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Messages - Baldri

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1
XPiratez / Re: Piratez Difficulty Curve
« on: May 16, 2016, 12:46:16 am »
15 does indeed seem a bit low. Im currently on only 14 and can barely keep the tech list from growing at all while also. I guess you dont NEED 60 unless you want to research everything, but 15 seems too low in order to keep up with necesarry research.
Considering i have 17.000.000 stashed i could easily double or tripple my brainer count. Not sure i like to swim in money, but hey, the mod works like that i guess.

We need more numbers to determine whats overkill^^. I guess it is a more personal preference anyway.

And to be fair: I also like having 30. The number 15, the lab, was only considered moneywise.

Putting only one brainer at a topic also speeds up research btw, so even if you have to wait longer you do not waste any points by overspending. So 15 brainers doesn't equal 15 brainerz. It depends how you allocate them.

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XPiratez / Re: Piratez Difficulty Curve
« on: May 15, 2016, 08:18:19 pm »
Sprawling? In my mind it is quiet a desolated place with only as much traffic as abolutely  needed and affordable. A wasteland so to say.  Sprawling would mean that the aliens are somewhat benefical which they aren't in my mind. Nuclear waste all over the place and with that radiation of course. Half destroyed cities. Reliance on heavy, dirty industries - not exactly that hightech. I think all the ships are leased from the gods. Why would they heavily invest in a slaveplanet? Rebuild it and so on? They would not invest more as absolutely needed to fulfill their needs as no slavebased society will ever do and Earth is quiet dependent in terms of Hellerium  which is not found on Earth. Also the foodsituation seems quiet desastrous considering all the soylent.

I also think 15 researchers is quiet enough to get through the game, so there would be no point in making the lib more expensive to slow research down.

Sorry, the word "sprawling" just triggered  that doesn't seem to fit for me.  ;D


3
XPiratez / Re: [MAIN] XPiratez - 0.98F - 13 May - Airbus Adventures
« on: May 15, 2016, 03:36:50 pm »
I think the skyranger is too strong when you are only able to raid warehouses and stuff.

Then again it comes in handy for the early progroms or larger landed ships like cutters.

Engaging the new missions with 6 gals feels right but why would I do this when I can use 12 instead.

Not sure how my feelings about the possibility to just switch out the airbus at the start are.  Maybe make the smugglers sell skyrangers?

4
XPiratez / Re: Suggestions on how to improve the mod
« on: May 11, 2016, 04:55:02 pm »
Yesterday I did a scientific run. Which means I did all missions (but mansions) with debugkilling. As said, for science.

So I was curious: When will I get Old Earth books? As said: no mansionrun, cause there the book is guranteed I think.

The book opens up a lot of critical technologies, as you might know, which should advance you a lot. While not researching captives due to debug-mode I got the books in early octobre in the first year. I started capturing there because there was nothing left to research. With all the basic stuff out of the way I got it rather quickly. Now: What does this mean from my POV? Well there are basically two scenarios gameplaywise.

Lets assume one luck out and will find the gating tech from the very first researched captive one find. You will not get anything from it this way at all. You lack the money and basicresearch to profit from it. However this is the best thing of all since you should be faster overall and you have relatively advanced stuff in an early phase.

If you manage to find the books later though aliens are getting stronger and you might lose some high experienced soldiers on the way. Also you have to research captives a lot to narrow down the chances of getting the books. However things getting nasty in year two if you lack something. At least for me. To improve your odds you should research captives, to make the captives more likely to offer this tech. This narrowing down has some disadvantage. You will not get as many armor-parts as you may want to profit from the books at all. Because you can not manufacture the captives this way. The game will get harder as later you find the books in my opinion.

I think it is relatively easy to get them if you researching the prisoners consequently.

The thing is: You will get 21 technologies (at most) from it to research. Which is a little bit overwhelming but well worth it of course. But having a bottleneck like this is slightly uhm overwhelming, as said. You only need 8 altarboys at most to get them.

I hereby suggest:

- Remove old earth books completely and make back to school a more easy to archive technology.
- Add several new books which you can only research with the "back to school technology" Like: "Martial Arts for Beginners" for, well, martial arts. Or "Old fashion magazine" for Seductress Outfit. You got the drill.
- make these books available in the data-discs and interogating specific people. Like... Hostess might give you "Old fashion magazine" while researched. Because why would an altarboy knowing about martial arts training, for example? Right now he might give you the books. There might be a reason for it, sure, but I think you know what I am trying to explain.

What do you think? Just had the idea.  :)

It would delay the technologies while also making it somewhat more difficult to get and prevent the load of technologies while opening up the bottleneck.

Edit: Added a picture, "Tech" means old earth book technology.




5
XPiratez / Re: Suggestions on how to improve the mod
« on: May 07, 2016, 11:29:34 pm »
Awesome, I just fall in love (somehow) when reading "Squire" and thought about my very own fanboys!

