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Messages - Intikhab

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XPiratez / Re: Some feedback, some questions
« on: April 09, 2016, 02:20:29 am »
A + percent means armor is more effective. a - percent is armor is less effective. For very early captures handles are the most effective tool at your disposal. Stun-sticks are the best for quite some time until gals near 100 str where rifle butt strikes become more efficient because fewer TU spent switching items. A thing to note with stun sticks is that they are a 2-handed weapon and suffer a penalty when wielded 1 handed. Later on stun batons are a 2 size 1 hand weapon that is roughly 2/3 the potential of a stun stick. They swing very fast but lower dps and per swing damage makes armor issue worse. But pretty useful for blitzing unarmored foes.
Damn, I thought 2-handed weapons can't be used when another item is being held on another hand like hammer and thought stun rods have something missing to not have full accuracy even with 100 melee got lucky hand with 70 it improved quickly.

OpenXcom Extended / Re: Custom mission and monthly ratings
« on: April 09, 2016, 02:17:18 am »
Well could bases be made to jump on selling screen so we sell from our choice of base?

OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: April 09, 2016, 02:15:54 am »
So I just rewrite new version to old version and be updated right. This is for piratez mod official bug fixes?

XPiratez / Re: Some feedback, some questions
« on: April 08, 2016, 04:31:47 am »
1:some techs have certain slave types as prereqs.
2: not gona touch that idea
3: some armor types have progressively better versions that require older ones as parts
4: I have as yet have found only one method that is reasonable and that is gangbanging with stunmsticks or rifle butt hits on high Str gals. A high number of foes need multiple hits. Some few types are impossible with stun weapons alone. Strike from behind if at all possible to target weaker rear armor.
5: the majority of the early "armor" is just specialization and not direct dmg mitigation. There are percent reductions to account for but little additional armor early on.
2.5: what about healing quicker through slaves helping the process after getting wounded, acting 24hour nurse?

The reason for such suggestions is with what slaves can be used for even lore might allow it. :) some suggestions might be game breaking some might be not.

XPiratez / Re: Some feedback, some questions
« on: April 08, 2016, 04:28:05 am »
so shovels vs cattle prods vs handles vs pipes vs maces which is better than others to have higher accuracy to hit and stun but yet still kill the target if not stunned?
Maces are mostly killing no prisoners, same goes for pipes for me. I will go for all shovels, next try to check it out.
I am getting confused with the description writings on weapons compared to vanilla version of xcom writings. When weapons say 30%+ armor does it work that much better or worse for armors? And e.g. when shovels says 100%stun damage but above says cutting damage what does that mean?
Confused to this game learning XD. Help out newbie for piratez been playing xcom since dos but this is different game to begin with.
using 0.98b version on windows from more than week old link did new uploads brings something new?

XPiratez / Re: Some feedback, some questions
« on: April 08, 2016, 03:34:00 am »
I didn't wanted to create new topic for feedback and questions since this one is here.
1. Are slaves only used for creating negative space? if no what else they can be used for?
my feedback will be to allow them to reduce the maintenance cost for the base including everything, also discounts when manufacturing and faster researches marginally(it will affect only longer researches more as if 100 normal slaves give 1% to reduces research time etc it could be anything).
discount on manufactures due to using free slaves to do simple tasks for runts and helping them out free of cost, or get supervised by runts to works for them etc.
faster research speeds where brainers uses slaves as test subjects, moving heavy machinery for them etc. for free of cost.

2. Let slaves be used to gives boosts to training and health care of the hands we have. Like they cook food, entertain and meatbags to exercise so that our troops grow stronger than normal doing training.
3. When technologies are researched shouldn't default armors or easier to manufacture armors be improved little by little by the knowledge gained. Just to give them more use overtime or if enough technology have been research then some easier to produce armor become infinite to use but still require materials to manufacture and sell them to get profits if they can fetch.
4. Any playing advice for me, i want to capture live aliens with no casualties for me. Extremely wounded gals is fine by me, can get more but training rookies from scratch and losing when about to be trained to max is saddening. losing even on easiest difficulty due to no knowledge how to play the game much. Doing Save scumming for third try to learn game XD is it still cheating? but i will most likely forget what i learned, but not all.
5. Can anyone tell me what to research to have better armors to captures enemies alive, so i can use their stuff for myself? First eight i researched are not good at all to even compare to pirate clothing. Any guide? anything to learn how to play this? i tried using cattle prod but enemy seems to not get stunned every time even i hear shock sound that it hit!
6. Read newbie guide in forum not much to go on as it doesn't tell you most things which i figured out my self playing a week.

XPiratez / Re: Bugs & Crash Reports
« on: April 08, 2016, 03:07:39 am »
I'm getting crashes to desktop in two situations with the attached save.

A) Hellerium Stilling

1) Open the manufacturing screen.
2) Click on New Production.
3) Select Hellerium Distilling.
4) Click on Start Production.

B) Mutant Pogrom

Send the Bonaventura to Mutant Pogrom 11.  The game crashes on arrival.

Founded distilling hellerium bug a week ago but just made account today, i am just busy with my studies and also getting the know how of the game. Started first time playing week ago and playing on easiest difficulty lost 2 games due to poor choices and not understanding the limits for extracting the junk full vaults to do anything right etc mistakes. Third time trying to play by save scumming to understand what is what! . Is save scumming considered easy way out as a cheat? Because i usually play without save scumming but this mod i don't know what my brain is thinking not playing it right and losing!

OpenXcom Extended / Re: Custom mission and monthly ratings
« on: April 08, 2016, 12:59:20 am »
I am not aware of option to remove strike for bad performance.
You still lose the game if you perform badly for two consecutive months.

If you're interested I can make that optional...

I would certainly love the option to get rid of the strike, cause when gov think we are not dangerous than they should not come looking for us unless we attack government ships. And also the option to get funding back when we become more dangerous score wise that is. Thus if we can live on selling things we can make to meet expenses, we should be considered pirates who trade by day and fight by well any time we want :P . Thus the lose condition becomes that we run out of money for 2-3 months or  attack government ships and when they feel threatened by our attacking their ships they bombard strike us as usual but only with negative score because they think they can take us out if large positive score they are scared of us to attack us.

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