Well, it is my first playthrough and I am stuck, ver. 0.99. Year 2606 already, but I saw only once "The Coordinator" in my first encounter of them about few years ago. Of course I killed him. Now, I am finished almost everything: MSDF & Rebels has been done. New (last) year became especially strange: early I saw many raiders driving casual vessels, spartans driving >raider's< vessels, but last thing was the govt forces attacked my base... Weird. I supposed this was a training mission between their and my forces =)
Ok, back to the problem. How to catch that son of b****? I did not saw any ships with Star Gods about 2 years and without their codes looks like it is impossible to finish the game... How many years I should wait? Or this is the end of my playthrough (because I must be careful about research decisions in next time)?
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Anyway, weird things I saw, IMHO, shortly: cyclops, ghosts and willie pete.
1. Cyclops: no need to create enemies with an armor better than tanks/lobstermen.
2. Ghost armor: the game engine does not understand its mechanic. We, players, can understand why a doorway passage is blocked by "invisible wall", but the game engine does not understand such situations and there is endless loop appears.
3. Invisibility is not described. Well, until I have tested by myself how ghost armor is working I was very very angry about such "innovation" in the game. Hint: try to heal your "ghost gal" with another gal
This should be explained in boobspedia.
4. Willie Pete is ultimate. First, it is one-shot killer for cyberdiscs. Second, its side-effect works against power armored units. And third, the damage caused on most units even better than fusion grenade (!).
Also the next items should be nerfed, IMHO:
- Kruger: overpowered, aiming should be lowered. Reticulant Plasma Gun have even worse aiming, but it is a rifle (!)
- XG Chaingun: overpowered, aiming should be lowered. Bio Armor + XG Chaingun are your problem solvers forever. How many guns invented? And still like in 90s (I mean original X-Com): one ultimate armor, one ultimate weapon.
- Ghost dagger: should be removed or nerfed. But. Using it against cyclops does not provide enough pleasure. 2-3 gals trying to kill one cyclop with ghost daggers in their hands and... may be, may be in this turn you will be lucky and you will kill it (how to play with such mechanic in ironman mode?!). I have an idea... remove the possibility to manufacture it as weapon, yep, keep it only as an armor set item
- Microwave Cooker: not funny at all. One-shot killer against Bio Armor. And how I should keep my gals alive in Ironman mode?! No. The problem is... one beam of microwave cooker is even better than shot of sectopod's gun. Does not this looking strange, hmm?
- Seduction versus everything else. The problem is that most knock/stun/stasis/you name it grenades AND all stun items does not working at all!!! Ok, knockout and stun grenades are working as intended, but cattle prod is really sucks. One shot of seduction "spell" and guildmaster/provost/everyone (except demons) will drain floors in your base. And what about cattle prod? Well, may be, may be 10 your gals, each with cattle prod in their hands will put down big bad GM in one turn. But may be he will draw his gun and kill few of yours. Hehe. Not funny. What is the point of cattle prod if its effect a bit, repeat, a bit better than stun rod? Hell, I remember that smoke grenades works even better than all that stuff. Also, there is a problem with random "wake ups". The stun effect of seduction spell is much greater (units will wake up rare). And in compare with airlessness wand... well, this thing is really broken, its work even worse than harpoon, and 7 shots... IMHO, this wand should be reworked: 100% hit guarantee, 100% armor penetration and so on. Hell, 7 shots which may be hit and may be not (even if it hits somebody, this does not mean that unit will be stunned, you should shoot more and more).
Ok, may be I am wrong. But that's my first feelings about X-Piratez Extended. Don't be too angry on me. Ty!