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Messages - Hazard

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XPiratez / Re: [MAIN] XPiratez - 0.98F - 13 May - Airbus Adventures
« on: May 13, 2016, 10:40:33 pm »
Every type of projectile has a different medium that counteracts the destruction it is supposed to do. Armor plate that shatters a bullet and absorbs the shards created would not stop and dissipate a laser beam.
Edit: Imagine a body covered in thin sheet of superconductive foil. Laser energy would just vanish and a 9mm bullet would swish through.

Except the laser would still need to burn through the armor plate, instead of ignoring some amount of it.

XPiratez / Re: [MAIN] XPiratez - 0.98F - 13 May - Airbus Adventures
« on: May 13, 2016, 10:01:46 pm »
Lasers ignoring armor seems pretty weird conceptually. Then again, lightly armored targets being resistant to lasers was weird as well, and it's not like this matters much anyway. :P

Now that I've unlocked plasma weapons plus their disassembly and manufacture (and lasers prior to that, obviously), I've started wondering why exactly I can't make non-XG Gauss ammo. Sure, it's fairly easy to scavenge, and I've had more than enough lying in stores for a long time now, but it still feels bit weird and inconsistent. Is there some particular reason for this?

Also, Deep Ones. Do you have any plans of expanding them with other TFTD races and perhaps weapons? If Meridian were to implement extra damage types... ;)

Gotta love the fact that there's a bathroom in that outpost (and in some of the big ships, too). Realism is important. :)

Dioxine, I remember you mentioning Marsec special forces arriving later in the game to hunt the player down. Do you think you're going to take that idea further? IMHO, it's an excellent concept, and there's more than enough room for such a faction/subfaction: at the moment the Mercenaries are pretty much the only ones that are "conventionally" tough all-around. Well, apart from Star Gods, but they're more like a boss faction anyway.

Released Mods / Re: [GRAPHICS] Cooper's Smoke
« on: May 07, 2016, 09:32:02 pm »
I like this. I switched to the animated version from the X-Piratez standard smoke (Robin's smoke, I think?), and this is IMHO even better than that. Good job, and thank you.

I'd guess it comes down to return on investment.  Do you feel like the ES line pays for itself?

I do. While the weapons themselves cost a ton, the ammo is priced in a much more sane manner, so once you got the guns they aren't very expensive to keep online. That said, I stuck with only a few hideouts for most of the first 2 years, so I probably had more money sitting around than you.

And yeah, it's very much possible I simply got lucky with RNG in regards of getting the right free research topic early. I also gained access to Mercenary Commandos during the first year, a little before ES, and they definitely helped with acquiring a steady stream of captives to research.

Is it just me, or does anyone else feel like the EuroSyndicate laser weapons are a bit too good? They're easy to gain access to, and while they're expensive as hell, money is not tight enough for that to matter much. And they pack a punch, so much so that I'm pretty sure they leave most other laser weapons way behind. It could be I just went ass first up the research tree and got the capability to build competitive laser weapons way later than is possible, but looking back at the 2 and a half years this campaign's been going, I had the ES guns sometime around late 2601 and haven't felt the need to build a single laser apart from Lascannons and Battle Lasers.

OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: May 01, 2016, 03:10:30 am »
Yeah, that's what I'm doing. But if it works for you, then I guess it's something on my end...

OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: May 01, 2016, 01:44:38 am »
Hm, the item action shortcuts aren't working for me, no matter what keys I bind them to. I'm using Stian's FoV fix .exe.

Yay, now I can upgrade to 98E. Thank you very much Stian. :)

XPiratez / Re: Bugs & Crash Reports
« on: April 30, 2016, 04:07:26 pm »
So? What is the bug you've spotted? Or did you look under the skirt for no reason? :P
I was taking a look because I didn't get any cyberdisc wrecks from a terror mission, even though I thought I met the requirements to get them... But it could well be I didn't kill them in a manner that preserves the wreck. My first thought was that there's something wrong with corpseBattle items.

XPiratez / Re: Suggestions on how to improve the mod
« on: April 30, 2016, 03:40:38 pm »
Lobbing an alien grenade 45 tiles is still pretty impressive, even if it isn't always spot on. :P

XPiratez / Re: Bugs & Crash Reports
« on: April 30, 2016, 03:36:21 pm »
Looks like CYBERDISC_ARMOR in Piratez_Armors.rul is missing a lot of entries, corpseBattle and armor values among other things.

XPiratez / Re: Suggestions on how to improve the mod
« on: April 30, 2016, 02:12:08 pm »
Is that enough to reduce the throw range of an 80 strength gal? I haven't done any comparisons, but I have a feeling it's near the max strength value where this becomes a problem in the first place.

XPiratez / Re: Suggestions on how to improve the mod
« on: April 30, 2016, 01:38:11 am »
I've been wondering if it would be beneficial to have a max throw range setting, mostly for grenades, that's not dependent on strength. It feels more than a little weird when they fly all across a map with open terrain and land exactly where I aimed at when using a strong gal. I've no idea how difficult implementing such a setting would be, though...

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