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Messages - bouchacha

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31
XPiratez / Re: [MOD] Defense Contracting {End Game}
« on: May 28, 2018, 03:52:31 am »
Any plans for updating this to the latest versions?

32
XPiratez / Re: Mission Specific Vessel Roles
« on: May 28, 2018, 03:50:06 am »
Wow, I had no idea that was there. I feel foolish.

33
XPiratez / Mission Specific Vessel Roles
« on: May 28, 2018, 12:11:52 am »
I noticed that some missions allow only certain vessels to be used. The problem is the missions disappear soon after and there doesn't seem to be a clear indication (as far as I can tell) on which ones are good to keep around for the future. The only notice you get is when a mission is flashing. Is there a list of which 'roles' each vessels fall under?

34
XPiratez / Re: A thread for little questions
« on: May 27, 2018, 11:43:05 pm »
How do you guys use SMGs? They're light, quick, but also low damage and low range. If you're getting that close, you might as well close the gap with melee. Are they intended primarily for peasant/slave soldiers?

35
XPiratez / Re: A thread for little questions
« on: May 23, 2018, 10:52:13 pm »
Is there a way to nudge retaliation towards specific bases? E.g. the ones with 30 veterans posted instead of the backwater factories.

36
XPiratez / Re: A thread for little questions
« on: May 22, 2018, 07:29:02 am »
Sorry, but what's the keyboard shortcut that displays the dmg range for melee weapons? I know for ranged it's ALT while holding the mouse cursor. I tried to find this but didn't know where to look

37
XPiratez / Man after Man, an Anthropology of the Future
« on: May 15, 2018, 10:45:46 pm »
I read this book as a teenager and it has stayed with me ever since. I was so excited to find it again: http://www.sivatherium.narod.ru/library/Dixon_3/01_en.htm

Basically, it envisions how humans could look like after x number of years with evolution and genetic engineering. The tone and setting reminds me a LOT of X-Piratez and the original XCOM's concept art. Maybe Dioxine can't make use of the concept art contained. It's written by an anthropologist after all.

Sample:



38
XPiratez / Re: A thread for little questions
« on: May 07, 2018, 01:54:39 pm »
Do you need a workshop for anything if you have a factory?

39
XPiratez / Re: [MOD-0.99J] - Weapons Detailed Description
« on: May 07, 2018, 01:53:09 pm »
That would still be manual edition... Simpler, yes, but too much nonetheless.

What about "POWER BONUS SCALING (See Anal tab)" ? Or an asterisk next to the damage number?

40
XPiratez / Re: A thread for little questions
« on: May 06, 2018, 05:51:27 pm »
Why poison daggers specifically?

41
XPiratez / Re: [MOD-0.99J] - Weapons Detailed Description
« on: May 06, 2018, 02:59:29 am »
What about adding something more opaque to the description? For example the Barbaric Ax can simply say:

POWER BONUS: Strength, Melee

and if you really want the exact formula you can dive down. This should hopefully be easier to maintain in the long run while also still communicating the very important scaling feature (some weapons are useless without it).

42
XPiratez / Re: A thread for little questions
« on: May 06, 2018, 02:52:56 am »
What are your go-to strategies for dealing with base assaults? Especially with mercenaries?

43
Which QOL mods are you referring to?

44
XPiratez / Re: A thread for little questions
« on: May 01, 2018, 08:45:08 am »
How does rank work for weapons that scale with it when used by enemies? I'm constantly surprised by the pesky officer's pistol. Base damage of 15 piercing but +5 for every rank above Swabbie. Humanist soldiers are killing my gals clad in Guardian armor and that seems very wrong. Is it working as intended or or some weird code scaling enemy rank too high?

--- posts merged. Please don't do that ---

In vanilla XCOM, it was a good idea to sack any soldier that had less than X psi strength because they quickly turn into a mind control liability. Is this still good practice to follow with low voodoo power?

45
XPiratez / Re: A thread for little questions
« on: April 30, 2018, 09:55:37 am »
What is up with academy scientists? I've had skilled snipers using 'custom snipin guns' (which scale with firing skill) do 0 damage. I've had high-melee gals do 0 damage with a pike from under. I tried softening up with blossom smg chem ammo and that also does 0 damage. I eventually brought it down after ganging up on one with about 5 different people but I don't know what exactly worked besides brute force.

Also, what is up with ghost gals in the mysterious island? Getting to the secret tunnel is easy enough as it's only mutant fish in the way but that leaves you highly unprepared for what comes next.

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