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Messages - lancev

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1
40k / Re: [ADDON] ROSIGMA
« on: September 18, 2024, 12:31:06 pm »
After finished a campaign of the original 40k mod, I now am trying this Rosigma. The amount of content is absolutely impressive. In particular the number of enemy units and ships make for a really varied experience. On the other hand it requires quite some polishing.
Right now I am wonderung how to use Psykers as Deathwatch. There are several events where a psyker joins your team, together with a staff and some spells. However, in combat he just wears generic psyker robes and the spells do nothing. It seems to me that Deathwatch is forbidden to use psykers, but then why does one get them via events?

2
XPiratez / Re: A thread for little questions
« on: March 13, 2022, 01:13:19 pm »
How do you recover lost souls?
There are several of them in the Halls of Fear mission, but they are not recovered at the end of a mission?

Coming back to this I noticed that in the version i am playing it is not possible to recover lost souls, because the corpse item has
recover: false
set. I assume it is a bug.

Another thing I noticed: Apparently different vampiric items dont stack. I was hoping to get a cool combination of Furiosa with the Hellblade, but when trying it out the stamina stealing of the Furiosa does not work. Or am I overlooking something?

3
XPiratez / Re: A thread for little questions
« on: March 04, 2022, 12:27:18 am »
How do you recover lost souls?
There are several of them in the Halls of Fear mission, but they are not recovered at the end of a mission?

4
XPiratez / Re: [MAIN] XPiratez - K1 - 17 Nov - Bandaid needed!
« on: October 22, 2019, 05:11:32 pm »
In other news, bombers always get destroyed now.

Sure?
Last time I checked, it was random, but determined at SPAWN.
If you just reload the same bomber after it has spawned, it will always explode.

It could still make sense to set huntBehavior: 0, since non-military ships always crash, unless the damage is to high. Why would military ships always explode? Perhaps self-destruct. Or hit in the ammo depot.

5
XPZ Strategy/Tactics / Re: Gold codex craft discussion
« on: July 11, 2018, 10:45:07 am »
The Golden Hawk seems to be the only shadow craft with long term potential. The Gatling Lascannon is the ideal weapon due to the hit bonus. The dodge bonus is just high enough, that you can get an almost invincible craft with a fully trained Loknarr pilot.
The combination Golden Hawk+Gatling Lascannon+Loknarr single-handedly kills everything up to bombers. If at some point you will also be able to get shadowtech, it will be even better with shields and possible complete invulnerability due to dodge. The Golden Hawk could be the best tank in the game.

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XPZ Strategy/Tactics / Re: What do you do with Dr. X?
« on: July 11, 2018, 10:32:55 am »
Probably to early to judge, since obviously not everything is implemented yet:
What good is the [BIO] function of the lab? What do you need Zombie juice for? Will you be able to look for her other experiments with further research?

As far as I can see, the benefits are:
Hire: +250p; 4/9 unique Research; Ocular, Lab OR Car
Prank: -500p; 9/9 unique Research; Car, Lab (also follows from one of her unique research, but with a score penalty)
Humiliate/Enslave: +1000p; 4/9 unique Research; Ocular, Car, Slave (which you can milk for an infinite amount of Zombie juice)
Humiliate/Abuse: +1000p; 6/9 unique Research; Ocular, Car, Vampire (combat unit)
Banish: +2500p; 0/9 unique Research; Ocular, Car
Merchandise: +1000p; 5/9 unique Research; Ocular, Car, 2M$, 2000 Jacks Bounty

Banish right now is a waste.
Merchandise gives you a quick boost in tokens, but you get nothing unique.
Hire seems inferior to Prank, since you just get the ocular for far less research.
The vampire is not a bad combat unit, but is less useful late game.
The usefulness of the slave depends on the future usefulness of the zombie juice.

I went with prank.

