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Messages - shinr

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1
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.62)
« on: October 06, 2024, 07:35:32 am »
Avenger is talking about the missile strikes, to be more precise, and asking which .rul files he needs to edit to turn them off.

In the mean time, gonna repeat the advice given in the missile strike thread:

Build more/better radars/sonars, so that you could detect the missile-launching USOs and destroy them before the missiles could be launched.

Build more/better defenses, as a safety net.

2
OXCE Suggestions DONE / Re: [DONE] [Suggestion] Alien missile strikes
« on: October 05, 2024, 10:11:16 pm »
The problem isn't 'difficulty' it is lack of interaction

Don't you have Base Defenses, two/three minimum?

Also, don't know which mod you're using, but if it is anything like X-Pirates then those missiles are launched when certain UF/SOs complete their missions, and thus the missile strikes can be prevented by destroying those UF/SOs.

3
XPiratez / Re: [MAIN] XPiratez - N9.7.7 12-Sep-2024 Second Coming
« on: October 04, 2024, 07:50:57 pm »
"Ratmen Cache"

Do they actually feature Lieutenants, though?

4
XPiratez / Re: [MAIN] XPiratez - N9.7.7 12-Sep-2024 Second Coming
« on: October 04, 2024, 07:29:21 pm »
A bit bummed.

For the RNGods deemed to curse me with the lack of Ratman missions of any kind for months in several aborted runs in the row, and thus robbing me of the Highway House missions.

5
XPiratez / Re: A thread for little questions
« on: September 29, 2024, 08:04:24 pm »
It's saying I have no pilot assigned but I don't seem to have any or a way to recruit one - not sacked anyone/had anyone die so not sure why

The Soldiers are also pilots, and the button for assigning them as a pilot(s) is on the Craft screen below Armor (needs to be part of the crew first).

Though usually it is supposed to auto pick the aprox. best pilot anyway.

EDIT: Are you perchance bough/produced an Interceptor-type craft? Unlike Vanilla X-COM, the XPZ and OXCE in general requires the Interceptor-type craft to be crewed (usually one pilot, sometimes more), and some craft requires multiple pilots.

6
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: September 26, 2024, 03:25:12 pm »
Sometime ago I played Huntdown, an Amiga-inspired 80s-flavoured action game, and had some thoughts:

1) What if the Ballers were expanded into a mini-faction with different units, such as Melee only Ballers, Beefy Ballers, Groupies, Cheerleaders, Managers (both the western and japanese types) and more? (Thought inspired by the hockey-themed Misconducts gang); (Note that I haven't reached the grav-ball content yet)

2) Technically, X-COM Game Over mutants are already in the game as Half-Ubers, but not the quad-armed variant AFAIK. What if there was a mutant quad gunslinger? (Thought inspired by a Huntdown boss at 3:00)




7
XPiratez / Re: [MAIN] XPiratez - N9.7.7 12-Sep-2024 Second Coming
« on: September 24, 2024, 08:47:27 pm »
Speaking of Zombies, is this some quirk of the code that if the Zombies override the usual composition of a mission (in my case Temple of Sirius mission) then if the same mission type spawns in the same month in the roughly the same area (Siberia in my case), it would also be overrun by the zombies?

I had something similar happen in the previous versions, where it seemed like South America was a Zombie neighborhood.

8
XPiratez / Re: [MAIN] XPiratez - N9.7.7 12-Sep-2024 Second Coming
« on: September 24, 2024, 09:44:01 am »
In 0.99N97.7 "hunter-killer" vessel was renamed to "corsair", but actually there are a couple of enemyes that share same name, though i got in bootypedia but i never ever enconuntered them in battle

You can encounter them in a mid/late-mid-game bounty hunt:

Spoiler:
Where you land on a TFTD Cruise-Ship (both levels at once), helping out the crew to fight off these corsairs.

9
XPiratez / Re: Bugs & Crash Reports
« on: September 24, 2024, 08:28:05 am »
Подскажите верси 9,0 на базе в кидонии этап 2. Я всех как мне кажется убил. взял сенсоры движения просмотрел все комнаты, нашел пещеры/тунели не понимаю что мне делать дальше.

I haven't reached Cydonia myself, but from what I recall from similar questions in the past is that level/stage 2 is a "reach the exit to progress" type of mission, not "Kill-'Em-All".

10
XPiratez / Re: A thread for little questions
« on: September 22, 2024, 10:12:21 pm »
PD: Since the last update with the radar range extension, there's more viable starting countries... Any suggestion on those? Or a link to the starting bonuses? Opinions? I like to read, that's all

When I started out with XPZ, in the first few runs I placed my first base in Eastern Europe.

Unfortunately, I learned the hard way that that usually put those crucial early game traffic and their common landing points JUST out of radar range, usually in former UK and elsewhere. Kept placing my first base in the middle of former USA since then.

The radar update might make those more viable again.

11
XPiratez / Re: Bugs & Crash Reports
« on: September 18, 2024, 11:18:48 am »
Since we had this position 14 bug in previous releases, can someone ELI5 me on the nature of it?

I assume that some mission types, crew types and combinations of there of had to be manually adjusted to account for new changes, one by one, which considering XPZ's size means that some slip through the cracks.




12
XPiratez / Re: A thread for little questions
« on: September 17, 2024, 05:31:30 pm »
What is the difference between workers and slaves?

The former get paid, the latter don't.

13
XPiratez / Re: [MAIN] XPiratez - N9 1-Jul-2024 Second Coming
« on: July 12, 2024, 06:55:52 pm »
Just downloaded the new version to replace the old one, and on my decade old PC it came to about 1-2 minutes of unpacking.

14
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: July 05, 2024, 05:30:22 pm »
1) as for the "defend the fort" mission i'd like a more western feeling: that is to say horse-mounted enemies instead tha APC! Better yet such mission should come in two variants, an early one with horses and a second one with the mentioned vehicle. Alongside, how about to have a western outfit for gals, paeasants and slave soldier each?

Dio said that one of the reasons for the Fort Defense is to give the early-game heavy/explosive weapons some use, so the APC have to stay regardless.

But speaking of horses and APCs...

1) Tachanka/Toyoya/Technicals as a lesser APC equivalent for other missions. For example, a Ratman Rodeo could spawn a stationary cart/wagon with a machinegun on it.

Quote
6) related to point 5) a new enemy, "bounty hunters" that hunts gals and/or bandits, might appear in some missions...

IDK, it seems that are plenty of existing enemies that can be easily slotted into the Bounty Hunter role, like the Drifters, Highwaymen and the Brigands.

15
XPiratez / Re: [MAIN] XPiratez - N8 28-Apr-2024 Labyrinthus Noctis
« on: June 18, 2024, 07:54:17 pm »
There is nothing preventing multiple missions from appearing in the same game second.

This happened to me recently.

A Bandit Mission spawned, so I pressed "I", clicked on the Airbus, clicked on the mission...

And it presented a choice between the Bandits and the Highway House.

I was like, "Wha?", but an in-game hour later, a belayed notification about the Highway House appeared.

I guess that game cannot show more that one mission notification at the same hour, even one-after-another.

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