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Messages - Devon_v

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16
XPiratez / Re: A thread for little questions
« on: May 22, 2019, 08:05:49 pm »
I had a streak of four base defences on a base with a hideout shroud, while my main base lay undetected for years. I thought that found bases remained found forever, but I guess it was just a streak of bad luck that defied probability.

Yeah, the RNG can be pretty random about that. I have three bases, the only one which has even been attacked, four times no less, is the one that doesn't participate in combat at all. Doesn't even have a hanger.

17
XPiratez / Re: [MAIN] XPiratez - J14a - 1 May - Saints and Sinners
« on: May 18, 2019, 03:03:35 pm »
How do I check hidden researches? I mean entire research tree/topics to unlock.
Press Q on the geoscape.

18
XPiratez / Re: A thread for little questions
« on: May 18, 2019, 03:01:35 pm »
One note, multiple pilots stats are averaged. You want your three best overall pilots, not your single best in the three stats unless they also have solid scores in the other two. One 100 firing 30 reaction gal teamed with one 100 reaction 30 firing gal isn't getting you much.

19
XPiratez / Re: A thread for little questions
« on: May 18, 2019, 02:07:27 am »
The grey Xs are just any item on the ground, not just explosives. Note the grey X for the loot pile inside small room in the turtle.

The screenshot is showing off the map devastation. :)

20
XPiratez / Re: A thread for little questions
« on: May 17, 2019, 06:40:50 pm »
Do enemy ships have cloaking devices just like the Piratez? I get a notification that it's spawned, but it immediately disappears, even while it's still in my radar range.
It reached it's destination and landed at a facility or city and was removed from the game. It's the same mechanic as UFOs leaving the atmosphere and returning to Mars in the original game, you missed your chance to intercept. Bear in mind that all shipping is simulated at all times regardless of whether or not you can see it. Just because you detected it doesn't mean it's not two seconds from completing it's route and despawning.

Ho are nuclear lasers different from other, except that they don't need ammo? Since I am using some 9 looted ones of all kinds, my fights are wayz easier than before. Especially Splatty - it splatters everything that is laser treatible.

Nuclear lasers have a nuclear power source, and thus effectively infinite ammo within the scope of a single engagement. Lasers with ammo counts are battery powered. Same principal as a nuclear submarine versus a battery powered one.

21
XPiratez / Re: A thread for little questions
« on: May 16, 2019, 12:29:18 pm »
OH!  I guess it's not bad at all, because I was landing leaving sometimes before just because I like trying the easier ones.  Neato.  That's the only purely negative side of joining the mutant alliance right?
Pretty much. You can still skip them if you can't handle it, you just have to show up. It'll still cost -400 or so if you can't get some kills to offset that though. It's pretty much like the original once you join.

22
XPiratez / Re: A thread for little questions
« on: May 16, 2019, 12:00:48 am »
Is it a new feature that gal can shoot and be shot from craft windows? I really dont remember this behavior a year ago.
Not sure when that started. It's intentional though, also applies to the windows on "UFOs" and towers.

How bad is failing a pogrom?  Is it like the original xcom where you weren't likely to go negative in score if you at least showed up?
OG still gives you a negative if you land and leave turn one, it's just not as bad as ignoring it. Letting it time out is -1000 in both, landing and leaving is minus every civilian present.

The difference in X-Piratez is if you aren't in the Mutant Alliance you aren't docked the thousand for ignoring it. Landing and leaving will cost you MORE points prior to joining.

23
XPiratez / Re: Bugs & Crash Reports
« on: May 15, 2019, 06:14:59 pm »
So, I know this isn't exactly a bug, but I'd like to bring up the Officier's Pistol.

I just had a gal lose roughly 40HP though 80% pierce and 35 armor. So basically it hit for somewhere around 100 damage as a basic pistol class weapon. The backwards alien rank system just makes it a gimmick in a gal's hands, and a totally out of curve super weapon in the hands of an enemy grunt. If the guy hadn't walked most of his TUs away, and she wasn't wearing the heaviest armor I can field, she probably would have died.

I've been trying to come up with some sort of solution for it, like having an enemy version which has to be manufactured into a Piratez version so they can use different damage maths, but I don't know if it's possible to prevent the gals from just using the reversed version as their own super-grunt pistol.

