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Messages - JustTheDude/CABSHEP

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XPiratez / Re: [MAIN] XPiratez - N1 29-Apr-2022 Every Day Is Caturday
« on: October 04, 2022, 11:46:50 am »
I don't know about others, but I really hate when after scrupulous preparation I am getting a notice that you can't use that vehicle! Some mission infos do mention that they require special craft, but not all of them. Is it too hard to add some kind of asterisk (*) to a mission info that will signalize a player about the necessity to check vehicle requirements first?

Basically all missions have a clear mention that only specific crafts can be used and it is rather intuitive. Underwater missions take only those that are capable of going there, space missions only take spaceworthy crafts and infiltration missions take only inconspicuous crafts.

Some mission descriptions are vague. For example this mission with red barn. Do I really need to inflict as much damage to it or I just need to evade an angry peasant for 5 turns? I am not sure if it is even possible for a game to assess damage to tiles and walls done by a player and calculate a reward during debriefing accordingly. (Probably it is possible -- base defense.) Also I want to mention a mission with zombies coming out of black pyramids. Only by pure accident I discovered that portals inside those pyramids can be destroyed and their destruction is crucial for plot. This makes me rise a question: how many other similar stuff I missed?

Yes, the game somehow counts how much damage you dealt to the barn. And I see nothing vague about that mission description, don't kill barn owner/s, destroy the barn.
You probably didn't missed much, but maybe the language barier is a bit of a problem. The satellite mission that disrupts your laboratory can be "completed" by just showing up and aborting ASAP, no need to deal with whatever lurks in space and such. It is also written clearly in mission description.

Despite what article about “Loot Distribution” says, non Gal/Ubers do contribute to higher rank generation. I recruited a bunch of peasants to guard my secondary bases in hopes to minimize wages, but main base uber habitants still got their promotions! This setback was not critical, but considerably undermined my trust towards this mod.

Where it is written in there that non Gal/Ubers don't contribute to rank?

Nepped pirates does not acknowledge having already been Nepped. Just like the article said. This was not a joke. They just eat 100000$. Seriously, how did the author of this mod come up with this bullshit idea??? Do I have to comment more about this issue?

Either an engine limit, or a little trolling for people who don't acknowledge what is written.

I lost 50 000 000$ due to an event. Partially I cannot complain about that, because game explicitly said that something like that could happen. But there is one important nuance: I had to click like crazy to earn that money! Printing money from air is not as simple as it sounds, especially if this involves medicine production. And this is not some kind of exploit, game itself told me that it is right thing to do: produce and sell medicine to save lives... Of course I just edited the save file and gave this 50M back. And why stop there? I decided to just give myself money using save file I would gain by producing and selling medicine instead of actually doing so. The end result is the same, but with far less clicking micromanagement and distractions. I think this stuff with printing money and stealing should be greatly reconsidered.

Just buy gold bars to keep your cash safely stored in base. Do that once a month at its end. Shouldn't take more than few clicks and a good mouse wheel scroll.

What does “HUGE Target” means? I don't remember this stuff was described in BootyPedia.

"Hitbox" of each unit is represented by a cylinder in-engine. "HUGE Target" most likely means that this cylinder is bigger, thus a bit easier to hit.

Few words about the storyline. Well, it was very interesting, I impatiently waited for each next piece of information form different sources like Decrypted Data Disc. But some parts were not satisfying enough. May be I didn't gathered all the pieces. (Though I am certain I cheated and researched all stuff like Grrrl Guide.) None of witches admitted that it was she who staged initial girl's escape. Origins of player's first base is not clarified. Also the conclusion with Doctor X was not very climactic. You see, escaped girls didn't really have questions that only Doctor X could answer. Why they even put so many effort to find her in the first place?

Some stuff is supposed to be vague, or shrouded in mistery, otherwise it would be lame. All of the best stories and lores have things that don't have clear answers and aren't obvious to guess.

One could assume that original Hideout was old X-Com base, but the game and story allows for a quite a big bit of a roleplay. You want to think that this base belonged to Men In Black division, who at the very end went rogue and scrapped its existance from their records? You can.

