aliens

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - magitsu

Pages: 1 [2]
16
XPZ Strategy/Tactics / Re: Extended Piratez general FAQ/Strategy Guide
« on: September 18, 2020, 08:35:38 pm »
I think I got Hydra from a humanist pogrom in my current campaign.

17
XPiratez / Re: A thread for little questions
« on: September 10, 2020, 06:50:58 pm »
When do you go for 2nd base? Is it due to availability of money or for example after 3 extractors?
What do you seek from it initially? Just more detection, or also intercept/soldiers. Or already plan for those buildings that you can get only x per base?

18
XPiratez / Re: [MAIN] XPiratez - L2 - 21 May - Blood And Skulls
« on: August 11, 2020, 07:43:28 pm »
In my current game processing the rocks was slightly useful, because I managed to turn all initial Rares into sailor suits and the research bottlenecked for a bit due to me not finding any from loot. I just sell them usually.

19
XPiratez / Re: [MAIN] XPiratez - L2 - 21 May - Blood And Skulls
« on: August 09, 2020, 01:43:52 pm »
I'd have hoped they would add some value rather than just be a pain in the butt.
Perhaps it's better to just adjust your expectations. In a mod which campaign takes several hundred hours this kind of thing is likely just that, for early game pacing/lore purposes. Overall they start from literal scrapheap and iron age tech.
"X-grog profitable" is an arbitrary level, other early things are very likely not meant to be as worthwhile as it. That's an useful item, wheras I'm not seeing why Xpiratez should strive to become a profitable quarry business.

20
The X-Com Files / Re: Readiness system. How does it work?
« on: November 24, 2019, 12:31:51 am »
Ehm what are you guys talking about? Where can i check some "readiness" status of my unit... or what is this about? :D
Long blue bar at the bottom of the soldier stats screen.

21
The X-Com Files / Re: produce for profit
« on: November 22, 2019, 09:42:17 pm »
thanks. I have Osiron crates to open to find a chemgun.
If you don't get it from them, they should appear with Hybrids.

22
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 17, 2019, 11:02:46 pm »
Is there a typo in login screen? Seeing version "1.0.1". Ensured i've installed the 1.0.2 zip package.
Yes, 1.0.1. Readme file talks about 1.0.2 so it shouldn't be a wrong package, just a small oversight.

23
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 09, 2019, 08:45:31 pm »
Segfault while alt tabbing from place a new base screen.

Quote
[09-11-2019_15-18-18]   [INFO]   OpenXcom Version: Extended 6.1.1 (v2019-11-02)
[09-11-2019_15-18-18]   [INFO]   Platform: Windows 64 bit
removed unnecessary parts
[09-11-2019_15-18-28]   [INFO]   OpenXcom started successfully!
[09-11-2019_15-18-28]   [INFO]   Playing flx, 320x200, 890 frames
[09-11-2019_15-18-28]   [INFO]   Using software scaling routine. For best results, try an OpenGL filter.
[09-11-2019_15-18-29]   [INFO]   SDL_mixer initialized successfully.
[09-11-2019_15-21-09]   [WARN]   STR_SELL_SELECTED_2 not found in fi
[09-11-2019_15-26-50]   [WARN]   NoNoun not found in fi
[09-11-2019_17-02-53]   [WARN]   STR_SELL_SELECTED_1 not found in fi
[09-11-2019_20-37-37]   [FATAL]   A fatal error has occurred: Segmentation fault.
[09-11-2019_20-37-37]   [FATAL]   0x58d120 OpenXcom::CrossPlatform::stackTrace(void*)
[09-11-2019_20-37-37]   [FATAL]   0x58df90 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[09-11-2019_20-37-37]   [FATAL]   0x41e830 signalLogger(int)
[09-11-2019_20-37-37]   [FATAL]   0x931fa0 OpenXcom::UfopaediaStartState::think()
[09-11-2019_20-37-37]   [FATAL]   0x7ffb3111fcc0 _C_specific_handler
[09-11-2019_20-37-37]   [FATAL]   0x7ffb31134660 _chkstk
[09-11-2019_20-37-37]   [FATAL]   0x7ffb31093730 RtlWalkFrameChain
[09-11-2019_20-37-37]   [FATAL]   0x7ffb311334c0 KiUserExceptionDispatcher
[09-11-2019_20-37-37]   [FATAL]   0x65c490 OpenXcom::State::think()
[09-11-2019_20-37-37]   [FATAL]   0x6a4340 OpenXcom::GeoscapeState::think()
[09-11-2019_20-37-37]   [FATAL]   0x5a4010 OpenXcom::Game::run()
[09-11-2019_20-37-37]   [FATAL]   0x41e990 SDL_main
[09-11-2019_20-37-37]   [FATAL]   0x933ad0 console_main
[09-11-2019_20-37-37]   [FATAL]   0x933bf0 WinMain
[09-11-2019_20-37-37]   [FATAL]   ??
[09-11-2019_20-37-37]   [FATAL]   ??
[09-11-2019_20-37-37]   [FATAL]   0x7ffb30037960 BaseThreadInitThunk
[09-11-2019_20-37-37]   [FATAL]   0x7ffb310fa250 RtlUserThreadStart

