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Topics - AncientSion

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16
XPiratez / The most satisfying thing you can do in this mod
« on: April 18, 2016, 09:05:01 pm »
Early, buy a HMG. Equip it with PS ammo if possible.
Upon starting a mission, send the parrot through the drophole.
Order the HMP guy to get on the Bonnie's top.

1. Survive until the next turn.
2. Mow down whoever you can spot with your Rambo Gal.
3. Repeat steps 1 and 2 as long as possible
4. Profit ?

17
XPiratez / GOVT vessels
« on: April 18, 2016, 11:38:38 am »
The Bootypedia reads that GOVT vessels are easily recognizeable by their red flashing lights on the vessels.
Yet when you encounter such a vessel in air mode, they look like a normal trader, academy, whatever vessels.
I regularly shoot down GOVT gold transports or GOVT excavation parties because i cant see if they are faction or govt (no Transcoder yet).

One solution would be to alter the shipping sprites and add red lights to them, like the bootypedia suggests. That way, i can just disengange instead of following, landing and retreating upon seeing MP.

18
XPiratez / Craft weapons
« on: April 17, 2016, 10:37:00 pm »
Im probably doing something wrong for the third time in a row now.
I have played for half a year and made good progress, yet im still stuck using 25mm cannons.
I could in theory assemble 50mm and gauss guns, but i lack parts to assemble them.
I suppose 50mm gun parts can ONLY be produced by actually captuing them from landed vessels.
Gauss Cannons parts however can be salvaged from landed vessels or, i believe, from disassembled man-sized weapons. However, i have only a single gauss pistol and i even lack the knowledge do dissamble gauss weapons.
And this is with plenty of land'ed assaults.

Can i get a small guide about craft weapons, please ?

19
XPiratez / The various types of interceptors
« on: April 17, 2016, 09:59:42 pm »
In my current playthrough, i did stick with the starting vessel until i unlocked a vesel called Kraken.
Right after i constructed one, i unlocked the Predator. Also, by pure chance ?! i got Merc contacts (what do i need for these exactly ?) which allowed the purchase of a seemingly superior vessel from the market.

Generally speaking, what exactly is the interceptor progression, and can you, in in general, skip research and/or construction of certain vessels for the purposes of gameplay ?

20
XPiratez / Probe Missions
« on: April 17, 2016, 09:52:26 pm »
I found a probe and upon it  landing, i did land as well.

SPOILER

what spawned was a mission with a lot of Deep Ones and Pincer Guys which seemed to be a tough missions to do with my 6 man squad.
Generally speaking, they were using axes and bows so im wondering if its worth the hassle to do the mission because at the very same time, a large vessel did land close by...
Is the loot reaaally good on this ancient ruins kinda mission ?


21
XPiratez / questions about item stats
« on: April 16, 2016, 09:39:47 pm »
When comparing a Rapier to Cutlass, the Rapier appears to be used by guys that have no strength.
If the Rapier reads "POWER Bonus: MELEE *.04" does this mean that i get additional damage for my Melee Accuracy skill or what exactly is the "MELEE" referring to ?

Also, weapons have a line that is called "WT x/y" where x and y are number. I suppose its meant to be "weight", but why would an item have 2 weight attributes ?

About the Battle Flag, whoever is using it will never increase any stats, because the flag by itself doesnt train any stat and required 2 hands and almost all TU. Is that correct ?

Cattle Prod reads 70 STUN Damage. It armour applied to any damage type or does stun damage ignore armour ?


EDIT: Also, how it possible that a ship can, inside my radar coverage, dissapear ?!

22
XPiratez / 0 to 200 or 50 to 150 % dmg formula ?
« on: April 16, 2016, 11:30:46 am »
Cant find it on the wiki, read or this forum (great documentation), but are you supposed to play this mod on ufo or tfdt damage settings ?

23
XPiratez / Suggestions on how to improve the mod
« on: April 12, 2016, 10:12:44 am »
1. Since you are a pirate and are looting freighters, i think that indeed of always findin weapons, ammo and jewerly each once in a while in addition to spare ship parts, most trader vessels should contain actual cargo. For example, bounty should consist of several types of "cargo crates" which basicly hold commercial wares that have only one purpose: fence them.
Im think there should be a few types of cargo crates, called "Merchandise Crate" or "Entertainment Cratess". Depending on the size of the vessel, you can find like 5 to 30 of these cargo crates and they should be the main way to receive "income". This would fit with the whole "Pirates" and "Booty" theme a whole lot better than manufacting a gazillion metric cubes of grog.


Secondly, i dont know if its within the scope of the game engine or can be added as a code mode, but i think it would be very, very nice if the fence market would actually appreciate shortages and overstockages with decreased or appreciated prices. Coming back to the gazillion barrels of grog, even a very simple variable and loop should perhaps be able to decrease the sell value of grog over the course of a game, while increasign the price for more rare commodies.

Im sure there are more good suggestions, but i cant think of any right now.

24
XPiratez / Hostages, again
« on: April 11, 2016, 09:26:03 pm »
I need to understand how this works.
I took a Church Maiden as a prisoner and researched her. In result, i got info on the survey mission type and access to Slavery and Robbery Missions for for my second maiden.
I can sell the second Maiden for 35k to the fence, or i can rob her for some chips and lesser items or slave her for some minor items and a Slave Maiden.
Also, i can apparently research this second maiden, too. Will the research yield another random research topic, but not anything else ?
Whats the best way to use more than 1 number of prisoner ?

25
XPiratez / Hostage research projects
« on: April 10, 2016, 11:54:37 pm »
I can see how items, upon researching, should be expended and gone.
However, i dont know why Hostages would be expended upon researching. Its not an autopsy, so the hostage should stay a hostage after researching.

26
XPiratez / Marsec Bodyguard
« on: April 10, 2016, 08:40:14 pm »
How are you supposed to deal with them ?
I downed a medium ufo and by accident had my first mutant advisor with me. After smashing one guy with a spiked mace for a number of times, i ordered my advisor to scan the guy and i see he took no damage whatsoever and has like 60 to 100 armour ?
Which weapons do you use versus them ?

27
XPiratez / Ammo with PS subname
« on: April 10, 2016, 03:46:37 pm »
For most of my convential guns i can produce two types of ammo. One being "normal", the other with the suffix "PS". I thought its means to be Poison-Type ammo, but is that actually the case ? The Bootypedia, for the hunting rifle, just indicates this PS ammo has a slightly higher power yield 40 for PS ammo versus 33 for stock ammo ?

28
XPiratez / Manufacturing for money ?
« on: April 10, 2016, 11:04:41 am »
What else, besides X-Grog can be manufacted for a money sureply ?
Durathread Armour desc reads it can be sold good, too. Comparing the stats, it seems to yield slightly more money per manhour than X-Grog, but it also requires Durathread Mesh which im unsure if it has other uses.

29
XPiratez / gameplay mechanics question: ammo clips, dropped items
« on: April 09, 2016, 07:34:53 pm »
- If i have a MG filled with a full clip and i fire a single shot (out of 50), will i lose the entire magazine at the end of the battle ?
- If i drop some stuff on the ground due to a panic and win the mission, will the items that were dropped on the ground be considered loot or are they gone ?

30
XPiratez / How to deal with Cyberdics
« on: April 09, 2016, 12:46:26 am »
I have tried muscles with hammers and axes, assault cannons, molotov cocktails, frag, he grenade and black powder bombs.

Is it supposed to be this ridiculous ?

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