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Messages - Alucious

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XPiratez / Re: [MAIN] XPiratez - 0.99F.4 - 18 Mar - Furious Fixes
« on: March 22, 2017, 08:55:50 pm »
Julian Gollop is doing an AMA on reddit to promote Phoenix Point, and as part of it he says that he's played XPiratez. Congrats to Dioxine!

XPiratez / Re: Suggestions on how to improve the mod
« on: August 05, 2016, 04:37:47 am »
For starters, Academy Engineer a 'she', and by that logic, she's worth around 0.1 Brainer at best :). Guild Engineers would be worth around 0.2. If they wanted to work for such technological heretics as the pirate gals in the first place! Fully agreed they would want better accomodations, though :)

For real? Brainers must be exceedingly rare in the X-Piratez universe... So then definitely buying them in unlimited quantities from the black market seems really unlikely!

XPiratez / Re: Suggestions on how to improve the mod
« on: August 04, 2016, 10:32:25 pm »
You don't live in a world with conservation of people? :o

Haha! Maybe I should have been more precise - it would make sense for "smarter" npcs to contribute more to research than other ones. The Academy Engineer might be twice as productive as a normal Brainer for your research, but he would demand a larger salary as a result, and nicer accommodations in the barracks, etc. It makes sense to represent that him turning into two Brainers-worth as a way to represent that mechanically.

XPiratez / Re: Suggestions on how to improve the mod
« on: August 04, 2016, 09:41:41 pm »
It's not possible at the moment.
Scientists and engineers are not units, but they are also not items (resources), so they can't be recovered from a mission.

But I can add a few flags here and there and transform flagged civilian survivors into scientists, engineers or even parrots if you wish...

Would anyone be (seriously) interested?

I certainly would! It kind of strains the "realism" of the setting for me that you can just walk into the local settlement and hire as many Brainers as you want for just cash (admittedly a lot of cash - lore-wise my rationale is that most of the initial hiring cost is finding such a smart person in the first place). If Brainers are such a valuable resource for settlements and factions, who out there is willing to sell unlimited supplies of them to our Gals?

What I'd really love is an ability to turn some captives (hire them? brainwash them?) into Brainers, similarly as to how you can turn captives into slaves right now. It would make sense for "smarter" captives to give you more brainpower for your base, so a captured Academy Engineer might turn into 2 Brainers while a Church Maiden might yield 1 Brainer. You might be able to turn this into an income stream like slaves - convert your captives to Brainers and make a little additional profit compared to just ransoming them.

Now I'm not altogether sure about how this would mesh with current game balance, as research speed past the early game is limited more by research buildings in your base instead of acquiring Brainers themselves. This might make the early game drag on a little more, and stress even more the desire to capture people alive instead of killing them.

EDIT: Maybe mid-to-lategame you might want to get a LOT of Brainers without having to capture them, and I think there could be a technology that enables that - maybe you research a contract with the Academy to buy Brainers from them? Or you could have some kind of brain-enhancing chip that when implanted into a Runt turns them into a Brainer?

XPiratez / Re: Make Chryssalids Great Again
« on: August 01, 2016, 01:08:52 am »
That's what makes them slightly less dangerous in EU2012. You either kill them on the turn they show up, or they get into melee range and kill all ur guys. Zombies are rare, and newborn lids are even rarer because they don't automatically spawn when a zombie dies. (That one change would make them much more dangerous in EU/EW)

That Newfoundland mission on the other hand. Long war makes that into a nightmare if you aren't specifically prepared with the right skills.

From my personal experience and watching several Long War streamers, the Newfoundland mission is extremely difficult the first time through, but becomes one of the safest missions for leveling troops on once you know how to play it.

XPiratez / Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« on: July 30, 2016, 07:05:19 pm »
Re-opening this topic again, because it's really tearing my heart apart... looks like you need all slaves (except for witch) to win the game :(  :'(

slave gladiatrix | slave maid > luxury spa > civilization > higher studies > heavy transporter > mars attack vessel
slave | slave lasher | slave specialist | slave taskmaster > mining ship > civilization > ...

Unless I'm really misreading the tech tree viewer, you can get slave research from interrogating some captives instead of having to enslave people yourself! I know in your let's play you're very against enslaving captives so this should work out for you. It looks like interrogating Smuggler Captains, Raider Bosses, and researching Pillow Books together should cover all of the slave technologies you might need.

XPiratez / Re: How do you use Night Vision to your advantage?
« on: April 15, 2016, 02:40:15 am »
A chunk of inner mechanics. If an AI unit has spotted you, but no longer sees you (because you're now in the dark, for example), it will know where you are, it will pursue but never attack before it gets a visual again.
Thanks for the tip! Maybe I can use that as a way to lure enemies into a trap in night missions...

XPiratez / How do you use Night Vision to your advantage?
« on: April 14, 2016, 12:40:19 am »
I apologize if this is a very novice question - I'm very new to OpenXCOM but I have a good amount of experience to XEU and Xcom 2.

Very early on in the research tree you learn that your hands have slightly better night vision range than standard enemies - 12 spaces vs. 9. However, when I turn off the personal lights during a nighttime mission, I (the player) can hardly make out anything in the dark! It's very frustrating trying to guess where terrain is or if my hands stumbling around in the dark are actually in the middle of a clearing. I usually end up leaving the lights on during my turn and turning them off right before ending my turn. Additionally, if I do happen to see an enemy in the dark, it's very difficult to see what kind of enemy they are, and what direction they are facing, which is very important to a melee ambusher.

I know my hands are intended by the game lore to have an advantage in night missions, but it's so frustrating playing these missions that I much prefer daytime missions. Am I missing something? Is there an option or hotkey to "turn on" night vision that I haven't found?

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