Unfortunately I wasn't able to repeat it. But this save is from immediately before because I just saved after detecting the military shot down ufo event. Quite a long-ass session, so it might have creeped instead of having a specific reason.
https://drive.google.com/open?id=1EJClgrnQgpG3Sbnn6TejGWkJQ7qcP5AU

24
The X-Com Files / Re: UFO very very early
« on: November 09, 2019, 03:15:36 pm »
Are you sure about that enemy weaponry?
Of course, that latter link is a save which wins the mission after you put 2x pistol snaps into the last sectoid.

There were 4x Plasma Rifle, 2x Alien Laser Rifle, 2x Canister Gun, 2x Small Launcher, 1x Plasma Pistol, 1x Toxigun, 1x Plasma Subrifle.
3x Medic, 2x Navigator, 1x Engineer, 1x Leader, rest Soldiers.
I think everyone outside the ufo was a soldier with either plasma rifle or laser rifle. So basically this mission had all the same guys from the previous one plus a whole lot more. The only difference being lack of mind probe. Still I'm a bit mystified how sole navigator with one seemed to outperform 2x navigators, leader etc. It doesn't seem possible that I could've broken line of sight after each turn, especially outside.

25
The X-Com Files / Re: How do you contain MC'd soldiers?
« on: November 08, 2019, 09:13:25 pm »
You could try experimenting with the idea of running a canary. As in someone who is so bad that it's bound to be targeted for mind games.
That one could carry utilities like flares/flashlight, stunning weapon.
This would be a compromise instead of a good solution, but building a team around a know deficiency could work better than having to respond to a complete surprise.

26
The X-Com Files / Re: UFO very very early
« on: November 08, 2019, 02:54:58 pm »
Ok, here's another scenario exactly a week later (19 Feb) in the same campaign, but with the kind of equipment Starving Poet is describing. 2 scrubs, 2x small shotty, 1x colt, 1x glock.
They face 13 sectoids of a Lab Ship in the evening. Third has plasma rifles, third alien laser, one toxigun, two canisters, small launchers.

I was baited by the game to see if it was possible. You start with one of them at point blank range. Shotgun kill or return fire lased.
To my surprise it felt much easier than the previous large scout. I had zero panic cycles against these 13 when those 4 previously kept one of my guys "stunlocked" turn after turn. It's incredible, one of these guys have 10 bravery and another 40! Is one sectoid with a mind probe really harder than these several navigators, medics, soldiers, engineer and a leader?