Failing that, is there any way of having a "recovered as" flag for items? I'm pretty sure it exists for corpses, but I don't know how extensive it is. That would still allow gals to briefly use the backwards version in battle, but then it would correct itself upon transport back to the hideout.

24
XPiratez / Re: A thread for little questions
« on: May 15, 2019, 05:39:01 pm »
How can I kill Sectopod? I have played a ground mission for 5 hour and the last enemy is Sectopod, I can't defeat him.

What are your assets? Heavy armor requires specific resources to overcome. Hellerium grenades, HEAT (High Explosive Anti-Tank), white phosphorus shells, cannon, or failing that flasks of acid or the trusty metal mace. Unlike every other version of X-Com and XCOM, volume of small arms fire will never bring down targets with that level of armor in X-Piratez.

Also, as I am unfamiliar with many of the endgame foes, make certain that the target is not flashing colors when you hit it. That indicates that it is shielded, and you will need to bring down the shield with concentrated fire (small arms actually will work here, and are often the best option) before you can apply damage to its chassis. You can hit CTRL+H after firing on it to see what the status of the shot was. "=>" means miss, "0" means a hit for no effect (shields will also be displayed this way, but you ARE depleting them), "hit" means you scored at least a single point of damage, and "HIT!" means you did significant damage.

25
XPiratez / Re: [MAIN] XPiratez - J14a - 1 May - Saints and Sinners
« on: May 15, 2019, 05:33:57 pm »
1. Space missions lags A LOT for me, so I unable to complete freighter intercept( or what was it) missions because of insane enemy turn time, can it be fixed somehow?
2. Where do I find synth? It seems I found 1( there was research topic for it), but It seems I cant find any but damaged on rare space stations.

1) Probably because the AI was never meant to contemplate free movement with 26(?) z-layers and a 40 tile view distance.

2) As far as I know that's exactly how you find them. They have to be repaired.

26
XPiratez / Re: [MAIN] XPiratez - J14a - 1 May - Saints and Sinners
« on: May 15, 2019, 12:25:40 am »
I think that new highway mission needs a quicker unlock.  I think I got it researched in april, and it's july now.  Haven't gotten one of those missions, and I'm about to research contacts: krazy hanna which kinda makes the whole mission pointless.  Like maybe just link it directly to "we need craft weapons" or something.

That's RNG. You could have been flooded with those missions in May. I've had the same issue with monster hunts. The game spawns what it feels like.

27
XPiratez / Re: [MAIN] XPiratez - J14a - 1 May - Saints and Sinners
« on: May 13, 2019, 02:40:30 am »
2. I've already researched tons of high-tech things like laser weapons making/brave whaler/advanced firearms/etc, but still not in mutant alliance( I believe there should be research for it, no?), did I missed something?

Very likely, it's a very early research, but yeah the tech viewer will tell you exactly what you missed.

28
XPiratez / Re: Reactivating Auto Night Vision?
« on: May 13, 2019, 02:35:35 am »
Personally, I like the change. It forces me to really look at the ambient conditions before switching on the night vision, which means less walking into an unexpected light source and getting lit up by reaction fire.

29
XPiratez / Re: A thread for little questions
« on: May 13, 2019, 01:52:29 am »
Amazon outfit? Why it is gated behind codex? Any new buffs for this armour?
Red Dragon? Only dragon i remember was Chinese Dragon rocket of doom.

Probably because the codex was viewed as needing more of a buff/it makes more of a difference between codexes? I did mean the Chinese Dragon. (I've never seen or used one)

30
XPiratez / Re: A thread for little questions
« on: May 12, 2019, 11:45:20 pm »
Man, I had some serious fight with the Smugglers yesterday. Holy Lasergun... Those goddamn Catwomen. And that verfuchte Seise Pub(l)ic Enemy. God.

Catgirls actually aren't that tough because unlike some games their stealth is just visual. They tend to give themselves away with their reaction fire, and once you know what tile they're in, you can lob bombs at them or just blind fire with an accurate gal. I took on a smuggler ship with warrior armor and swords and did alright. Couldn't take it, but I got weapons and a prisoner out of it. If I went back now with my mortars and 248% sniper gal I'm pretty sure I could take it. Melee is the great equalizer.

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