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Messages - BBHood217

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31
XPiratez / Re: A thread for little questions
« on: November 21, 2019, 12:56:15 am »
I was quite some ways into the campaign when version K dropped, so I didn't want to restart.  The mystery patron being a no-show is all on me then, and I guess all I can do now is just wrap up this campaign.  At least I now know that when I start a new one (probably several versions later, I'm a rather infrequent player of this massive mod), everything should work as intended.

That's why codexes have been implemented: To alter the gameplay-experience EACH TIME you play a new campaign.

Even if you only ever pick one color.  I can't help but pick gray all the time because it always has something new each time I play.

32
XPiratez / Re: Condemnation bonuses and penalties
« on: November 17, 2019, 11:25:36 pm »
Speaking of betrayer, I had a gal mind control an enemy and made him prime a grenade and let it blow up in his hand which killed him.  The mind controller got betrayer :(

That was in K1 though, don't know if it still happens in K2.

33
Open Feedback / Re: Research Collaboration?
« on: November 16, 2019, 08:31:12 am »
The thing is, this should be kinda obvious.  After all, two bases can't research the same alien that's in only one of the bases.  And if they could, that just means they have one of the same kind of alien in each of the bases and those aliens are still treated as separate researches anyway.

34
XPiratez / Re: [MAIN] XPiratez - K2 - 2 Nov - Ice Ice Cool
« on: November 15, 2019, 01:02:24 am »
Looking at the enemy craft's analysis page, a lot of hunter killers (but not all of them) have the "flee when losing" behavior.  The ninja seeker is not one of them, so chances are still good that the few you ever fight still blow up and never crash.  Thank god for Saya at least.

35
XPiratez / Re: A thread for little questions
« on: November 15, 2019, 12:57:23 am »
It's all in the random events.  Have you been visited by a couple of wasteland denizens?  If one of them told you to find someone in the desert, you should research that and then afterwards all you can do is wait.

36
XPiratez / Re: [MAIN] XPiratez - K2 - 2 Nov - Ice Ice Cool
« on: November 14, 2019, 11:16:28 am »
There is mention of the chort being able to shapeshift, but it seems all there is for now is the basic form that can use weapons and has a ton of energy and health (that regenerates too).  I wonder if the other forms will be like alternate chort armor or something.

I've also noticed that hunter killers have stopped exploding and mostly crash now when shot down.  Is it because they now try to flee when they're losing?  They actually stop hunter killing if they manage to get away, turning back into regular "minding their own business" craft that always crash.

37
XPiratez / Re: [MAIN] XPiratez - K2 - 2 Nov - Ice Ice Cool
« on: November 14, 2019, 12:46:21 am »
Wow, when did hallucinoids become badasses?  Now I'm really dreading the aquatoids' appearance with their sonic guns that hurt a ton underwater and terror units that can apparently psi spam now.

Also, why can't I use the lobsterman's claws while mind controlling one?  There's no special icon, and selecting an empty hand does nothing.  I can attack with a chryssalid, why not the lobsterman too?

Finally, any opinions on chorts?  There's like zero discussion about them, even searching for the word "chort" shows no posts whatsoever (except probably this one now).  Is it because of how difficult it is to create a complete simulacrum?

38
XPiratez / Re: Bugs & Crash Reports
« on: November 14, 2019, 12:39:44 am »
I researched a hallucinoid corpse but did not get the examination the tech tree says I should have.  Instead it seems I got the article for a living one.

The corpse giving info on the live specimen is on purpose because you can't actually capture live hallucinoids due to a lack of a proper containment for them.  That aquarium-type facility will probably be implemented eventually, but not right now since only a scant few undersea creatures can make use of it and they're not really that vital.

The examination not being given, now that's the real bug.

39
XPiratez / Re: A thread for little questions
« on: November 12, 2019, 11:59:47 pm »
If it'll help at all, here's my save file.  It's one hour away from the next month, so you can let the next month arrive and then check the geoscape autosave to see if the random event was generated.  It's supposed to, I know I've met all its requirements; but it just won't show up, even after a couple of RNG scumming attempts.  I honestly don't know what could be wrong, or if the RNG just really hates me and refuses to spawn it.

40
XPiratez / Re: A thread for little questions
« on: November 11, 2019, 09:55:43 am »
Before I could meet the requirements for a certain patron, the game got updated; and now instead of researching it, I have to wait for it to appear as a random event after I've met its requirements.  The things is, I've been waiting for months now.  I looked into the rulesets to see if anything was wrong, but everything seems to check out.  The event is supposed to show up guaranteed at some point, but it just won't.  So I guess my question is: Is there a limit on how many random events can happen per month?  Because that's the only explanation I have left, and if that's the case then I guess I either have to resign myself to the RNG gods once again or edit my save file like a filthy cheater.  It'll be some months before I finish the Conqueror and head to Mars though, so I'll probably just wait it out.

Still looking for that music, by the way.

41
Open Feedback / Re: Research Collaboration?
« on: November 10, 2019, 11:44:11 pm »
I could've sworn I've seen this question asked before...

42
XPiratez / Re: Score loss and enemy bases
« on: November 10, 2019, 09:17:23 am »
That could change in the future.  Self-destructing enemies always dying even when only stunned used to also be hardcoded.

43
XPiratez / Re: Score loss and enemy bases
« on: November 10, 2019, 06:06:03 am »
Yeah, excavators have always had that problem.  They spend extremely long times landed, so their score penalty racks up pretty high if left unchecked.  I don't know if a UFO's score penalty values can be changed.

44
XPiratez / Re: Extended Piratez general FAQ/Strategy Guide
« on: November 10, 2019, 06:01:02 am »
Medkits have been getting better.  It used to be that advanced and space medkits vanished after use, but that's no longer the case.

45
XPiratez / Re: [MAIN] XPiratez - K2 - 2 Nov - Ice Ice Cool
« on: November 08, 2019, 12:23:31 am »
You can eventually make your own scanners, but I think that's some pretty late tech and requires knowing about the scanner in the first place.  The only thing you can do is keep bothering cutters and hope one of them has a layout with exam rooms/scanners.  The envoy (formerly abductor) has guaranteed scanners, but they're flown only by ethereals.

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