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Messages - Thryllth

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XPiratez / Re: [MAIN] XPiratez - 0.99F.4 - 18 Mar - Furious Fixes
« on: March 23, 2017, 02:14:03 am »
Bit of a nitpick but when installing and setting up the latest build (.99F4 22 March 2017) the option to display all commendations is displayed as "Show all Condemnations" in the options menu.

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XPiratez / Re: Special missions for XPiratez
« on: May 07, 2016, 03:19:08 am »
Going after a nice fat ocean liner full of people with to much money definitely seems to me something the gals could and would do in a heartbeat.  Pirate radio also fits nicely with your position as a scourge on shipping and general terror (or nuisance depending on point of view).  Perhaps an option to assault not just the space station but some way to breech a craft in flight?  You spawn inside the other vessel with a minimal number of hands (4-6) and are limited to melee and projectile weapons with no explosives or laser/plasma/gauss as that may breech the hull!  Give the gals a tight timer to reach the control room and kill/capture the pilot or the self destruct goes off like on grounded supply ships.

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XPiratez / Re: Bugs & Crash Reports
« on: May 07, 2016, 03:03:53 am »
Probably not a bug but when breaking down ammo from magazines the magazine size and number produced are swapped from how it is presented for guns.  For example, Gauss Cannon ammo shows up as 4X25 (4 packs of 25 rounds) but for other projectiles it is the other way around being (Magazine Size)X(Number Produced).

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XPiratez / Re: Bonaventura Variants discussion
« on: May 07, 2016, 02:55:28 am »
Well as I have changed my standard X-Com playstyle of "Shoot down all that moves" since shooting down ships lowers the haul after you take out the crew and loot/pillage I would likely go for speed over max number of hands.  During the early game when you have fairly anemic radar coverage and are relying on Pigeons that speed is easily the difference between getting to a landed craft or missing the window by minutes.  General thoughts on each are below.

- Bonaventura (green)
Given that I like the layout of the Bonny I would probably take this if I was doing ok already in terms of landed intercepts but needed something large for pogrom missions.  Quantity has a quality all its own after all and the ability to head to the roof and gain a height advantage is quite nice before you have flying armors.

- El Fuego (red)
As I said above I would probably go with this or the Fortuna primarily because of the speed.  I would have to decide based on the circumstances on whether I needed a fighter/transport type or something slightly slower but with more mileage and a good radar.

- Fortuna (blue)
 I am torn on the use of the Fortuna because circling around on patrol burning expensive fuel is a bad idea unless you gain a very large advantage over using Pigeons.  Perhaps make this completely unarmed and give it either a hyper-wave decoder type radar or use no fuel when anchored like the spy zeps?

- Metallo (black)
I like the idea but this doesn't sound like it would mesh with my play style.  I tend to aggressively dismount using smoke and available cover for the ground pounders while snipers and bow equipped gals head up the stairs.  I have found that if there isn't anyone visible on from the doors putting down smoke then letting the enemy wander around avoids losses due to the one guy who spawned in perfect position to snipe gals coming down the ramp or out the hatch.  While a defensive structure on the ground would be nice most maps have cover of some sort that can be used to cut down LOS to your troops while allowing you to maintain good firing lines with proper positioning.

- Dorado (golden)
This just seems rife for abuse unless the gold despawns when you take off?  I just think it would massively increase your initial income, particularly if you play it safe and simply enter every single mission you can grab the gold on the ground then fly away without expending ammo/hands fighting.  Alternatively having the gold added to the rewards screen to the end of mission review would probably work, particularly if you balance the amount of gold against the size of ship with very small/small giving you a minimal amount and very large/pogrom/base giving a significant reward.

I can see a niche for each type depending on individual play style and the specifics of your campaign.  Having trouble with Pogrom missions?  Metallo or the base Bonny depending on if you prefer defensive or offensive tactics.  Low income giving you trouble?  Dorado could tip the scales into the black.  I love the idea of starting with a flying bus.  I can just see the conversation when the gals decide to go pirate.

