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Messages - Ashghan

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XPiratez / Re: [MAIN] XPiratez - 0.99E.2 - 18 Nov - Dead in Space 2
« on: November 21, 2016, 10:06:54 pm »
While I think the price fluctuations a la Apocalypse would shake things up, I still think it's a terrible idea. Just like the one with different alien containment types. After the initial 'coolness factor' wears off it would only serve as more micromanagement and calculation. It is mentioned in a few places in-game, that you pirate 'faction' is extremely small by global standards. While Earth-2600 with it's ~300million population does not compare to the current ~6 billion in productivity, I think the paltry amounts your runts produce won't shake up the global markets.

The idea of "Month of -foo-" is a nice one though. Something that the player could in most cases avoid caring about if he so chooses, but and opportunity for profit if you keep an eye out. It all depends on how exactly it is implemented. Something like "forest fires cause fire extinguisher price to double" would be insignificant. While "Latin Empire invades Technocracy, arms race increases price of firearms and ammunition by 50%." could actually have quite an impact. You could even chain such events - a conflict started could end in 6-12 months" giving a -50% price tag on abovementioned items due to surpluses left over. Or some that could be permanent - a brilliant discovery in nuclear physics (yeah, I know the science world is either non-existent or stagnant, but still) could reduce prices of laser ammo by 10% permanently (perhaps in the workshop as well). this would perhaps encourage players to experiment more in their tactics and equipment. And make each game a bit more unique.

ps. The main question though is - Can we modify prices in game via scripts or something. Because if not, then the discussion is moot.

XPiratez / Re: [MAIN] XPiratez - 0.99E.2 - 18 Nov - Dead in Space 2
« on: November 20, 2016, 03:26:50 pm »
Problem is that sometimes your best pilots are you best fighters as well, and you don't want them at the very back of the transport just because they're on the bottom of the list. Plus the best fighters get injured more often which is most often the reason for this irritating behavior. But a fair point - this problem is only relevant for dual purpose craft.

XPiratez / Re: [MAIN] XPiratez - 0.99E.2 - 18 Nov - Dead in Space 2
« on: November 20, 2016, 10:36:03 am »
I think the best would actually be: "Abort", "Select" (goes to pilot roster) and "Volunteer" (takes from the bottom).

XPiratez / Re: [MAIN] XPiratez - 0.99E.1 - 13 Nov - Dead in Space
« on: November 17, 2016, 07:04:52 pm »
Well, they're supposed to be your starter missions to get your first loot and captives for research. They're supposed to be easy (later in the game). A temple raid is not a piece of cake if all you have is 6 unarmored gals with muskets and daggers. By definition they will be trivial just like the smaller UFO's (Cutter and Roundabout) are after you get decent gear.  Dioxine implemented it so that these missions disappear altogether after a fixed date, but I think it hurts the unlucky or slow-paced players.

Personally, I find them a nice change of pace even mid-game. Just chill and relax. I'd probably go crazy if each and every the mission required blood, sweat and tears to complete.

Also the mission to help the Lokk'Narrs should not be unavailable past year 2, since it contains a... "SN" that's required for most of high tier research tree progress (since it locks out medicine research). Unless there's a way to get a SN somewhere else.

XPiratez / Re: Bugs & Crash Reports
« on: November 17, 2016, 06:57:36 pm »
Oh, this reminds me - the same map type. There's a building like a small, two-story tower with it's stairs pre-destroyed (not usable from the start), yet it is a spawn point for enemies. Once it took me 20 turns of running around with 4 aye-phones (only ones I had) to pinpoint it as the hiding spot of a last enemy (a humanist I think) that just refused to leave the building. If I had no a-p's (and no flying armors) I probably would have to abort, having no way to find that soldier. A fix would be either to make the stairs usable or remove the spawnpoint from the building. I'll attach a screenshot if I see the building.

XPiratez / Re: [MAIN] XPiratez - 0.99E.1 - 13 Nov - Dead in Space
« on: November 17, 2016, 06:48:34 pm »
I think you can get stasis pods with them (most likely from space stations?), as I have a workshop project to release a gal from a stasis pod.

XPiratez / Re: [MAIN] XPiratez - 0.99E.1 - 13 Nov - Dead in Space
« on: November 16, 2016, 11:02:59 pm »
Unrelated question - are Zombies supposed to be flying missions? I got a Zombie Military Transport and a Zombie Sentry flying a Crackdown mission. Should I expect a Zombie cruiser knocking on my hideout's gates?

Also - got a Rod of Bliss from a lucky underwater adventure (loving them!) - the 'Use' function costs 100% of your TU's. Is it supposed to be so? Only as a means of keeping stunned enemies stunned? Same goes for Manacles?

XPiratez / Re: [MAIN] XPiratez - 0.99E.1 - 13 Nov - Dead in Space
« on: November 16, 2016, 12:35:45 am »
RE:suppression fire

A possible implementation would be to add a small (5-10 pts perhaps) morale damage to heavy autofire weapons. While not really true suppression, it's probably the most that can be done with the current game state. Come ot think of it - the morale damage could be added to any weapon's attack - multiple snapshots would most likely have a similar (if somewhat reduced) effect on morale.

A better solution (though I'm not sure it's possible or scriptable) is dual-effect bullets - the projectile hit-and-damage + an invisible, small radius 'explosion of fear'. That would allow even near-misses to spread panic.

XPiratez / Re: Bugs & Crash Reports
« on: November 14, 2016, 07:44:37 pm »
Addendum - I cheated in a Fortuna successfully by adding it to a save, so it's not an issue with the craft itself.

XPiratez / Re: Bugs & Crash Reports
« on: November 14, 2016, 07:00:06 pm »
I've actually had to register to do it, but...

I want to report a fatal crash - on trying to manufacture a Fortuna (I'm fairly certain it goes the same for other Bonny variants) I get a full shutdown-to-desktop crash - "A fatal error has occurred: code 0xc0000005". See the log attached for details. I can research it and so on, but the moment I select it for manufacture and click "Begin manufacture" button, the crash occurs.

I've tried to do a fresh install, thinking it was a punishment for my fiddling with the rules file too much. Modified the rules file on a fresh install only to remove dependecies and reduce time to 1 for appropriate research (to short-cut into manufacture option). Also removed the cloaking device from requirements (to not have to wait for it). Crash still occurs when trying to build the damn thing.

Attached all the relevant info.

EDIT: I'd attach the .dmp file as well, but the boards won't let me add a file with that extension. Give me a shout if you need it.

ps. Tee research topic for the space missions is missing a text -  STR_SPACE_MISSIONS_PREQ shows up in my research instead of  something less... 'code'.

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