Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - cc

Pages: 1 ... 3 4 [5] 6 7 ... 17
61
XPiratez / Re: [MAIN] XPiratez - 0.99J7 - 25 Sep - It Can't Go Wrong
« on: September 30, 2018, 08:53:21 am »
Which one was the Agile Fighter again?
Barracuda.

62
XPiratez / Re: [MAIN] XPiratez - 0.99J7 - 25 Sep - It Can't Go Wrong
« on: September 30, 2018, 12:47:42 am »
Right now my strongest light weapon is Lascannon, Strongest Heavy is Ramjet, though I have naval gun, but I think it's worse than Ramjet. From missiles I have Stingray, Avalanche, Hammerite, Medusa. I have unlocked assembly of gat laser but don't have parts to assemble them. The ships I've mentioned all travel at speed of 5k+ which means they can intercept anything, but they are squishy. Now Kraken can take punishment but is so slow and if I manage to tank for example Cruiser, Bomber or Destroyer it gets out of picture for quite a while.
Enemy UFO target your fighters in the order they came into range. Have a tank fighter (Kraken or Barracuda with a Lokk'Narr pilot) approach, then send in the rest of the fleet. Mass Avalanches against the mentioned ships with Naval Guns for backup fire.
Lascannons won't damage them (much) and Ramjets are only good for sniping the entry-level military ships. Hammerite will work a bit longer, but Bombers are pretty much the limit for them.
Stingray gives too little bang for the buck, Medusa is useless (enemies with weak shields can be easily done-in by more versatile weapons and enemies with strong shields laugh at the Medusa).

63
XPiratez / Re: Bugs & Crash Reports
« on: September 29, 2018, 10:07:09 am »
I think i have a problem in my game with space freighters not showing up at all.
It has only a 15% chance to spawn in any given month. In my game it took over a year after the research for it to appear.

The only significant research i think i'm missing is a "belter" and i suspect thats an enemy on that freighter mission.
Correct.

I also updated the version several times during this campaign, so that could be the issue.
Didn't stop it from appearing in my game. ;)

64
XPiratez / Re: Bugs & Crash Reports
« on: September 28, 2018, 06:01:05 pm »
Cannot start the game at all, the program throws me an error about:
[INFO]   Loading rulesets...
[ERROR]   Const name 'RuleList.xcom1' already used

What am I doing wrong?
Did it work before the update? Have you tried a clean "install" (delete everything, unpack the downloaded archive, move UFO/TFTD stuff into the correct folder)?

65
XPiratez / Re: [MAIN] XPiratez - 0.99J6b - 2 Sep - The Dwindling Flame
« on: September 25, 2018, 08:02:03 am »
That contradicts of "being sturdy". Tried it, and still blown to pieces.
Don't misquote me. There's a difference between "being sturdy" and "being stury enough". ;)
Anyway, they're about as tough as a Runabout, so Gauss Cannons shouldn't blow them up either (unless I'm missing something special about them). For the record, I used the Tractor Beam (I was doing a mid-campaign update). Still required me to disengage before the landing was forced, but no explosions.

EDIT: I just got to thinking - I had to disengage before the landing was forced. Maybe the same happens with the generation of a crash site - you have to disengage after damaging them enough. At their hull level, only a few weapons (Obliterator Cannon, Hammermite, Meteor, Avalanche, Fusion Ball, and Implosion Bomb) should be capable of blowing them up.

66
XPiratez / Re: Newbe questions
« on: September 24, 2018, 08:40:12 pm »
It's has also been 5+ months since the the last Saya related mission and I cannot just give money to get tokens to get those as I don't have them in my manufacture list.
Check in your list of hidden manufacturing projects.

67
XPiratez / Re: Newbe questions
« on: September 24, 2018, 06:30:35 am »
How do I encounter Mercenaries and Smugglers more often?
Make sure you have Infinite Waypoints enabled in the options. Other than that, there isn't much you can do except wait.

Also, are zappers worth it? They seem like an upgrade to electric lassos but I don't know.
I find the more reliable damage from the lasso preferable.

