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Messages - Meridian

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7366
XPiratez / Re: Faction Elite Units
« on: July 31, 2016, 11:43:49 pm »
@ Meridian: I'll lose units to those Chryssalids, but only because I made an explicit mistake, not because a dice roll randomly decided someone should die.

You don't even believe that yourself :)

Maybe we can discuss this over beer some day, right now I see no point to continue discussing. Too much bias.

7367
XPiratez / Re: Faction Elite Units
« on: July 31, 2016, 11:34:34 pm »
What difficulty are you playing on? And I definitely don't believe you that not once have you never lost a unit or got a unit badly injured by Psi RNG; the answers to Psi up until your gals become the mental juggernaut bitch and hit them with their own pimp are not foolproof (#1 aside which requires gals with strong VD).

Playing on superhuman, or whatever it is called in piratez.

Of course I have lost some units... if I didn't lose any units I would stop playing this game!!! I am saying I didn't get randomfucked, not that piratez is the same challenge as tic-tac-toe.
Are you trying to tell me you will consistently not lose any units to your alpha chryssalids?? Don't be ridiculous.

7368
XPiratez / Re: Faction Elite Units
« on: July 31, 2016, 11:18:21 pm »
Don't believe you about what?

Nothing of what you said has a 100% success rate. I know about all of the counters, I used all of the counters to damage control up until the point where I could just brute force my way past caring about Psi (outside of close proximity to a Provost). Ultimately you still get randomfucked.

Don't believe me that those options I gave you work... sorry if my English is too broken.

OK, so how do you explain the fact that I didn't get randomfucked even a single time yet? Is RNG always rolling in my favour? Is that what you are trying to tell me?

7369
XPiratez / Re: Faction Elite Units
« on: July 31, 2016, 11:10:39 pm »
I believe you that you don't believe me.

I can however demonstrate that it works in 10 out of 10 cases. Don't give up after first try, it requires a bit of skill... and practice.

7370
XPiratez / Re: Faction Elite Units
« on: July 31, 2016, 10:58:57 pm »
The only tool I found which was actually reliable was fielding VD trained 55+ Psi Strength units (and even then you still have to worry if the Provost is very close), so basically original X-Com.

What about:
1. your own voodoo
2. psi lightning rod
3. or just simple camping, spotting, eliminating and hiding
4. using weapons that don't hurt you with good-enough armor
5. ... I'm sure people will add a few more

And yes, I have tried and used 2/ and 3/ and can confirm they work consistently.
I didn't try 1/ yet as I am not that far in the game.
I will try 4/ at the next opportunity.

Where's the RNG with the new invisibility (which the idea assumed)? It's basically like smoke LoS range reduction vs a single unit (just as it worked in Apocalypse), and apparently will be items that enable you to detect invisible units further out.

You haven't specified what kind of invisibility it is. "Chameleonic carapace that features active camouflage" doesn't exist in OpenXcom, so I have to assume it is the same kind of invisibility as e.g. Catgirls have.... which is RNG in all its beauty, unless you carry some sort of motion scanners on steroids on all soldiers.

EDIT: some other special abilities you describe also don't exist, e.g. zombie which doesn't spawn a unit... or regenerating a fatal wound

7371
XPiratez / Re: Faction Elite Units
« on: July 31, 2016, 10:28:21 pm »
No need to repeat yourself, I have read that article.

Your new pet is definitely more fake difficulty than a puny Provost... it's even more RNG, to use your own arguments.

And to repeat myself (and others) again, the player has tools to counter e.g. a Provost consistently as well... at least I have, maybe you still need to find them ;)

7372
XPiratez / Re: Faction Elite Units
« on: July 31, 2016, 09:46:51 pm »
Because that's not fake difficulty...

LOL, made my day :)

7373
OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: July 31, 2016, 07:47:11 pm »
New version is up.

v2016-07-31
  + Added manufacture dependency viewer
  + Added Ctrl+A shortcut in geoscape debug mode to reset all soldiers' diaries

Download is first post.

7374
XPiratez / Re: Suggestions on how to improve the mod
« on: July 31, 2016, 07:25:50 pm »
This would require an option to define "crash map" and "landing map" if needed...

...on todo list.

7375
XPiratez / Re: [PirateZ] Commendations Mod 0.1
« on: July 31, 2016, 07:25:17 pm »
...I don't know how to use it, if there ever was an explanation, I missed it :)

Just try starting a new game... do you see any condemnations in bootypedia?... the list should be empty by default.

7376
OXCE Suggestions DONE / Re: Built-in Manufacture Dependency Viewer
« on: July 31, 2016, 04:27:04 pm »
Like this maybe?

7377
OXCE Suggestions DONE / Re: Built-in Manufacture Dependency Viewer
« on: July 31, 2016, 04:01:55 pm »
Hmmm... maybe an option to show direct dependencies only?

It could be useful in making the thing less spoilery, but still useful in making decisions.

Hmm, I will rather make an option to show only already available manufacture topics.

Btw. the spoilers here are only for people who play for the very first time... unlike Tech Tree (which is spoilery even after 1000 playthroughs), these things are easy to remember and mostly even make sense.

7378
XPiratez / Re: [PirateZ] Commendations Mod 0.1
« on: July 31, 2016, 03:51:51 pm »
PS: btw. for people testing Commendations, there is a nice feature in debug mode: Ctrl+C deletes all commendations.

I have added a new shortcut (Ctrl+A in geoscape debug mode) to reset the whole diary of all soldiers, not just commendations.
You may need that when upgrading to 0.99A if you have used PirateZ Commendations mod before.

7379
Something to help you decide what to keep and what to sell.

Code: [Select]
extraStrings:
  - type: en-US
    strings:
      STR_NO_DEPENDENCIES: "No dependencies."
      STR_DIRECT_DEPENDENCIES: "Direct dependencies"
      STR_LEVEL_2_DEPENDENCIES: "Level 2 dependencies"
      STR_LEVEL_3_DEPENDENCIES: "Level 3 dependencies"
      STR_LEVEL_4_DEPENDENCIES: "Level 4 dependencies"
      STR_MORE_DEPENDENCIES: "There are even deeper dependencies..."
      STR_END_OF_SEARCH: "End of search."
      STR_SHOW_ALL: "Show all"

7380
XPiratez / Re: Bugs & Crash Reports
« on: July 31, 2016, 11:39:52 am »
Uhm, is it by design in 0.99A.1 that auxilia (e.g. mercs) generate money per month (like slaves) instead of costing money?

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