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XPiratez / Re: [MAIN] XPiratez - M5 24-Mar-2022 The Five Captains
« on: March 24, 2022, 08:22:19 pm »
Thank you Dioxine!
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Those bombs suck!! They can't be disarmed but won't explode if a gal picks them up. Probably everyone know that by now, just sayingLol! Guess I'm the last to know! My gals say, "Thank you Fugazza!"
I hate that thing so much lol. It's a really good ship, except when you forget about the gas >_<Yeah, I did one mission then immediately went to the Ruleset and deleted everything on the worm that said trap.
You can go to the save file and edit it directly, open it with a notepad, ctrl+f "bases:"Good to know! Thanks Gremlion!
you will see:
facilities:
- type: STR_ACCESS_LIFT
x: 0
y: 2
- type: STR_HANGAR
x: 0
y: 0
- type: STR_STILL
x: 2
y: 5
- type: STR_LABORATORY
x: 4
y: 5
Buildings have coordinates from 0 to 5, 0,0 is top left, iirc. Rearrange however you like, then delete some money for honesty.
I am finally entering the proper midgame air game, and boy there are a lot of crafts to choose from.Try this: https://www.xpiratez.wtf/en-US##STR_XCOM_CRAFT_ARMAMENT
Are there spreadsheets with all craft stats for convenient comparison (in some old tread perhaps)?
A random event on "Gals are superior" path.
You need to edit Pirates.rulThank you Eddie! Any edits to that line results in a 4x3 backpack... I'll just use one row.
Search for "STR_GRAV_ARMOR_UC". Then delete the entry "- INV_NULL_4X2_BACK" a few lined further below right under "builtInWeapons:".
Grav harness is supposed to have some serious drawbacks so you bother researching higher tier flying armors.Thanks Martin. So vertical 3 backpack is considered OP. Would still like to know if it can be changed without learning to code