain bonus for peasant girls. Peasant version of maid outfit would be nice too, I just don't like their default shepherd dress.
But now that we're on the topic of mostly dumb suggestions, here goes mine: add this 14 barrel flintlock (https://www.youtube.com/watch?v=ivdlcHUwaEw) to our already ridiculous roster of craftable weapons, just because it looks exactly like something the gals would want.
And yes, its a real, working gun. Good luck loading all 14 barrels though.
Seriously though, if Dioxine is ever in need of inspiration for ludicrous guns that were/are actualy real, Forgotten Weapons is the best source for that stuff. You'll find stuff from pinfire revolvers with barrels with 20 chambers, literal hand cannons that are pretty much exactly like the assault cannons, african poacher musket guns made out of iron pipes, 4 gauge punt guns, weirdly futuristic looking south african grenade launchers (https://www.youtube.com/watch?v=QHbqHx3TLBE), weird naval guns that look like gatling grenade launchers, WWI autocannons (https://www.youtube.com/watch?v=EG1DoHPAaRA), flintlock machine guns (https://www.youtube.com/watch?v=rCuVMx5h1x0), flechette rifles from the 60s (https://www.youtube.com/watch?v=qFANjlr4I9Q) etc.
A prison break mission where gals have to free someone may be a nice bounty mission.
You really need to play more and post less, this is already in the game and has been for a long time.
Any ideas on mission variety?
I'm fairly certain that castaways can be recruited as brainers. Though it could be interesting if early on the only way to recruit them was through missions, it would seriously slow down the early game, which would need rebalancing a lot of things.
Would be nice to rescue brainers in a same way as castaway gals. Сould be runaway brainer willing to join your ranks for example.
Personally I would prefer this more than just buying brainers like common supply from the very start of the game.
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Edit: Found out that the positions that trigger the gas are the sides of the black and yellow squared stripes tiles, correct me if i am wrong, it's cool it might be activated also from the inside!
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I'd like to see you mod one up and decide if you like it first. :)
By the way isn't there a door near there just 1 level up?
I'd like to see the kraken equipped with anotjer dorr ot its left side, as highlighted in the attached screenshot 8)
I'd like to see the kraken equipped with anotjer dorr ot its left side, as highlighted in the attached screenshot 8)
As for Raiders, would be nice to have the chance to manufacture the Raider Boss armor once researched, as L2 it is only capturable and wearable.
Or at least gal may make a custom version of their own, named mistress armor, don't know whether the name is already used in the mod
Militia has exp gain if I remember correctly. Maid outfit for peasants just waits for you to sprite it.
I'd like to see some kind of mission demolition derby alike (https://en.wikipedia.org/wiki/Demolition_derby) where only vehicles are allowed, and the goal is to destory the enemy!
Actually, this is a fun idea and it seems to fit the design.
Thanks for #2, it helps greatly. But now I have more suggestions about just that.
With plain MMB it's seemingly random if it goes to BP or TT (tech tree), depending on item. At least I can't make any sense outta the rule. Wouldn't it be more useful if it goes BP by default in all cases except if it isn't researched yet. If TT comes up it'd be easy to tell what to prioritize. As a newbie the most important part in Fence section is figuring out what is crap and what is worth to keep quickly and since done often reducing clicks is of high interest. Seems beneficial to put extra CTRL requirement exclusively on forcing TT even if BP entry exists (already researched). TT, for me aka newbie, is far less used option in Fence screen. If there is a reasoning behind how it currently works, I suggest making user option between how MMB and Ctrl+MMB behave (BP or TT).
if (TT topic exists AND NOT ctrl_Is_Pressed)
{
show TT
}
else
{
show BP
}
The (mega) annoying part is specific case in manufacture screen. Specific but frequently used. By default when you scroll down and MMB an item somewhere in the middle of a huge list, then AYE yourself out - list remains scrolled where you left it. BUT if you do that after changing CATEGORY drop-down, scroll down to inspect and exit - you will lose some hair every time as it puts you back into "All Items" listing while of course resting the darn scroll position as sugar on top. Can it be made to it remembers scroll position for selected CATEGORY, at least until you exit production screen? I see that when it throws you back, All Items list is moved by same amount of lines you scrolled in specific category. May be worth a look.
