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Messages - VodkaBear

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XPiratez / Re: [MAIN] XPiratez - J14a - 1 May - Saints and Sinners
« on: May 08, 2019, 08:48:42 am »
Damn, those firebombs brings "smell of napalm in the morning" to absolutely new level. Actually kinda miss times when there was no NV and my preferable sources of lights was INC ammo/grenades, really adds to atmosphere, but NV saves a lot of player's time of course.

One thing about Pogroms. For me they are became a lot easier because there much more factions now, comparing to older versions, and while I was struggling on 2nd or 3 Pogrom previously, because of flying GOs or even armored one, now I just steamroll with explosives/kustom handcannons against weak armored demons/deep ones. The main problem was good armor/weapons of enemies and I liked it, IMHO pogroms should be a lot more difficult than any mission forcing player to choose between clearing it/losing a lot of points forcing to clear a lot more missions to get good points at the end of month, and now this particular part of difficulty dropped to zero, playing at 3rd difficulty now.

XPiratez / Re: [MAIN] XPiratez - J14 - 29 Apr - Saints and Sinners
« on: April 30, 2019, 10:14:10 pm »
Thanks for the tips. Lasers is a problem because I have too few clips. Well, poisoned dagger surprisingly good against even power armored guys. One more thing - after updating from j13 to j14 night vision isnt enabled by default when night mission started as it was before. Can it be changed somewhere, cannot find anything in settings but keys to enable it manualy in each battle.

XPiratez / Re: [MAIN] XPiratez - J14 - 29 Apr - Saints and Sinners
« on: April 30, 2019, 11:33:58 am »
Thanks for update, Dioxine, glad you keep developing the mod so far.

Bunch of assorted questions:
1. How you guys protecting your hideouts? For now I keep peasants + loknaars at every base but it's actually a lot of save-loading, as they really lack of combat experience and I still have no access do guns like lasers to mitigate low skill. I've just grabbed a few lasers and gauss weapons but as I remember there a lot to research before I can use them and produce ammo. I have better weapons for gals, but they too heavy/skill dependent for others.
2. Dropship. I'm still using sub as my main troop carrier(jokes on me) because of 8 places. I have access to Snake but 6 places way too small for me. I keep researching all necessary things to build mine, but there still a lot of things to do until it ready, how do you manage this? (oof, just finished some new landed ship formed like "*" raid with 4 loknaars against guild with plasma, totaly not the experience I want to repeat).
3. Casino coupons - is there list of what can be redeemed from it? Also I only have redeem option for copper and iron, and no for others - is it right?
4. Cannot see an option of 50-150 damage randomness instead of 0-200, can it still be tweaked? I even want it to be 75-125, or even less.

XPiratez / Re: [MAIN] XPiratez - J13a - 29 Mar - Casino Royale
« on: April 29, 2019, 02:30:10 pm »
How do I calculate acc/dmg for skill-dependent weapons? For example:
Rotogun has 25% base acc. But it also has acc multiplayer = 35 + 0,65*firing.  So it will be 25 + 35 + 0,65*firing or?

XPiratez / Re: [MAIN] XPiratez - J13a - 29 Mar - Casino Royale
« on: April 24, 2019, 12:38:27 pm »
5: They make you money just by building them as they have negative maintenance cost. You can research boom plantations as well, once you have found some boom fruits und it will explain the process in the bootiepeda article.
Dumb me, I saw "-" sign but didnt took into account. So it seems pretty good choice for small interceptors hosting bases to fill it with plantations until better income recipes and workshops itself researched.

XPiratez / Re: [MAIN] XPiratez - J13a - 29 Mar - Casino Royale
« on: April 24, 2019, 10:58:55 am »
Havent played for 2 years I think. Just downloaded a new version, so now I have bunch of questions:
1. Why "Summary" researches became available right after any single weapons from category is researched? I believe it should require at least n+ researches from category to unlock "Summary", isnt it?
2. I saw some discussions on slavery, so does it brings something negative, why I should prefer workers over slaves, or it's became unavailable if I choose to add mans instead of picking gals way?
3. Missions research. Dont they block each other? I mean topics with "!" marks. Asking because I've completed number of them in a raw in one month, and I dont see any sea missions, I have swimsuits researched and sub bought.
4. Casino seems too overpowered, I have insane amount of cash coming of it in very first month, which really shortens time to build new based -> have stable income way too early comparing to older versions.
5. Plantations - what they for? I have no manufacture recipes nor items appearing in the vaults, I expect something like wheat autogenerating, but dont see any.
6. Cooking - is there any recipes? I have tons of meat/veggies from missions but there no any recipes, I have "smth + cousine" research done.
7. The very first electro bus - can I sell it, doesnt it have some unique recipes like tiny drill?

