Author Topic: Re: [MAIN] XPiratez - N7 16-Dec-2023 Flying Tiger, Hidden Tentacle  (Read 3691670 times)

Offline Dioxine

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Re: [MAIN] XPiratez - 0.95C - 29 Oct - Interfaces & Critical Fixes
« Reply #1275 on: November 08, 2015, 11:23:01 am »
I do, if all else fails :) Looks like it won't hurt to do it again. 2 MBs of text is kinda lot :)

Offline DracoGriffin

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Re: [MAIN] XPiratez - 0.95C - 29 Oct - Interfaces & Critical Fixes
« Reply #1276 on: November 08, 2015, 12:10:40 pm »
Streaming X-Piratez has been interesting with all the changes from 0.95A.

Plus I forgot so much about the early game since my last game in 0.95A, I was in Annihilator Armor and nuclear lasers (got stuck interrogating instead of focusing on weapon research).

Plus, I'm not playing nearly as cautious so as not to be boring, and memorial wall is getting long. :P

Offline LexThorn

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Re: [MAIN] XPiratez - 0.95C - 29 Oct - Interfaces & Critical Fixes
« Reply #1277 on: November 08, 2015, 02:16:21 pm »
I do, if all else fails :) Looks like it won't hurt to do it again. 2 MBs of text is kinda lot :)

Hi! Any word about next update? Even answer "it`s raeady for about 42.74%" will be fine ^____^

Offline Dioxine

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Re: [MAIN] XPiratez - 0.95C - 29 Oct - Interfaces & Critical Fixes
« Reply #1278 on: November 08, 2015, 02:29:55 pm »
I don't have much new material, didn't have the time. But there are some fixes. So I don't feel ready. More importantly, I'd like to upgrade maps and OXCE and the longer I wait, the better stuff I get :) (especially with OXCE, Yankes should release a new version soon...). Right now I'm working on an early Missile Defence facility, since the normal one became a mid-late game thing. Also a new buyable missile, I just need some cool Pedia picture for it :)
The things that aren't there yet but probably need to be added before the release, are, at minimum:
- Reticulan Base mission, with a guaranteed Reticulan Elder presence - needs a large special map
- Some new mission to get Star Gods Coordinator - probably needs a special ship.
- Tamed Cyclops

Offline LexThorn

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Re: [MAIN] XPiratez - 0.95C - 29 Oct - Interfaces & Critical Fixes
« Reply #1279 on: November 08, 2015, 02:44:34 pm »
I don't have much new material, didn't have the time. But there are some fixes. So I don't feel ready. More importantly, I'd like to upgrade maps and OXCE and the longer I wait, the better stuff I get :) (especially with OXCE, Yankes should release a new version soon...). Right now I'm working on an early Missile Defence facility, since the normal one became a mid-late game thing. Also a new buyable missile, I just need some cool Pedia picture for it :)
The things that aren't there yet but probably need to be added before the release, are, at minimum:
- Reticulan Base mission, with a guaranteed Reticulan Elder presence - needs a large special map
- Some new mission to get Star Gods Coordinator - probably needs a special ship.
- Tamed Cyclops

Tanx for the news!

Offline doctor medic

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Re: [MAIN] XPiratez - 0.95C - 29 Oct - Interfaces & Critical Fixes
« Reply #1280 on: November 08, 2015, 06:26:19 pm »
I dont think tamed cyclops should be made like reapers,they are far too easy to be captured especialy with vulkans and miniguns.

niculinux

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Re: [MAIN] XPiratez - 0.95C - 29 Oct - Interfaces & Critical Fixes
« Reply #1281 on: November 08, 2015, 09:05:44 pm »
Hey Dioxine, something for you, the third mutant progrom on us east coast (lat. new yor probably). Seems anyway the piratez may make their way throug:) See scrrenshot attached .) (secon difficulty level)

Hey a sfor difficulty, i find there'a huge difference between the 2 and the 3 level, maybe some more balancing is possible? Thaks!

Offline Dioxine

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Re: [MAIN] XPiratez - 0.95C - 29 Oct - Interfaces & Critical Fixes
« Reply #1282 on: November 08, 2015, 10:37:12 pm »
1. Yeah you kinda have to learn to live with those obstructions. Use other exits or blow it up.

2. I cannot control the differences between difficulty levels that precisely. 2 is indeed pretty easy due to minimal spawns. 3 is 'likely' to produce a close-to-minimal spawn, but if you're unlucky, it can generate any spawn - up to maximum spawn. 4 is just more likely to produce maximum spawn, but as above, it can, if you're lucky, generate a small spawn. Only 5th difficulty guarantees maximum spawn. Also, enemies get stat buffs starting with difficulty 2, but these don't make a big difference between two neighbouring difficulties. For completeness' sake, difficulty 1 is guaranteed to have minimum spawns PLUS all enemies have half armor, so it's really a kindergarten difficulty. Spawn sizes in Piratez vary a lot between minimum and maximum (minimum spawn is 25-50% of maximum spawn) so diff 3 can kick your as, albeit only ocasionally.

Offline Solarius Scorch

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Re: [MAIN] XPiratez - 0.95C - 29 Oct - Interfaces & Critical Fixes
« Reply #1283 on: November 09, 2015, 12:13:42 am »
Always play on the highest difficulty - more enemies, more slaves! ;)

Offline Arthanor

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Re: [MAIN] XPiratez - 0.95C - 29 Oct - Interfaces & Critical Fixes
« Reply #1284 on: November 09, 2015, 01:10:38 am »
More gunz and more booty!
(Although I don't play with the highest difficulty either, I find it makes battles too tedious and long)

Offline Axebeard

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Re: [MAIN] XPiratez - 0.95C - 29 Oct - Interfaces & Critical Fixes
« Reply #1285 on: November 09, 2015, 02:40:02 am »
Is this mod geared towards a specific difficulty? I've been playing it exclusively on the middle difficulty.

Offline Arthanor

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Re: [MAIN] XPiratez - 0.95C - 29 Oct - Interfaces & Critical Fixes
« Reply #1286 on: November 09, 2015, 05:42:17 am »
Just got an attack dog weredog-zombified by a chryssalid. I thought a while ago there had been a check introduced to prevent non XCom soldiers/civilians from becoming zombies? or was that reverted somehow for Piratez because you hate the poor doggies? (but nobody can beat Meridian's record with doggies.. the poor XCom-FMP attack dogs...)

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Re: [MAIN] XPiratez - 0.95C - 29 Oct - Interfaces & Critical Fixes
« Reply #1287 on: November 09, 2015, 11:31:01 am »
Always play on the highest difficulty - more enemies, more slaves! ;)

Did so some times and my games usually won't preceed by the end of march (!!!!!!!!!)  :o

Offline Dioxine

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Re: [MAIN] XPiratez - 0.95C - 29 Oct - Interfaces & Critical Fixes
« Reply #1288 on: November 09, 2015, 02:35:32 pm »
Is this mod geared towards a specific difficulty? I've been playing it exclusively on the middle difficulty.

No, every diff level is fine. Well I'm testing it on the highest level, naturally... :)

Just got an attack dog weredog-zombified by a chryssalid.

Just as planned. ;)
« Last Edit: November 09, 2015, 03:04:42 pm by Dioxine »

Offline Arthanor

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Re: [MAIN] XPiratez - 0.95C - 29 Oct - Interfaces & Critical Fixes
« Reply #1289 on: November 09, 2015, 03:15:58 pm »
Just as planned. ;)


Meanie! I thought it was planned.. now I know I can't trust anything!