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Messages - ZoA

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XPiratez / Re: Tribute song
« on: November 20, 2024, 08:44:20 pm »
I have trouble getting Suno to reliably generate female vocals. This is is closest I got and she sounds like she is juicing on anavar, but that actually might be setting appropriate  ;D


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XPiratez / Re: Tribute song
« on: November 20, 2024, 07:55:55 pm »

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XPiratez / Re: Tribute song
« on: November 20, 2024, 07:43:06 pm »
On PC monitor bottom right there is 3 vertical dots icon next to speaker icon. Clicking on it opens pop out with download option.

Edit: I see this option is only present for creator of the song, I'll see if I can upload it somewhere for download.

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XPiratez / Re: Tribute song
« on: November 20, 2024, 05:13:44 pm »
Heavy Metal you say. Well this is what suno delivered

https://suno.com/song/c7c38c3c-4e05-440a-b65c-018602156b76

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XPiratez / Re: Tribute song
« on: November 18, 2024, 04:54:39 pm »
Thx Solar!

I haven not used AI to generate any art before so I was myself surprised how decent it ended up. In Suno I generated lyrics by simply listing some core themes of X-piratez and what genera of music I want. That produced several melodies, and I picked the one I thought sounded the best. Then I generated some images in DeepAi using simple key words like "muscle hypertrophy female, chaos warrior , pirate" or "post apocalypse ruins" or similar to generate some theme appropriate images.

Next I edited mp3 and jpg in Shotcut in to a video. I never used video editor before so I got highest rated video editor flatpack from app manager on my Linux distro. After that learning to use it and editing final video took only about 3-4 hours.

This AI thing is quite impressive, only complaint I have is that hands and weapons often end up looking messed up, but given that it's completely free of charge and better then anything I could ever paint myself I cant really object too much.  ;D

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XPiratez / Tribute song
« on: November 18, 2024, 02:30:59 pm »
Inspired by this awesome mod and  Solarius Scorch's song Hellerium Trails I decided to make a tribute to what I consider the best tactical RPG in the word.

Given that I'm talentless hack with no skills I made it using AI. Despite that it ended up surprisingly not terrible so ... enjoy.

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XPiratez / Play through feedback
« on: March 27, 2022, 08:14:03 pm »
Hi.

Finlay after 2 years I competed a full play through of this gigantic game so i want to provide some constructive feedback. Originally i played X-Com back in the 90s. I discovered open X-Com and this mode in late 2019 thanks to Meridian's channel. I think it is started playing it with K3 version and I continued to upgrade up to L7 version.

So basic stats of the Play through:

Paths choices: Gray codex, Male touch

date of victory: 26.IX.2604
difficulty: John Silver
average monthly infamy: 25584
Battles won: 1157
Battles forfeited: 54
Night battles 543
Most infamy: 3800
Least infamy: -1748
Hands recruited: 217
Hands lost: 12 (actuality it would be about 50, but reduced due to some moderate save scamming)
enemies killed: 8417
enemies captured: 5208
favorite weapon: sunblades
accuracy: 68%
biggest foe: Bandits
sick days: 17131
ships detected: 1339
bases detected: 3
governments denying payments: 2
Mutant pogroms: 38
craft commissioned: 42
runts: 1345
research: 2718

So to me best part of the mode is fantastic diversity of equipment and soldiers and play stiles that that diversity allows. What to rush in to melee, want to blow up half of the map, want to mechanized tank attacks, want to snipe from the distance, want to melt enemies with brains of your solders, or want to mix it all up? All is possible and viable, ad lest at John Silver difficulty.

Second part I really like is diversity of opponents and missions. It has nice spread from easy to hard, from melee to ranged, to funky ones with funky mechanics and opponents, to different environments... All fun.

Also I like the lore of the setting, nice writing, would make excellent RPG seating.

 As for the flaws i wont quibble of over minor balancing issues, some weapons are more powerful, some are less, AI sniping mechanic is anoying but overall that not all that of an issue. However i feel like last last 1/5th of the game kind dragged on for multiple reasons:
- braners were increasingly idle, with much time spent waiting for relevant drops or captures of important opponents 
- bounty tokes become useless  as all the rewards are collected by the mid game
- managing manufacturing become excessive chore needing entire chains of separate products to get final armor
- collecting sufficient HFC to compete Conqueror took months of game time     
- drop rate of some high end components such as various Orbs it not adequate so some high end shadow components cant be produced to desired quality and quantity. Sivalinga Stone could also probably drop more often. Passably they could be obtained by for high amounts bounty tokens, that would resolve both this issue and uselessness of those tokes in late game.

