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Messages - BetaSpectre

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61
Was there a research change for the mercs? I seemed to have gotten them right after smugglers early on.

62
XPiratez / Re: Voodoo buff ideas
« on: August 28, 2016, 10:47:30 am »
I think the combination of the idea of psi vision and psi bullets would be a combo that would suck to face.... especially in an urban environments or ship assualt.

the monsters holed up waiting on you to assualt their machine gun nest basically. ugh terrible causualties.

I don't think it would be too terrible, and the gals would have the same option later on no?
If anything I think it'll even out the playing field a bit if certain NPC's can see through smoke xD

63
XPiratez / Re: Welcome! Join the chat!
« on: August 28, 2016, 08:28:39 am »
Oh there's a chat?

64
XPiratez / Re: Voodoo buff ideas
« on: August 28, 2016, 06:15:18 am »
Psi having special abilities would be interesting, there are armor weapons that are like spells. Wands that can do stuff, and such.
So maybe just adding more wands would work? Like maybe there could be a wand that can spawn a new auxiliary that doesn't drop a body when it dies or otherwise doesn't show up as dead when it breaks?

Teleportation sounds interesting, but there should be some mechanic to prevent it from being abusive, either a range limit, energy penalty, or having variance in spawn location. Or just high TU cost.

If Psi could be used like a "mind blast" to mentally inflict stun damage, or actual damage based on if a target could resist would be interesting. Like how we have possession and terror, personally I don't really like how you can only use psi in suits. I can understand psi being worthlessly nerfed without required items, but I think psi should be based more with wands. Like the ghost beam being a secondary attack from the ghost knife.

Being able to get a wand to cast invisibility on oneself would be interesting, perhaps the item would be like Halo's Active Camo function based on your psi skill 1 turn per 25 psi?, and require a hypno device per use? An invisibility grenade, or item like mushroom beer that can be used would be fun.

65
Zepplins can carry 20 people in them, have a roof, and side doors you can use to safely shoot from. Also when you send it towards a pogrom you have as long as it takes to arrive, so it can effectively be used to delay the pogrom, or to ensure you'll have the forces to take out anything.

Generally you'll want to pack some explosives incase of mercenaries or stronger enemies not that they'll be likely to show up until a few months after.

As mentioned before smoke grenades will be amongst your best friends to avoid reaction fire, and to hide line of sight etc.

When farming civilian ships bring handles to capture them, same for temples, armor tactical vest, bandages will be sufficient to take them all out with just four people from the aircar.

You can get tactical vests from beating warehouse missions forget the chain to get that research, but it can be gotten pretty early.

Melee is very useful even endgame it's generally better than your ballistic rifles with say a sabre, with constant low TU to attack. With a blade it's possible using one gal to clear a room with like 5 people in it.

Civilian engines are worth 100K, more if you can disassemble them into their fuel and other parts, and often you'll find a money purse worth about 65K after your get the extraction research. 60K if you don't bother. you'll need to open 12 bags for it to be worth researching btw. Early game sometimes that immediate 60K is more IMPT. I generally focus on getting lots of researchers, but it costs money you might not have.

The bonaventura is very good, but generally I get the thunderhorse before the bonny, and there's not much you can't do with the normal interceptor that they merc and shop items can't do.

I haven't found a reason to use the Jet bike yet. Any civilian car can be taken out by the air car. Medium civilian cars can be shot at once, then you can return to finish it off more often than not. Always check pictures and take out the civilian ones, and run from the ones that aren't probes or scouts with the civilian craft.

Right now I'm not sure why I'd ever use the sky ranger (500 which is still slow), when I can use the zeppelin (yes 1/5th the speed) instead which IMO is more awesome (Better spawn, more people), there's not time limit for most of the drops aside from the green spots.

Right now I'm doing a playthrough without researching the mutant alliance (Needed to kick start most good upgrades, but also makes pogroms mandatory) for as long as possible.

66
XPiratez / Re: How to mod my files to buy/manufacture academy drones.
« on: August 25, 2016, 11:44:46 pm »
You can hire a mercenary, yes, but you can't buy enemy mercenaries' loyalty, even after having captured them (which feels like it should be doable, since you can buy other ones?).

You can add units that aren't already in the .rul file, exactly how Dioxine added Piratez units which weren't in the vanilla .rul file. It's just more work.. But I'd either add things that exist (drones) or create new soldiers types (harder but not that hard, especially if they're gal clones like the converted raider gals would be. The raider men would be harder though...)
Converting all the slaves would be a rather interesting idea to use as auxiliary units. However, there could be implants that if removed they die for the aliens, which ensure loyalty as is potentially seen in 2012 XCOM.

