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Messages - sabrecat

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XPiratez / Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« on: June 11, 2016, 06:50:26 am »
For what it's worth, I overwrite the options file with each update. It takes me a few minutes to fix video settings, but I'll live with that to get the recommended setup for each of the new options constantly being added.

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XPiratez / Re: No Donation - No Salvation! Also: Future Plans!
« on: May 05, 2016, 05:16:05 am »
I contributed! Happy to help!

...though in the PayPal message I introduced myself as the wrong forum handle ("Elseleth", a second-choice I go with when "SabreCat" is taken), which was probably confusing.

The Internet!

It's difficult!

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XPiratez / Re: Bugs & Crash Reports
« on: May 02, 2016, 04:38:19 pm »
Ah, OK! More cash for me, then... thanks!

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XPiratez / Re: Bugs & Crash Reports
« on: May 02, 2016, 07:37:39 am »
With 98E plus Meridian's latest (for enjoying performance and view range improvements), I seem not to be able to re-research the Osiron Security and Reticulan Peon I recently captured. Something I'm overlooking/messed up, or a bug?

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XPiratez / Re: Rough tech tree progression guideline
« on: April 25, 2016, 10:43:26 pm »
I'll second the comment about actually liking the filler tech. If you want a relatively small number of topics to research that pay off immediately, a less modded X-Com game fits that bill much better. Research in XPiratez is messy, scattered, and voluminous, and that's part of what I enjoy about it.

Obscure bottlenecks are more problematic because they present a roadblock that tends to require outside spoilers to figure out how to get around--but those keep getting fixed, version by version. (Recent examples include the Pillow Book and laser tech requiring a specific faction's engineer.) But "I researched this topic and all I got was this lousy T-shirt, I mean Bootypedia entry"? That's not in itself a bad thing. Read and appreciate the lore, accept the end-of-month score you get from the completed research, and send your Brainers on to something else!

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XPiratez / Re: Question about armor
« on: April 25, 2016, 02:22:31 am »
Isn't superhuman difficulty 5? Or are the difficulties 0 indexed so the easiest is 0 in the save file?

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I would absolutely love to see the bullet conservation patch implemented in XPiratez!

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XPiratez / Re: Map Layout that requires flying ?
« on: April 22, 2016, 02:10:57 am »
Go, parrot! Kill them all!

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XPiratez / Re: Bugs & Crash Reports
« on: April 19, 2016, 07:59:28 pm »
A couple of typos on the BootyPedia menu:

- Vessels and there armament (should be 'their')
- Combat units and armors (should just be 'armor')
At least some "typos" and grammatical oddities are intentional, to reinforce the "uneducated pirates" theme. Note that the "Contracts" menu used to be labeled "Opshuns", which I doubt anyone would think was a modder's mistake! Only Dioxine can speak to what's intentional and what's not, granted, but I suspect "Vessels and There Armament" may be one.

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XPiratez / Re: Bugs & Crash Reports
« on: April 18, 2016, 07:33:37 pm »
Issue with the new Fatal Wounds indicator: mouseover still says "Center on Enemy". This legit confused me for a bit! I thought maybe it was saying something like "you spotted an enemy during their turn; they're not visible now, but they were somewhere around here."

I admit I was skeptical at first, like Dioxine, about having yet another warning light about wounds. But having played with it a bit, I particularly appreciate that it lets me center in on an unconscious bleeding gal--on some maps, that eliminates some substantial (and potentially lethal) hassle.

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XPiratez / Re: Bugs & Crash Reports
« on: April 17, 2016, 09:05:38 am »
In the latest version, I keep finding things like STR_CORPSE_RUNT in my loot. What's that supposed to be? (There was at least one other similar STR_CORPSE_something, but I forgot to note it down.)

This is on a save from the version immediately previous; do I need to do some save editing, maybe?

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XPiratez / Re: questions about item stats
« on: April 17, 2016, 03:15:49 am »
Are flags two handed? They don't have the green or red "2" glyph with that option enabled.

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XPiratez / Re: Suggestions on how to improve the mod
« on: April 14, 2016, 07:44:49 pm »
I think sambojin was replying to the comment about base reserves for defenses?

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XPiratez / Re: Suggestions on how to improve the mod
« on: April 13, 2016, 10:35:29 pm »
I havent had problems with income, a nice tactic is to send the troop carrier to chase the flying target but not intercepting it, as soon as it lands it will prompt for a ground assault.
Good point. If the OP is shooting things down, that could account for the seemingly weak return on attacking shipping.

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XPiratez / Re: Bugs & Crash Reports
« on: April 13, 2016, 08:02:03 pm »
Oh, interesting. Though we do have a "not enough energy" error, it just doesn't always display when you'd expect it to.

What I reported may be a subtly different problem, though. It seems that you get a "not enough time units" error when failing an "open door" click, regardless of why it didn't work. Last night I was on a TFTD or TFTD-inspired terror map whose doors apparently don't close once opened. (You can walk straight through them once open, and they don't budge.) I didn't realize that at first, though, and got the "not enough time units" error when trying to click one shut, with both TU and Energy to spare.

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