"We are to be a fearsome band of sky pirates!"
"But Capn' we only have this bus to fly around with?"
"ARRR! Paint the Jolly Roger on the side and lets get to the plunder!"

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XPiratez / Re: Star-Gods in tactical...
« on: May 07, 2016, 02:15:26 am »
I loathe fighting star gods, I have gotten 2 smugglers with public enemy on board and one pogrom.  I got insanely lucky all 3 times, for both smuggler ships I had a gal who was hurt but not killed by the initial force sword slicing and was able to get enough other hands in place to box them the next turn after everyone burned tu getting their cattle prods some use.  For the pogrom I honestly got the best possible terrain/spawn points.  I landed top of the map and it was a railroad mission which meant that I was able to break los if I spotted one.  Between that and getting lucky where most of them were at the facing where I could hit them with my sniper/bow nest on top of the Bonny I only had trouble with the last grey robe because he was playing hide and go mc people and spent a couple turns negotiating hover suit gals into position to take him out since ground troops were not able to get enough cover to advance and I was out of smoke.  All three fights resulted in no deaths through some miracle of RNG combined with absolute paranoia about keeping smoke cover up as I advanced in the pogrom but I had several gals spending four months on sick leave after the smugglers and out of a full crew of 18 less than 10 were able to go back out in less than a week following the pogrom.

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XPiratez / Re: Mansion Mission Reports (Please Contribute)
« on: May 06, 2016, 12:03:45 pm »
While I do not remember exact enemy count I did my first mansion mission yesterday.  It took over 2 hours to clear the whole place, partly due to my only thinking of using rippers after an hour and a half.  I took the approach of splitting into teams of 2-5 depending on which floor i was clearing and started on the bottom working my way up via the big staircases and ended it after turn 35 on putting down the last Osiron Yeoman.  For me much of the difficulty came from the fact that I had several leakers who got past my gals using the small stairs and then decided to hide on floors that I thought were clear.  Took my best squad of vets with plenty of missions and Dojo time.  I don't have access to any armors that are on the approved attire list so I went in with one gal in the Seductress outfit for dealing with any heavy hitters as I found that a very effective way of dealing with power armor before I had decent weapons and assumed that there would be at least some armored opposition.  The rest of the hands were using the free maid outfits with ranged focused hands firing shiny new smartpistols, new vibrablades for melee troops and anyone with throwing over 50 got a blowgun with one reload due to the armor ignore mechanic.  Looking back this was well more than what was actually needed for the mission as it stands now. 

Next time through I will probably head for one much sooner mainly waiting till I have Rippers and a decent supply of vodka though there is plenty inside already.  Regarding playing this as a smash and grab I noticed 2 rooms on in the basement that each have one entrance and one of the treasure items (money pouch etc.) as the only item in the room.  Were I doing this and things started to go south I would likely send my 2 fastest runners after those while the rest covered the evac route to the roof then leapfrog back and scurry away.  This wouldn't be anywhere near the haul for a full clear but would likely be doable from day 1 with a little luck and rotating back wounded hands while you hold the stairs for the runners though I would certainly use a small pile of smoke if I was trying this as an early game rush.  I feel that the difficulty was good for when I first got the option to do the mission but it was still a nice challenge and a good change of pace to be forced to fight without advanced armor again.  The overall feel was much like the first few ships I knocked off after they landed, A group of effectively naked savages with cobbled together firearms and primitive weaponry against an enemy who had firearms and a decent position.

Oh and it certainly is the map from hell   :)

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XPiratez / Re: [Piratez] Alt-Corpse Mod 0.1c.98c
« on: May 01, 2016, 03:10:57 am »
New version on first post works fine however the version included with 98e download does not, was driving me nuts because it had an apparently updated ruleset but was giving an error on the thief armor.  Thanks for the mod it is very nice to know at a glance if something is down or stunned if it doesn't have any wounds  :) .

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