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Messages - arbee81

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16
XPiratez / Re: [MAIN] XPiratez - 0.99J9 - 24 Nov - Needs More Muskets
« on: November 30, 2018, 03:19:00 am »
I recently found out i could right-click on stuff when buying/selling to see what that item is used for in manufacturing. As such, have items without dependencies any utility other than just selling? As an example, i happened upon a shadow lamp that then researched, but it doesn't have any dependencies (not hidden either) and already has been researched. So can i just sell it, even though its an artifact?

Items required for buildings don't show up in the dependencies yet.  Most of that stuff has plenty of other really nice uses anyway, so it's not a big deal.  You probably wouldn't want to sell them unless desperate or you have a lot, but there are at least 2 that don't.  One is boom fruit, the other is used to make the printer.  One other thing to keep in mind is some items might not be fully implemented yet, or may be tied to research in a future version, so it's a good idea to keep 1 of any uncommon items you find tucked away somewhere if you have the space

17
XPiratez / Re: Bugs & Crash Reports
« on: November 20, 2018, 04:58:26 am »
Just wanted to give an update on the base bug I reported a few weeks ago.  About a week after I posted that I updated to the current version, and I just recently had a base spawn.  Trader base too, which is lucky because I'm missing the guildmaster interrogation.  Now to dig him out of there...

Also, I was reading somewhere on here that when a nation cancels funding it will generate a base.  I've played vanilla so much over the years and never noticed/put that together.  So I checked, and that must be how I got the one base earlier on.  Rogue Fields (South Africa) stopped funding, and that's where the base was.  It's crazy that I'm still learning new things about this game after all this time

18
XPiratez / Re: Bugs & Crash Reports
« on: October 29, 2018, 03:09:00 am »
The Secret Base mission was patched in 99J6b.  This bug was reported and fixed already.

If you are not willing to keep up to date with current releases, you will be subject to whatever bugs exist in those version.

Apologies, at the time I first asked about it in the little questions thread I didn't know it was a bug because I'd had a base spawn earlier.  I just thought it was something I didn't know and went looking for odd/confirmation.  Dioxine's comment on it prompted me to gather more info and document it, and I didn't think to check if it was fixed already.

It's not so much unwilling as lazy  ;)  I'll be a bit more careful before reporting bugs in the future.  Sorry for wasting your time

You made no mention of it, so I have to wonder: Did you actually use your craft to patrol for bases?

The whole continent was covered by radars of one kind or another, and there were no supply ships.  That being said, I did hunt around a bit anyway

19
XPiratez / Re: Bugs & Crash Reports
« on: October 27, 2018, 09:19:11 pm »
I originally posted about this in the thread for little questions because I thought it was just a low chance fluke.  I had a merc secret base string of missions in Europe.  I have all of Europe covered with a decoder.  I didn't think I could handle any of the merc ships, so I just ignored them.  Didn't try to intercept or land at any of the grounded ships, they were completely unopposed, but no base showed up.  I thought there might be some kind of delay, like bases only spawn at the start of the month or something, so I kept playing.  The same month the Academy had a secret base mission in the Pacific, and I got a few of their landed ships in Hawaii.  2 frigates and I think a cruiser (vanilla battleship map).  No base for that one either.  There are some islands near Australia that I don't have coverage on, so I don't know for sure that they didn't set up one there, but about half the ships that landed in Hawaii did get raided and defeated.  Earlier in the campaign I did have an academy base show up in South Africa.  I had no coverage in the area at the time and found out about it from the rumors popup.

I had taken a break from the game and just got back into it at the end of August.  This campaign is a new one from that version (0.99j6).  I haven't updated since that install.  Unfortunately, I don't have a save from when it happened.  I'm attaching the oldest one I have, which I think was a month or two after it happened.  Not sure if that'll be helpful at all.

I haven't edited any of the rul files, and the only save game editing I've done was give myself some obsidian credit chips after I stupidly built a good chunk of a base without staffing anyone to defend it and it got wiped out.  I can't remember for sure now, but that may have happened before the academy base in south africa.

I generally don't like updating mid-campaign, so I was planning to stick with this version for a while anyway.  If I get any more secret base missions (especially ones that don't generate a base) I'll grab a save and post it here

20
XPiratez / Re: A thread for little questions
« on: October 27, 2018, 08:39:15 pm »
I'll go report it in the bug thread with a save and some more details

21
XPiratez / Re: A thread for little questions
« on: October 27, 2018, 10:55:17 am »
I'm having some trouble figuring out the best use for the electro-pulse ammo.  At first I thought it was to give more options for captures, but it tends to kill the lightly armored wimps like GOs.  Is it to help with stunning armored enemies?  I've had some luck using it on megapol, for example, but even then it tends to overstun. Is it just to give access to electric damage type?

Also, do secret base missions have a chance to fail if left alone?  Or a delay of a few months between the mission and the actual base appearing?  I had a moment of horror when I saw a Merc Secret base mission pop up on the ol hyperwave decoder, and basically resigned myself to the fact that base would be there for a loooong time.  Got the normal swarm of big ships, and I didn't even bother to land and abort to force the landed ships to start flying again.  But so far the base hasn't shown up.  The area was Europe and I have it and any conceivable approaches for the supply ships well covered with decoders or blimps, so I don't think I'm missing it.  I think it's been 2 months, maybe 3.  I'm not complaining, just...confused.

