Author Topic: Re: [MAIN] XPiratez - N7 16-Dec-2023 Flying Tiger, Hidden Tentacle  (Read 3610528 times)

Offline RolandVasko

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Re: [MAIN] XPiratez - L5A2 01-Nov-2020 New Energy v2
« Reply #7965 on: December 10, 2020, 08:33:07 am »
Hi, everyone! I have been playing in "UFO: Enemy Unknown" about 20 years and like "Piratez" mod.
Have some proposition:
1. I view an interesting the possibility to get enemy ship, repair it on a mission and return on a base or same way.
How about to do something about it? I my opinion, this is unhiding a new field of game tactics.
2. Can i ask, how to use sand bags? Didn't handle this.

so, (do) you would like to putting the sandbags on ground, around (and at front of) your soldiers, and vehicles, and troops, (and tanks, and APC´s, and ..ehm.. another (very famous strategyc) game - yap, sure, this is not C & C hehe! :o  :D :P ä )
« Last Edit: December 10, 2020, 08:35:14 am by RolandVasko »

Offline RSSwizard

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Re: [MAIN] XPiratez - L6 06-Dec-2020 Bag Of Tricks
« Reply #7966 on: December 11, 2020, 10:15:12 pm »
Well I went and did it, I felt the urge to share. Just in time for hallow- er, christmas.
Not sure where to put this in the x-piratez subforum so I figure it goes here.

High quality x-piratez sound pack.
Its not a remaster but upgrades many of the firearms and explosives with juicy equivalents. And multiple variants in several cases.

It can be snagged from the mod portal or the filedropper link over in the released mods thread.
https://openxcom.org/forum/index.php/topic,8892.0.html

Offline Nilex

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Re: [MAIN] XPiratez - L6 06-Dec-2020 Bag Of Tricks
« Reply #7967 on: December 12, 2020, 07:52:32 am »
Damn, is item source category new ("Produced by:")? Coz if so that's a F'ing HUGE improvement!
Just noticed, thank you! I rank it up there together with more prison space when it comes (+5 btw).

Offline Dioxine

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Re: [MAIN] XPiratez - L6 06-Dec-2020 Bag Of Tricks
« Reply #7968 on: December 12, 2020, 02:45:41 pm »
Just noticed, thank you! I rank it up there together with more prison space when it comes (+5 btw).

What?

Offline RSSwizard

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Re: [MAIN] XPiratez - L6 06-Dec-2020 Bag Of Tricks
« Reply #7969 on: December 13, 2020, 12:02:39 am »
Umm, build a new prison?
Or build a new base full of prison cells?
All it takes is money

Offline Nilex

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Re: [MAIN] XPiratez - L6 06-Dec-2020 Bag Of Tricks
« Reply #7970 on: December 13, 2020, 01:10:14 am »
374, 379 & 165. Problem solved :-X
(I got a bag of my own too, lol)

Offline RSSwizard

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Re: [MAIN] XPiratez - L6 06-Dec-2020 Bag Of Tricks
« Reply #7971 on: December 25, 2020, 11:15:53 pm »
Dioxine REALLY needs to do something about these casino coupons because im on month 18 and ZERO options for a Casino have shown up. These higher tier coupons need to have SOMETHING done with them, even if you have to marry a 20K golden chip to them to bribe someone to cash them in for you. Otherwise I really dont see how anyone is going to hold on to them long enough to cash them in, not with those crazy sales values (also manufacturing says it will cost jack tokens to cash them in too, a player might do that just to get some items and savescum the roll to get things they want... but I dont see them being used for their intended purpose).

And yeah I make an absolute fortune off dumping blue chips into the slot machine. Ive had more Zortium and Neutronium coupons come up than a statistical pirate can count. Like 10s of millions of credits worth of them.

I pretty much dump all my blue chips intothe slot machine, and I extract purses and cash bags for it too. It is a high profit.

(Not meaning to nerf people but its clearly broken, maybe the basic spin the wheel and copper/iron coupons Should Not yield anything above Iron. Shouldn't get it if you cant do anything with it. Titanium thru Neutronium should only appear when you have the actual casino)

I also got a Mystery Box with no way to research it or extract it... So I just sold it. You'd think Brainers would just "open" the mystery box. I guess the tech is broken on it. Someone told me you need to have the laboratory spare room built, but I do, so no idea whats going on with that. 777K is a good gift I guess.

Offline Apocca

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Re: [MAIN] XPiratez - L6 06-Dec-2020 Bag Of Tricks
« Reply #7972 on: December 26, 2020, 09:40:55 am »
Just use a mint to get the required chips to build a casino. It's not that hard. I already built 2. The gambling mechanic is fine as it is.

Offline Nilex

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Re: [MAIN] XPiratez - L6 06-Dec-2020 Bag Of Tricks
« Reply #7973 on: December 26, 2020, 11:22:21 am »
Don't report nerfs, lol. Too bad I couldn't find it on my own... could have used more cash earlier. Think it should be left as-is, let those willing to experiment reap their rewards. I glimpsed at those 0% coupon chances, spun the wheel anyway and gave up coz resulting storage maintenance (selling off unwanted junk) got the better of me. My organic distaste for gambling in general prolly didn't help either. Well I may curb my disgust temporarily now that you mentioned it, those Church Cardinals aren't going to buy themselves :)

Offline RSSwizard

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Re: [MAIN] XPiratez - L6 06-Dec-2020 Bag Of Tricks
« Reply #7974 on: December 26, 2020, 11:15:28 pm »
Just use a mint to get the required chips to build a casino. It's not that hard. I already built 2. The gambling mechanic is fine as it is.
The Option to build a casino has not presented itself. So I have no idea what you're talking about. Out of curiosity I might look in the .rul file just to find out. Ive already sold off at least 3000 red chips just because of the raw space they take up.

