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Messages - Marza

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1
XPiratez / Re: A thread for little questions
« on: March 28, 2021, 11:51:18 pm »
Do more than two attacks for better experience rolls

https://www.ufopaedia.org/index.php/Experience

2
Resources / [GRAPHICS] Virtual Reality
« on: March 25, 2021, 01:05:21 am »


A tileset to fulfil your Tron/Neuromancer/Frozen Synapse mapping needs.

This is a first attempt at creating .mcd and .pck files and as such I cannot guarantee everything is working as intended. I haven't even worked out how to playtest any maps I create, so consider yourself warned. If you do find something or have any feedback, do let me know either here or contact me on discord, I'll usually be lurking on both X-Piratez and X-Com Files.

Licenced under WTFPL.
Spoiler:
            DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
                    Version 2, December 2004

 Copyright (C) 2004 Sam Hocevar <sam@hocevar.net>

 Everyone is permitted to copy and distribute verbatim or modified
 copies of this license document, and changing it is allowed as long
 as the name is changed.

            DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
   TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION

  0. You just DO WHAT THE FUCK YOU WANT TO.

I honestly don't really know what I'm doing

3
XPiratez / [RESOURCE] Combat Information Center
« on: June 09, 2020, 11:33:47 pm »
I tried and failed at making a mod for a 2x2 radar with global range. Until I work out where the error lies, I'll upload the mod in its entirety in case the maps, routes and base sprites can be used for something else. For now, I'll be sticking to mapping and will be going on to put other random things together.

Note - Obviously don't enable the mod. It won't melt your computer, but it will throw a segfault at you should you try to access the bootypedia entry for the 'tracking station' or try to build the facility in the base management screen until you disable it again.

4
XPiratez / Re: Score loss and enemy bases
« on: November 10, 2019, 04:23:22 am »
Had a look at October, RNG rolled two pretty nasty missions. October does have the highest volume of enemy missions all campaign; one is the alien pact/zero tolerance mission in Europe that you already know about, the other is all the way in Antarctica.

Spoiler:
Looks like it's a mining mission with mostly harmless mining ships eating up score. It's just a thing they do.
Code: [Select]
alienMissions:
  - type: STR_MISSION_MINING
    region: STR_ANTARCTICA
    race: STR_FLOATER_INDUSTRIAL
    nextWave: 2
    nextUfoCounter: 0
    spawnCountdown: 10890
    liveUfos: 1
    uniqueID: 112
    missionSiteZone: -1

I'm guessing November has a similar case of evil RNG.

5
XPiratez / Re: Fuso and voodo rework
« on: September 02, 2019, 02:35:19 pm »
A quick and dirty way would be to replace the original art with your desired picture, after making sure to edit it to the right dimensions and colour palette. However I don't recommend directly modifying the base files in such a way and instead take the extra effort to make a mod.

I'm not that savvy when it comes to modding, but I can point you in a general direction when I get some free time this evening.

Edit:

Using the PG13 pictures mod as reference:

  • Create a new folder in your 'mods' folder so you can make your edits without risk of breaking the source game. Call it 'WarWeeDs pictures'.
  • In 'WarWeeds pictures', create two new subfolders called 'pedia' and 'Ruleset'.
  • Using an image editing tool (I use both paint and irfanview), edit your pictures to the correct dimensions and colours. Save the edited picture in the 'pedia' subfolder. The game will crash if it tries to load a UFOpedia image that isn't properly sized/has too many colours. (A more detailed process to edit your pictures is mentioned here
  • In the 'Ruleset' folder, create a .rul file called 'pedia'. The .rul file does two things; it gives pictures a reference (under 'extrasprites') and tells the game when to load your picture (under 'ufopedia'). Write appropriate entries for all the pictures you want under both extrasprites and ufopedia.
  • Save everything, load up Xpiratez, enable your brand new 'WarWeeds pictures' mod and then restart the program to play it.
  • Hope you didn't make a mistake. If you're like me, you will have made numerous mistakes in this process that will crash the game.

If you really want to change the all the text strings so that everything is 1337speak and cyberpunky instead of Xpiratez, then you'll have to look in the languages folder. Remember to load the US English file and not the UK English file.

Disclaimer: I'm a bookkeeper by trade. I don't know code and can't tell my scuzzy adapters from my data pipelines. I 'learned' how to mod by staring at someone else's mod for hours and making sequential alterations until I understood what everything did.

