Open X-Com and its many mods:
>X-Piratez
>X-Com Files
>Rosigma
How goes the lootin'?
DMT Has Friends For Me Shirt $21.68 |
Open X-Com and its many mods:
>X-Piratez
>X-Com Files
>Rosigma
How goes the lootin'?
DMT Has Friends For Me Shirt $21.68 |
Friend drew a sketch of the new Juggernaut armor.
Thank you brother, here's the new version
Hopes for Chimera Squad 2?
I hope I never see Chimera Squad 2. They took the series in the complete wrong direction.
Yeah
I hope the studio closes down before they finish developing it
I hope I will be the one burning that stupid city to the ground
The only XCOM game I couldn't enjoy. I've played through the first and second multiple times, but Chimera squad was so bad I can't get through it. I really hope they abandon that arc entirely and keelhaul the people responsible for it.
I feel like playing OG X-COM through OpenXcom but I want to use some of the optional features like line of sight required for mind control. Any other worthwhile features like Alien Bleeding, 3D explosions, or better AI?
There are dogs in some mods that are pretty fun for disposable scouts and mauling ayys to death.
Exploding suicide bomber dogs will never get old.
If you're playing vanilla just make it as vanilla as possible, when you're ready to use the optional stuff jump to a mod like final mod pack.
>Rosigma
>play one of the melee factions (Repentia, Assault)
>get shot to shit on the way in
It's unplayable AAAAAAAAAAAAAAAAAA
Just cheat at this point, anon
Especially if the mod is unbalanced
In Debug Mode Control+W lets you warp units
What's the intended way to get The Dark Star if I didn't reject the power and didn't get it from my codex?
What do you mean you didn't get it from codex? Codex can be researched multiple times, so just keep researching it until you get it. You need shadow chasing first to access the get one free protected researches.
Oh, now I see. I didn't see the option to research the codex again but didn't realize I needed Shadow Chasing for it. Cheers.
Does anyone have a Steam Deck keybind they can share? I'm setting up Piratez on my deck but I'm too lazy to do the b***hwork of rebinding all the controls to the deck buttons.
>Rosigma
>enemies spawned in the building that has the weapons cache I'm supposed to protect
>the weapons cache explodes on death, which causes the missiles right next to it to detonate spectacularly
>those enemies also explode on death
Welp
If there's an ammo depot on the mission, expect it to blow up. If there's multiple ones next to eachother, expect half of the map to become a parking lot after a few turns.
i cant say if thats an update or i just changed strats for this mission, but ive never seenem blow up playing this year
i would 100% expect it to blow up a year or so ago playing imperial garde or even space marine
even the valkyrie bolter never hit the actual rockets on the other side of the map with the 5x auto 80% acc with rosigma acc fall off being ridiculously brutal
every sortie nets me like 2 mill if i sell all the adamantium, resources, and other stuff like reactors
How the frick do I fight canny gals!?!?!
Early on? You don't, run away. Later in the game you can use incendiary weapons to break their camo and just use long range options if possible.
Same way you fight ninjas
Light them on fire and give them some buckshot
They're just naked gals with camouflage. Spotters, fire, lights at nighttime, all will spoil them. If you can handle Deep Ones it's mostly like that.
Deep Ones don't have the ranged capacity of Canny Gals
They both use Javelins. Arguably Deep Ones are worse because of the pipes.
Deep Ones don't have pipes on the blood rituals map
Deep ones die easily. dicky gals do not.
>canny gals do not die easily
they're not much tougher than other Uber Gal-type enemies. 20 armor all facings as normal, only 'tough' bit is having 100 HP. they die to heavy shotguns, rifles, flamethrowers, javelins, and many other anti-gal tier small arms.
Deep ones die to wet sneeze.
well they don't panic either which is annoying
They have double the health and armor of a deep one. A deep one is almost guaranteed to immediately die from a heavy shotgun as long as it hits. If you get a shit damage roll on a canny gal with a heavy shotgun, they can end up taking almost no damage.
I personally don't seriously bother with canny gals until I get real armor. It's too risky and you can easily lose gals or get multimonth vacations. A Lokk squad can frick em up pretty reliably at night though.
i found fire extinguisher really useful, i just use it to cover my ass, snag gal and other shit and run away
Don't go there at night, it's literal suicide. During the day, you can either close in on them slowly, trying to break any possible javelin arcs, or sit inside your airbus and clear exits/windows.
you dont
same as you dont fight jellyfish in sea missions
If you didnt beat your campaign with Brutal AI mod you didnt beat it at all
Until one of the megamods adopts it I'll keep calling it meme AI like it is.
i made a custom starting base so i can live in a bombed out ruin
>still using Faust
any guide for rosigma ?
im playing as sisters of battle and a lot of oaths and transformations are unexplained
there is no defined explanation for dominions, battle sisters or medics.
Besides SOB im stuck playing either hardcore mode (IG)
or babbeh mode (SM) the others are basically skeleton crew of tech and weaponry because theyre the most developed although even dios new editions in xpiratew with the rank n all are way more cohesive and understandable
i get its for ultra nerdy wh40k gays who can recite warhammer lore in their dreams and im no stranger to the setting, but the codex is just so obscure
>oaths and transformations
There are only three transformations worth noting.
One will make a high rank Sister a Canoness... which is an even higher rank Sister.
One will make a Sister of any rank a Repentia.
