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Messages - Dogbarian

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1
XPiratez / Re: OCT 2601: How Early first alien base is too early?
« on: August 17, 2021, 07:43:11 pm »
I had 2 alien bases for a long time (several months, I finally just raided one in Sept 2602).  The score was easily manageable, and them bringing me supplies was nice.  Main reason I waited so long was to get some better armor, I raided it with 2 suits of Juggernaut, 2 or 3 suits of Revenant, and the rest in either Guardian or Defender (well, and 1 nurse and 1 seductress), using the Metallo as the transport.  Once a couple of troops recover, I'll probably pop the other one too.  Luckily, the two bases are/were Church and Trade Guild, so that's a little less scary than it could be.

2
XPiratez / Re: [MAIN] XPiratez - L10 18-Jul-2021 Old Earth Blues
« on: July 20, 2021, 09:14:16 pm »
Dang, too bad I redeemed the last of my expensive coupons recently (which cost me most of my saved Jack tokens). Oh well, next run through maybe (who am I kidding about when that will ever happen?).

3
XPiratez / Re: Hole in Science Vessel
« on: July 11, 2021, 04:45:57 am »
Ah, think I found the problem.  See attached screenshot circled area - the lowest level extends out further than the core of the levels above.  So there is a little slice visible there.  That's what they were shooting me through.

Not sure that can really be fixed with that design though, unless the core levels were extended out a bit.

4
XPiratez / Hole in Science Vessel
« on: July 11, 2021, 01:51:49 am »
Not sure where to place this exactly, since it's kind of a mechanics question.  But the hole exists in a ship for this mod, and I guess that counts as a bug, so I'm putting it here.   Anyway, I have a question and a report.  The report is there is a hole in the Science Vessel that allowed a shot from the left corner of the northern open inside wedge, on level 3 (from a unit flying or standing on the hull "north" of that space) - see screenshot #1 - to inside of the ship on the ground floor of the lift area - see screenshot #2 - the selected unit is the one that got shot.

So that hole is probably on level 1 or 2.  I have a save from just before shot was taken, that's where I got the screenshots.  Here's my question - how can I use the first person view screenshot to find this hole?  If I take one from the target square, looking "west", it only shows me what's on that level, not looking upwards - screenshot #3.  Do I need to use a flyer to scan from those two levels to see about finding the hole?  I can do that in debug mod, I think, or just burn a few turns getting a flyer over in position.  Or are those green walls in the screenshot transparent?  I'm not too familiar with the first person view shots, so I don't know what the green walls mean.  It may just indicate the fact that they are diagonal.


5
XPiratez / Re: A thread for little questions
« on: June 30, 2021, 06:19:33 pm »
How exactly do I get my gals started on learning Voodoo Skill?  I unlocked & built Voodoo Schools, does it take a long time to learn that first point?  Or do I have to use something else to teach them the first point?  I have started using some Cobra Staves, but not getting a point there could just be RNG.

6
Troubleshooting / Re: Another Final Mod Pack Help Post
« on: June 29, 2021, 09:46:29 am »
Check your folder structure (I had an extra folder as a result of unzipping, which interfered). Looking down the path from OpenXCOM folder, you should have "user", then "mods", then "Final Mod Pack", that folder should then have all of the various folders from FMP.  Actually, from what you said, I think your "mods" folder is too high, move it down inside "user".

Then after you launch the game, go to Mods button from title screen, the Final Mod Pack should be one of the last entries, activate it, when you press OK, game should restart and the title screen will say Final Mod Pack.

7
XPiratez / Re: Bugs & Crash Reports
« on: June 28, 2021, 01:12:00 am »
Typo in the research result for the Simulacrum Legs, the word "frigtheningly" should be "frighteningly"  (transpose "t" and "h").  Arguably "frightfully" fits better there, but that is more dealer's choice.

8
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: June 03, 2021, 04:05:20 am »
Or discover by accident like I did a few nights ago.  ;)

9
Playthroughs / Re: xpiratez playthrough
« on: June 01, 2021, 07:00:44 pm »
Quick comment on this one - your gals don't have a personal light.   Later-game armors start adding this, but unless you're carrying a torch or other light source in your hand, or you are standing near a light source, you won't be seen outside of the foe's night vision range.  Most early foes have poor NV, your gals have a NV of 12 and most human foes have a NV of 9 - you can use that 3 tile advantage.   In a few months, you will quickly get out-spotted at night by enemy with either armor or visors that give them better NV than you, so night is no longer your friend (civvys, though, never get good NV).

