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Messages - DracoGriffin

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61
XPiratez / Re: [MAIN] XPiratez - 0.97A - Jetbikes for Christmas
« on: December 12, 2015, 05:27:53 pm »
Wait, what's the nude template look like?  8)

... Research purposes, of course.  :-X

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XPiratez / Re: [MAIN] XPiratez - 0.97A - Jetbikes for Christmas
« on: December 12, 2015, 05:32:22 am »
Good lord, somebody got massive implants.

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XPiratez / Re: Bugs & Crash Reports
« on: December 11, 2015, 11:23:48 pm »
And this is why I prefer new campaigns over upgrading save games.

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XPiratez / Re: Jmf' piratez alt art Zone
« on: December 10, 2015, 12:35:46 am »
Welcome back or are you going away again? :(

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Work In Progress / Re: [WIP][EXPANSION]UFO: Alien Takeover
« on: December 10, 2015, 12:34:57 am »
Seems interesting.

66
XPZ Strategy/Tactics / Re: Extended Piratez general FAQ/Strategy Guide
« on: December 10, 2015, 12:20:22 am »
If I came off too strong, oops? I'm not trying to.

But honestly, cheating will completely miss up how you play this mod. Essentially you should be killing blindly (for the most part) in the beginning because you shouldn't have learned about slavery so fast, which once researched and learned, becomes a much stronger component to battles: "Do I go for the risky stun to enslave/research/sell or just kill?"

And it's unfortunate that people feel the need to cheat; the whole aspect is meant to be unknown and exploring it. Just as many veterans love the feel of X-Com and research and "ooh what's next" or "wow, that's new", so too does Piratez offer this in spades.

I understand the whole "hey it's single player and my free time, so I'll cheat if I want/need" aspect like Arthanor touched on, but you're just cheating yourself out of the experience of the mod. Learning from mistakes, understanding the mechanics, trying new things (instead of going in with the vanilla X-Com mindset of things) are what make the mod great.

I dont feel like being overwhelmed by stuff at once is a good way to be introduced to a new thing and general procedure of teaching supports that. That also covers why i gave myself cash, got so fast to slavery, ignored melee combat and didnt micromanage money part.

This is what I am referring to specifically: that's the point of the mod in the early game. To feel completely overwhelmed, to be completely lost and unsure of things. And ignoring melee? That's such a critical and huge part of the game (and generally the first lesson new players are taught about Piratez). Also, managing money is another hurdle: don't expect huge influx from countries like vanilla X-Com; you are a pirate, not a private security force for hire. Pirates lie and steal; and as you explore the mod deeper, you'll find most moneymaking efforts support this. (Counterfeit money, bootleg alcohol empire, industrializing firearms and armaments

If I came off strong, again, not my intention. I answered your questions, some of them were legitimate, others were from incorrect beliefs. My only suggestion would be more specific as others can only answer them as well as they are asked.

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XPZ Strategy/Tactics / Re: Extended Piratez general FAQ/Strategy Guide
« on: December 09, 2015, 02:25:21 pm »
just downloaded the mod and used it for about 4-5 hours and now i have few questions :

1) on my first play on easiest i had first pogrom. everything went fine until i ran into armored car that massacred the gals so fast no pleasure house can deliver me substitutes. what do you use against such high armor types in the very beginning ?

Explosives. Big explosives. Think like Panzerfaust explosives. Or mortars. or RPGs.

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2) on next play, i gave myself a bit of advantage of money just to last longer than few days and see whats the game about. i made some progress and managed to shot down couple of shippings. now on one with academics and highlanders (?) on desert i accidently shot probably oil tank. but to my suprise there was like 5 minutes of kaboom over what i previously expected to be broken wing. was that leaked oil ? does it destroy people/items when doing so ?

after that i missed few ships, as i am unable to catch them and/or afraid i will burn nuclear fuel for trying to catch them. but then pogrom appeared. i have seen the new building types and layouts before, but now actually playing them for the first time is kinda pain to me. having to run few stocks with stairs on opposite sides and multiple doors on the way made my devoted gal searching the house do that whole my battlescape time till my advance crew made it to other side of map, killed bunch of non-mutants (ehm). that also rised few needs and questions :

Cheating isn't cool and you will learn nothing from it. Your expectations of X-Com "quickly shoot every ship" will ruin you; don't do that. Piratez is meant to have a MUCH LONGER playthrough than vanilla X-Com (which can be beaten before end of first year). If you miss some or even a lot, THAT'S O-K. Just relax, you are a pirate. Go for the easy targets. If a ship looks slow enough for the Bonaventura to follow, do so (and hope for it to land).

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3) what is early accessible weapon for making holes into the buildings ? i didnt have much success with shottys and cant really blow things up on pogroms. some all around use weapon with ability to make wall holes ?

Explosives or hammer. Hammer is great for breaking down walls, just be ready to have someone else run through the hole, not the person with the hammer (they will have no TU/energy to do anything but be shot to death).

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4) i managed to find hidden plasmadisc on the very far end of map, but many mutants tend to run there. i tried to stun them, do they still count as dead by my hand when i end with them stunned ?

