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Messages - FiendishDrWu

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1
XPiratez / Re: A thread for little questions
« on: June 23, 2020, 05:56:17 pm »
I seem to recall getting an EM Jammer from a landed Humanist ship I assaulted.

2
XPiratez / Re: Approaches to Base Building
« on: June 23, 2020, 02:55:28 am »
I seem to recall setting the Difficulty at John Silver, which makes sense - save file has "difficulty: 1"

I'm afraid I have no idea who Black Dragon is or what warning was sent my way.  I've encountered a White Dragon who I've bought some tokens from. 

EDIT: reading the save file, apparently I'm 23 months in, not 18 like I was thinking.

Spoiler:
Two Flak cannons seem sufficient to stop the missile, assuming they both hit. 

3
XPiratez / Re: Approaches to Base Building
« on: June 23, 2020, 12:12:29 am »
WHAT THE FUCK

Missile strikes are BULLSHIT.  Two in the span of a few days???

4
XPiratez / Approaches to Base Building
« on: June 22, 2020, 07:02:00 pm »
After not touching XPiratez for a while, I've gotten back into it this last week.  I'm liking the changes, particularly with regard to events.  Throwing/bows also seem to have gotten some love, which is nice!  I've been loving the throwing axes.

Unlike vanilla X-Com, where you could get away with it, you can't just build a couple of "Do everything" bases and call it a day - there's simply too much stuff to be built and done.  Here's my current approach, in July of the second year:

- Main base, Isle of Lesbos in the Med, all the research happens here.  I have two hangars, one for El Fuego (heavy intercepts) and one for a Turtle (undersea and general combat).  Also 50 runts working on Chateau and X-Grog whenever they're not doing equipment/extraction/gambling/tokens/enslavement/recruitment stuff.  Goal is to transition this to ground missions and science entirely.

- 2nd base, China, 2 hangars, with Airbus (w/ assigned Lokk'Narr team for sneaky missions) and Pachyderm (for orbital or do-this-in-a-hurry ground missions.)  Also setting up large living quarters and one or more dojos; the plan is to have a large population of Gals in training here, as well as being my second point for launching ground missions.

Next two bases are more peripheral; they're staffed with Peasants constantly training in Dojos and with second-line gear, which has been sufficient to fight off the Ratmen and Doom raids they've had (albeit with casualties from the Doom Imps!).  They also have a single hangar, currently empty, waiting on good interceptor craft.  One is in Antartica and I'm working towards making that my Mint/heavy workshop base - I just got the Mint and am constructing it; for now it's 65 runts making X-Grog, and the other is in Brazil and has 4 Sectoweed farms going. 

Once I've got a little more cash, I want to set up  hyperwave/hangar with interceptor/token garrison bases in North America, Austrailia and central Africa as well. 

What are other people's approaches to base building? 

5
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 24, 2018, 12:06:45 am »
Aha, there it is.  I feel like a goober.  Thank you, tkzv!

6
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 23, 2018, 09:45:01 pm »
Hi there!  I can't seem to get this to run.  I've downloaded "openxcom_xfiles_0.9.7c.zip".  First issue I'm noticing is that there isn't a file called "OpenXcomExPlus.exe"; merely "OpenXcomEx.exe".  I try that, and things start up normally.  I've tried copying both the UFO and TFTD files into their appropriate folders, and under mods I see both UFO and TFTD as mods, but XComFiles doesn't appear as an option.  I'm ready to conceed I may just be a goober, but is there somewhere else I ought to be looking for the OpenXcomExPlus.exe file other than the top level folder where I unzipped things?   

8
XPiratez / Re: A thread for little questions
« on: May 01, 2018, 08:33:41 pm »
Well, it's fine for enemy officers.   Just not yours.  But then, they built it for their benefit, not yours, so for all we know, maybe that was an intentional design choice on their part.   8)

I mean, we know that the Star Gods intentionally manufacture their equipment to be hard for others to use; what's to say the Humanists don't have some junior-grade version of that?

9
XPiratez / Re: A thread for little questions
« on: May 01, 2018, 07:58:42 pm »
Sure, but is it being somewhat overpowered in the hands of rookies that much of a threat, given that they're statistically likely to be your least capable soldiers anyway?  Doing all the damage in the world won't help a rookie gal who can't shoot straight!

10
XPiratez / Re: A thread for little questions
« on: May 01, 2018, 05:39:46 pm »
I wonder if the pistol's damage could be coded:

(5 - alien rank) * 5  + 15

11
XPiratez / Just finished my first play-through. Some thoughts.
« on: May 01, 2018, 04:13:08 am »
Just completed my first play through of X-Piratez.  Overall, I had a blast!  Again and again I found myself amazed at the level of depth Dioxine has added to an almost 25 year old game.  I started last fall with 99H1 and upgraded to 99I2a to finish it, with a several month break in between.  I wanted to share some thoughts I had about it, in no particular order.  Warning, has some spoilers.