22
XPiratez / Re: [MAIN] XPiratez - 0.99J7 - 25 Sep - It Can't Go Wrong
« on: October 19, 2018, 10:16:39 am »
I've had success using pikes and spiked maces against guild masters in some early campaign base defenses.  The spiked mace was on a max strength, near max melee gal.  The pike was on gals near the end of dojo training, and I had to resort to just inflicting a few wounds then running away and let blood loss knock him out.  Lost all but 2 hands (out of 10) to that one.  Miniguns are good for chipping away at his armor to the point where other things can hurt him.  I'm playing on difficulty 2 (John Silver, I think?), so I don't know if this would be viable on the higher difficulties

23
XPiratez / Re: A thread for little questions
« on: June 02, 2017, 05:06:46 am »
I've had luck using that electropulse ammo to soften up targets for someone with a dedicated stun weapon to finish off, but after reading legionof1's analysis I think any weapon with similar damage would have worked just as well for the purpose. That niner shotgun round is surprisingly effective. The first time I used it it took down a ghoul scientist in one shot. Granted, he got back up in a few turns, but what else is new with them? It was my sidearm of choice for nurses and seductresses for a long time after that.

24
XPiratez / Re: Can bases be made to move on the Geoscape screen?
« on: May 31, 2017, 06:18:58 pm »
It's a fun idea, but what problem would it solve for you? Would they be immune from crackdowns?  I have wanted to put a base in the ocean for better radar coverage in a few specific situations, but never thought about it moving

25
XPiratez / Re: Help me git gud, question thread
« on: May 31, 2017, 06:08:51 pm »
Do the ret bunkers only show up in cold weather areas? I've only seen two in my playthrough, both on cold maps. The first time I didn't have proper cold weather gear or enough booze. The second time I couldn't really field a team I thought could win, so I just took a peek. I don't think I've seen a probe since. Do they stop spawning after a certain time or stop due to research?

26
XPiratez / Re: Finely Distilled Friendly Fire
« on: May 31, 2017, 05:58:20 pm »
Missclicks resulting in disarmed grenades are acceptable situations for reload.

Save everytime before throwing grenade!
I'm too lazy to check I'm selecting the right box, no way I'll start saving first, but thanks. If anything, these things just make me more sympathetic for Lt Gorman from Aliens. Us dumbass commanders need to stick together

27
XPiratez / Finely Distilled Friendly Fire
« on: May 30, 2017, 12:07:37 am »
I was raiding a UFO and one of my gals takes a wound.  Nothing major, but I want ot heal her ASAP to avoid longer downtime.  I miss-click on the rum, end up clobbering her from behind, knocking her unconscious, and dealing additional fatal wounds.  Then I don't have enough TU to fully heal her until next turn.  I think I probably doubled her down time in the end.

Another fun miss-click happened while doing that cardinal sin of scouting with your last unit that has any TU left.  She stumbles upon a celatid, and instead of throwing the primed grenade in her hand, I clicked disarm, and she took a load of celatid spit full in the face on the enemy turn.  Luckily it only put her in the sickbay for a month or so instead of killing her.

Normally I'm pretty good with the grenades, but I've nearly bashed in heads with rum bottles more times than I'd like to admit.  Honestly, I don't know what's worse: that they picked ME for captain or that they actually follow my stupid orders.  I think the Star Gods breathed a little easier that day

28
XPiratez / Re: MANPADS for Expedition
« on: May 29, 2017, 11:41:53 pm »
I think the problem with that is the interception speed.  Literally anything (maybe even including ratmen raiding parties) could outrun them.  There's no mechanic that I know of for firing from outside the interception screen.  Even the base defenses only engage when they're actually invading.  It's a cool idea, but I don't think it would work in the existing game mechanics

29
XPiratez / Re: Looking for some base management advice
« on: May 20, 2017, 08:10:01 pm »
A fly-by of a crackdown ship doesn't reveal your hideouts outside the target area.

Well that's a relief.  Now I can move all the crap I hastily transferred out of there back.  haha

30
XPiratez / Re: Looking for some base management advice
« on: May 20, 2017, 10:18:09 am »
So after starting this thread and getting all the great advice, I was able to get a better handle on the base management stuff.  Expanded to global coverage, ramped up my manufacturing, shifted gals around to have some experienced ones at each base in case of a crackdown, worked out a standard base defense loadout, actually got it all manufactured and shipped out.

Then after I don't know how many in-game months, I finally got a crackdown.  And they wiped the base out.  LOL.  In my defense, it was the newest of my bases, really just a radar outpost type base.  I hadn't transferred anyone good there, it was just new hands stuck in a dojo and half-trained at that.  Plus it was a stargod crackdown.  At the point I'm at, only my A team could have repelled this attack.  I actually did better than I thought I would, but there were a bunch of cyclops and most of my weapons just tickled them.  In the end all I really lost was a few mil and some time.

I did notice one thing I was curious about.  The base in question was in antarctica, and when they were searching for it I had a ship spawn in Africa, with the crackdown flag, and it literally flew slowly over my African base as it was headed south.  I thought it was actually going to attack the African base and held my breath waiting for the base defense screen, but it just kept moseying south.
 When they're searching for a base, do they wait until they're in the actual area or is it scanning from spawn point to despawn point?

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