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Messages - new_civilian

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Win XP 32bit service Pack 3, single-core AMD Duron 3000, my computer is 13 years old. Why I use it? because it works and refuses to quit. It would feel like throwing away an old dog that lives with you for years just to replace it with a puppy. And yeah, in run into slowdowns on bigger X-Piratez levels, especially when multiple floors (>4) are used.

Apart from that my PC does everything I want it to: Play Doom (Zandronum), Play OpenXCom, watch youtube videos and DVD. I even have 2 monitors and there is no to little lag. and the stabilty: Ecellent.

Resources / Re: Graphic Gallery
« on: January 07, 2020, 02:30:09 pm »
Gee, thanks Nord. I took the liberty of uploading a recolored version of your pic (for alien alloy tanks). All credits belong to Nord.

Resources / Re: Operation Names (updated 11th)
« on: January 02, 2020, 12:26:24 pm »
Another Update. Removed 2 words, added several others, corrected some alphabetical order issues.
I think this is the final version I'll release, it should produce some pretty solid, stable and clean operationnames.
My main goal was to avoid anything problematic or funny. I hope I succeeded. :)

Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.8.6
« on: December 20, 2019, 12:23:05 pm »
Those ufopedia pictures..... wow. :o

Work In Progress / Re: [WIP] Chronicles
« on: December 20, 2019, 12:19:47 pm »
What about "X-Chronicles" as a name?  :)

Resources / Re: Neoworm Sprites dump
« on: December 20, 2019, 12:17:20 pm »
Very good work, TheMartian!  :o

XPiratez / Re: Bugs & Crash Reports
« on: December 19, 2019, 12:23:25 pm »
Oh yes Mathel, i forgot that (melee->stunned). Well maybe it would be better than to use a negative-stimpack approach like I did with my old Tranquilizer mod. IIRC the first X-Piratze versions even had it that way.

Regarding all the sniper tips: Well, yes, maybe I hadn't progressed enough into the game to make snap-shots worthwhile. True.
It's hard to make a general report on something without seeing the lategame.

But at the beginning (if you can call 1.5+ years ingame-time beginning) rifles were much more useful for my style of playing, especially with hover armor gals. So I stuck with them and had some really good results. Especially with a combined boom-fruit/stick-grenade support).  :)

OXCE Suggestions DONE / Re: [Documentation] Working Title: Useful hotkeys
« on: December 18, 2019, 12:20:16 pm »
You have to set DEBUG to true in your options.cfg file.

Also: CTRL+W beams the selected unit to the cursor and refreshes its stats. Must be a new one.

Resources / Re: Custom desert mapblocks
« on: December 18, 2019, 12:17:20 pm »
For the maps you made a simple node in the middle with exits to all four directions is enough, just leave the other node settings alone for the moment.
Oh and the RMP file is ESSENTIAL to play the map.  :)

I really like your idea of a ghost-town.

Resources / Re: Operation Names (updated 11th)
« on: December 18, 2019, 12:14:18 pm »

etc. etc. etc.

I tried to avoid anything funny and used words from real US operations like Enduring Freedom and things like that. Watched several military documentations and noted own words used... ::)

Resources / Re: New ships [UFO/TFTD]
« on: December 18, 2019, 12:09:09 pm »
Cool layouts! Keep them coming!

Resources / Re: Some filler maps for default terrains
« on: December 18, 2019, 12:07:35 pm »
Here more maps. Some of them are ambush-rooms with aliens waiting for you.

XPiratez / Re: Bugs & Crash Reports
« on: December 18, 2019, 11:53:37 am »
Solarius is partially right. Most of my points are caused by my personal preferences and playstyle.

Still, unless you encounter a perfectly flat terrain and have direct LOS, sniper rifles are too difficult (imo) to deploy. My personal solution would be to lower their TU by the amount I described above (lower by -4 TU) and decrease their damage accordingly. At the moment you can only fire an aimed shot with a sniper from an airbus if you have someone opening the door for you and an enemy standing directly in LOS. I am not saying that they can't be used, but in my battles I prefered the more reliable damage output of rifles. Sure they are weaker, but you can fire up to 3 times, they have a good aim-accuracy and you can move and shoot and hide in one turn.

Making explosives less attractive by using loads of TU lead only to one thing in my campaign: I simply added explosives/throwables to everyone to compensate for the decreased per-turn damage output, which of course lead to even more realization that the TU usage is too high. The problem with the grens set up like that is: It will leave your gals out in the open and then you want to make sure the enemy can't harm you and all you then do is throw even more grenades. etc etc.

Again my solution would be to decrease the TU usage SLIGHTLY allowing your gals to go back into cover, making the gameplay a bit more streamlined. And no, not 2 grenades per turn, don't get me wrong, all i would recommend is a SMALL decrease of TU usage, juts like with the manacles and sniper rifles.