6
XPiratez / Re: Uber Piratey Squad Inaction (Collaborative AAR)
« on: August 04, 2019, 03:33:31 pm »
To be fair, the description and the plan for the collaborative AAR is in a completely separate thread. I think it would be worthwhile to edit in some of the major details from that thread into this thread's OP so that complete newcomers know what's going on.

7
XPiratez / Re: Uber Piratey Squad Inaction (Collaborative AAR)
« on: July 08, 2019, 09:53:24 pm »
Spoiler:
It’s not freelance. I’m tempted to try and delay the mission so that Dio can pick it up as the very first mission he has to do for his tenure, but I’ve got another idea in mind. I’m going to break character for this and give an overview of the first full blown pogrom instead, since that’s probably more interesting. It’s big game hunting time, let’s go!
Spoiler:
To make things interesting, let's take the four avatars.

Turn 1
Spoiler:

Hello RPG raider thug. Let’s not disembark turn 1, or do anything at all really. We spawn close to the north western corner.

Turn 2
Spoiler:

Magic Skeleton sabers the RPG raider thug, Legionite cuts down an autolaser toting humongous and Madame Marza black powders a reaper. We run out of targets for Thinky’s LMG. Break LOS.

Turn 3
Spoiler:

Legionite took a las pistol reaction running to cover in a building. Floggin Azura accompanies them to aid. There was a buzzard here once. Skeleton and Thinky tag team make sure they’re gone now.

Turn 4
Spoiler:

Civvies start dying wholesale to laser blasts off screen, so we only have a turn or two to enjoy raiders with reduced reaction TUs. Another buzzard, armed with a lasgun, flies to a spot near where their former buzzard friend died. Thinky drops them, Skeleton is ready with an ol’ rifle. Skeleton heals the fatal wounds of the RPG raider thug we saw on turn 1. He’ll be coming home with us for sure.

Turn 5
Spoiler:



3 raiders with las weapons. Thinky takes a reaction after the closest raider thug survives the LMG volley.

Turn 6
Spoiler:

We meet again. The thug is distracted and looks into the shop window, whilst Thinky reduces him to chunky salsa with the LMG.

Legionite KO’s the Raider Boss with her hands. This car park is in the middle of the map and offers a decent view to almost everywhere else. Of course that means everywhere else has a decent view of this car park, so we consolidate for now until I’ve knocked more holes in the enemy lines. This storage room is a good place to hunker down, with the autodoor and crates blocks LoS from the windows as well as preventing any 2x2 units from properly entering.

Turn 7
Spoiler:

Sweet phoenix drops a third buzzard (weakened from turn 3 from Madame’s blackpowder bomb). Enough raiders have been put down for me to think about taking some map corners. Madame and Skeleton link up in the warehouse to the west in preparation to sweep and clear the south west corner. Sweet Phoenix and Thinky take the north west corner. Legionite and Floggin Azura consolidate in the parking lot.

Turn 8
Spoiler:



Magic Skeleton tags a couple of scouts with a black powder bomb. A second from Madame puts them down for sure.

Next turns are mop up, sweeping each building for the last handful of raiders. Skeleton cuts down an assault laser wielding thug with a saber, legionite punches out a raider scout. Floggin Azura duels a thug who is armed with a cannister launcher. Azura's heavy shotgun struggles to inflict damage. The duel lasts a few turns, long enough to move Thinky from the north west map corner down to the southern edge.
Spoiler:

Since Thinky is gonna be in our newly constructed medbay for some time, they get some fancy kills in. LMG full auto at close range. The volley even knocks the lamia to the north unconscious.

Turn 13
Spoiler:

Unlucky for some. I get complacent and lazy in the closing turns, splitting up the gals to hunt down the last raider. Floggin Azura ends the turn about 6 cells from the lasgun wielding thug. Autofire does the rest and Azura kisses the concrete floor.

Turn 14
Spoiler:

He’s getting special treatment for that stunt. Skeleton punches them out.

Endex
Spoiler:


Bunch of laser weapons and eight hellerium grenades. One scout, two thugs and the boss. No Buzzard or Humongous captives.

Silver lining to being confined to a bed for 15 days. (Legionite is in for 14, despite suffering significantly less injury)

Typical. On one of the last turns, of the last mission on literally the last day of my shift, I get greedy and this happens. Floggin Azura accomplished much over the past two months by supporting newly hired hands and sprinting about knocking people out with either her fists or her heavy shotgun.

