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226
XPiratez / Re: Bugs & Crash Reports
« on: January 31, 2018, 11:05:58 pm »
This is a simple bug - rank 11 is missing, so the game can't find the right unit.
Replace it with rank 10 on line 37711 of Piratez_Factions.rul to fix it?

227
XPiratez / Re: [MAIN] XPiratez - 0.99I1 - 26 Dec - Spirit of Christmas
« on: January 28, 2018, 07:49:23 pm »
It's alot of coding to change it up for a minor change.
Well, if doors were lockable, you could make (nigh) impenetrable walls and combine it with something like the door only opening when a certain enemy was defeated, a tie (e.g. the control mechanism) destroyed, or a keycard is in the inventory. True, that's even more coding, but it would give an option to spice missions up a bit more.

228
XPiratez / Re: [MAIN] XPiratez - 0.99I1 - 26 Dec - Spirit of Christmas
« on: January 26, 2018, 06:26:05 pm »
I can understand your point and yes the mod is sometimes quite heavy in the management-system (e. g. removing all gear from your dropship and add it to the new ship).
Hit F5/F9 the next time your in the craft equipment screen. The amount of suffering that saves is ungodly. :p

229
XPiratez / Re: Bugs & Crash Reports
« on: January 24, 2018, 10:51:20 pm »
Any suggested fixes?
Drop the get free from for Reticulan Hive. Everything else would need more rejigging of that section of the tech tree.
And if you're affected, the easiest way would be to add the missing techs to your save. Alternatively you could also edit Piratez_Factions.rul and replace "      STR_CONTACT_RETICULANS: false" with "#      STR_CONTACT_RETICULANS: false" wherever you find it. Remember to uncomment it after you got the missing techs or Reticulans will spawn forever.

230
XPiratez / Re: [MAIN] XPiratez - 0.99I1 - 26 Dec - Spirit of Christmas
« on: January 24, 2018, 08:25:13 pm »
Not all bounty missions are created equal and there are at least 3 types of bounty missions and I guess the RNG has really been hating me, because I think its the Jack's missions that give you Naval Gun and Ogre... and those were always in the shortest supply. I was literally going several months without jack's missions and then getting the measly like 75 tokens ones.
Chances for the missions are the same (and independent from each other), so yeah, RNJesus hates you.

Sniper and Heavy Gauss? Are you kidding me?
You misread me. The problem with Naval Gun is that you can get the superior Craft Railgun shortly after, only needing the gauss weapons. This gives the naval gun a short lifetime if there's no bases around (taking on heavier ships) and pretty much none with them. So yeah, it all depends on what spawned.

By the way, you mentioned issues with taking down Battleships. Two Kraken with Railguns and two Nightmares with Meteor + Plasma Spitter take them down quite well. I'd expect the same for Silver Towers, but the bastards won't pop for me.

231
XPiratez / Re: A thread for little questions
« on: January 22, 2018, 06:24:56 pm »
Well, only option then if I don't want to reset is save editing... So anyone know the proper place to put it and the research name to put it? I know it goes in discovered but yeah, after that lost!
As BBHood217 said, they'll show up eventually.
If you really want to cheat, add "STR_RET_SIREN" to the "discovered" sequence node.

232
XPiratez / Re: A thread for little questions
« on: January 22, 2018, 06:51:42 am »
Another thing: Can you buy Exquisite Lingeries, or must these be "harvested"? They seem to be somewhat rare and needed for many oufits. Speaking of, I'm starting to have so many of them that sometimes I'm not sure which one to use.
They can be manufactured from Durathread. Technology is Piratey Lingerie.

Figured it out! ... So any way to get a siren examination? I've not seen a ret ship in forever...
Not really. Govt/Reticulan Files has them as get for free technology, but you need Sirens to manufacture those in the first place.

233
XPiratez / Re: A thread for little questions
« on: January 21, 2018, 06:55:05 pm »
Well, turns out I need advanced medicine, though, idk how to get that as I can't follow it in the tree! Ty though. <3
You need a bigger monitor then. :p
Attach your save file and I'll generate a filtered tree for you which should be a lot easier to read.

234
XPiratez / Re: A thread for little questions
« on: January 21, 2018, 12:55:08 am »
Did you look at the tree in the above post? It's in the lower-right.
You also need Magischen Motors (item research: disassemble a Plasma Pistol/Rifle to get the item if you haven't unlocked it from a decrypted data disc yet) and Arcane Interface (Advanced Medicine, Small Launcher, Broken Esper, Mind Probe, Cybernetic Interface and MAGITECH).
Well, if you can execute Windows programs at all, I recommend getting my tech tree viewer from https://openxcom.org/forum/index.php/topic,5947.0.html , pointing it at your files, and see what's missing that way. The tech tree is a bit unwieldy if you're looking at end-game techs without removing already researched ones. ;)

235
XPiratez / Re: X-Piratez Utility
« on: January 21, 2018, 12:45:41 am »
That was faster than expected. Next, source code, then items. >.<

Changelog:
1.3.118:
Warning: You will have to delete the hideTechnologyUnlocks & hideTechnologyGetFreeFrom nodes from your config.ini after getting the newest version!
It's now possible to configure thresholds for hiding technology unlocks and freebies.
Added config.ini option to set start size.  (Requires saving the config once if it already exists)
Reorganized the settings screen. It was getting crowded.