One will make a reasonably seasoned female Frateris Militia into a Novitiate.
>dominions, battle sisters or medics.
Respectively, higher rank Sisters, rank and file Sisters and... well, medics.
>hardcore mode (IG)
Eh, they can't take a shot, but their lasgun penetrates armor. It's very hard to not have any faction that doesn't start with bolters (namely Arbites) become a lasgun fest.
>skeleton crew of tech and weaponry
They're too busy butchering the lore and adding non-canon shit to update the obviously unfinished factions.
>sell all the adamantium, resources, and other stuff like reactors
No, don't do this, you need the adamantium, ceramite and promethium for guns and armor!
I can't believe that actually worked.
>an academy drone
What? It used to release a lower level academy girl.
That's a ground race it's different, the aircar race still gives you an academy student.
You got the power.
"Hahahaha!"
You got the might.
"No way!"
Get ready for battle.
"Get a load of this!"
He's the Black Knight.
"Mwahahahaha!"
Any tips on how to equip gals properly ?
My loadout keeps switching from one gal to another i think its something to do with position number or whatnot cause loadouts switch up when someone from a crew gets wounded, new additions either dont have any stuff equipped, or theyre decked out to the weight limit with random shit
It baffles me every time i play and i spend around half the time just sorting shit for the crew
Theres supposed to be a toggle for autoloadout but i think its broken
Anyone use templates ?
>Any tips on how to equip gals properly ?
Take advantage of high strength to equip heavy guns with big damage. What that means for specific items depends on what you have available. Things you'd use as a 'heavy' weapon in a human squad can be used in place of a rifle on a gal trooper. Bring plenty of explosives like LACC, big kinetics like Heavy Rifle (with /PS or /MAG ammo) or CAWS, problem solvers like Grenade Launcher and RPG. Always bring a melee weapon, first aid kit, spare clipazine, and 1-2 of any throwable. Don't worry too much about filling all the weight capacity.
thanks
but my problem is a bit on a technical side
i dont really like lacc explosive cause it rarely pens anything when it becomes available, same with a nade launcher and i just go melee, lacc ap is fine for juggs or tanks
its just my stuff either resets or switches up or when i change it up to what i need with the "remember loadout" setting on or something, it just doesnt
options>advanced>battlescape
>disable auto equip switch to true(yarr)
why its default? no fricking idea
I can see auto equip being a bad idea: first turn, everybody has explosives, one with really bad aim spots a quarry...
Auto-equip usually grabs a random gun and fills the inventory with a bunch of random crap
>Anyone use templates ?
All the fricking time, in case someone doesn't know f5 to save template f9 to load or use number keys, so like pressing 1 will restore the 1st template. Also use personal loadouts a lot with S for save and L for load. For example do you know how much pain it is to re equip everyone after underwater mission? Just go to inventory screen before the mission and just press s on everyone to save their current above water loadout, when mission is over you can just go back and press l and everyone is reequiped much faster.
Lol, playing this without them would be insanely tedious. I pity the fool who manually equips everything before every mission.
Also there are templates for craft loadouts, work same way.
fricking finally
I was being Rank blocked for months
X-Files any better since last year? I dropped it due to how tedious ADVENT and Dimension X missions were because they just kept fricking happening and you had to go to them or else you suffered the score loss.
There's only three dimension X required missions to finish it and close the portal. During that time I had 2 optional ones I think. They're a ton more bareable if you can get some aqua plastic armor, otherwise trying to do the harder ones in hazmat is suicide.
I shoot down a large hybrid UFO and find this at the "crash" site.
The hell is this?
The UFO.
Hybrid mobile fortress or something like that. No don't ask any questions, I don't know.
wood is stylish
v.N6.0.5
Fix: Studying the Sword (again)
New Mission: Drifter Camp
New Transformations: Beauty Formula (Witch Quest reward), Tiger Tours
Gfx updates: By Brain: Small Medipack, Space Medipacks, Nano-Surgery Device, Juggernaut suit
Gfx updates: by Garr Incorporated: Eridian Warchief
Gfx updates: Smoke Grenade
New Graphs background
Buffs to Juggernaut (mainly NV)
Some lore, minor fixes etc
Added Triarius Armor submod by Torchwood
>drifter camp
>adding missions after the main update
doesn't that block those missions from spawing if one has already started a campaign?
No you just have to wait for the next in game month as missions are generated on per month basis.
good to know
I was under that impression due to this old Dio post
whats triarius armor
Heavy human power armor with gold shield.
>Tiger Tours
>Super early transformation
>+1 across the board, +10 bravery, cute
>100 days in transfer
And she gives you money for it?
Looks like, only for uber gals so no filling barracks with fresh peasants for easy money
>-30000
That basically negates the Gals wages for one month, but you lose her for three.
why didn't he just add the armor into the main mod?
>huh... i know some of these words
been playing for 2 years and half of this update reads gibberish
someone pls explain whats studying the sword is and whos eridian warchief
is this late game stuff
>whos eridian warchief
A snake dude enemy with a blue shield and most often armed with a vibro ax. He's a mid game enemy.
>studying the sword
an personality-dependent event that gives research techs. dio kept putting the wrong strings in the event and it caused crashes.
I'm halfway through the first year and while I have a workshop and 10 brainers I still don't have old earth books or sci books
should I be worried?
