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Messages - Toothless Shark

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1
The X-Com Files / Re: The X-Com Files - 1.0: Judgement Day
« on: November 08, 2019, 07:11:57 pm »
Solarius, congras on 1.0 release. You did hell of a job on this mod. It went a long way from FMP you made first.
Great work  :)

2
The X-Com Files / Re: Fear and berserk sounds wanted
« on: February 24, 2019, 08:06:53 pm »
Ok, i managed to get 4 female yell's so far. I'll keep looking for more. Variety doesn't hurt. :)

During my playthrough few months ago i also noticed that some of the monster sounds are reused on several types of monsters. I ran into a number of different monster sounds that you can use to diversify how monsters sound in game. I'll also try to get more male berserk and female/male screams if nothing to increase choices - maybe you will like some of those.

All will be in 22Khz, 8bit,  mono quality.

3
The X-Com Files / Re: Fear and berserk sounds wanted
« on: February 23, 2019, 07:14:09 pm »
Oki, i'll see what i can come up with.

4
The X-Com Files / Re: Fear and berserk sounds wanted
« on: February 23, 2019, 06:27:53 pm »
I see they are in .wav format. What limits are there, max bitrate, dual or mono channels?

5
XPiratez / Re: Codex Popularity Poll
« on: February 16, 2019, 10:04:46 am »
Dude, take a chill pill.  I get that you think green sucks, what people are trying to point out to you is that it might not necessarily suck for everyone depending on circumstances and playstyle, so no need to get all butthurt and defensive.  For the record I've played every codex plenty of times.  I only got snarky with you because you ignored some valid info so I assumed you were just stirring up drama for no reason.

Which part of bud out of discussion you didn't get? Also i'm not talking to people but a single guy that keeps insisting that its ok to have a codex with nearly no content over others that have plenty more and call it a style of play. Also, both you and he (assuming its not same troll with two accounts) are not helping in ANY way to explain how to use green codex or any actually substantial info regarding the actual discussion. Maybe you should take a chill pill and not get snarky at people?

6
XPiratez / Re: Codex Popularity Poll
« on: February 16, 2019, 07:56:25 am »
You kind of missed the point Legionof1 was making.  I could elaborate but I would only be saying the same thing he said above, and you would probably disregard it as well lol.  All I can say is that the value of the codex goodies is subjective, one man's trash is another man's treasure and all that.

Apparently you missed my. I'm not here to get anyone's 'points' or your and his approval. I'm here after playing green codex for a long time giving MY input on it in a thread for it. Especially after completely wrong messages about green codex giving bio gel and such. I didn't come here to ask your approval or opinion or to argue with forum trolls. If you have something to say about green codex then play it first to see what it's really like in its CURRENT state or post something else related to this topic like this one some other codex YOU like to play and why. Going around with no apparent knowledge of it and thrashing someone opinion is not helping this mod, thats for sure.

So bottom line is, either do something constructive or bud out of discussion.

7
XPiratez / Re: Codex Popularity Poll
« on: February 16, 2019, 01:35:42 am »
You seem to have some contexts badly mixed up. Having less or almost nothing from a chosen codex doesn't make it a 'safe' choice or a choice for beginners, its the opposite. Me playing this or that codex is noone's business. Your basically have no argument, you say its weak but its a good thing and i don't like it so it working as intended. Really? Did Dioxine made green codex specifically so i don't like it?
Every time you make less and less sense. This isn't about me saying this or that. This is me spending 2 months playing with green codex from version J9 to J11 and finding pretty much nothing from green codex that helped me in the campaign in any meaningful way. Did you? Do you have an ongoing late game with green codex from where to draw your conclusions? This thread is about codex popularity and why someone likes it. Green is weak, i said its weak. I chose it, i played it and so i have some basis to make that statement. What's yours? Still waiting for argument here.


8
XPiratez / Re: Bugs & Crash Reports
« on: February 15, 2019, 08:52:37 pm »
Had the UBERGAL__3__CHAIN_F39 not found in assassin armor - quick way for the player to avoid it is to go to a gals inventory in equipment loadout screen in base (vessel - equipment - inventory) and hit m on the offending gal's screen - this allows you to change her apparance. Doesn't fix the bug, but at least dosen't crash the game each time I want to use my pirate queen.

