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Author Topic: Re: [MAIN] XPiratez - N7 16-Dec-2023 Flying Tiger, Hidden Tentacle  (Read 3609715 times)

Offline Devon_v

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Re: [MAIN] XPiratez - 0.99B - 18 Aug - Sky's The Limit
« Reply #3255 on: September 01, 2016, 12:06:20 am »
Not that I'm aware of. Of the early game stuff Maids seem to give the best space benefit while Lashers give the best monetary benefit. Basically slavery is always worth it unless you desperately need cash.

Offline Dioxine

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Re: [MAIN] XPiratez - 0.99B - 18 Aug - Sky's The Limit
« Reply #3256 on: September 01, 2016, 12:29:51 am »
There are articles on all that.

Btw. Anyone knows good gfx for Field Hospital?
« Last Edit: September 01, 2016, 12:31:33 am by Dioxine »

Offline Devon_v

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Re: [MAIN] XPiratez - 0.99B - 18 Aug - Sky's The Limit
« Reply #3257 on: September 02, 2016, 03:52:30 am »
There are articles on all that.

Btw. Anyone knows good gfx for Field Hospital?

Is it a facility? Tileset? 'Pedia article?

Offline Dioxine

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Re: [MAIN] XPiratez - 0.99B - 18 Aug - Sky's The Limit
« Reply #3258 on: September 02, 2016, 04:15:15 am »
Doesn't matter, done it myself already ;)

Offline Arthanor

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Re: [MAIN] XPiratez - 0.99B - 18 Aug - Sky's The Limit
« Reply #3259 on: September 02, 2016, 06:54:50 am »
I assume Dioxine was looking for a pedia image for a new facility, but we'll only know on the next release. Hopefully that and the surgery rooms are now able to heal your gals faster than before!

Offline Dioxine

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Re: [MAIN] XPiratez - 0.99B - 18 Aug - Sky's The Limit
« Reply #3260 on: September 02, 2016, 07:00:58 am »
They do, and to a good effects :) Although they no longer support any Runts :)

Offline yotc

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Re: [MAIN] XPiratez - 0.99B - 18 Aug - Sky's The Limit
« Reply #3261 on: September 02, 2016, 09:24:42 am »
They do, and to a good effects :) Although they no longer support any Runts :)
I am 100% ok with this.

Offline Arthanor

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Re: [MAIN] XPiratez - 0.99B - 18 Aug - Sky's The Limit
« Reply #3262 on: September 02, 2016, 06:36:29 pm »
Faster healing time > 10 runt spaces. Very cool!

Offline legionof1

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Re: [MAIN] XPiratez - 0.99B - 18 Aug - Sky's The Limit
« Reply #3263 on: September 02, 2016, 09:00:03 pm »
Yeah I'll pay in runt space for not having top gals of the line for months at a time.

Also makes makes pushing for the "never get shot" gameplay more good play and less absolutely needed.
Certainly widens my options beyond see something and call in maximum fire.

Offline Meridian

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Re: [MAIN] XPiratez - 0.99B - 18 Aug - Sky's The Limit
« Reply #3264 on: September 02, 2016, 09:19:32 pm »
Yeah I'll pay in runt space for not having top gals of the line for months at a time.

Also makes makes pushing for the "never get shot" gameplay more good play and less absolutely needed.
Certainly widens my options beyond see something and call in maximum fire.

I think the bonus will not be very big, maybe +30% or so since the effects are global.
Once we do a hospital with limited capacity, it might go a lot higher I guess.
Let's see what Papa Dioxine comes up with :)

Offline Dioxine

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Re: [MAIN] XPiratez - 0.99B - 18 Aug - Sky's The Limit
« Reply #3265 on: September 02, 2016, 09:31:55 pm »
It's basically the same as your proposed numbers, they made a lot of sense. Only a slightly nerfed. But it stacks with Spa and first and foremost, the basic sickbay which is new.

Offline Surrealistik

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Re: [MAIN] XPiratez - 0.99B - 18 Aug - Sky's The Limit
« Reply #3266 on: September 02, 2016, 09:36:46 pm »
Yeah I'll pay in runt space for not having top gals of the line for months at a time.

Also makes makes pushing for the "never get shot" gameplay more good play and less absolutely needed.
Certainly widens my options beyond see something and call in maximum fire.

This.

People often complain about how boring and lame smoke and snipe is... but the harsh reality is it's crucial unless you're running a huge pool of gals; adding options to expedite recovery times would address this flaw substantially.

Offline karadoc

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Re: [MAIN] XPiratez - 0.99B - 18 Aug - Sky's The Limit
« Reply #3267 on: September 03, 2016, 04:52:54 pm »
I'm not too worried about injury times, because I've been using mushroom beer to eliminate it. As soon as biomatter is purchasable, mushroom beer is easy to keep fully stocked.

If someone gets shot, I revive them, give them pain killers or meat (to get their moral up), and have them quaff a mushroom beer. (Drop their weapon for a couple of turns in case they go berserk.) Sometimes I revive an enemy just to give myself a few extra turns to heal up my soldiers before the mission ends; because drinking that beer can mean the difference between zero days injured, and a full month.

Offline Dioxine

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Re: [MAIN] XPiratez - 0.99C - 3 Sep - Death In Smoke
« Reply #3268 on: September 03, 2016, 05:26:21 pm »
ver. 0.99C is up, with all the nifty upgrades that allows the latest code by Meridian and Yankes. Most changes are about vision: night vision, smoke-piercing vision, psi vision, player's vision and all that stuff. So the battle environment might be a little shocking to regulars, but also night missions are finally playable (gotta find yer SPACE or SCROLL-LOCK to enter the Player's NV mode).
Other addages sadly do not bring any new missions, but I'm very short on time lately.
What do they bring:
- integrated Employment mod
- healing type facilities
- some novelty weapons
- some novelty economic research
- in general, more sh**t of various nature.

So Good Luck, Player One!

Offline Foxhound634

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Re: [MAIN] XPiratez - 0.99C - 3 Sep - Death In Smoke
« Reply #3269 on: September 03, 2016, 05:38:18 pm »
I just saw the addition of a suppressed pistol in 0.99C. Will it have an impact on stealth game play?