aliens

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Styar Dark

Pages: [1]
1
XPiratez / Re: Bugs & Crash Reports
« on: October 27, 2016, 11:57:16 pm »
Oh, thanks. I don't know that pilots rooster is the same as healthy hands :) No it is clear. Sorry for my incompetence )

2
XPiratez / Re: Bugs & Crash Reports
« on: October 27, 2016, 02:38:15 am »
Have a problem with last version. Pilots are missing after missions with landed UFO. It works repeatedly with bus, don't verified it with other craft yet. Can attach savefile if needed.

3
XPiratez / Re: [MAIN] XPiratez - 0.95B - 24 Oct - Sink The Bismarck
« on: October 26, 2015, 02:00:36 am »
Hi there! Great work you have done I really enjoy this mod. I have a bug report and some thinks to improve the game.
1. The dark ones still crash the game. As I can see from terror mission I have done (with a great deal of save-loads) it is spectres or pinkyes that can cause a problem, usually when they try to bite something. it can be avoided by save at the end of each turn/load  while save cheating is on.
2.The  other thing - a autocannon have more damage then heavy cannon if i can believe to the bootypedia. Maybe it is feature of the game but it is really strange.
3. A gals morals and first hads general characteristics force me to think I have a team of crippled hystericanl-pacifistic vegeterians that can do nothing short of whining berserking and running around in panic. As I thougt nothing with bravery lesser than 30-40 have enouth eggs to be a pirat, and "super awesome very strong and fast mutants" shold have sligtly better start stats bottom cap. Some enemyes on the other hand seems logically to be have bravery and melee stats reduced, not to make game easier but to make it more logical in details. Academitial whith moral 70-80 and melee stats the same seems to have some classes in martial arts before academy!
4. Some melee weaponds that are not technically are "1 tile shoottas" like chainaxe cant hit enemy diagonally. Maby it is possible to give them 1.5 tile range or something like that?
5 I think would be good to add some info in bootypedia about weapons: its loaded weight, clip size, auto bursts in auto and one/2 hands needed.
6. Err.. a bit bizzard question, but why muzzel loaded weapons have 3-4 charges? Only game balance concideration or sophisticated system with three charges of gunpowder and "smart" 3-position fkintlock trigger? But muskets and pistol still suks even with 3 round clip.
P.S. Sorry for my bad English and length of the post.

Pages: [1]