I was confused as to what the heck was this little thing
Dio updated the skin for the Advanced Medipack
>I'm halfway through the first year
That brainer numbers is indeed a bit worrying (pump it up) but the rest is standard I think
Old Earth Books should've spawned already but you're only really going to miss Martial Arts Training because of this at this stage
No need to rush early Library
And if you don't want to interrogate a Gnome over and over you can always sign the Mutant Alliance for the books (remember to get Mutant Pogrom from interrogations)
just pump up brainers to the limit of your lab capacity and you'll be good, you should be on your way to building personal labs by now
>workshop in month 6-ish
you're doing very well. sci books will continue being a bottleneck into the midgame, old earth books will spawn as loot eventually.
Sci Books you can just get from gnomes and Dr. X Hideout, no?
I think Dio changed it, you only get them form X or mutant alliance.
Gnomes still gives them
If you're going to wait for Dr.X then Library will only be a thing in the second year
im halfway through the 2601 as well but the peoblem is my infamy resets and some months are pretty dead
doesnt help that the almost all of the personality random events actively reduce infamy by 100-200 (so dont pick ? none of the above? and ? all of them ?)
im on my way to building a workshop and labs but if this continues i wont be able to support it
i have 1 base covering middle east with starter craft
how do i make money
>how do i make money
Convert apples into overpriced wine to fuel your war efforts.
manufacturing grog or chateau de mort for profit
extra bases with plantations
do more missions and sell more loot
>do more missions
there wasnt a good mission in a whole month besides "Bad Company..." with gun runners running impénétrable tac armor with shotgun slugs
unfortunately after a ridiculously massive attack on my hideout i was down to 2 newbie slaves
they zeroed me first turn 10 times in a row
guess im a winemaker now
>some months are pretty dead
the game is fairly active imo, you just need airgame in order to detect UFOs and make crash sites.
guess I need to send the main craft since my backup team in the airbus can't reach it
>pass turn
>four floaters immediately fly out from behind rocks
>and onto the roof
>camp at the back just out of shooting angle
thank you brutal ai
Graphical update when? This slop is ugly as shit.
just use filters bro
I'm going to filter you so you never waste my time again
nobody can tell what you're talking about so you have to be more specific.
if you're talking about piratez dio's legendary awful taste is not an accident or a placeholder. there's also nothing stopping you from just going into usermodsPiratezResources and deleting/replacing whatever you want.
which one tho
the one you find least unpleasant
The engine itself needs an update that it won't get. And so XFgays and Piratezgays especially are stuck with their mods loading for ages and the things will only get worse as they will get more bloated. Was disappointed when some dude on the forums suggested a solution but the OXCE devs finally decided that it was outside their scope.
I have near-instant load times, what are your specs?
Subpar by modern standards but it plays stuff from the mid 2010s as well as some more modern but optimized/small games just fine. I could install OPENXCOM on the one that can play CYBERFRICK 2077 on high settings but that sounds as an overkill when a less powerful does the job just fine when it loads the game.
Yeah, the 40k mod seemed a bit nasty when I tried playing it. And that's without the Chaos Sisters submod. Though my main complaint is the terrible font.
This computer can no longer play Team Fortress 2 without terrible lags but I don't consider it the fault of the hardware,
Then update your shit or stop b***hing about load times. Works on my machine.
My startup load time for PirateZ is 9 seconds.
if anything its the 40k mod that needs optimisation updates
im playing on my office laptop, so i do wait a lot
i wait 12 minutes for rosigma on 1st boot
and about 5 for xpiratez
and half as much for xfiles
subsequent boots are waaaay quicker, but warhammer still takes its sweet time
i guess its either ssd/reading speed or computing power, there isnt much to load your gpu with
>5 minutes to load x-piratez
holy shit you are using a potato
>and about 5 for xpiratez
You get used to it.
I once got a boner from one of the Lokk'Naar outfits.
I jerk offd so much to that scene where the chick eats the meal and gets an orgasm.
>two fungal outbreaks
>it's only May
t-thanks
Does sadomaster block any later advanced trainings or transformations?
No. Generally not many trainings blocks another. Lifeforce focusing is incompatible with zombiefication, gladiator with herbalist for kittys, and if you go male path then that sun thing blocks most of other good trainsformations.
>Locke and Enforcer pattern bolters, which is what Arbites use, can't load Kraken mags
>chaos base with Death Guard
Is beelining Contacts: Car Thieves worth it? I think getting my airgame running earlier would speed up the early game, or at least make it go smoother if rng isn't cooperating.
i like it fast to replace the airbus with the blowfish. you still need a gun to slap on an aircar or airspeeder
Eh, not really. You get enough points and stuff from spawned missions.
Accidentally posted this in the nucom thread.
>Played XCOM files a few times
>Every time get bored during the alien invasion
>see xpiratez just updated, decide to finally give it a proper try and not let myself get annoyed by the pirate speak
>it's so overwhelmingly full of shit that I have no idea where to start or what I'm actually doing
Is there a get started guide that isn't absolute shit for this mod?
I know it's supposed to be sandbox-y, I just want a kind of
>This is X,Y,Z to be concerned about
>These are A,B,C to getting started down ROUTE
I don't mind exploring off on my own, I just like having a guideline to fall back on so I don't find out that I wasted time with five different things that go nowhere or are counter to each other.
