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Messages - CaptainCorkscrew

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31
XPiratez / Re: [MAIN] XPiratez - 0.99E.2 - 18 Nov - Dead in Space 2
« on: December 09, 2016, 11:53:57 am »
That depends on whether vanilla has higher values than 8 in their rulesets or not. If they only have 8 or lower - no problem. If they use higher values, event though it did not result in combat odds above 2, then it would change vanilla behavior.
Edit: Other mods might also be affected for the very same reason. They simply might not have realized that 8 is the effective cap for aggression.

32
XPiratez / Re: [MAIN] XPiratez - 0.99E.2 - 18 Nov - Dead in Space 2
« on: December 08, 2016, 02:04:41 pm »
I wonder what the difficulty actually affects. I guess higher difficulty means:
More enemies per mission.
Higher likelyhood of retaliation.
Anything else?

33
XPiratez / Re: Is there meant to be visible b hole in the Ravager pic?
« on: December 07, 2016, 06:46:33 pm »
If it is the one I think it is then my assumption was that it's there so you don't see something. Otherwise that would be full nudity, wouldn't it? But thanks to those ~4 pixels we're in the clear :)

34
OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: December 03, 2016, 10:44:57 am »
I have just played vanilla X-COM for comparison purposes without major issues (a bunch of missing strings due to OXCE+) and am playing Terror from the deep now for the same reason (same thing plus it does not go well with some of Meridians custom colors in for example the production screen).

Why have a mod selection screen at all if you're not supposed to use it?

35
OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: December 01, 2016, 12:33:18 pm »
Not quite ideal Arthanor, as it would reset the options on mod loading. This would make switching between mods a PITA.

36
XPiratez / Re: Bugs & Crash Reports
« on: November 28, 2016, 12:11:14 pm »
I know that now, but who says it's the only guild? Maybe there's something called just 'The Guild', maybe there's a Mercenary's Guild, A seamstresses Guild, whatever.
Seeing trader in some places and guild in others is confusing until one realizes that guild always means traders.

37
XPiratez / Re: Bugs & Crash Reports
« on: November 28, 2016, 09:01:54 am »
Regarding names: I found it very confusing for a while that the traders guild is named very inconsistently. Half the time it is abbreviated to guild, the other half with Trader or Trd. It took me quite a while to figure out that the traders and the guild are one and the same. I would suggest to make it consistent, one way or the other.

I also noticed that Meridian in his LP had the stash in the back of his craft, in what is probably the sickbay. Mine is at the door. There are benefits to having it right at the open door, but in Siberia it posed a problem.

38
XPiratez / Re: A brand new year: The year of the handle
« on: November 27, 2016, 09:23:53 am »
Whether Siberia is hard or not depends. I was lucky the first time around and had no chance the second time it popped up. For Meridian, Siberia was easy, but he was much better equipped, had an arsenal of baby nukes, heavy plasmas to destroy tanks in one salvo and used cheesy bow tactics to kill everything in the vicinity without stepping out of the craft.
I knew that this mission was somewhat special, but I had no idea it was so hard and optional.
My guess would have been that it is essential to the main story.

39
XPiratez / Re: A brand new year: The year of the handle
« on: November 24, 2016, 09:48:22 am »
I still use the battle rifle on easy missions. For firing training I found that the minigun gives more points than single shot thingies.
But I prefer melee. My strongest fighter atm is a gal in a swiftsuit wielding a bardiche. Just yesterday she took apart a tank two hits. That's a can opener. The bardiche just takes a lot of TUs (18), maybe I'll replace it with something else, but all other strong melee weapons I have a single handed. Not sure there is such a thing as a two-hand power bonus...

40
XPiratez / Re: Bugs & Crash Reports
« on: November 24, 2016, 09:41:32 am »
At least I'm not the only one who does not know all the click/key combinations...
Just use the feature you didn't even know was there: use the built-in tech-tree viewer.
I think it's middle click on a research item. Then you get to a screen where you can move to other research items using left click. On that screen there's a button on the left bottom that gets you to a search screen. Use that to search for graduation and you should get a screen that shows you all requirements. The ones you do not have are pink if I remember correctly.

41
XPiratez / Re: Bugs & Crash Reports
« on: November 24, 2016, 04:10:01 am »
So all buttons are left-click, except this one? What logic is that?
Can someone please create a complete reference of all keys and mouse buttons of every screen in the entire game? It is a completely inconsistent mess.
You can right click the same thing on one screen but it does nothing on another, left click here, right click there, middle click somewhere else, why not introduce a compose key or something emacs-like...

42
XPiratez / Re: A brand new year: The year of the handle
« on: November 24, 2016, 04:05:38 am »
I found the stamina drain of bows prohibitive, especially for the stronger bows. Yes, you can drink beer or whatever, but it's annoying and costs time.
I do play with relatively small teams, it certainly is less of an issue if you go in with 20 people.

43
XPiratez / Re: Bugs & Crash Reports
« on: November 24, 2016, 04:01:16 am »
No 'aim bug'. All works fine.

However, the map of Fuego (and Fortuna) was indeed faulty, fix will be available in the next release.

Weird that you did not get the aim behavior... I did not get a yellow crosshair on the critter near the edge (first save) and another one (second save).
Maybe a different oxce+ version is a fault? I use 3.3+29be0a5 at the moment.

Another thing I noticed: the 'spend all time units' button does not do anything, or rather it can not be pressed at all.

44
XPiratez / Re: [MAIN] XPiratez - 0.99E.2 - 18 Nov - Dead in Space 2
« on: November 24, 2016, 03:56:30 am »
Targets dont disappear in transit, landing sites anyway. If you have a ship in route it keeps the landing site from de-spawning (foot-in-the-door type of thing). Ive used this behavior for years in vanilla to prevent terror sites from going away so I can shoe-spoon my transport in there when the sun comes up.

I just had my EL FUEGO fly half-way across the world, in the wrong direction just so that it arrives at the Pogrom in daylight. So this behavior can be abused.
But it does not work with everything though, it works with pogroms but not with landed ships like smugglers.

45
XPiratez / Re: [MAIN] XPiratez - 0.99E.2 - 18 Nov - Dead in Space 2
« on: November 23, 2016, 07:58:22 pm »
Does the prospector actually do anything special, as the text suggest, or is it just a transport?

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