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Messages - legionof1

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Manual edit makes sense to me. I frankly don't think i would have been as successful in my current play through without the longer range. My initial rounds of gals came up almost all high accuracy low str. Parrots allowed scouting in relative safety and high accuracy let me mass fire at long range. If i had been forced into a more mid range game i would have been shafted by limited carry weight for ammo and heavy weapon options.     

XPiratez / Re: Bugs & Crash Reports
« on: April 15, 2016, 06:43:53 pm »
Oo neat

XPiratez / Re: Bugs & Crash Reports
« on: April 15, 2016, 06:11:28 pm »
Sometimes I've gotten that to generally only super tiny research cost item. Mostly the newspapers. I thought it was just overflow since research professor checks daily.

OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: April 15, 2016, 05:45:29 pm »
There was a mention someplace here in the board about setting up things to sell from the post mission loot screen. Perhaps that's where something like these cutoffs could be. Vaults are unaffected but no more umpteen pistols to deal with.

XPiratez / Re: Small adjustment request
« on: April 15, 2016, 03:04:03 am »
Well if 4/3 is within range vs 50 armor and it breaks(ie. no HP) napkin math says I'm just "lucky ". I'll play with it some more to get a better quality data sample.

XPiratez / Re: Small adjustment request
« on: April 15, 2016, 02:20:56 am »
I don't have hard data at this juncture (working on that)
It just feels marginally too flimsy by about 5-10% which maybe difficulty related. How exactly do walls function? Walls have always been can i break it in immediate fashion consideration for my play even in the original. 65 base seems good on paper. It also may be case of sturdy shacks. On further thought I recall the shacks being pretty hefty back in vanilla.

I am trying to capture a good save to debug. I have been as yet unsuccessful at reproducing the multiple factions active at once. And my closet save is 2 game weeks away from the incident. Will update when i have a good candidate.

So are all crackdowns the same mission? I had Mercenary, Academy, and Star Gods all on base strike runs to separate targets. Traders and humanists where doing the swarm thing in asia and south America respectively. One failed landing and everybody says fuck it and teleports off the globe? Given that these are themed as distinct factions this behavior ill fits the mod IMO. 

okay i can now vouch for weird things happening to crackdowns after a base attack. I had multiple attack craft inbound to bases but after the first ground. battle they all vanished as well the 3 or so crackdown search ships.

XPiratez / Re: Piratez 0.98b TechTreeViewer (partial)
« on: April 14, 2016, 10:59:51 am »
In my case i do not have an install disk anymore(7 moves in 3 years stuff goes bye bye) and getting a legit copy is much more of a pain since 10 released.

XPiratez / Small adjustment request
« on: April 14, 2016, 10:29:48 am »
Could base walls be reinforced by a smidgen feels a little flimsy when iffy quality(below 35 dmg)gunpowder weapons blows through several walls in a row on auto fire. For something that looks like metal 2 floors below ground I've met sturdier wood shacks. The shacks in question seem to be about 50/50 to mid 40s dmg guns.

The corner wedges in the lift on other hand feel remarkably sturdy generally withstanding lots of pretty high dmg explosives.


After an an attack on your base the crackdown ships for that mission stop appearing. Now multiple factions can have multiple crackdown mission running at one time. But it sounds like to me that the base attack hit and concluded the mission. The actual ships that do the base attack are very fast(6000) so depending on base position relative to the spawns it possible for one to hit in between detection sweeps which are every 30 mins of in game time i think.

Crackdown missions come in 2 stages:
Stage 1 lots of normal ships trying to find a base by searching the region where there factions ship was shot down.
Stage 2 a single attack ship goes for the base. If it is shot down by base defenses after awhile another may try. Sometimes it bugs and you get a never ending series of ships getting shot down by base defenses.   

Are we talking not seeing any on the Geoscape? It's possible to not have any crackdown ships spawn since crackdowns are dynamically generated based on player activity. Or are we talking something missing in intercepts or the battlescape?

its how all the terrain works, since hover capable units use the TU of the ground in the tile they are in. Empty/flat tiles are cheapest. For example its faster for a hover tank to float up and over a hill then up the side despite the up and over being more total tiles.

XPiratez / Re: Piratez 0.98b TechTreeViewer (partial)
« on: April 14, 2016, 08:27:53 am »
Latest version of firefox on windows 7. It appears to load properly but fails to produce any drop downs for text input. Sometimes it also fails to load the key in the bottom left with identical behavior. I wouldn't worry to much about it. More then likely its due to either my somewhat poor net or my relatively aged machine. It's well past time for a wipe and clean install from the ground up. But since i would like to keep 7 that particular option is no longer open.

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