Fists thing first is you getting the ability to brew X-Grog so your Runts can start making a profit for you (eventually go for Chateau after getting enough Apples)
Another important thing is getting Bounty Hunting in the first month (after you unlock a new mission it starts appearing in the next month)
Research and buy 2 batteries for your Airbus so it can go to most places
Buy enough Brainers as your economy is stabilized (don't buy more than you can pay their salaries)
Next goals are Medicine for Sickbay (this one needs Medical Supplies so try to capture Academy Medics for them), Persuasion for Slave making, Personal Labs and Workshop (this one you will need a Wrench and a Stapler from Guild Missions)
Mid early game you will have the choice of getting choosing a Codex - needs +70 Runts (do try to look it up what each one gives)
For this you need to Interrogate certain civilians that can give you the Shadowmasters Technology
Early game death traps are
>buying too many Brainers (more than you can aford
>not buying enough Brainers (don't feel ashamed of selling Ship Engines and other things of the like for them)
>waste too much time interrogating people (only worth if you're planning on snatching a Technology that's harder to research than the interrogation time)
There's some guides posted in older threads if you want to see a more detailed exposition just go to the archives
Also Xpedia is your friend
i max out on brainers even selling security corridors on day 1 to order some of them high iq wizards
theyre definitely worth risking bankruptcy every month
also on a last day of the month if you get a pop up that you lack some cash, sell way more than it says you should
i always went in red selling and matching to a tee with a debt of around 200-300K
i hate getting #xxx most of it is useless
>i hate getting #xxx most of it is useless
Hidden bonus each pinup grants 250 infamy or 82k dollars at the end of the month from infamy bonus, you should be happy to see these.
Going easy on brainers early on isn't the worst advice for absolute beginners, but it's worth saying they can more or less cover their own maintenance, especially early in the game, if you know what to focus on. I'd recommend buying as many brainers as you can afford, but only in the first 2 weeks of a month and then have half of them researching Grrrl Guides, decrypted days discs, and civilians that give a good amount of #XXX researches.
>sandboxy
you didnt play rosigma
2.5 filler factions to choose out of 5 where:
>literally no 'pedia (codex is a mess, no wiki), 90% of "research" is worthless, so are guns' description, many of them left blank
>can start with walking tanks on day 1,but so does your enemy
>youre full of cash at the start and each month it only increases
>chaos never stops, missions are mostly the same (cult gathering, downed/landed aircraft, terror missions, chaos base assault)
this is sandbox
xpiratez is more of a CYOA when youre given multiple branches (like a VN)
>choose a personality that reflects your style of playing and gives you random events for it
>choose to be a mary sue harem/communist hivemind/fascist order
>choose to accept "plot" armor and aircraft or disregard it
>choose who to side with against ufos
never before in an xcom game were you able to make your own story
ofc theres metas, and there are challenge runs (and a "challenge" run on mememax difficulty)
>90% of "research" is worthless, so are guns' description, many of them left blank
Some have no 'pedia entry at all! The only way of knowing what it is and what it does is the hard way.
>youre full of cash at the start and each month it only increases
But you need to spend it. You need to build up your base, buy adepts so you can research stuff quicker to stay ahead of (or at least not very far behind) the enemy difficulty curve, expand to get radar coverage, buy new units (if you lose them), etc
You can, of course, sell the Promethium you get, but you really will need it later so it's not recommended.
>choose a personality that reflects your style of playing
Except there's no way to really know what Dio's weird monikers mean without trying them.
Based on my experience:
>Jackass
Lets you do more evil shit like build torture dungeons and enslave new types of units, but building the torture dungeon causes more hideout raids.
>Dumbass
Blocks the Analytics Room, which is normally required for progress, replacing it with the VIP club. Except the path to getting the VIP club relies on RNG giving you the right events. Can be a nightmare if you have bad luck. On the upside, a lot of the events involved seem to give infamy bonuses.
>Lazy-ass
Gives access to the Hotel, which is pretty nice. 2x2, provides space for items, crew and prisoners all, as well as monthly revenue. I like this one the most.
>Sore-ass
This one disables a lot of random events that can normally be either good or bad, replacing them with a third variant where nothing happens. Lets you build bunkers, which seem to be meant for blocking enemy movement inside your base. Also let you mine and crush large rocks at double speed, at the cost of taking more space, producing toxic waste (hideout cleaning bills) and having a small chance to dig too greedily and too deep and unleash some kind of Balrog. I don't think it's worth it.
>replacing them with a third variant where nothing happens
Isn't there also the none-of-the-above captain, the "vanilla" one? That one is probably the purest.
>STR_CAPTAIN_PUSSY
Heh
one of the worst dont pick it dio trolls you hard with infamy penalty every 2 weeks
Don't you get a second round of choices, at some point later on, if you pick vanilla the first time?
yes, you can only pick one idea-trait on the next two tests instead of two if you choose none of them for the first time
early game -100 and -200 infamy events are a big deal, especially when they happen up to 10 times per month
Also good to note that if you pick opposite elements with captain type and codex then you trigger chaos saint "challenge mode", never tested it so don't know is it that hard but captain type also have a "element".
Jackass (red) + green codex
Lazyass (green) + red codex
Dumbass (gold) + grey codex
Sore-ass (grey) + gold codex
to trigger chaos saint mode iirc.
It just force trigger witch quests early, but gives you free recruits from time to time. Not really a challenge, you can skip the missions and eat 500 points penalty if you want.
