aliens

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Nilex

Pages: 1 ... 6 7 [8] 9 10 ... 22
106
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: March 12, 2021, 05:52:55 pm »
Some expensive mid/late-game Drug Dispensor that restores Freshness (without or with minimal penalty, not health!), exclusive to Gray Codex. 30 Freshness a turn should do the trick (neutralizing Phantom Whip). Progress could be split with several Dispensor tech types (eg. 5/10/30) if 30 is too sudden.
Magical Cake could become universal late-game Freshness resolver for all Codex (if outfit allows a free hand) with something like 100 Freshness restored along with current benefits (didn't it have FRS buff before L7?). We got Axe murderers cleaning house on turn 1, as Gray user I'd like to become at least half as efficient.
Universal Refresher? Sorry but This Ain't It, Chief :) (not for Gray anyway)

107
XPiratez / Re: A thread for little questions
« on: March 12, 2021, 05:25:43 pm »
@RSSwizard
Govt Fusion Cruisers are safe to ignore penalty wise. I let them roam free without noticeable penalty, except in single case where used Tractors to make it land and capped a unique Govt Siren for around -800 total. Gotta collect em all!

But these Excavators man... just got another identical one. Can't make sense of them. Last time, capping the crew netted a positive because none of crew gave negative score (both Laborers & mixed Govt). If I don't shoot it down it's gonna land again and reward me with 2nd biggest cumulative score hit since first year. Still negligible in grand scheme of things but annoying nevertheless. If I do shoot it down then besides expected insta-penalty I may get additional Govt crackdown missions that'll breed even more negative points, starting a downward spiral. It'd be hilarious if I suck myself into unwinnable situation on the cusp of year 5! Couldn't foresee this head-scratcher this late into the game for the life of me.
The only penalty-free option is to Tractor it down and kill/cap all crew but if they start appearing so damn much it's gonna become tedious quickly. Hopefully it's just one of those unlucky months and they go away after that. Wonder if "Human-Reticulan Co-op" triggers their spawnage and how nerve wrecking it must be to deal with them before Tractors.

@Solarius Scorch
Got me thinking... as peeps get older their health situation degrades, but their wisdom (mana) increases. So I'll reinstate my Immortal with a few twists. Not gonna affect gameplay since it won't last enough to come into play but it'll make me sleep better.

UPDATE
2nd identical Excavator touched down but score penalty didn't spike +300 as before, just gradually increase as would be expected. Together with no shootdown score penalty (as Dio mentions bellow) this restores their threat to minor nuisance. As of this update and 3 in-game months ahead, no more Govt Excavators showed up.

108
XPiratez / Re: A thread for little questions
« on: March 11, 2021, 10:42:26 pm »
Always wondered if Govt ships caused infamy score reduction because their short lived flybys didn't affect charts enough. From lore and pedia I assumed they are neutral and should be ignored. Well yesterday I got my answer. In the picture - a one of a kind situation for me: a Govt Excavator landed long enough to affect charts in negative way (immediate 300 shipping activity spike). I could probably land & abort to minimize additional penalty but since I never abort I'd have to knock everyone out which would result in slightly more penalty instead letting excavator excavate and fly off.

Is infamy score penalty because of mission type, as in it's not Govt Business type so it's considered hostile activity? Or maybe XPZ already has CIA false flags fully operational? ::)

109
XPiratez / Re: Bugs & Crash Reports
« on: March 11, 2021, 12:56:48 am »
Moar.

110
XPiratez / Re: A thread for little questions
« on: March 10, 2021, 08:48:56 pm »
Is bad when you are using Gray Codex goodies :)

Won't affect any of my Gals but I disabled IMMORTAL condemnation anyway as soon you showed me what it does. More accurately I delayed it by 100 years coz didn't find a clean way to comment it away (game kept freezing when mission ended). As a rule I hate forced timed negative events in games. This is no exception (same as country pact signing), it's just part of my gaming psychology. Fallout 1 was totally ruined for me when I found out as it was the sole thing I would concentrate on, instead on the story, characters, dialogues, just fun gameplay and exploration, etc. Luckily I learned enough to mod it away in XPZ, along with few other stuff, in effort to improve challenge/fun balance.

111
XPiratez / Re: A thread for little questions
« on: March 10, 2021, 01:19:13 am »
That's some good rule diving, Thanks!

112
XPiratez / Re: Bugs & Crash Reports
« on: March 09, 2021, 09:51:24 pm »
Another stray pixel, all variants.

113
XPiratez / Re: A thread for little questions
« on: March 09, 2021, 09:13:07 pm »
Oh ups, lol. Yeah I got them mixed up... dayum. Thanks for clearing that up!