Edit: Source code is cancelled. Visual Studio doesn't allow to publish to an online Git repository out of the box and the VS website only works with registered users. Too much hassle, I'm afraid. >.<

236
XPiratez / Re: A thread for little questions
« on: January 20, 2018, 09:16:39 pm »
Also, I've got church, traders, and stargod codes. Guessing academy is the last? Also, what leads to researching the master plasma weapons and blaster launchers?
Academy is bugged (see my question a bit above). Open Piratez.rul and search for "  - name: STR_ACADEMY_HIERARCHY". Three lines down you'll see "    needItem: true". Change that "true" to "false".
This will allow you to research Academy Hierarchy (assuming you have all live Academy units researched) which in turn allows you to interrogate a Provost. The interrogation will unlock the stellar empire weapons tech which will allow you to get the master plasma weapons and blaster launchers (the later requires plasma rifle and heavy plasma as well).

Tree without freebies is attached.

237
XPiratez / Re: A thread for little questions
« on: January 20, 2018, 01:43:29 am »
It's currently bugged, I don't think Academy Hierarchy is supposed to be a physical item.  You'll just have to edit the .rul file and change its "needitem" text to false.
That's what I thought, but I felt it better to ask lest I missed something obvious. Thanks for the confirmation. ^^

238
XPiratez / Re: A thread for little questions
« on: January 19, 2018, 07:49:59 pm »
How is Academy Hierachy gotten in 0.99I?
It got a cost and requires an item, so no autounlock when the dependencies have been filled. The item isn't dropped/buyable, nothing gives the tech for free, and there's no lookup either.

239
XPiratez / Re: X-Piratez Utility
« on: January 19, 2018, 06:51:30 pm »
New version is up. Changelog:

1.2.114:
Display an error if config.ini can't be written.
Lookups now behave like dependencies.
Reworked reloading behavior to exit early when known technologies are hit.
Unlocks and freebies can now be hidden.



Next one will probably take a bit longer.

240
XPiratez / Re: [MAIN] XPiratez - 0.99I1 - 26 Dec - Spirit of Christmas
« on: January 18, 2018, 11:51:50 pm »
I normally have Boom Gun by the time O.G.R.E is had through bounty hunting. I get my Boom Guns from enemy base raids... I forget what other techs are necessary for the Boom Gun but having an enemy base pop up means the Item is technically available to be researched right there at that point.
Visit Nearby Town + Call a Meeting --> Our Culture --> Violence --> Bounty Hunting --> Scoped Magnum --> O.G.R.E.
Boom Gun on the other hand requires Mag Munitions, meaning all gauss weapons, a score of lasers, back to school, engineering, several bounty rewards, and a plethora of other techs. It's quite a bit later in the game unless the RNG really hates you. (  )

Im 'fraid I have to agree with the consensus that Craft Railgun isnt actually too far up the research ladder. It may not seem like it, but it is, and it clearly takes longer before you get gauss firearms.

Maybe im just efficient at getting to that point but I will already have Naval Cannon by the time the prize would unlock it (maybe thats from previous playthroughs but I could swear that I researched naval cannon, before Prize: Naval Cannon became available in the bounty hunting tree). And just shortly after that I will have Craft Railgun.
Craft Railgun is around the same level as boom gun. The problem is that if you have naval cannon, you mostly need the gauss weapons to get craft railgun: so it depends on whether you can take on ships dropping heavy gauss/sniper gauss and whether they show up. I find the naval gun useful for that, but your mileage may vary.
Unlocking gauss weapons requires a good extra chunk, though.
Unless you mean the gauss cannon, which I can usually produce at the same time as craft railgun since that's actually the harder requirement for it. ;)

It just happens that with gauss cannons being available so soon, plus the 50mm cannons being just good enough with a craft that can wield 4 of either of these, the Naval Gun just doesn't have much of an appeal.
I don't bother with the Gauss Cannon because the Lascannon is just so much nicer and available at roughly the same time. ^^

Missiles are a total crapshoot, they're so expensive its like the thing you leave around just in case you have to go after the equivalent of the flying dutchman. My interceptors just get spare thrusters in their missile slot. Most of my missiles get sold. The mutant alliance missile that looks like an avalanche is generally nifty to put on an airspeeder though.
Seagull and Meteor are nice when multiple warships get spawned or if you want to take out something your other weapons can't touch, but I generally don't bother with producing missiles. Given that many of the parts are either in short supply or expensive to buy, they just don't bring enough boom to the table.
In the later game going lascannon + plasma spitter wreaks havoc with pretty much everything, though. :p



As far as heavy weapons go, I actually like the Vulcan. 20x65 damage with 5% armor stripping? Kills pretty much anything and keeps collateral to a minimum.

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