Seems that issue isn't only tied to stripping gal naked but to a picture #80 Aisha. When gal has said picture it will cause crash with exact same message as soon as you select her in battlescape. That's why changing gal's appearance works. So far i have seen this happen on said #80 portrait.

9
XPiratez / Re: Codex Popularity Poll
« on: February 15, 2019, 05:59:55 am »
I will point out that green also is the sole codex with the crystal skull. And vamping 50% of dealt damage as TU is pretty powerful. But yes most of the green codex's benefit is either front loaded(extra lunatic class gals, charger laser, bonny's carry capacity) or very late(pestulator, cyclopses).
Fyi biosuit is codex related, grey doesn't get it. It's not everyone.

Codex choice should not be based solely on the items unique to it alone, that's a dishonest comparison. Its about the whole package. It is true there arn't many mid game items that green doesn't share with at least one other codex. But this is intentional design. Not every codex plays equally. All codexs only have a handful of unique items anyway.

That's dishonest remark. Green codex has practically nothing useful for it. At all. I just started a new game and on my second mission i got necropirates and got 3 castaway gals as a reward. That's green codex starting bonus worth. Charger laser is by far the weakest weapon of them all. In practice it's not really that helpful and you can research or even get it as a random loot. Whole freaking package is what i'm talking about and the start offers you 3 extra gals, that you mostly can buy at that point a very short term useful craft weapon (you can easily get by with only cannons) and some medic supplies that you get just by doing missions. I don't really see anything useful early game to make me not go other codexes. Mid game green codex bonuses don't exist, at all. Have you tried using crystal skull? You need 5 emeralds and summoning circle only to build it and you will be running out of energy anyway. You are better off with vampiric sword that returns energy and hp for damage then this. Just having it in backpack doesn't help either. Green lighter and white rabbits have good TU boosts and i can apply those to anyone actually needing it.

Bio suit is NOT codex related - you can get it even if you don't choose any codex. Grey is explicitly blocked but it has enough stuff of its own to not really matter.

Late game cyclopses only show up with bigger star god's ships and when i reach the point where i can raid those ships and actually capture any cyclops i really don't need any of them. Similar thing is with pestulator suits. At last save i had 42 assault marine suits made, had enough nuclear  batteries to put all my slaves in Testudo armors and had actual tanks to back them up. I really don't see what a pestulator suit that at best i can make 1 of them would do to actually help me. It uses RUBY - ruby has much better uses then building a single suit at that point. So in summary early game is meh, mid doesn't exist and late is too late too little to matter. So, in short, i get nothing. And guess what, getting gear and research is what makes codexes useful. So yeah, what i get when i pick a codex matters. Red and grey outweigh green by far. Gold i didn't use that much so i won't speak about it.

10
XPiratez / Re: Newbe questions
« on: February 14, 2019, 02:10:54 am »
So have been playing the mod for a while now, still on my first try, but then again I started on low difficulty for a reason, really enjoy it even if it's very confusing and baffling sometimes.

Anyway I had a couple of questions:

1)Is there a way to see if a craft is underwater capable before buying it? For example I looked at Snake (wiki tells me it's underwater capable in the article about the tiny drill): I checked bootypedia entry, I checked extended stats, but that doesn't seem to be shown anywhere that I saw.

2)Is there a RELIABLE source of apples? In the beginning I seemed to swim in the things, since almost every mission was lokk'narrs or ratmen, and there was always apples on the ground. Nowadays I have 2 bases with 70 runts each, and that setup seem to have gone through my 270+ apple stockpile in a couple of months making wine. Now I need some to make Rum as field healthkits... And last "help the lokk'narr" mission didn't give me any despite stating an apple reward in the briefing (all I got was 20+ sectoweed).

1) The only way to see that info at the moment is to select non underwater craft and try to send it to underwater mission. You will get a warning that craft is not suitable for that kind of mission and will list you all the craft that you have researched that can be used. This basically means that you have to wait for underwater mission to pop up only to get that info.
There really should be a more convenient way to get that info.

