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Messages - CaptainCorkscrew

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46
XPiratez / Re: Bugs & Crash Reports
« on: November 23, 2016, 07:56:32 pm »
I have encountered a bug where you can see enemies but can not aim at them. At least the crosshair does not get yellow. There are two save games of such instances attached. Just try to aim at the spiders you can see.

47
XPiratez / Re: Bugs & Crash Reports
« on: November 23, 2016, 07:54:39 pm »
The attached savegame shows one occasion where I think that my guy should not be able to see the enemy. However, in some other map it was a lot worse, I should have saved then...
You can also check that you are not able to step vertically onto the upper stairs from the left, but I think that should be possible.
Some soldier should be able to fly and you can check that you can not fly onto and around a lot of areas that look like you can walk or fly onto.

48
XPiratez / Re: Bugs & Crash Reports
« on: November 23, 2016, 07:26:57 pm »
Oh, that works? So far I have just walked through them... enemies do the very same and have not once just opened the door. Thanks, I will try.

49
XPiratez / Re: Bugs & Crash Reports
« on: November 23, 2016, 07:12:30 pm »
Is it a bug that you can not open doors if you know that someone is standing on the other side while you can when you do not know? Am I missing something? That applies not only to swinging but sliding doors as well and is very annoying.

50
XPiratez / Re: A brand new year: The year of the handle
« on: November 23, 2016, 03:16:04 pm »
I've certainly looked at that article, but you can't access it if you are in the middle of a battle AFAIK.

Plus there are some hot keys which are completely undocumented, for example for moving facilities. (I saw it in Meridians LP, tried to figure it out from the code and failed, even though I found the actual function that does the moving. Trial and Error eventually did the trick.)

51
XPiratez / Re: Sometimes you just have to run
« on: November 23, 2016, 03:11:57 pm »
Well, at least the Mercs were only carrying Gauss weapons, but judging by the size of the ship there certainly were plenty, plus probably the usual two tanks that could just blast your pachyderm...
I am curious what you will say to Siberia...

52
XPiratez / Re: A brand new year: The year of the handle
« on: November 23, 2016, 10:10:29 am »
Use the "Alt" key for to get unit facings.  It pops up arrows over the units to show their direction.

Thanks Ivan, one of the many things I don't know. It will certainly be useful.

Because we were talking annoying missions, I had a progrom yesterday in a city full with multi-story buildings and one tile corridors. And the map was filled with star gods. Constant mind control and those suckers can be hidden in any cabinet. In addition you practically have to run into them to see them.

53
XPiratez / Re: Bugs & Crash Reports
« on: November 23, 2016, 01:36:05 am »
At least I have the reference this time:



Guessing the source will get you a cookie.

No idea what the source is, but guessing by the language used it was an American.

54
XPiratez / Re: Bugs & Crash Reports
« on: November 22, 2016, 11:16:15 pm »
I'll post them when I have them.

In the meantime I researched 'Magischen-Motors'. If this is supposed to be German for 'magical engine', then it should be either 'Magischer Motor' (singular) or 'Magische Motoren' (plural).

55
XPiratez / Re: A brand new year: The year of the handle
« on: November 22, 2016, 09:51:11 pm »
I have used ball bats instead of handles early in the game, then mostly whips for a long time, followed by cattle prods, which I still use in what is probably mid to late game. I do use stun batons because they are one handed but don't like them much.
Cattle prod and stun baton do highly random damage, that's what makes them risky. The same enemy may go down from one hit or take five.

I have done organ grinders for the second time now and wholeheartedly agree. It is the most annoying mission I have done so far.
The first time around I quickly lost my parrot and attack dog to the acid rain, the second time around I nearly lost a hand with too weak armor due to acid rain and smoke. I try to find the ghoul suckers as fast as possible but this is severely hindered by the smoke and map design. The ghouls themselves are OK in my opinion, it's just that finding them takes ages. Even if you find them, you can't tell which direction they are facing.
I will see what the ghoul scientist will be able to tell me, but I guess that I will not take any future organ grinder missions. Well, maybe once I have defender armor or something for everyone.


56
XPiratez / Re: Bugs & Crash Reports
« on: November 22, 2016, 08:43:05 pm »
I have built the El Fuego. It seems to be asymmetrical near the to stairs. On the outside places that look like you could walk onto can not be walked on. It also seems to posses quite a lot of holes for me to look out and possibly enemies to look in. Are this bugs?

57
OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: November 20, 2016, 01:00:40 pm »
I think I encountered a bug with the night vision. When I hold space, the game switches to night vision mode but also cycles to the next soldier.
This is a bit odd already.
In addition, if I press the next soldier button while keeping space pressed then it cycles through the soldiers but leaves some out (even though they have full TUs).

This is with latest OXCE+ 3.3 from git.

58
XPiratez / Sound contributions and engine capabilities
« on: November 20, 2016, 09:43:44 am »
I was told that the 50 mm cannon sounds like someone knocking on a door and I personally feel that the sound of my beloved recon/bomber parrots (everyone who shoots one down gets a napalm enema) is rather odd for a bird.

Before I look or create a replacement I would like to know what's possible and required.
I assume the engine plays sounds simply based on the floor tile below the character, in the case of the parrot it is always the same sound. Correct?
I further assume that there is no way to play sounds only say every third step or differentiate between vertical and horizontal movement, correct?
Those are things that would help in creating somewhat more realistic bird movement sounds.

Furthermore, what formats/bit depth/sample rate can the engine handle and what is preferred?

59
XPiratez / Re: [MAIN] XPiratez - 0.99E.2 - 18 Nov - Dead in Space 2
« on: November 19, 2016, 08:13:54 pm »
Is the fix for the Savvy Girl in 0.99E.2 ?

Edit: Just checked, the fix is in.

60
XPiratez / Re: [MAIN] XPiratez - 0.99E.1 - 13 Nov - Dead in Space
« on: November 17, 2016, 06:57:31 pm »
All new missions start spawning at the start of any new month, in some cases only if a prerequisite research was completed. So you will never miss out new missions (with the sole exception of Save a Sister, which cannot spawn past October 2601), only sometimes they're already too easy, depending on how far in the game you are.

I think I have not seen save a sister.
I think I am slow at playing through. I started with 0.99D only started shooting down craft near the end of the first year.
I am in the second year now and many missions I get are far too easy, especially ratman rodeo but also the academy research, tower and church raid missions. They were all there pretty much from the start and fine then, but now they are no challenge at all and I would take the auto-battle option if there was one. I only do them for the few measly reputation points they give (typically < 100).

Oh, and I would very much prefer if the enemy progression and mission progression was not tied to time. It made some sense for the original game and I did not like it but in the piratez-World there is no alien invasion so it should not matter whether you do the same stuff within a year or five. I simply do not like to be stressed. I would suggest to instead tie this stuff to something the player does, to his reputation perhaps.
That way if you stir up more trouble you get more money, but your enemies get stronger as well. If you keep a low profile your enemies won't notice and stay relatively weak.

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