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Messages - shinr

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XPiratez / Re: [MAIN] XPiratez - N8 28-Apr-2024 Labyrinthus Noctis
« on: May 20, 2024, 08:44:59 am »

From the top of my head, the "Spy on Ninjas" project in X-Piratez could use something like this to be more "realistic":

Currently it is:
Runts "producing" the Project (probably simulating Spy support) > Random Results upon completion

With this, it can be:
Runts "produce" preparations (cheaper than above) for the Spy mission > Upon completion, a Delay Simulating the Young Uber spying on Ninjas > Random Results

You can also make sure that needed soldiers stat-wise are at the front by selecting them first when assigning crew.

XPiratez / Re: [MAIN] XPiratez - N8 28-Apr-2024 Labyrinthus Noctis
« on: May 03, 2024, 10:58:24 pm »
more ideas and personalities or what?

At very least, with a look at tech tree viewer, there is a new Test #2, with old #2 and #3 becoming #3 and #4.

A probably more annoying to implement way to show a missing 4th resource is to dynamically put the resource that you don't have enough of at the top of the list of requirements.

XPiratez / Re: Names of used music
« on: March 18, 2024, 08:06:51 am »
Sorry, don't think so.

Searched around the forum, and the best I could find were a few topics with similar questions and little to no answers.

XPiratez / Re: Names of used music
« on: March 17, 2024, 08:04:11 am »
If you enable Extended Links under Options > Advanced > Extended, you will have an Extended button replacing the Funding and Multi-Level View buttons in Geo and Battlescape respectively that open up a list of additional options (the original functions are folded into them) and one of those options is Select Music Track, which has them named.

But of course, those are quite likely either not their original names or very shortened, and some cannot be selected this way (the Black Knight 2000 theme that plays when winning races, for example.)

EDIT/ Btw, shouldn't it be XBuccaneers? I mean, we are being paid...

Privateers is a more accurate overarching term for a government-paid Pirate, though Buccaneers, Corsairs and the like are both regional variants with some cultural and/or religious quirks, and the simple synonym for Pirate.

XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: March 09, 2024, 07:41:29 am »
Maybe it was said before or it can't be done per engine limitations, but.... It would be nice to have idle runts to add some ship repair time reduced.

Edit: Typo

It would be easier to make some facilities to give passive bonuses to Craft repair times, and probably make it so that there are diminishing returns or that it only uses the highest bonus, and for that same bonus not apply fully to low-hp crafts to prevent instant repairs, for balance purposes.

XPiratez / Re: Bugs & Crash Reports
« on: March 08, 2024, 07:12:25 am »
Once is a happenstance. Twice is a coincidence. Thrice is an enemy action hidden movement a bug.

I was early in a run when I found out I about this underwater crash, and knowing that I could run into it cooled my desire to play further.

Regarding the Little Bird: dont forget it can equip a second weapon in addition to the 14mm, several of which can be recovered from the early bandit craft. It is not wholly reliant on 14mm ammo.

You can also a put a light machine gun on it as a ghetto 14mm.

I got it by being save-scummingly stubborn with my first Pogrom, though.

Lose our soldiers and stuff, just like that?


And anyway, this is already emulated via enemy craft scrambling to intercept us when we approach the alien base's detection radius, which admittedly depending on vanilla/mod can can be bypassed with a bit of cat and mousing, or disabled by design.

But for a hypothetical direct defense, our craft entering the interception phase upon reaching the enemy base is more sensible from the end-user's perspective, but probably a whole lot of pain to actually implement.

EDIT: Thinking about it, can the base be "escorted" by what is basically an immobile "UFO", similar to how UFOs are forced to engage with our escorting interceptors first (when properly ordered) when we send our planes in a group?

It is for reasons like this I simply just don't bother with mid-game upgrading and just start over.

XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: February 12, 2024, 08:24:51 am »
yes, might be interesting! Speaking of enemies a couple of ideas for units:

1)ostlegionen! Would be an humanist soldier with same stats but a different paperdoll, only cosmetic change

2) remove the human commando from the game - catually split it into two new unit:"humanist commando" and "spartan commando" so actually it would be a model for the new ones

Eh, why?

1) In the context of X-Piratez, a variant of a Bugeye as a meat shield/suicide bomber would make more sense;

2) Why do they need to be removed, especially if several factions will be robbed of their "generic" elite option? You could still have the "generic" Human Commando (Plus their 'peadia article states they are pretty much incompatible with both Humanist and Spartan beliefs) while giving Spartans their own variant, probably a Specialist/Captain of some sorts. Humanists already have their own Stormtroopers, not to mention the Supersoldiers.

Also, when I suggested a Fat Bandit enemy, I did not mean replacing Fat Guy and/or Zombie Fatman, I meant using their sprites as a base for a new enemy.

EDIT: Scratch that, Human Commandos moonlight as Spartan Commandos already according to the offline paedia.

XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: February 11, 2024, 05:08:25 pm »
So in a fit of nostalgia I was looking at the Cadillac and Dinosaurs sprites, and among the enemies I saw that game's Capcom Chunky Chargerâ„¢ archetype, in three varieties, which gave way to the following:

Anybody thought of touching-up/re-spriting Fat Man and/or Zombie Fatman to the give the bandits a third low-tier, non-city enemy who is slow, but tougher and carries bigger if still crappy guns, to round up the fast-but-weak (Troublemaker)/balanced (Ruffian)/Tough-but-slow trinity?

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