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Messages - BBHood217

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46
XPiratez / Re: Extended Piratez general FAQ/Strategy Guide
« on: November 06, 2019, 01:06:14 am »
There's also the fact that some missions restrict the type of soldier that could be deployed in them.  City missions are a no-gal zone, most caves will only accept midgets like lokk'naars, and the sectoid vats can only be done by peasants (and also gnomes, not sure if that's intentional or an oversight).  Like weapons, diversifying your roster is a good idea this time around.

47
XPiratez / Re: [MAIN] XPiratez - K2 - 2 Nov - Ice Ice Cool
« on: November 05, 2019, 09:23:13 am »
Wow, MAG ammo just became a whole lot better.  Ignore its outdated bootypedia entry, its clip size is normal now.  Instead, it does more damage than PS ammo and it can now set things on fire.

Makes me wish that player hovertanks could use machineguns.  Oh well, early game armored cars have still became even more attractive now.

48
The X-Com Files / Re: The X-Com Files - 1.0: Judgement Day
« on: November 04, 2019, 06:10:11 am »
Neat, I should probably start wrapping up my current Piratez game (though that one has to go through another update first, man Dioxine is fast) so I can finally play this mod that I heard was "Piratez except it's safe to stream".

49
XPiratez / Re: [MAIN] XPiratez - K2 - 2 Nov - Ice Ice Cool
« on: November 03, 2019, 09:13:59 pm »
If you ask me whether spike rockets or seagull missiles are better, my answer is this: Meteor missiles are still the king of all missiles and there's really no reason to use anything else once you become buddies with the sectoids.

Also, that Nov. 17 typo for K1 will never be fixed will it?

50
XPiratez / Re: [MAIN] XPiratez - K1 - 17 Nov - Bandaid needed!
« on: November 02, 2019, 12:40:00 am »
Spoiler:
I believe it's the one that makes the Red Mage move in with you so you can build the Red Tower.  I suggest not researching the Necronomicon at all until you're all done with the technomancer.

51
XPiratez / Re: Bugs & Crash Reports
« on: November 01, 2019, 09:27:19 pm »
Their description makes no mention of this, only how a successful claw attack takes some extra TUs and gives extra energy.  Nothing about stun.

52
XPiratez / Re: Bugs & Crash Reports
« on: November 01, 2019, 07:53:12 am »
The technomancer's examination refuses to be researched.  Both the live and dead technomancer can be researched, and yet it still won't show up.

Edit: Has it always been that when a tamed werewolf hits with its claw attack, it takes stun damage for some reason?  It doesn't seem right to me.

53
XPiratez / Re: [MAIN] XPiratez - K1 - 17 Nov - Bandaid needed!
« on: October 31, 2019, 10:38:21 pm »
Like I said, the technomancer is a member of the zombie race (a sort of VIP in fact, similar to guildmasters and coordinators).  But the only mission with zombies that could spawn a VIP-level enemy is the space freighter.  There might be other possibilities, but I don't know if zombies do crackdowns or secret base missions.

I guess for now, I'll just edit one of my upcoming missions into another Technomancer mission.  It'd be nice to one day play this mod without savescumming, file editing, and using debug mode; but I just never have the free time to do so.

Finally, is there really any point in calling the zombie race "unknown"?  If you see a craft being flown by "unknown", it's always zombies.

54
XPiratez / Re: A thread for little questions
« on: October 31, 2019, 10:24:34 pm »
It's not necessary anyway as apples are very plentiful.

Still looking for that music, by the way.

55
XPiratez / Re: [MAIN] XPiratez - K1 - 17 Nov - Bandaid needed!
« on: October 31, 2019, 11:57:22 am »
Simulacrums are kinda rare magic item things, possibly as rare as shadow orbs but I'm not sure on that.

Edit: I dug through the files because I badly need something that has yet to reappear, and I fear I've come to a terrible conclusion.  The technomancer is guaranteed to appear in only one mission, and that mission is one time only.  If you capture her alive and research the wrong thing out of her (you want info on her corpse which she can actually tell you about), then congratulations because you're now locked out of a certain research tech that requires her corpse.  You only get that mission once, it does not reoccur ever, and thus you only ever have a single chance from the one technomancer you'll ever fight.  Enjoy.

I looked at all the other missions to see if a technomancer could also appear in them.  The technomancer is actually part of the zombie race, so I narrowed it down to all the missions where zombies are possible.  And from the looks of things, the only mission that could possibly cough up a technomancer outside of that one-time mission is in a space freighter.  I dunno about you, but I dread having to fight through (or worse, clear out) an entire space freighter full of zombies just to get to one single technomancer.  And that's assuming I ever get a space freighter mission, much less one that rolled the 10% chance needed to get zombies.

56
XPiratez / Re: A thread for little questions
« on: October 30, 2019, 08:18:18 am »
While we're asking what comes from where, I've been wondering where the music used for GMINTER03 came from.

57
XPiratez / Re: Bugs & Crash Reports
« on: October 30, 2019, 08:12:41 am »
The manufacture of AP heavy laser clips doesn't need any chemicals.  I know this can't be right because it doesn't match up with all the other AP laser clips which do need chemicals to make.

Edit: Description of small disruptor (purple) shields mentions needing a summoning circle to make them, but this isn't actually the case and a summoning circle is not needed at all.

I'm not entirely sure about this next one, but the analysis shows the mace of power having all the extra stun damage on the plasma attack instead of the electric attack like the description suggests.

58
XPiratez / Re: [MAIN] XPiratez - K1 - 17 Nov - Bandaid needed!
« on: October 29, 2019, 10:15:25 am »
Neat, cyberdiscs can actually be stunned now; they no longer just die upon getting knocked down.  But the last attack that downs the disc still needs to be a cutting melee weapon, as getting stunned by electric damage still blows up the disc (but surprisingly leaves the wreck intact).  Also important: Cutting doesn't explode, but stabbing does.

However, now it's the tank's turn to be never stunned and always die when knocked down.  I'm sure that's on purpose though, and I can probably assume that hovertanks and sectopods are similarly unstunnable now.

59
XPiratez / Re: Bugs & Crash Reports
« on: October 29, 2019, 10:09:21 am »
I was expecting the usual four stasis pods with gals in them, but instead there are just these four chairs?

60
XPiratez / Re: Bugs & Crash Reports
« on: October 28, 2019, 12:20:25 am »
Disassembling a heavy lascannon tank coughs up a machinegun.  Pretty sure that's not supposed to be there since the tank itself makes absolutely no use of any machinegun-like weapon (the kind that shoots bullets and not lasers, that is).

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