Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - XCOMJunkie

Pages: 1 [2] 3
16
XPiratez / Re: Bugs & Crash Reports
« on: November 24, 2017, 12:07:41 pm »
Awesome, that works perfectly. Thanks for the info Dioxine!

17
XPiratez / Re: Bugs & Crash Reports
« on: November 23, 2017, 08:48:23 pm »
Whoops, spoke too early. Look at these two saves. The quicksave is a geo save from right before the battle... if you turn it back to base you can see that I have two gals with Assault Bike armour onboard. The battlescape 3 save is after I land... only one Assault bike (Indomitable Bunny) is in the mission... the other one (Drippin Titania) isn't in the mission at all. I tried reloading the quicksave and then landing at the mission to see if different missions change anything, but no matter what layout comes up the result is the same... Bunny's bike is in, Titania's isn't. Maybe these two saves will give some clarity as to what's going on?

18
XPiratez / Re: Bugs & Crash Reports
« on: November 23, 2017, 08:17:48 pm »
So I just tried unequipping everything from my Thunderhorse and transferring over other Assault Bike armours from other bases, and then re-equipping everything into the Thunderhorse. I can now get multiple bikes to load in-mission. This is odd because I tried that when I had just the one armour in base and re-equipping everything did nothing. Is there something about adding or removing an item from a stack of inventory items that reloads a variable or something? Why would two bikes work but my one bike wouldn't?

Anyways, appears to be working, sorry for wasting your time everyone...

19
XPiratez / Re: Bugs & Crash Reports
« on: November 23, 2017, 08:09:15 pm »
OK, that's really odd. I've tried it again and I still have the same issue. If I equip Rising Dementia with any other armour, she's fine. Put the Assault Bike on her and she disappears from the inventory equip screen and the mission load equip screen, and doesn't show up in-mission. So what are you doing differently than me? If you're using my save there shouldn't be any differences, right?

20
XPiratez / Re: Bugs & Crash Reports
« on: November 23, 2017, 07:06:03 am »
Good suggestion, so I tested it out. I've now tried to use the assault bike in every available crew slot in the Thunderhorse, and she won't show up in inventory management in any form. I also tried unequipping the howitzer tank I also had on the Thunderhorse, and that doesn't change the problem with the Assault Bike not showing up. Odd.

21
XPiratez / Re: Bugs & Crash Reports
« on: November 23, 2017, 04:50:28 am »
Is anyone else having trouble getting the Assault Bike to work with the Thunderhorse? I was using Metallo for quite some time and had no issue getting any of my gals to wear it... it showed up in the inventory equip screen just fine, and generated on the map just fine. Now that I have a Thunderhorse I can't get the Assault bike to work. If I add a certain gal to the crew of it in any other armour, she shows up in the inventory equip screens just fine (both at base and at mission launch). The moment I turn her armour to Assault bike though, I can no longer see her in either equip screen at all... she is listed as on-board, and the Thunderhorse shows 4 crew capacity taken up by her, but she herself isn't loaded into the equip screens. If I try to start a mission with her, the mission starts fine but she isn't in it in any form, nude or otherwise. Failing to load maybe? Again, no issues with the same thing in Metallo when it was my main, but Thunderhorse isn't working. Here's a save, try it yourself if you'd like.

22
XPiratez / Re: [MAIN] XPiratez - 0.99H2 - 28 Oct - Born To Be Wild
« on: November 23, 2017, 12:59:50 am »
Anyone else really enjoying the Assault Bike Armour? I thought it was going to be underpowered until I noticed the armour gave +50 to bravery! Works pretty with with the Super Shooty Gun... love sneaking that bike up into that upper hallway of the Heavy Freighter and letting loose on a hallway filled with people. So satisfying.

23
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: November 14, 2017, 11:21:23 am »
Sure, it's here:
https://www.ufopaedia.org/index.php/Ruleset_Reference_OpenXcom_Extended_Plus_(OpenXcom)

I followed that link, it's a blank page. Is that the wrong link or is it a joke that there's no reference material for modding available? Not sure which it was...

24
XPiratez / Stuff I'd love to see in XPiratez!
« on: November 13, 2017, 05:35:56 pm »
I've recently been reading through some of the older posts about suggestions for the mod and I've got to say I'm impressed by how many of those things have been implemented in a fun way by Dioxine and the rest of the modding community here. Great work all of you!

I also got to thinking that maybe we can brainstorm more suggestions here for modders to comb over... maybe they'll see something they find fun and interesting that they would like to implement too. Or maybe reading about something will inspire them with thier own cool idea, who knows?

With that in mind, let me share some of the things I'd love to see in the XPiratez mod to start things off:

MISSIONS

1. Find a disabled Aquatoid USO, still crewed and dangerous.
2. Humanist headquarters takedown. Die, future nazis, die!
3. Humanist parade through a mutant street. Maybe the mutant alliance tells us they're being intimidated and want us to wreck the party. Perhaps start on the roofs overlooking the street, like a shooting gallery?
4. Crash an Academy party! Bootypedia says the Exalts and higher get a little freaky together... why not join in for a shock-a-fistingly good time?
5. Smuggler's warehouse raid. Maybe they've got lots of average stuff stockpiled away... or maybe a gem cache?
6. The monster is loose! Research facility studying a live Chrysallid lets it get loose... and we need to get it under control!

