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Messages - FiendishDrWu

Pages: 1 [2]
16
XPiratez / Re: A thread for little questions
« on: May 01, 2018, 08:33:41 pm »
Well, it's fine for enemy officers.   Just not yours.  But then, they built it for their benefit, not yours, so for all we know, maybe that was an intentional design choice on their part.   8)

I mean, we know that the Star Gods intentionally manufacture their equipment to be hard for others to use; what's to say the Humanists don't have some junior-grade version of that?

17
XPiratez / Re: A thread for little questions
« on: May 01, 2018, 07:58:42 pm »
Sure, but is it being somewhat overpowered in the hands of rookies that much of a threat, given that they're statistically likely to be your least capable soldiers anyway?  Doing all the damage in the world won't help a rookie gal who can't shoot straight!

18
XPiratez / Re: A thread for little questions
« on: May 01, 2018, 05:39:46 pm »
I wonder if the pistol's damage could be coded:

(5 - alien rank) * 5  + 15

19
XPiratez / Just finished my first play-through. Some thoughts.
« on: May 01, 2018, 04:13:08 am »
Just completed my first play through of X-Piratez.  Overall, I had a blast!  Again and again I found myself amazed at the level of depth Dioxine has added to an almost 25 year old game.  I started last fall with 99H1 and upgraded to 99I2a to finish it, with a several month break in between.  I wanted to share some thoughts I had about it, in no particular order.  Warning, has some spoilers.

- I’d played a few missions in, and I had gotten the hang of the “raid the church” missions.  I’d learnt that killing people on those missions was generally punished, and that sometimes prisoners were nice to have for robbery.  So I set out with harpoon guns with stun bolts on what I thought was another routine temple raid. 
Spoiler:
  I was wrong!  Turns out it was full of zombies!  I hadn’t encountered them before, and found out the hard way - by losing a gal - that stunning was useless against them.
  Fortunately, out of sheer laziness, I had a number of other weapons that I’d left sitting in my airbus, so after racing the survivors back, tossing their weapons aside, and grabbing the various swords and bats I had, managed to defeat my foes.  Being thrown a curve like that really got me hooked.

- I appreciate that there’s a lot of written backstory as to what’s going on, even if I wasn’t always sure about how it all tied together.  With the limited tools available, Dioxine manages to use Bootypedia & workshop to give a strong sense of a living world, all the more impressive given the limited ways in which the game engine permits storytelling. 

- One small disappointment - the ending. 
Spoiler:
The ending is basically the ending of regular XCom, albeit with some text changes - I’m guessing this is an engine limitation?  But I would have like to have found out more about Jill, leader of the Naarlocks. I found myself wondering if the Knights of Cydonia had survived and would aid me in the final battle, or if they were themselves the final enemy.  I wondered about who was really behind the Pink Ships, Shadowtech, and the falling out between the Star Gods and the Reticulans.  One data disk alludes to there being a few hundred million humans & mutants on the surface, but 13 billion Gillmen or other undersea denizens, and their Elder Gods are never really explored.
The game never really answers these questions, but I gather that Dioxine is still working on the ending, so I should probably shut up and be patient.     ;D

- Like others, I found the endgame can drag a little.  With over a billion dolaros, via my
Spoiler:
currency forgery and battle tank sales
I found that Ivan Dogovitch’s QoL mods helped shave some time off the waiting game.  I had enough manufacturing capacity that I could basically ignore everything and still have a monthly score in the thousands, plus piles of cash coming in.  I took missions that seemed like they’d be fun, or good practice for the gals, and ignored things I thought might be dangerous or simply tedious. 

- Speaking of cash, I rarely have more than 2 or 3 bases in a regular game of X-Com - in my X-Pirates play-through, I ended up with the full 8 bases: My first science base, my first industrial printer/spa base, my factory base, my “build the conquerer” factory/printer/workshop base, and 4 interception bases.  The very different interception & manufacturing game in X-Pirates really drives you to expand your operations - there’s simply no way you can do all the things you’d want to do in one (or two, or three) bases. 