And lastly few words about balancing. The thing that bothered me greatly during whole campaign was 40% TU cost for throwing stuff, instead of vanilla's 25%. It became so much harder to use grenades and even throwable light sources. Landmines were almost useless in XCOM Files. But in XPiratez with even more restrictions (2 hands to prime, 40% TU to throw, accuracy penalty while throwing) it is completely useless! Chemical weapons are very weak. They suppose to counter armor, but do so very slowly. I observed this both while tried to use chemical weapons and while was shot using them. Also it feels like Voodoo magic is severely nerfed. I only managed to use it reliably on Megapol animals. I know, Voodoo can be much stronger, but I haven't really touched that path.

Player grenade spam is well known trick, also nade passing, where one soldier primes the nade, drops it and other picks it up.
So stuff was implemented to counter the biggest of player cheese to make stuff interesting. Yet another campaing in yet another mod where you basically ignore aiming mechanics, because RNG of bullets have to roll that one, or specific line to the target, while explosives just have to land in range.
Yet there is always a solution. Instead of using nades, use dedicated grenade launchers. Instead of throwable light sources, use bow with flaming arrows. There is a balance between one tile grenade, or light and dedicated weapon to serve the same purpose.

Landmines are supposed to be used like landmines, not proxy nades. While I do have to admit that the game is rather always pro-active where you are attacking something, so land mines aren't that usefull, outside of few specific encounters. But they sure served their purpose in my favourite part of the game, when fighting deep ones and zombies.

Many enemies have chem protection on top of their armor, not everyone is vulnerable to chem, don't take any kind of weapon and any kind of damage of be all end all solution.

Yes, mind control was nerfed, because in vanilla it is super busted to the point of allowing people to reliably beat Cydonia with one psy soldier. You could still get close to that level, it just takes a lot of resources, training and research.

XPiratez / Re: A thread for little questions
« on: October 02, 2022, 01:42:38 am »
Lower difficulty levels offer less enemies, so the one sure and convinient way is just to start the game again.

XPiratez / Re: A thread for little questions
« on: September 11, 2022, 06:48:34 pm »
Aren't Gauss and MAG weaponry supposed to shoot projectiles so fast that they start to burn in Earth's atmosphere, thus sometimes igniting flammable fur/clothing/whatever?

XPiratez / Re: [MAIN] XPiratez - N1 29-Apr-2022 Every Day Is Caturday
« on: August 05, 2022, 12:03:47 pm »
if you're concerned about the lore just say that the harvester has low ceilings on account of being a converted grain hauler, and so the gals won't fit comfortably

Yet they can fit comfortably in non-converted grain haulers found around the world when they raid those.
Harvester is just too low-tech and gals just enough don't give a damn about stuff for any kind of rule to keep them away.
If this was some high-tech shuttle with some kind of AI that scans the occupants and doesn't allow the lift-off if it detects any non-human, or males onboard. Or if it was only rented to gals by some kind of racist/fanatical "true" pureblood organisation that allows usage only to fellow "true" pureblood females.

All the conversion does is stripping harvesting equipment, adding a bit of hellerium, adding a bit of armor plating and a gun mounts.

The only half-decent reason would be the infamous gal supersitions that say that they simply refuse to board it because its bad omen, or something like that.

XPiratez / Re: [MAIN] XPiratez - N1 29-Apr-2022 Every Day Is Caturday
« on: August 05, 2022, 01:39:12 am »

Then simply restrict yourself from putting too much non-peasants on it. Sure, you can min-max the hell out of it, but the branches are more or less your own choice in playstyle and a bit of roleplay. Might as well say that "Reject the Power" is redundant, because picking any codex is better from powergaming perspectivie.
In my opinion if something is OP, but one could easly either not use it, or restrict himself to use it fairly, then it isn't a problem.

And there really doesn't exist a half-decent reason why gals (or any other race, or just males) couldn't use Harvester. Civilian Agrocultural machine shouldn't be much different in operating than aircar, airbus, or airvan, which gals operate with no problem.
The "principles of revolution" argument also doesn't hold, because of a quote from "Peasant Revolution!" after research sreen:

" ...Whatever number of Gals or assorted adventurers you can raise for your cause, it's not big. Big picture is the peasants. They're everywhere, they're the backbone of Earth's society. After all, they provide food. If only they weren't so passive...! ...But with their bravest girls as the vanguard, and your Gals as the tip of the spear, they can be roused from this slumber... and the world will never be the same! You have communicated your grand ideas to a council of village elders. Most of them said you're insane, but you did manage to rouse a small cadre of idealists. It is enough for now; in time, you believe truly, it'll snowball into an avalanche!..."