I also used alot of my robberies/captures for the blue chips they give, since outright selling them only gives you money and i also get the personal database stuff.

Gambling in piratez is different than real life gambling. And generally speaking you're the house that wins from what ive seen come out of it. Put in 300 blue chips and get on average like 500k worth of stuff out of it or more. The key difference between real life gambling is you can get stuff you need even if its at a real premium. Like the UAC Rifle or Commando Rifle, Space Suits, crap like that. Access to things you cant get yet, research them or use them, like guns you cant buy but you're able to make ammo for.

In real life its only cash, its boring, its not buying you favors or jobs or access to some place.
In 'piratez its some dude laying down a klingon disruptor as his wager.

Offline Apocca

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Re: Re: [MAIN] XPiratez - L6 06-Dec-2020 Bag Of Tricks
« Reply #7975 on: December 27, 2020, 02:38:50 pm »
The Bootypedia is your friend: https://www.xpiratez.wtf/en-US##STR_CASINO
See what research you are missing for getting the casino.

Offline RolandVasko

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Offline RSSwizard

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Re: Re: [MAIN] XPiratez - L6 06-Dec-2020 Bag Of Tricks
« Reply #7977 on: December 27, 2020, 09:40:24 pm »
The Bootypedia is your friend: https://www.xpiratez.wtf/en-US##STR_CASINO
See what research you are missing for getting the casino.
Seems im missing jack's favors and trader's guild. Could be a long time before I get that second one. Oh well, there's no way im building that monstrosity if its a 2x2 size hog. Industrial printer beats it hands down, because my classic pump is plastasteel + boom gun shells. Even the Mint is only 1x1 (as for how a casino could be contained in a 1x1 slot, there's 4 Floors to work with).

Otherwise, pic related, can imagine the girls saying "we're being rescued!".
LOVE the new Organ Grinder maps, I mean the old ones with the massive pipe networks were great but these fit even better. I checked out those incinerator buildings and at first couldn't tell what they were, then noticed those were ovens with smokestacks. No Gals were injured in this operation, heavy suits and chem gear did the trick. Just as I suspected blood dogs and ghouls tried to rush out the garage door, I had fisty girls waiting on either side. I brought a Satchel Charge expecting the old style maps, im so glad I DIDNT use it.

Ive noticed the Armored Car can open sliding doors but it cant knock a wooden door open, I had to have somebody blow that door up to let the armored car into the wraparound hallway on the left side of the room. I machinegunned a hole in the wall next to the door, but the armored car wasnt able to push open the door and slide through the empty tile next to it. Maybe this is a bug associated with using 2x2 wearable armours compared to simply being a 2x2 size unit (because HWPs can open a door and move through if the tile next to the door is destroyed, I use this tactic alot).
« Last Edit: December 27, 2020, 09:48:44 pm by RSSwizard »

Offline RolandVasko

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Re: Re: [MAIN] XPiratez - L6 06-Dec-2020 Bag Of Tricks
« Reply #7978 on: December 28, 2020, 02:09:04 pm »
..Otherwise, pic related, can imagine the girls saying "we're being rescued!".
LOVE the new Organ Grinder maps, I mean the old ones with the massive pipe networks were great but these fit even better. I checked out those incinerator buildings and at first couldn't tell what they were, then noticed those were ovens with smokestacks. No Gals were injured in this operation, heavy suits and chem gear did the trick. Just as I suspected blood dogs and ghouls tried to rush out the garage door, I had fisty girls waiting on either side. I brought a Satchel Charge expecting the old style maps, im so glad I DIDNT use it.

Ive noticed  the Armored Carcan open sliding doors but it cant knock a wooden door open, I had to have somebody blow that door up to let the armored car into the wraparound hallway on the left side of the room.

 ;D lůl it seems that APC is such pure electric driven, and plus yet it must meet the EU Brussels´ "ecobio" libtards pollution´ limits  :D :P

Offline legionof1

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Re: Re: [MAIN] XPiratez - L6 06-Dec-2020 Bag Of Tricks
« Reply #7979 on: December 31, 2020, 01:16:58 am »

Ive noticed the Armored Car can open sliding doors but it cant knock a wooden door open, I had to have somebody blow that door up to let the armored car into the wraparound hallway on the left side of the room. I machinegunned a hole in the wall next to the door, but the armored car wasnt able to push open the door and slide through the empty tile next to it. Maybe this is a bug associated with using 2x2 wearable armours compared to simply being a 2x2 size unit (because HWPs can open a door and move through if the tile next to the door is destroyed, I use this tactic alot).

Likely there is some further terrain at fault, there are many instances of walls have multiple tile states before being fully destroyed and allowing pathing. there also could be raised floor objects(Hay bales and similar) in the tiles themselves. 2x2 units are also taller which means they cant go over such raised half blocks unless the ceiling is also higher.

Take screen shots the next time it happens so we can dissect exactly the problem. Might even just be plain old buggy map assets.