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Messages - nrafield

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31
XPiratez / Re: [MAIN] XPiratez - 0.99F.1 - 13 Feb - Slave Wars
« on: February 15, 2017, 03:09:01 am »
Some feedback on new stuff:
-The weather conditions are kinda annoying since you can't predict which weather the mission will have before you can embark on it. Cold is worse than heat as it immediately guarantees a trip to sick bay for anyone not dressed for the weather, making management tougher, and it makes them stop regenerating stamina, freezing them in place. I guess it would be just as bad in real life too, if not worse, but still it's pretty inconveinent.  I do like how basically every outfit that's more revealing than it should be has less resistance to coldWould be nice if there was an armor for early game that focused on reducing the effect from both weathers, although it might not be the best way to balance it in the long run. Some armors have no heat or cold resistance defined at all, what's up with that?

-I really like the tazer gun out of new weapons. Sure it has a short range, but still better than handle's melee range. What I like about it the most is that it also deals lethal damage, which is not enough to kill someone on accident, but good if you want to actually hurt someone.

-Don't like the organ grinder mission either but that's more because of all the clutter than difficulty. At least you can somewhat prepare for it. There's tons of smoke every turn. If any gal is knocked out, the message can be displayed multiple times. And it takes place on that map where if you use explosives at all, you will have to watch half the map blow up. These factors combined do not exactly make playing it an interesting experience.

-I like the touch added by some missions spontaneously replacing everyone with zombies. What's up with that? Did Star Gods finally decide to kill everyone?

-Noticed that you can't produce medical supplies out of chemicals without a sickbay, but that is not stated anywhere. I suggest it to be added to the Pharmacology Bootypedia entry, which unlocks that.

32
XPiratez / Re: [MAIN] XPiratez - 0.99F - 4 Feb - Blood is Life
« on: February 08, 2017, 06:42:38 pm »
The score is pretty weird indeed...in the past versions I haven't had a problem retaining positive score even after a few years when I let 3 enemy bases exist at the same time. Admittedly, that was also about the time the regular crackdowns started spawning, and I was prepared enough to just shoot down the lighter ships and loot them.

I've also started a new playthrough and been a year so far without many problems. I DID wind up having a surprisingly negative score a few times, but it was nothing extreme (-500 is the least I've got)

And yes, that is a pogrom ship. Although, often they just despawn without anything happening.

33
XPiratez / Re: [MAIN] XPiratez - 0.99F - 4 Feb - Blood is Life
« on: February 05, 2017, 04:05:38 pm »
I've had a pogrom with 0 civillians.

34
XPiratez / Re: [MAIN] XPiratez - 0.99F - 4 Feb - Blood is Life
« on: February 04, 2017, 01:08:10 pm »
Is there a way to get the previous font back for my game?

35
XPiratez / Re: Bugs & Crash Reports
« on: January 16, 2017, 02:13:20 pm »
Ever heard this game has a feature called "terrain destruction"?

Have you read my post past the first sentence? I have already stated that I tried hitting it both with a hammer., which kept hitting the door instead of the obstacle no matter how hard I tried, I've also tried throwing black powder bombs to remove it, but they seemed to do nothing to the obstacle, despite clearly damaging the nearby surroundings. I literally don't have anything better as this was my second mission ever in this playthrough.

Anyway, I'm attaching the save if anyone wants to try and break in there. If you manage it, please elaborate in full detail.

36
XPiratez / Re: Bugs & Crash Reports
« on: January 15, 2017, 08:48:00 pm »
An impassable piece of jungle scenery can spawn under the entrance to the medical outpost, resulting in the entry becoming impossible. I've tried really hard to remove it with multiple black powder bombs and hammer smacks, but the bombs don't seem to do anything to it, and hammer smacks just wind up hitting the door instead. Since this is an early mission I think something should be done not to make it unwinnable just because of unfortunate scenery placement.

37
XPiratez / Re: Heat vision formulas and statistics
« on: September 15, 2016, 10:46:53 pm »
I wouldn't say it's cheesy.  It can be all the difference between a clean sweep and having a blaster bomb flown into Skyranger turn 2. Would that be fun?