Not fixed :)
In L5 there are a couple of new startin mission, the "haunted forest" and, well that's not strictly a mission, the ability to intercept necropirates riding a farm ran ny uber gals which if we save might recruit 8)
I like talso ddiction that you cold recruit damsels, thouth these should be a bit more skilled than peasants, would like to see a couple of specific armors for them too, for instance some here...
If youy wanna be very fussy about it, better the damsel have their own kind of armor, 3 or 4 would be more than enough, better named after noble titles, like "dukess" and so on.. maybe in later version, who knows
It could clash with pirate titles, though, since many are noble titles.
I personally think "Renaissance jobs" would fit, like scribe, merchant etc. But I'm not confident enough about this idea yet. :)
Damsels are burgeoisie, not nobility.
Well, there is a bardiche :)
stuff I'd like to see in this mod:
- more master-crafted weapons, and upgrades for those that exist (commando rifle +), special ammo types for those weapons (emp, stun, electrical, bio, mind, ...) -master-crafted weapon parts are hard to come by, and losing them or their products is hardly game-breaking...
- more freighter-type raids for rare parts. this is done well with gold freighters. right now i'm bottlenecked by magischen motors, which could be a good start for raiding to thrive.
I didn't say it was released, I said it was fixed.The waiting is killin me. Thanks for fixing it! :)
It will be released with the next OXCE version.
Could you also make it so the right box stays on selected category too, in this case too?
There, fixed the requested parts. Seemingly done with this one - but feel free to contact if you feel adjustments are needed, or change the sprites yourself as you wish. I'll contribute more stuff as time permits; how about a heavy HK enemy bot that's supposed to be research prerequisite to this thing?
And as of enemies, I've been wondering what do you consider in need of update the most.
Magic vs. technology: Lmao. "Magic" and ultratech is one and the same.
Throwing out a mission concept:
!Gnomes und Pantzu...err...!
I don't dream up enemies which I cannot produce
I love the idea... and also I came up with a gnome-only puzzle mission you need to complete to get access to this one. However, if someone submits some sort of cute tank that can be used as enemy in the proposed mission (chibi Sherman or really, whatever looks nice enough), that will drastically improve the chances of it happening :)
Your not wrong Gijoe, but there is a bit of game balance at work here. That particular encounter is very much part of the tutorial stage of the game, Necros are the first fight that the gals don't outclass by a hilarious margin aside from RNG zombies.
It exists to teach you to fight on somewhat even terms(Maybe even a little behind), with a big potential reward as the carrot. Trust me if there where not 3 gals on the table the table everyone would nope out and never take the risk. A previous iteration of the same encounter was deemed unplayable by the masochistic sect of the community that plays on Jack Sparrow :P
why do not add a nailgun,
There are already TWO types of UAC nailgun in the game. I guess you haven't come across them yet.
Yes sir, my interest decreased after i came across some bugs here (https://openxcom.org/forum/index.php/topic,4058.msg134873.html#msg134873). Please mat someine post a couple of screenshots, just for curiosity's sake?
Well is the mod compete yet? I mean there is load of things, mybe is coming the time for a final relase i think. Also because the more stuff gonna be added the more bugs will appear...
Freshness drain (bit of a problem with endgame armors) can only be offset with El Cigar afaik so it would synergize well with food heal. On its own Cigar's -6HP is worse than -25 freshness because both take around 2-3 days to recover but injured soldiers cannot pilot vessels. Resulting in Cigar being pointless, or at least figuring out its usage difficult. Not to mention all this Freshness juggle takes armor inventory space which to me is reason enough to ease the penalties and/or increase positive effects.Death Sticks for freshness synergizes with Vampiric Swords, you don't care about minor health loss when you're just gonna steal it back from someone else and end the mission with full HP. But you didn't choose Red, so maybe you want to go home and rethink your life.
ha!
....(what about) Spice - Mélangé ? haha!
yap, that Spice
(..it would restores freshness, and also few other (spectacularä) effect too, just like in movie(s),/books - little or more clayrvoyance ( = reactions, and PSI,/magicäs) , longevitate, health, etc..