Well new players probably should still know about this mechanic so they don't accidentally take that -500 penalty.
>tfw picked dumbass + grey because I have no idea what I'm doing
Hey, at least it's in character.
Most of the witch missions are hard by a proxy of you can't use gals or good armor in most of them, the chaos saint stuff works well with peasant path since peasants qualify for almost all of the special missions.
whats the current status of the inquisiton faction in ROSIGMA? fricked around with the deathwatch path for a month and it seemed cool but a bit weird that you essentially start with stated marines in mk7 armor when the marine start only has scouts and you have to craft your armor
There are two Inquisition subfactions, Deathwatch and Grey Knights. Both are very unfinished.
>bit weird that Deathwatch starts with stated marines
Well, that's the point of the Deathwatch
>marine starts only has scouts
In the Scout doctrine, yes. In any other simply making a Scout into a Tactical/Devastator/Assault marine (through the Training screen) will automatically give him the armor.
>piratez: wat do
read here:
https://www.ufopaedia.org/index.php/Info_(Piratez)
https://www.ufopaedia.org/index.php/Strategy_(Piratez)
There's this old guide: https://pastes.io/xhimi5itpf
It's several versions out of date, but most of the information there is still useful.
There's three big choices
1. Path
>gals
you can recruit (semi) bulletproof musclegirls that are the 'main' race of the game with just money
>peasants
You get a really REALLY good transport ship and base building
>slaves
You can recruit men. They don't really give anything special besides not getting passive morale drain. Also get an okay transport with a gun on it. Arguably the worst path.
>Catgirls
You can recruit really REALLY fast units with nightvision. They are quite expensive and fragile though so don't get hit!
2. Codex
>Red
Explosive shit
>Green
Healing shit
>Grey
Wizard shit
>Gold
Combination of above shit
3. Captain
Sore-ass is a trap, don't do it. You miss out on a LOT of good recruits.
slaves get you an operator (tac vest with night vision) armor procurement very early on
also you get a wrench research after trucks so you wont bottleneck on many of those smaller things (guild stapler/wrench/arc welder etc)
i would actually hate playing with peasants-low stats, 0 TU, dies in 1 hit
slave soldiers are like peasants but worse. actually the worst soldier type in the game.
they are kind of Stronger than Peasants (Strength and Trowing) by 20 points but that's about it
wish they had a bigger health pool since they're supposed to be actual beefed up males so there's no reason for them to have the same Health as regular female Peasants
scratch that
they have the same max stat for Trowing as Peasants (if it makes any sense)
They have about 20+ more TU, abit more health and most of them start around 45+ in firing throwing melee
peasants have lower health pool, lower stamina, their base stats rarely go above 30
you need a lot of missions/active time for a peasant to grow, SS are just better in that regard
plus they get stab- and bullet-proof (with a shield) roman and crusader armor
i still think theyre better than peasants overall
its like imperial guard and sisters of battle, sure theyre cheap and they have an extensive research tree but they dont do shit except for mass assaults, meanwhile you can get any armor you want for a terminator-esque warrior that can wield and withstand any ballistic firepower
The problem I have with slave soldiers is that they have 0 unique missions, there's not a single mission where you can only send slave soldiers at so while peasant/ss are similar in terms of stats peasants are preferable because they can attend more missions.
cant slave soldiers be deployed on a human-only missions as well ? this is actually my first playthrough 7 months in with ss so im quite impressionable with what they offer and not quite there with all the details
wbat kind of missions are there exclusive to peasants ? shelter assault ? mutant alliance town kidnapping ? undercover bounties ? i know mansions can only have gals and peasants with looter and maid outfits respectably
The awful fricking reticulan vats missions which is only good for kidnapping a ret elder
>i know mansions can only have gals and peasants with looter and maid outfits respectably
Iirc you can take kots and even synths too with correct outfits.
Sweet, free junk.
Also, Captain's Log #1!
>you used your time decently
I think this is the highest praise the game has ever given me.
i dont even remember what to do for captains log
i always get something like
"gee you sure are slow" when in reality by that point i can have a steady supply of mid-late game weaponry
logs are finicky, but good job man
Yeah, I don't know which specific research triggers it. I wasn't trying to rush it, I just had some good luck early game and got a good start on brainers.
The requirements for captain's log are not very intuitive, if you "power game" your research list you're going to miss something seemingly insignificant like post apocalyptic cuisine or exquisite lingerie or something dumb like that.
Captain' Log #1 and #2 have month limits for them to give you bonuses for achieving them
I see no reason to rush Captain's Log #2 unless you're trying to get it before the sixth month of the First Year (has the highest reward)
It also disables the Hero of the Masses event you get for *Stop Targeting Civilian Traffic*
Which captain or codex gave you Destroids? I went dumbass and Red.
It's red codex exclusive.
Now here comes the real question in the cat path: How should I train my kitties?
Definitely Swiftpaws. If you want more health and strength, just use gals.
>bodybuilder has -20 reactions
FRICK no, high reactions is half the point of using cats
People overrate reactions and underrate health because they just savescum if their cat dies to "bullshit".
