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Messages - Drasnighta

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XPiratez / Re: [MAIN] XPiratez - 0.99E.1 - 13 Nov - Dead in Space
« on: November 17, 2016, 09:33:13 am »
Man, I *Never* shoot down Civilian Traffic.

I see Civilians Traffic and go "Abort"...  Thats just not worth even risking a Score Penalty on.

XPiratez / Re: [MAIN] XPiratez - 0.99E.1 - 13 Nov - Dead in Space
« on: November 17, 2016, 06:39:04 am »
Got caught out by this one earlier:

Loader Armor Bootypedia entry states that it is "Spaceworthy"...  And I launched to an Orbital with that...

...  But of course, Pods everywhere, because it doesn't have a "O-G" version, which I checked, of, course, when I got back....

Are Loaders Intended for Zero-G Ops?

XPiratez / Re: [MAIN] XPiratez - 0.99E.1 - 13 Nov - Dead in Space
« on: November 17, 2016, 06:27:12 am »
New Version doesn't start you with a Charger Laser.

The X-Com Files / Re: What to do with Zombies?
« on: November 14, 2016, 02:34:51 am »
I don't want Zombies that Feel.  Zombies that Think.  Zombies that elicit sympathy.

Wanton Destruction, Overt Annihilation, Cruel levels of hate and malice directed and focused upon them...  Ground to dust, without a shred of remorse....

Really, when it boils down to it - there's so few things you can basically do that to, in real life OR, in video games...

1) Zombies.
2) Nazis.

And even these days, 2) is a point that's starting to change (for the weirder, really...  But still...)

Even Aliens, well, aliens are sentient beings and all, and we're supposed to respect that concept - even if we do mow them down all the same - there's an implication there...  That is what makes the ALIEN HORROR trope work - because they are *no different to us*, and they started it... 

If we're supposed to feel sympathy for them, don't call them Zombies.  Call them Infects, or Rotters, or Drippys, or something other than Zombies.

Zombies exist in trope to be a tireless, endless horde, whose capability is only proportional to its hordesqueness...  Otherwise, they are something to be trampled under boots.


In the immortal Words of Munchkin:

"LEVEL UP:  Kill some Nazis!  Because every game is better when you can kill some Nazis!"

It should apply to Zombies, too.

I have no ability to record/upload to YouTube to verify, unfortunately... 

But with long nights with my toddler not sleeping, I've been playing it off and on...

...  I did managed to do it (3 survivors)...  But I doubt you'd be much comforted by the 18 failures that took on the way...  >.>

The X-Com Files / Re: What to do with Zombies?
« on: November 12, 2016, 11:49:05 pm »
Of course, of course :D

Just pointing out the question of what to do is vastly easier to answer when you're dealing with actual Zombies :D

The X-Com Files / Re: What to do with Zombies?
« on: November 12, 2016, 07:29:58 pm »
You see, I am perhaps a little old school in the way I think.

But a Zombie basically has two definitions....  And it depends entirely on weather you're Haitian or not.

Essentially, a Zombie is an animated corpse.

Animated, yes, but still, a Corpse.  Removing the Animation form a Zombie, nets you...   a Corpse.

For most, the difference is weather the person was living or dead to begin with...  Most of the time, its Dead (but that's where the Haitian Zombie blurs the issue...)...  Which further perpetuates the fact that, a Zombie is an Animated Corpse.

If you remove the Animation or Root Cause from a Zombie, and get something other than a Corpse...  You didn't have a Zombie to start with...

So although a mass infection may produce something with zombie like symptoms...  They don't actually create Zombies...

So, how do you "Cure" a Zombie?  You destroy its animation and then you treat the Corpse with as much or as little respect as you treat corpses in your society.  For some, that's more than others, to be sure.  Especially given expressly dangerous and desperate situations...

(And lo and behold.  Remove the Animation behind a Haitian Zombie...  And you've still got a Corpse...  And perhaps a desperate need for an Alibi on a murder charge...)


