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Messages - Dakkdakk

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31
XPiratez / Re: [MAIN] XPiratez - K2 - 2 Nov - Ice Ice Cool
« on: January 15, 2020, 02:39:57 pm »
Most modders are prob just purging hobbes' stuff to avoid any possible kerfuffle. I'm sure not there are any versions of his assets around apart from the one currently being used. Previous versions can totally be used, tho, unless hobbes argues that his current position was always the same and he just rephrased it to make it clearer, though that would be sneaky and not very honest.
 
My issue with it is because disagree with his reasoning that mods that receive donations can be put in the same category of "paid" mods.

Donations aren't payment, they're freely given incentives to tell the modder "hey, your stuff is cool, here's some stuff so you can spare more of your time on this cool thing you're doing". If Dioxine and other modders were demanding payment in exchange for new releases, then that would be a whole different situation and I'd totally be on Hobbes' side.

32
XPiratez / Re: [MAIN] XPiratez - K2 - 2 Nov - Ice Ice Cool
« on: January 13, 2020, 04:59:08 pm »
Extracting all assets created by Hobbes and then replacing them with an adequate substitute without breaking the mod will take time. While I disagree with hobbes' reasons (or rather, his reasoning), they're all his assets, so there isn't much room for arguing.

33
XPZ Strategy/Tactics / Re: Extended Piratez general FAQ/Strategy Guide
« on: January 13, 2020, 04:37:49 pm »
A decent way to deal with prepper base missions is to pepper them from afar with regular gunfire/arrows/cannonballs, as they're not strong enough to lob grenades across the map, being regular humans and all that. They're not actualy armored like spartans so regular guns will take care of them, so try to use early game accurate guns like flintlock rifles, ol' carbines and ramshackle.
Bows are good if you have poison or fire arrows and gals with good throwing skill and enough energy to make them practical.

In regards to armored cars, the assault cannon you start the game works pretty well against it. Regular, explosive and acid cannonballs work decently enough against them. If you don't have that, use grenades, even regular gunpowder bombs should be enough.

If you get zombies in an early game mission it can be pretty dangerous due to the presence of a strix zombie and those female zombies that throw fireballs, not to mention a possible chryssalid, which are pretty damn tough and will ruin your day if it catches even one of your guys/gals. If you really want to take it down in the early game, you'll need to hit it with multiple shots from the assault cannon, loads of shotgun blasts at close range or melee'ing using axes or hammers, all of which are really risky propositions. Regular zombies are almost harmless if you just keep your distance, just tough to take down.

34
XPiratez / Re: I made a map.
« on: December 27, 2019, 03:51:18 pm »
Just on a visual analysis, I think it looks pretty great. Could be used for many things. I could easily see it being used as a cult indoctrination camp, hostage situation mission or... As a school I guess. Pretty good job. I might take a stab at maping using that guide sometime, I could easily copy some real life police stations into maps and small markets into maps.

35
XPiratez / Re: [MAIN] XPiratez - K2 - 2 Nov - Ice Ice Cool
« on: December 27, 2019, 03:28:33 pm »
Freshness isn't that much of an issue if you just equip yourself accordingly, and it decays so slowly that most of the time it wont be an issue. Or at least for me it isn't, since I always try to finish missions as fast as possible if it doesnt immensely endangers my soldiers. I imagine it might become an issue during base invasion missions and whatnot, though, since rushing those is pretty much asking to get your people blown up.

Also, I haven't really checked yet since I'm only using gals still, but is freshness a gal-only thing? If so, you can still keep the old xcom playstyle by using other types of soldiers. That would be a nice option for players to have, after all, so if you want to use gals, you gotta handle freshness, and if you dont want to deal with that sort of stuff, you can use your slave soldiers and peasants and play like the xcom of yore.

That would imply that gals are higher in maintenance in comparison to human males... Which is actualy a very realistic take on it by a mod composed mostly of post apocalyptic alien/mutant porn!

36
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: December 25, 2019, 10:16:39 pm »
The whole turning brainers into soldiers Idea thing came up because at some point during the later parts of my playthroughs, strong voodoo able soldiers become almost as valuable as extra brainers, so I thought it'd be cool to have an alternative way to get myself one of those without going through the freak lottery, possibly cheaper, too, but I guess that doesnt make much sense lore-wise, and since the addition of gnomes we got another type of strong voodoo soldiers, so ye, prob not that interesting of an Idea.

And yea, I also think that adding brainers and runts as civilians during raide would be mostly impractical.