Part of the reason I consider Bodybuilding is how cats are basically dead meat if they ever get hit by something that actually deals damage
They would still be fricked up but that +10 Health might the the difference between life and death
maybe it's good if you can stack it with other sources of health, but i don't think the trade is worth it.
a minimum-reactions catgirl will come out around 50 reaction which almost guarantees getting hit; this is around the range a heavy armor-with-shield Gal could have. a maximum-reactions catgirl will come out around 80 which is still quite decent.
a catgirl only has 25-35 health; bodybuilder's +10 can push that as high as 45, but 45 health is still quite dead when getting shot with a Gauss Rifle.
Making Power armour for SS
lol I thought that was a factorio sprite from the thumbnail
They already have one, don't they?
There is centurion but well it sucks stats wise.
Oh, I guess there's two. I was thinking of Testudo.
Testusdo is slow and the regular PA is a bit weak.
he looks cool
What is the logic between human woman an dhuman men not being able to wear the same power armour? breasts too big? Dio’s radical antitrans stance? I mean there’s gotta be a lot height difference between individual SSs and peasants, the stuff gotta be adjustable.
>arcane interface
Male magic doesn't accept female wielders and vice versa, You didn't think it was just superstition, did you? XCOM was unisex in the Piratez universe too and guess what? They lost.
Space missions are spooky
Getting back to the main topic, do you think the Chosen should return in XCOM 3?
None, chosen were moronic and their writing was beyond reddit tier.
I liked the new classes the DLC added, especially the hybrids, they looked cool.
On that topic it really sucks that advent troops in xcom2 look better than xcom troops. Their armors looked slick
Yup, that's it, never playing this shit game again.
embarrassing
reload and order some dogs and landmines at least
There were no crew quarters. I was waiting for the Revolution HQ to complete.
Well lesson learned, next time build a burrow or two so you can cram some people there quickly and then you can build over a burrow to save time on the next building.
>you can build over burrows
>burrows provide crew space
fuuuuuuck i always demolished them after clearing rubble
Yeah. I'll be fine. Just gotta get two million dolaros from somewhere and I can try again.
>build a new base
>wait 10 days for outpost and vaults to complete
>start building rev HQ
>immediate base assault
I ordered dogs and peasants as soon as the outpost completed, but the dogs actually haven't had time to arrive. I have six fresh peasants, wielding basic b***h shotguns.
In hindsight, I could've shipped over some experienced gals, but I don't have a save that far back.
Whatever. I'm gonna savescum until my six peasants can win this. It's ratmen and dogs. The bloodhounds are probably the toughest foes.
Protip always build a new base at the first day of a new month, that way the earliest possible date it will get attacked by enemies is the 1st day of the next month. You can't generate a crackdown mission unless the base already exists in previous month.
IIRC base assaults are only rolled for at the start of a month, so if you start building right after, you'll have a whole month of safety.
Just shut yourself in the Outpost and Reaction Fire anyone that goes up the ladders
Watch out for the ceiling tho
It's all fun and games until a ratman tosses in an incendiary grenade.
I didn't know that. I think I started building it very close to the end of the month - it's the 10th now, and the outpost takes 10 days to build.
Next try. Now I know there's more than 24 enemies.
I tried again. Had fewer deaths, but that might have been because all the ratmen hid in the sewers. This is the situation on turn 30.
Yup, that's going into the nightmares tonight.
I went down into the sludge and hunted them all down.
Haha, just kidding, I did a Ctrl-K. The sewer tunnels are clearly some kind of obscure Polish joke and not meant to be taken seriously.
I hate the hideout sewers so much it's unreal.
do you destroy an incoming fleet with radars, AA and SAM or let them in for good loot ?
suppose i know what comes after my base
>highwaymen and stormrats
>ratmen
>academy nurses
skip/destroy
>govt raid
>ninjas
>raiders
let them in
chasing shit in the sewers that drops basic b***h loot and 1-hits you and can be 1-hitted as well is sickening to say the least
what else actually raids your base ?
let in everybody except govt. nevermind the loot, you want dat score and you want dem commendations.
let the defenses handle govt. only because it costs a lot of score to kill their units. everything else can get farmed for points and stats
I avoid all crackdowns at all costs, I don't give a shit about the loot the ground mission is so painful ideally I'd like to never do it.
Base defense is very good for high level play because you get to feed meat and apples to your troops. Also, it gets way easier when you research mines.
what the frick man
I've stopped selling my security corridors because building a mess hall and extractor or crew quarters over them is better than getting an extra brainer immediately.
I'm about to start a new Peasant Revolution run and I'm wanting to do things a bit differently this time. I'm planning on getting hyena riders and getting a large-capacity ground vehicle quickly instead of sticking with the Airbus and Harvester until I get my airgame online. I'm torn on parking bikes or convoys in my second hangar though, the convoy has much better cover but I really like bikes giving Glamour, any suggestions? I suppose I could give the V8 a chance since I never bothered using it, but it doesn't seem to have any advantage over their airbus, beyond access to ground vehicle races if my base is close enough. Also, for my base layout I usually place both of my hangars in the top 2 rows and fill the last 4 spaces with rubble, which feels suboptimal but I want to keep a somewhat defensible layout and have room for Revolutionary HQ. Has anyone come up with a solid layout for fitting this all in while being easy to defend?
I would suggest you sticking with the Harvester
It's a great craft for grinding early on and it's not THAT slow
Rev HQ is best placed in your second Hideout since it's going to take a while for you to get all that Scrap Metal and the first one is generally packed with important buildings
You can send a harvester full of bikini babes to missions you don't like and quit turn 1, that'll get you all the glamour you need.