38
XPiratez / Re: [MAIN] XPiratez - 0.99C.1 - 10 Sep - Become an Idol!
« on: September 14, 2016, 05:26:55 pm »
I don't understand how you people can feel base space is an issue to you. You can have a base you conduct ground operations from, another one where you station your craft, another for research, another for storage, another for manufacturing, (possibly same as storage) leave the rest to manufacturing for profit, and all of them can also have radars. What do you need more space for?

In my experience trying to capture more than 10 prisoners is likely not worth the hassle anyway, at least early on. It's not like you can just arm all your gals with Stun Launchers and go wild, no, for most part you will have to melee if you want to capture anyone, and that's kinda clunky and may result in you being forced to run all over the map because you first captive got up and ran off somewhere you can't see them just as you put down your 11th captive.

39
XPiratez / Re: [MAIN] XPiratez - 0.99C - 3 Sep - Death In Smoke
« on: September 06, 2016, 03:36:54 pm »
How about Night Ops armor? Does anyone even use it? I've used it a few times and found it pretty useful, since I've never really managed to unlock Ghost.

40
XPiratez / Re: So ... I ran out of stuff to research. What now?
« on: September 02, 2016, 04:08:18 am »
I mean, metagaming from the original games aside (which indeed compounds the problem), why would you want to capture the Chryssalid for instance? So you can interrogate it about its predilection for mass rape while it snaps its claws at you? I don't doubt that there will be people who capture to satisfy their curiosity, but from a design perspective it makes no sense to rely entirely on players having an unprovoked inquisitive impulse in order for them to proceed with key techs.

It's possible that you could later utilize the knowledge about their fast metabolism and bilology to create a magical medkit that allows you to restore more health to your troops when healing them, possibly at the cost of other consequences. Or you could just wear their exterior as a hat to strike fear into your enemies, in fact that's already in the mod

41
XPiratez / Re: Suggestions on how to improve the mod
« on: August 30, 2016, 06:17:43 pm »
How about having a few civillians be armed so they can attack the enemies during a Pogrom? Could potentially make a few interesting situations, as long as they weren't shooting your forces as well.

42
XPiratez / Re: Any plans on a more PG version?
« on: August 30, 2016, 06:08:41 pm »
Maaan, I don't wanna see them outright replaced to conform to some BS standards.  I haven't even seen these images yet!

43
XPiratez / Re: So ... I ran out of stuff to research. What now?
« on: August 29, 2016, 10:32:43 pm »
They are all pretty exotic though. The only reason you wouldn't want to capture them is because you have played the original game and know that interrogating aliens that aren't Leaders or Commanders makes no difference in the end so it could be the same thing here.

44
XPiratez / Re: So ... I ran out of stuff to research. What now?
« on: August 28, 2016, 09:18:58 pm »
Wait, you need to actually INTERROGATE a Ghoul to progress in tech tiers, not just Toxiguns? That doesn't seem right.   I think Ghouls should probably be more common, maybe have one in Ratmen Village as going there becomes unrewarding rather quickly unless you get apples. These days going on a pogrom is rather early on.

45
I recommend using Domestic Shotguns with Rubber Slugs to capture civillians early on.  Sure, they aren't very effective for a real fight, but they're still better than the awful stun grenades (don't even bother using them seriously just do not), and they will excel at what you'll use them for - using them to capture unarmoured enemies early on while training up your gals' accuracy.

But in a lot of cases it will still be better to just walk up to a civillian and knock them out with a handle. It's just somewhat more dangerous.

Once you are a few years in, you will start seeing regular Crackdown missions on you. (at least 1 per month) It's not as bad as it sounds, you should be able to shoot most of them down and not have to deal with many more unless they come in a particularly awesome ship. But for these that will inevitably break through, I suggest trying out the Quad Launcher with a Chinese dragon. Put your base layout so your barracks are next to a Hangar, where most of the enemies spawn, fire one in the corner of the Hangar, and enjoy carnage. Of course this won't help you bag any important personnel your enemies may have brought, but if that is not your goal, it will make defending a base much easier.

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