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Messages - legionof1

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1846
XPiratez / Re: Bootypedia (aka the wiki)
« on: April 13, 2016, 10:39:00 pm »
in page spoiler. Thanks for the good work.

1847
XPiratez / Re: Suggestions on how to improve the mod
« on: April 13, 2016, 11:45:05 am »
The multitude of assorted arms types i actually kinda like early in the game makes it feel more scavengey and edge of of survival. Mid game its a mild hassle to keep things tidy and functional but not to bad. late game is where it starts to take its toll housekeeping and shuffling of equipment to multiple base and in and out of dispersed production lines gets time consuming. the in game bootypedia is full to bursting and is much less useful for reference. The whole game dynamic changes and not in a great way.   

1848
XPiratez / Re: Bugs & Crash Reports
« on: April 13, 2016, 06:39:18 am »
That particular issue is another long occurring flaw since no one has bothered to craft a separate error message for energy. I'm frankly impressed we have separate messages for the various types of LOS failures. All 3 are the same type of failure as far as the game cares. And energy shows up so rarely as an issue in unmoded play. piratez has it all the damn time on the other hand because we have negative energy recovery on almost every power armor.   

1849
XPiratez / Re: Bootypedia (aka the wiki)
« on: April 13, 2016, 05:56:10 am »
Bandwidth is not something i would worry about. Lets face it these are not very high quality source images we are talking about here. However formatting is a concern. a full inventory screen at legible size is a huge amount of screen space. Perhaps someone could devise a legible box grid style thing something like:

XX00 <=mesh armor belt layout. 0 is open. X is closed.
    00   


Such a format would compress the needed space. But it would need to be formatted is a way so that it will retain the internal pattern no matter viewer display. So no simple text. My web page writing experience was over a decade ago so i barely recall how do it back then let alone in a modern form other wise i would take a shot at it. I would rather not butcher an already info dense wiki page.

1850
XPiratez / Re: Suggestions on how to improve the mod
« on: April 13, 2016, 05:39:19 am »
Actual funds is not so much the point it is more towards what feels rewarding to do and play and not just runabout/fighter/cutter 234. When you need to do many small crafts over and over every month to keep from losing the game to score, in-between preparing for major targets things become dull. This is unfortunately what alot of the mid game involves as you wait for the right captures to come along to pass bottle necks.     

1851
XPiratez / Re: Bootypedia (aka the wiki)
« on: April 13, 2016, 05:18:57 am »
Most armor's in game descriptions say how many spots that have so the information is not completely hidden. However armors do not lose sockets in a uniform manner so the inventory size value is of limited help. Amazon armor for instance loses the quick draw slot, part of the belt and one leg and one shoulder while having a 2 row pack. Mesh armor loses one shoulder spot on each side, a part of the belt and only has a 1 row pack. The inventory between them is only 2 spots different with the same belt. but the mesh armor is much more favorable for sidearms and multiple grenade use but must use its hands for larger then 3x1 items. 

Guerilla is moderately good outfit stat wise but it has a full pack which most early outfits lack     

1852
Most faction missions have no score penalty and can be ignored unless you need the score from the combat. Peacekeeping is the big one to watch out for since it is a huge negative hit. Supply runs do not have any penalty its the base itself that is causing the score ding. Crackdowns are only a threat to your bases not score.  pogroms are actually a net positive if you can manage the ground combat.

As to the industrial printer/factory problem the printer is specifically needed for some items. The factory is just a supersize workshop with greater capacity and lower maintainment then 9 workshop blocks. However fully staffing its 450 capacity requires significant supporting building. 13 luxury barracks at the smallest space. also a power plant. Factory is a late game thing that i feel is best suited to either cashflow or gal hour intensive things like vessels and advanced HWPs.

To be able to build everything in the same base requires: a surgery, a laser defense, a plasma defense, a gauss defense, an industrial printer, a power plant, a excavation, a still, a mint, a summoning circle, at least one vault for component storage, a prison and an influx of slaves(which means ground combat team), an unused hanger, and some additional barracks space. The complexity and the piecemeal acquisition of needed tech makes a single center of production unreasonable imo. Granted a manufacturing focused base for component processing and substeps to a final product is a good investment.  Saves runt hours on the high tech base.

