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Messages - nrafield

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46
XPiratez / Re: [MAIN] XPiratez - 0.99B - 18 Aug - Sky's The Limit
« on: August 26, 2016, 06:24:13 pm »
I have smashed it with a hammer multiple times before, it did not seem to do any damage to my unarmored gals

47
XPiratez / Re: How do I mod my files to make my Hands stronger?
« on: August 25, 2016, 02:55:44 pm »
I find that I get gals with terminal lack of strength of about 18 pretty often, but supermutants with 61 strength aren't that uncommon either.  Not sure if the random stat distribution has even been changed at all from the original, it probably just wasn't that noticeable because almost everyone could carry a single Heavy Plasma.

48
XPZ Strategy/Tactics / Re: Weapon Discussion Thread
« on: August 22, 2016, 08:04:29 pm »
Speaking of 100%+ accuracy, I've had more shots with that accuracy that somehow managed to miss than I can count, a lot of targets were in plain sight, and yet the shoot just veered off somewhere else. What the hell is going on?

49
XPZ Strategy/Tactics / Re: Weapon Discussion Thread
« on: August 22, 2016, 11:53:37 am »
So I've tried out sniper rifles after an unfortunate accident in which a Researcher casually managed to kill 3 of my gals from full health in Warrior armor with one. Turns out they are really strong, capable of one-shotting an Osiron Security from front. A decent alternative to spamming explosives to hit enemies from afar.

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XPiratez / Re: So ... I ran out of stuff to research. What now?
« on: August 20, 2016, 08:06:18 pm »
Well, in any case I think Toxiguns may merit a way to more easily get them - I recall seeing posts where someone else was complaining about not having them for research.  And I've never seen a Pest Control Manager before, do they even exist? And how do you tell them apart from Team Leaders and Marsec Operatives anyway?

51
XPiratez / Re: Shotgun Rebalance Test Mod
« on: August 20, 2016, 06:40:56 pm »
I never thought shotguns were bad at their purpose in first place. Now this is gonna be scary.

52
XPiratez / Re: So ... I ran out of stuff to research. What now?
« on: August 20, 2016, 06:38:24 pm »
Hi rezaf!  I'm in the same situation that you are, just a bit further ahead.  I ran out of techs near the end of year two, and I'm gated behind Academy Espers, as I've only gotten lower level missions, and the big vips: Guildmaster, Provost, etc.  I have a Guild base nearby and I need to raid it a few times to get the Guildmasters that I need, but with the Esper and others, I'm out of luck.

The main challenge that we are facing is that mission generation is strictly Randomly Generated.  We end up waiting years for the right factions at the right levels to appear to give us those critical technological unlocks.   And that is just an unfortunate part of the game engine.  There is no adaptive difficulty level, nor adaptive mission generation which would allow for the needed factions to be spawned in convenient orders for the players.

The average game length because of this is 5-6 years in game iirc.

There's always a way to make it easier.  The "Stop targetting Civillian traffic" research was a good addition in this regard. It might be possible to add another research like that, one that makes Scouts, Runabouts, and other small ships spawn less so you can spend more time in combat with superior ships. But that might be a tad masochistic.

53
XPiratez / Re: So ... I ran out of stuff to research. What now?
« on: August 20, 2016, 01:29:17 pm »
Power Armor parts are pretty easy to find. You can either get them as drops from dead or strip them from living enemies that you rob or enslave which look like they are wearing a powersuit. Like Marsec Bodyguards which wear that Power Armor from original X-COM which makes them look hilarious.

Anyway if you want to capture enemies without reducing their Armor, I recommend Hammers. It is somewhat dangerous, but if you can get a single hit in, heavily armored enemies usually immediately drop, and more often still alive than not.

I'm not sure if you get power armor parts from dead enemies, or if it depends on you clearing the map, or if they are actually hidden in the ships somewhere, but if you capture one alive and rob or enslave him, you'll get some 100%. Only problem - you'll have to capture two enemies because you have to interrogate one first to enslave or rob them!

54
XPiratez / Re: Important: Upgrading Saves Between Versions
« on: August 20, 2016, 12:09:18 pm »
I never liked the Zeppelins anyway. I'd rather put Hideouts with radars all over the world and have to defend them all the time instead. I'd even be able to get proper air superiority that way instead of wasting a hangar slot for a Zeppelin

55
XPiratez / Re: So ... I ran out of stuff to research. What now?
« on: August 20, 2016, 11:59:32 am »
There are technologies which unlock tech tiers which unlock a new slew of research projects  for you to progress through.  If I were to hazard a guess, you have researched Back to School, but can't research School Graduation, which unlocks the new tech, as you lack Advanced Chemistry, and you need Toxigun for that, but they don't seem to ever appear.

You can also get info on Toxigun from pest control managers, decrypted data disks, ghouls, or guild engineers. Getting it from ghouls would be the easiest if they ever appear, although they are really annoying to capture alive. Pest control managers never appear, data disks have a ton of other info you will unlock first, and so do guild engineers, who also are the best slaves in the game you can get and you should not waste the for research.

There should probably be an easier way to get that research. In my own game which has been continuing for 2 years I've researched literally every prerequisite for School Graduation besides Toxigun. Ghouls and Pest Control Managers simply never appeared for me.

If that is not where you are stuck, check the tech tree for technologies you need to unlock further tech trees there: https://techtreeviewer.byethost9.com/ Back to School > School Graduation > Higher Studies

56
XPiratez / Re: Re: Bootypedia (aka the wiki)
« on: August 19, 2016, 10:58:58 am »
What the fuck is this Magical Girl animu shit?

There's already plenty of "animu shit" in Bootypedia images, Gals' names and hairstyles if you haven't noticed.

57
XPiratez / Re: Piratez Lore Discussion Thread
« on: August 18, 2016, 01:11:51 pm »
Most likely because Europe is the center of the universe and thus had the brunt of all attacks, even though cities like Venice or Amsterdam could have potentially emerged relatively intact the same way.

58
XPiratez / Re: Piratez Lore Discussion Thread
« on: August 18, 2016, 09:36:53 am »
I am willing to be that casual usage of Chinese Dragons had something to do with it.

59
XPiratez / Re: 16B Patch
« on: August 17, 2016, 03:38:47 pm »
The problem isn't with base layout, only that it is viable to build more and more bases and turn most of them into manufacturing plants, making exponentially more money. This needs some investment, but in the long run would kill the campaign, since you could afford everything, no limits.

Dioxine proposes a de facto differentiation between types of bases, so you could have standard ones (with a limit) and some other types, where you can't build industry (possibly limited). Which is a fine idea game-wise, but it would need a logical explanation of why you can't do some stuff there.
Oh yeah, that as well. Not like spending money isn't a problem already because there are already tons of ways to make millions with ease. It's just going to be hell to keep track of 16 bases anyway, especially when the compulsory monthly Crackdown missions come along. Although by that time you'll probably be able to shoot ALL of them down...which is somewhat a problem by itself.

60
XPiratez / Re: 16B Patch
« on: August 17, 2016, 09:04:19 am »
Usually in these situations I just build my bases so that living quarters are next to a hangar and can shoot a Chinese Dragon into it. Although, that may stop working so well once it's the Mercenaries who start visiting my bases and not the Spartans.

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