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Author Topic: Re: [MAIN] XPiratez - N9.7.7 12-Sep-2024 Second Coming  (Read 4305898 times)

Offline VodkaBear

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Re: [MAIN] XPiratez - L1A1 - 9 Apr - Aurora Nights 2
« Reply #7680 on: May 13, 2020, 01:40:50 pm »
I need a tip on how to deal with fast and high DPM ships. Previously( when ships had no radar feature) I've used 4 brave whaller\barracudas but now you cannot shadow enemy ship if it has radar. So what should I do? Wait until best weapons/ships and forget about bringing down battleships/marsecs? Also how shield regen works on global map? If I shot shields down and disengage - they 100% back immediatly?

Offline Rince Wind

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Re: [MAIN] XPiratez - L1A1 - 9 Apr - Aurora Nights 2
« Reply #7681 on: May 13, 2020, 02:03:14 pm »
But you can escort your own ships. So just select the slowest ship, or the one that has the longest travel time if they are all fast, as target for the 3 escorts.

It is also something that has been explained here repeatedly already.

Offline VodkaBear

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Re: [MAIN] XPiratez - L1A1 - 9 Apr - Aurora Nights 2
« Reply #7682 on: May 13, 2020, 02:35:26 pm »
Thanks, probably should've search for it, yes. Also marsec viper always getting "blown apart" even with low damage per shot guns like ripper, is it possible to down it?

Offline vadracas

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Re: [MAIN] XPiratez - L1A1 - 9 Apr - Aurora Nights 2
« Reply #7683 on: May 13, 2020, 02:49:34 pm »
Thanks, probably should've search for it, yes. Also marsec viper always getting "blown apart" even with low damage per shot guns like ripper, is it possible to down it?
It is very possible, the problem is that some hunter-killer UFO's are set to self-destruct before crashing, which stops you from getting the crash site. Sometimes, however, you can damage the craft enough that it tries to escape, and if you let it escape for a second or two(outside of dogfight window), it stops being a hunter-killer and will crash at the normal percentage of health.

Offline VodkaBear

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Re: [MAIN] XPiratez - L1A1 - 9 Apr - Aurora Nights 2
« Reply #7684 on: May 13, 2020, 03:53:31 pm »
Yeah, downed one. It also seems you are not necessary to engage 2nd time, the main point - if they started escaping - they will be downed not destroyed even if it happens in same airbattle.

Offline vadracas

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Re: [MAIN] XPiratez - L1A1 - 9 Apr - Aurora Nights 2
« Reply #7685 on: May 13, 2020, 04:04:57 pm »
Cool, I wasn't sure if you needed to exit dogfight or not.

xcomfan

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Re: [MAIN] XPiratez - L1A1 - 9 Apr - Aurora Nights 2
« Reply #7686 on: May 13, 2020, 05:44:36 pm »
In august 2602 in my run seem to spawn always the same missions, especially ratmen cave, comms tower, scientific experiment, aircar race and leved D and C bounty missions (the former are become very very rare). On "blackbeard" level,  is this normal? Please check the save here.

And peasant militia armor serms to provide more protection over the fusilier, might need a switch between these since the fucilier requires scrap metal and kevlar mesh and the militia mutant meat and scrap metal instead? At least increase the fucilier one to value between 15-20?

Offline Ethereal_Medic

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Re: [MAIN] XPiratez - L1A1 - 9 Apr - Aurora Nights 2
« Reply #7687 on: May 13, 2020, 05:51:09 pm »
You should put into account, that fusilier gives camo (12/4) and offers 25% reduction against piercing damage.
Piercing damage is the omni-present source of damage during almost every mission.
25% reduction does alot more than 2-3 points of armor value.

Also Peasants and Slaves die to almost everything rather instantly so better use them for the intended purpose as "cannon fodder" and focus on training your ubers.

Offline JustTheDude/CABSHEP

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Re: [MAIN] XPiratez - L1A1 - 9 Apr - Aurora Nights 2
« Reply #7688 on: May 14, 2020, 01:44:14 am »
Armors on top of protection and camo also improve stats. Fusilier is nice for Sniper Peasants as it gives camo and firing accuracy, while Militia is more of a rookie melee armor.

xcomfan

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Re: [MAIN] XPiratez - L1A1 - 9 Apr - Aurora Nights 2
« Reply #7689 on: May 14, 2020, 02:39:37 pm »
ok guys  thanks, this game gives real headaches! Little little wish; ive cheched here and bonaventura, fornuna, el fuego and metallo share all the sane sprite in the hangar view, only color changes; in upcoming version eventuasly each will get another shape more coherent with the bootypedia page?

Offline JustTheDude/CABSHEP

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Re: [MAIN] XPiratez - L1A1 - 9 Apr - Aurora Nights 2
« Reply #7690 on: May 14, 2020, 02:59:02 pm »
If you will make the sprite and rebuild it a bit to resemble bootypedia picture, then why not?

xcomfan

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Re: [MAIN] XPiratez - L1A1 - 9 Apr - Aurora Nights 2
« Reply #7691 on: May 14, 2020, 05:39:02 pm »
If you will make the sprite and rebuild it a bit to resemble bootypedia picture, then why not?

Im not into rpgramming sorry, otherwise I' have done it , sorry  :'(

Offline vadracas

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Re: [MAIN] XPiratez - L1A1 - 9 Apr - Aurora Nights 2
« Reply #7692 on: May 14, 2020, 05:57:17 pm »
wtf is rpgramming?

Offline Rubber Cannonball

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Re: [MAIN] XPiratez - L1A1 - 9 Apr - Aurora Nights 2
« Reply #7693 on: May 14, 2020, 06:11:29 pm »
wtf is rpgramming?

"Captain, damage control reports main weapon batteries are too damaged to repair!  What should we do?"

"Set course to intercept, engines at redline, and rig for collision!"

 ;)

Offline JustTheDude/CABSHEP

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Re: [MAIN] XPiratez - L1A1 - 9 Apr - Aurora Nights 2
« Reply #7694 on: May 14, 2020, 06:32:01 pm »
Im not into rpgramming sorry, otherwise I' have done it , sorry  :'(

You don't need to know "ar ye coding son?" programing to create sprites. At this point I'm not in a phase of map, or ship making, but I do make sprites of units and weapons and I have 0 IT knowledge. Just few programs and a lot of work.

Here is what helped me to self-learn the art of spriting, despite the fact that I never before made any "art" that wasn't just stick figures, or crap like that.

http://openxcommods.weebly.com/pckview.html

Who knows, maybe you will hook yourself on ships like I did on unit sprites and you will adjust, or make completly new ships that could potentialy be used in this, or other mods?