Also, having now finally recruited my very own Syn, I'm really loving that the changed stats lead to a new playstyle I hadn't really used before (never really used melee previously... now I can't live without it!). It got me thinking that I'd LOVE to see more extremely rare or one-off units that I might be able to recruit to the team that might have thier own quirks and strengths. Here's some potential ideas:

SPECIAL UNITS

1. Isolated research lab filled with killer droids, protecting an almost completed prototype... the Terminator T-800! Loves leather jackets and sunglasses, good with shotguns, and highly resistant to damage. Can't run though. Go Arnold!
2. Recruit a real Ninja! Outstanding throwing stat and terrible firing stat, natural stealth or invisibility, and maybe a spiffy new throwing star or blowpipe recipe? Could be fun, I don't tend to use a lot of throwing weapons at the moment...maybe this would change that!
3. Fallout's Dogmeat, baby! Nimble, dodgy, and very bitey, great TU and Stamina. Bite attack isn't that powerful, but he can bite a lot!
4. Convert a captured werewolf! HP Regen, high HP pool, solid TU's, strong bite and claws. Can't wear armour maybe?
5. Special archeological dig filled with vampire bats, and at the bottom level a single solid stone coffin containing...Dracula! HP drain attack (a natural blood-ax maybe?), moves as a bat and reforms when stopped, sexy camo cloak (invisible at night?), takes damage during daylight.
6. Rescue a real human mage... Elminster maybe, or Gandalf? great Voodoo stats but crap otherwise, comes with sexy white or grey cloak and a nifty staff!
7. Locate Dr. X's latest Uber hybrid gal and rescue her! Higher stat caps than anyone, but starts extremely low due to isolation and imprisonment.
8. Our own 2x2 Humanist Super Soldier suit! Twice the fun with half the crazy, our upgraded suit could have the same dual gauss weapons and perhaps the same crap TU count. Tanky!
9. Raid a Star God base to find an almost-finished combat robot! Who is it? MegaMan! Could have weapon recipes that unlock after defeating (or researching) certain enemies, like how beating a boss gets you thier weapons in the game.
10. Reticulan's offer us thier latest Mechtoid prototype as a reward for helping forge the Reticulan-Human alliance. Could be something funny, like an animated garbage can or a Magical Girl stuffed in a box like the R2D2 actor. High armour, one hand could be filled with an awesome but unequippable super Mushroom beer?

Anyways, hope there's something in there that you all find interesting. Loving the game, thanks again!

25
XPiratez / Re: A thread for little questions
« on: November 09, 2017, 04:02:00 pm »
Here's a quick question for you all: What is the "Bio" damage type I see on the poisoned dagger? I don't remember seeing that damage type on any other weapons, but with the inherent -50% to armour and reaction scaling I thought it might make a nice upgrade for my bandit daggers when I'm training reactions... at least until I get my ghost daggers. Any thoughts?

26
XPiratez / Re: Appear to be missing the mining ship research topic...
« on: October 24, 2017, 01:12:41 pm »
Yeah, that's exactly what I was missing, unfortunately. I thought the missing topic meant I had missed the excavator ship way back, but it was indeed the bomb launcher I needed to find. First cruiser did it though, thanks rng!

27
XPiratez / Appear to be missing the mining ship research topic...
« on: October 23, 2017, 01:44:09 am »
I'm in year 2 or 3, do they still spawn that late or am I SOL?

28
XPiratez / Re: Take down space robots with rescue pod weapon?
« on: October 21, 2017, 11:08:43 am »
Thanks for all the advice, it's appreciated. I eventually worked out that if I drop straight down to the bottom of the map from my ship the bots can't see me. I can sneak along the bottom of the map without fear and then pop up near them for melee once I'm rocking at least one spacesuit. Bardiche works best because of the strength scaling, as mentioned earlier. Takes another extra turn or two because of the extra distance, but 100% success rate so far and haven't had an injury yet.

29
XPiratez / Re: Take down space robots with rescue pod weapon?
« on: October 06, 2017, 11:46:12 am »
Yeah, it was the killer droids I was up against, never fought them before. I just aborted the mission, and managed to take them down a few months later once I had a spacesuit and could use my bardiche. Apparently space robots don't respond well to medieval technology ;).

30
XPiratez / Take down space robots with rescue pod weapon?
« on: October 02, 2017, 10:49:51 am »
My second space mission I'm up against a pair of what appear to be robots. I've managed to sneak up beside them from underneath and have been hammering them with blasts from my nitrogen guns in my rescue pod suits, but they don't seem to go down. I've been at it for more than 5 turns and am about to save and head to bed. Is it possible to take these things down with this weapon or am I wasting my time here? Also, I've never managed to find a syn, is that what these become once I defeat them? Or am I looking for a different space mission?

Any help is appreciated, all the best,
XCOMJunkie

Pages: 1 [2] 3