Anyway, unrelated, but I think it'd be cool to have an outfit option for slave soldiers that works like the sailor outfit for gals, IE a +xp type of outfit, If that didnt get added yet, that is, I wouldnt know since I picked gals this time around.

37
XPiratez / Re: [MAIN] XPiratez - K2 - 2 Nov - Ice Ice Cool
« on: December 14, 2019, 10:47:10 pm »
I'd like the link as well, if you could send it to me, I have K1, but not the current K2 version.

38
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: December 12, 2019, 09:40:13 pm »
I'd like some ways to turn brainers into soldiers, since we already have ways to turn potential soldiers (escaped lunatics) into brainers, altough you'd be hard pressed to turn a valuable brainer into something that can get killed, unless that one soldier type happens to be particulary interesting or powerful.

39
XPiratez / Re: [Question] Number of recommended brainers
« on: December 12, 2019, 09:37:15 pm »
I once used less brainers due to their maintenance costs but then I realized that research basically pays for itself. As long as you can keep yourself out of the red and have your soldiers healthy and stocked with weapons, you should be hiring brainers left, right and center.

40
XPZ Strategy/Tactics / Re: Extended Piratez general FAQ/Strategy Guide
« on: December 12, 2019, 09:34:45 pm »
You get a wrench automatically if you go with the slave soldiers path, AFAIK, and yes, a stapler is pretty much guaranteed on any warehouse mission. You can also get a wrench way early by attacking landed laborer and mining ships, too, they're pretty much guaranteed to drop one.

One mission that I think need some tuning is infested cellar, at least in the early game when you don't have proper armor, depending on what you end up finding down there, you can end up losing precious soldiers early on for some rather meager loot.

41
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: October 31, 2019, 10:08:10 pm »
I dont have any grand ideas about game design changes, I'd just like to see some variety of a punt gun in piratez, it just seems exactly like something the gals would enjoy using.

In short, its basically just a really, really large 2 gauge shotgun that could fire more than one pound of lead shot (though the gals would prob be insane enough to fire really large slugs out of these things) in order to shoot down nearly an entire flock of ducks out of the sky with a single pull of the trigger. Hell, the gals coud prob even improve on it using plastasteel or something, maybe having it as a rather innacurate super weapon to penetrate your enemies at a distance ( ͡° ͜ʖ ͡°)

There's no records of pirates using these things, and we do already have literal hand cannons, its just something I thought would be cool to have. It could have ammo with really large spread that could do slashing damage, like an early game flak cannon.

42
The X-Com Files / Re: Commissars
« on: October 09, 2019, 05:15:07 pm »
Comissars are a holdover from 20th century european military police doctrine, AFAIK, a good deal of which got adopted into modern police forces in europe, but most were little like the 40k comissar, those are mostly based of the worst stories that soviet soldiers told of their experience with russian komissars, who would shoot fleeing soldiers during the siege of stalingrad and whatnot.

43
XPiratez / Re: Where the heck do you find Industrial Scanners?
« on: September 14, 2019, 07:09:26 pm »
I think there's also a chance of getting one in warehouse raids. Not sure.

44
XPiratez / Re: [MAIN] XPiratez - J17 - 1 Sep - I Stab At Thee!!!
« on: September 06, 2019, 02:59:59 pm »
On that train of thought (piratez  are piratez and will stay that way), I kinda have to expand on a commentary I made some months ago: Piratez has a distinctive early 90s saturday morning cartoon/heavy metal vibe to it that just makes me happy, which is a very similar feeling that the original xcom game gave me.

This is why (mostly due to personal preference) I tend to be against throwing every sci fi trope at it ALA xcom files.
I don't feel that piratez is in any way similar to that mod or that it has anything to do with it. Piratez is just piratez and its great as it is, and I hope it grows in that same style and feel. Its cool that lots of people have ideas for the mod, I'm just saying that Piratez is incredibly unique as it currently stands and I hope it stays that way.

What I'm saying is, I for one welcome our mutant boob overlords. Down with the skinny butt aliens.

45
XPiratez / Re: A thread for little questions
« on: September 04, 2019, 02:57:44 pm »
Like Eddie mentioned in the spoiler, megapol are great for this, as are the big raider guys. They got plenty of hitpoints so they'll last a while, though megapol enforces are better merely due to their armor. Get some strong gals in armor to use stun batons or electric lassos on them till they fall, then drag their still living bodies inside the ship where your gals can gangbang them.... Figuratively, of course.

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