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Messages - dessfoxx

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Maybe an unusual question, but do you have any copies of older versions for PirateZ? I have an old save file I wanted to go back and tinker around with (the one where I cleared the game) but I don't have the proper PirateZ version anymore. I think my savegame was in the later .98 iteration, but I'm not 100% certain. Is there an easy way to tell just by having the save file? The save file said it was modified back in July of 2016. Anyway, not a big deal, but was just curious if it was still possible to re-visit PirateZ .98.

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The X-Com Files / Re: The X-Com Files - 0.6.3 alpha: Super Electric
« on: May 01, 2017, 05:54:37 pm »
If you feel it's not important that's fine, but I will just point out that not having that option will leave you at a disadvantage that is quite real, and it certainly was confusing for me when I started the mod, as I didn't know why I couldn't get people training. You also miss out on training for the first month, which isn't huge, but it is a thing. Perhaps at least note it in the mod readme so that others won't be confused by it.

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The X-Com Files / Re: The X-Com Files - 0.6.3 alpha: Super Electric
« on: April 29, 2017, 12:53:05 am »
This might be a dumb question, but I can't seem to use my starting gym. Am I missing something? I've played PirateZ, so I'm pretty familiar with the concept, but I can't find a way to train my agents. Attached my save file in case it's needed.

--- posts merged ---

This might be a dumb question, but I can't seem to use my starting gym. Am I missing something? I've played PirateZ, so I'm pretty familiar with the concept, but I can't find a way to train my agents. Attached my save file in case it's needed.
Ok never mind I figured it out. The default training gym for this mod uses the feature for psi-training from vanilla where you can only assign people at the beginning of the month. I switched the option for "psi-training at any-time" and this lets me take people in and out of training at will.
You may want to consider making this option always on for the mod, unless for balancing reasons you don't want to have people cycling there soldiers in and out fluidly.
It also meant I couldn't train anybody for the first month.

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XPiratez / Re: [MAIN] XPiratez - 0.99F.1 - 13 Feb - Slave Wars
« on: March 02, 2017, 12:14:37 am »
I'll just chime in here. XPirateZ is awesome, but it is still very much in development.  IronMan is really not a good idea.   Better to play it self imposed than have an unanticipated bug destroy your campaign.
Meh, I've already cleared the entire game before on ironman on an older version. Remarkably stable. Not sure how invested I am in this one either. I told myself I wasn't going to do another campaign till 1.0, but curiosity over all the new changed got the best of me.

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XPiratez / Re: [MAIN] XPiratez - 0.99F.1 - 13 Feb - Slave Wars
« on: March 02, 2017, 12:08:16 am »
Bleh, you got me. I ordered some hands and then promptly forgot about them. Thanks for help.

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XPiratez / Re: [MAIN] XPiratez - 0.99F.1 - 13 Feb - Slave Wars
« on: March 01, 2017, 11:07:48 pm »
Oops sorry. I'm playing ironman, so that save is like a minute behind. I already have the moonshine in my base.

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XPiratez / Re: [MAIN] XPiratez - 0.99F.1 - 13 Feb - Slave Wars
« on: March 01, 2017, 10:28:27 pm »
Sure

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XPiratez / Re: [MAIN] XPiratez - 0.99F.1 - 13 Feb - Slave Wars
« on: March 01, 2017, 10:20:26 pm »
Hey I am having a bit of trouble with the current version. I meet all the material requirements of the interrogation manufacture project that lets you recruit castaway girls, but for some reason it does not let me start the project.
The requirements are:
Soylent
Moonshine
Mutant Meat
Rare Earth Elements
Castaway Gal

I have all these items, I have space in my living quarters, and the project shows that it can be done, but when I click on it, my only option is the "begone" button. Also most of my crew just got killed by werewolves, so suddenly this is pretty important to my campaign.

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