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Messages - sabrecat

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16
XPiratez / Re: Suggestions on how to improve the mod
« on: April 13, 2016, 07:52:18 pm »
No kidding. I haven't made it super far into the game myself, but in my experience thus far, grog manufacturing is good for covering maintenance and day-to-day expenses, but a successful shipping raid provides a surge in funds sufficient to expand bases, hire Brainers, etc.

I'm sure the calculus does change later in the game as manufacturing operations get more elaborate, but you know, that makes sense to me. If you've dumped years and millions into infrastructure, it really would get to be tempting to leave the pirate life behind in favor of your less risky but still profitable ventures. "Cap'n... ye might make me walk th' plank for this, but: we're makin' money hand over fist distillin' rum, and ain't lost a single hand or runt doin' it! Ye think maybe we could... settle down, like?"

17
XPiratez / Re: Bugs & Crash Reports
« on: April 13, 2016, 04:57:14 am »
Maybe an XCom Extended bug, but:

Gal empty on Energy but with quite a few Time Units remaining attempts to open a door. Gets the "not enough time units" blare instead of "not enough Energy".

18
XPiratez / Re: Molotov help?
« on: April 11, 2016, 01:21:46 am »
Use the "Aimed Shot" option instead of "Throw". I made the same mistake my first time using one!

19
XPiratez / Re: [MOD] Eddie's Idea Lab
« on: April 09, 2016, 08:43:00 am »
Played a bit with this today. Not bad! A pogrom that had been going well went pear-shaped when knives and bows utterly failed to stop a determined Humanist MP. I think he even soaked a cannon ball...

One issue: I seem not to be able to load a military shotgun with Shotgun AP shells. Accidental side effect of the rubber shells change?

It's also odd that a bow vanishes entirely after shooting all its arrows. Maybe create a "quiver" ammo item for them instead?

20
XPiratez / Re: [MOD] Eddie's Idea Lab
« on: April 06, 2016, 09:38:27 pm »
Fuso knives nerf yesssss

I'll put this in my game for sure, and post here if anything seems odd!

21
XPiratez / Re: Some feedback, some questions
« on: April 06, 2016, 07:35:18 pm »
I'm also new to the mod. I think the overwhelm factor is intentional/desirable, though. XPiratez is an "everything up to 11" style of mod: more weapons, more research, more enemies, etc. etc. If you're not feeling overwhelmed, the mod's not doing its job! After all, nothing's stopping you from fencing everything you get at the beginning and buying up a low-stress loadout of your choice. Muskets, cutlasses, and black powder bombs, perhaps?

Training dummies that calculate your DPS would go counter to the spirit of the mod, too. The RPS article emphasized the "ignorant pirates" angle. How does a pirate figure out if a weapon's effective? Hit somebody with it! Are they still standing? Hit them again! If they're still standing after that, maybe your weapon sucks and you should try something else. In that sense, you have a training room, and it's called "New Game". I don't know about everyone else, but whenever I play an X-Com game, I have at least two or three false starts before I play through to conclusion...

The only place I have gripes with the above is where weapon effectiveness runs way counter to common sense, such that you're unlikely to even try a given combination without forum/wiki reference. But those are pretty rare, and seem to follow the general rule of "primitive weapons are cinematically effective, Ewok style."

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