- One aspect of the game I never really explored much were alternate soldiers or tanks.  The Gals, particularly once trained at a spa, seemed to be pound-for-pound the best fighters I could get.  I guess I can see some value in tanks
Spoiler:
or synths
for fighting enemies with strong voodoo, but I’m not sure I get how slaves, Lokk’Naars, or the new peasants fit in.  Likewise, I never really experimented with hiring veterans, freaks, etc.  Am I missing something, or do other people not find them particularly compelling? 

- Another thing that bugged me - and this is probably more an engine limitation than something Dioxine can fix - was finding out where to source things.  I went with the grey codex, and could theoretically build sorceress suits, but I was never able to figure out how or where to source a Tome of Lightning.  Likewise, sythmetal mesh, magischen motors, force crystals, etc. always seemed to be in short supply, and it took a lot of digging to figure out how to get parts.  I see in the latest build that when you’re looking at the fence list you can see what uses a particular item has, which is nice - I suppose you could use that to work backward to see what you might disassemble to get parts, but not everything can be disassembled, and you have to have one of the items first.  Likewise, getting all the components in one place can be a hassle - the “all vaults” will show me all vaults, but it gives me no idea where those items are, which is kind of tedious when you have 8 bases!  Again, though, this is an engine limitation, and not Dioxine’s problem. 

- There are perhaps too many trappings, and I frequently found myself struggling to figure out exactly what to equip my gals with.  Part of that is probably bad inventory management on my part - toss the old crap out! - but I found myself having to constantly consult the Bootypedia to figure out what to have the gals wear. 

All things considered, though, X-Pirates is absolutely breathtaking in it’s ambition and depth.  If the new XCOM games are all about taking the old X-Com and purifying it to it’s simplest elements so everyone can enjoy it, X-Piratez goes in the opposite direction: adding complexity - and meaningful, game-affecting complexity! - to an old classic. 

Oh, and lots of cartoon boobs.   ;D

Definitely worth the donation!

https://openxcom.org/forum/index.php/topic,4604.0.html


20
XPiratez / Re: Additional Battlescape Music mod attempt?
« on: April 28, 2018, 04:58:34 pm »
@Shaewaros, it's (wherever you put the files)\X-Piratez\Dioxine_XPiratez\user\mods\Piratez\Sound

Note that these files are in .ogg format; if you wanted to convert them to .mp3 (say, if you wanted to import them into iTunes) you could use a program called Audacity to do so. 

Incidentally, the main theme seems to come from here: https://modarchive.org/index.php?request=view_by_moduleid&query=35186

That's in yet another format, .xm; you'd want WinAmp or something similar to play it.

21
XPiratez / Re: Bugs & Crash Reports
« on: October 03, 2017, 12:22:53 am »
3 small bugs I've seen, none of them very serious.

- The Siberia mission showed up on the 29th of a month; I ignored it until the 11th of the next month and then fought and won it.  Later that month, it showed up again

- Magical girl isn't consumed after being researched.  (Is this intentional?)

- After finishing the Hellerium Fuel Capsule research, I was shown the "What's the deal with the tiny drill?" Bootypedia page. 

22
XPZ Strategy/Tactics / Re: Sell me on better weapons & better strategies!
« on: October 03, 2017, 12:18:25 am »
So I went back and tried this mission twice more, this time with two Gals with rocket launchers, each with a Baby Nuke and some regular rockets.  I started firing at the two largest groups of tanks and foes, and killed quite a number that way.  But the first time, I made the fatal mistake of trying to have a gunfight with the rest of the folks on the surface - big mistake!  Even the two tanks and one supersoldier were able to tank my Gal's laser shots and kill Gals quite effectively. 

