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Messages - Ethereal_Medic

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931
XPiratez / Re: [MAIN] XPiratez - 0.99E - 8 Nov - Dawn of the Living Dead
« on: November 11, 2016, 08:26:54 pm »
Oh nice, thanks! Maybe those space-stations can give us a treasure chest too?

932
XPiratez / Re: [MAIN] XPiratez - 0.99E - 8 Nov - Dawn of the Living Dead
« on: November 11, 2016, 07:33:32 pm »
Mind if we reduce the amount of emerals needed for a bio-suit from 3 to 2?
Additionally could we get a mission to obtain more of those emeralds? Like the gillman pyramid for a larger loot of ruby? Thx skipper

933
XPiratez / Re: Bugs & Crash Reports
« on: November 10, 2016, 05:04:07 pm »
@CaptainCorkscrew

Is it possible that the opposing factions (mercs/church/traders/academy) did alot of missions like "Sway Local Government" or "Bombardment"?
Are there any left-over hideouts on the globe?

Enemy hideout hits for -5 every day of existence and each successful supply-ship adds to the negative score.

What kind of research topics do you finished for reputation-gain/loss?

934
XPiratez / Re: Bugs & Crash Reports
« on: November 09, 2016, 07:56:46 pm »
@Zharkov

No typo, just new stat-strings and rule-sets for the growing techtree.

Usually those can only be seen if someone upgrades his current game.
New Games don't show those strings.

935
XPiratez / Re: Bugs & Crash Reports
« on: November 09, 2016, 06:28:30 pm »
Thx for nerfing the flechette gun, never thought I could convince you to take actions that quickly. Thanks skipper!

I found out something nasty with the new ship "Scorpion".
The cockpit spawnpoint (using the 6th soldier slot) is a dead end. There is no door and the elevator-platform doesn't work. I tried to use a flying outfit but every soldier is just *stuck* inside the cockpit for the entire mission.

I know that this ship is designed for dogfights but it's a 6man dropship for the early game after all.

Thx for the zombie-hordes btw :D

936
XPiratez / Re: [MAIN] XPiratez - 0.99D.1 - 31 Oct - Learning not to Drown
« on: November 08, 2016, 05:47:47 pm »
I'm always welcome to new goons to swap the deck with.

To get more purchase-option in the black market you need to research "Contact: xxx" research topics.
For example the research topic "Contacts: Merchants" will alloy you to buy some more basic guns like "Rusty Niners" or "Domestic Shotgun" to give an alternative to muskets and flintlocks.

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XPiratez / Re: [MAIN] XPiratez - 0.99D.1 - 31 Oct - Learning not to Drown
« on: November 07, 2016, 11:14:20 pm »
Welcome to the new mehanix called "Combat Stress"
Every turn, your hands lose moral based on thier bravery stat. Moral is going down if the current moral > bravery.
If your hand has 50 bravery, she will lose moral until she drops below 50 moral, which might cause her to freak out.

Armor can have +x stress as well, causing the moral to decline as well.
If a gal has like 70 bravery she will never panic/berserk unless something bad happens. (voodoo/dying teammates).

I recommend to just sack hands with bravery <50 for the early game. Once you can *afford* to have hands sitting 'nude' on the battlefield and let them panic on demand, the bravery will quickly sky-rocket up to 90! (+10 bravery per mission if lucky).

938
XPiratez / Re: Important: Upgrading Saves Between Versions
« on: November 06, 2016, 06:10:16 pm »
@saladofstones
The update to the current version seems to not need new strings for the save file since all new missions are *unlocked* via research topics. As any new researched mission, it will be integrated with the start of the next month.

939
XPiratez / Re: [MAIN] XPiratez - 0.99D.1 - 31 Oct - Learning not to Drown
« on: November 06, 2016, 06:04:04 pm »
Attached my basic loadout to dominate the mid-late game.
Guardian-Armor until I can replace with something better. Flechette-gun (OP), Zapper for milk-runs. Grenades (smoke/chem/hellerium) are barely used. The lasgun in the backpack isn't used either since the flechette gun is OP.

940
XPiratez / Re: [MAIN] XPiratez - 0.99D.1 - 31 Oct - Learning not to Drown
« on: November 06, 2016, 05:39:24 pm »
My feedback to this masterpiece of a mod (in comparision to the vanilla X-Com and using Superhuman difficulty):
Nicely balanced early game around the introduced 6-man Airbus. The starting missions offer opportunities to get some early weaponry and prisoners to get your research going. Church-Raid and Watchtower are the best examples.

In terms of improvable early mission:
Academy Base: Academy drones are kind of tough to deal with since you can't rely on a musket to break through the armor. I suggest to add a new kind of "Beginner Drone" with like +15HP and/or half the armor.

Ratman Rodeo: With the introduction of the damage buff to the musket-ammo I suggest to look into this mission for the early game. With no decent armor those stray bullets can now one-shot your gals more frequently.

The transition to midgame is kind of hard to discribe. Sometimes you get the boenuventura in time to boost your power to 18 slots or have to work with the 8man truck for several months. (Thanks for the 10man "Purple Turtle" craft tho ;)  )

To give you some kind of feedback from my very own  playthrough:
The traders guild littered my starting location (russia) with 5 hideouts and causing 5 protect-money-payer to jump the boat before I could tech up and offer a legit answer to power-armor bodyguards.

The time I started to clean russia and asia I had 6 hideouts to destroy. The most overpowered solution to this was the flechette-gun.
I have several points to say about this weapon:
1. You can use the flechette-gun right after research but can't use the flechette-multicannon without interogate an academy provost.
If the flechette-gun would get the same restriction like the multi-cannon, I would accept this restriction since this shotgun is your weapon to kill everything in the game and drastically drops the difficulty. - But you could just stop using the gun? - If I can get access to a tool I will use it regardless. In the end it's a game (and games are fun?)
2. While the damage 32x4 sounds inferior to most of the other shotguns manufacturable, the fact that this shotgun ignores half armor AND reduces the armor of the target hit, I realy wonder why this shotgun got both traits.
I suggest to have only the armor-ignoration or the armor-shred. Maybe even drop the damage to 29x4 so the max damage can't reach 60+ per bullet shot.
3. This shotgun might offer only snapshot but 200% acc for a shotgun is quite the aim. (and even adds kneeling bonus). I can repeatly snipe enemies with a shotgun past 20 tiles of range. In my opinion too good for the weapon category.
4. The flechette-gun can shot up to 4 times per turn. Considering point 3 above the mix of high acc and fast firing makes every other weapon kind of obsolete. Nerfing the TU cost to +26% would allow up to 3 shots while leaving the gun as a decent assault- and breach-gun.
5. I'm kind of puzzled why the flechette-gun is able to "melt" its target and destroy the corpse. The damage-type is listed as "piercing" and thus shouldn't vaporize the target like a high-power laser or chem/plasma weaponry. If this is intended, I roll with it as it is the trade-off for been OP.

So much for the flechette-gun complaining, the late-game is where the game let's you toy with your high-tech guns, armor and voodoo stuff. I got the most fun in this part of the game. Can't wait to revisit some mercs and melt thier muton-like faces with something else than the flechette-gun and baby nukes.

Thanks for reading my wall of text.

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XPiratez / Re: [MAIN] XPiratez - 0.99D.1 - 31 Oct - Learning not to Drown
« on: November 06, 2016, 05:04:23 pm »
@Narvi: The Runt-Outfit is "Armor" that has to be manufactured. It's kind of useful to make one Hand someone to carry extra ammo clips and grenades. Yes, the wording is a bit confusing = hits the theme of the mod.

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