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Messages - Corento

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XPiratez / Re: A thread for little questions
« on: December 02, 2021, 04:30:38 pm »
this question was answered here few times already. At least I search for it and found. U can use it next time too :)

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XPiratez / Re: A thread for little questions
« on: December 02, 2021, 10:45:44 am »
you need to open the window (in direction you want shoot). Same way like you opening any doors but not going through them. then you can shoot out of Jellyfish.

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XPiratez / Re: [MAIN] XPiratez - M3 28-Nov-2021 The Planet of Rust
« on: December 01, 2021, 03:07:55 pm »
Wow, M3 (1.3) i like the new bootypedia images, pheraps the yellow text might be a bit more brighter, for the reader sake? I also like the new starting bonuses, and now cold seems really unforgivable, i took some few step in a very feezy map, but i canno go onboard again on the airbus so basically im stuck, ha! It's the same for other wheater conditions?

Furs and frozen Atom beer in backpack is a must :)

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XPiratez / Re: User Interface Redesign Ideas
« on: September 18, 2021, 08:06:27 pm »
The main limitations to UI redesigns are making things fit, there isn't much room too work with. 320x200, because 1994 game engine. If you can find a way to cram in potentially 13 resists, 4 armor values, and 13 potential attributes boosts and still be readable in 320x200 without scrolling and keep the picture and text, that would be great.

something like this ? Playing with MS paint... values are not valid for warrior armor just an example of template. Still will be necessary to scroll, but this is probably max we can get from scrollable text area.
This will be very helpfull to compare values between armors by arrows, while the values and effects/resistances are on exactly same spot on top.


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XPiratez / Re: Bugs & Crash Reports
« on: August 31, 2021, 03:44:23 pm »
Can be, distress calls dont always got someone to rescue.

same like "beast hunt" (or how it is called) and you get humanist, or other human oponents... All gals equiped for the spiders, and after first look out from window and I have to reequip them completely...
But I love this kind of suprises :).

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The X-Com Files / Re: Too much research...
« on: January 25, 2021, 04:54:04 pm »
ACM Mod (by Okim) for Aftershock makes up for almost all its limitations. :)

I will check it, thank you.

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The X-Com Files / Re: Too much research...
« on: January 22, 2021, 02:20:52 pm »
Yeah, I agree.

I played vanilla Nu-COM 1 and Nu-COM 2 with Long War 2. And yeah, the perks ruin a lot of it in the later game. Long War 2 is still a lot of fun, it adds a very interesting strategic game on top too, but I will never even try to play any of them without such a mod, ever again.

It would be great if there was a mod to just trash the perks and give you cheaper soldiers. Phoenix Point unfortunately refuses to run on my computer, but from a few videos, it seems to be the same "super chain combo" thing.

From the Aftershock, etc. games I only played Afterlight and it was fun.

I feel the same, without Longwar it wasn´t fun but frustration. And it did not make sence a lot of time.
There was a mod removing all the perks and roles, and allowing use of any weapon for any soldiers, but when I try to find it again last year, I have no luck :(. I would like to try it definitely.

From time to time I´m playing Aftermath, Aftershock, Afterlight, but first two are limited to the moding. Afterlight has more mods, I like  LCD wide resolution mod.


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The X-Com Files / Re: Too much research...
« on: January 15, 2021, 02:16:10 pm »
the reasons for research of simple tools:
- kids (now soldiers) from towns never saw a pitchfork, so they have to test it for two hours on prisoners
- stubborn and narrow focused people never got an idea that metal pipe can be used other way then in water supply - test on prisoners needed
- wooden club and baseball bat can by also used to play different "games" - best to play with ..... prisoners
- knife can cut, stab, spread on bread anything, throw - why no to test what else can be done with them
.... :)

What I love on this game, and why I think is better then any game created after is freedom - bases, air battles, looting = how to use things more ways - you can have anything in any slot(s), you can have ten weapons in inventory, or 43 grenades, or just a packmule carrying stuff for others. And if one soldier has grenade, but that grenade is necessary to use on other side of map/your line of soldiers, you can just throw it to another soldier, and another, and another... and "transport it" through the map. Tons of posibilities comes up with this freedom. (I know there are some exceptions from I wrote here, but generally it´s like that).
And no "perks" and soldier roles.... that´s the thing I never understand in newer games. It is a little bit easier (lesser micromanagement), but also very limiting. Perk are like cheating - free moves or attacks...never like that.
The original XCOM games where perfect, but this mods you created here made them phenomenal. One thing what I would like to see here is rotating the stuff in inventory ("playing tetris" like in Escape from Tarkov for example).