Manacles... The solution is simple: make them melee weapons, decrease TU's slightly (- 4 TUs) so that you can turn around before using them. Done. All problems solved.

The mod apart from that is fine (what an understatement) and I had no other problems. I really liked the fact that you can chose several ways to play it, there is always something that you can do if don't like doing another thing. Sometimes I got frustrated because I could not go on new missions because I lacked certain troops, crafts, weapons or equipment, but those weren't missions that were overly important, so it's not a big deal.

I especially liked that MELEE was really useful and proved to be a real alternative to shooting everything. The need for capturing enemies alive enforced an almost complete stun-melee-weapon loadout, though. Which is a shame as the huge variety of melee weapons in X-Piratez is excellent and lots of fun. A "solution" to change that, would be to enable the looting of corpses, but that's a terrible and dirty-cheap idea and please don't do that.  ;D

So, overall the mod would get a 95% rating from me. It is absolutely worth playing, IF you have the time.
Good job, dioxine!

^^And yeah I played X-Files before it also gets a similar rating. Haven't tested the newest version yet, but I doubt that it got less good.

XPiratez / Re: Bugs & Crash Reports
« on: December 17, 2019, 01:32:36 pm »
Yep. Figured that out.

I found the reason for the non-working Nepotism, btw: The recovery time for the transformation is ZERO and that does not seem to work. Once I changed it to 1 it worked.

Fwiw, I have to stop playing X-Piratez. It simply soaks up so much time, that everything else in my life comes to a halt.  :)
I have to admit I thought I invest several hours into it every day and make good progress, but once I realized that after weeks of playing it 5 to 6 hours a day, sometimes more, I still hadn't progessed even remotely to what I would consider a milestone, i stopped.

That and I wanted to mod again.  ;D

The mod is good: No two ways about that.
Balance is mostly fine. However some things did not work for me (and yes that's probably a "me" only thing, so feel free to have a different opinion and don't go ballistic because you have another opinion).
So here's how I experienced and played the tactical game and my thoughts:

-Imho the mod needs some tweaking in terms of TU usage (vanilla behaviour grenades and especially Sniper rifles are too punishing, not much (lower their TU usage by ~4 TUs and they are perfect) but to be honest I gave up on anything that needed priming and also switched to rifles for my shooting gals, simply because they are much more useful.
Also picking something up from the ground into the backpack basically uses most TUs, which I found a bit too restrictive. Same for manacles, you turn around and oops, have to wait another turn. Which defeats the purpose, they are meant to allow your troops to move on and not guard a stunned victim. Still, it was easier to simply let a girl guard the victim than going through the hassle of using manacles. And usually the fight was over before the manacles were used. And sometimes they even woke up and I preferred to simply stun them again instead of using the manacles which are prone to the close-combat-shot-avoiding-thing. You get the picture  ;)
-Sniper rifles... Either you kneel/stand up and then have to use snap (which OF COURSE misses because its lousy accuracy) or you can't move, which is impossible on all 60x60 maps, which basically most maps are. So rifles it is. Forget their slightly lower accuracy, if you are mobile then you will be close enough to hit.
-Shotguns and SMGs... well I used them at the beginning because I had nothing else, but once I had rifles I simply skipped them as well. Their range wasv too short for my style of playing.
-I tried chem ammo and it works but in the long run normal ammo with more damage simply is the better solution. No need for a second weapon/gal, also eases the logistics.
-Melee boiled down to CattleProd/Ninja stick/Handles for everyone and maybe ONE or Techswords on the entire team. Nothing else was needed.
-Bows... I never used them much. I tried for a while, but once I had boom-fruits and stick-grenades, they became obsolete. That and the rogue armor made the girls too vulnerable.
-Pistols. Apart from the Kustom Handgun for special missions they were dead weight for my kind of playing. If close, I used melee, for anything else: Boom fruits/stick-gerenades and rifles.

So what my game boiled down to was this loadout: Rifles for everyone, stun melee for everyone, stickgrenades/boom-fruits for everyone. All the specialization did not really work for me.
Psi and things like the Cobra-Staff were also not worth the hassle (remember I hadn't progeressed too far), maybe this changes later...

TLDR: The mod is fine, but slightly too restrictive in certain areas. Maybe lower some requirements SLIGHTLY.

Resources / Re: Custom desert mapblocks
« on: December 13, 2019, 12:41:09 pm »
You also need to post the RMP (Route files) of the maps AND have to post a sequential list of required tilesets (unless it only uses the default list) to make them work for the average Joe.
e.g. It seems you used parts of the city terrain, did you load it before or after the desert terrain and things like that.

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