It'd be fun to do this anyway. even if the units aren't going to be great.

67
XPiratez / Re: How to mod the files so infamy never goes negative?
« on: August 25, 2016, 11:41:57 pm »
There is research to stop pogroms, sway government (the ones that make you lose sponsors) and civilian traffic missions. That's already a lot of reducing the "chore". Then you're left with either missions that you can safely ignore or missions that are potentially valuable. The removal of terror and infiltrations equivalents from late game is quite nice, if only to make the game's dependence on the RNG (or crazy amounts of money) easier to bear.
True, I'd still wanna know for sure how to change the files, since my newest game isn't late, and I feel a bit forced to do something or else gg. Still even late game if I sit around and do nothing the score would still go down.

68
XPiratez / Re: How to mod the files so infamy never goes negative?
« on: August 25, 2016, 09:56:12 pm »
What's with this "how do I cheat to make the game easier" trend recently? If you pay attention to how you outfit your gals, you should be able to breeze through missions by the time they get redundant. And before that, you're supposed to enjoy the progression from tribal weakling to decent fighter to badass incarnation of murder. If you skip that, what's the point of the mod?
I can do the missions easily, the thing is I find it to be a chore at some point to go to the pogroms, or to shoot down 10 ships that sway govts even when I do have the ships. The resources for missiles have to be gathered from laserz or guass, really far end game after all the research is basically done you can just buy laser parts, but I just wanna ignore the world to research faster.

69
XPiratez / Re: How to mod my files to buy/manufacture academy drones.
« on: August 25, 2016, 09:53:55 pm »
haha I agree! I've always tried to capture them and study them  in the hope that I could refurbish them. They'd be much better than parrots for the later game as they can survive low level weapons much better. Sadly, no luck :/

I might look into that one over the weekend. That, and converting raiders (at least females into gals, maybe males into a new soldier type with only a few armor choices) so you can poach from other gangs.

I remember you could add mercenaries, but I'm unsure about units that aren't already in the .rul file, those things would be so nice end game just from an RP standpoint. After going through the effort to catch a large amount I'm always sad I can't reuse them. Or fix broken ones.

70
XPiratez / How to mod my files to buy/manufacture academy drones.
« on: August 25, 2016, 09:34:29 pm »
I always loved the little buggers, I was wondering how I could add auxillary units like dogs, and drones.

71
XPiratez / Re: Suggestions on how to improve the mod
« on: August 25, 2016, 09:33:21 pm »
Yes, but he's the only one who gets them!

I agree, batman's zapper, academy drones, dogs, and other creatures would be fun to have around IMO.

72
XPiratez / Re: Faction Elite Units
« on: August 25, 2016, 09:06:40 pm »
Mercs, and star empire aliens are the toughest encounters for me. Generally Power armored units are slow, and lack the mobility to mess me up. But Mercs with their epic reaction fire, and the alien invisibility make me go nope nope nope when I encounter em more often than not.

Spartan Power armor would be interesting to see as a unit. Even references to the Brotherhood of Steel would be nice. Hidden in their underground bunkers.

Though I feel as though the Nazi's have taken up that kind of role.

73
XPiratez / How to mod the files so infamy never goes negative?
« on: August 25, 2016, 08:25:28 pm »
Generally all I do is skip missions to do research faster in IRL time. I was wondering what I should change so I don't have to do missions every other month.

I'm thinking I can modify the values for how much infamy I lose if change the mission rewards for aliens right?

74
XPiratez / Re: How do I mod my files to make my Hands stronger?
« on: August 25, 2016, 08:23:32 pm »
Whenever I want to do this I mod the Piratez.rul file with notepad+ then change all the hired soldier stats to 100 or higher.

I generally don't like doing that since personally it's more fun to have weak newbies who can get stronger after being sent on meat grinder missions.

75
XPiratez / Re: Starting base location
« on: August 03, 2016, 05:39:00 am »
IMO as long as you don't lose the game due to not being able to reach a mission it shouldn't be an issue. I never really had an issue with the bus, went to interceptor, then skyranger after that, then thunderhorse. Never used the packy(ever lol went from bonnie to nightmare/thunderhorse in the old times), some runs I used the pigeon.

The thing is that I was never really forced to do anything, I would skip most encounters and just research stuff.

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