68
XPiratez / Re: [MAIN] XPiratez - 0.99J6b - 2 Sep - The Dwindling Flame
« on: September 22, 2018, 09:21:06 am »
I had few Ninja Seekers and they explode when shot down - no crash site. Are they uber fragile or something? Using your standard seagull missiles and 50mm/reticulan plasma.
They're sturdy enough that those weapons shouldn't make them explode. Did you accidentally shoot them down over water?

69
XPiratez / Re: Bugs & Crash Reports
« on: September 21, 2018, 10:39:22 pm »
I am now in 28th month of campaign and plastasteel forgery is on. [..]

But even if I had enough sectoweed to start farming, change to economy based on medi supplies still was insane.
Why would you even care about Medical Supplies anymore? Plastasteel forging is roughly twice as profitable as Medical Supplies were before the economy changes. The next upgrade would be Privatizing World Peace followed by Armory Tower for the most profitable production possible.
Oh, and before I forget, you could've switched to producing Chemicals in those 9 months. It's slightly less profitable than Medical Supplies, but with nine months game time your increase in slaves should've made up for the difference. ;)

70
XPiratez / Re: [MAIN] XPiratez - 0.99J6b - 2 Sep - The Dwindling Flame
« on: September 21, 2018, 06:48:33 pm »
They should be showing up sooner. By month 24 you can be shooting down battleships regulary. Between month 18 nad 24 (depending on difficulty) would be optimal I guess.
Sorry, I remembered incorrectly. On Jack Sparrow (highest) difficulty they start appearing in month 12; month 24 on every other difficulty.

71
XPiratez / Re: [MAIN] XPiratez - 0.99J6b - 2 Sep - The Dwindling Flame
« on: September 20, 2018, 11:52:36 pm »
Guys guys sorry for the offtop, but can someone make a hint on where to find these shields (prismatic shields i guess) in order to get to the higher studies?
Ninja Seeker vessels which, depending on difficulty, start appearing between months 24 and 30.

72
XPiratez / Re: Newbe questions
« on: September 18, 2018, 11:29:08 pm »
Hi, I just went to the Dr. X duel and my gal spawns inside a box, she can't move or pick up weapons. How do you fight?
You need to wear a Gravball Armor as the mission description said.



In original game radar pings were send every 10 minutes.
They were not. Both EU and TFTD had 30 minute scan intervals, no matter what the description (which is wrong about pretty much everything) of the buildings said.

But it doesn't, it only shows how pathetic is your excuse for 24 years old bug in the code.
Stop labeling conscious design decisions as bugs. Having line-of-fire and line-of-sight identical is far easier than the implemented model, so quite clearly effort was spent to make it work with different origins instead of copping out and accepting cliping.

73
XPiratez / Re: Newbe questions
« on: September 18, 2018, 05:51:53 pm »
Say that i am wrong, please.
You're wrong.



...



Spoiler:
The missions appear on all difficulties, but start later on lower ones.

74
XPiratez / Re: Newbe questions
« on: September 18, 2018, 06:10:08 am »
This kinda sucks. I was under impression that Open Xcom was created to improve original game. What is the point of remaking two and half decades old limitations? And whose great idea was recreating "no fire line" fiasco? It was single most infuriating flaw of original games and someone put effort into bringing it back? How about simple rule "I can see it, I can shoot it"?
Having radar sweeps and ship-spawns more often doesn't improve the game, so I'm not sure what you're complaining about. And the line of fire rules are awesome (well, maybe except for the miscalculations), so it shouldn't ever be removed. :D

75
XPiratez / Re: Newbe questions
« on: September 17, 2018, 10:32:16 pm »
Do "Alien" missions behave diferently than vanilla because I should have that base.
A mission will "end" with the last ship spawning. The ship only needs to land if it also creates a terror site (Pogrom, Culling, etc.). That part is 100% vanilla, but the Alien Base mission was bugged until the last update. So that's likely why.

And in this version you can stop missions from being successful by raiding the craft, if I understood that correctly.
Shooting a ship/assulting a landed ship gives a chance the next one won't spawn. Everything else is as above - so when the Cruiser in an Alien Base mission appears, the base will be built. Given how close the last three ships appear, you likely have to stop the Heavy Gunships to have a chance at interruption.

Pages: 1 ... 3 4 [5] 6 7 ... 17