2) You get apples often enough from various missions as random loot or as loot specific to some maps. For example, maps with lots of apple trees in them give you apples at the end of the mission. You really shouldn't have trouble getting apples in game, just do missions.

11
XPiratez / Re: Codex Popularity Poll
« on: February 14, 2019, 01:47:14 am »
Green gets the savior armor, IIRC, which has the best healing in the game, and I think it can fly, also. It also gets biosuits, arguably the best tanking armor in the game, and the pestulator suit, which has a special attack and is also tanky.
I think green also gets you tamed cyclopses? Cyclopses are great auxiliares since they can strip armor, boost morale and tank rockets with their face, actualy getting them can be really annoying though.

Green has pretty good immediate benefits tho, 3 extra (escaped lunatics?) gals make up for a pretty good early boost.

EDIT: I do agree that there's a large gap in general usefulness between the vessels you get with each codex, though.

Saviour armor is green and gold and it seems to require lots of luck to get (needs purple bloom's cooking recipes). Bio suit is not codex related, anyone can get it. It also requires ruby's to build which are really rare to find. In my game i found only 1 ruby so far. Cyclopes need to be captured and are very rare and very end game at which point you will have your own gals flying around in assault marine or power suits, slaves in testudos etc. Way too late and hard to get to be that useful. So far the only suit that is green only is pestulator suit which in comparison to what red and grey get through whole game is not good enough reason to go green. It also requires 3 emeralds and 90 zombie juice which is hard to get so at best you will field 1 or 2 of those suits, if at all.

12
XPiratez / Re: Codex Popularity Poll
« on: February 13, 2019, 04:26:50 am »
Bonaventura is great dropship.
However, after getting it i have yet to find any useful green codex stuff that made it worth it. Currently green codex looks even weaker then gold one to me. Maybe i'm missing something here but most useful mid/late game gear seems to orbit around grey and red codex. Red has tons of gear and weapons you can get while grey has really great voodoo trappings with good all around ships. Green, for example gets Scarab as attack ship but its both slow and takes FOREVER to repair which is a big problem until you get other ships to complement at which point you may replace it anyway. Having one slow ship that can be used only once in a while and takes up hangar/upkeep is just not worth it. I found that such long repair time was very crippling in my game. Getting shield for it is viable but you end up with even less firepower and it takes a lot of research to get to it. Green codex choices, at the moment, make me feel like i made a wrong codex choice. Not different, just wrong choice.

Btw. i saw ppl mentioning that green is supposed to excel at healing and health stuff. Will someone point me to exact tech/item/anything that supports that claim? I have yet to get anything from green codex that actually does that and i'm in the late game right now.

13
XPiratez / Re: Bugs & Crash Reports
« on: February 13, 2019, 01:45:50 am »
2 bugs to report:

1) Killgun is buildable even if you don't have red codex. You can't research it but you can build it. I have a green codex. A streamer has grey codex. We both can build it.

2) Some missions have their 'what to wear' descriptions way too large to fit the window. This is usually a problem late game, when you have researched a lot of armors. Missions like 'bounty hunt B - capture the tech gnome' has nearly all armors available but the list can show less then half of them since they simply don't fit in the single window. In that example i had no idea if i can bring my harbinger or guardian armors to that mission. This is more of a OpenXcom or OpenXComEX problem then PirateZ one. The window simply needs to have scrolling ability. Similar thing is with descriptions of certain guns in this mod. They go outside of window area and you can't read the whole thing. Both bootypedia and mission briefing area needs to have scrollable windows to avoid these kind of issues. Data is there, we just can't see it.

14
XPZ Strategy/Tactics / Re: Extended Piratez general FAQ/Strategy Guide
« on: February 04, 2019, 09:34:21 pm »
Definitely, since it becomes completely useless once you build a better one, AFAIK, like in vanilla. The new one also acts as a minor defense battery during crackdown approaches, though it doesn't do all that much.

The one that doesn't act as a radar is the hyperwave decoder, IIRC, so don't desconstruct your long range radar once you get it.

