aliens

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - jmf

Pages: 1 2 3 [4]
46
Some (and more planned), but the melee part of the balance has to be there from day one (so does the alternative option to engage powered armor - and your only other option, before voodoo, are high explosives), and it wouldn't make much sense to have flintlocks next to power swords. The rationale is, powered armor wasn't designed against melee, and what we see in the game as a melee hit, is actually a whole attack maneuver (irl, you don't slash a heavily armored enemy across their body - you either use a dedicated AP weapon, like warhammer, or trip them and stab into weak areas). None the less, I might add some "armor class" to powered armor... to make it harder to perform a successful attack. I don't want the power-armored enemies to be undefeatable except for some trick you need to know (the trick being, 'buy a Panzerfaust').

Well it's always your choice, but it'd allow nice cheats (like using an axe with your melee stat around 20-30 due to wearing a non-melee armor).
As for making ranged armor a starting armor... I don't know (if so, then with some painful penalties - like Reactions and carrying capacity). Early research, yeah, but not from day one. 'No Armor' should also be a viable option IMO, it's not there just to be eye-candy. Plus you need some incentive to research stuff :)

well is the future of course power sword would look nice....in late game at least(when you are not using muskets)  i'm not asking for early tech of course, also when designing my fan sniper gear i was thinking in this: the googles allow to see better in distance but like the night googles, they are bad at close range, affecting reactions and close/mid range and walking TU, also if we take the googles it work as eye candy for day one  :P, carrying capacity i did not think of that but is a good idea

47
It's about game variety. Melee weapons would be useless if you could achieve the same or better results by just firing a burst from 1 tile away. They're more risky and more tiring to use, so there should be some major incentive to do so - like high damage.

against power armor it will make snese if there advanced tech for melee like nanomachines, high frecuency or plasma, though i'm sure the mod already has those

48
Yes, guerilla armor is an awesome armor for starting shooty gals. I use it extensively (along with some smokey for snipers, some tac vests for breachers and some pirate outfits for fodder (I mean scouts!) and some naked for gals that have to carry heavy stuff without penalty (You should see Crazy Iva, wearin' nothin' but a machine gun!). I actually really like the early variety you've got going now, between metal, tac vest, guerilla, smokey, gym suit, there's something for everyone.

As for the axe, I didn't realize it was that much more damaging than a cutlass.. But I did my analysis in Piratez. Will have to redo it. I've got a lot of success with billhooks on strong, brave gals as well. (Also, always hit power armor in the back!)
mmm, then a idea like mine would apply better in mid game since there's already the guerrilla armor, bummer, or can modfy something to be early and have less bonus

Also, power armor must be really crappy to be defeated by common weapons like an axe

49
Thank you for liking my idea, i was thinking in a late game version inspired by the Ghosts form Starcraft

50
Hello, it's me again, it seems that there are problems , well i just leave what i made now and back pedal XD
anyway i had an idea: we have a starting suit for melee, another for support, this one is for ranged weapons,  a gear that gives a small aim bonus to ranged weapons but lowers reaction and/or movement by using more TU, i started by doing a obvious MGSV reference but it became is own thing, not sure about the colors though,i was thinking in some "camo" colors

51
Gretting, after getting my game good to go and lost many hairs in failed mutant progroms i took my time for something i wanted to do, i'm not game artist but i enjoy it anyway: fan designs, my time was short so i could do one but i tihnk is enough to see if people like it, i don't know if there is a place of art in the forum, but since is related to Dioxine's mod i think it's fitting to put it here

Tl:DR : i'm doing fan armor designs
i wanted to start redesigning the initial hand clothes for a more fitting vibe, but i got a biker attire, and that's about it you can kick me now

52
Well, for one thing, this gal is not assigned to any base nor traveling to any base.
is okay i replaced her stats and looks with other hand and that do the trick.

PD: what happen yesterday?, the page went down or something?