That's a cyberdisc. And no idea about stunning the civilians. Haven't bothered to test it.

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5) standard abilities and stat training applies ? aka run a lot for stamina ?

Yep... except for the run a lot for stamina part. That... that has never been a thing in X-Com. Walking around does not improve your stats in any way, no matter how much you do. Energy/stamina is a secondary stat that is only improved when a primary stat improves (Reactions/Firing/Melee, etc).

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6) there are some items that i can buy on black market but i dont know what they are. there is no bootypedia record for them. i suspect i need to buy it first, brain it and then i will know what they are for, is that right ?

If you don't know what they are used for, 99% of the time you don't need it just yet. However, pretty sure 99% of the stuff on the Black Market is in your Bootypedia.

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7) slavery produces storage space, but slaves go where ? into storage itself ? or barracks ? are slaves endless expansion of storage ?

Not sure how you got to slavery so fast considering your other questions, strange but ok! Slaves are storage items (don't require a Barracks) that grant "negative storage" just as you surmised, so yes, they can become an infinite storage pool (to the point where you can have negative storage space if you have enough). However, generally you will only achieve this if you are savescumming/cheating or just farming a ton of easy ships. (Nothing wrong with that as you can still get plenty of $$$ from Ship Engines/Slave AIs/Plastasteel/Nuclear Fuel)

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7.9) what i am missing a lot is pre-battle equip with no info of how loaded the gal actually is. or is it not important ? do i need to turn it on somewhere ?

You can modify the loadout of your pirateson the Vessels -> Bonaventura -> Equipment screens. Or before any battle. And yes, how they are loaded is very important. If you are talking about WEIGHT, yes, that is also important as pirates will begin to lose TUs on their following turn dependent upon how over-encumbered they are. Which is why Runt is a great armor for low Strength pirates.

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XPiratez / Re: Let's play X-PirateZ [#17] The Academy
« on: December 09, 2015, 02:10:57 pm »
Base management first is good for two reasons: lets you remind viewers where you are at and what's going on (time to explain things here and there) as well as refreshing your own memory.

Actually, those may be only useful for live streams, not necessarily for YouTube Let's Plays...

I have no idea.

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XPiratez / Re: [piratez] Base Defense mechanics
« on: December 09, 2015, 03:41:04 am »
Yeah, the supposed infinite battleship bug is fixed in OpenXcom; that is, it no longer does that.

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XPiratez / Re: Let's play X-PirateZ [#16] Brain Power
« on: December 08, 2015, 06:06:25 am »
Really appreciate the shoutout and promotion, Meridian. :)

Keep up the good work!

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Offtopic / Re: Xcom on excel?
« on: December 07, 2015, 12:14:37 pm »
It's extremely fun like a rogue-like MUD strategy game. Too bad people are so judgmental.

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XPiratez / Re: Let's play X-PirateZ [#15] Tactical Retreat
« on: December 06, 2015, 01:49:23 am »
Probably not the place to link this but watching Meridian try to fire a mortar round was a hilarious.

I don't even know what happened there but I enjoyed it.

73
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: December 05, 2015, 05:32:09 am »
This mod seems rather interesting. I never looked at it before because the title made it sound boring and useless. Perhaps it should be called "Soldier Journals" instead, to indicate that the records contain raw attributes and events, rather than a soldier's words of contemplation. It's probably too late to change it though. :/


I might try using this mod. It seems to track a lot of useful info!

It's no longer a mod as of https://openxcom.org/2015/11/soldier-diaries-are-here/ - it's now integrated into default vanilla OpenXcom.

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XPiratez / Re: [MAIN] XPiratez - 0.97 - Dangerous Place, Savage Place
« on: December 04, 2015, 09:31:02 pm »
Everything checks. Hunting bow is new (the old bow is now called Combat Bow). Check also the market - I decided to make some of needlessly hard to find stuff, like a Blowpipe or that infamous Stone Hatchet, buyable from the start. After all, these kinds of things are really not rocket science, plus, I think it's better to clutter the blackmarket a bit than the manufacture menu.

Also please research Contact: Smugglers - it is now a preq to the Basic Bullet Manufacturing, renamed to Firearms and Munitions, which I believe you already have.

Oh and one more thing... if upon landing you see a terrain that looks unnatural, expect anything to happen, and don't blame me for anything :) (no instakills there, though, I promise, cross my heart).

@Draco
OXCE doesn't have it yet - it is always a couple of months behind the Nightlies, for obvious reasons. What we got now is Mission Scripting, multiple soldier types and Soldier Diaries will (hopefully!) appear in 2016 :)

See! I don't wanna gyp myself out of a brand new start. If this base defense goes poorly (again because I should have cheesed it instead of playing overly aggressive/reckless), then I'll probably just start a fresh 0.97 campaign.

Multiple soldier types, huh? Wonder what dastardly things you are cooking up... not to mention the endless mission scripting.

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XPiratez / Re: [MAIN] XPiratez - 0.97 - Dangerous Place, Savage Place
« on: December 04, 2015, 09:22:46 pm »
Do we get... Soldier Diaries yet?

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