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Messages - ohartenstein23

Pages: 1 ... 127 128 [129]
1921
Yes, if they're looking in your direction and within the view distance, which is 40 with the latest update, they'll spot you.  They won't be able to shoot though until they can spot you on their turn, but they'll remember where your gals are, and may start hunting them more aggressively.

On a related note, I've found that reloading a save turns the lights back on even when they were off when you saved, so be careful about needing to come back to a night op you had to leave partway through.  Also, the Pachyderm is terrible for disembarking at night; even when personal lights are off, the engines are a beacon declaring 'Yarr! Here there be piratez!'

1922
XPiratez / Re: Let's play X-PirateZ
« on: May 27, 2016, 12:29:54 am »
I had two spots on the Pachyderm for amazon outfits plus spears for scouting and demolishing light opposition.  Maybe once I have the Bonny I'll try putting my bardiches to better use.

1923
I don't think night ops are necessary, it's just what I've found to work well with the increased view range and poor starting accuracy of the gals, plus I would keep forgetting to use smoke grenades.  Night ops heavily favor your gals in the early mini-missions, and given you great opportunities to train reactions.  Just point your team towards the opening of the outpost/warehouse/church, turn off your lights, and wait with fast snapshot guns.

1924
XPiratez / Riding the bus to work - enjoying the small squad size
« on: May 26, 2016, 11:58:06 pm »
For everyone who has started a new game with 0.98F - how are you faring with the small starting squad size?  I've liked getting to know my ragtag band of pirate heroes, and due to my unwillingness to assault a large shipping until lately, haven't been able to get an air sailor to research the Bonaventura until well into year two.

The small landing craft have forced me to adapt by doing more night ops, which become truly thrilling against supply ships and the sudden daylight of a baby nuke going off.  Almost going to miss it, now that I'm manufacturing the trusty old ship. On the bright side, I won't fear pogroms as much now.

1925
XPiratez / Re: Let's play X-PirateZ
« on: May 26, 2016, 11:08:43 pm »
Please educate me then on a true melee assault - I've only be good at skirmishing with a spear and vanilla rookie + stun rod bum rush.

1926
XPiratez / Re: Let's play X-PirateZ
« on: May 26, 2016, 06:13:45 pm »
His choices are quite effective.  I figured he uses gauss muskets often enough there's a good possibility he might let me pick one up, and I'd be happy anyways if I just get to be one of the gals running out of the craft with mace or sword to secure the landing site.  You're right that I don't expect to really get the SMG, since melee assaults is his boarding jam.

1927
XPiratez / Re: Let's play X-PirateZ
« on: May 26, 2016, 03:14:01 pm »
Hey Meridian, loved your FMP let's play - it became my mod of choice for the longest time.  Working my way through this series, and decided to board the piratez bandwagon (vessel?).

If you've got a swabbie with good reactions and fair accuracy, I'd like to join the roster as Grogged-Up Brynhild, wielding a gauss musket in the field and the biggest SMG possible for close assault/breaching.  Or a spear, because skewering researchers and GOs is fun.

1928
XPiratez / Re: Mansion Mission Reports (Please Contribute)
« on: May 26, 2016, 02:58:06 pm »
I waited until about mid-summer to research the mission, got the first spawning in September, against the Academy (3rd difficulty level - Black Beard?).  Loaded up the Pachyderm with my best gals, determined to clear it.  Took me about three hours total, and apparently it wasn't punishing enough for me, because I did it two more time later against the Church (and made the mistake of translating a second Liber Occultus after I already researched the first).

Lost one gal in the first mission to an Osiron Yeoman hiding in a bedroom with a shotgun - never scout alone near the end of the mission using all your TUs, and take cover, blast it!  Smartpistols and Manstoppers were my main weapons, barbed daggers and pipes did fine work against the drones and armored security.  Notably, a shovel picked up by a somewhat runty gal was able to whack off the damned Esper spamming panic.  Very few captures, I executed the unconscious ones to not have to deal with them running off later.  Should've just smoked them for later.

The sheer enormity of the piles of loot catapulted my research forward and got a second base started in the Caribbean solely for Grog production.  We're pirates after all, what's the point of cash if not to obtain more Grog?

1929
XPiratez / Re: [MAIN] XPiratez - 0.98F - 13 May - Airbus Adventures
« on: May 20, 2016, 10:09:46 pm »
Given how much I love using Molotovs against everything else, I should have probably thought of that.  Thanks!

1930
XPiratez / Re: [MAIN] XPiratez - 0.98F - 13 May - Airbus Adventures
« on: May 20, 2016, 07:31:18 pm »
Congratulations Dioxine, you brought the most wonderfully maddening aspect of EU2012 Long War to OXCE - drones and their ability to mess up your swabbies (rookies).  If it weren't for the self-charging laspistol I got out of assaulting early Academy shipping, it wouldn't have been worth it.

1931
Experienced a CTD when attempting to fire the hybrid cannon with the chem (incendiary shells), happens on hitting the target.  I've attached a save where it occurs, just use the selected soldier to fire on the Muton he's facing.

I was able to fix the CTD by changing the lines for the hit sound/animation for STR_HB_CANNON_CLIP2 to
Code: [Select]
    hitSound: 0
    hitAnimation: 0

1932
Enjoying the mod immensely, especially the early choices between selling UFO parts and breaking them down for codex fragments, and between using the fragments/alloys to make better equipment versus using the materials to tech up.  Also, love the PDWs as starting weapons, I was a fan of giving probably more soldiers than I should the SMGs in Final Mod Pack, it's great that you enabled these weapons as a viable alternative to the assault rifles.

Question:   if I clean out the temple instead of bombing the codex, do I get a windfall of some sort?  Does the transmitter get added to my inventory?

Just completed a codex recovery where I cleared out all the floaters without destroying the device, I didn't see any extra loot from the mission.

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