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Messages - legionof1

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1876
Yeah game is slightly cheaty when comes to detection of bases. Each crackdown mission has chance to find a base if it survived disregarding regions. At least it worked that way in original xcom and I don't think it was altered in open.

1877
XPiratez / Re: gameplay mechanics question: ammo clips, dropped items
« on: April 10, 2016, 09:59:49 pm »
Most things that have charges are only used up if all types of charges are used(stim,heal,etc.) As to the exact behavior of items someone should post that to the wiki. Generally speaking multi purpose items are consumed quite slowly. I made one run of small medkits(20ish) and it's lasted years. Granted I play very careful and avoid being attacked whenever possible. Even so I expend 4-8 charges per run. 2 years and still have kits.

1878
XPiratez / Re: Marsec Bodyguard
« on: April 10, 2016, 09:47:58 pm »
Percentages are always the exact percent something takes. Less than 100 means reduced. More means extra.

1879
XPiratez / Re: Manufacturing for money ?
« on: April 10, 2016, 09:45:49 pm »
Xgrog is pretty good because it has no components. Early in the game components are a rare commodity. Even late game some things that sell very you just can't afford to spend the parts.

1880
XPiratez / Re: Sorta stuck advice appreciated.
« on: April 09, 2016, 11:03:42 pm »
welp yay for more tech tree RNG blockage. Academy is still the fuckers in question. Specify needing to interrogate engineer to move forward in the laser field. Also apparently im missing advanced chemistry because ive never had a toxigun drop nor gotten lucky on other routes(to many things on data discs). Only ever seen ghouls once so...and they dont come on ships. So guess i actually start doing pogroms to try for wider enemy ranges. oh joy. Also still missing Pirate straits and eurasian autonmy so niether russian files or forgery. At this rate i might very well make cydonia with rifles. Got half the codes already. Incidentally tesla coil weapon holy hell i love it. I can stun big things and no ammo to boot.


Update
Yay progrom payed of even it did take 25 turns to finish because one guy hid in a stack of crates inside one of the tiny huts in the dockyard tileset. Apparently you can open the door to the hut visually revel every tile in it but not see a guy behind the crate stack. I frankly though it was bugged. Debug mode to the rescue. Turn out the dude was just not moving from his hiding spot. I think that spot is more then just visually glitchy. Also had a downed freighter with a single corpse in the rooms below the exploded engines yet the decking was intact.

Anyway advanced chem got done and with it school graduation was finally doable. The tech tree has opened up again. Oh and the humanists kindly donated me tank tech after 4.5 years. I was all worried when they hit me with the biggest base attack craft. Turns out the spawns gave almost all the high tier units as leaders and instructors which are pathetic even with plasma guns. Tanks also not much of a challenge at this point.  Mercenaries have put up a base so now the final run is potentiality available. Though i still dont have a fogiest idea how i would manage the star god base that been in Madagascar since year one with vip alive.

1881
XPiratez / Re: Supply Ship Farming and Taking Down Enemy Hideouts
« on: April 09, 2016, 07:35:37 am »
okay so i just did 2 base assaults and they seemed very small.  About 4 map chunks the same size as small craft ground maps. Is that normal?

1882
XPiratez / Re: Parrot mod
« on: April 09, 2016, 07:24:28 am »
Just want to convey my thanks for this particualr peice of the game. Parrots are my favorite thing about it. My now 3+ year game would  have died so many times if not for them. Or i would have quit in frustration of finding the one last sodding enemy on complex maps.

1883
I just level multistory buildings in terror maps if there are to many. One or 2 is okay but a mapful i break out the mortars and level the map. Screw the penalty for civilain kills most of them are gonna die before i win anyway if i win at all.

1884
XPiratez / Re: How to deal with Cyberdics
« on: April 09, 2016, 07:16:49 am »
IF you can have multiple set alights....wow im glad chruch zelots are dumb and try to flame me at 20 tiles and just end up spraying the landscape. Ive set myself alight more often then the enemy. Usually the flamer gal shoots herself.

1885
XPiratez / Re: Restrict item use for HWP (dogs)
« on: April 09, 2016, 05:57:46 am »
DF animals are just unfortunately not as dramatically effective. Same actual role thou, dieing in place of more valuable dudes.

1886
XPiratez / Re: How to deal with Cyberdics
« on: April 09, 2016, 05:24:46 am »
Ah thanks I've never turned up that entry. 5-10 dmg range explains the lack of gal impact. Even noob gals tend to have over 40 HP and grow quite a bit. So unless your in outfit with plus % fire less threatening  then most guns and relatively uncommon.

1887
Gimme gimme want. Not the original asker but want. Don't like the exposed thigh skin area. I think the outside of the thigh would look better.

1888
XPiratez / Re: How to deal with Cyberdics
« on: April 09, 2016, 04:08:46 am »
I would like to know what burn dmg is too. It doesn't feel impactful on the gals. But then again we have highish HP

1889
XPiratez / Re: How to deal with Cyberdics
« on: April 09, 2016, 03:07:39 am »
I'll second the use of mortars. Parotts grenade drops are handy as well cyber disks rarely go very high and have pretty big blind spots overhead due to being 4 tiles and sight checked from only the front edge.

1890
XPiratez / Re: Restrict item use for HWP (dogs)
« on: April 08, 2016, 11:21:17 pm »
Chainsaw armed dog???? My pathing problems in jungles have just been solved.

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