XPiratez / Re: [TOTAL CONVERSION] Piratez Extended - 0.92 - 25 Jun
« on: July 02, 2015, 02:24:32 pm »
As for the interceptions, reload times were also changed. Not sure how the new balance works yet. Are the enemy ships indeed so easy kill now?

I don't have decoder, but as I can judge ships I've shot were scouts and small fighters, with standard loadout for bonadventura which with game was started. I'll play a little more, and give advanced feedback comparing to older versions. But for sure if you don't increased total HP for ships, it obviously at least twice easier to shot down (2 50mm cannons+ 2 stingray launchers instead only 2 from "vanilla" piratez).

And few ideas:
1. Is it possible to implement "armor" for ships in game? So you can variate vessels weapons not only by damage and range but by armor piercing too, and combinate weapons not just to deal more damage, but be universal or specialized. For example - cool avalanche missiles, long distance, such impact - but little armor on enemie's ship and they got they damaged reduced to funny values. And visa versa - plasteel rotatory aircannon with only little damage but incredible AP, you'll die until you shot down freighter with tons of raw HP, but destroy some little fighters, which weight all gone for armor instead of structure.
2. "Shoc" ammo, which impact action points, so you can immobilize enemies (and they can immobilize your close-fighters). But AI weak and this can be too much exploitable.

XPiratez / Re: [TOTAL CONVERSION] Piratez Extended - 0.92 - 25 Jun
« on: July 02, 2015, 11:32:25 am »

With new vessels armanent system it's seems that even bonadventure litteraly oblitirate every ship I've met in first 4 months, are enemy vessels been tweaked too or there old versions of them?


I've thought a little, and diceded to hide it under spoiler - there just small things, but maybe you prefer learn it yourself.
I don't actually understand your problem, as simple tac vest more then enough to play in beggining with your tactics described, and as you said - you played that artifical difficulty longwar mod, so you have to be familiar with high personal rotation from mission to mission. Even small scout landed ship will provide you with 1 engine (200k $) and bunch of other stuff, which more then enough to equip your squad after 1 succesfully mission, so gals wouldn't die even with stupidiest mistakes done. Don't be afraid of selling things, there be lot of them in midgame, also don't forget alcohol manufacturing. And you mentioned "Big ship". Forget it, there no big -> strong, little sizes ships can beat shit from you, while large can be simple cargo freighter with single poor 25mm cannon. You keeping parts for better armors, but here small spoiler - improved armor require it's previous version( leather and metal at least).

XPiratez / Re: [TOTAL CONVERSION] Piratez Extended - 0.91 - 14 Jun
« on: June 23, 2015, 11:28:47 am »
But I have a problem dealing with power armor dude.
2nd or 3rd month base defend always end my game, I can deal with most foe but there always be that one guy in power armor who refuse to die no matter what I try.

Since I still not tried extended version and my experience may be outdated - best weapon against them was a simple hammer+strong soldier, just flank him and hit from the back 1-2 times, should be enough. If it was nerfed - you can try cannon or boarding gun shooting in his back.

XPiratez / Re: [TOTAL CONVERSION] Piratez Extended - 0.91 - 14 Jun
« on: June 17, 2015, 04:36:40 pm »
Please elaborate on how exactly you'd see that implemented. The walls are pretty hard to breach as they are, IMO. Indeed hand grenades shouldn't be able to bring down brick walls, but isn't it too much complexity? Also there are many types of brick walls with wildly varied armor values....

