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Messages - khade

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496
XPiratez / Re: Suggestions on how to improve the mod
« on: June 21, 2016, 08:33:36 am »
I got a score like that after three missions of around 300 points each, end of month I was at -1500. I don't have the skill to check it out, and decided to just restart, but I do have a save that is only a few days before the month end, if that could help, it's already negative. My second run didn't have the negative spike, at least not the first month.

In an earlier game I got an endless stream of temple ships, do those succeeding have score to cause this sort of thing?

497
XPiratez / Re: Suggestions on how to improve the mod
« on: June 17, 2016, 01:17:16 am »
Cool, unfortunately I am absolute crap at coding or art stuffs, so I can't really help design the look or whatever might be useful, but I'm happy to hear it is a good idea.

Another possible idea: how hard do you think it would be to allow more than one craft to land at a location? especially for when you only have small ships and would really benefit from a lot of warm bodies in the next mission?  I assume there are multiple possible landing locations in the map, and it could be fun to have two ships in different corners or something like that.  How much would this idea change the game strategies?

498
XPiratez / Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« on: June 16, 2016, 06:34:37 am »
Last version we could buy clothes, despite them being useless at that point, I assume finding a used clothes store is an early game thing, but I haven't found a reliable way to get the basic clothes yet, was that removed?

This is probably because I recently watch Mad Max, but the tribal outfit makes me think that there was a murdered warlord in the near past of the storyline.  :)  It also made me think that it might not be too hard to branch off of this mod to create an actual Mad Max storyline. I envision convoys of barely adequate souped up cars instead of shipping or your craft and difficult to come by ammunition, fuel, food and water. Maybe some way to do away with money altogether and require you to purchase things by barter.  Bases might require you to clear out the current warlord in residence and expanding to new continents would be a major hurdle.

Edit
Sorry if that last bit is not appropriate for this topic

499
XPiratez / Re: Suggestions on how to improve the mod
« on: June 16, 2016, 06:24:16 am »
I had an idea while at work, the starting tech doesn't really have a sniper gun, and there is an option: the long rifle, a rifled muzzle loader, compared to the other options it's very accurate, but it requires a special touch when reloading, so longer reload, it is very long, so it's heavier, as a sniper it would have to only have aimed shot and would take a lot of TU to fire.  I don't know if it should have bonus damage from accuracy, but if it's accurate enough, the 29 damage that the flintlock balls do is likely to work well enough.

500
XPiratez / Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« on: June 13, 2016, 02:04:55 am »
I was specifically asking about the first month, don't even have the ability to get other vessels yet, 1500 down the hole is just  a bit extreme, I think.  Though I'm mostly willing to accept sheer bad luck, I don't think I have the skills or resources to recover from that sort of start, needs the capacity to shoot stuff down, I believe

501
XPiratez / Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« on: June 12, 2016, 07:50:09 am »
I need to ask what influences your score in the early game, started a game, did well enough with the spawned events, ignored the shipping as I needed hands to heal, at the end of the month, my score was -1500.  I don't know the inner workings of the game well enough to dig out the things giving that score, so here I am.

502
XPiratez / Re: Grenades & Explosives - advice appreciated
« on: May 31, 2016, 07:10:15 am »
I don't think it would be random, just they'd go off if the person holding them was in an explosion, therefore extremely dangerous to carry but still having the instant boom.  But it would be a major change, and likely mirrors reality too much.

503
XPiratez / Re: Grenades & Explosives - advice appreciated
« on: May 30, 2016, 07:07:52 am »
A possibility is to have the non timer explosives be less stable, they are more likely to cook off if an explosion happens nearby.  So more dangerous to the user but easier to use with instant feedback, or far safer for the user but harder to use.

504
XPiratez / Re: Suggestions on how to improve the mod
« on: May 29, 2016, 03:00:01 am »
If I'm remembering right, as I don't currently have a save which has any ore, a single unit of ore uses up less space than the 50 units of scrap you can convert it into. Seems odd, given that a quick search on iron ore indicated that good ore tends to have around 60%-70% of its mass as actual iron, while less good ores were in the 20%-30% range, it's a bit odd that getting rid of the useless bits increases the space it takes.  I tend to think that the ore we steal is likely to be less good.

I have a couple of ideas here, one is sadly a nerf, where either the ore increases in the space it takes up or we get less scrap per unit of ore, with the possibility of different grades of ore giving different percentages of their mass in scrap(probably too complicated and would needlessly clutter up the manufacturing screen).

