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 - Foxhound634

Pages: 1 2 3 [4] 5 6 ... 13
46
XPiratez / Re: [MAIN] XPiratez - 0.99J8 - 19 Oct - Mixed Bag
« on: November 10, 2018, 01:44:17 pm »
Convoy is not really meant as an attack craft. You can bring a lot of bodies to the battle with them though, and that can be an asset on its own.

Heh, didn't even think of that, but yeah that is actually really helpful.

Still, the convoy is early game tech, and if it only gets somewhat decent at combat when a lot of time has passed (where you have much better gals and tech), then it seems pointless giving the convoy weapon slots at all (since i assume the convoy will be replaced by a higher-tech alternative eventually?).

47
XPiratez / Re: [MAIN] XPiratez - 0.99J8 - 19 Oct - Mixed Bag
« on: November 09, 2018, 07:31:52 pm »
Yeah the ratman gangs are both very small targets and have high evasion, you need at least 60% total accuracy(weapon+crew+ship) to have any chance to hit.

Wow ok, so how much acc do the pilots need to get there? And does that mean that my convoy is useless until then?

48
XPiratez / Re: [MAIN] XPiratez - 0.99J8 - 19 Oct - Mixed Bag
« on: November 09, 2018, 06:56:49 pm »
But i think i went through 100 rounds of ammo for the 25mm gun without a single hit. I think the blip lights up and you get a certain sound when it's hit, and i don't think that ever occured.

49
XPiratez / Re: [MAIN] XPiratez - 0.99J8 - 19 Oct - Mixed Bag
« on: November 09, 2018, 06:45:56 pm »
I just got a convoy and loaded it up with gear and guns, but when intercepting one of the groups of infantry (3 guys with bows?), the guns on the convoy don't seem to do any damage to the infantry. Am i missing something?

50
XPiratez / Re: [MAIN] XPiratez - 0.99J7 - 25 Sep - It Can't Go Wrong
« on: October 10, 2018, 03:56:58 pm »
I guess i could also rephrase it as:

What would be the next big milestone?

How many milestones until dioxine feels the mod is done (just a very rough estimate, months, years)?

Is there any roadmap for these milestones?

51
XPiratez / Re: [MAIN] XPiratez - 0.99J7 - 25 Sep - It Can't Go Wrong
« on: October 09, 2018, 12:33:17 am »
Ok, well i might give the current version a try then. Couple of questions tho:

1) How many endings are there currently?

2) Is there any particularly awesome stuff (missions, systems, etc.) that has yet to be implemented?

3) Is there any non-ufopedia tutorial in the game? Maybe some tutorial mission that explains all the new or revamped systems that are not inherently obvious (like the stealth system)?

4) Is there a complete packaged download for this mod and its dependencies, so that you're certain you got everything for the intended experience?

52
XPiratez / Re: [MAIN] XPiratez - 0.99J7 - 25 Sep - It Can't Go Wrong
« on: October 08, 2018, 05:20:35 pm »
I started following this mod project quite a while ago, played it then, but stopped due to it not being finished. I figured it was somewhat close to completion back then, but am i correct in assuming that even after so much time, there is still no end in sight in the foreseeable future?

Don't get me wrong, i like that a game has a lot of content, and know that implementing advanced systems on an ancient engine takes time...but it seems that every update adds filler content, e.g. extra weapons to an already bloated sea of possibilities. Why not focus on completing the underlying systems and releasing version 1.0? This seems much more important, because systems change the way you play the game, in contrast to going from 19 weapon choices to 20. And said extra weapons can always be added after version 1.0.

Once again, i'm not questioning the quality, just the priorities.

53
Having to navigate to other screens, menus and even websites is tedious by today's standards, where tooltips would alleviate that. Since it wouldn't be an easy thing to implement however, i'll just go through it the old-fashioned way

54
Can you be more specific please?
Where exactly would you like to add it?

Several places: In the ufopedia when mousing over terms specific to this mod that you don't remember what means...or what the debuff icons in the equipment screen means...or in the battlescape if you forget what the number for weapons that are two-handed means.

