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.

Topics - Zharkov

Pages: [1]
XPiratez / [MOD] Reincarnation 0.2b
« on: February 14, 2019, 10:39:06 pm »
So, you can summon spectres. Why not summon them directly into a cloned body of their former self?

This is just for testing atm. You can get your dead original gals and recruited übers back with all their experience. Just chose "Reincarnation" / "Reinformation" in the "Soldier Info" button. Works like summoning spectres. No balancing nor ufopedia yet. Must be researched.

XPiratez / Hideout Defense
« on: February 14, 2019, 02:15:06 pm »
I am aware that it has been mentioned before but it is still my opinion that Hideout Defense would be more interesting and more balanced if opponents:
•   would not storm your Hideout with weapons untypical for their faction
•   would actually storm your hideout instead of squatting in the hangers
Personally I think Hideout Defense is the most tedious mission you are often in a position that you cannot skip. Even if you have the upper hand it takes forever to clear out the hangers and god forbid some of them make it to the tunnels...

Offtopic / A better AI is possible...
« on: January 26, 2019, 11:42:36 am »
...though maybe not any time soon for openxcom.

In my own experience the most disappointing thing about strategy games is the often abyssal incompetent AI (if you can call it this). But help is on the way:

In almost every strategy game on the market, a higher difficulty setting gives the AI more resources that are then squandered in an inefficient way. This can make playing boring quite fast.
There are few exceptions like the Galactic Civilizations series that actually provides better algorithms on higher difficulty settings. But even here the AI needs additional resources to win against an experienced player.
I really hope that in the near future this will be the other way round and humans need a few in game advantages to keep up with AI players.

XPiratez / Victory conditions
« on: April 02, 2018, 10:37:57 am »
I am sure this has been discussed before. I just wondered whether there are plans to define victory conditions differently. In this Red Lantern Mission, I blew a hole in the wall of the villa to get to the cells, snatched the Castaway Gal, and retreated. Victory from my point of view.

XPiratez / questions concerning sav-files
« on: March 30, 2018, 10:02:38 pm »
Two questions concerning the sav-files:

Why are the files so confusing again?
Code: [Select]
     - hadPreviousFacility: false
        x: 0
        type: STR_ACCESS_LIFT
        disabled: false
        y: 2
      - disabled: false
        type: STR_HANGAR
        x: 0
        y: 0
        hadPreviousFacility: false
        x: 0
        y: 5
        hadPreviousFacility: false
        disabled: false
For my computer this doesn't matter, but for me as a human being it would be much easier to read and edit, if there was a clear and orderly sequence.

What is the line
Code: [Select]
        hadPreviousFacility: falseabout?

XPiratez / [MOD] The self-driving car
« on: August 13, 2017, 06:44:23 pm »
The self-driving car is coming to piratez!

With this mod, you can:
  • research and build a self-driving car for your outfit
  • upgrade your self-driving car with a powerful plasma charger
Your self-driving car is quite fast, but only lightly armored and armed.

Graphics pirated from drages.

Use 1.3 for testing with J11.

(Also stand alone psiamp for 0.99I2a - imbalances the game, not continued)

XPiratez / Mods for Cheaters - what do you have?
« on: July 08, 2017, 11:47:24 am »
While I like piratez immensely, there are certain hardships I like to skip. Therefore I use this small mod to bring back a psi amplifier independent of armor.

Do you use things like this? Care to share?

XPiratez / Stop the Grind
« on: May 09, 2017, 04:20:02 pm »
Although Piratez Extended offers more variety than any game I ever played (and it is not even finished yet), I sometimes become bored, playing the same mission over and over again. This is especially bothersome when it clear to me, that the opponent has no chance to win and a very low chance of even injuring your gals. And gathering the amount of resources needed for the final mission and keeping up your standing gets grindy.
The surrender mechanic is an outstanding feature, helps a lot and fits the lore very good. Still, I sometimes wish for an auto-resolve mechanic. Then I think about the ways auto-resolve is implemented in other games a very few good examples come to mind. Most often every unit's capabilities are represented by one value, completely ignoring the interaction between units and their strength and weaknesses in different scenarios and against different enemies. One of the better examples that comes to mind is the newest Master of Orion, which apparently uses some kind of actual simulation. I am not really qualified to judge, but it seems to me an unreasonable amount of work to implement such a feature for OpenXcom, that might not even work out as desired. 
Nevertheless, I wondered if there are other approaches to solve this issue. I thought that maybe an extended surrender was feasible. For example, if you have won a mission type several times without losses, all enemies surrender immediately. Or - I think especially fitting for Piratez - if you are infamous enough, some missions start by the opponents offering you a lump of cash if you just leave them alone.

XPiratez / Base Defense and Rule 2
« on: May 07, 2017, 01:02:07 pm »
Am I the only one, who has to think of Rules for Evil Overlords when my base gets attacked? I mean, crawl space above and sewer like tunnels below? That is the frigging 2nd rule! And the curst fire trap has all this, too! There is one flaw, though: Crawl space is not readly accessible from the hangers. But perfectly so from the lift.  ;)

Offtopic / Why Turn-Based Video Gaming?
« on: April 27, 2017, 12:47:01 pm »
While I like the idea of the upcoming Phoenix Point, I cannot help but wonder why turn-based is still so popular, since more modern solutions are available. It's like virtual card games. Or like rolling virtual six-sided dice as in Tharsis. Why bring the disadvantages of analog gaming to video games?

XPiratez / Fighter Balance
« on: November 28, 2016, 08:45:09 pm »
I remember the times, when a fighter was a problem and posed a threat even to your (then) starting Bonaventura. Now, it stands now chance against a Hunter-Killer with a ragtag collection of looted weapons. I'd suggest to make it a bit more interesting (i.e., fear inspiring) to fight by upping the dodge capability.

Offtopic / This whole cattle mutilation thingy...
« on: February 02, 2016, 07:43:39 pm » just a misunderstanding!

XPiratez / optional stuff for Piratez Extended 0.95c
« on: October 30, 2015, 06:10:02 pm »
Adds a Voodoo Rod that is independent from the costumes like in the previous versions of piratez - I like the flexibility too much to discard these. For balancing it has reduced range and increased stun.

XPiratez / optional stuff for Piratez Extended 0.95b
« on: October 26, 2015, 08:06:53 pm »
I like Piratez immensly! Sometimes I change minor things so the mod fits my way of playing better. Less frequently, I even add new things to the mod. I am quite proud that Dioxine deemed some of these additions worthy to be integrated in the mod. Here I will share my minor modifications with you.

First one adds a Voodoo Rod that is independent from the witch costume like in the previous versions of piratez - I like the flexibility too much to discard these.

Work In Progress / HWP and battleType: 6
« on: June 07, 2015, 06:06:53 pm »
I was wondering whether it was possible to equip a HWP with a medi-kit like equipment (battelType: 6). The answer to this is definitely yes, however such an item is automatically put into a belt slot and as it is fixed equipement literally, it is no use. Has anybody found a work around for this problem? Or, is there a solution in the later versions (still using 2015_04_30_0720)?

Pages: [1]