Of course, this post has been less than helpful, and if anything, just Zombie-Stirs the Water even Murkier...  have a nice Day :D

Offtopic / Re: Why did the aliens fire the beacon to start TFTD.
« on: November 09, 2016, 07:14:58 pm »
I still prefer my Giant Middle Finger theorem...

XPiratez / Re: Bugs & Crash Reports
« on: November 09, 2016, 06:54:45 pm »
No Savegame, but a Crash at Geoscape while trying to advance time...  Been playing less than 30 mins...

Hope I'm attaching the right file.

I'll see if its replicatable from Autosave...  But was just random - not even end of month or anything, so possibly research or mission spawn related...


Yep, Advancing on 1 day into the 23rd and just Crashes out...    So Savegame attached !...


Dicking around with the Research (dropped Hoe to 0, increased Survival to 2) got me right through...  As did doing the *opposite*...  So regardless, its not fatal, I can move on, and I have no real clue as to what it could be... 

Apologies for not much useful advice!

OpenXcom Extended / Re: Solar's wishlist
« on: November 08, 2016, 05:14:49 pm »
What would the dead need bonuses for? :)

There are no Challenge Coins in Hell...

OpenXcom Extended / Re: Surrender mode and Bug-Hunt mode
« on: October 30, 2016, 05:56:38 pm »
So, if I understand correctly, these units are basically auto-surrendered from the start already (only waiting for others to surrender too).

I think the difference is, that on their own, they still won't surrender...   

So take a mission that has a Reaper and a pair of Sectoids...   If you drop the last 2 Sectiods in one turn, the Reaper is left alone, and will not surrender, as its too stupid to do so...

But if you only drop 1, and the last remaining Sectioid panics, drops his gun, runs about and ultimately, calls it Quits, despite it being Him and the Reaper...  The Reaper sits down and plays nice Doggy because the Sectoid told him to....

The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: October 28, 2016, 11:35:31 pm »
(We should be able to extract some cybernetics from them, like from Mutons... But I'm not sure what for, yet.)


We're Humans...

We're best known for randomly inserting metal into parts of our bodies purely for decoration

Work In Progress / Re: How do MCDPatches work?
« on: October 13, 2016, 08:13:22 pm »
Yes, that's why it's better for recovering machinery than fuel.

If its the "single item" restriction for it, is there an issue with having a Single Item (Fuel Pod) that Breaks down in the Workshop to 'X' Fuel ?

The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: September 16, 2016, 12:59:00 am »
Sounds good!

Also, I have no opposition to having crappy equipment, especially at the beginning, because we're detectives and not soldiers. That's totally fine. But, regardless of who are firing them, are rifles really weaker than pistols? In the sense of being hit by an AK-47 bullet being less of a problem than being hit by a pistol of some kind? I don't know much about weapons, admittedly, but I thought that rifles would be at least on par with pistols, if not more powerful. Admittedly, maybe I'm comparing only low power rifles to high power pistols, given that my selection of rifles is much much smaller than my selection of pistols.

If you want to bring a little real-world into it...  It can matter, indeed... 

There was a problem in Afghanistan that high-powered rifles that were intended for use against Body armour, were essentially hitting unarmoured people, making a tiny entrance wound, passing through, and leaving a tiny exit wound - hurting, but not appreciably stopping said unarmoured person...

Whereas a lower speed Pistol (or more commonly, a lower powered tumbling-round rifle) did much more *damage* by either remaining in the target, or making larger exit wounds......

So yes, paradoxically, a lot of rifles WILL do less damage to someone than a Pistol of the appreciable calibre, because the speed and flight characteristics of the bullets themselves are fundamentally different.

XPiratez / Re: Bugs & Crash Reports
« on: September 12, 2016, 05:56:42 pm »
The default for "next unit, dont come back" is empty/undefined, not space.
Maybe you changed it by accident.
To change it back, just use right click.

No idea how it was done.  I actually had to look up where to go to fix it :D   

Maybe it was part of a config that got copied over or something...   

But it also appears like I'm not the only one with that - so perhaps there is some merit to the statement :)

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