Another idea would be to just have the runts not be efficient at storage with specific materials and add some research projects that make those materials use up less space to indicate increases in organizational skills and techniques, I'm not sure what else would make sense other than scrap, but I'm sure there are other things too.

Note that I have no issue with the junk piles taking up less space than the stuff they hold, a precarious pile of stuff takes up less floor space than everything in it in neat stacks, in my experience.

505
XPiratez / Re: Suggestions on how to improve the mod
« on: May 24, 2016, 04:56:24 am »
That was a possibility too, but again, pragmatic, why release someone who is still useful?  But since the engine can't selectively do that, I won't worry about it, and will assume releasing.

506
XPiratez / Re: Suggestions on how to improve the mod
« on: May 24, 2016, 04:29:42 am »
Is it possible to make it so it when you research slaves, it doesn't remove them? It seems wrong and generally beyond the pirate morality, as much as they have at least.  Even if they may decide to buy demonic energy with said slaves, they seem too pragmatic to just test a slave to destruction.

507
XPiratez / Re: Suggestions on how to improve the mod
« on: May 19, 2016, 06:13:04 am »
Might be a slightly odd idea, but there was mention of making the skyranger and pigeon harder to get and this might help there:  possible mission where you attack a salvage team or a salvage yard, or even an archeological dig, with possible rewards including scrap, piles of junk, homefront rifles(if anything can survive centuries in muck, these can) with the upper end rewards being wrecked vehicles or very rarely hulls for some of the black market ships.  You could rebuild a jetbike for sale or use, with a little work and a decent workshop, maybe this could be the only way to get a skyranger or pigeon, or other aircraft more in line with our era.

I think it would make sense to have better rewards for bigger maps, raiding a small salvage yard would offer less than a major one, or attacking a small group digging out a ruined jetbike vs a big crew who found an old airfield.

Another idea is to be able to have some runts, hands and maybe a brainer or two do job where they are the ones digging up old stuff, with the chance of your dig getting raided and needing to fight off those who want your hard earned relics or just want to repress what you may have found.  Probably a manufacturing project of that sort would be too complicated.

What other materials from our era do people think might be fun or useful to find?

Wow this got long

508
XPiratez / Re: Bugs & Crash Reports
« on: May 10, 2016, 03:09:31 am »
Have you run into bugs where Hands are stuck between being conscious and fainting? where if you try to move them the game crashes?

Might have another where following shipping could randomly make the game crash, but my save there isn't as reliable.

509
XPiratez / Re: Special missions for XPiratez
« on: May 10, 2016, 03:07:28 am »
Uh, hello, figured if I wanted ideas added, I'd have to join up for it.  :)

Let's see, random missions....

Storming a Humanist rally, where there are several human civilians, preferably unarmed or mostly unarmed if you want us on our toes, a bunch of Activists, several Soldiers, and either a few Instructors or a Leader, in an open area with a stage set up.  Ideally the citizens would be safely ignored, but anyone actively aligned with the Humanists would have to be taken down to win.  It would be fun if there was a chance of your ship randomly being right in the middle of the stage with a dead Leader corpse right in front of it, I can see it now: the leader is right at the height of his rant, spittle flying and mustache sitting proudly on his face, when suddenly, he hears a loud noise.  Looking up, he sees a skybus appear out of nowhere hurtling towards the stage, obviously someone lost control of it.  He doesn't even have time to scream.   :D

Raiding a church, easily hidden weapons only 2x1 or smaller, and as long as no one shoots a gun or gets seen in employee only areas (marked with red carpet or something), they will ignore your hands. attract notice, by shooting or getting shot at, or being seen in forbidden areas and not silencing the viewer in one turn, and you now have a time limit as well as having people shooting at you.  Morale would probably still go down as usual, so high bravery would probably be useful here.

Getting attacked by and attacking Molemen (seriously, where are the molemen?).  Figuring out how to force their giant drill subs to surface or noticing a place they're scavenging for gear and attacking, having them randomly run into your base, assaulting an enemy hideout and having them accidentally attacking at the same time (three way battle!).  Maybe add some underground dinosaurs, lizard folk and sexy savages too, for the real Hollow Earth scenario.

Later in the game I could see raiding a Spartan Fort, could maybe 'liberate' the womenfolk. Can't imagine it being easy, as they're too paranoid to send everyone off on a pogrom.

On a sillier note, maybe missions to kidnap a musician, who would totally not be Elvis, which could get you involved in The Cult of the Sequined King(tm).  Elvis clones and impersonators would be amusing, maybe the cloning tech could be used to speed up healing?

This got just a bit out of hand, hopefully some of these ideas are either usable or remotely good.

Cheers!  :)

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