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Messages - MemoryTAS

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XPiratez / Re: A thread for little questions
« on: June 11, 2021, 02:16:55 am »
I know you explained why you did this, but seeing a tank coming out of an airbus still caused me extreme pain.

The X-Com Files / Re: The X-Com Files - 1.8: The Shores of Hell
« on: June 10, 2021, 05:46:19 pm »

XPiratez / Re: Bugs & Crash Reports
« on: June 03, 2021, 02:46:47 pm »
Cutting is a good damage type to resist early game, especially with the recent changes that allow for reaction to melee attacks. Additionally, not every shot early game is super deadly, there's plenty of like pistols and stuff that deal fairly low damage and this helps resist them. While avoiding taking any damage is ideal, sometimes that's extremely difficult (some guy pops up from out of nowhere or something) and so armor can help provide safety.

XPiratez / Re: Bugs & Crash Reports
« on: June 03, 2021, 01:23:48 am »
I play on the middle difficulty and disagree with your assertions but I think this is getting a bit off topic.

XPiratez / Re: A thread for little questions
« on: June 02, 2021, 09:28:09 pm »
Persuadotron is one of the last prizes in the bank chain iirc, check to see if there's a range penalty of sorts.

XPiratez / Re: Bugs & Crash Reports
« on: June 02, 2021, 09:23:00 pm »
Scale Mail is a good armor for early game and Slayer is a decent option for Lokks especially in Ratmen caves where they could easily be one shot otherwise. Late game there's barely any usage for them.

XPiratez / Re: Bugs & Crash Reports
« on: June 02, 2021, 07:20:21 pm »
I go for them early for a potential source of Chitin Plates that doesn't take a million manufacturing hours for a mere chance (cave hunt). Also is a back-up source of animal poison in case I don't get the event or want more.

After the first like 4 months or so hunters have a chance of appearing, so I want to get to it before then.

XPiratez / Re: Bugs & Crash Reports
« on: June 01, 2021, 10:01:00 pm »
Roof? If you have a vehicle where you can get onto the roof or have things like grav harnesses, of course monster hunts are no longer a challenge (minus maybe the times you get hunters). I'm talking first couple months monster hunts.

The X-Com Files / Re: The X-Com Files - 1.8: The Shores of Hell
« on: June 01, 2021, 04:29:36 pm »
Not even a faction, only one enemy uses it and they show up in one specific mission:
Dr Alpha of Syndicate

XPiratez / Re: Bugs & Crash Reports
« on: June 01, 2021, 02:17:52 pm »

And I'm not sure it counts as them behaving smarter if you're behaving dumber. Standing in the open in X-Com = instant defeat. If you don't end your turn with 0 enemy contacts, you've already lost.

I don't mean literally out in the open but at least if you venture from your craft there's a fair shot of being ambushed. And with the amount of enemies you sometimes get in monster hunt, getting 0 enemy contacts can be rather difficult.

XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: May 31, 2021, 07:14:49 pm »
You sure of this? Because even with the TU levels on a Gal, or even a Syn, I find it nearly impossible to pull a grenade out, prime it, and then move into position and throw it. One of these steps usually has to be skipped, and it seems like the AI is skipping the "pull the grenade out" step, because he's totally visibly moving,  presumably priming, and throwing.
Depends on the exact location of the grenade in one's inventory. Different locations in one's inventory pay different TU costs. If you're pulling a grenade out of your backpack that will take a lot more TU than taking it out of your belt. Your belt is only 6 TUs and your backpack is like 20. It's totally possible to prime and throw a grenade and still have the time units to move some.

XPiratez / Re: Bugs & Crash Reports
« on: May 31, 2021, 07:07:05 pm »
The gate looks there to me. It's the same as the other identical enclosure next to it, the gate is the spot on the west side, yes? The spider could just head out the gate. It apparently chose not to, and that's why it is now a flaming corpse.

Nice shooting, BTW. You managed to somehow set just the spider on fire without setting anything else on fire.

As for how intended it is, well, it's a very random mapgen, and sometimes accessibility of areas can be rather impaired. ONE spider unable to zerg you probably isn't a big deal. Not that I've ever encountered monster hunts where enemies swarm effectively. They tend to just get confused and mill around in aimless circles going nowhere in particular.
Actually there were two spiders stuck, I just took a screenshot of the alive second one. The first I used flaming arrows on. I was unable to directly reach the position directly adjacent to the spider, meaning I couldn't squeeze between the barrels for whatever reason.

As for getting swarmed, it can happen depending on where craft is in relationship to most the monsters. They usually behave a bit smarter if you're out in the open as well.

XPiratez / Re: Bugs & Crash Reports
« on: May 30, 2021, 08:47:25 pm »
I'm well aware of how to reach the enemy (I actually just shot it), but the threat of early game monster hunt missions is their ability to swarm you, and they can't really swarm you if they get stuck like this. I'm not saying that there aren't worse instances, just that it exists. There's a gate in the fence but it's on the wrong side for this particular spider to escape. Again if this is intended that's fine but it doesn't feel intended to me.

XPiratez / Re: Bugs & Crash Reports
« on: May 30, 2021, 03:53:56 pm »
Not sure if intended but this spider is in a position I cannot directly reach. I assume it spawned there and cannot get out.

The X-Com Files / Re: The X-Com Files - 1.8: The Shores of Hell
« on: May 24, 2021, 11:46:55 pm »
You used to be able to but not anymore. Now they're gone for good, just like in vanilla.

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