Wrap up
Spoiler:





Currently the brainers are prioritising tactical body armour. Airgame is still in its infancy and we're mostly restricted to tagging civilian shipping. Very little funding was budgeted towards the airgame as no radars have been built (barring the outpost in the third base, but that doesn't really count) and the only additions to the fleet are an Aircar with twin 25mm cannons and a Golden hawk with a quadcannon. Most of the budget went to expanding brainer capacity, the library, sickbay, extra barracks and plantation spam in base 3. I suffered a brain fart when placing the sickbay and accidently built it over the corridor next to the access lift, instead of over the barracks just south of the burrows. Any hideout defence missions will have one guy on the far left flank causing mischief, but I'm sure you can handle it.

Fun fact:

Madame Marza killed 8 with black powder bombs in these two months. I haven't counted the total kill count due to black powders across the entire team, but it's sizeable. Turns out they're not completely awful.

8
XPiratez / Re: Uber Piratey Squad Inaction (Collaborative AAR)
« on: July 08, 2019, 03:05:57 am »
Over one week later:

1st August
It is midnight right now and the runts decide that it would be a fantastic idea to throw a party... this very instant. There’s a bunch of them in the mess hall gambling away some of our ill gotten gains. There’s going to be a lot of old tat to be dumped after this is all done, don’t the runts know that the house always wins?
Spoiler:

Library money.

Later that day:
Another contact on the radar screen, another pair of schmuck civilians that get reported as missing. They won’t stay here long, we’ll pack them off safely home as soon as we get the ransom money. Some of the gals are going in the car to pick them up whilst the airbus sets a course for Red Revolution, in ol’ South America. We got a church to raid too!
Spoiler:


The Church of Sirius and the endless wood panel fences of madness.

3rd Aug
Brainers are up to something. They’re saying that they really have our own safety and interests at heart and that if we ever feel hurt or sad, that we should go to them for help. I don’t trust ‘em for a moment. Never trust a brainer. Especially if they offer you a lollipop.
Spoiler:

Prioritising the sickbay.

4th Aug
Radar runt picks up a radio transmission! Smells like a trap though, we’re gonna leave this one alone and save ourselves for any big game. There’s been a lot of fast movers flying circuits in our airspace and we intend to check that out. They’re not civvy targets either, so we’ve got to be ready to seize any opportunities that come our way.
Spoiler:

I must have seen this screen hundreds of times over the past years and it’s only now do I recognise the silhouette of the Golden Hawk staring me in the face.

This guy is flying over N Africa. Some mid tier mission has been launched and I want to grab a landed ship if I get the chance.

Later that day:
The truth is out there apparently. Some of us are gonna go and grab a few more guns for our collection, not that we need more pieces of scrap that passes for guns. Another team will be gearing up to flush out some traitors of the Mutant Alliance, in exchange for their favour. I think we’re just doing it for the thrill of it myself. If we keep this up we’re gonna end up owing more and more to the Mutant Alliance, so I hope they’re prepared to pay a decent sum for our services.
Spoiler:


There’s a dog in this screenshot somewhere. It’s been introduced to the world of black powder bombs.

9th Aug
Radar Runt is really excited today. She’s gotten word from our second hideout that the place is swarming with bandit activity. Rumour is they’re looking for something. One of the gals transfers over with the car to ‘persuade’ them to keep their noses out of our business.
Spoiler:

There’s a lot of them, sire.

Later that day:
We’ve been contracted by a local government. An easy ‘get in, get out’ job, to extract one of their guys in return for some okay coin and I’ll be tagging along. Another team handles a contract from Jack to bust up some fool smuggler afterwards. The Captain will be personally overseeing that one. She’s actin’ funny, but I don’t know why. I’ll think about it when I get back, the airbus will be taking off in a bit. Excuse me while I kiss the sky.
Spoiler:



I will keep using black powder bombs for no good reason.

Am I happy, or in misery?
What ever it is, that girl put a spell on me.

16th Aug
Brainers are really up to something sketchy.
Spoiler:


Throwing all the brainers at the Hawk.

19th Aug
That Trader’s Guild fool pilot crashed his shipping somewhere in the Kingdom of Canada. The Captain rounds up a few gals to ‘rescue’ them.
Spoiler:

21st Aug
The Mutant Alliance has offered another contract. I knew they’d come back, we’re not gonna hear the end of this. At least this time they’re paying up a more substantial reward. Just gotta get in, get out and not get caught. Let’s go bag a high value target for them.
Spoiler:
We can see the target at his escape car! Why hasn’t he taken off yet? No matter, he knows we’re coming and he’s holed up in a defensive position. We’re gonna wait him out and let him crack under pressure. He must know he’s a dead man if he doesn’t leave the city right now, so he’s bound to make a mistake. His last mistake.
Spoiler:


Yeah, we’re just surrounding the tower and breaking LOS until the mage paths off down to the ground floor. A civvy half uber has the same idea, but elects to stand in the open. I promote him to the role of magnum round bearer.

