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Messages - Mattdo

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16
XPiratez / Re: [MAIN] XPiratez - 0.98F - 13 May - Airbus Adventures
« on: May 26, 2016, 12:56:03 pm »
I think the point was that he'd already researched Diplomacy but not Diplomacy, so he couldn't read the Pedia text for Diplomacy, just the text saying he had to research Diplomacy, which made no sense, because he'd already researched Diplomacy...

17
XPiratez / Re: Grenades & Explosives - advice appreciated
« on: May 25, 2016, 07:28:44 pm »
So, if you set a grenade timer to zero and are still holding onto it at the end of your turn, it doesn't go off?

I'd complain about this being an important feature that should be explained to the player, but most of the rest of the game is like that too... Maybe I should read the original X-Com manual some time - I assume I got that when I bought it off GoG...

18
XPiratez / Re: Chem/Acid Q
« on: May 25, 2016, 12:58:07 pm »
Mission generation is weird. I get Cruisers from the various factions all the time (often landing in Australia to try to sway the local government), so it's pretty easy for me to find guild/academy/church bosses. But I haven't seen any Star Gods in years.

19
XPiratez / Re: Grenades & Explosives - advice appreciated
« on: May 25, 2016, 12:52:30 pm »
I never really use grenades - high time cost, hard to use against an enemy under a roof or down a long corridor, danger of blowing yourself up, can't be sure if it worked or not until the end of the turn... I prefer grenade launchers, RPGs, a mortar on the roof of my ship, or any shooty-gun heavy-duty enough to kill armored foes.

20
XPiratez / Re: Suggestions on how to improve the mod
« on: May 20, 2016, 02:18:16 pm »

21
XPiratez / Re: Suggestions on how to improve the mod
« on: May 20, 2016, 12:48:23 pm »
By making it 8 pixels high?

I'd rather see:
A filter that allows me to switch off all things I can't currently manufacture due to lack of materials.
A filter that allows me to switch on things I can't currently manufacture due to lack of base facilities. (To let you know what you're lacking.)
An 'alphabetical sort' option.
A 'do not show' list, for obsolete weapons I'm never going to make.

Obviously, some of these would be quite difficult to do...

22
XPiratez / Re: Suggestions on how to improve the mod
« on: May 20, 2016, 12:03:36 am »
First, you have 'alt' for standing units, mini-map for laying units.
OMG you guys if you press Alt the invisible enemies that your characters can see but you can't are highlighted! This is the most amazing thing I've found out since my discovery that my characters can sprint if I press Control! And all after only three years of in-game time!

23
XPiratez / Re: Suggestions on how to improve the mod
« on: May 18, 2016, 01:23:06 pm »
Is it possible to make the morale system a bit more nuanced?

I've played battles where we roll over the opposition, stunning them all and taking no damage whatsoever. While we're looking for the last enemy, who is panicked and hiding in a corner, we run out of morale and start going berserk and killing each other. If I'm understanding what's going on here, morale declines over time and can only be raised by killing foes. Maybe the decline over time could be halted if you outnumber the enemy more than two to one? Or am I supposed to have everyone stop for cigarette breaks? (Most items that boost morale don't work if you're not injured, which seems weird to me.)

24
XPiratez / Re: 2h weapons and why some are not 2h at all ?
« on: May 18, 2016, 01:14:45 pm »
One-handed penalty = weight of item?

25
XPiratez / Re: Pirates custom weapons vs loot weapons
« on: May 18, 2016, 12:28:48 pm »
I love the Vulcan RFG. 20 powerful shots, accurate enough even at extreme range, and unlike the HMG you get to use 30% of your TU to get into position.
The trick is (a) to use the classic spotter/sniper combo, only your sniper is a maniac with a gigantic machine gun, and (b) use the Control button to order your 'sniper' to fire even if she can't see the target. Just because there's a tree and a brick wall between you and your target when you start firing doesn't mean they'll still be there when you finish.

26
XPiratez / Re: 2h weapons and why some are not 2h at all ?
« on: May 17, 2016, 04:39:28 pm »
It's not impossible to fire a sniper rifle one-handed - google it if you want. (Especially if you're a mutant with superhuman strength.)

If you want to see the accuracy penalty, just look at the predicted accuracy while holding another object in your other hand, then drop the other object and see how it changes. It's pretty small.

27
XPiratez / Re: Bugs & Crash Reports
« on: May 14, 2016, 10:31:23 am »
This is a save file to demonstrate that even if you finish a mission with mind-controlled Armored Beastmasters, they still appear as regular Beastmasters in your inventory. Same game as the previous save file. There are two mind-controlled Armored Beastmasters, so just ghost-dagger or mind-control the Exalt guy to end the mission.

28
XPiratez / Re: Bugs & Crash Reports
« on: May 14, 2016, 10:29:17 am »
Here's a save file with my bug where there are frequent Sway Local Government missions to Australasia, and very few anywhere else. At the point where I saved, there are around eight ships trying to sway Death Realms simultaneously, which has long since gone zero tolerance.
Game was started in 0.98B I believe but is now running in 0.98F. I use the 'smaller mansions' mod.

29
XPiratez / Re: Piratez Difficulty Curve
« on: May 11, 2016, 01:08:51 pm »
While the mercenaries and star gods are tough, you don't seem to meet them much more in the late game than in the early game. I'm in the late game now and I'd love to fight some more challenging opponents, but they're hard to find, and I keep getting distracted by lower-ranking foes. (I feel compelled to assault any ship I shoot down...)

I quite like the fact that the game doesn't just scale up automatically - you don't get generally into a situation where things are hopeless four years in because you didn't research the right things and are now behind the curve. (I've put so much time and effort into this one playthrough that I will be pretty indignant if I don't ultimately win.)

I wouldn't want to cut back on the turn unit gain or anything like that. (Power armored units are slow enough as it is.) But I would like it if the opposition responded to your efforts a little more. Early on, Sway Local Government (and Crackdowns) should be rare because you haven't antagonised anyone enough to motivate that kind of effort, making it easier to survive the difficult early game. Later on, capturing a mercenary base could lead to a greater frequency of hostile mercenaries; capturing enemy leaders could cause more Star Gods to appear.

30
XPiratez / Re: Suggestions on how to improve the mod
« on: May 10, 2016, 02:35:04 pm »
Here's a small thing I'd like to see:
The tech tree is very confusing to newcomers. For example, Linux SMG is a precursor tech to Bigger Guns. Until you've researched Linux SMG, you can't discover new weapons for your ships, and you can't build most defensive installations. But I wasn't interested in SMGs - I never use them, since they're usually weak against armored enemies, and there were always a dozen other techs that looked more promising, like captured engineers, who I thought might teach me these important secrets - so I played for years of game time without bothering to research that path, and only eventually found what I was doing wrong via the online Tech Tree.

So I think the Linux SMG tech should be renamed 'Basic Gun Design' or similar - it could still give you the same stuff otherwise. There are probably other techs like that.

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