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Messages - Khazaar

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XPiratez / Re: Bugs & Crash Reports
« on: February 14, 2020, 02:59:54 pm »
I noticed two things that might be bugs:

Training neposim doesnt remove the crewmembers from that available training unlike other trainings. It would be nice if the cremembers would dissapear bc I retrainded a Gal by accident and it doesnt do anything, it just costs money...

Training MMA on very high skilled members (eg. Freaks or very powerful Gals) actaully reduces hp freshness and other skills, I´m not sure if that is intended or a bug.

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XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: February 14, 2020, 02:54:16 pm »
I think I went on an underwater mission w a Werewolf and it just didn´t spawn, I just had my gals and I´m ok with that. It would be nice if the Aux slots were seperate from crew so you wouldn´t feel that you lost something.

Another idea was to have Landingcraft w guns be able to "prep the LZ" for one unit of Ammo (eg. 50 shots or one rocket etc.) creating a damaged version of the battlemap w fire, smoke and a random chance of injured, downed or killed opponents. Depending on the difficulty of the script to do that the damage should be focused around the LZ  or just be random. I usually avoid attacking anything flying with my trooptransports even if they have guns just to avoid damage/repairs or even loosing the squad. This way the weapons could be useful for something. Maybe the script that pops up when one of your bases gets attacked could be used there, so you´d have the choice to use it or not...

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XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: February 12, 2020, 03:05:58 pm »
First off, great mod! So much future potential. The other "races" that you can recruit offer variety but probably are very nieche if you go girlpath. But I could see variant starts where you play as a tribe of Loknar/Gnome/Human survivors wo Gals which would make for a challenging game and you would have to adapt your stategies. Imagine human rebels vs. Humanists (Allies vs. Axis)

What I would like to see is dedicated Aux spots on the vehicles that you can´t put regular troops depending on the size of the Vehicles. Currently most of the aux aren´t useful enough to warrant swiching regular troops out for them, so I don´t use them. They are just too weak. (Would be much more useful in a variant start (Loknar/Humans only).

So I would suggest:

5-6 slots 1 Aux hardcoded

8-9 slots 2 Aux slots hardcoded

12 slots 4 Aux (one big guy/ vehicle)

16 slots 6 Aux  etc.

Hope this is constructive...

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The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 11, 2018, 02:30:46 pm »
First time post, first of GREAT MOD!!! loved the Piratez one too!


A couple of things I noticed (playing 0.89). The large radar circle on the global map dissapears, when you build a building in the base w. the large radar. Currently unsure which one. Detection still seems to work though. Annoying for directing AWACS though...

I build the cannontank and ammo for it, but it doesn´t show up anywhere. Not in soldiers, vehicles or equipment. I can only sell it. There is a seperate ufopedia entry for the cannon itself, but I cannot buld it. Maybe you originally intended to make it possible to equip the tank with the different guns (cannon, rockets or minigun) but scrapped it. Anyway, it currently doesn´t work for me...

hope this helps and keep up the good work! :-*

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