Since I wanted to see whether the initial equipment challenge is possible instead of whether it's reasonable I had a few save/reloads. Mostly to figure out the inital standoff with a bad loadout.
Colt/glock duels outside vs. laser/plasma rifles was a bit tougher than inside with combat knife/shotty. Hardest part was when one stood in the elevator above, because it needed to get shotgunned down with one shot or you get headshotted.

Try if you like a herculean challenge. 4.4M loot including 1 embryo, 119 alloys, 100 e-115.

https://drive.google.com/open?id=1dunc3i5rWeO5cN5siOYgv5qJfF95txNR (1st turn)
https://drive.google.com/open?id=1NTvbsiAhyy7Z80vGz_keJuCrzQ7GgL4D (last)

(if you find the initial challenge rough, try crouching - movement to draw reactions seems to be powerful when you can't guarantee a kill, after these two I also sense that evening might work well for against sectoids in denying their long range advantage)

Ty for the Q tip, I was just using middle mouse. I've played X-piratez before and I'm liking this compared to some of its challenges (I don't like ratman rodeo / pogrom at night, or later on mansion type of missions that last for hours).

27
The X-Com Files / Re: UFO very very early
« on: November 07, 2019, 06:27:46 pm »
I got lucky rng to be able to test this in my first 1.0 game.

12 Feb 1997 - Landed Ufo-1, a small ufo landed in Northern Scotland, my base is at Bulgarian/Romanian coast.

I had gotten 2x AK-47 with 4 clips from a previous raid (1-3 missions before this one). So I thought why not try.

Turns out that "the very best there is" according to Samuel L. Jackson in Jackie Brown can work also on Sectoids with flickering shields. You need 2 crits at a minimum, usually 3 hits.
The hardest thing is not to get one-shot with return fire. Not to mention the dire straits trying to recover that loot since they might stick closer to the ufo/friends than you'd like.

You also need blessed rng in maps. Plains day map would be impossible for ambushing. I got a evening cityscape which allowed hiding inside buildings/popping in and out.

My haul was 2x Plasma Rifle, 3x clips, 1x Mind Probe, 1 Alien Grenade, 2x Sectoid corpses.
Now I'm wondering whether I ruined the learning/test campaign :D Perhaps I should at least test which if any things those single items actually give or am I still heavily locked out by dependencies. Any advice on which way to proceed to test how fast I could utilize any of them?

Here's the save if you want to bash your head against the same wall (difficulty 3):
https://drive.google.com/open?id=1ifjvwoXJmn4g-hky9VjrFP1OJWo9hHxl

(https://drive.google.com/open?id=1PEA0dNxSRmIvwV789MxBTkVp0wNwPz7O - ready to evac)

I think it would've been wise to settle for just one corpse. Morale/readiness spiral is crazy, which made the last challenge about having both of your troops TUs to run for the exit on the same turn. That took several turns, clearly the hardest hurdle. Evac at 1 corpse and if it hadn't drop almost right next to the ufo (very far) would've been much easier.

Technically doable, but realistically not without forcing near ideal conditions.
For early heroics the storyline of hammer vs. armored car is a more appealing (and repeatable btw campaigns) story of growth.

edit: Took another pass, it's much easier with melee cqb. 4 S killed. 2 with Axe, 2 with AK. Loot 1 ps, 3 nav, 39 aa, 50 e-115, 4x pl rifle, 8x clip, 1 alien gr, 1 mindprobe, 1 multitool. 2.06M worth/201 points.
https://drive.google.com/open?id=19I7qTpKy2sQYHrNUAMFHesicXIRkT_Ex

28
XPiratez / Re: [MAIN] XPiratez - 0.99F.1 - 13 Feb - Slave Wars
« on: February 13, 2017, 07:25:56 pm »
Got a map generation error here: https://drive.google.com/open?id=0B4wmi9kjsXleRVVTTTNwVW1XdEk (.sav file, F with OXCE+ 3.6 2017-02-05)
Don't really know what kind of error it produced, since the mission (stone pyramids with werewolves, blood sacrifice) played out fine.

Pages: 1 [2]