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Messages - The Burning Yak

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XPiratez / Re: [MAIN] XPiratez - 0.99F.3 - 07.03 - 3 Years of Pirating
« on: March 08, 2017, 06:12:16 pm »
I've heard a game development philosophy that you shouldn't have ideal play be boring play. On the mansion, the "ideal" play is to clear it entirely, getting ALL the loot and possible hostages. That will provide the best income, research opportunity, and gal experience. For many, however, a full clear of a mansion is boring. Some may have fun, but I think most find it monotonous.

Of course, Dioxine isn't making a game for everyone. It's a particular niche.

I'd describe the particular niche of gamers that Dioxine is creating for as "HIMSELF."  ;)   So not only is the mansion timer inline with good game development philosophy, it's clearly more in line with what Dioxine wanted for the mansion mission. A clandestine rush to steal as much as you can and escape.

XPiratez / Re: [MAIN] XPiratez - 0.99F.1 - 13 Feb - Slave Wars
« on: February 27, 2017, 06:15:52 pm »
Oh. How do I implement that? Right now I seem to only be able to make a single inventory template, and it only saves for that one equip screen.

XPiratez / Re: [MAIN] XPiratez - 0.99F.1 - 13 Feb - Slave Wars
« on: February 27, 2017, 05:33:58 pm »
But at some point you need to stop adding new stuff, measure users experience, remove bugs and release stable version.

I suggest we refrain from phrasing our desires as Dioxine's obligations. The only thing he NEEDS to do is what he wishes to do.

Personally, I'd like to see actual savable inventory templates, and even equipment templates for the vessels. Having a variety of templates to choose from would be ideal.

XPiratez / Re: [MAIN] XPiratez - 0.99F.1 - 13 Feb - Slave Wars
« on: February 27, 2017, 08:07:06 am »
The complaints of "hassle" at the equip screen leave me rather stunned. Isn't that one of the major points of this mod? There's a reason why every faction has different resistances, why there are so many different weapons. Gear choice is far more then grab your biggest gun for everyone. Environment adds another variable for added complexity. Do I wear better protective armor but worse in the hostile environment?

XPiratez / Re: [MAIN] XPiratez - 0.99F.1 - 13 Feb - Slave Wars
« on: February 26, 2017, 06:11:18 am »
I think weather affecting enemies would cause a lot of encounters to be trivial. Wear appropriate clothing, hit next turn again and again until weather effects cripple the enemy, have a walk in the park.

XPiratez / Re: [MAIN] XPiratez - 0.99F.1 - 13 Feb - Slave Wars
« on: February 25, 2017, 09:13:16 pm »
This kinda makes me overreact to criticism since I am unhappy with it myself, especially if I have repeat explanations all over again. Working my ass off and hearing about 'disappointment' is infuriating. Perhaps I need to take time off working on this mod, to have a fresh look, to regenerate.

That's entirely fair. If you need a break, you certainly deserve one. (Though, selfishly I'd rather you keep on working.) I've only started playing recently, but I agree with the RPS review when it said
X-Piratez, a UFO mod in active development by Dioxine, is the best total conversion for any game I’ve ever played.

It has shocking depth and breadth.  I've considered attempting to write an in-depth strategy guide, and even creating a simple spreadsheet to determine accuracy and damage at different skill levels for the crazy amount of weaponry sounds a little exhausting. I can only imagine how much creativity and work has gone into this mod.

The weather system makes me re-think my traditional armor choices.

I haven't found the weather arbitrary, as I can easily predict what type of weather the mission will have by looking at the environment in the geoscape. The visual difference between forest and jungle is more difficult to parse, but I believe I can do so reliably.

Though the weather system is unfinished, I suspect you added it to the mod to get some level of feedback and play testing. What are your concerns regarding the weather system, and what would you like us to test/estimate the balance of?

Currently my approach has been to never take 300% into cold, to avoid damage, and if I take a poor environmental armor make sure I've got a lot of stun and energy cures on my girl.

XPiratez / Re: [MOD] PG13 Version (Less NSFW) 99F1.74
« on: February 21, 2017, 06:29:02 am »
I think when all is said and done, I'll revert the mod to just deal with the nudity aspect, (silly as that is)

I think that's a great plan. I've got a number of friends I'd love to recommend this too that would be uncomfortable with the nudity aspect. I think opening up the brilliance of Dioxine's mod to a larger audience is perfect.

XPiratez / Re: Bugs & Crash Reports
« on: February 20, 2017, 04:43:49 pm »
It appears I can't research Craft Missiles. I've got all the dependencies except one. SEAGULL. I've researched Seagull Missiles already. When I view SEAGULL in the tech tree viewer it appears to have no dependencies at all.

This is on 0.99F.  I'm thinking I may just need to update to the latest version.

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