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Messages - sanyaskillpro

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16
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: November 26, 2019, 02:07:37 pm »
Another interesting addictions may ba an handgonne and a fire lance? These may be manufactured after having completed the researchtopic "primitive weapons". As for balance, musket and flintlock pistols may become avaiable afrer havin research "Contract: merchants" (therefore should be removed from bootypedia at the start of the game) as well as the hand cannon, blunderbuss and boarding gun, avaiable after the topic "bigger guns" Maybe is too much work to do, so take it as you want, folks :)

This already exists, but for some reason it's called harquebus. The sprite is clearly a bayonetted handgonne though. You can use WP flintlock balls to basically have a fire lance.

17
XPiratez / Re: Condemnation bonuses and penalties
« on: November 22, 2019, 12:06:39 am »
I only have a problem with syns stacking -freshness with their already super small cap, forcing you to "achievement hunt" the +freshness condemnations to counter it instead of playing naturally.

18
XPiratez / Re: Bugs & Crash Reports
« on: November 18, 2019, 03:36:38 pm »
Sitzkrieg is still bugged in the latest version. Looks like the bounty tokens get destroyed after the turret explodes. I searched and found people reporting the same problem in march, so maybe it wasn't fixed completely or resurfaced in later versions.

19
XPiratez / Re: Bugs & Crash Reports
« on: July 12, 2019, 11:36:48 pm »
It is the same thing, one just has a bayonett, why would there be any other differences?
For consistency? Bayonetted AK has 2% less accuracy IIRC.

20
XPiratez / Re: [MAIN] XPiratez - J12 - 24 Feb - Wetworks
« on: March 14, 2019, 04:35:51 am »
Always take one against the deep ones though.

21
XPZ Strategy/Tactics / Re: Extended Piratez general FAQ/Strategy Guide
« on: February 25, 2019, 02:06:16 pm »
Or breach the roof with flying armor and explosives.

22
XPiratez / Re: Hideout Defense
« on: February 22, 2019, 03:09:36 am »
Well there's a global mod that makes it more fun, but it probably takes as long to beat as piratez, if not longer.

23
XPiratez / Re: [MOD] Reincarnation 0.2b
« on: February 21, 2019, 03:14:34 am »
I think the first thing to be decided is the proportion of voodoo and tech that are used in the resurrection. If it's mostly tech or 50\50 - like the OP suggests, you basically summon a spectre(not the hardest voodoo thing to do) in a cloned body(a mid-tier tech achievement) then why would you summon them in a misshaped body, and summoning someone into a zombie would be quite rude(and gamebreaking, because they have shitload of sense. unless you nerf sense for your people only, then it's game mechanics juggling). The drawbacks would be mostly mental, i suppose the gals who came back to life would be either fearless or scared(depending on a plane of hell they were chillin' at). Think DD afflictions, fearless would be like half armor half resists no CQC, they know there's a life after death and they're cool with that(and maybe don't want to waste time that much plundering this shithole planet), and fearful is the complete opposite, they would constantly panic, get MC'd, you get the gist. Or just chug alcohol in hideout acting like a low upkeed maxed out(i assume you wouldn't res a regular Jane) soldier for crackdown defense. Just some ideas.
And if the resurrection is mostly based on voodoo with barely any tech - like you summon a spectre and then make it manifest a physical form then physical mutations are a possibility, almost an inevitability, along with the mental ones.

24
XPiratez / Re: A thread for little questions
« on: February 20, 2019, 08:16:27 pm »
I have an idea, not sure if it's possible to code but should be easier than changing 1000 recipes

Basically check if manufacture category is non-craft weapon or armor -> check if scrap metal is one of the ingredients -> if yes then lower manufacture time by 1\2 because the item is considered low-tech. Then add some scrap to a few high cost recipes that are low tech but don't use it(like plate). Voila.

25
XPiratez / Re: Hideout Defense
« on: February 15, 2019, 12:26:34 am »
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.
I think he refers to raiders\spartans who normally are restricted to medium makeshift warships with mid tier weaponry but suddenly here's a destroyer\cruiser with full plasma crew.

26
XPiratez / Re: Codex Popularity Poll
« on: February 14, 2019, 12:02:03 am »
Remake it into a flying drone that explodes on death with a self destruct button. This will make it at least risky to use, especially turn 1.

27
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: February 12, 2019, 10:17:21 pm »
It'd be cool to see the eurosyndicate more developed and fleshed out in the future versions. Fighting cyborg corporate agents using high tech weapons ala Syndicate and Syndicate wars would be great, and it wouldn't take that much new stuff to make it happen, since there's already a healthy dose of eurosyndicate weapons in the game. It could work as an alternate way to get your hand on eurosyndicate weapons, other than the contract.
Why even take the deal if you get markslaser just for contacts. Lock it up behind the deal.

28
XPiratez / Re: Bugs & Crash Reports
« on: February 12, 2019, 05:12:24 pm »
Not sure if intended, but Lil'Ilya uses a heavy slot while Spike Rockets are now missiles.
Ilya has to stay heavy otherwise scorpion and metallo wouldn't be able to mount it.

29
XPiratez / Re: [MAIN] XPiratez - J11 - 27 Jan - Slaves, or Soldiers?
« on: February 06, 2019, 09:06:39 pm »
Same for enemy ship landings; cannot recall much but in Europe the seem to love Soain, Ireland and UK :(
I can confirm this. At least the initial airbus landing spots are 100% scripted, if you start in europe. There are the same 6 spots: spain, ireland, scotland, iceland, denmark and bosnia.

30
XPiratez / Re: [MAIN] XPiratez - J11 - 27 Jan - Slaves, or Soldiers?
« on: February 04, 2019, 05:28:24 pm »
Hell I normally try to splash those into the ocean since they're a pain in the ass to deal with on the ground.

I actually like the ship design. Probably the most fun ship to breach. The safest place is actually on the ships roof, because enemies can't access it and it's high and wide enough so you're pretty safe if crouched. Usually i try to rush the roof with flyers filled with bombs and then start unloading into the windows.

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