Ok, quick how-i-see-it:
At start only HE types available to player will be something like dynomite and rpg-7 rocket. All other explosive stuff(like hand grenades, mortar shells, 40mm grenades - all frags).
How it works: small explosion( depending on size, 1-3 radius for hand grenade and 40mm, 3-4 for mortar shell and rpg-7 frag rocket (or other similar type of munitions, I dont remember all of them in piratez) + numerous frags, which quanity, fly distance and damage depends on  size too, they fly really further then other specialized HE stuff radius (like simple hand grenade have 25 radius for frags, while best HE mine or smthing have a blast radius max 10-11).
What it brings: you cant more spam explosions here and there, you should thing about being not hited by own frags, which can fly really far (for corresponding stuff), thats why you can use mortar from closed position and cannot more throw grenades in lonely window 3-4 tiles from your squad and dont care, what will be with soldiers if only one of them miss and hit wall, instead of window. It'll bring more diversity and you no more skip grenades, while one of them 25dmg and other 35. I'm not sure if it possible to code on current engine, but anyway.

XPiratez / Re: [TOTAL CONVERSION] Piratez Extended - 0.91 - 14 Jun
« on: June 17, 2015, 01:55:31 pm »
Last time I forgot to ask: what about fragmentation weapons (mean frag grenades/shells), because in real life most of game analogs not H. EAs I see, if most of grenades/mortar shells will be unable to destroy enviroment such easy as it now, it'll bring more difference between classes of weapons and they munitions (for example, mortal will be unable to broke anything, except small and weak objects) and you'll need to use weapons with ammo which has HE capability (like RPG, etc), to breach a wall. Also, frags fly further and deal more damage at "border" of normal explosion.

This mod gets better all the time, usually towards the end of the first year I'm in a position to do the final mission but not with this one. It's so huge I think it'll take to at least june of the second year to get most of the research done. On a funnier note how did this tank get in here?
Ever quessed about ships in bottles? :D Actually, it's an old issue, I think Dioxine just have no time right now to fix ufo's and have other tasks(like port it to extended) with higher priority.

XPiratez / Re: [TOTAL CONVERSION] Piratez Extended
« on: June 11, 2015, 01:08:44 pm »
Hi Dioxine! Great thing you still keep developing (I lost number of times I've already said this), and there few things about balance I wanted to mention (yeah, it's already been mentioned before by someone else):
1. Totaly op melee - only disadvantage is get hit from "overwatch" enemy what actual only for mercs (in case you got your troops more or less experienced) and even this easy avoided by smoke and using numerous obstacles (~100 TU more than enough to kill 1-2 mercs with hammer while jumping-out from tree 50 feets away from them), and with advanced melee make thins even easier.
2. Useless ak-47, tompsons, etc compared by damage guns. Actually, if you wanna play only firearms in begining - your only solution is give boarding cannon and hancannon to best marksmans while using others ppl as scouts and molotov-throwers. Not much fun, boring, repetative.
Yeah, I know you resolved this problems by adding flamethrowers, special ammo (still enjoying all this variety of acid/conclussive/etc damage types), but there still a problem for me to play firearms squad at first part of the game. And I hope there be more enemies vulnerable only to one type of damage, so, for example, acid weapons not only temporary solution to increase firepower until you increase it with lasers and so on, but only way to deal with type of enemy. In short it'll be cool if someone like boomsaur will have 95% resistant to all bullets types, 75-85% to explosion and only 5% to acid. It'll make research of captures/killed enemies more vital for survival and make this "magnifying glass" you speaking about totaly suitable for gameplay. Yeah, I see the problem "how should I pass this terror mission full of boomsaurs and my lonely pistol-rifle squad" but it can be solved by calculating when new types of enemies will appear and when average player get tech to resist them.

XPiratez / Re: [TOTAL CONVERSION] Piratez Extended
« on: May 13, 2015, 02:40:10 pm »
Oh, what a great news! That thing, I expected long time ago, as with later versions(80-90+) game obviously stucked in some point, while no any new ways of fight and gameplay at all were added, but new content only(like guns and armor variations). And now, finaly, something new. Great work, It's always cool to see how one person continue his work no matter how much time passed from very start of it.

I told about something like this
but not sure will it be advantage to AI or not. As for numbers which depends on game difficulty, can I do something about to make them bigger for existing saves?

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