Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - sinisteragent

Pages: [1] 2 3 4
1
XPiratez / Re: [MAIN] XPiratez - 0.99I1 - 26 Dec - Spirit of Christmas
« on: February 07, 2018, 10:56:22 pm »
I'm pretty sure any good ufo mod, including this one, is balanced around the middle three difficulty levels. The easiest and hardest ones are basically novelty cheat modes (which is obviously totally fine if you play them, but they're not normal settings).

I particularly recommend against the top setting as the increase in enemy numbers just turns everything into a slog, and not necessarily a challenging one.

2
XPiratez / Re: [MAIN] XPiratez - 0.99I1 - 26 Dec - Spirit of Christmas
« on: February 01, 2018, 08:43:49 pm »
Only beings that understand the concept of surrendering are able to do so.  But there are plenty of enemies that are too savage, too mindless, or too automated to surrender; so it's probably not a good idea to stun a large number of zombies, dark ones, or deep ones as they won't surrender upon waking up and potentially prolong the battle further if you miss them wandering off.

Is this true? I've not updated for a while and in my game, having either panicked or fallen unconscious once marks you as willing to surrender, even if you're too dim. It would be very tedious having to babysit them.

3
XPiratez / Re: [MAIN] XPiratez - 0.99I1 - 26 Dec - Spirit of Christmas
« on: January 31, 2018, 06:03:06 pm »
Healing stunned and wounded people you want to capture should be a matter of course. The problem isn't the wounds, it's the invisible chance that someone can die from being stunned even without bleeding wounds.

4
XPiratez / Re: PSA regarding the Triton
« on: November 09, 2017, 02:05:20 am »
Rule Nr. 1 - Never leave the craft on turn 1.


Pah! No booty for cowards!

5
XPiratez / Re: Codex Popularity Poll
« on: November 06, 2017, 02:34:24 am »
No idea, I just pick whatever sounds vaguely useful at the time.

6
XPiratez / Re: A thread for little questions
« on: October 13, 2017, 01:31:29 am »
It depends on where you are and a bit of luck, too. I once built my first base in Australasia, and it just happened that the Academy had decided to plot a route that passed nearby, and landed within tailing distance just beyond my radar range. I got several landed Extractor missions out of that, which helped me pick off a few early civilian marks too.

7
XPZ Strategy/Tactics / Re: Sell me on better weapons & better strategies!
« on: September 29, 2017, 02:56:22 am »
I'm tempted to recommend you don't give the handle a chance, because once you do you'll likely find it renders all other non-lethal weapons obsolete. It's cheap, light, small, very fast, fairly accurate, one-handed, and highly effective. It's also rare for it to overdo thing and kill your target.

8
XPZ Strategy/Tactics / Re: Sell me on better weapons & better strategies!
« on: September 28, 2017, 05:21:07 am »
Throw that shit before you walk in the room!

9
XPiratez / Re: Cydonia or Bust! Kiri's question thread. Game complete!
« on: August 25, 2017, 11:40:53 pm »
Well done on completing the game, I've not even played it during the few weeks it's taken you to do that!

Please don't make the underwater/ghoul/hunting/etc missions mandatory. There is already a LOT of mandatory stuff and I really hate some of those missions. Being forced to do everything would put a sizeable portion of people off. Simply rewarding people who choose to do them with bonuses works fine as it is.

I'm quite happy with primitive guns being available early. You can capture a decent stash of guns early on anyway, being unable to buy them just means dicking about, it doesnt really force players to use earlier tech much, and if they don't like those early weapons they'll resent it anyway. In particular, relying heavily on bows should be a strategic choice, not your only option. Not everyone tries or wants to play for maximum efficiency - I for one use bows and javelins for fun as much as anything else, and I use the flintlock pistols a fair bit even though they're probably the worst gun in the game.

Relatedly, if you nerfed the light cannon I doubt I'd ever use it. It's slow and heavy and not all that accurate, I barely use it as is. However much you fine tune every weapon, with so much in this game, someone's going to find one or two weapons they like to powergame with. Unless it's obviously the Ultimate Weapon (e.g. heavy plasma in UFO, which outdoes everything in almost every way, has no downsides and whose supply is self-sustaining before long), it may not be necessary to prune everything. This is all especially true when you're using one very specific strategy that, while obviously effective, most people would find tremendously boring.

10
XPiratez / Re: Finally started playing this
« on: August 22, 2017, 06:30:10 pm »
The spear is decent, the bone club quickly redundant. There's very little between the stone hatchet and an axe or swords. As ever though, the best thing is to try them out for a while and see how you like them.

11
XPiratez / Re: Getting trashed lol. New question thread
« on: August 15, 2017, 06:49:58 pm »
Supporting what Ivan said: If in doubt, set everything on fire.

12
XPiratez / Re: Getting trashed lol. New question thread
« on: August 12, 2017, 06:58:34 pm »
Ugh. Cowardly pirates.

13
XPiratez / Re: A thread for little questions
« on: August 05, 2017, 10:50:52 pm »
This was almost a year's worth of versions back, so I didn't think it relevant, but it could be. I also had a problem with new bases being mercilessly attacked out of nowhere, even though they were completely demilitarised, and in a few cases not even built yet. I think I had 3 bases established at the time (after about 1.5 years) and any time I built a fourth it was just doomed. I figured I was over-expanding, but if people are having similar problems with a second base I thought it might be worth mentioning.

14
XPiratez / Re: A thread for little questions
« on: August 04, 2017, 10:28:43 pm »
I've been looking everywhere and I can't figure out why the animal skinning manufacturing items all start with 'B:'.  I get why slavery has different variants starting with 'S' and disassembly items start with 'D-A:'.  Any ideas from all of you?

Some Examples:
"B: Werewolf (2/6/7)"
"B: Vampire Bat (2/2/2)"

Butchery.

15
XPiratez / Re: Getting trashed lol. New question thread
« on: August 02, 2017, 07:42:32 pm »
Quick note also that it only takes one stubborn enemy (ie: usually high bravery, or robotic) to keep everyone from surrendering even if they all want to. Anyone who's panicked or been knocked out at least once will surrender, but only if everyone else left alive agrees. Leaders tend to have higher bravery (and when killed, cause higher morale loss), so you'll want to locate the leaders as soon as you can.

On one terror mission, for example, I went in merciessly lethal for several turns, carving down humanist mooks and a few mid-level guards, and one leader. It then only took one hand cracking the remaining leader over the head for everyone to surrender. I got 14 surrenders that way, plus several captures including the leader, more than half the total number. It's a great trade, as hitting them all over the head wou ld likely have cost me a few soldiers, or at least major injuries.

Pages: [1] 2 3 4