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Messages - ontherun

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1
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: November 03, 2024, 01:23:09 am »

Some random ideas:

Ok so, why not some lore  inspired from the 1984's "red dawn" movie..or even a spartan subgroup called the wolverines...oh mor Mr Tisdale :'(


Some new enemies, ghost units, a special forces unit alike...that engage cover operations, in our case used by government to search ror criminal coves, in xpiratez case player bases..


And as for the witches quest, maybe add amother one involving a witch hunter, from whom player as to save one...maybe depending in the choices made..


2
XPiratez / Re: Noir palette
« on: October 12, 2024, 06:17:02 pm »
very good experiment, bravo! Fonts are also very futuristic and cool, might these be a mod to download?

3
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: October 06, 2024, 02:42:13 am »
Things like bootleg gauss guns made by Earthers playing around with alien tech, or kustom-made space pirate guns. I'd like to see more like the Laslock Shotgun and Plasma Tommy, the Hydra Laser and Magneto-Plasma Gun, or maybe something that uses Standard Laser clips. Maybe a Laslock Rifle manufactured once you've researched Flintlock Rifle and Laser Weapon Disassembly, or a Plasma Musket (Plasma Blunderbuss?) at a suitable mid-tier tech level. What about a Boarding Gun or Super Shoota that's been upgraded to shoot laser or plasma? Maybe a Flintlock Rifle upgraded with Gauss parts?

Sorry don't wanna double posting but was reading again what Psyentific wrote and it's  an interesting point. Would be really useful some weapons upgraded to plasma or better yet gauss ammo (eg after researching "gauss ammo" and "gauss basics"). That 'd provide a decent alternative to withstand at least most advanced factions like the mercs, since getting academy engineering seems to be quite difficult (and somewhat boring). For example a flintlock rifle upgraded to use gauss ammo, 3/4 shots per clip. dmg 60. Something similar might happen with some let's say 5/6 weapons (pistols, rilfes and a couple of smgs).

Another thing: crysslid slis not a church exclusive unit, but is emlployed also by eridians: might be clarified in the game plot such thing? Obviously after the usual research...?

4
XPiratez / Re: Question on Base Defence - or - what provokes whom
« on: October 05, 2024, 07:43:12 pm »
i usually got dark ones crackdown after doin "doomed farm" mission. I think it is the only mission that is for them as main enemies, along with some of "UAC Vaults" ones and "hot pursuit"

5
XPZ Strategy/Tactics / Re: Extended Piratez general FAQ/Strategy Guide
« on: October 05, 2024, 07:39:16 pm »
In the meantime, there is a mission which in my runs spawn quite often, "ratmen cache" but i always skip it because i don't have small units to engage it. Does it provide some important loot so that im suppose to go in?

6
Offtopic / Re: Favorite music and other interesting things.
« on: September 26, 2024, 09:44:51 am »
Fnamade music:


7
XPiratez / Re: Bugs & Crash Reports
« on: September 25, 2024, 04:55:14 pm »
Think of it as a consolidation prize. You paid 100k to make more space, and you get 75k burrow as a result, so effectively you only lost 25k. Also, the burrow builds a bit faster. After the burrow is built, you can build something else over it (with reduced cost and build time)

OK thanks. And please nevermind that analytics i "reported" because under service required shoud be written "analytics rooms" not jus "analytics". Same for the other services, please might be the requirement screen be made more clear?  :-\

8
XPZ Strategy/Tactics / Re: Extended Piratez general FAQ/Strategy Guide
« on: September 25, 2024, 04:40:52 pm »
...because the run it's gonna likely to fail, i've started another two runs: one in iron tribe, whre i picked the "jackass captain" and another in blackmarsh, in place of the old saves not properly compatible...see here. Don't wannoa spoil too much for what i've done so check yourself, see you next update...

Hey please also check the "XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet" thread started by user "eharper256", very useful info for now goin mad!

9
@Rokksta: thanks for the info!

@forum moderators: please make the thread a sticky one?

Sidenote: this guide do not applies to the old version prior to the N6 which introduced the cat path, see here.

10
XPiratez / Re: Question on Base Defence - or - what provokes whom
« on: September 25, 2024, 03:57:44 pm »
Dear Swedebeast,

xpiratez is a really difficult game, it takes lots of patience, i think it stillis not very well balanced, just try everynow and then when another update pops up. If you're interested in some save games to test/play che the Extended Piratez general FAQ/Strategy Guide thread.

11
XPiratez / Re: Bugs & Crash Reports
« on: September 25, 2024, 03:48:35 pm »
Clearing rubble to create a burrow isn't a bug.

oh...but why the heck such behavior? It's kinda tricky...might it be removed please? Maybe Dioxine would listen?! (better yet read) :-\

12
XPZ Strategy/Tactics / Re: Extended Piratez general FAQ/Strategy Guide
« on: September 25, 2024, 03:22:58 pm »
The interrogation category in the manufacturing screen is mostly a holdover from previous versions. You used to have to 'break' high-tier enemies like Academy Medics and Espers in the manufacturing screen after researching interrogation techniques in order to get their secrets. The broken enemy would always give the secrets on research. That was changed back in N3 to the current system of locked random reward, so most of the interrogation options were removed as well.

Thanks, so the mod becomes even more difficult every update! Good to know...