And peasants are good for extra bodies for base defense, or expendable scouts to keep your gals from suffering wounds.

Recon expeditions can bring back loot and info to research (since you need to research all of the world regions), but yeah, they take a while.  Buy and forget until it shows back up (it does tie up vault space, so better to use these after you have a second base going, I didn't do my recon until a few months in).   The normal expedition gives you the ability to send a large roster to a fight, albeit slowly.  I will admit I never used them. :)  However, the tech is needed to unlock other stuff.

Researching the guys that look like motorcycle cops (black leather armor with helmets) leads you towards craft weapons.   ;)

The tech viewer in game (press Q from Geoscape) allows you to see what you need to proceed towards different topics, it is your friend!

10
XPiratez / Re: Codex Choice
« on: May 29, 2021, 06:21:44 am »
Your “axe to the face” technique is working pretty well on fences for me. Of course, when I get to blood axe and start needing TU regen, the fence probably doesn’t do that. Thanks, though, I look forward to the higher level armors!

11
XPiratez / Re: Codex Choice
« on: May 26, 2021, 06:59:29 pm »
Have to say, I did really enjoy getting the Aggressor suits early on.  My first campaign as well, so I have no idea of the various niches of the higher level armors, but it might be fun to have a "codex-flavored" (and restricted to that codex) higher level armor.  Of course, that may already exist, I just may not have found/seen them yet. :)

Working around the limitations of the Scorpion hasn't been too bad, I've never been one to hide in the ship on the first turn, so getting out and clear quickly is nice.  And with some of the enemy spawning right at hand I can usually take them out fast, which is a nice jump on each mission.  And I've now built my Metallo, so I have larger transport capacity when needed.  All of the undersea missions have had low enemy counts, so the Snake has been sufficient (bought a Blowfish for a while but got rid of it for a second Snake).

12
XPiratez / Re: Bugs & Crash Reports
« on: May 26, 2021, 06:50:01 pm »
Edited my post to add the details of the mission, sorry.

13
XPiratez / Re: A thread for little questions
« on: May 25, 2021, 02:08:23 am »
Other way around. only 1 copy of rank 1,2,3 ect will give a bonus. Mastery of different weapons is however required because only highest rank attained for given weapon is applied.

So maximum bonus is rank 1 with handcannon, rank 2 with whip, rank 3 with fisticuffs, ect. But all weapon at 3 would only be one instance of rank 3 bonus.
Gotcha, thanks!

14
XPiratez / Re: Bugs & Crash Reports
« on: May 24, 2021, 10:28:18 pm »
I'm not sure this is a bug, but wanted to ask.  Peeking at my save file, there was a Deep Ones mission that has a ridiculously long spawn timer.  It originally spawned at start of March 2602, I don't remember doing the "wave 0" mission, which was evidently some time in mid to late April, but at start of May 2602, it is showing "nextWave=1", with a spawn countdown of 68 days (98910).  Is that appropriate?

EDIT - sorry, legion, adding the data block for the mission:

Spoiler:
Code: [Select]
  - type: STR_MISSION_DEEP_ONES
    region: STR_SOUTH_EAST_ASIA
    race: STR_DEEP_ONE
    nextWave: 1
    nextUfoCounter: 0
    spawnCountdown: 98910
    liveUfos: 0
    uniqueID: 271
    missionSiteZone: -1

If you need it, the current ID for ALIEN_MISSIONS to start this month was 349, so you can see it's an old mission, comparatively.

15
XPiratez / Re: A thread for little questions
« on: May 24, 2021, 06:28:25 pm »
Weapon mastery is per weapon, but due to code quirks only a single instance of each rank can apply. The engine reads the strings as: mastery rank X apply bonus assigned to rank X, if it then also read x+1 or X+2 it does it again.

For commends it for all participating items as a sum, or at least it will be shortly. I don't recall if the patched commend code made it into L9. If it didn't it take the bonus for the highest participating item.

If I'm reading your answer correctly, it sounds like getting "Master of the <whatever>" at 1 rank at multiple weapons will stack, but multiple ranks in the same weapon do not stack?  Is that what you meant by instance of each rank?

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