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Messages - thevideogameraptorboggle

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XPiratez / Re: A thread for little questions
« on: April 12, 2021, 08:04:24 pm »
What does Freshness do? It just seems to drain on it's own and I'm not sure what it does.

XPiratez / Re: A thread for little questions
« on: April 10, 2021, 04:56:24 am »
From USER folder: copy over only save files (from .\piratez). Nothing else.
MODS folder and .cfg may be incompatible since couple of years have passed since you last played.

Also there's a native Linux version of OXCE available here (you mentioned using wine). However I don't know how to make it work with XPZ since it comes with tweaked OXCE pre-installed. Not that I think it's necessary (again coz wine) but worth considering as last resort option, if everything else fails. I'm not tech savvy enough to provide further help on the matter.

I got it working. Had to use a mac OpenXcom instead of using Wine to run the one provided in the file.

Troubleshooting / Re: New compatibility issues with Wine?
« on: April 08, 2021, 11:44:33 pm »
Then it's a system issue, I would guess 64bit OpenXcom vs 32bit Windows/Wine.
Try 32bit version of OpenXcom:,5258.0.html

It seems to work, but I don't know how to get it to recognize Piratez.

Troubleshooting / Re: New compatibility issues with Wine?
« on: April 08, 2021, 10:53:08 pm »
Post a screenshot of the error message, and/or a log file, and/or anything that can help.

Just saying it doesn't work really doesn't help.

There is no error message and there is no log. It simply refuses to boot.

Troubleshooting / New compatibility issues with Wine?
« on: April 08, 2021, 08:46:17 pm »
I'm coming back to my XPiratez save after a long hiatus, only to find that the game refuses to boot. I upgraded my save exactly as described, and now I think it might be a compatibility issue with Open Xcom Extended. Is anyone else using Extended with wine and can help me?

XPiratez / Re: A thread for little questions
« on: April 08, 2021, 08:30:36 pm »
copy ufo, your saves, and the config files, nothing else. Unless you have modified the file structure the user folder also contains the whole of the mod, so obviously will cause problems.

It still doesn't work.
Tried a fresh install and it still refuses to boot. I'm thinking it's an incompatibility issue with OpenXcom Extended at this point.

XPiratez / Re: A thread for little questions
« on: April 08, 2021, 07:49:27 am »
Can I get a reminder of what files I need to copy over to update to a new version?

I tried copying over the UFO and USER folders and it's not working.

Running it through wine, but all the previous versions worked fine.

XPiratez / Re: A thread for little questions
« on: April 07, 2021, 10:36:50 pm »
Difficulty can be lowered by simply editing "difficulty: X" line near the top of file. Lower X value. In theory it should work. I recommend "1" because "0" may impose research locks.
Shadow Realm hasn't changed it seems. Same deal with the cages even today, but there are two Hammers on map which can be used to destroy cage walls (maybe newer patch addition, idk). Later on you can bring an ultra-rare Saint suit to punch your way out and wreak fiery havoc on helpless demons from afar.

Thank you!

XPiratez / Re: A thread for little questions
« on: April 07, 2021, 09:39:09 pm »
Coming back to this after a while, (my last save says it was in August of 2019), two questions I have.

1. What are the biggest changes that have been made to the game since then?

2. What are the best strategies to deal with the Shadow Realm? I use Slave Soldiers, and without fail, three-quarters of my men get stuck in cages as the rest get slaughtered. Failing that, how would editing my save file to reduce the difficulty work? I am stuck with nothing to research, and the Shadow Realm is an insurmountable challenge. I wish to lower the difficulty just to clear the first Shadow Realm mission, as I think the rest will be easier once I can start with actual weapons.

XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: June 22, 2020, 07:18:31 pm »
It is summer after all, so I have the time to look into it. They'd all be locked behind a new "Primitive Robotics" research line.

"All the ruling factions use war robots to further their agendas. We don't want to get caught off guard by a bunch of gauss hovertanks, now do we? I recommend we invest in the development of our own robotic troops, to swell our ranks with an army that does not need to sleep or eat. We current lack the capability to build the Elerium powered death machines that pump out of the aliens' offworld colonies, but we've produced some promising prototypes that we're interested in exploring further. If that interests you, I mean."

XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: June 22, 2020, 12:08:26 am »
I really love the idea of primitive robots in alternate history settings. All those super death robots built out of primitive components just make me smile. I think some of them would fit well with Xpiratez as early auxiliary units.

Armor, Front: 50, Left/Right: 45, Under: 30, Back: 30
"Perhaps the most primitive war robot ever built, but nonetheless an effective tool against any unprepared foes. It's four stainless steel arms grant it unrivaled effectiveness at melee combat. Its primitive circuitry is immune to EMP weaponry, but it's exposed internals are highly weak to explosives and electricity."

Armor, Front: 65, Left/Right: 55, Under: 40, Back: 30
"A robot built in the image of a pre-alien colonization historical figure, it provides heavy fire support via the included Vulcan Minigun. The gears on it's back are an obvious weak point, but the Brainers refuse to remove them for a more practical design. They say they look cool."

Armor, Front: 60, Left/Right: 60, Under: 50, Back: 50
"A robotic warrior from an ancient civilization believed to be thousands of years old. In its time, it was the most advanced fighting machine on earth, though modern alien cybernetics now vastly outperform it. While the secrets of its design are lost to the ages, it should nonetheless be easy to replicate with modern manufacturing techniques."

XPiratez / Re: [minimod] Force bughunt turn 15
« on: April 04, 2020, 08:29:57 am »
Oh yes. I don't even know how Bug Hunt works. Making it more consistent is a massive plus.

XPiratez / Re: [MAIN] XPiratez - K2 - 2 Nov - Ice Ice Cool
« on: March 13, 2020, 09:52:08 pm »
May we get an update on the progress of the next update? I'm assuming you need to redraw all those tilesets that you borrowed, is that close to completion?

XPiratez / Re: A thread for little questions
« on: November 07, 2019, 05:27:53 am »
Is the Powerball Bat taken from Russian Overkill?

XPiratez / Re: A thread for little questions
« on: October 29, 2019, 07:49:59 am »
Is the Nerf Laspistol art stolen from Quake 2?

I always love finding where all the pilfered art is taken from.

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