Uber Gals are considered a part of this revolution. One could make argument against Lokk'Naars, but what those little goblin girls are any different than your common peasants in terms of joining the revolution? Especially when taking gameplay into consideration, where they are surely weaker on average than gals. And what is the problem with armored cars being transported there?

The X-Com Files / Re: The X-Com Files - 2.4: Flesh and Circuitry
« on: April 23, 2022, 05:20:42 am »
Sol, maybe we should make the hangars roomy or small hangars in 1 cell? Very strange that 1 car takes a hangar for the plane. I understand that the game convention, but still...

Technically its not even one car sitting in a hangar, because agents travel via public (and later) private civilian transport (planes) and then they rent a car to their destination.

From the Ashes / Re: From the Ashes - initial release!
« on: April 19, 2022, 02:29:43 pm »
- In vanilla, those 12 armor means nothing against plasma. So I think it's comparable, as power of FtA's early game enemies are way lower, than vanilla. It's a design choice, many people treat it hostile. But I looked very closely to how it affects on the game for a long time, and did a lot of testing. Currently, I like how it works from a game design perspective. There are options to get armor, and I will add more for future, but it still would be rare and valuable. But what makeshift alternatives for weapons do you want?

Yeah, but very common one-hit kills against the player makes sense in vanilla where soldier replacement is just a small cash investment without any limits. Soldiers becoming fairly expensive and with limited numbers to hire kinda breaks this balance (just my opinion, though).

Not that I "want" makeshift stuff, but I dig the aesthetic and it makes sense for the first "tier 0" gear that X-COM can get their hands in steady supply. Like civilian bulletproof vests reinforced with scrap metal and simple zipguns, pipe-rifles and sub-machineguns like Luty, or Sten that could be used later as cash source by crafting them and then selling to ressistance which seems to make sense in the lore.

I don't want my opinions and "propositions" to be treated as "demands", its entirely a feedback :) 

From the Ashes / Re: From the Ashes - initial release!
« on: April 18, 2022, 04:31:24 am »
Had ton of fun, played it few hours, then debugged whole camaping to experience everything.

New mechanics are awesome, things that were thought to be outside of the engine possiblities are now "just" implemented.
Truly a breath of fresh air.

(I'm not good at praising stuff, if I don't mention something its most likely very, very good, otherwise here are some small nitpicks).
In no particular order:
- Armadillos seems to be the most "unfun" enemies to fight with, 20 armor on each side, fairly fast, slight (20%) ressistance to basically any weapon you can get. With other monsters you can work around with their weakness, Swarmids for example are countered by fire, but Armadillos just eat fire and bullets for breakfast. Just have to use the biggest guns, otherwise rip. Weakness to stun/electricity (tazer) should solve the issue, while also not making them too easy.

- On the first glance it is hard to tell what needs to be destroyed in MiB HQ and that is a timed mission on top, going around trying to explode each and every "computer" and mainframe takes a lot of time and is just boring. There is no indication when "aborting" the mission counts and HQ destroyed and when it's not.

- There doesn't seem to be a good way to get cash, I assume its not intended to be constantly in debt. Sure, you can make chemicals and sell them for a net 100$ gain, but with new market mechanics you can't even set them to sell automaticly and it doesn't really pay for base maintenance and for additional stuff. Covert Op, shooting down some MiB craft, or a regular mission focused on accquiring funds should easly solve it in the beginning, then maybe focusing on manufacturing stuff to sell to the allied factions.

- Hunting Rifle ammo stacking seems to not work properly (probably the same problem with bow). On the pre-mission inventory screen you can stack 5 individual "clips" in one space, but when you actually start mission, it reverts back to single bullet for each space. Also, the price for a single bullet is ridiculous, 100 god damned greens, if they aren't made from gold instead of lead... heh.

- Zombies seems to have too much TUs. This might be just personnal experience, having to run to the wheat fields ASAP just when you see one, because they will always get you.

- There is no point in trying to intercept very small UFO's as per shields, huge dodge chance, always explodes and deals fair ammount of damage back. I don't see myself trying to engage them in a full game. This might be due to lore reasons, in this case its ok.

