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Author Topic: Re: [MAIN] XPiratez - N10 24-Nov-2024 Aurora's Dawn  (Read 4314727 times)

Offline Meridian

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Re: [MAIN] XPiratez - N9.7.7 12-Sep-2024 Second Coming
« Reply #9180 on: September 15, 2024, 10:37:07 pm »
In other news, I started a new run using OXC android, anyone knows how I get gals to run instead of just walking when playing on an android device?

https://openxcom.org/forum/index.php?topic=9507.0

Online Delian

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Re: [MAIN] XPiratez - N9.7.7 12-Sep-2024 Second Coming
« Reply #9181 on: September 15, 2024, 11:36:57 pm »
In the latest version, I feel that the game becomes a bit too easy if all the shipping information is revealed on radar detection. Is there a way to like... hide info until the said info is researched? That is, in the Shipping Detected window, I think it would make sense if the Vessel Class would only be revealed if the said vessel documentation is researched. Same with the flag; only reveal the faction if the appropriate faction has been researched. It makes no sense that you'd know which one it is if you've never heard about them before. And the same goes for the Mission. I don't know if doing such things is moddable tho.

Another recent change I'd like to talk about is that !Bandit Business! was made to require "World Lore: Any Continent", which I think makes it too difficult to research this mission. That's because players have no control over which countries they research (it's always random), so the chance of researching all the countries of a single continent is about the same as researching all the countries of all the continents. So by the time players research all the countries to get "World Lore: Any Continent", it's already late game and this mission is no longer relevant. Did you intend to make this mission a late-game mission?
« Last Edit: September 16, 2024, 03:12:18 am by Delian »

Offline Dakkdakk

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Re: [MAIN] XPiratez - N9.7.7 12-Sep-2024 Second Coming
« Reply #9182 on: September 16, 2024, 01:25:21 am »
https://openxcom.org/forum/index.php?topic=9507.0


Ah, many thanks. I wasn't finding those options cause I didn't check the extended menu in the battlescape.

Offline yergnoor

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Re: [MAIN] XPiratez - N9.7.7 12-Sep-2024 Second Coming
« Reply #9183 on: September 16, 2024, 08:20:49 am »
In the latest version, I feel that the game becomes a bit too easy if all the shipping information is revealed on radar detection. Is there a way to like... hide info until the said info is researched? That is, in the Shipping Detected window, I think it would make sense if the Vessel Class would only be revealed if the said vessel documentation is researched. Same with the flag; only reveal the faction if the appropriate faction has been researched. It makes no sense that you'd know which one it is if you've never heard about them before. And the same goes for the Mission. I don't know if doing such things is moddable tho.
I would like to add a feature like this as a mod to a vanilla game and was wondering if it could be implemented - https://openxcom.org/forum/index.php?topic=12063.0
As it turns out, this is almost impossible in the existing OXCE. Only partially and only by greatly complicating the mod.

Offline ontherun

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Re: [MAIN] XPiratez - N9.7.7 12-Sep-2024 Second Coming
« Reply #9184 on: September 18, 2024, 04:55:25 pm »
Taking a look here seems italy/greece/turkey have most shitty starting bonuses....it will change in next updates? Anyway i liked somwwhat the geoscape track "underground activity", hope gonna be replaced though  ;)

funny enough iron tribe give quick acces to old planes, it's the aces high nation of course  ;D
« Last Edit: September 18, 2024, 05:00:39 pm by ontherun »

Offline Interdictor

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Re: [MAIN] XPiratez - N9.7.7 12-Sep-2024 Second Coming
« Reply #9185 on: September 19, 2024, 01:49:28 am »
I've got "Defend the Fort!" mission this weekend and must admit it seems quite underdeveloped.

I do like the idea, it's supposed to be fun to play but it is not at the moment and the fort itself is a biggest problem here. Map design, I mean. This fort is sucks in many aspects. It's hard to shoot from, it's easy to get shot while you trying to, it's suicidely dangerous just to move inside it.

Initial placement sucks the most. You are under fire already, standing on a position you should not be, and it's not your fault, its just starting placement. As result it's you who seems to be ambushed, not defending the fortified position.

Yet the only you actually need to do to defend the fort - is stand on a single chock point with a spear and press end turn button untill enemy go mad, your gals go mad, you go mad and finally come to conclusion that 100 infame penalty is a tiny price to pay and happily evade all of this.

At the end current fort is just visually ugly. While the game engine actually quite capable with recreation trace italienne bastion fortification in its general principle. Even the "Isolated Valley" temple do the job to extent.

Less significant issue is craft inventory availability. Looks it's not available. In other missions you retain your inventory stored in a starting area and I see no reason why this one should be an exception. Even if you will not able to evacuate your stuff in emergency you still shall be able to deliver it to the site by the craft you arrive on.

Offline JustTheDude/CABSHEP

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Re: [MAIN] XPiratez - N9.7.7 12-Sep-2024 Second Coming
« Reply #9186 on: September 19, 2024, 11:35:45 am »

I do like the idea, it's supposed to be fun to play but it is not at the moment and the fort itself is a biggest problem here. Map design, I mean. This fort is sucks in many aspects. It's hard to shoot from, it's easy to get shot while you trying to, it's suicidely dangerous just to move inside it.