Thats right
Canny/Necropirate Pogroms
"Its whats for dinner" ™
Hmm, could be exotic drop from Nomads (https://www.xpiratez.wtf/en-US##STR_HUMAN_NOMAD), that already seem to be inspired by dune's Fremen. Nomads spawn very rarely so them dropping something that powerful would not unbalance the game, but would be nice homage to Frank Herbert's work.
Unrelated to that i want Nubirans, a.k.a. floaters in the game. IDK why we already dont have them as vanilla game has models for them.
JELLYFISH (https://www.xpiratez.wtf/en-US##STR_SAPPHIRE_JELLYFISH) needs rework.
You mean Jellyfish, the allegedly most OP craft used for "the ultimate defence strategy"? :D
(Well, according to some people. Never used it in my life.)
Do people really say that? They must know something I missed. I find shadowbat far superior. Even snake is more useful as interceptor and safer to deeply in. Only thing Jellyfish has going for it is that special weapon one gal imprisoned on top of it can use. Otherwise it is slow, can deploy only 6 gals, cant use axsilia, and worst of it is fill is full of deadly holes that kill your gals.
I say Jellyfish is jellyshit! Anyone prove me wrong! :P
Do people really say that? They must know something I missed. I find shadowbat far superior. Even snake is more useful as interceptor and safer to deeply in. Only thing Jellyfish has going for it is that special weapon one gal imprisoned on top of it can use. Otherwise it is slow, can deploy only 6 gals, cant use axsilia, and worst of it is fill is full of deadly holes that kill your gals.
I say Jellyfish is jellyshit! Anyone prove me wrong! :P
Quite the interesting idea. i like it.
They are good ideas when it comes to concept, the rescue idea in particular has come up many times over the years. But we are dealing with only a modest hobbyist expansion on the capabilities of a now 27 year old engine. Alot of good things we could want it to do, but it can't in the present form.
I have to disagree on utility of carbon armor. That thing has plasma damage modifier of 50%, and that fact alone makes it worth the effort as plasma is most frequent and most dangerous damage type in late game.Yes, but Chainmail already comes close to that with the (S) version having 60%, while NOT being vulnerable to the resulting secondary fire. This hardly matters, anyway. Even at 50%, from the front, a plasma rifle will still pen. This means you don't have adequate protection anyway and will still be using the standard methods.
Other advantage of carbon armor is that it has good night vision an thermal vision, has no TU penalties (i acutely avoid using power armor on my best gals as I hate TU penalties on anything I use for melee)No +TU modifier *IS* a TU penalty.
and is simple to produce as it has only chemicals, life support and optronic parts as components...and requires a printer, which is means you have to have fully established a printer base just to print second-string armor that only comes into being at the very end of its tier.
I use it as main armor type on my B team that i don't want to bother equipping with relay fancy and exotic armors. It is simply the best late game filler armor for cannon fodder and line grunts.I use Blitz for that role because Carbon penalizes you 30 TUs by comparison, and is easily thwarted by a waist-high fence. It does not hurt that at late game, it USED to be the primary line armor, so it has already been produced in abundance and is now being partially phased out in favor of Assault and Annihilator (but never entirely, it's just that good).
Chainmail already comes close...
and requires a printer,
I use Blitz for that role because Carbon penalizes you 30 TUs by comparison
Snip
as the AI doesn't have to pay TU costs for actually pulling a grenade out of his inventory and can use it with no hands.
Snip
Guys! I was thinking about "Carbon Armor" and I was like "Hmmm...". Maybe it would be better to have this technology a little bit earlier in the game and being easier to produce, because when I researched it I already had power armor tech and I was like "ehh, ok", but maybe I did something wrong in research order.
Also human version of that armor would be much more useful, especially for secret missions and if it will be available earlier in the game.