Both Bikes and Convoy have their niches imo. Bikes are better and more fun for general use, they really force you to make good use of the map as you scramble for cover on the first turn. Convoy is the largest crew in the game, great for when you need to hit a hard mission with maximum possible manpower (or cheese a mission with 24 panzerfaust peasants)
>Rosigma, Arbites
Anti-armor weapons! My kingdom for some anti-armor weapons!
What’s the point of ground vehicles? Airbus is good enough for me untill I get codex craft.
Ground vehicles typically have full map range.
The V8 can't be intercepted.
Convoy/Trucks can hold way more hands than the airbus
The Convoy and Crazy Taxi have more armor and can slot more guns the equivalent tech air options.
Winning the ground race is a pretty hefty chunk of infamy.
Also, the Convoy lets you deploy a lot of vehicles.
That all sounds very cool, and makes me hate the Mudranger more than I already did.
Don't underestimate convoy, ability to bring up to 24 people to a mission is a real power play. Also some missions are limited to ground vehicles only so you may as well use convoy since it can carry the most troops.
Any base building tips for piratez? My last playthrough had some base defense missions that didn't end favorably, even though I had a clear advantage. I think I should stop building my extractors so far from the exits.
I got curious and checked myself, takes me 25 seconds to load up piratez on a r7 3700x/32gb ram/nvme ssd.
>nearing the fourth month of the first year
>get a rare item critical for further research
>make a fatal mistake
>restart
And I was getting into the groove of things...
>>make a fatal mistake
Just reload, anon
Every save was after the mistake was made.
ok now what did you do?
if it's money you can always get more
Bought 10 'Arbitrators' when I should've bought 'Troopers'
Do people really not play ironman or at least honestman?
>pirate princess melee mommy got knocked out for 2.5 months bua stun grenade
goddamn furries
I'm not ashamed to admit this: I hate temple raids and will turn on debug mode to stun everyone and accept the money as a gift from the game. I just had 3 spawn in a row during a slow month and I'll be damned if I'm going to manually do all of them.
If you don't like the mission you can just not go there and skip both pain and reward, debug killing missions you weren't planning to do is some scummy shit.
they're such a pain in the ass because it's all civilians so it actively costs points to reaction farm this mission.
would be better if there were more warmaidens or neophytes to kill for points and offset the random tough guys etc.
good place to farm altarboys for squires tho
Anon, just Control+W your units or the mobs if you don't want to waste time in the mission (warp them around the map)
Better than auto winning it
They're easy enough. Just whipping some chumps around. The only dangerous enemies are the priest and those molotov newbies.
Ctrl+K I could maybe understand somewhat, but Ctrl+J is cheating for sure.
There needs to be a better comprehensive formula for activating bug hunt.
If it's turn 80 with three blips left, that shit better be on.
You can literally edit that. Drop it to fire after five turns and make it disregard vip status.
individual missions can have custom overrides iirc
i would very much do the same in caves, especially in tribals in underground, zaxx treasure hunt, and cellars
basically temples underground that thank god spawn pickaxes
why do you spawn enemies in an enclosed space that even dynamite or satchels cant demolish
dont get me started on dr x
gals become crazy turn 5 onwards cause they hate being naked i guess but gstring bikinis and transparent swimsuits are fine and glamorous i guess
i die to a bottom feeder academic nurse with a pew pew shooty gun or worse a dwarf baseball bat
>gals become crazy turn 5 onwards cause they hate being naked i guess
skill issue, drink more beer. send brave units to longer missions (get rid of low bravery hands). kill shit faster to keep your own morale up.
x-prison is tedious as frick but you shouldn't be having panick problems (or should be able to mitigate) on longer missions
>get rid of low bravery hands
>while bravery training is the least involved
literally load them up on demon skulls and stuff them into a closet, or use them as a dedicated medic for a while
>(get rid of low bravery hands)
just patch up every enemy with bandages = high bravery
It kind of works
Leave everyone with 3 Bandages and try to use them all before the battle ends
+ it's 10 Bravery each training if it happens so it goes up pretty fast
there is plenty of ribbons and other stuff that you can find and plunder and equip on mission that increase morale like ribbons
also send veteran gals ffs
>3 back-to-back hideout raids
I just Ctrl+K'd the last one. Even my autism can't handle that level of tedium.
this is the real reason not to do this
thanks Expedition
So I researched Back to School
Now what?
Now research the metric crapton of things you've unlocked.
>surgery room
>analytics room
>refinery
>hyperwave decoder
>smartguns
>gooder armor
>VIP Club is gated behind multiple random events
>haven't even gotten the first one despite it having no requirements and being almost halfway into the second year
skill issue deu
Price of being dumbass.
I would edit the event in rul file to give it 100% chance of spawning.
Do you not have dojos or onsens or spas? Those increase odds at which dumbass events trigger.
Little visual bug in the cath path
Could anyone tell that to Dio in his secret club
Broken strings is tradition.
Now that I finally can have a steady supply of Golden weapons I'm torn between giving my kitties the SMGs or the Rifles
I'm considering the Riffles due the Grunt Commendation that gives extra Firing and Health and the fact that Riffle clips are half the price of the SMG clips (for some reason)
I think hitman better works with kitties than grunt. They will die from a hit anyway unless in anni/termicator so that 5 health won't matter, but 5 tu is much better to have.
disagree, 5hp makes a difference often enough, especially if you keep stacking it up. My best cats had almost 100 hp towards the end of the game.