Just as planned.
Ok, we’ve bagged the man, let’s clean up the others and head on home. This is a cake walk; they’re all stuck in their escape craft. We can easily knock them out and pick them off one by one.

Spoiler:

Yeh nah, let's use this instead.


I lost a bomb! Do you have it?

Pretty Melissa is slapped with one of these, for good reason.

22nd Aug
Thinky is finally out of sick leave and tags along with us to visit a watchtower. It’s the first time we’ve properly met, since she has been hiding in her room ever since I arrived in the hideout. What the hell is she carrying though?
Spoiler:

Snek Thinky, Lord of Flies, Juggler of rifles. Enough rifle rounds to outfit a platoon. I’ll keep the loadout as is for fun.

Map generation almost cans the mission.

Thinky’s first kill since rejoining the ranks.

23rd Aug
Brainers are up to something. Again. Every single one of them have teamed up to work on something. I wonder what they’re up to? No matter, there's a military fighter craft on patrol in our airspace which is more of a concern right now.
Spoiler:


A large shipping skulks around not long after, but is too fast for the aircar to get an ID on it. I have a good idea what it could be and that there will be a big mess to clear up.

28th Aug
There’s been the sounds of explosions from both the workshops and the hangars today. Now the runts are helping the brainers with their strange ideas! On the plus side, our brand new Golden Hawk has been kitted out with something that’ll allow us to pick on something harder than a civvy target.
Spoiler:

Quadcannons, the hawk and hellerium researched. Nice. We’re working our way into the airgame.

29th Aug
A little Paradizo cloudcar has put down not far from our hideout. The Captain picks three of us to join her to go on what must be the last mission this month. For some reason I’m picked to go. Whatever.
Spoiler:





Of course this patch of sahara is pink desert. Looks like the end of this month will be nice and stress free.

31st Aug
Last day. There’s a large shipping skulking about, but apart from that this day is really quiet. Roll on the next month!

Later that day:
Oh, bugger.
Spoiler:

9
XPiratez / Re: Uber Piratey Squad Inaction (Collaborative AAR)
« on: June 28, 2019, 02:12:29 am »
1st July
This is my story. I’ve been ditched in a holding cell for days, perhaps even weeks. There are others like me down here, discarded like a pile of garbage. Today turned out differently though, as a group of ‘lil runts brought myself and others out of the cells.
Spoiler:
We were given a choice. We could either walk out, work an honest job for honest wages in this pirate hideout, or join the crew. A deal was made and we got our first decent meal in ages.

Part way through the Captain with fiery red hair bursts in. She scolds a bunch of runts for not properly cleaning up after their last gambling session and to get rid of the useless trophies lying about the place. She tells us how we ‘need to be more offensive’, calls us a bunch of dweebs, then leaves. Some runts look at each other and shrug, but at the end of the day a collection of tribal weapons and terrible guns are sold off, six smelly rags get disposed of (why did we have these?), some piles of junk get processed and an order for a hundred black powder bombs is placed.

Spoiler:

Barrack space for more runts. We're abandoning the chokepoint idea. Hope you suckers can play an assertive base defence!

Spoiler:

Personal labs get full priority.
Research goals:
Highway house
Improvised aerial explosives (for quadcannon)
Shadowmasters (for golden hawk)
Medical supplies
Library

Spoiler:


Convert a plantation to a hangar, so the airbus can use it to hop into Australia ASAP. Some more plantations and prisons (not shown) get dropped down.

We're awash for cold hard cash and the Captain strong arms the decision to buy a new car. She instructs the runts that we 'need to be more offensive' and that they are to bolt dual 25mm cannons to it. We'll have a ramshackle car with enough firepower to level a small village. Madness! This is going to be my new home.

As for us new arrivals? There's three of us altogether and the Captain has told us we'll be set to work immediately to prove our worth.
Spoiler:



Scratchy Thug will be my avatar, as befits the gal with arguably the worst stats. Look at that stamina and bravery! One small alteration however...
Spoiler:


Much better.

