Author Topic: Re: [MAIN] XPiratez - N10 24-Nov-2024 Aurora's Dawn  (Read 4320826 times)

Offline Solarius Scorch

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Re: [MAIN] XPiratez - 0.99E.1 - 13 Nov - Dead in Space
« Reply #3540 on: November 13, 2016, 04:58:16 pm »
Regarding the upcoming Ghoul Refinery terrain, I made the first related item. :)



Can be used as a normal mod, file attached.

Online Meridian

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Re: [MAIN] XPiratez - 0.99E.1 - 13 Nov - Dead in Space
« Reply #3541 on: November 13, 2016, 05:14:12 pm »
Resize screenshot maybe?

Offline Solarius Scorch

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Re: [MAIN] XPiratez - 0.99E.1 - 13 Nov - Dead in Space
« Reply #3542 on: November 13, 2016, 05:16:17 pm »
Resize screenshot maybe?

Oops, sorry, I'm absent-minded. Fixed.

Offline ohartenstein23

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Re: [MAIN] XPiratez - 0.99E.1 - 13 Nov - Dead in Space
« Reply #3543 on: November 13, 2016, 05:25:55 pm »
Version 99E hit when I had ~100 fuel capsules in my 99D campaign, now even more features in 99E.1 and I'm only to 300 fuel capsules.  I'm so close to finishing and having my free time back from Piratez's clutches, why more content now? =P

Offline Eddie

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Re: [MAIN] XPiratez - 0.99E.1 - 13 Nov - Dead in Space
« Reply #3544 on: November 13, 2016, 11:23:10 pm »
I'm thinking about the tech choices. Psi illusion and communion are mutually exclusive, excess and destruction are mutually exclusive.

Illusion (grey or gold) is required for:
Ghost outfit
Contact mercenaries, and thus VIP kidnapping
Psi amp and witch outfit

Communion (green or red) is required for:
Bio suit
Cyclops conversion
Saviour medipack, and thus saviour outfit

Excess (green or gold) is required for:
Magical girl outfit
Super slave

Destruction (grey or red) is required for:
Tome of Lightning
Rod of Hellfire
Blood Axe
Hellgun
Deathblade
Destructor armor

No guarantee that this list is correct, I may have overlooked something.
I've never progressed in game far enough to use any of this stuff so I can't say which is more useful. But I would say VIP kidnapping is not something that should be blocked by a tech choice.

Offline Dioxine

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Re: [MAIN] XPiratez - 0.99E.1 - 13 Nov - Dead in Space
« Reply #3545 on: November 14, 2016, 12:09:12 am »
No guarantee that this list is correct, I may have overlooked something.
I've never progressed in game far enough to use any of this stuff so I can't say which is more useful. But I would say VIP kidnapping is not something that should be blocked by a tech choice.

Looks legit, and I agree with you. I will unlock it back. I will release an update in a few days once enough bug reports come in :)

Offline Eddie

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Re: [MAIN] XPiratez - 0.99E.1 - 13 Nov - Dead in Space
« Reply #3546 on: November 14, 2016, 01:39:35 am »
Since all craft that you build require life support systems now (ALIEN_FOOD), I would like to ask where one is supposed to get them? I found a couple in a reticulan base, but nowhere else so far. I mean, you need two to build a Hunter-Killer, and that craft is quite low tech.

Offline RSSwizard

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Re: [MAIN] XPiratez - 0.99E.1 - 13 Nov - Dead in Space
« Reply #3547 on: November 14, 2016, 04:17:22 am »
If anybody has any problems using mediafire (I do with Opera for some reason), right click links and open in private browser window or the equivalent. That worked for me, I even disabled my adblock in a normal window and that didnt do it.

Offline LuigiWhatif

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Re: [MAIN] XPiratez - 0.99E.1 - 13 Nov - Dead in Space
« Reply #3548 on: November 14, 2016, 05:23:36 am »
Since all craft that you build require life support systems now (ALIEN_FOOD), I would like to ask where one is supposed to get them?

