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Messages - CaptainCorkscrew

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I guess shotguns can be used to the same effect.

XPiratez / Re: Bugs & Crash Reports
« on: January 03, 2017, 01:47:25 pm »
I found a hole in the villa, see attached image. There are still some of places that are see-through in the villa and the temple, for example from the stairs at the front door of the villa one can see part of the dungeon.

XPiratez / Re: Bugs & Crash Reports
« on: January 01, 2017, 07:44:20 pm »
Maybe a tiny bug: Musket snapshot costs 33% TU, Bayoneted Musket snapshot costs only 30% TU.

XPiratez / Re: Bugs & Crash Reports
« on: January 01, 2017, 07:43:07 pm »
OH! Even if no time has passed and nothing happened? That's very odd.
I cancel projects all the time and never noticed.

XPiratez / Re: Bugs & Crash Reports
« on: January 01, 2017, 06:38:20 pm »
I just rescued a shipwrecked gal, then added hire shipwrecked gal to manufacture (without any workers assigned), then canceled, and she was gone. I think this is a bug.

More useful would be an indicator of whether a hit did any damage or not. But there's the advisor for that.

The current hit indicator (CTRL+H) is useless half of the time, some improvement would indeed be good.
Main issue: reaction fire overwrites your fire.
I think there are some edge cases as well.

XPiratez / Re: Thoughts & feedback so far
« on: December 26, 2016, 08:59:09 pm »
- I am confused on behalf economy vs research. My approach was maybe too research-focused, but I feel somewhat low in the tech department. Also the economy is difficult to push due to the lack of technology to support it (Destilling helerium with 20/50 runts), which makes me think that I should have expanded to world covegare before getting more than 5 brainers.
- Airspeeder is a must to the main base as it shut downs the preys for the airbus (and also because you can put into motion the seagulls quickly). In remote bases aircar is better to scavenge as many civilian crafts as possible.
The X-Grog is available from one of the four starting research items and already a better option than Hellerium. Once you have apples you can easily make even more profit.
Missiles are far too expensive to use IMHO, so the airspeeder is a bad option. There is some other fast vessel available early on that can use a single light weapon, which is sufficient for civilian craft.
Both these things help your economy.

XPiratez / Re: Sir Diealot's LP
« on: December 25, 2016, 03:33:06 pm »
Here's the two-handed indicator in the inventory as requested.

To be honest tho, I don't like it. It feels out of place and can be easily confused with the stack number. So I made a new user option to turn it on and off. By default, it is turned off.

Thanks Meridian!
I think it will be a great help (once XPiratez uses the 3.5 branch). Having an option to turn it off does not hurt.

As for the discussion: The interface definitely requires some learning. You have to remember that it was designed in the 90s with a lot small screen resolutions (640x480 or 800x600 already?). It was OK for the time and the game.
Given the vast amount of screen estate we could use now the interface could be a lot better. However, that would mean a re-design and hence a lot of work. So far Meridian has tacked on bits and pieces to help with problems that occur mostly due to the nature of the mod. The original game had only a couple of weapons and it was for the most part as simple as "pistol=one handed" and "rifle=two handed". Now we have more research and items by several orders of magnitude, hence stuff like the handedness indicator, quicksearch, research tree and so on are very useful and I am thankful that Meridian implemented those things.
Do they require learning? Certainly, and as you can see from my LP this is a process for me, even though I have watched Meridians entire LP and some of Starving Poets. It's also the reason why I mention those non-obvious things very explicitly and multiple times, so that others can make use of those things more easily. I also mention stuff that could be improved in my opinion without too much work. That's pretty much the best we can do unless we want to do a complete re-design of the interface.

XPiratez / Re: The effect of difficulty level
« on: December 23, 2016, 10:40:03 am »
My thoughts exactly karadoc. I am pretty sure that you will progress a lot faster on higher difficulties. I simply do not want to play three hours in a single mission and that's why I chose the second easiest one. Fewer enemies.. On the other hand, that means that I have to do more missions longer until I get the equivalent amount of gear and, more importantly, the equivalent kind of gear. I think that some enemies that might show up in regular mission on high difficulty will only show up in the most high profile missions (base defense, enemy base) on low difficulty. And those things are far less likely as well.

I think it would be hard to balance properly. Making the economy harsher by decreasing the worth of stuff by some factor would be one option. That would not affect the kind of gear one receives though. Not quite sure what could be done about that.

XPiratez / Re: Sir Diealot's LP
« on: December 23, 2016, 02:47:21 am »
Let's go all out. I'll be Morbid Death.

You have your gal as of Episode 5. It's a melee gal. Like almost everyone else so far...

XPiratez / Re: Sir Diealot's LP
« on: December 22, 2016, 10:13:02 pm »
By 'new' you mean 'shorter?'  Groggy Bryn would work for me.

By new I mean new, provided we don't want to reuse names (which we could).
I'm prepared, I recently refreshed my knowledge of roman literals, specifically C and D.

XPiratez / Re: Sir Diealot's LP
« on: December 22, 2016, 09:35:42 pm »
You guys should perhaps come up with new names... just saying...

XPiratez / Re: Sir Diealot's LP
« on: December 22, 2016, 03:44:29 pm »
Noted, will be done in Episode 3.

I still haven't recorded it because I'm rendering episode 2. I really need to find a better solution for that. Currently with Blender it takes about four times the video length, which is about four times as long as would be acceptable IMHO.

XPiratez / Re: Sir Diealot's LP
« on: December 22, 2016, 03:11:02 pm »
Just name her Jane "Bitch Rough" Ripper. :P

Good idea. Not sure Lion66six will be happy with that though :)

Can I sign up as Grogged-Up Brynhild? I'll be a good grog wench, with axe and/or assault SMG as backup.

Sure, I'll try to find a gal for you that's strong enough to actually carry the grog.

XPiratez / Re: Sir Diealot's LP
« on: December 22, 2016, 02:17:05 pm »
John is not a particularly female name AFAIK. I would prefer female and piraty names.

It's also very long side, but still OK.
Remember that the size is limited by the size of the text field. Because of that I sadly can't give an exact number. You can fit in way more "I"s than "W"s.

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