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Messages - JustTheDude/CABSHEP

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1
XPiratez / Re: A thread for little questions
« on: August 31, 2023, 09:39:01 am »
Did you happen by chance to have your first original base in Theban Hive? If yes, then that is your answer of "why".

2
Did a small playtrough as I dig everything post-apo.

There are some QoL, lore, bugs and balance issues I came across (listing them out of memory, sorry for no save files to back them up):

- Pipe pistol seems too good. While Pre-War pistol allows you only one aimed shot and one snap shot on full TUs, pipe pistol lets you shoot few aimed shoots, while worse accuracy-wise, more bullets send flying with decend firing accuracy soldier just straight up beats pre-war pistol. Even pipe rifle is worse than pipe pistol.
- Mutants (atleast those with sprite based on X-COM zombie) have much, much bigger sight radious than your soldiers. To the point where they competently snipe your troops with aforementioned pipe pistols while you don't see them.
- There is a lore conflict where you can side with the Order (by the way they remind me of Fallout 1.5 Mutant Hunters in ideology and stuff, might as well borrow some lore from sources like that) and prove your loyality to them while being friendly with ghouls.
- Ghouls can wear any armor, but there is no way to put them back in their original one.
- Game crashes when you capture a super mutant and a ghoul leader (used a debug mode for that, to speed up testing, probably they are not supposed to be captured anyway).
- Scientist missions seem a bit hard. Especially first couple of them, since beating raider in power armor, or a super mutant with two soldiers is tad difficult and I can't imagine anyone doing that consistently without save scumming.
- Manufacturing crossbow bolts solves all money issues, it is quick to make and sells for a lot (getting few hundred thousands in one month with one worker).
- Pedia should already have few articles about the most basic stuff like shivs, clubs and guns we start with.
- I couldn't research power armor even though I got the wrecked parts from killing Preppers and such.

Might test a bit more later. Anyway, congrats and work already done and I look with excitement on the future of this mod.

3
XPiratez / Re: some sprite reskins
« on: August 07, 2023, 08:40:48 pm »
I wanted to add this rare meme weapon at some point (that is minigun rifle; I think I only seen this concept in Jason X but it's certainly traceable across more B class movies earlier), but didn't find a good place to put it.

There also exist a CnC version of "minigun rifle", which looks kinda like an AK

https://youtu.be/y3FPy_bqMsQ?t=1004

Made even a sprite back when I was enjoying my poor spriting adventure.

4
The X-Com Files / Re: Idea - not all soldiers are equal
« on: July 03, 2023, 03:20:19 pm »
You have commendations and transformations for that. By the time they reach their max stats you should have a lot of commendations behind their belt and atleast one transformation. This is what lets you specialise your soldiers.

5
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: June 24, 2023, 02:16:55 pm »
Super-Bombard. Some kind of advanced mortar tank with the ability to fire more rapidly - you can get off two snap shots in one turn, or select autofire to unload an entire 4-shell clip in one go. This would support CTRL+SHIFT spray dragging. I'd also like to see cluster rounds for artillery, if that's even possible.

Isn't there already Lokk'Narr exclusive bombard tank in game?

6
If anything it would be cool to have 2x2 units sub-path for peasant revolution, or male touch. Maybe even pushing male touch directly into it to make it that much more different from peasant revolution.

7
The X-Com Files / Re: X-Com of the XCF, good or bad
« on: June 05, 2023, 07:04:54 pm »
X-COM is super secret. As soon as (for example) CIA "caught a whiff" of X-COM in a random event then Council is displeased as it is violating our contract, we get small score penalty and that is it.

Part of the Council that created and is funding X-COM is pro-human and anti-alien, so they want to avoid civilian casualities and actually care (most likely). Individual members responsible for each country also aren't pleased when ordinary humans on their soil die.
Proof of that is Council giving additional score for saving civilians, if they would not care, there probably wouldn't be that reward. Only a penalty for a corpse that needs to be disposed now.

8
The X-Com Files / Re: X-Com of the XCF, good or bad
« on: June 05, 2023, 01:54:28 am »
X-COM = Good. Aliens = Bad. Council > Aliens. Be reminded that particular voters will be monitored and may receive job application at your local X-COM HQ, or MiB.

9
Are you sure you have pilots assigned to this craft (alongside other soldiers)? You can only assign pilots that are in the craft.

10
XPZ Strategy/Tactics / Re: Extended Piratez general FAQ/Strategy Guide
« on: December 23, 2022, 02:40:03 am »
Just like with any other damage type. Generally firearm projectiles deal "piercing" damage, but that is not a strict rule, chem ammunition will have chem damage type etc. Some armors and units resist piercing damage better, so using ammunition that deals different type might increase damage done, even if raw power is lower, for example.