- I’d played a few missions in, and I had gotten the hang of the “raid the church” missions.  I’d learnt that killing people on those missions was generally punished, and that sometimes prisoners were nice to have for robbery.  So I set out with harpoon guns with stun bolts on what I thought was another routine temple raid. 
Spoiler:
  I was wrong!  Turns out it was full of zombies!  I hadn’t encountered them before, and found out the hard way - by losing a gal - that stunning was useless against them.
  Fortunately, out of sheer laziness, I had a number of other weapons that I’d left sitting in my airbus, so after racing the survivors back, tossing their weapons aside, and grabbing the various swords and bats I had, managed to defeat my foes.  Being thrown a curve like that really got me hooked.

- I appreciate that there’s a lot of written backstory as to what’s going on, even if I wasn’t always sure about how it all tied together.  With the limited tools available, Dioxine manages to use Bootypedia & workshop to give a strong sense of a living world, all the more impressive given the limited ways in which the game engine permits storytelling. 

- One small disappointment - the ending. 
Spoiler:
The ending is basically the ending of regular XCom, albeit with some text changes - I’m guessing this is an engine limitation?  But I would have like to have found out more about Jill, leader of the Naarlocks. I found myself wondering if the Knights of Cydonia had survived and would aid me in the final battle, or if they were themselves the final enemy.  I wondered about who was really behind the Pink Ships, Shadowtech, and the falling out between the Star Gods and the Reticulans.  One data disk alludes to there being a few hundred million humans & mutants on the surface, but 13 billion Gillmen or other undersea denizens, and their Elder Gods are never really explored.
The game never really answers these questions, but I gather that Dioxine is still working on the ending, so I should probably shut up and be patient.     ;D

- Like others, I found the endgame can drag a little.  With over a billion dolaros, via my
Spoiler:
currency forgery and battle tank sales
I found that Ivan Dogovitch’s QoL mods helped shave some time off the waiting game.  I had enough manufacturing capacity that I could basically ignore everything and still have a monthly score in the thousands, plus piles of cash coming in.  I took missions that seemed like they’d be fun, or good practice for the gals, and ignored things I thought might be dangerous or simply tedious. 

- Speaking of cash, I rarely have more than 2 or 3 bases in a regular game of X-Com - in my X-Pirates play-through, I ended up with the full 8 bases: My first science base, my first industrial printer/spa base, my factory base, my “build the conquerer” factory/printer/workshop base, and 4 interception bases.  The very different interception & manufacturing game in X-Pirates really drives you to expand your operations - there’s simply no way you can do all the things you’d want to do in one (or two, or three) bases. 

- One aspect of the game I never really explored much were alternate soldiers or tanks.  The Gals, particularly once trained at a spa, seemed to be pound-for-pound the best fighters I could get.  I guess I can see some value in tanks
Spoiler:
or synths
for fighting enemies with strong voodoo, but I’m not sure I get how slaves, Lokk’Naars, or the new peasants fit in.  Likewise, I never really experimented with hiring veterans, freaks, etc.  Am I missing something, or do other people not find them particularly compelling? 

- Another thing that bugged me - and this is probably more an engine limitation than something Dioxine can fix - was finding out where to source things.  I went with the grey codex, and could theoretically build sorceress suits, but I was never able to figure out how or where to source a Tome of Lightning.  Likewise, sythmetal mesh, magischen motors, force crystals, etc. always seemed to be in short supply, and it took a lot of digging to figure out how to get parts.  I see in the latest build that when you’re looking at the fence list you can see what uses a particular item has, which is nice - I suppose you could use that to work backward to see what you might disassemble to get parts, but not everything can be disassembled, and you have to have one of the items first.  Likewise, getting all the components in one place can be a hassle - the “all vaults” will show me all vaults, but it gives me no idea where those items are, which is kind of tedious when you have 8 bases!  Again, though, this is an engine limitation, and not Dioxine’s problem. 

- There are perhaps too many trappings, and I frequently found myself struggling to figure out exactly what to equip my gals with.  Part of that is probably bad inventory management on my part - toss the old crap out! - but I found myself having to constantly consult the Bootypedia to figure out what to have the gals wear. 

All things considered, though, X-Pirates is absolutely breathtaking in it’s ambition and depth.  If the new XCOM games are all about taking the old X-Com and purifying it to it’s simplest elements so everyone can enjoy it, X-Piratez goes in the opposite direction: adding complexity - and meaningful, game-affecting complexity! - to an old classic. 

