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Messages - nicedayright

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76
XPiratez / Re: [MAIN] XPiratez - J17A - 8 Sep - I Stab At Thee!!! (reloaded)
« on: September 15, 2019, 05:52:57 pm »
One thing I realized about X-Piratez (apart from the fact that it is really good): I need a new PC.
Base Defense missions especially are unplayable on my old single-core computer....  :o

Wait till you get to space missions.

_________________________________________________________________________


On the topic of base defense missions, holy hell was I not set up for a star god crackdown at my Eco base. I will confess to shamelessly save-scumming, as I would probably ragequit if I lost all of the loot stored in this particular base. In other news, it is totally possible to kill sectopods with heavy flamers.

77
XPiratez / Re: [MAIN] XPiratez - J17A - 8 Sep - I Stab At Thee!!! (reloaded)
« on: September 10, 2019, 01:54:31 am »
I'm really bummed out that the Peasant Aqua Suit EVA doesn't work in space. I probably should have been tipped off by the fact that the recipe didn't include grav units, but in my defense, the term "EVA" is a little misleading. Still, I just wasted about a month on a peasant space program only to have them show up to the mission in survival pods. Cheap refractor suits for a mission set where enemies almost exclusively use energy weapons? Not having to painstakingly swap my main gals over to space garb every month on this shitty laptop touchpad?

I should have known it was too good to be true.

Also, boxing glove arrows when?

78
XPiratez / Re: [MAIN] XPiratez - J5 - 11 Jun - Applied Chromatics
« on: August 08, 2019, 12:00:48 am »
I have to confess, I cheated the item in once I hit April of 2602. It was that or restart the campaign at this point.

79
XPiratez / Re: [MAIN] XPiratez - J5 - 11 Jun - Applied Chromatics
« on: August 07, 2019, 03:09:42 am »
Believe me, I know. Part of the madness has been the mental image of rubber-hosing engineer after engineer frantically demanding they tell me everything they know about office supplies.

80
XPiratez / Re: [MAIN] XPiratez - J5 - 11 Jun - Applied Chromatics
« on: August 07, 2019, 01:31:24 am »
Who here gradually succumbing to madness as they try to find a guild stapler?

81
The X-Com Files / Re: The X-Com Files - 0.9.9d: Samael's Passage
« on: August 03, 2019, 02:22:00 am »
Honestly I show up for everything but after I've identified that there's nothing new on the mission I generally just abort. hunting down Beatles gets pretty old after awhile.

In other news sectoids just attacked my training base. We are going to see how much they like having to deal with 50 psi screened rookies.

82
XPiratez / Re: Re: [MAIN] XPiratez - J5 - 11 Jun - Applied Chromatics
« on: August 02, 2019, 09:29:38 pm »
Mumbleball question:
What the heck does this do?  I didn't notice any effect on the battlefield. It didn't even start mumbling..  ?

Think of it like a proxy grenade filled with canned psi-panic.


Also, I've come back to the mod after quite a while, pretty amazing how much has changed. You've already produced a game I enjoy more than most AAA titles. However, I don't know whether to be relieved or disappointed that the comic book research tree doesn't unlock punching glove arrows.

83
The X-Com Files / Re: The X-Com Files - 0.9.9d: Samael's Passage
« on: August 02, 2019, 09:16:01 pm »
This has probably been asked a thousand times already, but any advice for getting started?

While it may seem daunting, I'd encourage you to DO EVERY MISSION. At least early on. Don't be afraid to abort a mission, grabbing what loot you can and running, but your campaign can be severely hamstrung by ignoring too many of the bughunts. Well trained agents are one of your most valuable assets, and they get well trained by killing hundreds of zombies, rats and cultists.

The exception is chupacabra hunts. Run the fuck away from chupacabra missions.

84
The X-Com Files / Re: The X-Com Files - 0.9.9d: Samael's Passage
« on: July 31, 2019, 02:59:54 am »
If I remember correctly, the arcing ballistic property is tied to the weapon, rather than the ammo. This makes beanbag rounds for the 40mm more difficult to implement as they would still arch like the normal rounds, making them practically useless indoors where a beanbag round would be most useful. I ran into the same problem when trying to justify the 40mm buckshot cartridge I wanted to implement (or my idea for Assault Cannon grapeshot in Piratez).  As far as the teargas is concerned, it would have to be flat initial choking damage translated into reactions/stamina. Barring scripts there is no way to apply a DOT effect barring setting a person on fire, and fire is universal, so you wouldn't even be able to get cheeky by turning the fire into stun damage without making the game weird. That said, I don't think the tear gas grenades are necessarily a bad idea, you'd just have to give up on the idea of stun over time and make them tu/stamina draining items to prep a breach and clear (or tie down gill-dogs).

As far as ridiculously large rifles go, you really shouldn't need them until late enough in the game where you have better options. Explosives aren't THAT far in anyway. That said, I'd love to see a Simonov PTRS in the hands of higher tier Red Dawn. Given there relative abundance among east-bloc militias, it wouldn't be that hard to justify. I'm going to check my old Jagged Alliance 2 files, I think there's a useable graphic for on in there somewhere.


I just stopped in to say great mod, scorch. I haven't been keeping up on my updates and it looks like you've added a lot of content since I was last here. I wanted to suggest that maybe, later in a campaign, you could include an option to buy psi-screened recruits? I'm going to screen them manually anyway, but giving us the ability to do away with some of the hassle at the cost of a bit more money per troop would be nice. No pressure though, it's not that big of a hassle.

85
XPiratez / Re: [MAIN] XPiratez - J12 - 24 Feb - Wetworks
« on: March 21, 2019, 02:04:02 am »
A little surprised none of the comic book options unlock boxing glove arrows.

86
XPiratez / Re: [MAIN] XPiratez - J12 - 24 Feb - Wetworks
« on: March 12, 2019, 06:31:33 pm »
Doing my first gray codex run, and the arcane ray that comes with the jellyfish has me stumped. No matter which of the 14 directions I choose, it ends up splashing harmlessly on the wall of the turret cube. I get that it's like a blaster bomb, but how do i path it out of the ship?

Edit: nevermind, the funny-looking window is a door.

87
The X-Com Files / Re: The X-Com Files - 0.9.8: X-Cool
« on: February 22, 2019, 09:25:38 pm »
Presented without comment.

88
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: October 26, 2018, 01:00:54 am »
Sorry it took me so long, I'm phoneposting due to no internet.

edit: woo, I'm superfluous, ignore me.

89
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: October 25, 2018, 03:06:07 am »
Not sure if this is a bug or if I'm just really lucky. Are ethereal leaders supposed to be crewing the alien fighter craft? I've just bagged four of the bastards without having to slog through their minions to do so and it feels kind of cheaty.

90
The X-Com Files / Re: The X-Com Files - 0.9.5: Burn The Village Down
« on: October 05, 2018, 05:39:55 pm »
The asylum mission soundtrack was a masterpiece, though I feel the ghosts could stand to be a little more of a threat for how many points the mission was worth. Maybe give them MC? That said, the mental image of handing a rookie an electric club and sending him to flail at a tornado of luminescent skulls is mildly amusing.


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