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Messages - thevideogameraptorboggle

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61
XPiratez / Re: A thread for little questions
« on: April 28, 2019, 04:27:51 am »
There are a few areas that you have to break into to reach all the baddies, the design is supposed to encourage a grab and go. Smash up some walls and keep looking.

I saw that closed off circular area around one of the floors and wondered if they could be there. Good thing I brought 8 Plasma Breaching Charges.

62
XPiratez / Re: [MAIN] XPiratez - J13a - 29 Mar - Casino Royale
« on: April 28, 2019, 04:21:50 am »
Factory is a better version of the Workshop. The Industrial Printer, while providing less workspace/tile used, offers all the production options of the Workshop/Factory and then some. If you want to optimize income, build a Factory. If you want to have more building options, build the Printer.

You really want Printers. Most high powered energy weapons and armors can only be manufactured with a printer.

63
XPiratez / Re: A thread for little questions
« on: April 27, 2019, 09:01:49 am »
Is there something I'm missing on the Raynerd mission? Turn 30, haven't heard a peep from the enemies in 10 turns. I've checked everywhere I thought, except inside the cells. If everything was right, I would think I'd have heard from the enemies by now.

64
XPiratez / Re: [MAIN] XPiratez - J13a - 29 Mar - Casino Royale
« on: April 27, 2019, 06:04:58 am »
So, how do I change what I can wear for what missions, cause space is impossible when it doesn't register space suits. :/

You don't have space suits by default, you have to build them or find them on missions. If you are asking how to equip different armor, the armor menu in the craft screen will let you equip new armor.

65
XPiratez / Re: A thread for little questions
« on: April 26, 2019, 07:59:24 am »
You only lose if you have two months in a row of negative score. If you get a negative month and then a positive month, you have to get another negative before you're at risk of a game over. You can also get a bad score if you have bad luck on pogrom generation. You just repeatedly getting Mercenary and Star God pogroms before you have equipment strong enough to fight them, leading to a massive score penalty for failing the mission.

66
XPiratez / Re: A thread for little questions
« on: April 18, 2019, 08:59:50 am »
Smartgun is amazing, I absolutely love it. Its five-round burst destroys everything, and it has a lot of range to boot. A sixty round Plastasteel magazine ensures that you'll likely never run out of ammo, even if you don't take a spare clip. Atleast until you unlock the HVAP Smartrifle, I would suggest taking the Smartgun on every mission.

67
XPiratez / Re: Bounty Challenges
« on: April 15, 2019, 12:35:41 am »
Lobstermen also take neutral damage from cutting weapons, one of the few damage types that they don't resist. UAC Rifle with Aqua clips will consistently inflict damage, and shooting them from behind with the Slaughter Cannon is usually a guaranteed kill.

68
XPiratez / Re: [MAIN] XPiratez - J13a - 29 Mar - Casino Royale
« on: April 13, 2019, 01:43:39 am »
Dioxine might have changed it. Wouldn't be the first time he altered fundamental rules from vanilla.

69
XPiratez / Re: A thread for little questions
« on: April 09, 2019, 06:19:16 pm »
I've read a couple things about the difficulty levels in this mod, and I wanted to clarify something. I know that the mod is balanced around difficulty 3. Do increased difficulty levels increase the speed at which enemies tech up?

Assuming that difficulty works in the exact same way as vanilla UFO defense, the main difference is that missions have more enemies and those enemies are stronger. Every difficulty above the easiest has enemies gain a 6% bonus to Firing Accuracy and Reactions, 4% to TU's, Energy, and their Voodoo skills, and 2% to Strength. Here is the UFOpaedia entry for vanilla difficulties. https://www.ufopaedia.org/index.php/Difficulty_Levels

70
XPiratez / Re: A thread for little questions
« on: April 09, 2019, 02:50:08 am »
So Type 2 shields block everything until they're depleted? Certainly much harder to deal with than the Church's shields.

71
XPiratez / Re: A thread for little questions
« on: April 09, 2019, 12:39:06 am »
Merc Hovertank is ridiculous. I shoot everything I got and I couldn't even break the shield. Multiple 25mm Armored Car hits, mortar fire, Panzerfausts, anti-armor melee, nothing works. Any tips?

Do you have Plasma Rockets?

72
XPiratez / Re: Bugs & Crash Reports
« on: April 08, 2019, 08:27:50 pm »
Just some text errors. UAC Rifle Aqua clip is listed as a regular UAC Rifle Clip on the build screen, and Mansion Robberies say that they have a 32 turn time limit on the briefing screen, but they actually have a 36 turn time limit (not that I'm complaining about that last one).

73
XPiratez / Re: A thread for little questions
« on: April 08, 2019, 08:25:24 pm »
Plasma Spitter is the last thing I need for X-Gauss. I'm guessing that it's a enemy craft weapon.

74
XPiratez / Re: A thread for little questions
« on: April 07, 2019, 06:49:46 pm »
It depends on the weapon. Most of the flamers don't destroy items, but the Willie Pete does.

75
XPiratez / Re: A thread for little questions
« on: April 05, 2019, 01:12:55 am »
My personal strategy is ignore literally every supply ship. They're the only craft, that i've encountered thus far, that has Mini-nukes, and I always get half my squad blown up. There's a church base right outside my own, and they're pretty easy, their shields don't matter much when I don't have many laser and plasma weapons to begin with, and Chryssalids are tolerable as long as you battle them in the day. But those nukes are just impossible to deal with, especially since the enemy can reaction fire with them.

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