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Messages - khade

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46
The X-Com Files / Re: Just a thought for the beginning
« on: August 09, 2018, 01:59:12 am »
Could have an item that increases the personal light level, though honestly they already seem to be equipped with the setting equivalent to a good flashlight, the actual flashlights are big portable floodlights, I think.

47
XPiratez / Re: Newbe questions
« on: August 09, 2018, 01:36:09 am »
Eventually maybe?  I honestly don't remember but I think so.

48
XPiratez / Re: [MOD] Syn Uploads v1.0
« on: August 09, 2018, 01:35:22 am »
I understood the Star God thing to be uploading into carefully prepared clones, or using brain transplants.  And even if it were set up to allow the Ubers to take that route, it's likely to be post endgame tech.

49
XPiratez / Re: Newbe questions
« on: August 06, 2018, 11:41:32 pm »
I think it's possible to buy the technician, though I can't verify it.

50
XPiratez / Re: The muscle power challenge.
« on: August 05, 2018, 03:29:06 am »
Fair enough.  Good luck on your muscle wizard run.  :P

51
The X-Com Files / Re: Early gun balance
« on: August 04, 2018, 10:02:42 am »
Rifles are the workhorse of militaries everywhere, but at the start your guys barely qualify as police.  They're allowed handguns and cheap weak shotguns because Murica! (X-files is set in the US of A and we seem to be going for that vibe) But police don't generally have access to rifles or bigger guns.  Ideally they should have Kevlar and smoke bombs or flashbangs at the start, but nobody thinks they're actually necessary or useful, and everything useful is delayed.

Given that we're going for an X-files/police procedural style in the early game, I think it makes sense that the handgun is king for so long. 

Maybe this isn't the place to suggest this, but what about early missions where you have to find some item or evidence and get it back to the point of extraction before a certain turn passes, everything not on a green tile is lost, enemy reinforcements are inbound and you don't have the manpower or the mandate to do more.  Thought of that due to the police procedural sentence.  Alternately, if we ever get the ability to have reinforcements actually show up, a secure the location and defend against enemies coming at turn 15 or whatever could be fun.  Still not the place for suggesting it, but whatever.

52
XPiratez / Re: The muscle power challenge.
« on: August 04, 2018, 09:43:46 am »
Please say you're recording this trainwreck waiting to happen?  ;)

53
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: August 04, 2018, 09:42:18 am »

4) how about ancient firearms, like a , a possible "early" version of the mortar? may be unlocked with the blaxk market, and supposed to be oitdated when gals learn to manufacture assault cannon? or even a gatling machinegun, an early black market machinegun?


Uh, the early mortar kind of required a team of horses to move, I'd estimate it at 600 lbs easily.  If I'm remembering correctly, it wasn't useful for anything beyond removing a castle wall, though admittedly it was pretty good at that.

We do in fact get early access to a gatling, or something similar, it only requires an extractor to build.  Though I can't remember what techs are needed to get it.


On another note:  I'm pretty sure the air balls are more of an emergency weapon, for if you have to get the air game up but haven't had luck with drops.  But I agree that they're not exactly designed to be useful, based on the description, they're literally large grenades thrown out the hatch.  More useful if you are trying to bomb a ground target, but that's not something we generally have to do in this game.  Think early WW1 air combat.


Note the third:  Any attempts at a long war version? where research beyond the very basics take a while and ramping up to frequent crackdowns and mercenary or star god presence is delayed a great deal?  That could allow for the crude early firearms to actually have some time in the sun before being replaced.  Maybe make it harder to get enough trust to actually buy better guns, muskets and pistols seem to be replaced by revolvers almost instantly, despite the lower damage, twice the ammo per unit is just that valuable.

54
XPiratez / Re: The muscle power challenge.
« on: August 03, 2018, 10:05:24 am »
You're doing Muscle Wizards?  ;D

55
XPiratez / Re: Transifex: Piratez translations
« on: August 03, 2018, 10:00:50 am »
At least it's an easy early resource to sell, I think it's 4 times the value of anything you start able to make and only requires 1 maybe 2 techs to extract.  It becomes too little very quickly, but it's still useful for that time.

56
XPiratez / Re: Newbe questions
« on: July 31, 2018, 06:10:11 am »
A possible other way you're meaning that question:

You have to build the prerequisites before you can build the later buildings, in each base, aka a library requires a still, I believe.

57
XPiratez / Re: A thread for little questions
« on: July 31, 2018, 06:02:44 am »
Colored lights on a ship currently mean that ship is either mutant alliance or official government.  There might later be different running light designations, (I don't know for sure, not part of the inner circle ;D) but right now I believe we have two, both of which are worth negative points.  Doesn't mean you can't shoot them down, but you WILL be penalized for it.

58
XPiratez / Re: Newbe questions
« on: July 18, 2018, 06:11:17 am »
Shooting down anything other than civilian shipping is dangerous, and civvies tend to be worth negative points and money anyway, also earliest weapons are not going to cut it against the factions.  Research gives lots of infamy and infamy is actually worth money, so it's worth putting resources into your brainers pretty quickly, I usually try to hire them at the beginning of a month, as they are expensive to maintain and I want to get research out of them before having to pay wages.

Following people and looking for targets of opportunity is a good early way to find infamy, as are the missions that pop up.  Early pogroms are actually not great for your infamy, as you probably don't have the resources to keep civilians alive as well as your crew.


I can't emphasize enough that research is probably the most important source of infamy early on, it directly gives it and provides more ways to gain it as well as more tools to survive getting it.

59
XPiratez / Re: Bug-Report
« on: July 18, 2018, 02:12:42 am »
I got a segmentation fault from closing the game.   :)

60
XPiratez / Re: Newbe questions
« on: July 17, 2018, 04:22:20 am »
OK, I actually checked the settings, there is an autosave, which doesn't work with Ironman, but I can't see a way to change Geoscape frequency for saves or information on how often it saves.  It seems like it would be far easier to just use the autosave and do a specific save at the end of every month then it would be to export an Ironman save to wherever it needs to be to not be overwritten, but I guess I could be wrong, I don't back up my Ironman games like that, even though I probably should given the games I actually use it for.

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