11
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: December 23, 2022, 02:32:38 am »
There might be a big problem with using Good Looking Rocks as ammo, most likely it is impossible for item to act both as a weapon and ammunition for another one.
While sling and staff slings do sound like a good concept for early game long range explosive launchers, otherwise they could be always outclassed by bows.


12
XPiratez / Re: A thread for little questions
« on: November 29, 2022, 08:45:49 pm »
So on the gyrocopter craft. in the description it says: "Can strafe" and "Turn 1/16" what do these mean exactly?

"Strafing" means moving sideways. Most of the 1x1 units can strafe (hold "ctrl" when ordering to move), which saves few TUs, because gal doesn't have to spend them on turning around.
"Turn 1/16" I can only assume works like with other 2x2 vehicles with turrets that not only can turn themselfs in 8 directions, but also their turret in another 8.

13
XPiratez / Re: A thread for little questions
« on: November 28, 2022, 04:55:01 pm »
What special button is it?

This one.

14
XPiratez / Re: A thread for little questions
« on: November 25, 2022, 11:31:19 pm »
Each time my gals show up at sight they seem to grab the same set of weapons. Never did any loadouts, but they always pick up the same things, and I always have to make them ditch the ropes and pointy sticks they want to use by default. Natrually this is tiresome, any way to fix?

It should be in advanced options "Disable auto-equip: YARR!"

Is it possible to edit code to remove lowest level of hideout defence map (tunnels with green slime)? so that the lowest level is the rooms beneath the main level.
I generally enjoy the base defence scenario, but seeking out the last few enemies who get lost in the sludge is ruining my enjoyment of it every damn time.
If removing the level is not possible, maybe I can change it's code to make it impassable terrain, so that it exists but no-one can go there?

It is mapping, so I don't think a simple code would do much for it. There is however ingame solution and that is building your bases smart and using smart tactics. Security corridors block sewers for example.
If most of the enemies are either dead, or stuned, after around turn 16 "bug hunt" mode should activate which shows you remaining enemies on your map (there is a special button for that map, just like in normal X-COM).


15
XPiratez / Re: [MAIN] XPiratez - N1 29-Apr-2022 Every Day Is Caturday
« on: October 04, 2022, 10:24:27 pm »
I wish all was so simple...

It really is. Mission always says it is an infiltration and those always require inscopicious crafts, space missions always require spaceworthy crafts and underwater missions require those who can go there.

Only damage to walls counts? Haybales destroyed counts? Putting stuff on fire counts? So many questions. I know, it is not very important, but still...

Not 100% sure, but probably just destroyed tiles count, which would be roof, 1st floor, hay bales, stairs, walls, doors and windows. Those on fire that aren't destryed at the end of 5th turn most likely don't count.

Do you mean I will receive 0 points for this mission and not receive -500 for skipping? Do you mean there are no specific requirements to actually win this mission to go forward in plot?

There might be some fluff item inside, but nothing you have to get for sure.

Just go there and immediately retreat? I don't remember that.

Yes, it is written in mission description, that your gals deal with the satellite by just showing up, since you get no infamy loss from retreating from this mission, your overall infamy is higher, because you didn't lose the ammount you would if you didn't show up there at all. To be fair, all of missions that give you infamy penalty if not responded to work this way, but they usually have civilians so just showing up and leaving will hit your infamy (mutant pogrom after joining mutant alliance, its overall better to show up and retreat than not to show up at all).

There is no need to actually do that mission, especially since it is so dangerous. Mainly in midgame, where you still have access only to basic space suit and stepping out of your craft is like a duck hunt for the opposite team.

Non Gal/Ubers receives DIFFERENT ranks! And why would slave population increase officers count?

Probably engine limitation, still, "slave" soldiers you recruit aren't just normal slaves anymore, but part of your pirate band, even slaves need their master, someone has to govern them.

Not receiving an answer is not the same as nobody really cares. And most such "best stories" are just an example of lazy writing or even worse -- marketing driven plots.

Examples like movie "Alien", or "Star Wars" old trilogy show that it truly isn't just an example of lazy writing, or "marketing driven plots". Prequels of those that explain stuff are just super bad. Sometimes it is better to not reveal something, because no matter what is the answer, it won't be better than just wondering what the answer is.
I'm not talking about "cliffhangers" as they are truly "marketing driven plots" and as such, doesn't exist in Piratez.

This does not stopped me from using "nade passing". I you want to prevent that, grenade priming time should be less than time needed to pick a grenade from the floor. This has nothing to do with throwing time. And also this 40% TU to throw is on ALL items, not just grenades. This makes no sense to me.

It is not supposed to stop you from doing that, but to slighty discourage cheese. That 50 000 000$ penalty event was designed to discourage you from hoarding money, not to outright stop you.

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