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Messages - Riph

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So what happens if I refuse to go on a EuroSyndicate Elimination Mission?  The text blurb imples "consequences".

I ended up researching the EuroSyndicate missions before Back to School, so there's no way I'm fighting government power armor with my boarding rifles and tac vests.

XPiratez / Re: [MAIN] XPiratez - 0.99G2 - 4 Jun - Shipwrecked Summer
« on: July 09, 2017, 02:16:49 am »
Hey folks.  Enjoying this playthrough greatly, XPiratez gets better and better.

Possible bug report:
Use Drill: Gold gives 3 space suits in its reward package.  However, the gold path ship is not spaceworthy. Meanwhile,
Use Drill: Grey gives no space suits.  However, the grey path ship (Fortuna) is spaceworthy.

Is this intentional?  Or did the line just get pasted into the wrong crafting recipe? Or am I totally off-base and the colors/ships situation has changed completely since I last learned it?

XPiratez / Re: [MAIN] XPiratez - 0.99E.3 - 21 Dec - Dead in Space 3
« on: January 07, 2017, 01:47:15 am »
linux origami smg
I'm a fan of the linux origami.  But for me the lack of reaction fire sinks it.  Near as I can tell, it's hard-coded that you can never reaction fire a gunbutt.

When I post a guard at a UFO door, I want him piling up unconscious bodies, not dead ones.

XPiratez / Re: [MAIN] XPiratez - 0.99E.3 - 21 Dec - Dead in Space 3
« on: January 06, 2017, 09:32:24 am »
I gave up on understanding or optimizing stun output in OpenXcom.  Dedicated stun weapons like the cattle prod are terrible, the fisticuffs are bizarrely effective.  The electro whip is decent.

Nothing touches the tower shield though.  The tower shield gets things done.  If you need something stunned, you use the tower shield.

Yes, my gals are stomping around in power armor with plasma guns, except for the poor fool in platemail.  I should mod the tower shield to be able to exist outside of a builtIn AUX weapon.

XPiratez / Re: [MAIN] XPiratez - 0.99E.3 - 21 Dec - Dead in Space 3
« on: January 03, 2017, 03:25:34 pm »
Also, what's exactly wrong in not seeing it all in a single playthrough...? Especially if the restricted content is mostly a handful of very powerful endgame items.

Because I am an explorer (
and the idea that I'll be unable to view the entire, 100% Bootypedia makes me twitch. :)

In all seriousness though, I think I understand and appreciate what you're going for.  The ghost armor is goofily, game-breakingly powerful, and if you gate it away on some playthroughs then you can add other cool, powerful stuff without making the player into an unstoppable juggernaut.

I think my problem right now is that if you offered me the choice between Illusion, or Destruction+Excess+Communion, I'd probably take Illusion.

My other problem is that the game made me make this choice hundreds of hours ago when I was ignorant of its consequences.  The ufopedia entries on the codexes barely, barely imply that your choice will impact your voodoo down the road, and give no specifics.  I honestly thought that I was just choosing the paintjob color for my Bonaventura, and went with green because a recharging craft laser sounded handy.

Both of those are fixable through game balance and giving the player more info early on.

XPiratez / Re: [MAIN] XPiratez - 0.99E.3 - 21 Dec - Dead in Space 3
« on: January 02, 2017, 06:36:54 pm »
You get cut off of 2 schools of voodoo, so I can make the items they provide more powerful without upsetting the balance too much. "Everyone can use everything" I find boring.

I love your mod, and I have tremendous respect for you, but I can't bullshit you.  Defeating "everyone can use everything" doesn't remove boredom, it's a method to increase replay value.

The problem is that this isn't a little 4 hour appetizer of a game.  It's a multi-hundred hour monster.  People with jobs are unlikely to complete a single playthrough, let alone come back for a second.

If you gate off content in this way, you're only diminishing the individual experiences of playing the game.

That's my opinion.  Your mod has been more fun for me than most games that I've paid 60 dollars for.  I trust your artistic instincts.

XPiratez / Re: [MAIN] XPiratez - 0.99E.3 - 21 Dec - Dead in Space 3
« on: January 02, 2017, 01:45:02 pm »
special missions in the future so one can eventually have all the codexes.

That actually sounds pretty cool.   
The Russian Files are a great way to gate lasers,
so more thematic gating to the psionics sounds like good storytelling.

In the meantime, for this playthrough I think I'm going to add the codexes to the list of possible outcomes when researching cardinals, reticulan elders, provosts, etc.

XPiratez / Re: [MAIN] XPiratez - 0.99E.3 - 21 Dec - Dead in Space 3
« on: January 02, 2017, 12:38:58 am »
Hey, returning player, last played ages ago.

Am I reading this correctly:

That because I chose a color codex 300 hours ago (green, because a spacious hull sounded like a good thing), that I am now permanently cut off from one or more areas of the tech tree?

Is this working as intended? <.<

XPiratez / Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« on: July 14, 2016, 07:58:18 pm »
avoid the night missions so far as it's too annoying to do the fight blind

Now we can watch a bunch of black pixels with an arrow on top shoot at another bunch of black pixels with an arrow on top.

Where did this idea come from, and why is it so prevalent?  You can cover an entire map in electro flares, leaving a puddle of shadow for your troops to hide in.  The entire mission becomes a breezy-easy shooting gallery, with all the enemies illuminated for the brief seconds they exist before they're torn apart by reaction fire.  Night missions are easier and faster than day missions.

Unrelated note, has anyone been able to research or produce the Astrocaster?  I researched Battle Pipes (which worked fine), and that unlocked the Heavy Metal research.  I did that research, and unusually, I got zero feedback (no Bootypedia screen, no nothing.)  Is the Astrocaster hooked into the research tree at present?

XPiratez / Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« on: July 14, 2016, 06:40:12 am »
I also got three copies.  I'm not sure where they were located physically, I just saw them on the mission success loot screen.

I pounded the surface pretty flat with Tank Howitzers, so I'm guessing they're subterranian.

If you got zero copies, you're probably stuck.  You could potentially edit the game files so that ore processes into russian files instead of metal temporarily.

XPiratez / Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« on: July 13, 2016, 08:43:12 pm »
tech boost

The base contains
the Russian Files
which are required research to produce
infinite ammo lasers.

This research is also required to make a bunch of other unrelatedish stuff.

XPiratez / Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« on: July 10, 2016, 09:11:39 am »
Does the Zero Tolerance for Zero Tolerance research actually do anything?  Because I just researched it, and two months later I saw a Sway Local Government mission happen, and the nation dropped out.

(Yes I also did the followup *Family Ties*)

XPiratez / Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« on: July 10, 2016, 02:29:26 am »
Reversed Maintenance Cost...

Good guess!  I just checked my monthly costs screen.  It makes 400k per month

I immediately went too complicated, and assumed it was going to deposit Ore into my general stores that I'd have to smelt for scrap.

XPiratez / Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« on: July 10, 2016, 01:00:17 am »
What does the Prospector craft do?  I just built one and it seems to behave like any other craft.

XPiratez / Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« on: July 07, 2016, 05:09:13 am »
a workshop & runts for income

I'm playing difficulty 2.  My first action was a whole lot of piracy for fast cash, my second action was building up a workshop empire and selling grog for profit.  It very, very quickly pays for itself.

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