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Messages - sanyaskillpro

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31
XPiratez / Re: Bugs & Crash Reports
« on: February 04, 2019, 05:04:19 pm »
A raider firebat from a raider gunship spawned with a rocket launcher + dagger. And he could shoot it, even though it's a strictly 2h weapon. Some kind of bug or the AI is using different rules?

Also i decided to test electric nets on him for the first time. Are they supposed to be the unlimited ammo weapon? I thought they would be like a throwing hammer, 1 use weapon for a very powerful throw.

32
XPiratez / Re: [MAIN] XPiratez - J11 - 27 Jan - Slaves, or Soldiers?
« on: February 03, 2019, 08:06:04 pm »
Agree with this sentiment. However, it does bring up an important point. A player coming in from Original X-Com knows only one global mission occurrence (Terror Site) and understands that if he fails to respond to that mission he will lose lots of points.
The fact that an X-Pirate doesn't lose points from ignoring a global mission is an idea that is never really explained. Perhaps this is something we could make more explicit through a Bootypedia entry.
Both of you misunderstood what my post was about.
There was an exchange about the game diffuculty, whether on not the hardest is hard enough. My opinion is, it's hard but not in a fun way, i mean the battlescape portion of raising enemy numbers and their stats.
My idea if summed up is basically to remove the enemy once they become a cakewalk, by checking if you have beaten them enough times or if you have tech superiority. This way high difficulty could just make those scripts trigger faster instead of relying on more mooks with +20% stats.
And yes, i know that
1. It is already partially implemented, but i'd like it to be more radical(i said so in my 1st post). For example i know watchtowers get removed eventually, but my number would be 3 monts max, not in 1.5-2 years or whenever they get axed.
2. It would take a lot of Dioxine-hours to implement to the current pool. This is why this is just a suggestion, something to maybe keep in mind for future mission timers.
3. It is possible to skip missions. It's not even a point! The point is that you can farm those missions, assuming you play on high difficulty why would you skip a free mission? See, it creates some sort of loop, where: enemies have higher than average numbers and stats -> you farm completely harmless missions to get even -> you get overleveled if you keep farming long enough -> now there's a reason why enemies are overbuffed -> and it goes full circle

And this is why i play on 4 and break this circle: if enemies are fair -> no need to grind easy missions(yes i fucking skip them eventually) -> no overleveling on ratmen -> it's fair because neither player nor ai is ahead.



33
XPiratez / Re: Bugs & Crash Reports
« on: February 03, 2019, 10:41:57 am »
In 0.99J11 i researched "!underground missions!" "before cavern hunting, but the latter unlocks the former...pheraps it is a bug, that is to say these mission may should be unlocked and researched once i completed the cavenr topic?
Its not a bug, there are 2 types of unlocking in tech tree. If it says "unlocked by:" then you only need a single researched topic to unlock this. If it says "depends on:" then you need to check all the requirements. In your case you probably had a cleared tavern cellar or recruiting lokknaars, which both unlock the underground missions.

34
XPiratez / Re: [MAIN] XPiratez - J11 - 27 Jan - Slaves, or Soldiers?
« on: February 01, 2019, 07:01:02 pm »
I like how on hardest even the easier missions give a challenge just due to a sheer number of enemies, but for me the hardest missions\ships are too unforgiving because of the overtuned numbers and stats of their garrisons.

I already suggested it, but i think the difficulty is better balanced by changing the actual missions available to the player. I get watchtower mission in april of year 2, 4th difficulty, why? D level bounty hunts, rodeos. Remove them completely from the pool in like 6 months max. Basically once you hit the tech level to make the mission 99% safe then remove it from the pool. Like warrior armor+gun emporium removes ratmen rodeo. C badge + one of the tier 2 BH awards removes D level missions. And the same for ships, basically. Once you raid a few excavators maybe the factions should realise that you have a decent radar coverage and it's not not safe to use the rubbish vessels. Like if you have downed X excavators or did Y landed assaults then this ship is removed from the pool. Scouts should switch from cutters and runabouts to faster ships then if they keep being downed they should abandon designated scouts eventually and just scout with battleships.

This way the the overall game difficulty would be more like a campaign progression speed, instead of having more enemy mooks with super stats. I know it aldeady affects some aspects of campaign progression, but i would make it more radical.

35
XPiratez / Re: Bugs & Crash Reports
« on: January 31, 2019, 01:01:05 am »
Looks like the latest patch locks Voodoo: communion from green and red. You need xeno taming, it needs amazon, and amazon is gold only now.