1853
XPiratez / Re: Manufacturing for money ?
« on: April 13, 2016, 12:37:24 am »
AH cool thks.

1854
OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: April 13, 2016, 12:35:41 am »
Enhanced officer effects would be cool. Perhaps some outfits only usable by higher ranks if that even doable.

1855
XPiratez / Re: Manufacturing for money ?
« on: April 13, 2016, 12:22:51 am »
Very nice. Could there perhaps be an additional entries for the net profit of multistage forgery. Silver>purple>blue>red.


1856
XPiratez / Re: Usefulness of Factory
« on: April 12, 2016, 04:39:40 pm »
i have yet to encounter an item that is factory required. at least im pretty sure manufacturing list get quite dense late game. Industrial printer is needed for several things but the printer is only 2x2 . The factory is 3x3.

1857
Yeah they do pick up things. After some testing it seems they are reluctant to pickup things while in view of foes. I always run with parrots so i have very large portions of the map under observation most the time which seemed to be hindering the attraction behavior.

1858
XPiratez / Re: Suggestions on how to improve the mod
« on: April 12, 2016, 12:08:52 pm »
I agree that very few targets that actually feel like good pickings. Most of the early game what you can handle with acceptable risk is limited. Feels more vulture like then pirate. Mid game more targets are within acceptable risk but rather few of those are actually profitable beyond tech acquisitions.

The list of what are actually big scores with acceptable risk to my mind is:

Freighters. Weak crew, lots of goods, a layout that makes multiple captures pretty easy.

Supply Ships. On open maps where sniping is doable the baby nukes are manageable. Large quantities of high value items. Gauss weapons are always present. So guild supply ships can be a quick leg up since you have good weapons on frail GO and Security that you can then turn against the marsec

Bases: Trader and to a lesser extent academy bases. Most the units in these are fairly frail. Besides the faction leader there are few powerful foes. And in the case of the traders those slots can be either marsec BG or guild reps so it is possible to face only the guildmaster for armor. Academy split there high slot between espers or medics neither of which is particular threat to an experienced crew. Again Gauss weapons guaranteed. However the small size of most bases allows the potential to out number and overwhelm.
Other faction bases are however quite hard. Merc units are just beefy from bottom tier to top. Church bases contain multiple terror units as well two types of power armor foes. Star Gods hehe yeah right.

Pogroms: Actually pretty good pickings if you can handle terror units. Humanist and deep ones battles are fairly easy. Guild is also manageable as long no boomasarus. Raiders are also pretty easy since they spawn fewer units then other attacks and have poorer guns(laser instead of plasma/gauss). Dark one attacks have fewer total units but a higher portion of terror units. Bandits are also pretty easy given a stock of grenades for the armored cars.

Gold transports: actual transport is no more threatening then other freighters and an even better internal configuration for captures. And yeah huge pile of gold.

Most everything else seems like either a major challenge due to volume of foes or almost not worth the ammo.

Grog production and later forgery seems almost necessary to keep things flowing smoothly and to cushion bad luck.

1859
XPiratez / Usefulness of Factory
« on: April 12, 2016, 04:34:25 am »
Okay is there a good use for this building considering it requires a further 4 large barracks and a power plant(a total of 17 tiles) to build and fully utilize? such a setup precludes very much else(26 of 35 tiles used). Given the build time and the massive 15 mil build cost it needs to do something worth the investment. 

Vessel production potentially comprises good base defense principles since you cant isolate the necessary hanger.

Production of pure cash items(grog or forgery) requires an additional building and additional barracks space to reach full utilization if you want a garrison. Given the limited space ground defenses are of limited value at low tech. A garrison seem the best option for defense.  While such a setup would make a lot of money very quickly the investment and setup time makes me question the effort when much smaller setups can produce significant positive cash flow.

I have a base with a only 70 runts on grog making a half mil in profit per month.

1860
i do not believe that functionality is in piratez. least i have never observed it happening. In my opinion it would make the mod a more challenging experience. I wouldn't like supply ships runs where foes pick up there dead buddies baby nukes

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