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Messages - Martin

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406
XPiratez / Re: [MAIN] XPiratez - 0.99F.1 - 13 Feb - Slave Wars
« on: March 05, 2017, 01:19:37 am »
Nope. Adroid would be easiy to tell under basic scrutiny. There would be many tell tales of its mechanical nature (surface texture, wrong smell, wrong heat distribution etc.) that would be extremely difficult to cover in the first place and stil adroind's nature woudl be easily revealed by superficial medical examination.

407
XPiratez / Re: [MAIN] XPiratez - 0.99F.1 - 13 Feb - Slave Wars
« on: March 04, 2017, 06:40:47 pm »
A human brain cannot be charged with information the same way a machine can, no matter your scientific progress - it's just not designed for that.

How about a brain designed for that placed in a clone body? Aliens in TFTD apparently knew how to do that with all those learning arrays in thier ships and facilites. Thanks to brain-blood barrier, it would be difficult to detect this sort of chimerism too, so  you have pretty damn good infiltrator.

408
XPiratez / Re: [MAIN] XPiratez - 0.99F.1 - 13 Feb - Slave Wars
« on: March 04, 2017, 01:49:10 pm »
IMO Cloning isn't something that's good. In universe all clones are very... lacking.
It's something we see in Mutons and reticulans. All of them being very degenerated for the most part. Not full of vigor like the ubers or purehumans.

Maybe cecause they were intentionally made that way, so they'd be less likely to become rebelious.

409
XPiratez / Re: Bugs & Crash Reports
« on: March 04, 2017, 12:51:15 pm »
Plunder mission only shows as a comm wave similar to certain terror missions, but never actually fires.

410
XPiratez / Re: Add Infamy Loss for failed Alien Base attack.
« on: March 02, 2017, 10:59:52 pm »
the Secret Bases will be completely rebuilt at some point.

Yes! Yes! Yes!

If I may suggest, make them have a base control facility you need to blow up (like that synomium devices in TFRD) and have the baddies bring in reinforcements (like alien buildings did in Apocalypse).

411
XPiratez / Re: [MAIN] XPiratez - 0.99F.1 - 13 Feb - Slave Wars
« on: February 27, 2017, 03:16:34 pm »
Worst I saw was autolaser trooper.

Guess it is because for me, they tend to spawn on ordinators.

412
XPiratez / Re: [MAIN] XPiratez - 0.99F.1 - 13 Feb - Slave Wars
« on: February 27, 2017, 02:35:30 pm »
Zombies, even zombie troopes are too easily countered by high melee gal with best sword you have wearing full plate with shield. The zombies can't hurt her in melee (I lost about 10 hitpoints while being surrounded by armless troopers and some regulars), troopers rarely spawn with decent guns and even if they do its generally possible to run towards one and chop its arm off even if you don't have enough TUs to finish him.

I suggest adding melee monster zombie or exploding zombie or dedicated grenade throwing zombie to add more challenge to zombie missions.

413
XPiratez / Re: [MAIN] XPiratez - 0.99F.1 - 13 Feb - Slave Wars
« on: February 24, 2017, 11:25:03 pm »
1. Do not influence enemies at all, so hey, not cool, I feel just cheated by the devs.

The enemies are too stupid to deal with that and it would take a very large and dedicated team to change that.

414
XPiratez / Re: What is your playstyle for this mod?
« on: February 23, 2017, 10:15:23 am »
Wouldn't that be easy to fix by creating mercenary specific copy of the craft and giving it different deployment table?

415
XPiratez / Re: What is your playstyle for this mod?
« on: February 23, 2017, 01:00:16 am »
Star Gods sometimes come with real firesupport (guardians and sectopods) instead of their usual trash and good luck with those.

416
XPiratez / Re: how to find mutant meat?
« on: February 22, 2017, 06:40:24 pm »
Not all critters you butcher mutant meat and the mission might not appear every month. Cave hunt is the best option.

417
XPiratez / Re: [MAIN] XPiratez - 0.99F.1 - 13 Feb - Slave Wars
« on: February 22, 2017, 06:31:08 pm »
also, East, in general.

What kind of East? East of France? East of Germany? East of catholicism? East of chalcedonian christedom? East of Abrahamic faiths?

418
XPiratez / Re: [MAIN] XPiratez - 0.99F.1 - 13 Feb - Slave Wars
« on: February 21, 2017, 01:48:40 pm »
Give the werewolves in blood sacrifice missions some ranged weapons, dammit! Even bows and javelins woudl be fine!

419
XPiratez / Re: Bugs & Crash Reports
« on: February 19, 2017, 12:07:01 pm »
Purple turtle claims to have capacity of 12 and indeed 12 gals can fit in, but only 9 units spawn on the battlescape.

IDK if bug or not, but red codex unlocks three different crafts, while gray and golden only get one of them.

420
XPiratez / Re: Ideas for better aircombat?
« on: February 18, 2017, 12:04:19 pm »
Solarius Scorch: Give big factions alert level mechanics that gives them several discere bands of agressivity (low alert faction will do "civilian" missions such as surveying, high threat ones will eventually do nothing but patrol the globe with battleships). Alert level should go up when you shoot down their crafts, successfully assault their landed crafts, while it should drop a bit everytime they score by suceeding at a mission and also a bit at the end of a month. This gives the players an option of playing it smart and not triggering a response he can't currently deal with by choosing their battles.

But this woudl be a bitch to code I guess...

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