7
XPiratez / Re: [MAIN] XPiratez - 0.99I1 - 26 Dec - Spirit of Christmas
« on: March 05, 2018, 01:19:57 pm »
After pretty much exactly one year I decided to start a new game.
Some things I noticed:

Is it intended that the Loknar pilots get such a huge dodge bonus? If you put a max-level Loknar in a Jetbike you get an invincible tank (although there seems to be a tiny chance that they are still hit, maybe the chance cannot go below 1%).

Probably a bug: you can put multiple summoning circles in one base.

Am i missing something or is the no-line-of-sight penalty for shots not displayed?
In general I get the impression that >100% shots miss more often, even with line of sight.

8
XPiratez / Re: [MAIN] XPiratez - 0.99F.3 - 07.03 - 3 Years of Pirating
« on: March 14, 2017, 11:53:57 pm »
Quote from: legionof1
Also making new maps from scratch to replace old base game assets is ton of work.

Of course. I'm not complaining.
Still, I think it is one of the last major atmosphere breaker still in the game.

Quote from: legionof1
Annihilator is indeed intended to be the crowning point of defense but they are quite expensive and at best in only modest supply due to multiple limited non buyable resources needed for building.

Well, 5 Synthmuscle (which are needed for Brute) and 2 Force Circuitry. No rare materials at all.
They are a pain to build, but actually easier to get than Bio Suit or Destructor (which need gems and demonic essence).

Quote from: legionof1
The brute is the highest STR buff available so archers and STR based melee can benefit more then annihilator.

No, Brute gets +30 Str, while Annihilator +35. Its actually also the strongest mellee.

Quote from: legionof1
Also unlike annihilator it can buff your bravery to psi/panic immune levels, annihilator only provides marginally increased defense since it cuts your voodoo power and subs in a secondary buff.

They get the same +30 bravery, but Annihilator has actually one of the best voodoo defences, due to the flat +50 (effectively +30).

Quote from: legionof1
Harbinger has use for heavy weapons gals in hostile environments because it doesn't lose the backpack spaces the annihilator does.

Yes. The missing backpack is its one disadavtage.

Or am I considering the wrong version?

9
XPiratez / Re: [MAIN] XPiratez - 0.99F.3 - 07.03 - 3 Years of Pirating
« on: March 14, 2017, 10:47:32 pm »
Alright. After almost 4 yrs in-game time, half a year real time, ~20 patches and ~6000 dead enemies I am finally finished.
And I have to say that, even in this pre v1.0 state it is the best mod i have ever played, actually better than the original game, which was already one of the best computer games. Thanks a lot to everybody who contributed!

I particularly liked:
1) The background story. The bootypedia entries contain a surprisingly large amount of wittiness, while still creating a serious enough universe (taking the original game as a basis). Despite the many scifi references it is amazing how it avoids common videogame cliches and stereotypes. When I first heard about the "all female band of mutant pirates" I was expecting some nerdy pixel-boobies fantasy. While it might still be exactly that, it is very different from all the others around. Very refreshing.
2) Things make sense. When I assaulted my first frighter i was excited to see bunk beds for the crew and a toilet. Seems trivial, but many games dont care about these things much, considering impressive visuals and artistic considerations more important. But IMHO in many cases the atmosphere profits more from a realistic and believable environment.
3) Balancing. Over the years I was using a lot of the available equipment and a lot of it turned out to be useful at least in certain situations. That was of course the big weak point of the original XCOM, where the AVENGER was not only the best craft overall, but the best in every single respect. There was hardly an reason to mix equipment, because there was always a clear best and the rest was just worse.

So in conclusion XPiratez takes a very good game and eliminates the biggest flaws, i.e. balancing and the somewhat weird premise that earth fights the Alien invasion with 2 Interceptors and ~10 soldiers that seem to hardly have any combat skills.