Any other modern games are limited many ways, just to bait more buyers (not gamers), games are less complex, lot of times with unlogic mechnics as was mentioned here few times. Lately I have played Phoenix Point, and I was firstly affraid that it will be another clone of Enemy unknown/whitin games. It is but fortunately is much better even without mods, but still not better then orignal Xcoms (still much smaller freedom). At least I was suprised and have fun to play it (even not finished yet).

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The X-Com Files / Re: [MOD] Recruit Concerned Citizens
« on: January 07, 2021, 04:59:18 pm »
The idea is admittedly cool. Too radical to just implement it as is, but I'd like to see it done in a submod.

I know it´s late to rework it completely this way. Unfortunately I know nothing about making mods. But here is a lot of smart moders, maybe someone can do it.

(I think you can't recruit engineers and scientists like this, though.)

even through manufacture process? Like interogation in Piratezz - change one unit to another....
or what I experienced now (new start for 1.7 patch) that pop up random event (i think something with salvagers) and few equipment/material/dead body arrived through transportation - so after resesearch of citizen he/she will be lost, but new researcher or engineer will appear ?

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The X-Com Files / Re: [MOD] Recruit Concerned Citizens
« on: January 06, 2021, 03:03:08 pm »
Hi, I like the idea and I thinking about a bit more different change - why not to do this with every saved citizen from every mission from the begining. And forbid any purchase of the soldier/scientist/engineer till some research or unlock with Promotion I or II.

So it means that on begining nobody can send you reinforcements but you can save citizens from mission with small chance to turn them into hireable "interested citizen" and after fast interogation on each (like 2-10hours of convincing to join) the person could change to normal soldier (which is now normaly for buy), or small chance to become scientist or engineer, or rare high tier soldier (I assume it is allready exits in game but possible to buy/research later in game now). Or kind of injured ex-Swat or else soldier (...took arrow into the knee...) with one high stat (like 90% of max) and one low stat (like 10% of maximum) or other possible personalities allready built in game.

If RNG gives you more scientist or enginner you can´t use on begining, you can allways fire them. And from soldiers you can choose the one´s you need, rest fire/sold. Or use rest as cannon fodder.

And after some research or Promotion the Council finally allow you to buy soldiers/scietists/engineers. But still you are able to turn saved citizens into anything you need.

And the difference between avatar (before / after) it is doesnt matter. The boy could wear women clothes, because he has notnig else, or he is part of LGBT community... what ever reason people have today to looks different... no big deal.

That´s could be more "real" on the beginnning as the group without support, so convincing people wherever and whenever it is possible rather to have all easily accesible from beginning. And also could helps to play a bit more cautious to save more citizens....

Just an idea :)


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XPiratez / Re: Extended Piratez general FAQ/Strategy Guide
« on: June 02, 2020, 02:23:22 pm »
and you should read at least once your text before posting - in every single one you have many typo faults. It is not hard to read, but I personally rather skip your posts, then to read that mess.

13
XPiratez / Re: Bugs & Crash Reports
« on: June 02, 2020, 02:13:49 pm »
I have found a graphical issue in latest version (clean install, only saves from previous versions) - when person standing on stairs, in the view from higher floor, the floor overlap the half of the person.
This never happen to me before. When I will be at home I will post a picture. I´m not sure if this is fault of the graphic filter (do not remember now which I´m using),  or something else.

14
XPiratez / Re: [MAIN] XPiratez - L2 - 21 May - Blood And Skulls
« on: June 01, 2020, 11:42:54 am »
Me too. I would prefer new bootypedia screen to be optional for now.

Agree. I always looking forward for all the changes in game, but here I would prefer something simplified and what fit better with text and graphics.
But thank you Dioxine for all your hard work (and of course all other contributors), you doing it great

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The X-Com Files / Re: How to build a lab?
« on: February 11, 2020, 11:50:35 am »
hi fire_lizard,  I would suggest you to look on gameplay video from Starving_poet on youtube (just type openxcom x files there).
It is older version but you get the idea what this mod is about.

It is completely different from original games, so you have two ways  - play it without spoilers and just enjoy to discover  everything (you may need probably more fresh starts but it is worhty), or watch gameplay videos and/or search topics here.


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