36
XPiratez / Re: Codex Popularity Poll
« on: January 30, 2019, 07:53:05 pm »
Well you can't buy a shadowtech vessel before you get a random interrogation, so i see no reason to rush it aswell. Hoes are the easiest to exhaust in interrogation(hehe) but you need to get lucky with missions.
IMO the ships you get is the biggest decision. The initial loot is nice, but loses relevance quickly. I'm currently red and i lost all the free chainmails in a month or two. Other stuff is mid-to-lategame and every codex has something good in it.
Shadowtech crafts stay relevant for a while, shadowbat and turtle are great dropships, some are useful as an interceptor. And menace is relevant until the late game. Green is kinda weak though.

37
XPiratez / Re: Bugs & Crash Reports
« on: January 29, 2019, 05:24:28 pm »
If bugeye in advisor suit survives while being knocked out you get STR_CORPSE_HYBRID_ADVISOR in a loot screen. They actually survived, i double checked in a hands list.

Kinda weird noone reported it to this point, i guess they usually get oneshot :p

38
XPiratez / Re: [MAIN] XPiratez - J11 - 27 Jan - Slaves, or Soldiers?
« on: January 28, 2019, 11:17:31 pm »
Hallucinoid voodoo rape is insane. The entire blowfish gets MC'd in 3 turns. The only time i felt like i could break my voluntary ironman and savescum only abandoning 3 gals outside.

I guess the new underwater strategy is to have a throwaway peasant scout and give everyone else 2 anchors so they can't move or swing in case it's them.

39
XPZ Strategy/Tactics / Re: Extended Piratez general FAQ/Strategy Guide
« on: January 28, 2019, 08:45:07 pm »
So there is no other way that starting a new game? Oh...well maybe enemy progression needs to be somewhat reworked to be more gradual I hope  :'(
The progression is fine. You still have 3 brainers 3 years in, that's your problem. Playing on the max difficulty doesn't help either.

40
XPiratez / Re: [MAIN] XPiratez - J11 - 27 Jan - Slaves, or Soldiers?
« on: January 28, 2019, 03:47:53 pm »
But every tank in the game is kind of a mini tank, aren't they? And the "real" tanks are those you build after privatizing world peace.

I like how in Xenonauts you are free to bring a tank to an alien base but every room and corridor was cluttered with random boxes and consoles, granted you could drive over most of them. If we can't do it in openxcom maybe this is a good idea? Make more cluttered enemy base layouts, but give an option to bring a tank and blast your way forward.

41
XPiratez / Re: Bugs & Crash Reports
« on: January 28, 2019, 02:04:08 pm »
Anyone noticed the insane spread on flamethrowers if you shoot without line of sight? Well i expect some spread but not doing a 180° and about 40 tiles away. That definitely looks like a bug. Check my screenshots.

Edit: 1 more thing. Latest patch, you can loot a Sermon book from the church. It's not researchable and not used in any crafting. I assume it's not a vendor trash? The price is only 4k.

42
XPiratez / Re: Bugs & Crash Reports
« on: January 24, 2019, 09:38:36 am »
Just had a traders guild warehouse with a church occupants.

43
XPZ Strategy/Tactics / Re: Extended Piratez general FAQ/Strategy Guide
« on: January 23, 2019, 08:42:17 am »
Why did the humanist arsenal mission need a time limit anyway?

44
XPZ Strategy/Tactics / Re: Extended Piratez general FAQ/Strategy Guide
« on: January 21, 2019, 04:11:15 am »
Seems i have kinda a defensive playstyle, maybe?
Maybe, but good tech directly increases the firepower you get from a single unit. If i'm lucky with a quick cash mission(church raid or 4 stranded agents) i get 2-3 brainers in the very first month(before day 10 or so they're worth it imo). And now that we get a small engine from a nurses airbus you can actually guarantee an extra brainer or two. Keep in mind that research gives you score, score = money so their salary in not that high. Unless they're idling.

What matters is not barracks vs outpost, it's the fact that your spawn location is flanked by 2 enemy spawn locations. Hangar-lift-outpost would be much better. Still that raid is beatable if you camp, i bought a bunch of doublebarreleds, landmines and a few swords for a cacodemon but as i said i couldn't get it to spawn. And if doom guys are the problem wait until you fight a major faction... I recently lost a JS game around that time and i had a way better tech level than you. Guess i'm back playing on 4th, saves a lot of nerves.

45
XPZ Strategy/Tactics / Re: Extended Piratez general FAQ/Strategy Guide
« on: January 19, 2019, 11:32:36 pm »
I loaded your game in nov a couple of times and couldn't get a crackdown in 15 dec. Looks like you got unlucky.
2 things i immediately noticed:
- still 3 brainers? expand them asap! I'm not sure if you can salvage this run because you'll get real crackdowns soon and you're still at the stone age.
- your 2nd base is a deathtrap. Your outpost got sandwhiched between a hangar and a lift, where enemies can spawn.

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