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Messages - Ruberto

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76
XPiratez / Re: A thread for little questions
« on: February 02, 2022, 11:21:25 am »
Hello, I need some assistance I'm afraid
I was using older mod version (v.M1 29-Aug-2021) since i started some time ago, and today I was uncircumspect and pressed "update open xcom" button in main menu, and now xpiratez don't load. loading screen shows error:
https://postimg.cc/BXLsVmmR
Is there a way to roll it back or otherwise rescue my game progress? (or install the last piratez version on top of old one, if that won't conflict with old version's saves)

77
XPiratez / Re: A thread for little questions
« on: February 01, 2022, 08:55:26 am »
Another thing:
If during alien attack on my hideout, hangar is damaged (much explosives, nukes), (after I win the fight) will craft assigned to that hangar be destroyed, or forced to relocate to another hideout (and what happens if there are no free hangars in other hideouts)?
I have to decide whenever I should continue the fight or load pre-assault save, as I could not bear to loose the codex craft assigned to that hangar, and the fight will take some few hours IRL  to conclude (time which i don't want to waste if i have to load to save said craft anyway).

78
XPZ Strategy/Tactics / Re: Extended Piratez general FAQ/Strategy Guide
« on: January 31, 2022, 01:46:00 pm »
Actually if they can destroy tank obstacles in ninja fortress they can be vital in such sieges since fusion torch takes to much time to use.

I'm desperate about ninja fortresses btw, i just dont have a feel of unlimited POWAH no matter what i unlock.
Even with tanks, i might get through the first stage, but I have no idea what lurks in second.
It's nightmare of tunnels and lifts down there. Ideal terrain for ninjas to slice your troops. Expect heavy losses.
But I have beaten it when I had only Loaders, Heavy and Demolisher suits for armour and cars for hwp.
(Granted, I did use like 4 Red dragon nukes, 2 to level above ground fortifications and 2 more to thin the ninja horde in the underground tunnels.)

79
XPZ Strategy/Tactics / Re: Extended Piratez general FAQ/Strategy Guide
« on: January 31, 2022, 07:06:19 am »
Hi guys, a strategy question:
How do you use mechas (if you do at all, i mean)?
You get to build them after you get to build tanks, but they are less sturdy than tanks, and with weaker weapons.
So what's the point?

80
XPZ Strategy/Tactics / Re: Extended Piratez general FAQ/Strategy Guide
« on: January 30, 2022, 08:07:15 pm »
In may 2601 still do not have a workshop, but im ground assaultin a guild ship, the month before jack warned about ninja expansin, score is dropping down, hope i can survive next month before i fail...
I see some improved graphics - you use some extra mod?

81
XPZ Strategy/Tactics / Re: Extended Piratez general FAQ/Strategy Guide
« on: January 25, 2022, 03:42:52 pm »
I thought xpiratez ideal mod.  :(
Worst part is these 6 miniguns on the sides. I think it is possible to execute some epileptics with this mission.
Interesting that corpse of the general recoverable. At least now i got second power armor for assault bike.
mission is a frustration, but as you noted you can get some good loot from the general and his enforcer pals

82
XPiratez / Re: A thread for little questions
« on: January 25, 2022, 03:40:25 pm »
Nope.
Is there something that does?

83
XPiratez / Re: A thread for little questions
« on: January 24, 2022, 06:11:03 pm »
Doses https://www.xpiratez.wtf/en-US##STR_BEJEWELED_CAP protect from star god's mind control?
It increases resistance to Mind, but I can't find Stargod Mind control description to see if it works by dealing mind damage.

84
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: January 24, 2022, 03:57:51 pm »
I was doing on Primal hunts for some time and it was mighty good fun.
But I feel this concept could be expanded, adding mission in "medieval world" with swords and bows and thrown axes and perhaps even "wild west world" with flintlocks and such.

85
XPZ Strategy/Tactics / Re: Extended Piratez general FAQ/Strategy Guide
« on: January 22, 2022, 02:29:10 pm »
Just wanted to say Fire pit is pure gold to defend secondary bases where you don't have proper garrison.
 https://www.xpiratez.wtf/en-US##STR_FIRE_PIT

Just place it between your Hangars & lift and Outpost & living quarters, so enemies have to come through it to get to your crew.

86
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: January 22, 2022, 11:29:19 am »
It would be cool to have a mission where you attack big government base.
Essentially using the same/similar map to "help friendly gov defend from ninja land cruiser assault" mission, but you are attacker instead of ninjas.

87
XPiratez / Re: A thread for little questions
« on: January 20, 2022, 09:22:09 am »
Quick technical question:
Is there a way (hotkey I guess) to see trigger zones of active mines and blast zones of grenades active and on the ground?
Also is there a way to see how far can your soldier throw a grenade hi is holding without actually trying to throw it?

88
XPiratez / Re: A thread for little questions
« on: January 13, 2022, 01:12:23 pm »
I am having a big think over the following: I have some 3 enemy bases on the map (2 merc and 1 star gods). I tried them when they appeared and was defeated badly. Now, after some time i feel I could maybe wreck a merc base now, but  it would still be a very bloody on my part (loosing some high-level gals and power armour I made from downed enemy over the months), and with little useful loot to show for it (Gauss guns are coded, and I already have lots of cash).
Also generate enough infamy to tank the infamy penalty for enemy bases.
So my question is are there any other problems from leaving enemy bases alone, that would warrant the high losses in manpower and irreplaceable materials?

89
XPiratez / Re: A thread for little questions
« on: January 01, 2022, 01:06:08 pm »

How do you use sentrygun (rockets)?
It's big immobile unit with good gun.
But it starts (as all units do) in your craft, and being immobile, it can't go out of it, and so can't fire it's gun, making it quite useless.
Am I missing something here?

90
XPiratez / Re: Sea oddity / Underwater passage missions wtf
« on: January 01, 2022, 12:55:37 pm »
I always carry for my Underwater missions, those electric ammo for the musket type guns that can fire underwater.
They work wonders on those ghost gals.
I haven't tried bringing land gear in addition to the regular underwater gear just for the second part surface mission.
Was the first thing I tried, but said land equipment didn't appear in the second part's equipment screen.

Thanks for all the advices  you guys!

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