Mission idea:
"assault on a Megapol precinct"
a Megapol outpost in a city, with Megapol cops and dogs guarding some weapons and some unconscious prisoners , kept in the cells after a recent roundup
What do you think? I know it's not groundbreaking, but i wanted to give a minimal contribute
While the AI does ignore hands being filled, it does Not ignore tu costs.I was explicitly told that the AI completely ignores the extremely large TU costs involved in moving a grenade from your inventory to your hand before you throw it, which makes it practically a free-to-use weapon the AI can spam quite recklessly, and he does. If you try to do this, it will eat up so many TUs that you won't be able to actually move into throwing position to actually use it, to the point where it's cheaper to do crazy unrealistic antics like "grenade relay" than to just pull the pin and throw the grenade like a normal person.
But carbon is still better in pretty much all aspects, NV, spot, mass, inventory, TU...Better than what, Chainmail? Sure, and it damn well should be considering its MUCH higher prerequisites and tech level, being that it's practically at the end of T2 tech.
Why would you not have printers in late game, just for sake of runt workspace if for no other reasons? I have one in something like half of my bases.Yes, and they're all very BUSY bases.
Yes Blitz is better, and I use them if i have them hanging around, but they are hassle to make, require entire chain of prerequisite armors.It is mildly more complicated, but on the other hand, those prerequisite armors are things you already need to be churning out, or would be acquiring en-masse as loot. Swiftsuit production is needed to produce Drone Herders anyway.
I was explicitly told that the AI completely ignores the extremely large TU costs involved in moving a grenade from your inventory to your hand before you throw it
snip
The AI? No such limitations, because he can freely teleport the grenade to his hands, he ignores the 30+ TU costs involved in putting your gun away, using the grenade, and then putting your gun back.
snip
While it is true that the AI ignores the steps to juggle items(drop held item to ground 2tu, pickup item from ground 14 tu) it still pays the TU tax normally associated with passing an object from belt/backpack/ect to a hand, even when said hand is filled. This is usually where the misinformation stems from, what steps are skipped.You sure of this? Because even with the TU levels on a Gal, or even a Syn, I find it nearly impossible to pull a grenade out, prime it, and then move into position and throw it. One of these steps usually has to be skipped, and it seems like the AI is skipping the "pull the grenade out" step, because he's totally visibly moving, presumably priming, and throwing.
You will see rather alot thrown sometimes because the AI retains spotted units tile location over several turns even when they move. So between spotter/sniper and multi turn knowledge of your position it can certainly appear to be throwing more then it should.Yeah, that's not it, because players have all these abilities also,
Yes the AI does cheat, but it's to cover for the fact that inventory management code does not exist and would be needless overhead quite frequently. Most of the time an AI never reloads its gun before it diesWell, if he actually paid the costs of doing it, then it would effectively exist, but yes.
and the majority of foes don't have any grenades at all.The sheer number of looted grenades I have would seem to disagree, unless you're counting civilians (and even some of THOSE have grenades) and animals, but those are more targets than foes. Pretty much every military-grade opponent has them.
You sure of this? Because even with the TU levels on a Gal, or even a Syn, I find it nearly impossible to pull a grenade out, prime it, and then move into position and throw it. One of these steps usually has to be skipped, and it seems like the AI is skipping the "pull the grenade out" step, because he's totally visibly moving, presumably priming, and throwing.Depends on the exact location of the grenade in one's inventory. Different locations in one's inventory pay different TU costs. If you're pulling a grenade out of your backpack that will take a lot more TU than taking it out of your belt. Your belt is only 6 TUs and your backpack is like 20. It's totally possible to prime and throw a grenade and still have the time units to move some.
Siberia Base bring back the Landing Craft.I don't think the presence of a landing craft or not makes any difference, because landing craft don't exactly have lockable doors, nor is there generally anything on the surface where the landing craft would provide cover from. As such, this is just going to cost you an extra turn trying to navigate your way out through the maze of most landing craft.
The loot pile must be protected and it makes no sense to walk onto site - when a fast dust down and deployment has the proper shock value.
To compensate... starting at about turn 4-6 humanists start firing Mortars indescriminantly at the bare tundra surface from offsite (timed invisible bombs). Make it 3-5 per turn. They can even tend to be centered near the ship area and anywhere strategic, as if circular error probable they drifted off target from a few kilometers away.It's a SECRET base. The base would be really obvious if there was a bunch of artillery bases surrounding it.
