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1
XPiratez / Re: A thread for little questions
« on: October 14, 2017, 02:36:42 am »
I disagree on selling the radar, though the game can function without it early on.  Just one good early landing ship can be a godsend, and even a runabout qualifies.

Just to illustrate that:

Mid-February, first year. I start shadowing a ship and assault it when it lands. They turn out to be Raiders. I happen to land close enough to reach both of the ship's exits in the first turn (or thereabout). Several of my gals are on Bravery training with ropes as weapons, and the Raiders go down like punks at the chokepoints, pun intended.

Best part of the loot? 1 Defender armour, 1 damaged Defender armour, 2 Heavy Suits, 2 or 3 Tac Armours. Maybe a few Tac Vests, I don't remember, and it's not like I can't kit out my entire landing team in something better. In mid-February, year one.

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XPiratez / Re: A thread for little questions
« on: October 11, 2017, 10:57:31 pm »
Just for reference, not having any significant anti-air power early on is part of the mod's design. In vanilla X-Com, you have interception capability from the get-go; in X-Piratez, you don't, and you're not supposed to.

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XPiratez / Re: Bugs & Crash Reports
« on: October 04, 2017, 09:44:32 pm »
Removing Alt-Corpses solved both the crash and the Bootypedia images. Thanks for the help, folks!

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XPiratez / Re: Bugs & Crash Reports
« on: October 04, 2017, 12:28:37 pm »
It looks like the metadata file is missing or incorrect. Please double-check.

OK, but which file is that? Like, what is its name?

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XPiratez / Re: Bugs & Crash Reports
« on: October 04, 2017, 01:57:41 am »
I downloaded and installed that version but never experienced, maybe you have a messed up installation?

Installed it the same way as earlier versions before. Not even sure how one could mess it up.

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XPiratez / Re: Bugs & Crash Reports
« on: October 04, 2017, 12:08:34 am »
Hi, I'd like to report a crash in 0.99H1.

Humanist pogrom, knocked out one of the blue uniform guys. I step over his unconscious body, click the inventory button to see what he had, and the game crashes to desktop.

openxcom.log says:

Quote
[03-10-2017_23-01-01]   [FATAL]   A fatal error has occurred: Invlid surface set 'BIGOBS.PCK' for item 'STR_NAZI_2_CORPSE_BATTLE': not enough frames
[03-10-2017_23-01-58]   [FATAL]   OpenXcom has crashed: Invlid surface set 'BIGOBS.PCK' for item 'STR_NAZI_2_CORPSE_BATTLE': not enough frames


And while I'm at it, the Bootypedia (and, I presume, inventory) images for Bandit Knife, Sickle and Pitchfork are bugged, displaying the inventory images of various stunned enemies.

7
XPZ Strategy/Tactics / Re: Sell me on better weapons & better strategies!
« on: September 30, 2017, 10:06:32 am »
The good ol' wood remains one of the most efficient mostly-non-leathal tools to take hostages. Light, 1x2 for quickdraw slots and just right to bash heads with it.
Cattleprod is a 2-h weapon and costs alot of TU for the early usage. The stun baton is somewhat more efficient as it is another 1x2 item with different stat-scaling and allows nearly double the amount of swings a cattleprod could do.

In my personal and not very thoroughly researched opinion, cattle prods are excellent for taking down tough targets like yetis (whatever they're called in-game) or werewolves. Assuming you can maneuver into a situation where a few of your gals can gang up on one without getting shredded first, that is.

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XPiratez / Re: A thread for little questions
« on: September 28, 2017, 12:57:43 am »
If you set on unlimited sell the net-income stated is for the whole month.
Item cost is included in the net-income.

Thanks!

9
XPiratez / Re: A thread for little questions
« on: September 26, 2017, 07:48:48 pm »
Here's a simple question I hope wasn't asked earlier:

If you go to the production screen, set up a production process, assign a certain number of Runts and the number of items to produce, then click on Sell, a number pops up telling you how much money you'll make. Now, if you right-click on the number of items for unlimited production, what exactly does the resulting number represent? I guess it's projected profits assuming an uninterrupted producton run with the currently set number of Runts, but over what time period, precisely? 30 days? 31 days? "One month", but then how does it factor in variable month length?
Also, if an item has a production cost, does the Sell value account for that and show profit, or does it show income with no account for material costs?

