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Messages - shinr

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16
XPiratez / Re: Brutal AI
« on: June 14, 2024, 10:56:13 am »
I can't seem to find the previous topic on it, but I remember that the answer was that X-Piratez is firmly designed around the default AI behavior, quirks and all, and will break quite a few important missions.

17
?

It is already there in place of the Debug Mode, at least in XPiratez?

18
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: June 01, 2024, 11:52:27 pm »
1) From my recent experience trying a few trial runs, Fort Defense could use more variety, at the very least the APC could spawn elsewhere other than near the north-eastern corner.

2) Remembering from experience from longer runs in previous versions, I would like for the Access Lift and/or Vaults to be able to house the Hunt Party and/or Expedition in case that "Differently sized Hangars that are able to house several different crafts at once in them, with a Craft dis/allowed list" code gets implemented. Or at least have them host the "Just Walk Outside You Lazy Bums-"Craft"" with very, very, very limited range but high max crew.

19
XPiratez / Re: [MAIN] XPiratez - N8 28-Apr-2024 Labyrinthus Noctis
« on: May 20, 2024, 08:44:59 am »

20
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

21
You can also make sure that needed soldiers stat-wise are at the front by selecting them first when assigning crew.

22
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.

23
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.

24
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.

25
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.)

26
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.

27
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.

28
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.

29
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.

30
Lose our soldiers and stuff, just like that?

No.

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?

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