So I reloaded, started again, fired the nukes, and then had everyone dash for the center of the map so they could fall down into the trench and get inside the underground complex.  That worked much better - against the stormtroopers and regular soldiers, my Amazons rocked face.  I cleared one portion of the map, then moved on to the next, and then used a cowardly but effective approach of popping up the stairs, shooting, and going back down to take out the tanks.  Two supersoldiers came down after me, but getting tag-teamed by Amazons in close quarters took them down without too much trouble.  Travel in packs and do it from the back - how else can you get to the booty?  ;)

Thanks! 

23
XPZ Strategy/Tactics / Re: Sell me on better weapons & better strategies!
« on: October 01, 2017, 01:07:16 am »
Am I one of the ONLY players who plays defensively?
Are you using your cover?

First few rounds you need to be ducking out of the ship, taking shots, shooting rockets, looking for the underground entrances. Maybe have somebody with high TUs to go out there and hide in the structures to do some spotting. Then make a break for the underground entrance and just rush it. Stay on the surface exposed and you'll get owned by the tanks and some of the other dudes.

Once you're underground you can just resolve most of that, and wait until the end for dealing with the Surface. In which case you're going to be ducking up to take shots at the tanks... rockets, grenades, and heavy laser type of thing, then drop back down to cover again.

Another tip - you probably want to shoot Snap shots or fire from out of view (even with your rocket launchers). If you use too many TU in your attacks you're going to run the risk of the Tanks being able to reaction fire on you (reaction fire, as explained in the bootypedia, is not a random chance - the more TU you use the more likely someone will be able to react).

This is a good map to bring Baby Nukes to, since you wont have to fight this mission again.

(without a doubt they will Not Surrender in this mission, so dont bother with that tactic... im not sure the supersoldiers can even surrender)

---
Edit - Also in a recent pogrom mission with ratmen I had a tank that took an entire series of melee hits from a lowly ratman, from behind, probably with a cutlass. And it clipped over 40 health from the tank.

So keep it in mind that if you've got a Tech Blade, Mace, with a hand of peak strength you can take down one of these tanks.

(im also thinking that if you can Surround a tank, one hand on each of the sides so that it cant move... it may not take any actions at all because its main weapon is explosive and it doesn't want to fire it at point blank range)

Ah.  I haven't had much of a chance to scout the map much, so I didn't know there was a big underground component to it - I thought the bulk of the mission was dealing with all those guys (and fucking tanks) on the surface.  My problem is that I might be relying too much on Amazons with Bardiches - they can take out tanks or supersoldiers OK, but then they're stuck out in the open and get chewed up.  I'll try heading for cover/underground right away instead of trying to get in a big gunfight to secure my landing zone.  Although, with upwards of 10 enemies in visual distance as soon as I have someone leave the Fortuna, simply dashing to cover might be dicey enough!

24
XPZ Strategy/Tactics / Re: Sell me on better weapons & better strategies!
« on: September 30, 2017, 09:27:01 pm »
Siberia Base with 9 hands and shadowbat. Whelp you really asked for a big challenge there :D

Hey, I'm on my first playthrough and had no idea what to expect.  I saved before I left for the mission, though - I'm going to try again with 13 Gals (and even more explosives) in the Fortuna.

Edit:  And they still owned my punk ass in 3 rounds.   :-[

25
XPZ Strategy/Tactics / Re: Sell me on better weapons & better strategies!
« on: September 30, 2017, 09:19:23 pm »
Edit: I don't know if anything was changed for ShadowBat in last few version. But I do  see that some players here likes that craft. Can someone elaborate about ShadowBat?
I played before those missions with tokens came in and I found Jellyfish craft to be outstanding. Good for Hover armors usage. Nice in-build beam with auto targeting and good damage for nasty opponents.

Would really like to try new versions but have no much time for gaming.

I had to choose between the Snake, Jellyfish, and Shadowbat.  The Shadowbat has the biggest crew complement, which was really what I needed at the time - before that I was using the initial airbus.  The Jellyfish's beam sounds cool, but the description makes it sound like a Gal (which at the time, didn't have great stats) needs to be permanently assigned to the craft, which didn't strike me as a great deal.  Now, in-game, I have a good number of high-skilled Gals, so sacrificing one to the Jellyfish might make more sense.

