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Messages - arbee81

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31
XPiratez / Re: A thread for little questions
« on: May 16, 2017, 12:56:19 am »
Interesting!  Learn something new here every day.  Sorry Noir, guess there is no psi work around until you get that research issue fixed.  Looks like this last update had a lot of early game research changes. I wonder if you need to re-research something, like one of the get-for-frees from captives.  I'm watching Poet's campaign and he had to re-research integrated devices and he's at least 3 or 4 years in

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32
XPiratez / Re: A thread for little questions
« on: May 15, 2017, 11:45:26 pm »
Well No seductress outfit... just wench and novice. As I mentioned, due to new update I can't research the alliance and back to school nor library so...
Used the rod of bliss and wand of firebolts, wand of rending and wand of airlesness several times, no go.
Didn't realize seductress was gated behind mutant alliance.  I haven't tried it but I imagine a successful wench attack should also reveal psi strength and train psi skill.  Unless there's something special about seductress, the mechanic of using a built-in voodoo attack to reveal psi stats should be the same

33
XPiratez / Re: A thread for little questions
« on: May 14, 2017, 08:13:40 pm »
A science thing then, thanks.
Or throw a gal in seductress armor. If she can actually stun something that should reveal her voodoo strength

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34
XPiratez / Re: [MOD] Streamlined Armor Manufacturing
« on: May 13, 2017, 06:59:18 pm »
I've been using it and love it. I'll usually check if I have what I need for the traditional recipe first to use up outdated armor, but once that's gone and I need more i find it so much easier to use the streamlined versions. I would frequently run into a problem where I wanted a certain armor, needed an earlier armor, would start manufacturing it, then get distracted and not build the final armor for (sometimes) months. This mod may literally save some of my bases (it was mostly armor for bases that I would forget about)

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35
XPiratez / Re: I had a dumb idea for a support weapon
« on: May 09, 2017, 02:48:18 pm »
Can the game assign a rank to a gal if she equals a certain stat score?

Can the game limit an item of equipment to gals who have the correct rank?

You can achieve a limited version of this with the stat strings mod and the equipment template features.  Stat strings is included with the install, you just have to turn it on in options > mods from the title screen.  It'll append letters after the soldier's name based on stats, or you can configure titles which is a little trickier and more limited.  I think the base mod is configured for vanilla, though.  I had to go in and change some values as it thought most of my gals were snipers.  Also it does not take armor bonuses into account.  Here's a link to the UFOpaedia article on modifying the values:  https://www.ufopaedia.org/index.php/Statstrings

Once you have the titles or values set up you can save equipment templates with F5 and load them with F9 when equipping your hands.  The way I'm using them right now is to set up a basic template for melee, firing and throwing, which I can then manually add specific weapons to, and more specialized templates for specific roles.  Like my base melee consists of 2 bandages, 2 atom beers, a stun rod, and a few grenades with both hands empty.  So then I just need to give them a specific weapon when starting a mission.  An example of a more specific one is a sniper build that uses the best sniper rifle I have available, a laslock pistol as a sidearm (uses the same firing^2 * .01 formula as sniper rifles), and some kind of anti-armor weapon in the backpack.  It doesn't limit the equipment available, but it does let you quickly and easily equip gals for specific roles, and it's easy to see which gal is good at what with the stat strings when you're equipping them

36
XPiratez / Re: Looking for some base management advice
« on: May 08, 2017, 10:37:54 pm »
I'm finally turning my bad base habits around. Bulked up my main production base and a secondary money base with a still to churn through apples.

Added a few radar/intercept bases and decided on 5 decent hands, 5 suicide slave troops, 10 dogs, and one hwp if possible for defense. Probably overkill, and still working on actually putting all that together, but I think I've got a fighting chance now.

And of course, there hasn't been even a whiff of a crackdown since

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37
XPiratez / Re: I had a dumb idea for a support weapon
« on: May 08, 2017, 06:58:25 pm »
I was thinking of just a blanket tu reduction, like how some of the large armors reduce energy and TU totals. To make it less practical to use it offensively. But if it's already in the works then I'll just look forward to that. I haven't gotten very far in my efforts. It's a lot more work than I would have thought to make this stuff

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38
XPiratez / Re: I had a dumb idea for a support weapon
« on: May 06, 2017, 05:01:27 am »
I think something like that would require the spawn item mechanic. I can't really think of anything else that does that, so I assume it's not possible

Right now I'm thinking of abandoning the gun bit completely and make up some sci-fi device thing in the main hand that can explain the increased performance and weaknesses. Like brainer armor, but for throwing stuff

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39
XPiratez / Re: I had a dumb idea for a support weapon
« on: May 06, 2017, 12:34:19 am »
Maybe that could be offset by making it extra squishy against common damage types, or maybe giving a TU or energy debuff to make using it offensively impractical. Hmm, not so much the spud chucker I was originally thinking of, but still dumb, fun and potentially useful in very limited circumstances

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40
XPiratez / Re: I had a dumb idea for a support weapon
« on: May 05, 2017, 03:48:11 pm »
Thanks Scorch, I had a feeling that wasn't a feature or i would have run across something similar by now.

