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Messages - Foxhound634

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61
XPiratez / Re: [MAIN] XPiratez - 0.99F - 4 Feb - Blood is Life
« on: February 07, 2017, 09:58:27 am »
Environment references are tied to the map/tileset. There can be only one set of environmental modifiers per map.

Is the tileset independant of time of day, or does the game count a desert at day and desert at night as two different tilesets? I'm assuming it's not the latter, because then it seems like it could easily be changed

62
XPiratez / Re: [MAIN] XPiratez - 0.99E.2 - 18 Nov - Dead in Space 2
« on: December 13, 2016, 01:28:40 am »
Is there an info about what vehicles fit for underwater missions somewhere? I don't see anything neither on mission page, nor vehicle pages in Bootypedia.

Maybe the relevant bootypedia entries could have "waterproof" added to the text, and "spaceworthy" for the space ships?

63
XPiratez / Re: [MAIN] XPiratez - 0.99E.2 - 18 Nov - Dead in Space 2
« on: December 03, 2016, 11:49:25 pm »
Is the techtreeviewer gonna be implemented in some form in the game, or is it purely meant as a debug/curiosity/cheat tool?

64
XPiratez / Re: [MAIN] XPiratez - 0.99E.2 - 18 Nov - Dead in Space 2
« on: November 26, 2016, 04:02:44 am »
And an intro! :D

Yeah i remember hearing about that intro, not the specifics however. Was it going to be a cinematic intro, a 'tutorial' intro (like one or several scripted tutorial missions), or...?

65
XPiratez / Re: [MAIN] XPiratez - 0.99E.2 - 18 Nov - Dead in Space 2
« on: November 26, 2016, 12:05:22 am »
It is useful, but so far I haven't build a mission that makes use of that feature.

Btw, is it flavor stuff like this that is needed to reach 1.0, or more essential features or just balancing?

66
XPiratez / Re: [MAIN] XPiratez - 0.99E.2 - 18 Nov - Dead in Space 2
« on: November 25, 2016, 12:25:47 pm »

Technically, You are flying UFOs. 

What with the Cloaking Device and all...

I know but i'm talking about multiple enemy crafts on one map

67
XPiratez / Re: [MAIN] XPiratez - 0.99E.2 - 18 Nov - Dead in Space 2
« on: November 24, 2016, 06:11:40 pm »

Quote
I was wondering, is it possible to have two or more enemy crafts on a map, or technically have 'one' craft that is made to look like it's several smaller crafts with terrain between them?

Yes and yes. But all UFOs must have the same tileset.

Are there such UFOs in x-piratez? If not, how come?

68
XPiratez / Re: [MAIN] XPiratez - 0.99E.2 - 18 Nov - Dead in Space 2
« on: November 24, 2016, 01:17:27 am »
I was wondering, is it possible to have two or more enemy crafts on a map, or technically have 'one' craft that is made to look like it's several smaller crafts with terrain between them?

69
XPiratez / Re: [MAIN] XPiratez - 0.99E.2 - 18 Nov - Dead in Space 2
« on: November 22, 2016, 02:03:05 am »
Not sure about your experiences but in vanilla xcom I think Laser Cannons were the de-facto money conveyor.

Ah, didn't know that or maybe i forgot. The principle remains the same however.

While I think the price fluctuations a la Apocalypse would shake things up, I still think it's a terrible idea. Just like the one with different alien containment types. After the initial 'coolness factor' wears off it would only serve as more micromanagement and calculation.

I didn't suggest it because it sounded cool, but to have a solution for the boring money-on-conveyor-belt manufacturing. I agree that my other suggestion about adding world events that would affect market prices, sounds like more fun. It would still add micro, but probably not as much. To avoid it becoming a gimmick and to give the player some agency however, i think the player should be able to influence such events in a way. Now obviously this can be implemented in the tiniest way like "thwarted terror mission renews civilian morale and spikes demand for small arms to form nation-wide militias", or indeed much more complex chains of events with unpredictable outcomes

70
XPiratez / Re: [MAIN] XPiratez - 0.99E.2 - 18 Nov - Dead in Space 2
« on: November 21, 2016, 10:24:30 am »
The argument for prices not changing regardless of how much the pirates produce is that they are still a MUCH smaller player compared to the guild and other main factions. Even if you have 1000 people working on making grog for money, it's still a small amount compared to the production for the whole world.