I know they are also in Frigates, supply ships and enemy bases.  I think shrine ships and battleships too.  You can also build them yourself, but I forget how late the tech for that is.  It looks like building ships might take more time than before.

Offline Geneoce

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Re: [MAIN] XPiratez - 0.99E.1 - 13 Nov - Dead in Space
« Reply #3549 on: November 14, 2016, 09:58:36 am »
So are we only allowed 2 voodoo techs or do they get unlocked later in the tech tree? Are the individual codex necessary for progression or can we sub in demons/espers as per usual?

Offline karadoc

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Re: [MAIN] XPiratez - 0.99E.1 - 13 Nov - Dead in Space
« Reply #3550 on: November 14, 2016, 10:05:31 am »
I'm thinking about the tech choices. Psi illusion and communion are mutually exclusive, excess and destruction are mutually exclusive.

Illusion (grey or gold) is required for:
Ghost outfit
Contact mercenaries, and thus VIP kidnapping
Psi amp and witch outfit

Communion (green or red) is required for:
Bio suit
Cyclops conversion
Saviour medipack, and thus saviour outfit

Excess (green or gold) is required for:
Magical girl outfit
Super slave

Destruction (grey or red) is required for:
Tome of Lightning
Rod of Hellfire
Blood Axe
Hellgun
Deathblade
Destructor armor

No guarantee that this list is correct, I may have overlooked something.
I've never progressed in game far enough to use any of this stuff so I can't say which is more useful. But I would say VIP kidnapping is not something that should be blocked by a tech choice.

Based on that list, I'll be picking grey for sure. The witch outfit is fun and super-powerful - similarly for destructor armor. The downside, of course, is that both require a pretty serious investment in recruit training and screening so that you can get max-psi girls.

That said, I don't think it's a terrible balance. The bio suit is very very strong. (I tend to call it the invincibility suit.) The high sense from the magic girl outfit is very powerful as well; it feels a bit cheesy...

hmm...   Now that I think about it though, I'm not sure how I'm going to get my witches safely into position without the reliable bullet-magnet meat-shield bio-suit girls...    Tough choices.

Offline Gynther

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Re: [MAIN] XPiratez - 0.99E.1 - 13 Nov - Dead in Space
« Reply #3551 on: November 14, 2016, 07:59:42 pm »
[0.99D1] Having a slight problem with research. I've finished the russian files, i have a selfchargin pistol but i cannot research 'nuclear powered batteries' to unlock 'high studies'. According to the tech tree i need an industrial scanner but where do i get that? i saw an old note here which said decrypted data discs can unlock that but i've exhausted them (still have some, cannot research).

so where to get industrial scanner?

Offline ohartenstein23

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Re: [MAIN] XPiratez - 0.99E.1 - 13 Nov - Dead in Space
« Reply #3552 on: November 14, 2016, 08:08:36 pm »
It's an item you get from shippings, so start looting those craft!

Offline Gynther

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Re: [MAIN] XPiratez - 0.99E.1 - 13 Nov - Dead in Space
« Reply #3553 on: November 14, 2016, 10:55:29 pm »
Ah yes that makes sense, any tips for any particular faction or shiptype im looking for? kinda stuck here and would want to continue

Offline ohartenstein23

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Re: [MAIN] XPiratez - 0.99E.1 - 13 Nov - Dead in Space
« Reply #3554 on: November 14, 2016, 11:00:27 pm »
You can see it on the map for certain vessels; it's what's recovered from what was the vanilla 'Examination Room' item recovered from UFOs - I think certain variants of the Cutter have it, maybe some of the light military vessels.  It probably wouldn't be a Raider or Spartan vessel.  I'd have a less vague answer, but it's not an item defined in the alienDeployments part of the ruleset, but rather an actual object placed on the map, which would require searching through all the ufo maps.