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Messages - spazeroid

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XPiratez / Re: [MAIN] XPiratez - L2 - 21 May - Blood And Skulls
« on: May 28, 2020, 08:55:00 pm »
Howdy, I'm a big fan so I hope this doesn't come off as overly harsh.

The changes to the bootypedia weapons entries make them a lot harder to read. The sides and the green thing are distractingly bright, which combined with the fact the text often goes over both makes it hard to read some of the text. The fish lips in the middle don't help either.

If you make the sides a little darker it shouldn't be so bad. Or maybe changing the text color?  The ideal solution for those of us who are change resistant might be to make the new background toggle-able, but I'm sure that's technically difficult.

Anyway, really like the game and I'm looking forward to the new content.

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XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: May 05, 2020, 08:17:08 pm »
X-piratez suggestion:
I’d like to see a bigger use for enemy trophies and alchemy.

Enemy trophies: I think it would be fun and thematic if you could fashion enemy bits into protective gear. This would increase the number of strategies in the early to mid game as you try to capture enemies to make moderately useful gear from them. It would also synergize well with the newly added gear slots in the inventory screen.

Examples:
Reaper hide vest which is heavy, but also increases your resistance to piercing slightly while simultaneously making you more vulnerable to fire.
There could be a monster eye necklace which increases your night-vision slightly
Monster teeth to create jewelry which slightly boosts your TUs.
Reaper brains to boost your resistance to voodoo.
The remains of a cyberdisk fashioned into an enormously heavy shield.
Ratman tails to increase reactions.
Vampire teeth bracelet which leeches energy on melee hit.
And things like that.

None of these effects would be very powerful but it’s a fun way to give more variability to early loadouts while simultaneously pushing the player to try different strategies. Also, it’s wonderfully thematic for a bunch of pirates to go into combat wearing trophies of their defeated foes.

Alchemy: So we have alchemy in the game, but no potions. This seems like a missed opportunity to me. I don’t know much about balancing voodoo so take these all with a grain of salt.

The purpose of potions is to super charge weirdgals while simultaneously tanking their other stats, particularly freshness. This is balanced by most of the potions being quick to use and easy to keep on a character’s person.

I envision them being used by weirdgals who have gone a couple rounds of magic and are drained as result. They drink one or two and can fire off more spells. Then spending the next couple of turns regretting their life choices.

I think drugs sort of fill this role, but these would be a bit more specialized and hey they are potions!

Probably need an energy potion, morale potions and freshness potions. The energy potion would hit morale and freshness. The morale potion freshness and energy. The freshness potion takes a long time to drink, inflicts enough stun to put a gal into overstun and is so big it’s hard to deploy. Similarly, you might have a TU potion which has side effects bad enough to make the gal useless the next turn, but I generally avoid messing with restoring TUs.

There might be two variations to each potion, strong and weak. With the weak version taking early game ingredients and strong taking late game ingredients.

I hope these two ideas are good for a laugh if nothing else. I really like the way things are turning out development wise and wish you the best of luck going forward.

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XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: March 02, 2020, 01:45:42 am »
Three things I'd like to see in x-piratez, assuming they don't break too much stuff.

1. A mid-late game tech that lets you buy a super expensive accessory you can carry into battle that gives a sense 1-2.
My preferred strategy for mansion missions used to be to rush "ye old magic store" so I could give my gals acolyte robes and use the sense 3 stat to make it go faster. Now that takes weirdgals which I'm a bit more hesitant on.
I get that aye-phones exist but the real use for sense was telling you if you missed a unit above or below you.

2. A condemnation for a each mission a gal gets mind controlled. It doesn't need to give stats or anything, it's mostly a way to remind forgetful commanders which unit got mind controlled so they can switched to base defense duty.

3. The ability to set the scroll wheel to increase by increments of five as opposed to 10. This would mean I'd have to scroll a bit more but it would be a lot more granular.

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XPiratez / Re: A thread for little questions
« on: March 02, 2020, 01:36:57 am »
Thanks! I tried a few in game months later with a more experienced group of peasants and it went a lot easier. The tipping point was probably being able to over stun by wrestling, that wouldn't have occurred to me.

another little question:
Does the factory have printer capability? It seems like it should, even with luxury barracks it's going to be a struggle to staff it as is.

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XPiratez / Re: A thread for little questions
« on: February 25, 2020, 04:30:18 am »
Does getting the contacts: reticulans remove their shipping from the Geoscape?

Also hints on the reticulan vats mission? I have a batch of 12 well trained but inexperienced peasants and despite a good effort they didn't cut it. I get the feeling I was doing something wrong. I managed to take the center room and tried to hold out there, but they kept coming and the knocked out ones got back up.