Oh, and lots of cartoon boobs.   ;D

Definitely worth the donation!

https://openxcom.org/forum/index.php/topic,4604.0.html


12
XPiratez / Re: Additional Battlescape Music mod attempt?
« on: April 28, 2018, 04:58:34 pm »
@Shaewaros, it's (wherever you put the files)\X-Piratez\Dioxine_XPiratez\user\mods\Piratez\Sound

Note that these files are in .ogg format; if you wanted to convert them to .mp3 (say, if you wanted to import them into iTunes) you could use a program called Audacity to do so. 

Incidentally, the main theme seems to come from here: https://modarchive.org/index.php?request=view_by_moduleid&query=35186

That's in yet another format, .xm; you'd want WinAmp or something similar to play it.

13
XPiratez / Re: Bugs & Crash Reports
« on: October 03, 2017, 12:22:53 am »
3 small bugs I've seen, none of them very serious.

- The Siberia mission showed up on the 29th of a month; I ignored it until the 11th of the next month and then fought and won it.  Later that month, it showed up again

- Magical girl isn't consumed after being researched.  (Is this intentional?)

- After finishing the Hellerium Fuel Capsule research, I was shown the "What's the deal with the tiny drill?" Bootypedia page. 

14
XPiratez / Re: Sell me on better weapons & better strategies!
« on: October 03, 2017, 12:18:25 am »
So I went back and tried this mission twice more, this time with two Gals with rocket launchers, each with a Baby Nuke and some regular rockets.  I started firing at the two largest groups of tanks and foes, and killed quite a number that way.  But the first time, I made the fatal mistake of trying to have a gunfight with the rest of the folks on the surface - big mistake!  Even the two tanks and one supersoldier were able to tank my Gal's laser shots and kill Gals quite effectively. 

So I reloaded, started again, fired the nukes, and then had everyone dash for the center of the map so they could fall down into the trench and get inside the underground complex.  That worked much better - against the stormtroopers and regular soldiers, my Amazons rocked face.  I cleared one portion of the map, then moved on to the next, and then used a cowardly but effective approach of popping up the stairs, shooting, and going back down to take out the tanks.  Two supersoldiers came down after me, but getting tag-teamed by Amazons in close quarters took them down without too much trouble.  Travel in packs and do it from the back - how else can you get to the booty?  ;)

Thanks! 

15
XPiratez / Re: Sell me on better weapons & better strategies!
« on: October 01, 2017, 01:07:16 am »
Am I one of the ONLY players who plays defensively?
Are you using your cover?

First few rounds you need to be ducking out of the ship, taking shots, shooting rockets, looking for the underground entrances. Maybe have somebody with high TUs to go out there and hide in the structures to do some spotting. Then make a break for the underground entrance and just rush it. Stay on the surface exposed and you'll get owned by the tanks and some of the other dudes.

Once you're underground you can just resolve most of that, and wait until the end for dealing with the Surface. In which case you're going to be ducking up to take shots at the tanks... rockets, grenades, and heavy laser type of thing, then drop back down to cover again.

Another tip - you probably want to shoot Snap shots or fire from out of view (even with your rocket launchers). If you use too many TU in your attacks you're going to run the risk of the Tanks being able to reaction fire on you (reaction fire, as explained in the bootypedia, is not a random chance - the more TU you use the more likely someone will be able to react).

This is a good map to bring Baby Nukes to, since you wont have to fight this mission again.

(without a doubt they will Not Surrender in this mission, so dont bother with that tactic... im not sure the supersoldiers can even surrender)

---
Edit - Also in a recent pogrom mission with ratmen I had a tank that took an entire series of melee hits from a lowly ratman, from behind, probably with a cutlass. And it clipped over 40 health from the tank.

So keep it in mind that if you've got a Tech Blade, Mace, with a hand of peak strength you can take down one of these tanks.

(im also thinking that if you can Surround a tank, one hand on each of the sides so that it cant move... it may not take any actions at all because its main weapon is explosive and it doesn't want to fire it at point blank range)

Ah.  I haven't had much of a chance to scout the map much, so I didn't know there was a big underground component to it - I thought the bulk of the mission was dealing with all those guys (and fucking tanks) on the surface.  My problem is that I might be relying too much on Amazons with Bardiches - they can take out tanks or supersoldiers OK, but then they're stuck out in the open and get chewed up.  I'll try heading for cover/underground right away instead of trying to get in a big gunfight to secure my landing zone.  Although, with upwards of 10 enemies in visual distance as soon as I have someone leave the Fortuna, simply dashing to cover might be dicey enough!

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