The Shadowbat's ability to let you deploy quickly to high ground is it's greatest strength and weakness.  It makes beasthunting/zombie/werewolf missions an absolute snap, as well as the more routine (crackhouse, hitman, etc.) trophy missions, since you can bring a lot of firepower to bear in almost any direction very quickly. 

It's also a weakness - I just tried the Siberia Base mission and got absolutely housed.  There's very little cover up on the Shadowbat's wings, which means if you're facing large numbers of well-armed, straight-shooting foes, your Gals get cut down VERY quickly!

26
XPZ Strategy/Tactics / Re: Sell me on better weapons & better strategies!
« on: September 29, 2017, 02:22:43 am »
I also have an advance team, but they're armed with Riot Shields and Electro-whips/Zappers or a Bardiche, or Arena Flak Cannons depending on their specialty. Most are wearing Tac Armor(H).

Why the bardiche?  I've built some and experimented with them, but I find they seem to hit less reliably.  Do you find the extra damage worth it? 

Raiders are tough, but not really any tougher than your Gals.  Dark ones don't seem to have any special armor, though the Imp's attack is REALLY annoying.
 
But right now, the handle is king.  I'm pretty much going for captives every mission.  I use the handle alot, but will go at them with Fisticuffs too, if I have the opportunity.

Why the handle?  I tend to have a cattle prod as a backup for my sword gals.  I guess the handle could do more damage if wielded by a gal with really high stats, but it's way cheaper in TUs to use, I guess. 

@Marza & sinisteragent: Shh!  You'll wake the rest of the Gals!

27
XPZ Strategy/Tactics / Sell me on better weapons & better strategies!
« on: September 27, 2017, 10:28:50 pm »
As someone who played the original X-Com as a kid, I'm totally loving X-Piratez!  It's quirky and fun, and the variability it brings to the table makes the 25+ year old game engine feel fresh & new again.  In original X-Com, I'd invariably end up with a Skyranger full of soldiers in Powered Armor, with Heavy Plasma, except for a few who had Psi-Amps or Blaster Launchers.  I'd scout the enemy, mind control the baddies, use them to find more baddies, mind control them, then march the whole lot out somewhere and shoot them with a blaster bomb.  Not in this mod!

Right now, in Sept 2602, I'm using a Shadowbat for most of my ground missions.  I typically have a mix of gals in Camp Paint/Guerrilla Gear, with Hunting/Auto/Battle/Las/Dragoon rifles up on the wings of the bat, along with Rogues with hunting bows and fire arrows, while my scouting is Barbarian/Amazon gals with Barbaric swords.  I've been using this basic approach for almost a year in-game and it works pretty well.  I GTFO immediately if I'm up against lots of Marsec/Megapol/Mercs, unless there's several near the Shadowbat I can get to with my sword Gals, but otherwise this approach works pretty well.  I relied on grenades a lot in my earlier days, and I still keep some on board, along with shotguns, but I don't use grenades or shotguns much anymore, unless it's a really close-quarters mission, like an Archeological Dig.  I've yet to really use the heavy weapons or explosives much; though I did use a grenade launcher against a Megapol landed ship to mixed results. 

On underwater missions, I'm using my "B" team I keep for defense purposes at a manufacturing base, and my typical approach is to have them swim up to level 4 or 5, and slowly patrol.  They're high enough so that they have clear lines of sight every direction and can't be easily surprised.  They all have X-bows, which works fairly well - I've noticed the baddies I meet often take 5-6 X-bow shots to take down, but hey, low-risk ranged weapon training! 

I managed to find a single space suit in a warehouse raid, so I typically have that on someone, armed with a heavy laser, during space missions.  Those pods are terrible.

Any advice?  What do you do differently? 

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