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XPiratez / Re: [MAIN] XPiratez - K2 - 2 Nov - Ice Ice Cool
« on: February 19, 2020, 12:20:29 am »
The event is already generated and will happen on March 30th 10am.

Code: [Select]
geoscapeEvents:
  - name: STR_SUPERIOR_BEINGS
    spawnCountdown: 6840
  - name: STR_PSI_INITIATION_EVENT                 # <-------------- this one
    spawnCountdown: 18690
  - name: STR_LFS_002
    spawnCountdown: 12480
  - name: STR_KNOCK_KNOCK_HUNTER
    spawnCountdown: 11460
  - name: STR_MAD_SCRIBBLINGS
    spawnCountdown: 9660
Yep so it does! Thanks for taking the time to solve my silly problem. Super maids here I come!

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XPiratez / Re: [MAIN] XPiratez - K2 - 2 Nov - Ice Ice Cool
« on: February 18, 2020, 11:45:17 pm »
When I load your save and go to Ufopedia, category "Mysteries".... I see that you already have the topic "VooDoo".

So which topic exactly are you missing?

Voodoo initiation. (http://xpiratez.wtf/xpedia_en-US.html#STR_PSI_INITIATION). Without it I cannot get the more advanced forms of Voodoo or Weirdgals.

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XPiratez / Re: [MAIN] XPiratez - K2 - 2 Nov - Ice Ice Cool
« on: February 18, 2020, 11:13:32 pm »
Upload your save here so that we can have a look if it's a real issue or if you're just missing something.
Most likely you're just still missing something.

Will do! And yeah it's probably user error.

The event chain for voodoo initiation is first "wasteland priestess" and then "seek out the desert witch". The "wasteland priestess" event spawns without prerequisites at 23% chance per month. "seek out the desert witch" is not actually the second event but the research you need for it to spawn (50% chance per month once researched). So you can type that into the ingame tech tree viewer to see what you are missing.

If you are missing the "wasteland priestess" event, you can edit "Piratez_events.rul" and look for "str_blessings" there to set executionOdds to 100 to reduce the waiting time.


Huh, if that's how it works then yeah it might just be a run of bad RNG on my end. An ingame month takes me a long time to get through just because I'm doing most of the missions. I have the wasteland priestess and the research done. Looking back through my saves the research was done in December, and it's March now. So assuming everything works it should just be a matter of time. Thanks!

The event leading to Voodoo is unavailable for campaigns with the lowest difficulty level. So if you play on Cap'n Kidd, you are not supposed to access this part of the tech tree.

Neat feature, but nah I'm on blackbeard. My biggest take away from playing cap'n kidd was that the gals were actually just very aggressive paramedics who would shoot people so they had an excuse to practice medicine on them.

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XPiratez / Re: [MAIN] XPiratez - K2 - 2 Nov - Ice Ice Cool
« on: February 18, 2020, 02:55:38 pm »
You can use the tech tree viewer in game (press Q in geoscape) to see what's missing.

Or online bootypedia: http://xpiratez.wtf/xpedia_en-US.html#STR_PSI_LAB

Certainly! I have voodoo schools, but I don't have voodoo initiation (http://xpiratez.wtf/xpedia_en-US.html#STR_PSI_INITIATION). I need that to get the fun stuff. More specifically Voodoo:communion.

Looking more into the tech tree, I have "ye old magic shoppe" but not voodoo initiation. This is likely a side-effect of being from an old version. Should I just save edit myself into having voodoo initiation? Or is there a internal check that should correct itself?

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XPiratez / Re: [MAIN] XPiratez - K2 - 2 Nov - Ice Ice Cool
« on: February 18, 2020, 01:39:45 pm »
Hello,

I joined the forum just to say that this is in my humble estimation probably one of the finest games ever made. I grew up playing original abandonware x-com. I loved the hell out of it. Then I found this mod and the world shifted for me so to speak. I have probably put 200-300 hours into it, across several games. It just keeps getting bigger and my mind is not prepared for that. Thank you so much dioxine, for making this mod. The fact that it exists continually leaves me amazed.

I'm also here to report a possible bug. so I'm about 2/3 of the way through the game. It's march 2603. I have hellerium munitions, smart guns, civilization and nightmares. I still don't have voodoo. I got the first 2 events in what I think is the voodoo initiation event chain, but I can't get the third one. It's so bad I'm thinking of save editing just so I can get my hands on saucy magic. Am I doing something wrong?

The campaign itself is from multiple versions ago, which I keep updating as I go along. I got saves back to January of last year, so it's probably a side effect of a too old campaign. What makes me think something is messing up is that I have gotten the mad scribblings quest twice, despite managing to use the mad scribblings once. (On a related note, it is borderline painful to find any consumer goods past the mid point of the game.)

Is there any legitimate way to solve this problem? Or should I dabble in dark arts?

P.S.: I'm probably going to send you money.

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