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Messages - JustTheDude/CABSHEP

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271
XPiratez / Re: A thread for little questions
« on: April 03, 2019, 05:35:14 pm »
Part of the experience is to learn yourself what you need to do now. I suggest going for better armor (Defender) and even Power Armors.

I guess the only thing you can do ingame to "bomb" you is to ignore multiple enemy bases to the point of them sucking all Infamy. Govts one by one emplying "Zero Tolerance Policy" in snowball effect.

272
XPiratez / Re: Bugs & Crash Reports
« on: March 30, 2019, 07:29:43 pm »
About the accuracy of shooting, to relate not only to your units, but also to all opponents. When approaching the enemy, shooting right front of you from any distant weapon gives a miss in almost 90% of cases, went off to the 1st square and shoot even with a novice gal and hit (the enemy also miss you either). For testing started a new game J12, the complexity of Jack Sparrow. Sorry for bad english (not my native lang.)

It's not a bug, it's a feature!
If enemy unit is standing next to yours (and vice-versa) there is additional RNG check of CQC to shooting any ranged weaponry (doesn't matter the target). It's meant to simulate warriors dodging, or even grabbing your weapon. Pistols have the biggest chance to get positive RNG check, while bigger guns have lower.

I recommend reading every single bit of information in "Bootypedia", otherwise playing on this difficulty might be not the best idea.

273
XPiratez / Re: A thread for little questions
« on: March 28, 2019, 02:56:55 pm »
You have to find, or research other flamers to get long range one.
Flamers are good on armored enemies without much health thanks to mechanic of dealing constant damage despite armor.
Shotguns are pretty much best for standar zombies.

There is fair RNG chance of several missions spawning zombies instead of certain faction. Tower, mansions, temples, space etc.

There is "SOUND" folder with tracks, but I guess it requires more than just simply adding new tracks.
After getting "bored" with them, I just simply run web browser in background with YouTube videos.
I particulary like C&C Tiberium Sun/Firestorm/Twisted Inssurection OST, because it fits quite nicely.

274
XPiratez / Re: A thread for little questions
« on: March 14, 2019, 01:57:42 pm »
I did few runs in the game and I never got BFG. Broken batteries, of course, but not BFG itself. It's rare enough on sane levels.

275
XPiratez / Re: Re: [MAIN] XPiratez - J12 - 24 Feb - Wetworks
« on: March 08, 2019, 01:39:29 am »
Drawing another arrow is probably added to the TU cost of shooting. Just like with bolt action rifles, or pump shotguns.

Do pistol have "magazine" slot? No, it's inserted inside the gun itself. You can imagine quiver being clipped to back, or belt of a gal, during those TU that are required to "reload" bow.
Or we can ignore that little "inconsistency" since there can't be "realistic" solution because of engine limits.

276
XPiratez / Re: Re: [MAIN] XPiratez - J12 - 24 Feb - Wetworks
« on: March 05, 2019, 09:20:38 pm »
TU cost for reloading bows is very small... I don't see reason to eliminate this entirely.
It makes sense that Gal "opens" quiver to take another arrow and it's fast.

277
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: March 01, 2019, 10:23:18 pm »
This looks pretty much like tribal "snow armor". Only this one is black.

278
XPiratez / Re: [MOD] Reincarnation 0.2b
« on: February 28, 2019, 12:09:16 am »
Don't wanna sound repetitive, but i'd insist on the cybirg thing, may be more easier to implement; plus would fit well with the setampunk/cyberpunk theme of the game. Jyst remembered about the System Shock (the firts) death cinematic:


I thought more about C&C cyborgs:

https://www.youtube.com/watch?v=2N513XMB3FA

Or

https://vignette.wikia.nocookie.net/cnc/images/e/e0/NodMutantResearch.jpg/revision/latest?cb=20060518085448

Or

https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/262bb5d7-2040-4390-bec8-9f2e130cda12/d375jdp-88d46ff4-0d76-455c-b2d6-7849428eca17.jpg

I think they look crude enough to be build by Ubers in mid game, or even ordered to do so by Technocracy.

279
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 23, 2019, 07:35:26 pm »
I have a one "bad taste" found in mod. Missions like "Syndicate Warehouse" are... Empty. All loot we can get is what guards and scientists were carrying, like they were guarding nothing, or like X-Com just ignores stuff inside.
Also their ships give nothing.

280
XPiratez / Re: [MOD] Reincarnation 0.2b
« on: February 21, 2019, 04:42:12 pm »
Or... CYBORGS! Green seems nice to give that option from dead gals and lore from Technocracy would be used.

281
XPiratez / Re: Hideout Defense
« on: February 14, 2019, 02:34:30 pm »
There are some "tactics" to deal with Hideout defences and I personally enjoy every attack. Unlike some RNG city maps, or Ship from TFTD where it's a chore to sweep and not lose your gals, becouse enemy can be "patroling" every room and stay there forever.

My most successfull tactic is to just place barracs/burrows next to Hangar/Hangars and elevator while keeping empty space between anything else.
I don't think it's that unusuall.

Keep few dogs to send them into tunnels, then place gals in the hallways leading to hangar. Those will snipe anything coming out. Keep few Shotgun/melee gals around the corridors. Send "harass" parties by maintenance tunnels above.

Something changed during the last update? Academy sends Ambulance with proper weapons, dark ones comes with UAC weaponry and ratmen/bandits go with various crap guns.

Even if there are some untypical guns, it can be explained by the fact that they took the initiative, they geared up for this assault a bit, since it's not their normal job.

282
XPiratez / Re: Re: [MAIN] XPiratez - J11 - 27 Jan - Slaves, or Soldiers?
« on: February 11, 2019, 12:49:59 pm »
Nearly everything appears in the lab research pool. If it is your first gameplay, or you play without tech tree review then it's another "gameplay" added, where you have to judge by the name and sometimes sprite, if it is something worth researching, or not. Anyway, any research gives infamy points so it's not fruitless, especially when researching orange.

283
XPiratez / Re: Re: [MAIN] XPiratez - J11 - 27 Jan - Slaves, or Soldiers?
« on: February 11, 2019, 04:24:22 am »
I'm fairly sure that Guns4us unlock something, but I don't remember what.

284
XPiratez / Re: Newbe questions
« on: January 15, 2019, 05:04:42 pm »
It's from J8, but I guess it was changed in J10?:

https://ibb.co/b2n6GmL
https://ibb.co/v19YnXm

My bad, I'm not currently playing X-Piratez, but I always remember having this "issue". If it was fixed, then cool.

285
XPiratez / Re: Newbe questions
« on: January 14, 2019, 07:24:19 pm »
I was always wondering why gals hold shields in their right hand during turn based combat. I thought it was engine limitation, but I started to also play X-Com Files and agents there hold them in left hand.
It may be my small eccentricity, but I'm "right hand purist". I am right handed and seeing first person model, or character that I control to use left hand as its main is something that just makes me think that something is not "right".
Is there an easy way to change it? Like a string in every armor file?

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