So I gave it a shot:

Squire:

Convincing the altar boys to work for us was quiet easy compared to more mature male captives or the most females.
All the Runts had to do was to stretch their body in front of them when entering the interogation room. Then, when they are bowing over the table while looking deep into their eyes and asking kindly for their help, they almost immediately start to clean. Surprisingly easy. We do not know why fully though!

I told you earlier about our "special" attributes! But what exactly are they? One thing for sure: While cleaning our base almost fanatically (we think due to their life in a church) there is one problem with them: They tend to clean the same place all over again. We do not know why, but clearly it is the place where they have the best view to our more recreational areas. Like showers or bathrooms and so on.

However: This can not be coincidally but we do nut understand the mechanism behind this just yet. Further psychological research (you know Cap'n, brainy stuff) could bring up some oportunities.
Unfortunately, while beeing highly submissive, they are far less efficient then mature slaves due to their sticking to specific locations. (Why?)

6
XPiratez / Re: Suggestions on how to improve the mod
« on: May 07, 2016, 10:42:58 pm »
And yes, I like those ambiguous moments in Xpiratez, too, Like where you ask yourself... "Wait a minute, what am I doing? Robbing, killing and enslaving unarmed civilians on a holiday trip.... "

Omg, I had the same impression just today when a bunch of altar boys got slaug... run into my bullets by accident. You aren't a glorified heroe at all! Quiet like it to think about this way.

The end of the story: I decided to enslave the last altar boy that survived two bullets of my 37mm gun SOMEHOW. So it was a happy end at all! He will appreciate life just so much more now! All due to my doings! Aren't I am a good person?  :P

Btw: Can we expect a bootypedia entry for the squires soon? It is quiet funny when you think about it how the sexy gals are trying to convince the teenagers. "Ohhhhhh such a nice boy could you please please please work for us instead of the church?" the Gal asks. The Altar Boy responds: "No mam, I am an honored mem...". Then the gal opens the first button of her top. "Uhhh its getting so hot in here. My skin is really getting sooo wet. I am sweating all over my body." Just half a minute later you see the altar boy cleaning the floors of the still like a madman. He even catched all the spiders!

7
XPiratez / Re: Bonaventura Variants discussion
« on: May 07, 2016, 10:25:02 pm »
Bonaventura: Currently I agree, the roof is a nice tactical advance. On the downside there are the relatively exposed exitpoints. I do not use her therefore at all. Right now (just restarted a few minutes ago) I even sold her right at the start for the airbus because of the doors. Well I also wanted to get a feel how it is to start with an airbus. 6 Gals only are quiet interesting at the start.

El Fuego: So basically it is a buffed up Pachyderm. My favourite vessel so far because of the speed. It would render the red truck obsolete.

Fortuna: Is there even a  need for this ship?  Right now using a Jetbike to pin down the UFO's works fine with a Pachyderm. (Legion mentioned this I think and I tried it out). If you would choose the El Fuego instead one should be better of. Unless the Fortuna gets some huge radarrange I guess. I think the current concept of a scouting variant could only work if the pachyderm or the jetbike are getting removed or changed?

Well alltogether I think Jetbike and Pachyderm (as they are now) interferes too much with the two beforementioned vessels.

Metallo: Loving it. I am eager to see a nice layout. My very own fortress in a tactical battles. I will probably use this first. Maybe it will have a watchtower in the center of it for a single crewmember (aka Sniper). Like a crows nest!

Dorado: Naming a golden ship dorado has such a special feel!  I even would try it without the goldbonus because it is golden. If the moneyboost early on is too gamebreaking one could make a new item called gold coin or soemthing like it to balance it out?

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XPiratez / Re: Bugs & Crash Reports
« on: May 07, 2016, 09:24:05 pm »
Ohhhh.  Now I see. I thought this is more or less completely optionable. I was not aware that it is kind of needed and partially updates go there as well.

Thank you.

9
XPiratez / Re: Bugs & Crash Reports
« on: May 07, 2016, 08:08:52 pm »
Isn't it in the given download-link? Do I have to upgrade it seperately?

Well I just downloaded 0.98E (again) and extracted it to my x-comfolder while removing the old exe before.

It still happens.

10
XPiratez / Re: Bugs & Crash Reports
« on: May 07, 2016, 07:45:47 pm »
Using two Howitzertanks in a Thunderhorse. Got 100 free Rounds the first first time but thought I had some "leftovers". This happened after the second mission with them.

11
XPiratez / Re: Capturing Armored Beastmaster
« on: May 06, 2016, 04:55:05 pm »
I have to get one myself but I just plan to control him at the end of a battle.

When you say psychic do you mean control or just other stuff?

12
XPiratez / Re: Random thoughts / questions / opinons
« on: May 05, 2016, 12:42:06 am »
Seagull: I do use Seagulls on my Hunters. While Hunters aren't the best Vessel they carry my early to mid campaign due to the mass I have. Also they paying for themself cause as staited out you should use them only versus big targets which bring quiet a lot of money. I do not even see them as a niche but as a mainweapon so far.

