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Messages - Star_Treasure

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16
XPiratez / Re: 16B Patch
« on: August 18, 2016, 07:20:51 am »
As I mentioned before, the Guild and or the Church should raid bases that sell too much bootleg X-grog.

17
XPiratez / Re: Faction Elite Units
« on: August 11, 2016, 06:40:42 am »
Ugh, now I'm all worked up about something I lack the programming skill to implement, and which nobody else appears to be working on. I hate it when this happens.

Xcom's system, which models the map in 3d dispite being a sprite based 2d game, would make an amazing ballistics sandbox if such features were implemented. Imagine not just bullets going through walls, but projectiles ricocheting and destroyed terrain fragmenting into shrapnel by explosions.

18
XPiratez / Re: Faction Elite Units
« on: August 11, 2016, 05:51:44 am »
Could probably be simulated by a weapon with rapid fire and no spread.

What I really want is the rallgun from Eraser. Not sure how to implement the X-ray scope.

19
XPiratez / Re: Faction Elite Units
« on: August 11, 2016, 04:55:59 am »
So no chance of having the ballistics engine overhauled? It would be nice if projectiles could also over-penetrate and ricochet, and if explosions could create shrapnel.

20
XPiratez / Re: Suggestions on how to improve the mod
« on: August 11, 2016, 04:51:50 am »
You can go straight to Plasma in xcom1; and straight to Sonic in xcom2 too... but I still go for laser and gauss first... because I want to... choice is yours!

I always go for laser in X-com because it's arguably better than plasma for most enemies due to the lack of ammo. In Xcom however, I skip lasers entirely because light plasma is better and can be gotten for free.

In Piratez however, I can't think of any situation where it would be worth the time it takes to manufacture primitive firearms, considering how the game showers you in cheap effective guns that you don't even have to research early on. Sure bows are useful because of the arc and str bonuses, but for the Flintlock Rifle, the time frame in which you might need a long range weapon but nobody's dropped a sniper rifle yet is very small.

21
XPZ Strategy/Tactics / Re: Weapon Discussion Thread
« on: August 11, 2016, 04:39:43 am »
Well, I just encountered star gods and their minions for the fist time.

Nobody died, but I NEED MORE FIREPOWER!

I also managed to punch out a star god novice for old times sake (the first Ethereal I ever saw in classic X-com was also a live capture) I guess the Gals weren't sure if the invisible floaty guy was real or not, so they punched it to find out.

22
XPiratez / Re: Suggestions on how to improve the mod
« on: August 10, 2016, 08:41:48 pm »
No need to resolve anything, I've already said that the Flintlock Rifle is as good (or bad) as intened, and fits into its tier just fine.

The tier of weapons that get ignored because it's easy enough to steal real guns early game.

23
XPiratez / Re: Highest Score Title?
« on: August 10, 2016, 12:04:22 pm »
You know that you can get free Points by Mutant Meat? (At least in 99.A) You can get them at the Extraction Manufactoring.
So even fighting Gov' Forces with 100 Mutant Meat on boar will loan you some points.

Those piratez have gone too far!
But sir! They have meat!
I don't see how that changes anything, they've been violating our agreements and murdering taxpayers in cold blood!
It's REALLY good meat sir.

24
XPZ Strategy/Tactics / Re: Weapon Discussion Thread
« on: August 10, 2016, 11:56:00 am »
I still can't decide which is the best anti-tank weapon. Other than just letting the Mortar-gall handle it. This mod has so many choices.

25
XPZ Strategy/Tactics / Re: Weapon Discussion Thread
« on: August 10, 2016, 11:48:37 am »
I'm not up to the point where I can farm supply ships, but I am having fun intercepting spartan transports (Not sure what the official classification is, the ones with the tall wings and long narrow body) Spartans always have nice guns, too bad they don't know how to use them  :P

Nothing is more satisfying than equipping your entire squad with heavy weapons for a Pogrom, only for it to turn out to be ratmen.
https://www.youtube.com/watch?v=HORkT4a2MhQ

26
XPZ Strategy/Tactics / Re: Weapon Discussion Thread
« on: August 10, 2016, 11:21:38 am »
For pistols, I love the spiky SMG. I know the manstopper is probably more efficient, but I like having autofire and an extra melee attack.

Favorite "rifle" I've encountered so far is the gyro stabilized auto-gun, if it can count as one. All the power of a machine gun, but with a snap shot so you can still make reaction shots. The Minigun and HMG are fun, but not practical as regular weapons.

27
XPiratez / Re: Suggestions on how to improve the mod
« on: August 10, 2016, 06:41:22 am »
Is it possible to award points for manufacturing and selling objects? What about triggering retaliation missions based on how much stuff the player sells?

It seems like a lot of people (myself included) enjoy building dedicated factory bases. It would be nice if you didn't have to worry so much about maintaining your score while gals heal, and it would be interesting if the Church or Guild decided to crack down on bootlegging and counterfit goods.

28
XPiratez / Re: Suggestions on how to improve the mod
« on: August 09, 2016, 09:53:53 pm »
It would be cool if there was a way for enemies to flee if the battle goes on for too long (in order to prevent urban maps from devolving into a game of hide and seek) this has been a problem since the original X-com, but the maps included in Xpirate-z exasperate it.

The game could check the following factors
  • The player's Gals occupy the map objective (if it exists, otherwise skip this step) IE, the UFO/Temple/warehouse/ect.
  • There are no enemies inside the map objective (again, if it exists, otherwise skip this step)
  • If there is no special map objective, At least half of the enemy units have been killed or disabled.
  • The players have taken proportionally less casualties (dead or unconscious) than the enemies.
  • No enemies or visible to the players, and visa versa. (on Pogums free mutants count as well)
  • None of the player's gals are fatally wounded.
If the above have been true for X amount of turns, the game will inform the player that the enemies appear to have fled, and ask if the player wishes to end the mission. If the player says no, the count is reset (It won't ask for another X turns) and the mission continues as normal. If the player says Yes however, the mission ends and all remaining enemies are marked as escaped in the score screen. Escaped foes are worth zero points, and you don't get their loot. You do however get all the loot that had been dropped.

29
OXCE Suggestions DONE / Re: Active camouflage and predator vision ;-)
« on: August 09, 2016, 09:29:19 pm »
It would be cool if Xcom could have seperate armor items, allowing you to mix and match helmets (For NVGs, gas masks, ect) That would mean some pretty heavy changes to the engine however.

30
XPiratez / Re: Bugs & Crash Reports
« on: August 09, 2016, 09:25:52 pm »
It's a normal behaviour for the debug mode.

Oh,

Is there any way to reveal the map without breaking core game mechanics, or am I going to have to bring Aye phones on every mission that might possibly have an urban/shantytown tileset? The game is more or less unplayable when that happens.

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