There’s a ratman village some hours away. The three of us are sent there to prove our loyalties, whilst being observed by two veterans. Rockin Hammer and Pretty Melissa deck out in barbarian armour with shields and sawn offs, whilst all I get is a stupid outfit, a pistol and some ancient black powder explosives. Hammer and Melissa soon get to work in direct assaults, blasting ratmen away at close range. Meanwhile, Evil Gun sets up a firing position from behind her machine gun and tac vest. Our dog tracks targets to pursue, but is put down with a double barrel shotgun. I suddenly lose the mood to run around corners and risk a ratman reaction, so I just flatten the place (and some unfortunate ratties) with explosions. The mission ends without trouble, although Evil Gun does receive a single dog bite. She takes two days off because of it. In the end we capture three ratmen, including their leader, as well as a dog.
Spoiler:


Dog sniffs two targets, but a brigand out of sniff range reacts with a double barrel shotgun. Never go around corners with low TU!



Black powder bombs, like grenades, can be thrown at targets hiding behind hard cover and open up new firing lines for Evil Gun. Evil Gun is decked out in a tac vest and wheeled machine gun and is positioned at range. She can tank whatever the ratmen can throw at her, assuming anything hits her.

3rd July
Radar runt got chewed out today. A radar contact is spotted in the area, but after flying up close with the car, it turns out to be a combine harvester. There’s not a lot of money to be made in agriculture equipment and hostage farmers, so we leave them alone and spare the 25mm ammo.

4th July
Radar runt got chewed out today. After flying close enough we see that it’s a police car on patrol. A low value target that shoots back! We leave them well enough alone.

Later that day:
Distress call in the Sahara desert! It’s the trade guild. We don’t know how they ended up in that situation, but we do know they’re close to home and an easy target. The Captain assigns a mostly veteran crew to ‘help them out of the desert’. After a short mission they bag some prisoners, including a sailor.
Spoiler:

MvP goes to Floggin Azura for dropping targets with the heavy shotgun and running about punching out captives. In a desert. In scale armour.

Later that day, again:
Captain informs us that Jack has invited us to an aircar race to Memory of Earth, in Steel Pact territory. Some of the gals immediately make a break for the aircar. Radar runt giggles quietly to herself. After a quick chat, she tells me that Steel Pact is in ol' South America and that the ramshackle aircar we have doesn't stand a chance of making it there in time.

5th July
Radar runt got chewed out today. She found the combine harvester again. This time it lands, so the Captain puts together a crew to make sure it never flies onto the radar screen ever again. ‘Just tryna do ‘muh job’, radar runt mutters.
Spoiler:

Disembark turn 1 and make a dash for the close by combine. Coconut Maiden eats a reaction harpoon from the drivers canopy. Moderate wounds.
The brainers retool their work and drag prisoners into the lab wholesale. We've ran out of prison space entirely now.

11th July
The Captain got word of another uber gal in captivity. Again, she says that we ‘need to be more offensive’, so she elects to get involved in this one. We take the bus and put down directly at the address to spring the captive. After a curt volley of fire, we storm the place. The Captain leads the way and ends up punching two tough guys unconscious.
Spoiler:

Landed right at the place!

Magic Skeleton and Floggin Azura have very good stats at this point.

12th July
We pay the Trader's Guild a visit. The target is small warehouse in the desert nearby. Evil Gun positions herself on a nearby hill whilst everyone else stacks up against the warehouse walls, before launching the assault. We blow up the fence with a black powder bomb and chuck some more at the guards inside the compound. The prisons are still completely full, but it's the contents of the warehouse we're after, not the people.
Spoiler:


Clean sweep.

Evil gun is allowed to reaction fire at her leisure with the wheeled MG. Floggin Azura continues to punch people. Can anyone stop her?

Later that day:
Captain informs us that a local government has offered us a contract to extract one of their agents. Only problem is that the client is based in the Death Realms of ol' Australia. Radar runt crunches some numbers and tells us we can't even make it there.

13th July.
Radar runt doesn’t get chewed out today. We take the car to shoot down a paradizo cloudcar. Easy pickings!

18th July.
The Academy are broadcasting an SOS from the Himalayas. The prisons are overflowing still and it’s too cold to run around and simply handle everyone. The Captain tells us to pacify any resistance and pick through their belongings instead. The Captain and Evil Gun swap out and Sweet Phoenix and 'some other dweeb' are cycled in their place. Sweet Phoenix's weapon of choice turns out to be an assault cannon, which she used to chuck pyro cannonballs about with reckless abandon. Something about trying to keep us warm whilst we work in the mountains.
Spoiler:

u wot. How did you survive a direct hit?