Overall I grade this mode as 9/10.

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XPiratez / Re: [MAIN] XPiratez - L9 30-Apr-2021 Personal Attention
« on: June 30, 2021, 11:04:04 pm »
Never seen that purple map before. Is that some kind of night vision effect or special very rare map?

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XPiratez / Re: A thread for little questions
« on: June 03, 2021, 06:06:09 pm »
Does anybody else think map on 3rd level of Aurora castle is atrocious buggy mess? There are passable corners that look like they should be impassible, 1 square alcoves that can be entered thru those corners and can hide enemies that are then impossible to attack. General map design is irritating AF, endless dead ends or doors that look like dead ends, and to move your gals in to fog of war areas one often needs to click in to darkens and that often makes them take insane roundabout paths expending all TU and leaving your gals hell knows where. Navigating that mess is so time consuming and annoying it's driving me insane.

I hate that map so much.  :'(

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XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: May 24, 2021, 05:06:39 pm »
Quote
Chainmail already comes close...

But carbon is still better in pretty much all aspects, NV, spot, mass, inventory, TU...

Quote
and requires a printer,

Why would you not have printers in late game, just for sake of runt workspace if for no other reasons? I have one in something like half of my bases.

Quote
I use Blitz for that role because Carbon penalizes you 30 TUs by comparison

Yes Blitz is better, and I use them if i have them hanging around, but they are hassle to make, require entire chain of prerequisite armors. If i need quick armor for new gal i dont have some used hand downs I'll just quickly make some carbon armour then going to hassle of building entire chain of prerequisite armors.

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XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: May 23, 2021, 11:54:09 pm »
I have to disagree on utility of carbon armor. That thing has plasma damage modifier of 50%, and that fact alone makes it worth the effort as plasma is most frequent and most dangerous damage type in late game.

Other advantage of carbon armor is that it has good night vision an thermal vision, has no TU penalties (i acutely  avoid using power armor on my best gals as I hate TU penalties on anything I use for melee), and is simple to produce as it has only chemicals, life support and optronic parts as components, no need to mess with some long string of basal armor types or exotic components to produce carbon armors. On top of that it looks cool, all black and shit.

I use it as main armor type on my B team that i don't want to bother equipping with relay fancy and exotic armors. It is simply the best late game filler armor for cannon fodder and line grunts.

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XPiratez / Re: A thread for little questions
« on: May 03, 2021, 01:25:32 am »
Are Coven witches actually Star Goddesses. Lore seems to imply so.  Also does that mean we are actually poppets of female star gods in their shadow war against their male counterparts?

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XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: April 19, 2021, 07:03:35 pm »
Quite the interesting idea. i like it.

Thank you. I'm glad you like it. Hopefully Dioxin will like it too.  :)

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XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: April 18, 2021, 10:01:28 pm »
I'd like to propose additional "trappings" for resurrected shade gals. Now they are just kinda stealthy, easily destroyed, support units, usually not worth taking up ship slot or even base living space. But what if those ghosts could, like poltergeist, posses and use various machines prepared for them by runts. This could be done with trappings game mechanics. Runts make "traping" machines for gost gals, and they just swap them just like regular gals swap their trappings.

Here are 2 ghost trappings suggestion:

NECRONATOR
(inspired by  Necron Warriors)

Lore: Our brainers have learned how to assemble parts of Killer Droid Mk.801 and some precious gems in to new vessel for our shade gals. This will give them chrome shiny body to use in their quest for glory and booty.

Assets: to save development time simply reuse sprites for Killer Droid Mk.801 sense parts for the body are assembled from the same. But necronator shuld be using normal gal weapons instead of Killer Droid integrated weapons.

SHADENOUGHT
(inspired by Dreadnot)

Lore: by expanding on base principles we used to make necronators possible we developed way to make our shade gals even more formidable warriors. Behold the shadenought, the instrument of vengeance by which our shades will dispense justice too those that sent them to the word beyond.

Assembly: simply use mecha suit and some precious gems to produce poltergeist mecha

Assets: again to save development time simply reuse sprites,designs and weapons for mecha suit.

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XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: March 21, 2021, 08:45:29 pm »
I like to petition to have exit question under "contacts">"abandon ship!" changed as a homage to best 4X game ever. Now it has simple "abandon ship Skipper?", and I'd like to see it changed to "Please don't go. The gals need you. They look up to you." 8)

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