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Messages - alex-g

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XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: October 07, 2024, 10:40:34 am »
 Come back after a long break and definitely liked the changes of the early air game, but there is a feeling that lack of hangars doesn't let you breathe. You need too many ship aerbus, v8 for race, expedition for underwater, then you need space for bird craft so on.
 Maybe it makes sense to give the player 3 hangars from the start.

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XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: September 27, 2024, 02:47:11 pm »
Main Menu screen -> Options -> Advanced -> Geoscape -> Custom Initial Base: YEA
This will let you place the starting base structures in any arrangement you desire.
tnx cptn obv, I'm already told about that

btw that not a point, point is why that bs it still exist

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XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: September 27, 2024, 11:39:09 am »
 Can we finally reverse base loadout up to down(so that the hangars are located at the bottom) and stop lose hands with every base assault. Not that it couldn't be fixed with a free design option, but tired of that bs.


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XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: November 01, 2019, 09:05:18 am »
 Guys you did not read carefully, of course i tested it all(so I know that I can do it myself one way or another).

As was said earlier, it is possible to sell the airbus on day one. But some other means of getting to missions would have to be in place.

As it stands, the first "transport" available after 4 researches is the Expedition with speed only 75. I am not sure which missions do or do not dissapear even when targeted, but you those disappearing will be unreachable and you are not going catch any hostile shipping.

Next up are Bikes with speed 225 after 6 researches. You could catch something with those.

So if you start without transport, you will be unable to do any missions for at least 10 days and entirely unable to catch up to shipping until you get a faster transport.
Did i miss something? Because as far as I know, when an craft is directed on a mission, it cannot disappear. In my test walkthrough I got 3 missions in the first month fist was brothel than 2 watch towers, dropped more, but I missed them due to team injuries(and keep in mind that it just took me a while to investigate the expedition) so it was not so difficult.

@alex-g ..well, as i understand it, (if i get it right), you want slowier tech. progession, humbl´ier, modest advance in techs research, and overall progress..

yap, similar as like in Doom (or any action-shooting, tactical /strategic game..) the player would, SHOULD be start-ing at first, in first few missions, only with - just & only with 1small knife..

Yes you got the idea and you can try it, by most part it's only affects the first month, and maybe a couple of weeks of the second
then everything goes as before.


In short, your propositions do not make a iota of sense. You want different game, not mine. Also, do I need to say that...
A) you can sell the airbus or save-edit it into Expedition;
B) you can dismantle the prison;
C) you can sell all the weapons;
D) you can dismantle the radar.
Here - you have the game you want now. Nice and easy, man :)
Like i say before yes, I know, I tried and there is nothing to worry about (there is no disagreement with the intro because start tools and base layout not described and by the way it more consistent you are not a pirate at first, you become them after a "call a meeting" and there’s no some sort of punishing difficulty also). But i get it. It diverges from your vision of an early game, thanks for the answer.

 There is a question, I played without prison, but still got the runaway gal after the mission with a brothel, this is a bug?

 

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XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: October 31, 2019, 09:12:59 am »
That is even worse. We already have a story in place. (You are a group of escaped experiments which stole an airbus and found a base prepared by mysterious benefactors) While I can understand gameplay taking precedence in front of story, I cannot understand another story taking precedence in front of the existing one.

 Just a little explanation(destruction during landing, lack of fuel, lack of spare parts for repair), the story doesn’t change for the most part.


*joke mode* I know that you are just afraid to play without ship doors  ;D

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XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: October 30, 2019, 01:29:37 pm »
 It's not really about "too easy" or "challenge stuff" and more about research progression. In short, you begin your study and only after a while will you learn about the things that you already have and which by then you don’t need anymore, since you already get an more cool staff (you start building a scooter already having a car).

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XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: October 29, 2019, 10:29:35 am »
 Hi guys, for a start I want to say thanks for your work, tried the mod and have a blast. Original X-com was my first pc game back in 94 and your work really breathed second life into it now, this is even more relevant now, when interesting and deep tactical games is kind of rare.
 There is a little suggestion(it not hard to implement possibly) to do early game more smoother and challenging, by removing a high-tech(which are much deeper in the research tree) and op things that are available from the very beginning, like;

- AIRBUS. shooting enemies without leaving the ship, that familiar  to all fans of the original legal cheat, which allows you to do quite hard mission from the very beginning, first transport should be EXPEDITION...then player research BIKES or TRUCK(if chose SS-tech line) then Contacts: Car Thieves. So you can feel early tech progression.
- Prison Cells. Academy personal is too big source of money early on which allows you to rush gameplay very quickly and makes a lot of early tools\production\research is kind of meh. plus random tech is a feature that makes research progress not smooth at the beginning(fine in later on).
- TOOLS (Parrot, Flintlock wpn, Black Powder Bomb, Assault Cannon and Mini Cannon). The things that you get at the beginning are limited to those you found at the base (pic). Again, removing it gives a sense of progression and you still get them anyway through a couple of missions or through research for the next month, but it be you job.
- Hi-Res Radar (optional). you can still scan with the EXPEDITION non stop, but you will not be overloaded with messages about flying vehicles, which you still can’t do anything by most.

 In conclusion, now in the first two months you are too overloaded with everything, you often get very strong loot from landing ships or hard mission beating them using OP tools, then make big amount of cash by selling prisoner and you don’t need most of the early stuff(
why kill scorpions and make yourself a chitin ax, when you easy loot ak, shotgun or a hunting rifle by 2-3 week and start shoot at half map right from the ship)...or even some time much more powerfull stuff from crates. I try my suggestion by selling all of the above and it was fun, much more step-by-step progression instead of bottom-height.

 Uhh that long. Tnx again

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