Better.

19th July
The Captain commissions a new hideout in North America, justifying it by saying ‘we need to be more offensive’. From what I’ve heard it’s just a run down hole-in-the-ground that grows cash crops. Probably should have done this at the start of the month, but I don't tell the Captain that. I don't want to get chewed out. That's radar runt's role, to be in the barrel.
Spoiler:

Doesn't look like much now, but one day...

21st July
Radar runt doesn’t get chewed out today. The car forces a civilian airbus to land. We park our bus nearby to ‘assist’. Easy money!
Spoiler:

22nd July
Legionite is finally back, having recovered from her injuries. She’s decked out in some new metal armour that the brainers and runts have slapped together. Her first action is to grab her sword, grab some gals with barbarian shields and scale mail, and take them to clear out a rat infested cellar. They’re an odd bunch to look at, with their antiquated armour and semi automatic pistols.
Spoiler:


This is a cakewalk. No problem.

Later that night, the same group fly off after the Captain assigns them to pick up another uber gal captive. Apparently this one is in the hands of some tribal savages. They come back empty handed however, saying they had no luck in finding the captive. Something doesn’t add up here.
Spoiler:

Back in the bus, we out.

Even later, somewhere in the Kingdom of Canada, we raid a Church of Sirius. The Captain attends in person to make up for the flop that was last mission. It’s slow, slow work sweeping through the residential area, but the team subdues almost everyone there for excellent ransom money. A couple of neophytes were dropped at range with rifle fire as they carried a heavy shotgun and a Molotov.
Spoiler:

The Church of Sirius and the endless chain link fences of madness.

29th July
The brainers take the ‘we need to be more offensive’ mantra to heart and have instructed the runts on how to put the prisoners to work. Whilst it helps to reduce the prison population and gives the prisoners a safe ‘occupation’, I don’t think this is quite what the Captain had in mind. Either way I’m happy I joined the crew as a fighter before they dreamed up this idea.
Spoiler:

Are we the baddies?

31st July
Well, that's the first month with this group of pirates. The Captain seems quite pleased with the progress made this month. Hopefully our fortune will last.
Spoiler:

Modest success! I'm well on the way to grabbing the library and maybe even Back to School. I've still got prisoners to interrogate to hopefully grab Shadowmasters. I want to get a Golden Hawk working in the airgame and retire the aircar.

((I'll post August either tomorrow or Saturday. Stay tuned because someone in the crew outright dies. Fun!))

10
XPiratez / Re: Succesion-Style Collaborative X-Piratez Let's play!
« on: June 10, 2019, 09:45:45 pm »
Sign me up Coach!

11
XPiratez / Re: A thread for little questions
« on: May 22, 2019, 08:34:43 pm »
Upon reflection, I think the flag that determines if a hideout is found or not is only looked at the end of each month. It may also be possible for the game to allocate multiple parallel crackdown missions to a single region. If that's true then enduring a single attack may not dissuade the others, but we'll need someone familiar with the nitty gritty details to chime in.

12
XPiratez / Re: A thread for little questions
« on: May 21, 2019, 03:30:09 pm »
Addendum: Shooting down an invading vessel before it lands at your hideout, having the invading vessel get blown up by hideout defences, or allowing the invading vessel into your hideout (intentionally or not) and starting a defence mission will all unflag that base as 'found' by the enemy.

The hideout will not be a target of further attacks until subsequent crackdown missions successfully flag the hideout as found.


Thankfully, the endless retaliation battleship waves of vanilla X-Com was a bug that has been fixed in OpenX-Com.

13
XPiratez / Re: A thread for little questions
« on: May 06, 2019, 11:22:41 pm »
Mercenary hovertanks are incredibly hard nuts to crack. You'll want a really big gun or EMP, either will require investment into research and manufacturing.

14
XPiratez / Re: A thread for little questions
« on: May 06, 2019, 01:14:17 pm »
Yep! Or at least reduce production so that 5 runt spots are free, then you can build over a hangar.

15
XPiratez / Re: [MOD] PG13 Version (Less NSFW) 99G4.104 (BugFix)
« on: January 07, 2019, 03:19:50 pm »
hi,

would it planned to update this Mod to be compatible with the latest version of the game?

thanks in advance

Fortunately, the mod available in the OP appears to be compatible with the current version of Piratez (J10), it just hasn't been updated with anything new.

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