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Messages - wolfreal

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61
It also seems that only a few people if any are actually playing the mod.

A shame, because this is a awesome mod.

62
XPiratez / Re: Uber Piratey Squad Inaction (Collaborative AAR)
« on: June 16, 2019, 10:30:31 pm »
This is really great!

63
XPiratez / Re: Uber Piratey Squad Inaction (Collaborative AAR)
« on: June 14, 2019, 06:28:23 pm »
Cool!. This is going to be interesting.

64
XPiratez / Re: A thread for little questions
« on: April 25, 2019, 05:11:01 am »
If I remember correctly, choking is great against almost everything that likes long walks in the underseas.

65
OXCE Suggestions Archive / Re: [Suggestion] UI improvements
« on: April 25, 2019, 05:09:08 am »
After reading this topic and getting into the game for a bit, I realized that there's one thing that's not mentioned here but is definitely creating a lot of extra clicks for me: it's the fact that ground inventory resets to first page when I switch units.

I think that not resetting it would reduce the amount of clicks you have to make to equip your team - especially if there's a lot of pages.

Ok, i´m almost against everything suggested, but this, please, THIS!.  I do also use search intensely, but this sound just great.

66
XPiratez / Re: A thread for little questions
« on: March 01, 2019, 12:28:42 am »
Press ALT key

67
XPiratez / Re: Hideout Defense
« on: February 19, 2019, 05:43:02 pm »
I really hate church.... and there is a reason for that. Crysalids.

68
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: February 16, 2019, 11:30:29 pm »
I'd humbly ask; a it more of coherence: crackdowns on piratez base should be lead by enemies player he had dealt before and/or have hurt, not factions that were not encountered before, that would be nice especially for the dark ones, unless player has researhed/done something to activate their presence; and i've noticed they always are more numerous than he other attackers, as in "nightmare" difficult in real doom!!? :o

That just happens (On the first 18-24 months) with the major factions. The minors ones, like dark ones, ratman, etc, tend to be marauders, and as such, they are looking for places to plunder. I think is kind of coherent right now. Major factions should not bother with another band of outlaws, but minors are all the time trying to find a place to take advantage of it.

69
XPiratez / Re: Hideout Defense
« on: February 16, 2019, 12:52:43 am »
Ratmen and Dark Ones tend to be pretty common.... But maybe is RNG (I know is RNG, what I wanted to say is that in my plays, maybe I have that kind of luck), I do not know the actual weights.


70
XPiratez / Re: [MOD] Reincarnation beta
« on: February 15, 2019, 07:37:02 pm »
And be costly, have penalties, been kind of advanced in the game, and some justifications.

Maybe not cloned, maybe, some magitech stuff, where you need the soul of a strong gal to be embedded in a kind of syn.... High tech and High magic

71
OXCE Suggestions DONE / Re: [DONE] Time to clean up user options
« on: February 15, 2019, 07:33:13 pm »
Just to say I tested the new NV and is amazing!!!. Thanks!.

72
OXCE Suggestions DONE / Re: [DONE] Time to clean up user options
« on: February 11, 2019, 06:46:07 am »

Rework and remove:
---------------
* Maximized Night Display - replace with hybrid night vision = local NV (with max shade 4) + global "maximized" NV (with max shade 8 )
* Automatic Night Vision - if craft interior is too dark (tile shade 12-15); or outside map is too dark (global shade 12-15) and all units have personal light <= 5... turn on NV

If I understand well, now the NV for the areas the units have vision, are going to be more lighted than the areas were there is not vision, but all the map going to have some kind of NV, even if you don´t have anyone looking there?. 

Keep (as user option on the GUI):
---------------
* Wounded fight if base attacked (health >= x%) - default 100%

GREAT!!!.

73
XPiratez / Re: [MAIN] XPiratez - J11 - 27 Jan - Slaves, or Soldiers?
« on: February 11, 2019, 05:56:09 am »
Well, lasso give you a good energy damage, reaction disrupt, 7 of range, a more reliable damage distribution, can wreak weak walls, and fit were the cattle prod does not.

74
XPiratez / Re: [MAIN] XPiratez - J11 - 27 Jan - Slaves, or Soldiers?
« on: February 10, 2019, 08:40:18 pm »
Because I think it ruins the game.
Regarding the rest, I don't see any game's misbehaviour on my side.

Thanks!.

I modded to force yes for my personal use. But it is ok.

On the other issues, yes, there is not misbehavior, I think now that psi is correctly balanced. I upped the skill to 60 and now is a different history. I think the balance is correct, after experimenting a little more.

75
XPiratez / Re: [MAIN] XPiratez - J11 - 27 Jan - Slaves, or Soldiers?
« on: February 09, 2019, 06:25:13 am »
Quick question:

Does wands are intended not to train Psi Skill?

I tried with wand of pain, airlessness and fire, and neither train psi skill. 

EDIT: I answered myself, it is going to improve skill only if you have psi skill > 0.

But.... why bugeye can train skill from zero with their built in attack? I guess that is intended.

OTH. Does terror and possession of the bugeye really does something? I have a bugeye right now with 25 skill and 72 vodoo power, and I can not see his/her terror or possession attack doing nothing. I have tried with megapool, bandits, sky ninjas, and some others. Even I used debug, tried with four bugeye, skill between 10 and 25, Vpower between 65 and 72, all four terrorizing the same unit, not more than 12-15 cells of distance, and that enemy does not go down to less than 90 morale. (Tried several times).

Maybe I´m bad on my head. Maybe the inbuilt attack should not be really powerful... I have not reviewed the rule-set.

Any light on the issue will be welcome.

EDIT2

Other question. Why pop up for ufos landing is forced to false?

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