I don't know about others, but I really hate when after scrupulous preparation I am getting a notice that you can't use that vehicle! Some mission infos do mention that they require special craft, but not all of them. Is it too hard to add some kind of asterisk (*) to a mission info that will signalize a player about the necessity to check vehicle requirements first?
Basically all missions have a clear mention that only specific crafts can be used and it is rather intuitive. Underwater missions take only those that are capable of going there, space missions only take spaceworthy crafts and infiltration missions take only inconspicuous crafts.
Some mission descriptions are vague. For example this mission with red barn. Do I really need to inflict as much damage to it or I just need to evade an angry peasant for 5 turns? I am not sure if it is even possible for a game to assess damage to tiles and walls done by a player and calculate a reward during debriefing accordingly. (Probably it is possible -- base defense.) Also I want to mention a mission with zombies coming out of black pyramids. Only by pure accident I discovered that portals inside those pyramids can be destroyed and their destruction is crucial for plot. This makes me rise a question: how many other similar stuff I missed?
Yes, the game somehow counts how much damage you dealt to the barn. And I see nothing vague about that mission description, don't kill barn owner/s, destroy the barn.
You probably didn't missed much, but maybe the language barier is a bit of a problem. The satellite mission that disrupts your laboratory can be "completed" by just showing up and aborting ASAP, no need to deal with whatever lurks in space and such. It is also written clearly in mission description.
Despite what article about “Loot Distribution” says, non Gal/Ubers do contribute to higher rank generation. I recruited a bunch of peasants to guard my secondary bases in hopes to minimize wages, but main base uber habitants still got their promotions! This setback was not critical, but considerably undermined my trust towards this mod.
https://www.xpiratez.wtf/en-US##STR_LOOT_DISTRIBUTIONWhere it is written in there that non Gal/Ubers don't contribute to rank?
Nepped pirates does not acknowledge having already been Nepped. Just like the article said. This was not a joke. They just eat 100000$. Seriously, how did the author of this mod come up with this bullshit idea??? Do I have to comment more about this issue?
Either an engine limit, or a little trolling for people who don't acknowledge what is written.
I lost 50 000 000$ due to an event. Partially I cannot complain about that, because game explicitly said that something like that could happen. But there is one important nuance: I had to click like crazy to earn that money! Printing money from air is not as simple as it sounds, especially if this involves medicine production. And this is not some kind of exploit, game itself told me that it is right thing to do: produce and sell medicine to save lives... Of course I just edited the save file and gave this 50M back. And why stop there? I decided to just give myself money using save file I would gain by producing and selling medicine instead of actually doing so. The end result is the same, but with far less clicking micromanagement and distractions. I think this stuff with printing money and stealing should be greatly reconsidered.
Just buy gold bars to keep your cash safely stored in base. Do that once a month at its end. Shouldn't take more than few clicks and a good mouse wheel scroll.
What does “HUGE Target” means? I don't remember this stuff was described in BootyPedia.
"Hitbox" of each unit is represented by a cylinder in-engine. "HUGE Target" most likely means that this cylinder is bigger, thus a bit easier to hit.
Few words about the storyline. Well, it was very interesting, I impatiently waited for each next piece of information form different sources like Decrypted Data Disc. But some parts were not satisfying enough. May be I didn't gathered all the pieces. (Though I am certain I cheated and researched all stuff like Grrrl Guide.) None of witches admitted that it was she who staged initial girl's escape. Origins of player's first base is not clarified. Also the conclusion with Doctor X was not very climactic. You see, escaped girls didn't really have questions that only Doctor X could answer. Why they even put so many effort to find her in the first place?
Some stuff is supposed to be vague, or shrouded in mistery, otherwise it would be lame. All of the best stories and lores have things that don't have clear answers and aren't obvious to guess.
One could assume that original Hideout was old X-Com base, but the game and story allows for a quite a big bit of a roleplay. You want to think that this base belonged to Men In Black division, who at the very end went rogue and scrapped its existance from their records? You can.
And lastly few words about balancing. The thing that bothered me greatly during whole campaign was 40% TU cost for throwing stuff, instead of vanilla's 25%. It became so much harder to use grenades and even throwable light sources. Landmines were almost useless in XCOM Files. But in XPiratez with even more restrictions (2 hands to prime, 40% TU to throw, accuracy penalty while throwing) it is completely useless! Chemical weapons are very weak. They suppose to counter armor, but do so very slowly. I observed this both while tried to use chemical weapons and while was shot using them. Also it feels like Voodoo magic is severely nerfed. I only managed to use it reliably on Megapol animals. I know, Voodoo can be much stronger, but I haven't really touched that path.
Player grenade spam is well known trick, also nade passing, where one soldier primes the nade, drops it and other picks it up.
So stuff was implemented to counter the biggest of player cheese to make stuff interesting. Yet another campaing in yet another mod where you basically ignore aiming mechanics, because RNG of bullets have to roll that one, or specific line to the target, while explosives just have to land in range.
Yet there is always a solution. Instead of using nades, use dedicated grenade launchers. Instead of throwable light sources, use bow with flaming arrows. There is a balance between one tile grenade, or light and dedicated weapon to serve the same purpose.
Landmines are supposed to be used like landmines, not proxy nades. While I do have to admit that the game is rather always pro-active where you are attacking something, so land mines aren't that usefull, outside of few specific encounters. But they sure served their purpose in my favourite part of the game, when fighting deep ones and zombies.
Many enemies have chem protection on top of their armor, not everyone is vulnerable to chem, don't take any kind of weapon and any kind of damage of be all end all solution.
Yes, mind control was nerfed, because in vanilla it is super busted to the point of allowing people to reliably beat Cydonia with one psy soldier. You could still get close to that level, it just takes a lot of resources, training and research.