Armor: I tend to minmaxing her. So I never use the Tacarmor because it makes so little difference. Dead is dead, right? Also Rags are useful^^. From a rpg POV. The real bad gals have to fight naked. When (or if) they survive a few fights they get "promoted" to wear rags because of the added carrying capacity. They still are faster then the units they have to shield but are more useful now. When they survive the rag-phase I make em "regular" plundering beasts. Also because of the better Stamina they are still "faster" then Scouts even if they have less TU because they can simply run more as well as use their ninjastars more often.

Muskets: I agree. Another viable approach would be melee and smoke instead of hunting-rifles though.

Bravewhalers are awesome because of their speed.

I like the bording gun, it packs quiet a punch. Linux however feels just too inaccurate.

13
Just think of them as a major revenue source and enjoy them. :)

Fair enough  ;D

14
Well this is mostly an overview about my experiences with factions. Also you may find some thoughts about them. What do you think about them? Playing on difficulty 2. It may have influenced my experience.

Humanists:
As a minorfaction they are fine. They aren't especially dangerous but aren't on the squishy side either. A good mix between the troops more often then not.

Spartans:
I am perfectly fine with the spartans as well. They fitting in just right. Lorewise, lootwise and so on. They are easy to beat but then again the loot isn't that great as well. But good in the early months. Also they are quiet destructive and beefy considering they are a minor-faction.

So thats it with the two early factions one most likely will fight. Lets continue with the more advanced / rare minor-factions. (At least from my POV)

Raiders:
Not to say much here either. Considering their place and role in the game they doing a good job in my opinion.

Reticulans:
Quiet squishy. Then again it just fits considering the lore of them. They are feeling right just as well.

Ratmen:
Uhh... I somehow hate these guys. They scare me. I do not know why. They aren't packing a punch but their numbers... their numbers. I tend to flee when I have to face them on a terrormission.
So I guess good job there.  :)

Demons:
Can't say too much about them. But they are quiet scary so far.

Deep ones:
Again. But I do meet them even less then the demons.

Government:
Uhh why are you reading this. You must not fight them.

Smugglers:
Free great loot. Nuff said.

Well, onward to the faction I have to deal with the most. Not a surprise, considering they are major-factions.

Mercs:
Not a major-faction lorewise but boy. These guys are scary. I do not want to mess with them early. So I guess they are fine.

Church:
A difficult faction too evaluate. On the one side their weaker units are a pushover. Things start to get nasty with beastmasters and the other highranked units.
Overall I think the weaker troops could need a buff ore a matron / priest more. The troopmix on better ships, especially if there are exalts, is scary enough. Then again a church is mostly civil though, isn't it?

Academy:
They are more squishy then the church but early on there are much more Osirion which aren't on the squishy side. I think they are more dangerous and their scaling (troopwise) is better.
Feeling right to me. Do not know. The high number of Osirion-Guards counter the squishy low and mid units quiet well.

Stargods:
In my opinion they are fine. The Stargods themself could be a little bit beefier though. Just a tad. A tiny bit.

Guild:
They are just of the chart. They are weak, squishy and well just way too soft. Sure they have Marsec but... Lets not talk about them for now. G.O., Rep and even security all share the same squishines. Do I have to mention the sailors and Engineers? Well Engineers are okay to be honest, considering they are Engineers. But Reps aren't. Then again they are Reps. And traders. So they should be fine. And they are lorewise, yes indeed. Also while on the squishy side you can argue: Thats what Marsec is for. And you are right. Operatives and especially Bodyguards are scary. But where are them? Where? Well to be fair: Bodyguards are fine and their numbers feeling right.

But where are the operatives? The lack of them on most Traderships make them total pushovers. There is almost no danger engaging this ships.

While beeing quiet satisfied with most, if not all, the factions I have one suggestion: Throw in more operatives every now and then to make the fights a little bit more interesting. Right now the guild are pushovers. If there isn't a rep on a tradeship at least. Which means Marsec.

I think some more operatives would make the fights a little bit more interesting. At least at difficulty 2.

Yeah you can argue that I should increase the difficulty but then again I would adapt. And Operatives would lack again on ships I consider mid-tier. Like Cargofreighters.

Just a few thoughts. What do YOU think about the factions? I am eager to read your opinion.

15
XPiratez / Re: Bugs & Crash Reports
« on: April 23, 2016, 02:05:09 am »
Topic: Siberian base, just again.

First of all I made it work. :D

On the bad side: I used Debug mode to research "Siberia Base investigation". So when the next month started I was able to start this very specific mission because the base spawned this specific way. Doublechecked and worked both times this way.

However when the base spawns without said technology being researched, which happened randomly the 3 other times, it ends in a CTD even if you research the technology afterwards when you visit it.  So when you do not have the base spawned by researching this technology it results in a CTD, no matter if you try this mission in the campaign or in a single battle. At least thats what happens to me. 

The changelog let me assume that you actually need this technology to spawn it at all and it will not spawn randomly anymore?

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