You don't need radars with Hyper Wave Decoder. I have only Hyper Wave Decoders in my bases and detect all incoming traffic. This is for J9 and J11 versions of the game, dunno if and when that was changed.

15
XPiratez / Re: Bugs & Crash Reports
« on: February 02, 2019, 10:36:33 pm »
I'm getting a crash when selecting my Pirate Queen in the inventory menu before tactical battle (the one in base works fine) or during tactical combat. Other gals seem to work fine.

Snipped from the log:

[02-02-2019_21-14-32]   [FATAL]   A fatal error has occurred: Sprite UBERGAL__3__CHAIN_F39 not found
[02-02-2019_21-14-32]   [FATAL]   0x7ef470 OpenXcom::CrossPlatform::stackTrace(void*)
[02-02-2019_21-14-32]   [FATAL]   0x7f0930 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[02-02-2019_21-14-32]   [FATAL]   0x401570 exceptionLogger()
[02-02-2019_21-14-32]   [FATAL]   0xb56770 MPEGaction::MPEGaction()
[02-02-2019_21-14-32]   [FATAL]   0xcfdfa0 void std::iter_swap<__gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > >, __gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > > >(__gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > >, __gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > >)
[02-02-2019_21-14-32]   [FATAL]   0xd02f40 OpenXcom::ScriptGlobal::addTagType<OpenXcom::ScriptTag<OpenXcom::RuleItem, unsigned char> >()::{lambda(unsigned long long)#1}::_FUN(unsigned long long)
[02-02-2019_21-14-32]   [FATAL]   0xbfb060 OpenXcom::Surface* OpenXcom::Mod::getRule<OpenXcom::Surface>(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, std::map<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >, OpenXcom::Surface*, std::less<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > >, std::allocator<std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, OpenXcom::Surface*> > > const&, bool) const
[02-02-2019_21-14-32]   [FATAL]   0x646dc0 OpenXcom::Mod::getSurface(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, bool)
[02-02-2019_21-14-32]   [FATAL]   0x873110 OpenXcom::BattlescapeState::updateSoldierInfo(bool)
[02-02-2019_21-14-32]   [FATAL]   0x852860 OpenXcom::BattlescapeGame::primaryAction(OpenXcom::Position)
[02-02-2019_21-14-32]   [FATAL]   0x878f90 OpenXcom::BattlescapeState::mapClick(OpenXcom::Action*)
[02-02-2019_21-14-32]   [FATAL]   0x7e6a00 OpenXcom::InteractiveSurface::mouseClick(OpenXcom::Action*, OpenXcom::State*)
[02-02-2019_21-14-32]   [FATAL]   0x7e73b0 OpenXcom::InteractiveSurface::handle(OpenXcom::Action*, OpenXcom::State*)
[02-02-2019_21-14-32]   [FATAL]   0x7e3e20 OpenXcom::State::handle(OpenXcom::Action*)
[02-02-2019_21-14-32]   [FATAL]   0xba73b0 OpenXcom::BattlescapeState::handle(OpenXcom::Action*)
[02-02-2019_21-14-32]   [FATAL]   0x7d7060 OpenXcom::Game::run()
[02-02-2019_21-14-32]   [FATAL]   0x4016b0 SDL_main
[02-02-2019_21-14-32]   [FATAL]   0x9bd4f0 console_main
[02-02-2019_21-14-32]   [FATAL]   0x9bd610 WinMain
[02-02-2019_21-14-32]   [FATAL]   ??
[02-02-2019_21-14-32]   [FATAL]   ??
[02-02-2019_21-14-32]   [FATAL]   0x7ffadcfa3020 BaseThreadInitThunk
[02-02-2019_21-14-32]   [FATAL]   0x7ffadd5e3670 RtlUserThreadStart
[02-02-2019_21-16-30]   [FATAL]   OpenXcom has crashed: Sprite UBERGAL__3__CHAIN_F39 not found

It seems this happens no matter what armor or items i put on queen or what mission i try to do. This started happening after i updated the game from J9 to J11. I can provide save if needed

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