I was thinking one option would be like a few people have mentioned, a modified throw, but then I couldn't really think of any weapons that buff stats either.  I was looking for something to use as a starting point.

Is starting to sound more like an armor, with a throwing buff and the launcher permanently in the main hand.  Haha, even dumber than the original idea.  Maybe I'll mess around with that tonight

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41
XPiratez / I had a dumb idea for a support weapon
« on: May 05, 2017, 04:39:44 am »
I don't know how or why I thought of this, but it would be a launcher that fires ammo clips. Give it to a support gal, load her up with extra ammo for your team and she can fire reloads from relative safety. Pretty dumb, huh? But I thought it sounded fun and would fit into the niche of things you put in the craft but almost never use.

Now since I can't see anyone thinking this is a good enough idea to make, I thought I'd give it a shot. Fun little project to dip my toe in the modding waters. Before I get started, though, I want to ask the modding vets: does something like this seem possible to make?  I can't really think of any examples of weapons that fire objects that don't do anything, you know?   I know there's a forum just for mod making, but I was thinking of this specifically with Piratez in mind, so I thought I'd try asking here first.

42
XPiratez / Re: Looking for some base management advice
« on: April 25, 2017, 11:49:18 pm »
That radar idea is interesting, though you do get those easy academy landings the first few months, and I've had a few random missions with landings that really paid off well before I had any better radar options. Not consistent or reliable though.

I couldn't hack it with so few gals. Maybe I'm doing something wrong, but on anything but those civvy ship raids I rarely walk away without at least one gal injured, and those injury times are long before you get proper healing facilities

How do you get reticulan plasma chargers early?  I'm just starting to see reticulans now at the end of the second year and they're a handful for the trained gals with decent weapons. Or is this what you meant?

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43
XPiratez / Re: Looking for some base management advice
« on: April 25, 2017, 10:20:56 pm »
First thing I did last night was transfer some good gals to my production base, made a few slave soldiers and bought bombs for them and got some attack dogs.  Good thing too, because not a day later a spartan crackdown ship starts looking for that base. They would have decimated that base before, now it has a fighting chance.

Thanks for the tips, Scorrpio. Much of that is still unavailable to me, but it's helpful to know how others approach these problems. Having the main strike team separate from the main base just seems... wrong somehow, but I see the logic. Main base is already getting cramped and I know I have a long way to go

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44
XPiratez / Re: Looking for some base management advice
« on: April 24, 2017, 07:21:37 pm »
Do the slave soldiers get any good? I was intrigued by them, spent a while building one up but he was still worse than even a starting gal. After he got killed I haven't really bothered except for the superhero costumes.  Maybe I'll get a few for each base to use as suicide bombers

I also like that idea of a fast response base defense group. I definitely need to focus on building up my workshops more. Currently it's hard enough to keep one group outfitted and still pay the bills. I'm looking forward to the challenge, though



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45
XPiratez / Re: Looking for some base management advice
« on: April 24, 2017, 08:16:31 am »
Hey guys. Poet, I'm watching your LP now, I'm about 30 episodes from live, and Ivan, I've seen you commenting on all sorts of xcom vids. Small world, huh?

Ivan, your advice is very helpful, thank you. It confirms what  thought, which is my production base is just too small. I have 110 runts total there, which is enough for money OR gear, but not both. Do you staff the radar bases?

I've recently unlocked the dojo, but I'm wiped out on cash from starting a mint and putting in a few decoders. I was thinking that I need 3 production bases. One just for money, one for gal gear, and one for craft and their armaments. Just seems daunting trying to manage and defend all that, but then again that's half the fun, right?

The star god base is actually the third base. I had a trader base that I (if I'm being honest) save scummed my way through, and they set up another one. I'm waiting until I have some better gear and gals before trying that one so I can do it right.

Poet, thanks for confirming my basic approach to the defense is good, I think I just need better hands. Even with a smartrifle their accuracy was terrible. I'll prioritize the dojos, shift some gals around, and start on a second team. I think I need to slow down a bit too.  One thing I've noticed from your LP and others is that I'm too reckless

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