Equipping Baby Nukes/DC launchers on the Stormtroopers is useless and turns them into baby-nuke-givers. In the locations they're encountered ive noticed they'll rarely if ever fire them, and at the bunker entrance that guy usually just vaporizes himself (its also too easy to just mortar the dude or hellerium grenade him). Underground the Arcing weapons dont work so well either so even a Panzerfaust probably wouldn't do the job.Honestly, giving nukes to the AI is an exercise in either hilarity or frustration in pretty much every scenario. In a situation where one of them spawns in a position to instantly kill you if you try to even move, so you immediately lose the game regardless of what you do, it's purely frustrating, but in nearly every other situation, it's just hilarious, because the AI invariably causes more damage to itself than to you. There is NO scenario I have ever encountered where the AI equipping a nuke posed a legitimate, non-instant-turn-1 kill threat that didn't involve it obliterating itself in the process. The AI just can't use these.
I don't think the presence of a landing craft or not makes any differenceIt also makes your loot pile harder to reach in many cases, and im okay with that. And for some crafts it will provide Cover against random gunfire.
It's a SECRET base. The base would be really obvious if there was a bunch of artillery bases surrounding it.
Armor suggestions are good to have, but the bottleneck is appropriate art assets, and the man hours to produce them. Each armor is needs a pedia image, a paper doll for inventory screen, and the battle sprites. All crafted in a frankly tiny number of pixels, cause even with the additions of scaling and filters, the base assets are confined to the original vanilla 320x240 format.
If you really want to see a new armor or armor line, it's vastly more likely to happen, if you pitch some hours of pixel tweaking yourself. If you are that sort of interested join the discord for pointers. Almost every half decent submission of assets over the years has been used in some form.
I'd like it if Ninja Badge wasn't restricted to only hand and hat slots. They don't provide any bonuses so there's no need for the restriction.
Wearing your hitai-ate on your arm, so edgy! Must be a Uchiha custom. ;D
This is more a base game issue i guess, but i would like to be able to sort items on the forced sell screen (when you end a mission and have more loot than your stores can hold), similarly to how you already can on the "vaults" screen.
I often find myself guessing what item takes how much space to find out what to get rid of first, and you can't leave the screen without selling/transferring first(so can't check "vaults").
Tip for in-meantime: the biggest offenders are usually soylent, smelly rags, and demon corpses, so check for those first.
Sorting in Sell and Transfer GUIs
Use hotkeys while selecting something from a combobox on the top left
1. ctrl: by total size desc
2. shift+ctrl: by unit size desc
3. alt: by total value/price/cost desc
4. shift+alt: by unit value/price/cost desc
5. nothing: by listOrder asc
Allow research dummy research (just for research points). (PS: I last played the game maybe half a year ago)
In some of my games, after researching all available researches (example unable to proceed with research until I obtain some items that open up other research path), I lost the games due to 2 consecutive months of negative scores. When I have no more available research, I will try to score more in combat to make up for it. But usually after a few months, most of my main squads are injured and resting and thus I will lose the game as it can't continue on for long without research point to help counter the increased enemy activities score
It would be really cool Quality-of-life upgrade if when you equip a weapon, it would display calculated damage for the soldier when you move cursor onto it (like it now displays ammo and weight).
it's really inconvenient to switch to excel to calculate what weapon is best for each given soldier.
Specifically, press alt while aiming it.
You don't have to aim it, you don't even need to equip it.Thanks a lot guys, it's real life changer!
Just press Alt when your cursor is over it in the inventory... just as the guy asked.
3. Literally Death Games. Death Realms' Arena.
Somehow to allow to chose difficulty of particular mission. For example procedure:
a) Earn *ticket*.
b) Workers "manufacture" it to chosen difficulty of arena
c) Brainers research it for mission in next month.
d) Difficulty from "kill 20 bandits" to "kill over9000 lobstermen and sectopods"
I admit, this made me curious. Just shooting down everything should reduce their points, while allowing a lot of lucrative grpund missions.
I have no idea how you can both run out of research and not be able to shoot enough down or indeed, bledd out crew and not being able to replace them.
How many bases? What month were you on?
But you can shoot the smaller planes. And to be honest a Kraken with 3xNaval guns can punch harder than you think.
