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Messages - shinr

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1
XPiratez / Re: A thread for little questions
« on: Today at 08:59:57 pm »
I remember in an older version of xpiratez there was advice to hang onto all the smelly rags you get, is this still the case? They're clogging up my main base but if they're essential I don't want to do something stupid.

Spoiler:
Those are required to recruit Freak Gals.

If you don't have any but have a Freak Gal in your prison, there is a small chance of an event firing that will give you one.

2
OXCE Suggestions NEW / Re: [QoL] Higher player movement speed
« on: November 19, 2024, 01:07:08 am »
IMO, there is nothing "somewhat" about the max speed movement.

And from my understanding, you want a 90s-style uncapped-CPU-cycles-near-instant-teleportation speed?


3
XPiratez / Re: [MAIN] XPiratez - N9.7.7 12-Sep-2024 Second Coming
« on: November 18, 2024, 08:33:29 am »
A proposal for Increased Base Size, unfortunately, was rejected a long time ago.

Dio would implement hangar types/sizes only if it is a standard OXCE feature, the process of which hit the snag as no one can agree on how it should work under the hood, and Meridian is understandably averse to making comprehensive changes to existing systems without guarantees that it would not bite everyone in the ass down the road.

If that ever happens, then some existing buildings that could potentially hold vehicles: The lift and stores could hold Hunt Parties, Expeditions and Bikes and such.

-

On a different tangent:

Did anyone ever made a suggestion to be able to swap Crafts between occupied hangars instead needing a third empty hangar?


4
Had a thought about it:

Don't Reselect gets cleared for all units on next turn;

Is it possible to trigger that without going into next turn?

5
XPiratez / Re: A thread for little questions
« on: October 25, 2024, 06:30:26 am »
When I right click on a weapon like a shotgun on the battlescape, the weapon box is marked with a yellow dot. What does that dot signify? It looks like the red dot you get for pulling the pin on a grenade but obviously it means something else, but I can't find any documentation on this.

Preferred weapon for Reaction Shots, I think. May or may not be overridden by other factors like "Use Melee Weapon over Ranged Weapon if in Melee".

6
XPiratez / Re: Bugs & Crash Reports
« on: October 18, 2024, 02:35:25 pm »
crash on pirate treasure mission
   OpenXcom has crashed: Map generator encountered an error: Unknown race: STR_GHOST_UNDERWATER defined in deployment: STR_SEA_PIRATE_TREASURE

Are you up to date with XPZ updates?

This was fixed back in April.

7
OXCE Suggestions Archive / Re: "full refit" option in battlescape.
« on: October 16, 2024, 08:25:12 pm »
Maybe a pop-up screen after the briefing but before the initial loadout screen, to the effect of:

Sighting upon touchdown: X

Where X is Unknown/Hidden, New Race, or a Known Researched Race.

8
XPiratez / Re: A thread for little questions
« on: October 14, 2024, 02:32:13 pm »
My main base is plagued by repeated missile strikes.
I have multiple other hideouts already running, but it still pisses me off.
What can I do to stop them comming? Rush certain research/mission?
What base defenses are best counter to missile attacks?

Last time I had to deal with them some versions ago, an Overcharged Radar and two defenses (one step above the flak tower) were enough.

You can also shoot down those Technocracy planes to prevent the strikes.

9
it also phisically can not kill anything, rarely can chase down things.

Little Bird certainty can kill things if you have good enough pilots* and a second gun to mount, with IMO the Bandit Zeppelin being the upper limit, though a bit of luck and save scumming might be required for those.

*I have a habit of editing one of the six starting Gals to have max starting stats, so my experience may be skewed.

10
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: October 12, 2024, 12:24:48 am »
With MicroProse's name popping out here and there recently (most recently with Not!Desert Strike-like Cleared Hot), I remembered about original MicroProse's first of their ill-fated foray into Adventure Games genre, Rex Nebular and the Cosmic Gender-Bender, a pulp sci-fi similar to but sadly not on par with Space Quest, though a bit more raunchy as it takes place on a post-Gender-War planet where the women won and the men went extinct.

Here is an Archived Something Awful Lets Play if someone wants to take a look.

11
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.62)
« on: October 06, 2024, 07:35:32 am »
Avenger is talking about the missile strikes, to be more precise, and asking which .rul files he needs to edit to turn them off.

In the mean time, gonna repeat the advice given in the missile strike thread:

Build more/better radars/sonars, so that you could detect the missile-launching USOs and destroy them before the missiles could be launched.

Build more/better defenses, as a safety net.

12
Help / Re: Alien missile strikes is garbage
« on: October 05, 2024, 10:11:16 pm »
The problem isn't 'difficulty' it is lack of interaction

Don't you have Base Defenses, two/three minimum?

Also, don't know which mod you're using, but if it is anything like X-Pirates then those missiles are launched when certain UF/SOs complete their missions, and thus the missile strikes can be prevented by destroying those UF/SOs.

13
XPiratez / Re: [MAIN] XPiratez - N9.7.7 12-Sep-2024 Second Coming
« on: October 04, 2024, 07:50:57 pm »
"Ratmen Cache"

Do they actually feature Lieutenants, though?

14
XPiratez / Re: [MAIN] XPiratez - N9.7.7 12-Sep-2024 Second Coming
« on: October 04, 2024, 07:29:21 pm »
A bit bummed.

For the RNGods deemed to curse me with the lack of Ratman missions of any kind for months in several aborted runs in the row, and thus robbing me of the Highway House missions.

15
XPiratez / Re: A thread for little questions
« on: September 29, 2024, 08:04:24 pm »
It's saying I have no pilot assigned but I don't seem to have any or a way to recruit one - not sacked anyone/had anyone die so not sure why

The Soldiers are also pilots, and the button for assigning them as a pilot(s) is on the Craft screen below Armor (needs to be part of the crew first).

Though usually it is supposed to auto pick the aprox. best pilot anyway.

EDIT: Are you perchance bough/produced an Interceptor-type craft? Unlike Vanilla X-COM, the XPZ and OXCE in general requires the Interceptor-type craft to be crewed (usually one pilot, sometimes more), and some craft requires multiple pilots.

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