55
Would it be possible to add tooltip functionality to the game, like when moving the mouse over something?

56
I totally agree about RSSwizard's sentiment of smoke in this post:

https://openxcom.org/forum/index.php/topic,3626.msg81782.html#msg81782

Could we have the smoke gfx that he attached, made into a toggle in the options menu, instead of doing it manually?

57
XPiratez / Re: [MAIN] XPiratez - 0.99F.1 - 13 Feb - Slave Wars
« on: March 08, 2017, 05:40:57 pm »
I'd like to suggest again allowing them to remove the timer with a dead end research topic.  That way it's entirely their own fault if they decide it's boring.

I disagree, because the fact that you have limited time to complete the mission, makes it more exciting...It forces you to prioritize and make risk/reward decisions. Extending the time would still keep the thrill intact, but removing the limit (through research or not) would remove that thrill.

58
XPiratez / Re: [MAIN] XPiratez - 0.99F.1 - 13 Feb - Slave Wars
« on: February 26, 2017, 12:26:52 pm »
Having read a fair bit of posts, i wanted to chime in on the weather system as well. Now i haven't actually experienced it ingame, but i have some suggestions nontheless. The issue people seem to be having with it, isn't so much the weather system itself, but rather 3 things:

  • Balance: A thing i've heard is that some people have gals be incapacitated almost immediately after starting a mission. This suggests that the weather effects are applied as flat values, rather than a percentage of the individual gal's stats. Perhaps this could be a possible change to make, so unprotected gals would lose maybe 5-10% (of the current stat, not their max) a given stat each turn? With a stun value for instance, this would mean that the gals wouldn't suddenly drop unconscious but rather be much more vulnerable to it, and that this would always take some time to manifest, rather than happening instantly.
  • Hassle: Another complaint of the weather system is that it brings too much hassle with it during the equip screen. If possible, existing equipment besides armor could be modified to help ward off the weather. For instance, if fire could have a modifier that counteracts cold weather, then flamethrowers, molotovs and other incendiary devices would be convenient to go for. This would mean that some extreme-weather-equipment could also be used in regular missions, thereby removing some of hassle of switching everything out.
  • Clarity: Finally, the last complaint i've heard is that people have no indication of whether the mission they go on is going to have extreme weather or not. As i understand, it's only some desert maps that are hot, and only some snow maps that are cold? I'm guessing that is the case (otherwise you could always tell by where on the geomap the mission is located), so for that i have a couple of ideas. When selecting a mission marker on the geomap, maybe the description could include *EXTREME WEATHER*. If that's not possible, perhaps the mission marker could be shown in a different color (blue for cold, red for hot)?

59
XPiratez / Re: [MAIN] XPiratez - 0.99F - 4 Feb - Blood is Life
« on: February 12, 2017, 05:02:54 pm »
As a general starter, dont if you can help it, shoot tough girls / guys, sharp guys (especially) savvy girls, fat guys, and especially any government agents

Don't they all trigger reaction fire despite being unarmed/not dangerous? Because then it becomes much harder to avoid gunning them down, unless there is a way to make your gals react to enemies but not civies.

60
XPiratez / Re: [MAIN] XPiratez - 0.99F - 4 Feb - Blood is Life
« on: February 08, 2017, 02:02:10 pm »
hands used well can take out a base.

This made me wonder...is there any way to gauge the difficulty of an enemy base? In vanilla xcom, enemy bases were somewhat late game occurences, so they were all big challenges to overcome...but given the much more stretched pacing of this mod, i assume enemy base occurences are spread out as well? If so, how much do early bases differ in difficulty from later ones, and is there a way for the player to know that in advance?

Pages: 1 2 3 [4] 5 6 ... 13