- Makeshift nades shouldn't need to use chemicals to create, or they should be able to be made free of charge, since you have to spend cash to make chemicals and then spend cash to make a nade out of them, which means in pratice that each such nade costs almost 0.5k.

- No armor for rookies. Interesting design choice I don't quite like, even in the original game jumpsuit gave some armor to the soldiers. I sure do hope for some makeshift alternatives for both weapons and armor in the future.

Really looking forward into mod's development, it might even be the spark to rekindle my xcom spriting "hobby", keep up great work.

XPiratez / Re: A thread for little questions
« on: March 26, 2022, 11:14:29 pm »
I must confess that I do abuse AI's inability to logically respond to a gal standing on adjacent tile. Any player in such situation would step one tile back and unload autoshot at the enemy. But AI reliably just walks away and ends it's turn.

That is taken into consideration as a gameplay "feature" (because engine limitations and stuff). Otherwise mechanic like CQC gunfire evasion would be pointless. They either escape from potential melee fighter, or try to shoot it, thus not hitting at all.

XPiratez / Re: [MAIN] XPiratez - M4 6-Jan-2022 Peasant Revolution
« on: January 26, 2022, 09:33:50 pm »
ok, at least let's hope we might find some more pointers/reference in other bootypedia articles in the future...(??)

"Named after a gunsmith who was famous for similar ideas (and amazingly, did not get killed by any of his contraptions)."

Isn't that enough of a hint, why it is called the way it is called?

XPiratez / Re: [MAIN] XPiratez - M4 6-Jan-2022 Peasant Revolution
« on: January 10, 2022, 10:30:05 pm »
Truly, with peasant path, one can only look into the future and wish for 2x2 vehicle path.

The X-Com Files / Re: No Advent in 1.91
« on: December 12, 2021, 04:09:08 pm »
Indeed, basically every niche that ADVENT could fit is already filled with some other organisation.

If there is a strong need to have something that you can call "ADVENT", just because it exists in nuXCOM, then maybe there is something that can be done with few ideas.
One of those is ADVENT acting like yet another separate alien race that appears in later stage of the invasion building bases, raiding towns and flying ships.

XPiratez / Re: Piratez Difficulty Curve
« on: November 20, 2021, 05:39:01 pm »
Thanks for info.

Maybe I shouldn't modify those files because using spoilers and using save scumming is part of the game in this mod?

Just "rush" base defences, better interceptors and tanks and you are pretty much golden. Only Star Gods and Mercenaries can give you a problem when they arrive if you achieve this.

No more spoilers and definatelly no save scumming required. 

The X-Com Files / Re: The X-Com Files - 1.8: The Shores of Hell
« on: April 09, 2021, 11:26:51 pm »
I see you are still straw-manning your way through this. Alright, have it your way, I think I see where you are coming from.

Any acknowledgement that not even the game-mechanics itself support your view? As in, countries get infiltrated regardless of X-Com "defending" or "abandoning" them?

BTW, who or what are these Ethernals you keep talking about?

Game-mechanics itself perfectly support my view as once a nation signs a pact, you can't do anything about it. :D
And you can delay infiltrations and thats what matters. And since lore-wise X-COM is fighting a losing war, its the only reasonable thing that no matter how hard you try, eventually you have to lose, or go to Cydonia, which perfectly sums up any attempts at trying to sway governments back on your side just for the sake of it as it is pointless in the long run.

Instead there should be something that would prevent game-over just because enough council nations resigned from the project, but having to rely purerly on cash gained from selling stuff. From small organisation to global agency to underground ressistance in a span of one game and few in-game years. Something like "X-COM independence project".

Apparently they are called "Ethereals", always called them "Ethernals", never noticing the difference. Makes sense, but either way, "ethernal" sounds cooler and more alien.

The X-Com Files / Re: The X-Com Files - 1.8: The Shores of Hell
« on: April 09, 2021, 05:54:15 pm »

Even if some points of I brought up were deconstructed, in the end it still its pretty much up to mod creator and how he feels about it. All of the fluff lore text can be changed in a flick of a finger to allow toppling goverments on the whim, or not.

My opinion still remains unchanged, at the point of X-COM being in power to even try to do such things, they should already fly to Cydonia, instead of playing ping-pong with Ethernals but instead of little empty white, or orange ball, its the countries who one day sign pact with aliens to then drop it next week, to sign pact again next month. As ridiculous as current "apocaliptic" event curfews :) .

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