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Messages - minimen

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1
XPiratez / Re: A thread for little questions
« on: February 18, 2025, 08:25:11 am »
It's the third year of my campaign, July. While surveying the geoscape, I noticed a Sentry vessel bearing the StarGods flag, conducting a crackdown mission. I can't help but imagine how challenging a StarGods base invasion would be, especially targeting one of their secondary bases. Why do I deserve this? Is it simply the passage of time catching up to me? Or is it because I’ve reached the rank of Public Enemy? Could it be the consequence of raiding that landed MERC heavy gunboat?

2
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Ah, I see. When an enemy ship is the aggressor, the only available tactics are evasive maneuvers and ramming speed. Somehow, the enemy fighters are always the aggressors, so there’s no way to enable the long-range tactic—resulting in a melee-range fight. However, when the player is the aggressor, the long range, and the full broadside tactic becomes available. Do you happen to know what the full broadside tactic does?

3
What equipment did you put on your Nightmare?
I tried two setups: one with only 2 Stingrays, and another with 2 Stingrays and 2 Gauss cannons. In both cases, the result was the same—my ship ended up in "melee range."

4
XPiratez / Re: Feedback on the "Mutant Culling" Mission
« on: February 17, 2025, 07:39:11 pm »
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But an enemy can die from overstun, right?

5
A supply ship is flying around with an escort of two fighters. According to the wiki, these fighters have a maximum speed limit of 5000 and a weapon range of 40. To counter this, I built a Nightmare vessel with a speed limit of 5250 and armed it with Stingray missiles, which have a weapon range of 45. I expected that the enemy fighters wouldn’t be able to touch me due to my speed and weapon range advantage.

However, despite using evasive maneuvers, my fighter ended up in "melee range" with the enemy. Why did this happen? If this is how the game mechanics work, then there seems to be no point in equipping long-range rockets.

6
XPiratez / Re: [MAIN] XPiratez - N10 24-Nov-2024 Aurora's Dawn
« on: February 16, 2025, 07:12:04 am »
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I think you might be approaching the game in a way that’s making it more challenging than it needs to be. Perhaps starting over on a lower difficulty could help you enjoy the experience more.

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XPiratez / Re: Feedback on the "Mutant Culling" Mission
« on: February 15, 2025, 05:20:50 pm »
I recently came across an item called the Rod of Bliss. Could this be the long-awaited, multi-use, one-handed alternative to manacles?

8
XPiratez / Re: [MAIN] XPiratez - N10 24-Nov-2024 Aurora's Dawn
« on: February 15, 2025, 11:25:25 am »
I'm playing game the first time. Since current build called Aurora's Dawn, I'd like to ask which path is more finished and gives more content ?cooperate with Aurora? or ?reject?

9
OXCE Suggestions DONE / Re: [Suggestion] Easier sell on Android
« on: February 13, 2025, 11:30:07 am »
do you have a suggestion how to improve it?
The longer you keep pressing the button the faster it goes?

10
XPiratez / Re: Feedback on the "Mutant Culling" Mission
« on: February 13, 2025, 11:15:14 am »
I appreciate the tips, guys!

I agree that manacles are more trouble than they’re worth. Requiring two free hands, being single-use, and having some enemies strong enough to break free or lacking hands to restrain makes them feel overly cumbersome. I think the item could be improved by simplifying its use—only one hand needed, reusable, and no chance of enemies breaking free.

I’m aware of the rule that previously knocked-out enemies don’t prevent mission completion, even if they wake up. However, I’m concerned this might not apply to zombies or enemies that never surrender, like Eridians. If a single Eridian wakes up and refuses to surrender, could that block mission completion?

As for the environment, smoke gear works well against toxic conditions, but it might not be sufficient against the aggressive threats posed by Eridians and Chryssalids.

11
XPiratez / Feedback on the "Mutant Culling" Mission
« on: February 12, 2025, 07:47:46 pm »
Hello,

I recently played the mission called Mutant Culling, and I have some feedback to share. The map is massive, with a large number of enemies and civilians scattered throughout. It took me about an hour to eliminate most of the enemies, but now I’m stuck searching for the last remaining one. This part of the mission feels tedious and not enjoyable at all.

To make matters worse, the knocked-out enemies, particularly the Eridians, keep waking up. This is incredibly frustrating and adds unnecessary annoyance to an already tedious task. Is there a setting or option to disable enemies waking up? It would be even better if they simply surrendered instead, as constantly searching for the last enemy on such a large map is not fun.

Honestly, after this experience, I don’t think I’ll play this mission again, even if it means facing a 2000 infamy penalty.

Thanks for considering my feedback.

12
OXCE Suggestions DONE / Re: [Suggestion] Easier sell on Android
« on: February 12, 2025, 04:39:28 pm »
Anyone playing on android?
I play the game on Android, though it seems like it wasn’t primarily designed for this platform. Despite that, it’s still playable. You can use a Bluetooth keyboard with a middle mouse button, but it’s not very convenient. Additionally, the game tends to crash occasionally with Bluetooth devices.

As for the small rocks, they are part of a recipe used to create a product made from them and platasteel, which is highly profitable.

13
XPiratez / Re: Inquiry About Default Damage Spread
« on: January 13, 2025, 12:50:15 pm »
Thank you! :D I’m also curious about the thought process behind this design decision to omit the "calculation type" for certain weapons. Additionally, how does this apply to other weapon types, such as electric or bio weapons? Are they also intended to have a default damage spread, or do they follow different rules?

14
XPiratez / Inquiry About Default Damage Spread
« on: January 12, 2025, 08:21:29 pm »
Hello,

I noticed that some weapons have a damage spread indicated as "0-200%" or "50-150%." However, certain weapons, such as laser weapons, are missing the "calculation type" line in their descriptions. Could you clarify what the default damage spread  in this case?

15
OpenXcom Extended (OXCE) / Re: OXCE (OpenXcom Extended) main thread
« on: June 23, 2024, 09:56:07 am »
..
I'd like to provide some feedback to help improve the user experience. I've been playing Xpiratez on Android, and while the story is great, the most frustrating part is equipping the squad before a mission. On Android, I can't use the hotkeys like unequipping a particular item. Instead, I have to scroll through the "ground screen," find an empty space, and manually drag the item to the ground.

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