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Messages - Absalom

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31
XPiratez / Re: The effect of difficulty level
« on: December 23, 2016, 08:51:18 am »
The battlescape is the heart of the game, the fulcum whereupon everything else happens

Superhuman (I have played it too much) is too much of an awful grind for any benefits to be appreciated

32
XPiratez / Re: Quick lore question
« on: December 23, 2016, 08:50:21 am »
Yeah, adding some desert villages (much like ratmen villages) should be easy. The question is: where to get their buildings from? :P
(No, I'm not making this shit.)
Don't take this the wrong way but I would prefer to play as few barrio maps as possible

Ratmen villages are a pain, especially since I always get that map even with other missions

33
XPiratez / Re: [MAIN] XPiratez - 0.99E.3 - 21 Dec - Dead in Space 3
« on: December 23, 2016, 08:48:29 am »
Thanks for the patch!  Quick question, how were flintlocks nerfed?  Just started a new game and peeked but didn't notice any changes.

Also while I'm here, is there any way to see which gear is usable underwater?  Got lucky with the harpoon gun since I played TFTD but otherwise, no dice.

34
XPiratez / Re: Quick lore question
« on: December 20, 2016, 05:13:39 pm »
I reworked the text to be more in-line with the current version of the game (it comes from a time when cloaking devices were available to buy from the get-go) :
THESE DEVICES RENDER CRAFTS INVISIBLE TO ALL FORMS OF LONG-RANGE DETECTION. BY INSTALLING THEM, WE CAN APPARENTLY MAKE EVEN A WARSHIP DISSAPPEAR, REMOVING THE LIMITATION OF USING ONLY CIVILIAN CRAFT. THE REAL MYSTERY IS, WHO MANUFACTURES AND SELLS THEM? WHY? HOW?

Ja but it's still quite the tech jump from interrogating hookers and crafting bows to suddenly cloaking devices.  I would update the "Our Origins" or "Our Fight," or even better, rename the text and entry from "Cloaking Devices" to be "Craft Interception" or something suitably piratey such as "Making her Flush" (the pirate term for converting a captured merchant vessel into a warship suitable for their needs.)

So, to add - you used to start with the Bonaventura - which is a proper warship - and we sorted needed a lore item to explain why we weren't getting intercepted by the AI.

You still need to buy a cloaking device when you make a craft in your workshop, but now that we start with civilian vessels, I can understand where the confusion came from.

So it's a engine limitation question.  Which is a shame since real life mariners in the golden age of piracy would utilize all sorts of subterfuge to avoid interception such as carrying multiple nations' flags and ships papers (registrations,) which evolved into a high stakes game wherein the boarded ship captain had to guess which nationality the boarding warship was and whom he was legally allowed to capture and present the correct papers to prevent seizure of goods etc.

Obviously this is far beyond the scope of the game but I'm just trying to justify my History minor somehow.

35
XPiratez / Quick lore question
« on: December 20, 2016, 07:42:56 am »
So downloaded the mod and been having a real blasty-blast but I have a question about the lore. 

I fully read the starting bootypedia when I began, and the readme included with the game.  So I got that, in-game, we are escaped mutants trying to survive as pirates and rebuild knowledge starting from the ground up.  However, while researching various things and gradually building knowledge back from bows and arrows to apples and wine trying to get the technology for a workshop when a research topic for "Cloaking Device" was unlocked.  Even more, once researched, the entry assumed I already knew about the cloaking devices "we" were using, or used, or something.  While I can infer that apparently we are using a cloaking device on all our ships to not be caught, and that it's an explanation for the gameplay limitation of not having OUR craft be intercepted, my question is what exactly are we, the player, supposed to know about our gal's "Cloaking" when we start out?

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