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XPiratez / Re: [MAIN] XPiratez - 0.99E.3 - 21 Dec - Dead in Space 3
« on: December 23, 2016, 10:59:40 pm »
A question: was character generation tweaked in 0.99E.3 to give your starting gals generally lower Bravery? It's just a subjective feeing, but in my last few game starts Bravery was generally around 60-70, with maybe a few 80s. Now I've just started a few games, first out of curiosity then out of frustration, and it feels like you're almost guaranteed to have one to three gals start with 30 and one or two 50.

Since training Bravery without exploits (lingering around in rags with only one enemy left) is really a bit of a bitch, it's kind of annoying.

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XPiratez / Re: Quick lore question
« on: December 22, 2016, 12:33:04 pm »
Snakemen (aka lamias) appear as civilians on terror missions, though


Up to this moment I always thought they were some sort of slug-DNA-combined mutants, because that's a lot more pathetic and fits with the squalor and misery.

Well, you always learn something.

12
XPiratez / Re: Piratez 0.99A.1 TechTreeViewer (partial)
« on: December 15, 2016, 12:39:22 am »
I see, thanks for the clarification.

13
XPiratez / Re: Piratez 0.99A.1 TechTreeViewer (partial)
« on: December 10, 2016, 03:08:22 pm »
Let me ask an idiot question about the concept of "dependencies" and how they apply to the online tech browser.

4) Browse dependencies (If you dont know difference between different link types, you can find details here)

I've read the link, but I still don't understand how exactly dependencies work.

Let me present my problem through a specific example: the Zero Tolerance to Zero Tolerance tecnhology has 6 black ("dependency" arrows) pointing at it, from Diplomacy, *The Mutant Alliance*, *Stop Targeting Civilian Traffic*, Cybernetic Interface, Sway Local Govt, and Strange Message (2). Now, does this mean that I can only research Zero Tolerance to Zero Tolerance if I have already research all six of these, or does it mean that I can research any one of these and Zero... becomes researchable? Based on the explanation on the wiki I suspect it's the former, but I'm not quite sure. Also, if it IS the former, does this mean in this specific case that you can NEVER research Zero Tolerance to Zero Tolerance without or before stopping targeting civilian traffic?

14
XPiratez / Re: Terrain based critters
« on: October 05, 2016, 07:48:57 pm »
Interesting idea, but wouldn't it screw with mission flow?

I mean, you get this perfectly fine and challenging mission, fight your way through it, kill/incapacitate the last enemy... and you can't finish it, because you still need track down the last damn Killer Rabbit / Rad-Hedgehog / Megascorpion or whatever which is hiding in some corner of the map. It's just a letdown having to do that.

Unless they belong to the same faction as civilians, so you don't need to take them out - but then (I guess???) they wouldn't attack you, and all they'd do is slow down AI turns with their scurrying about.

What I could see is Monster Hunts with different critters, depending on climate.

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XPiratez / Re: More stuff to shoot
« on: October 03, 2016, 02:38:35 am »
Recent changes to the game allow the player to transfer prisoners at the end of a mission if the base's prison is full. That's pretty nice, but I sometimes wonder if it would be better to go in the other direction. ie. have significantly smaller prisons - like 5 instead of 15; so that it was only worth keeping the best prisoners alive. (That wouldn't really work though, because the player would just build more prisons - or get frustrated...)

I disagree with smaller prisons. There are a lot of prisoners you MUST research in Xpiratez, and a lot more that you CAN because they give you non-essential but helpful info. Crippling the player's ability to keep some prisoners in reserve while others are being question would just add extra grind without any actual gameplay benefit that I can see.

Even more importantly, you also need prison space for people you want to rob for armour parts and the like, since you can't send them to the Workshop directly from the Too Many Prisoners screen. Say, you capture 10 enemies (for example's sake), and they're all of a type that can be robbed for something you want: durathread, damaged armour parts, engineered biomatter, whatever. If your only prison has a capacity of five, you're cheated out of the ability to actually take those items off half of them.

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