Well, I don't think it is that bad. Tower that is positioned the most on the "East" is perfect to position your gals (two to three gals) with Assault Cannons. It has a door so you are pretty safe each gal can shoot every two turns. There is also a place on top of the stairs (but still on them) where gal can still see a turret if she is standing up, but when she crouches, it doesn't see her.
Then you need two melee gals to cover "South-East" gate and one "North-West". In addition have about two gals with bows in "North" and "South" towers, behind doors.
It is good to have everyone equiped with a black powder bomb, unless they have a cannon, in this case they should have loaded incendiary cannonball from the roundstart to blast immediately when ruffians are bunched up.
Ballista also is able to punch trough turret, even tried to use pocket laschargers to train aim on gals and this could even damage armor. Gothic Raygun probably could work wonders here too.   

Offline Amoebka

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Re: [MAIN] XPiratez - N9.7.7 12-Sep-2024 Second Coming
« Reply #9187 on: September 20, 2024, 09:47:15 am »
Yeah, that's just the usual problem of windows being ass in x-com. Wish modders would accept it and stop making "defend the building" missions. Or at least make new LOFTEMPS for windows that actually allows shooting out of them when standing adjacent. It's one of those cases where the collision model has to deviate from the sprite (the window being much bigger than it looks), otherwise it's impossible to shoot out.

Offline ontherun

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Re: [MAIN] XPiratez - N9.7.7 12-Sep-2024 Second Coming
« Reply #9188 on: September 24, 2024, 09:36:03 am »
In 0.99N97.7 "hunter-killer" vessel was renamed to "corsair", but actually there are a couple of enemyes that share same name, though i got in bootypedia but i never ever enconuntered them in battle, might be more fittin in renaming that vessel in "hunter"


Offline shinr

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Re: [MAIN] XPiratez - N9.7.7 12-Sep-2024 Second Coming
« Reply #9189 on: September 24, 2024, 09:44:01 am »
In 0.99N97.7 "hunter-killer" vessel was renamed to "corsair", but actually there are a couple of enemyes that share same name, though i got in bootypedia but i never ever enconuntered them in battle

You can encounter them in a mid/late-mid-game bounty hunt:

Spoiler:
Where you land on a TFTD Cruise-Ship (both levels at once), helping out the crew to fight off these corsairs.

Offline ontherun

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Re: [MAIN] XPiratez - N9.7.7 12-Sep-2024 Second Coming
« Reply #9190 on: September 24, 2024, 10:22:29 am »
You can encounter them in a mid/late-mid-game bounty hunt:

Spoiler:
Where you land on a TFTD Cruise-Ship (both levels at once), helping out the crew to fight off these corsairs.

ah ok, actually i goth those reposrts my multiple researching "!socializing!". I never got to that kind of misisn, sadly  :'( Wonder if someday these gonna get their own vessels such ruffian and highwaymen  :P

Some questions:

1) In future relases might all that civilian vessels be of inspiraiton for gals to build adapted vessels? These have cool names, see screenshot

2) The zombie plague will be developed into the game plot? Player is required to find a cure or just live with it? Or that would be an "optional quest"?

3) I rarely encountrred cacodemons fighting the dark ones, i think it was a main base crackdown. Are hell barin and hell knight oresent? They are suppose to show up in dark ines mire advanced missions?
« Last Edit: September 24, 2024, 06:29:54 pm by ontherun »

Offline shinr

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Re: [MAIN] XPiratez - N9.7.7 12-Sep-2024 Second Coming
« Reply #9191 on: September 24, 2024, 08:47:27 pm »
Speaking of Zombies, is this some quirk of the code that if the Zombies override the usual composition of a mission (in my case Temple of Sirius mission) then if the same mission type spawns in the same month in the roughly the same area (Siberia in my case), it would also be overrun by the zombies?

I had something similar happen in the previous versions, where it seemed like South America was a Zombie neighborhood.

Offline ontherun

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Re: [MAIN] XPiratez - N9.7.7 12-Sep-2024 Second Coming
« Reply #9192 on: September 25, 2024, 11:13:03 am »
Speaking of Zombies, is this some quirk of the code that if the Zombies override the usual composition of a mission (in my case Temple of Sirius mission) then if the same mission type spawns in the same month in the roughly the same area (Siberia in my case), it would also be overrun by the zombies?

I had something similar happen in the previous versions, where it seemed like South America was a Zombie neighborhood.

Maybe Dioxine could clarify? I'd like also to say: on the radar would it be better if only low technology craft might be intercepted as HWD? Most advanced ones still owuld need more sophisticated detection system. What owuld you think guys?

Offline Solarius Scorch

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Re: [MAIN] XPiratez - N9.7.7 12-Sep-2024 Second Coming
« Reply #9193 on: September 26, 2024, 12:54:52 pm »
Yeah, that's just the usual problem of windows being ass in x-com. Wish modders would accept it and stop making "defend the building" missions. Or at least make new LOFTEMPS for windows that actually allows shooting out of them when standing adjacent. It's one of those cases where the collision model has to deviate from the sprite (the window being much bigger than it looks), otherwise it's impossible to shoot out.

And then get shot through a solid wall. No, thanks :D

Offline termidor

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Re: [MAIN] XPiratez - N9.7.7 12-Sep-2024 Second Coming
« Reply #9194 on: October 01, 2024, 01:34:05 pm »
Why is the ufo landing option outrigth disable in the latest patch? Seems lile something that should be left to player choice rather than blocking it (so basically making file edit needed to reenable it.)