Do you have a savegame? Most of the things you say make no sense to me. Higher studies a few years in?
This is unlike anythink I've heard. Usually one or two years in the game, a player will start to gather absurd scores, to the tune of 30k/month.
The only REMOTELY similar thing that I have seen is a guy who actively avoided researching new missions one year and half in.
Post the savegame here and we'll take a look. There's something rrally wrong with this situation, and I am not sure what.
Honestly just sounds like you weren't building krakens as Iazo said haha. Krakens demolish ships.
enemy craft don't always go at max speed, they frequently will slow down and just fart around. You can't very well do effective propaganda flybys at mach 7 now can you.
Give chase and wait for stuff to slow down and then you can attack them. That said yes some targets won't slow down nuff for a kraken to play. But the more you can get a chance at the more earnings you get, the more earnings the more toys to get more opportunities.
Almost the whole mod is about pushing what you can do now that little bit extra to get something better, and repeating the cycle. The air game is no different.
There's also a trick regarding hunter killers. You use a faster craft to bait the hunter killer into chasing them to another ship. Then they get kraked ;)
In any case, that's just how you use a kraken. High powered missiles from multiple ships works if you're less concerned with money and more with score. If you have the gauss coils to spare, lancers are best for hit and run due to the range. (viper figther: 45, lancer 65)
You also only want to use naval guns against big ships like the science vessel, against a dodgy low/unarmored ship you'd want beam lasers. Although these days beams do 50% less damage.
I want a mission of big, huge, ENORMOUS battle!
Over two hundreds of enemies, maybe wave by wave.
Why?
I think you seriously underestimate the quantity of trash weapons in this game ontherun. Behold, the evolution of the musket:
https://www.xpiratez.wtf/en-US##STR_FLINTLOCK_MUSKET
https://www.xpiratez.wtf/en-US##STR_FLINTLOCK_MUSKET_B
https://www.xpiratez.wtf/en-US##STR_HARQUEBUS
https://www.xpiratez.wtf/en-US##STR_AIR_MUSKET
That said, I can't remember the last time I bought a ramshackle rifle, there always seems to be some random junk I can use instead as loot :/
I was doing on Primal hunts for some time and it was mighty good fun.
But I feel this concept could be expanded, adding mission in "medieval world" with swords and bows and thrown axes and perhaps even "wild west world" with flintlocks and such.
Syn even nude can be a right monster, innate resists on par with end game armor, twice the base armor of a gal and innate hp regen. The base package is so good they really don't fit on the scale. There isn't really design space for much more without cranking up the end game scale to match. Maybe someday but right now no need.
Those amazing stats came at the price of mecha Musume armor, sad but understandable.Maybe, but it must be with huge penalties. Lore says that Syn can only walk, but not swim underwater. That means Syn weight a lot.
Still hope for a flying syn armor one day.
Have you tried fire arrows? They only light one tile and don't last long, and can be applied with decent precision.
Chrysalid queen – resized tank-sized chrisalid with more armour and tank-crushing claws.
For now, i really want at least one underwater HWP.
Like Underwater tank or something like that.
Don't know why or what for.
Megapol – police mech/droid http://www.theoldrobots.com/images27/ED209-2.JPG
Yes, that might be a modified sectopod sprite, i think the vanilla ufo featured something similar, i wonder f developers were inspired by the "robocop" movie (https://www.youtube.com/watch?v=iYUnp-x0SDE)
needing to make the % multiplier operations reach actual integers at distinct levels of protection...I think you mistunderstood what I'm proposing. Let me try to clarify.
enviroEffects:
- type: STR_ENVIRO_HEAT
environmentalConditions:
STR_FRIENDLY:
weaponOrAmmo: "AURA_HEAT"
Which means that if we're in an STR_ENVIRO_HEAT environment, it will trigger AURA_HEAT damage on every friendly unit at the beginning of every turn.(snip)
It would be really cool if there was additional (and differently made, i suppose) way to make such items, that would cost sum of all the components, cash and work-hours that would go into constructing all the intermediately items (heck, or even a bit more) but would save player from the bothersome multy-step process.
The most I want see an update.
that's all.