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Messages - legionof1

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1771
XPZ Strategy/Tactics / Re: Piratez starting guide for new players
« on: April 19, 2016, 06:11:10 am »
I wouldn't bother with gating the pogroms unless your considerably regressing starting tech. Most players of the mod will be familiar with the concept. Rare is the player that hasn't at least a passing familiarity with what is a core mechanic in UFO, TFTD, and the new games. At least that ends up here.

If you did regress the start to a pre first transport state gating the pogrom is necessary to prevent the score penalty from being merely punitive.

A morality/play-style branching would be interesting. The "evil" branch has more to do with the dark ones(easier destruction voodoo, hellblades, etc). The "good" branch has better non lethal gear and better communion voodoo rewards(less plody converted cyclops).

A savenger "roadwarrior" style with faster craft repair and more things like the junkmaster and focus on low tech gear. However less craft hitpoints and miss out on higher tech ammo.

A brainer "tech" style with easier high tech access by eliminating some prerequisites. But you pay a premium in production costs and need to build "experiments" so sacrifice runt time.   

1772
Mansions defiantly hold some. Potentially quite a large number depending on map spawn. Any other ways i dont know off.

1773
XPZ Strategy/Tactics / Re: Piratez starting guide for new players
« on: April 19, 2016, 04:31:36 am »
A modified "terror" every now and again would be interesting. Freighters set to no landing would give the boony a clear task in the air. The player seeing the "port raids" i dont feel is too bad if you would tie it to something akin to the mansions or the russian files. Maybe data discs have "shipping schedule" get one free? Or off guild Reps? Or maybe mutant alliance "spies". As long as the mechanic is gated and explained to the player as to what it represents, the player likely dosen't give a toss of the backend execution.

1774
XPiratez / Re: Bugs & Crash Reports
« on: April 19, 2016, 04:17:20 am »
And resounding ultra nope. Some basis of the assumptions of how this works is flawed. or am an idiot. or both.

1775
XPiratez / Re: Bugs & Crash Reports
« on: April 19, 2016, 03:52:58 am »
okay maybe ive fixed the corpse issues. Testing pending.....

1776
XPiratez / Re: Bugs & Crash Reports
« on: April 19, 2016, 02:54:35 am »
Okay then "IF" im understanding this correctly, the majority of armored or power armored outfits battle-corpses are recover true since they have no definition.

1777
XPiratez / Re: Bugs & Crash Reports
« on: April 19, 2016, 12:12:04 am »
Question what is the default state of recover if it has not been specified? I was manually correcting recover flags and saw some bodies with out recover defined. 

1778
OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: April 18, 2016, 11:51:14 pm »
I'll second the irritation of recalling what a sweep told me. Accepted irritation for game but id drop it in a heart beat given the choice.

1779
XPZ Strategy/Tactics / Re: Piratez starting guide for new players
« on: April 18, 2016, 11:45:46 pm »
As to Tanks and helicopters in garrisons, the response time problem actually gets worse the more advanced you get beyond "grab pants,gun, and pointy bit, pants optional". Granted power projection has improved but not response time. Our little AI tanketts on the other hand much faster to respond provided the docking station isn't too complex.

I like the "fort" idea but i wouldn't make them immobile just slow and sufficiently meaty that interceptors are a poor choice. Don't know about fewer freighters landing. I believe the point was more why is it stopping in random forest 248j when it has the demonstrated capacity to loop the planet/travel to another. Who signing for a freighter worth of goods in explodey purple jungle? Catching a freighter at some settlement no matter the dinkyness feels logically better.   

1780
XPiratez / Re: GOVT vessels
« on: April 18, 2016, 02:14:51 pm »
 ??? not according to what i've played. Perhaps certain units have more dramatic values or their is some adjustment on difficulty but ive manged scores of 10-30 positive on government runs many times. 

1781
XPZ Strategy/Tactics / Re: Piratez starting guide for new players
« on: April 18, 2016, 02:09:56 pm »
In historical piracy attacks on "landed" craft where not particularly uncommon. Tall ship era vessels routinely stopped at unguarded(but for the crew themselves) locations to take on water, get the crew fresh air, etc. Catching a ship at anchor with some crew ashore was an ideal situation for the pirate.

Even attacks on fortified locations where not unheard off. The pirates can't take a standup fight against a full garrison or a true warship but neither can those forces be combat ready at all times and quite often take some minutes to even be ready. How much could you steal with say 10-15 mins lightly opposed access if you had 20 some experienced folk? 

Even most fortified ports of the Tall ship era had rather small garrisons. What made the garrisons relevant was the fortification they held. No ship afloat could match a fort for raw weight of fire but neither could the fort withstand determined direct troop attack. Most port fortification served more as a deterrent then anything else. To engage a fort was to risk your ship and ships where very valuable.

1782
XPiratez / Re: Stuck in the tech tree advancement.
« on: April 18, 2016, 01:27:58 pm »
No you are not the only one. The particular clue for the pillow book is probably the most obscure in the mod. And obscurity abounds if your not paying careful attention to every description in the pedia. Everything is provided to us if we care to pay attention and do the tech research. However the sheer density of stuff makes vital clues easy to miss without outside tools that have superior formatting. There is only so much that can be done within the engine which is at its base a recreation of a 22 year old game and uses much the assets of the original as a framework.   

1783
XPiratez / Re: Stuck in the tech tree advancement.
« on: April 18, 2016, 12:37:43 pm »
Broken individuals are what you get after you interrogate a captive in the manufacturing screen. To do this "manufacture" you need Diplomacy tech. Researching a broken individual yields different techs then a normal captive. These techs are some of the major bottle necks to progression. For example high end laser tech require a broken academy engineer.

Diplomacy tech is also bottle-necked behind "pillow books" a tech item you must manufacture yourself from Mutant Porn.

Alot of this mods tech is dependent on manufacturing something yourself,and then researching said thing, as a median step to progress

1784
XPiratez / Re: GOVT vessels
« on: April 18, 2016, 12:28:04 pm »
part of what i was talking about is that its not necessary to abort a run against government ships if you have a reasonable means of capture available. About 50/50 killed to captured ratio of government units is usually a net positive score.

1785
XPiratez / Re: GOVT vessels
« on: April 18, 2016, 11:54:21 am »
This Is believe is by design. Those missions not on government specific ships, which do have the described lights, are ment to be difficult to deduce without the decoder.

However on such co-opted ships only the specifically government units inflict negative score and only when killed.

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