I am delighted with the game and go through every update from scratch. BUT Mission to Cydonia killed everyone, found a dungeon. and I can’t figure out where to go, how to get through it? The mission is great but it’s already 4 hours and I’m replaying it for the second time.

Mod note: This is an English forum, while we do have a notable non English membership, they are not the majority. I have taken the liberty of converting your post to English, to the best of my limited ablity.

Dear Kanzas, as shinr wrote here the final mision is a two stage one, you have to reach the exit area - usually the one with green tiles - and press the lift off button n the interface. Sorry i cannot hel more because i never got there (!!!)

In the meantime, updated to 0.99N9.7.7 by the end of november 2603, there is a lot going on in europe, church activity is high and it is likely to produce another base, next my main one! Researched "code breaking" and "air supremacy" but im out of time as for building hideouts, so i think i won't survive... in fact despite but managed to build ananalytics room, for the third time i lost my second base, now while i was building it and it was seized, i suppose i have to change continent since in asia there are en enemy hideout, a church one. I repelled an academy assault on my first base but did not get to capture a provost that was there  :'(

Still need both the guild and academy engineering, especially the latter since i need gauss weapons otherwise cannot deal with MERCs and marsec bodyguards...there is any other alternative tool good for defeatin them? Moreover, rimriders at beginning of September built their first outpost in south america, these have mind powers so pheraphs without vodoo i cannot fight them back...but gotta promoted to rank: "public enemy", and researched "academy medicine", now need to unlock those damn gauss and plasma weapons...

Goin' forward, here is another research bottleneck, riot shield is needed not only to get the full plate mail, but also for industrial tool to futher pregress in the research? Aside megapol personnel, it's possible to engage stromrats in a base crackdown or in the missions "highway house" and "the sniper", it's gonna be alittle tricky as always...then we have to try our luck with megapol enforceres and stormrats since there is no other way to get it?


13
XPiratez / Re: [MAIN] XPiratez - N9.7.7 12-Sep-2024 Second Coming
« on: September 25, 2024, 11:13:03 am »
Speaking of Zombies, is this some quirk of the code that if the Zombies override the usual composition of a mission (in my case Temple of Sirius mission) then if the same mission type spawns in the same month in the roughly the same area (Siberia in my case), it would also be overrun by the zombies?

I had something similar happen in the previous versions, where it seemed like South America was a Zombie neighborhood.

Maybe Dioxine could clarify? I'd like also to say: on the radar would it be better if only low technology craft might be intercepted as HWD? Most advanced ones still owuld need more sophisticated detection system. What owuld you think guys?

14
XPiratez / Re: Bugs & Crash Reports
« on: September 25, 2024, 11:06:27 am »
0.99N9.7.7., there is a weird bug regarding dismantling rubble, here in the screenshot as soo i dimantle it, a burrow is created, dafaq?

Also, analytics room description says in its description that is needed for school graduation while actually only the analytics research topic is needed, so please update that establishment description. A save is attached too  :)

15
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: September 25, 2024, 09:11:10 am »
I'd like it if people stopped turning XPZ into a gun museum.

But, piratey and criminal stuff fit well into the framework, even older ones  :P

well..hey why not just have a bounty mission named "gun museum"?! A jack or goblin zaxx early one, where we have to retrive for die hard collectionist some military stuff from centuries ago (similarly to "archeologichal dig") but as bounty player might retain a part of the stuff..trivia, did you know guys that the BAR was Clyde Barrow preferred weapon?

What would be nice i think might be the chance to "modify" early game weapons though manufacturing, like happens with the shiny niner, for example the rusty blade might become "renewed blade" while tommy might become "short tommy", without the stock and therefore more lightweight

Things like bootleg gauss guns made by Earthers playing around with alien tech, or kustom-made space pirate guns. I'd like to see more like the Laslock Shotgun and Plasma Tommy, the Hydra Laser and Magneto-Plasma Gun, or maybe something that uses Standard Laser clips. Maybe a Laslock Rifle manufactured once you've researched Flintlock Rifle and Laser Weapon Disassembly, or a Plasma Musket (Plasma Blunderbuss?) at a suitable mid-tier tech level. What about a Boarding Gun or Super Shoota that's been upgraded to shoot laser or plasma? Maybe a Flintlock Rifle upgraded with Gauss parts?

Well actually why don't have both of these chances, that is to say modify, improve and or/upgrade weapons through manufacturing  with new technology?

Overall I think there's plenty of near-past and modern-ish guns and not enough near-future or far-future guns.
Well i actually always thought the contrary, but i never made deep progress into xpiratez so really can tell with certainity

The Watchtower map is... kinda big for the mission itself or is just me?

On second though Fugazza is right, maybe shorten the map fot that mission, plus make "comms tower" mission an improved/hardened version of such, maybe adding a fence around (like warehouse wars ones) and maybe a gate with two (or four) guardin boxes near the edges. On the gate itself might be placed also a faction logo, so we might know who are fighhting/pillaging  8)

As for megapol and dark ones, i think itmight be room for a couple of mission for each other. Raw ideas.

1) a megapol misison named "megapol sting" where the cops are after some mutant gal or whatever any other characther

2) a misisonwhere a strange portal is spawned  - an althar in the middle of the map - and the darkers are coming out, it id required to be stopped

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