Might as well drop in a (last) question:
Do Birthday Cake commendations (debufs due to aging every 6 months) also stop at level 10?
-10 to TU & FRS is tolerable but any more and it becomes a slippery slope to deal with.

114
XPiratez / Re: A thread for little questions
« on: March 09, 2021, 07:57:52 pm »
Somehow I managed to capture a live Marsec Hunter Drone last night while not even trying. Getting my final normally attainable research topic (besides Xenforcer which I gave up on) something I deemed impossible due to its lowHP/highStamina stats. It was 10th turn on Guild Space Freighter where I was indiscriminately haunting and killing all robots when one just flew to close to my Annihilator's Gauntlet which knocked it unconscious with reaction fire. How it happened I have no idea since Drone apparently restores full 999 stamina each turn. After 5 more nail-biting turns I completed the mission with a capture to my great relief. Btw, loot wise the mission was perfectomundo!

The event boosted my confidence high enough to try and repeat the feat with Tank/Hovertank but those two seemingly attained Capturable: FALSE attribute in L7. Resulting in insta-death when unconscious, as if by diovine intervention. Could be wrong as I don't remember exactly when or if change did occur though. Despite overwhelming odds I do have one last legit Ace up my sleeve. But even if nothing changed, Drone would still be several times harder to capture than other two and yet it happened. Sometimes this game is highly confusing.

UPDATE: I reluctantly concede on Tank/Hovertank situation. On paper the ace-in-sleeve method checked out but in praxis the rule doesn't recognize Mind Control capture, even if Tank is the last enemy unit on map. Must be some super-secret self-destructing tech inside Guild/Mercs don't want us to see. Same applies to Sectopod which I presumed would've yielded elusive X-Sectopod Chassis item.

115
XPiratez / Re: Small Plasma Hit (Mod/Test)
« on: March 09, 2021, 06:19:01 pm »
Just my 2 cents: we already have few damage indicators (red hue, hit log, set on fire) so to introduce another one of different power threshold may get confusing. Haven't tired sprite in-game but I'd suggest to limit application to weapon type only: Pistol, Shootie, Rifle and similar Plasma equivalents (maybe just Pistol/Shootie equivalents, depending on how 'powerful' it looks). Completely ignoring actual damage being dealt having any influence. Imagine same weapon triggering both types of sprites, huh.

116
XPiratez / Re: A thread for little questions
« on: March 08, 2021, 08:26:57 pm »
In-game, inside those numerous #topics or something. Seen it mentioned on forums a few times before as this very same question arises occasionally. You might wanna know about online pedia to supplement in-game one, just mind the spoilers if that's a concern. Combines pedia and tech-tree viewer while providing indexed search to find what you want. But even searching there I couldn't find the answer. Could be Mandela Effect, lol.

117
XPiratez / Re: A thread for little questions
« on: March 08, 2021, 05:03:01 pm »
I could swear there is a topic describing the symbols but can't find it. From memory (in brainers per day worth of research):
Code: [Select]
.   1
-   5
=  20
# 100
Not however that research cost for any given topic is determined when you start researching it and varies from 50-150%.

118
XPiratez / Re: A thread for little questions
« on: March 07, 2021, 07:56:07 pm »
Rats are back on the menu boyz! 8)

119
XPiratez / Re: A thread for little questions
« on: March 07, 2021, 03:45:00 pm »
Amount of damage dealt/received. I'm sure you got that but the exact threshold, if there is any, I'd like to know about too.
Btw you can pull extended log with CTRL+ALT+H and while at it press ALT in minimap for an additional surprise.
Both took too long for me to discover but still saved a ton of time.

120
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: March 06, 2021, 07:49:36 pm »
Got this idea about having a in-game spoiler-free list of potential mission sources for various in-game items. Similarly to how we recently got sources for getting, for example, Luxury Fur or Mystery Box via "Produced by" and "Spawned by" categories. I saw lots of questions arisen from people asking where to find rare items. Maintaining personal lists or digging through rule files is kinda bothersome and immersion disrupting. Things could also change in the future, obsoleting any man made lists.

I was thinking of adding something like "Found in" category, initially filled with "???" lines until item in question is actually found. After which ??? would change into actual mission/map name. I'd actually apply the method to existing Produced/Spawned stuff until item is procured by such activity. Allowing the player to receive a sense of permanent reward for his inquisitive nature.

Sounds like a shit ton of tedious work but I like to believe it's worth it. Maybe just limit the list to non-purchasable & non-manufacturable rare stuff. Probably a good idea to wait until mod is close to being finalized before messing with such stuff, if it'll require constant maintenance attention. Anyway just my QoL suggestion, something to consider down the line.

Pages: 1 ... 6 7 [8] 9 10 ... 22