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Author Topic: Re: [MAIN] XPiratez - N9.7.7 12-Sep-2024 Second Coming  (Read 4305984 times)

Offline Alex_D

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Re: [MAIN] XPiratez - 0.99J6b - 2 Sep - The Dwindling Flame
« Reply #6000 on: September 15, 2018, 08:30:27 am »
D-A: Laspistol or D/A: Laspistol ?

It messes up with my OCD  :)

Offline Dioxine

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Re: [MAIN] XPiratez - 0.99J6b - 2 Sep - The Dwindling Flame
« Reply #6001 on: September 15, 2018, 12:27:09 pm »
Good! I believe in Gestalt therapy :)

Offline Stoddard

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Re: [MAIN] XPiratez - 0.99J6b - 2 Sep - The Dwindling Flame
« Reply #6002 on: September 15, 2018, 03:39:46 pm »
This spectacular triumph against evil forces of cereals and vegetables feels a bit wrong:


 

Offline Bloax

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Re: [MAIN] XPiratez - 0.99J6b - 2 Sep - The Dwindling Flame
« Reply #6003 on: September 15, 2018, 06:17:39 pm »
The Fearsome Artificial Famine

Offline Dioxine

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Re: [MAIN] XPiratez - 0.99J6b - 2 Sep - The Dwindling Flame
« Reply #6004 on: September 15, 2018, 06:29:13 pm »
Uh, but murdering, robbing and enslaving people doesn't feel wrong? :)

Offline Alex_D

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Re: [MAIN] XPiratez - 0.99J6b - 2 Sep - The Dwindling Flame
« Reply #6005 on: September 15, 2018, 09:37:49 pm »
Good! I believe in Gestalt therapy :)

Thanks :)

By the way, when you get to enslave the Ninja Gals ? I have my jail base with all of them waiting for the research tech to activate.

Offline silencer_pl

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Re: [MAIN] XPiratez - 0.99J6b - 2 Sep - The Dwindling Flame
« Reply #6006 on: September 15, 2018, 10:54:21 pm »
How am I suppose to fight the ghost somethings in Sea Oddity mission?

Offline Dioxine

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Re: [MAIN] XPiratez - 0.99J6b - 2 Sep - The Dwindling Flame
« Reply #6007 on: September 16, 2018, 12:57:56 am »
Ghosts are very resistant to physical damage, as it should be expected. Such situation usually means you need to use something else, or, failing that, use more physical damage. Ctrl+H shows if your last attacks did any damage, I believe this is written in the Hotkeys article. I won't tell more because that'd be a spoiler.

Offline silencer_pl

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Re: [MAIN] XPiratez - 0.99J6b - 2 Sep - The Dwindling Flame
« Reply #6008 on: September 16, 2018, 03:49:56 am »
Ok, so looking into ruleset I wild guess that ghost take 100% damage from Mind and Charm type damage. So in my situation from what weapons I have is only wand of pain. It worked perfectly. However I think some adjustments should be made. I vaguely recall having sea oddity mission prior to reaching voodoo tech. In such case the mission ended in part 1 (killing all the aquatic enemies), but having unlocked voodoo the second part got unlocked. But I think the part got unlocked way to fast. As soon as I've unlocked voodoo, I've ordered construction of the school and now In the month where first hands get their voodoo training. Shouldn't the ghost part start appearing when I have at least 1 hand recorded finishing voodoo training? Also if I fly to the mission at night, shouldn't the second part also be at night making it easier to spot the ghosts?

Offline Vansi

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Re: [MAIN] XPiratez - 0.99J6b - 2 Sep - The Dwindling Flame
« Reply #6009 on: September 16, 2018, 03:53:34 am »
I totally finished that mission with ghost gals twice, without any voodoo, and using only weapons that fall into "underwater" category and are usable during stage 1.   

Offline Dioxine

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Re: [MAIN] XPiratez - 0.99J6b - 2 Sep - The Dwindling Flame
« Reply #6010 on: September 16, 2018, 04:34:38 am »
Shouldn't the ghost part start appearing when I have at least 1 hand recorded finishing voodoo training?

You ask impossible, the mission generator doesn't have a way of knowing THAT. Assuming I'd be interested in such hand-holding anyway. Besides, like Vansi said, you don't need any Wand of Pain. It's doable even with the starting weapons.


Offline ivandogovich

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Re: [MAIN] XPiratez - 0.99J6b - 2 Sep - The Dwindling Flame
« Reply #6011 on: September 16, 2018, 05:21:04 pm »
The humble anchor can often do a number on ghosts.

Offline Dioxine

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Re: [MAIN] XPiratez - 0.99J6b - 2 Sep - The Dwindling Flame
« Reply #6012 on: September 16, 2018, 05:23:49 pm »
You can learn the ghosts' resistances from Arcane Books and I think some other sources. So it's not like you're forced to go in blind. You can also bail.

Offline AgentFransis

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Re: [MAIN] XPiratez - 0.99J6b - 2 Sep - The Dwindling Flame
« Reply #6013 on: September 16, 2018, 05:55:16 pm »
So I finally unlocked higher studies. It's amusing that the saber ultimate fighter looks rather mundane and unimpressive compared to the nightmare. The dragon is suitably badass though.

Does anyone find the sorceress a bit underwhelming? I mean sure it's cool, but having both hands locked is so crippling. Especially if you actually want to use mind control you basically need to attach a support to re-energize her all the time. Also it's a bit unfortunate that the ultimate voodoo outfit can't use any voodoo items besides the built-ins. And the MC itself, I dunno. I need to experiment more but so far it barely seems worth the effort compared to just shooting someone with an XG gatling or something. It's all really just an issue of balance. I perfectly understand that the lategame especially is not finished in this mod and currently the lategame weapons and armor are quite overpowered compared to anything else making special tricks feel redundant.

Offline Zippicus

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Re: [MAIN] XPiratez - 0.99J6b - 2 Sep - The Dwindling Flame
« Reply #6014 on: September 17, 2018, 04:42:42 am »
The saber is actually pretty nice.  It's super fast, has a shield, has a nice dodge bonus, and for the times you do take damage it has a repair bonus.  If you want to shoot down a hotrod this is the ship to do it with.

As far as the VooDoo outfits go, they're all useful for their special niche, but yeah it's hard to go wrong with an XG chaingun lol.