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Messages - mamix

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1
XPiratez / Re: A thread for little questions
« on: May 04, 2018, 01:35:19 am »
I finally managed to face a provost thus taking her alive. Immediately researched this first in order to progress further on the Dr. X's hideout quest. After finishing the research, game gives the option to sell the captive instead of using her to blackmail Dr. X into coming out of hiding.
Two questions :
1) If you sell the captive, does that mean you skip on the Dr. X quest entirely?
2) After finishing "Blackmail Dr. X" research the only information given is "to be continued". Is this under development or is there something else needed to be researched in order to progress on that quest further?

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XPiratez / Re: A thread for little questions
« on: April 09, 2018, 07:53:24 pm »
Jellyfish has some kind of guided-psi-weapon in this little cockpit - check your inventory! I find this very useful for underwater missions.

Tested it a bit, had a few problems with it. Firstly, it seems the first few shots get stopped by the wall the girl resides in. It seemed that I have to shoot through the wall (a small vent in front of the girl) in order to make subsequent shots to actual targets. Sometimes it took 3 shots to destroy the vent.

Secondly, the damage was really abysmal (tested it shooting my own units). Maybe if the girl using it is strong on VP it will be more effective.
At that case though, I am pretty sure she can use stronger VP weapons and be mobile.

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XPiratez / Re: A thread for little questions
« on: April 09, 2018, 07:48:09 pm »
Quick question : I finished a research (don't remember the name) at the end of which I got a "freaky gal". Game prompted me that I can sell her for a good amount of money back to the academy or I can recruit her via manufacture -> recruitment. Materials needed include a "smelly rag". Any idea where I can find one?

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XPiratez / Re: A thread for little questions
« on: April 09, 2018, 07:43:40 pm »
I never used it (Jellyfish) either. I find Shadowbat the best for guerilla tactics and for the tactical options it provides.
Jellyfish is also the slowest of the Gray codex ships, although there are uses as a meat-shield due to the shields.
Then again, Snake is faster and has shields.
I use Fortuna when Shadowbat is not an option (space missions, house raids, sea missions etc.), although tactically it's terrible leaving your units exposed from the get-go (no doors). At least it has a good amount of crew space (12) with 2 aux slots.

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XPiratez / Re: Important: Upgrading Saves Between Versions
« on: April 03, 2018, 04:50:18 pm »
After upgrading from 99I1 to 99I2, equipping .6g buckshot to the sawd-off is no longer an option.
Wondering if that's intended.

6
XPiratez / Same names for all items
« on: March 05, 2018, 01:31:56 am »
Set the same name on all sections (research, manufacture, sell, purchase, equip) for items to be easily searchable amongst the chaos.
One example is Exploration outfit. It's "Exploration outfit" when researching or manufacturing it and "Chiller" on equipping or selling it.
It's "Chiller" in the bootypedia as well.

Another example is Pyroman Slave Armor although that is more like a typo. It's "Piroman Slave Armor" when selling or manufacturing it and "Pyroman" (with "y") on researching or equipping it. It's "Pyroman" on the bootypedia as well.
There might be other items with slightly different names but I haven't noticed it if there are, or I didn't have trouble searching them through the inventory.

7
XPiratez / Re: A thread for little questions
« on: February 23, 2018, 06:56:50 am »
I had to resort to the seaguls; Fast forward - spamming research, the first auto-cannon option (not the ammo) comes after approximately 4 months of research. No idea which string of researches unlocked it (it unlocked the 30mm cannon + parts + ammo).

With seaguls, I have to avoid all "very small" craft but on the upside, the speedster can down all small and most medium crafts without taking damage.

For the tanks, that's seems to be really far. I fast-tracked all of my current research topics (~8 months) and I haven't unlocked anything tank related. There are items missing apparently, although it's not any help, the lab is 20000% overworked already.

However, I used the drill on the Gray codex. A month ot so later, I get a satelite mission (- lots of infamy if I ignore) that I have no idea how to do. Tried commissioning Skyranger, Jellyfish, Snake and Shadowbat but the game tells me those crafts can not be used for that mission. On clicking to the "What to wear?" hint, I get a "We can use the following : Unknown" tip. Curious as to what tech is needed to be able to go to the South pole and do the freaking thing.

8
XPiratez / Re: A thread for little questions
« on: February 22, 2018, 04:14:21 am »
After quite a while I managed to get the first fighter-ish craft. Decided to go with the airspeeder along with seagull. Seaguls seem really expensive at this point in my game but is the fastest ship available currently 2500 max speed, 6 acceleration (was thinking over the aircar but it has slightly less speed / acc and I cannot manufacture cannon rounds).

The first couple ships I shot down yielded negative infamy points (I am almost certain they were civilian - green - ships, I checked, I swear) and abysmal profits. Is there a way to spot worthwhile / shootable ships with decent profits and most importantly with no loss in infamy score? If there are civilian ships, perhaps I should try capturing them alive instead of reaction fire them to death?

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XPiratez / Re: A thread for little questions
« on: February 20, 2018, 08:22:58 pm »
Many thanks for the speedy reply.

So rope is basically useless until I have anything better to stun got it.

Currently using an awesome cattle prod looted somewhere; I only have one =(

Ships almost never land on the region I have my base in (with the starting radar).

As for what I have researched so far, the list would be really long.
That said, here is what I have on my bootypedia as far as vessels / armaments go :
Airbus GDX-058
Expedition
25mm cannon
25mm x2 cannon
Spike rockets

Only recently unlocked the "What type of codex do you want to unlock", no idea what each of it does exactly so I might browse a bit
for more information.



10
XPiratez / Re: A thread for little questions
« on: February 20, 2018, 06:44:38 pm »
Enjoying the mod in most part so far and I have a few questions.

1. What exactly does the rope do? I cannot figure out if my attack does anything and it seems when I end the turn the enemy attacks and moves normally.

2. After 6 months in-game play, I have not the option to hunt and shoot down ships. Is there a particular research / item I need to find first or am I researching all the wrong items? 99% of the encounters are events (hunting rats, temple, assault the church) with 3 ships so far that touched down within my radar radius.

3. When assigning equipment to my ship, ammo clips seem to disappear. One example is that I finally managed to obtain enough manstopper clips but when assigning 6 weapons and 16 clips, I have 6 loaded manstoppers and 4 clips in my inventory. Note that my ship's inventory is a bit huge (tons of ammo / weapons / mellee in the pool).

EDIT : Got it for question #3. It seems Ol' Harty's gun auto-equipped with 6 manstopper clips.

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