53
No clue, have you even checked if the id you're using isn't already taken? Or if she's at the right base? I've never really moved characters, better ask someone who did. I do know that the character data doesn't need to be in a single place, so you might be missing something. Might be easier to buy a new hand and replace her.

mmmm i seee actually i did change the id, then i realized i didn't have barrack space so i tried replacing the hand, didn't work, i know, i can try modifying the hand to have the stats i want to

54
hi, so took too long to copy a character, now the save game don't want to work, and the save games order in which it put their data is random so, i don't know :C

Btw, the solider i'm trying to move fro mthe old mod to the  0.95A
Code: [Select]
- id: 13
name: Huia Patuone
  initialStats:
          tu: 67
          stamina: 37
          health: 33
          bravery: 40
          reactions: 41
          firing: 70
          throwing: 79
          strength: 20
          psiStrength: 40
          psiSkill: 0
          melee: 87
  currentStats:
          tu: 70
          stamina: 49
          health: 40
          bravery: 40
          reactions: 41
          firing: 75
          throwing: 79
          strength: 33
          psiStrength: 40
          psiSkill: 0
          melee: 87
        rank: 1
        gender: 1
        look: 2
        lookVariant: 8
        missions: 9
        kills: 4
        armor: STR_NONE_UC
        improvement: 0
        psiStrImprovement: 0
        equipmentLayout:
          - ammoItem: STR_ASMG_CLIP
            slot: STR_RIGHT_HAND
            itemType: STR_ASMG
          - slot: STR_BELT
            itemType: STR_BANDAGE
          - slot: STR_BELT
            slotX: 1
            itemType: STR_GRENADE
       
       
       

55
No, there won't be any such drastic changes anymore, I think. I'm looking forward to it as well :)

It is possible, and quite early on the research tree, too. Boarding Gun manufacturing is crucial to firearms progress, and Handcannon is just a bit higher up.

really? , already in game?  them maybe i'm just dumb

56
Hello i was wasndering if it will be possible to manufacture starting weapons such as the hand cannon and boarding gun?

57
1. First, remove all armour from all soldiers in a base (I assume you only have one base), unload all equipment from planes and sell all planes to make sure nothing goes wrong; save and quit.
2. Start a new game in Piratez Extended. Complete one research to make sure you have the section, save and quit.
3. Then open both .sav files in any half-decent text editor, like EditPad or Notepad++ (after making a backup of both, of course). Replace the relevant sections of the Piratez Extended save with content from the old save. It would be:
Code: [Select]
bases:
  - soldiers:
...
...
...
    items:
...
...
...
discovered:
...
...
...

Make sure that you keep the same number of spaces in indentations, because YAML is very fragile in this regard.
4. Load the doctored save in Piratez to see if it works.
5. Don't panic when it crashes, just fix your errors. :P

That's interesting, I haven't really thought of SMGs as default weapons, though I do use them. That's yet another proof of how many tactics are viable in this mod. :)
i will try, i hope it works in my my game with 4 months into in extended

58
Frankly, muskets & co. aren't that bad. The main problem is that your swabbies lack the stats to use them effectively. Combined with lack of good armour and equipment, this makes early game somewhat hard - you just need to be careful and avoid battles which are too costly.

If I were you jmf, I'd start a new game as normal and then copy the soldiers and equipment you have in your old game, as well as the research. (Just be sure to take off all armours before the transfer.) This will of course make your early game easier, but given Piratez nature, it shouldn't really matter that much.

Besides, early game should get a bit easier with the next release. We'll see if it really is. :)
Sorry to say but: how do i copy my soldiers & gear? (i'm a noob)
also  Rince Wind was right, bombs are good, but since gals are weak i still have to get bit closer to use them, oh well  spamming SMG has worked fine to me (i use a lot ot ammo but at least i can gather more stuff)

59
I agree with Dioxine, you could do it, but Piratez Extended is totaly diffrent in its experiance.

if you say so....it will be a drag though, starting again with crap guns and meele what it's almost impossible to use, i wonder if there a guide for starters

60
Hello, lovingthe mod, but i wonder i can use the save game i made from the not extended version of the mod?, i really would like to keep my progress

Pages: 1 2 3 [4]