That's speculation though, as it's not specified that the market consists of the entire world. You could just as well argue that the corporations make money on other stuff, or that it's only meant for civilians or that the market only consists of few select factions, underground markets or something like that.


This could be fun actually, in a HoM&M sort of way...

The astrologers proclaim the week of PLAGUE!!
Medical Supplies prices increase 10 times.


Double thumbs up for that reference! xD

That would actually be a nice solution though

71
XPiratez / Re: [MAIN] XPiratez - 0.99E.2 - 18 Nov - Dead in Space 2
« on: November 19, 2016, 10:28:09 am »
Sell X-Grog and Chateau to the world and you'll swim in gold.

Something i've wondered about not just with x-piratez but also vanilla xcom, is how to make the 'conveyor-belt money machine' part of the game more interesting. In vanilla Xcom there were medkits, in x-piratez there is X-Grog, and while i think there definitely should be some form of reliable self-made income, i always felt these manifestations were too easy. You start manufacturing money from less money = profit, and then it can just run on autopilot for the rest of the game.

A supply-and-demand mechanic might spice things up, so that if you just flood the market with item X all the time, the profits for that item will go down. On its own, this might sound like a small gimmick, but if you were to link it together with the geoscape and the various missions you do and how you perform, big fluctuations of the market could occur. For instance, a terror mission that wasn't stopped might increase demand for medkits, and a spike in civilian abductions might spike a need for small arms for arming the populace.

Any thoughts?

72
XPiratez / Re: [MAIN] XPiratez - 0.99E.1 - 13 Nov - Dead in Space
« on: November 17, 2016, 06:34:59 am »
Actually I think it should work 100% the opposite.
The more you know, the easier it is to learn new things.

Farther up the tech tree you go, the longer a tech has remained unresearched the easier it should be to research it. Practically handed to you at the end if you've gone much of the game without touching it.

Yes but my suggestion was a compromise between dioxine's wish to have some tech exclude other tech, and other people's wish to have access to everything. With that solution you can get everything, but it's gonna be much more time consuming, thereby still forcing you to make an initial choice.

73
XPiratez / Re: [MAIN] XPiratez - 0.99E.1 - 13 Nov - Dead in Space
« on: November 17, 2016, 05:58:50 am »
^I agree, getting locked out of late-game techs sounds awful. Unlocking those techs and then using the new toys is the best part of the game.

I'm going to hack the tech tree if it comes to that point.

A compromise could be made. I'm not familiar with the tech or its prerequisites, but what if you made all the options available, but harder to research for each consecutive discipline already unlocked?

Example: You research option 3, which takes Y time. Now you research option 1 which takes Y x2 time. Option 4 would take Y x3 and option 3 would take Y x4 time (the order wouldn't matter, only how many of the options that were already unlocked).

I dunno whether or not it's possble to dynamically alter a research topic's time cost ingame on the fly, or if you would have to have hidden duplicate topics for each possible situation.

Example: Option 1A with Y cost is available if no options has been researched yet. Option 1B with cost Y x2 is available if one of the other options has been researched, etc.

74
XPiratez / Re: [MAIN] XPiratez - 0.99E.1 - 13 Nov - Dead in Space
« on: November 15, 2016, 02:00:34 pm »
I don't remember if this has been debated before, but here goes.

I was thinking about weapons that are meant for suppression in real life, such as MGs. There, the sheer amount of fire down range forces the enemy to take cover and stay down, where accuracy is not that important, since the purpose is not necessarily to hit the enemy but to prevent them from moving and firing. AFAIK in x-piratez however, the only bonus you get from a weapon like the gatling, is that it might shred some cover around the target, but explosive weapons are much better and more reliable at doing that. My point is that in most cases, one or two accurate bullets are much better for killing an enemy than scatter fire. Therefore, a weapon that sprays a lot of bullets will almost never be preferable, unless such a tactic were to be rewarded, e.g. through a suppression system (like a TU debuff on next turn for the target). It would probably need to be tweaked a couple of times to avoid exploits, if it is to be implemented.

75
XPiratez / Re: [MAIN] XPiratez - 0.99E - 8 Nov - Dawn of the Living Dead
« on: November 11, 2016, 12:06:38 am »
Maybe the black space tiles could be dotted white to give the appearance of stars in the background? Currently it's looking a bit bare

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