I hardly have suggestions for improvement, and most of what I noticed was stuff that will in all probability be included in a v1.0 (or was in fact already included in a patch, which I just missed). Most notably:
1) The maps for enemy hideouts. It doesnt make sense that they look like alien bases. Similarly for the frigate, which uses the old supply ship from XCOM. Also at some point I noticed that the lighting got improved (bright engine in one of the cutter maps), but most maps dont use that possibility. I think in a lot of cases the inside of the ships should be brighter in general.
2) At one point the game start was completely changed (I restarted my campaign at this point). While this made sense from a gameplay perspective (you now get to use much more of the low level equipment), it still felt strange. Why do you already get protection money when you just escaped the asylum? How did you get the first brainer to join? Also (when I was playing that part) you hardly got any mission, because you cant shoot anything down and civilian crafts never landed. Again, this might already have been improved.
3) On balancing: The Annihilator armor is very strong. One might consider it as a gift to the player for holding out so long, that  armors never need to be changed again. But it is unfortunate that it very quickly makes the three armors below it (Brute, Harbinger, Assault) superfluous. Other things that seemed strong to me were the Bio Suit and the Flechette Multicannon (one autoshot at short/intermediate range can kill every single unit in the game). On the other hand all flamthrowers seem weak to me. Also voodoo:excess is imho much weaker than the others (communion the best).

Again, thanks for all the work.

10
XPiratez / Re: Bugs & Crash Reports
« on: February 24, 2017, 02:38:52 am »
Yeah there was a bug in their stat sets. Fixed (hopefully).

Yes, after fooling around with the ruleset a bit it seems that the maxStats for psiSkill needs to be larger than 0.

Another thing, not a bug, but are the Silver Towers really supposed to have such a high shield regeneration rate? Not sure whether it is at all possible to down this ship with in-game methods. Maybe with 4 Sabres with 2 Tesla Cannnons each.

11
XPiratez / Re: Bugs & Crash Reports
« on: February 22, 2017, 08:57:21 pm »
Is it intended that the new slave soldier cannot learn voodoo?
They are in the voodoo school for 2 month now, but apparently no progress. So I checked the save file, and what happens is, that for normal gals the voodoo skill jumps from -1 (=UNKNOWN Power) to some random positive value, but for the slave soldier it goes from -1 to 0 and the next day to a random negative number as usual.
Would be a pity, since as humans they should be good at it. On the other hand it's to dangerous maybe.

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XPiratez / Re: [MAIN] XPiratez - 0.99E - 8 Nov - Dawn of the Living Dead
« on: November 11, 2016, 01:56:00 am »
Ok, thanks!

I was just checking the research tree and noticed that the Stargod Operative depends on Voodoo:Illusion.
Not sure whether Im reading that correctly, but doesnt that mean that I run into a dead end when I choose the green codex?

13
XPiratez / Re: [MAIN] XPiratez - 0.99E - 8 Nov - Dawn of the Living Dead
« on: November 11, 2016, 12:20:12 am »
Hi,

Im currently at the later stages of my campaign and was going to report my impressions at the end (in short: absolutely awesome mod), but after updating to 99E I was wondering one thing (possible SPOILER waring):

It seems that I can no longer research the different voodoo types (destruction, illusion,...) because they require the research of the codices. Since I already have my Bonny it is probably the easiest to hack a codex into my storage, to go on with research. Now I am wondering whether one is supposed to get all of them (doesnt seem so, since the special project uses up your drill). So do I understand correctly, that you have to decide which voodoo type you want to have and select the corresponding codex?

14
XPiratez / Re: Bugs & Crash Reports
« on: March 26, 2016, 06:03:02 pm »
Not sure, that this is the right thread, since the problem is likely my system setup...

The game immediately crashes at startup.
The screen goes black (no error messages etc) and I have to hardcore reset my computer (even ctrl alt delete doenst work).
I tried to reinstall visual c++, but that changes nothing.
Normal openXcom (latest nightly) works fine.
Im using Windows 7 professional.

Any ideas?

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