True
I'm trying to stack a lot of health in them so they at least get in critical condition instead of dying but the TUs can be better
I'm using Tommys on them so they are already building up Hitman
The price increase on the SMGs is also quite a b***h
Everything is expensive in this path so money is actually becoming kind of problem
Just make your own ammo. It's not like it's far away in the tech tree, hanna and explosive munitions (which you should get fast anyway) + some minor things and you're good to go.
I'm going to hold off on the catgirl route until at least the next major update to make sure the bugs are fixed and to see how it gets fleshed out, but right now Fuso's looking like a good starting base. The cats seem made for the weapons Fuso gives you, and it looks like Soldier: Catgirl is the only research gating Exotic Plate Armor from the Book of Cherry Blossoms. Of course, the downside is I'll want to rush a second base with better coverage, and the cost of that plus the high maintenance of catgirls means I might have to delay maxing out my brainers if RNG doesn't cooperate. It might be an interesting run in the future assuming Dio doesn't decide to nerf Fuso.
The plate was already nerfed behind starting in fuso so I doubt it'll go any further than that.
You only really need Diplomacy to get access to the Exotic Plate normally so it's an interesting option for you Cats even without the Fuso start
It's a huge upgrade to their armor that could be achievable in the first year
>You only really need Diplomacy
Yeah merely a back to school topic to get to a plate for cats that you could get within first 6 months on fuso, you are not getting to diplomacy as quickly as you think unless you're metagaming with good luck on top of that.
I feel extremely dumb for not realizing fuso let's you buy cat plate without diplomacy
Yeah, it's a pretty good deal
I think I fricked up by starting my usual Europe Hideout for my cat campaign
The armor would really help out my kitties up to mid campaign
>Rosigma, Sororitas
>each month, a bunch of equipment and people I don't need nor want show up
Why would devs do this? It takes choices from me. I want to decide when and where do I want my dudes.
>each month, a bunch of equipment and people I don't need nor want show up
It's called free scouts, door-openers and guys who stand in the front when you hit end turn
I have people for that already. They're wearing heavy armor that can reliably get shot with no ill effects.
So if you take cat route and grey codex you could do space missions super early since you can buy cat space suits for 80k and the Fortuna is a space capable craft. Would this even be worth it? Your only real zero g capable weapons before lasers would be melee weapons
I feel like people overrate fortuna severely, around the same tech level you can just buy pachyderm on any codex and at that point you likely won't be able to even outfit 8 people in 0-g gear not to say 13. Fortuna goes everywhere is such a meme.
Fortuna does have the advantage of saving hangar space since you don't need other dedicated hangars for your space/sub craft.
Second and third bases are a good place to keep your space/sea crafts. Also lets you ship all the mission-specific equipment to those bases.
Super self charger is space capable and easily rushed.
Anon, your Golden Guns?
What's the next race going to be? Lamia?
>try selling my armored vaults
>get messages in mid-February about running low on storage
The 2 extra brainers are nice, but this doesn't feel at all worth it
I only know like doing that on reject the power. The hull takes up a lot of space
>he likes base defense so much he sold his aa vault gun
just sell the corridors
on lower difficulties early game money/space dilemma is a huge deal
you dont really care about loot if you shank a hundred rat furries for every base defense and dozens of animal carcasses every hunt
%cut for selling and %increase for buying is just for balance, else youd just spam bases and radars covering the whole map in half a year
You really shouldn't sell corridors or vaults as you can build over them, I think if you build over corridors you get 50k discount on the building and it builds like 7 days faster than normal. This works similarly for all buildings you can build over, the bigger the cost or build time the better refund of time/money you get. Build over corridors, burrows, vaults, living quarters, hangars, plantations and whatever else I forgot.
Building over existing facilities only saves time. The money you save is the same amount as you would have gotten from just selling it.
Yeah, I stopped selling the corridors after I realized it's very difficult to get Warehouse Wars in January without building over something, and I also like building more crew quarters asap to make room for runts. Being stuck with 3 brainers for a bit feels terrible, but the earlygame sucks anyway so you may as well think longterm. You'll probably be fine if you buy at least 2 brainers/month and get castaways, though hoarding castaways until you research turning them into brainers takes up an annoying amount of prison space.
Castaways are better used as recruits imo unless you're desperate for money savings.
200k for anons who sell armored vaults abd security corridors might be a big enough deal
but honestly if you hunt down some civvies/nurse morons you easily net a cash equivalent of a brainer or two per landing
maintenance is a different story
i was able to sustain and thrive with apple chateaus but now that apples are gone and/or not enough for my bases im running a weed plant/factory base to sell cigars
and xgrog on the side base but its nowhere near the chateau margins
finely distilled rum is dissappointing
its not fine nor is it rum (made with coconut) nor does it sell well
and besides pillow books/exquisite lingerie/zany zines (former mutant porn) that are available at midgame the only thing that matters are main battle tanks but they are so into the late game i was running plasma cannons on every snotty swabbie possible
>finely distilled rum is disappointing
Did you forget to read the research? There might be better uses of runt-hours, but if RNG gives you a lot of coconuts you can have a large supply of personal-use medkits, certainly can't be disappointed by that.
>More potent than Grog - this bottle is nothing short of a wonder! 6 uses per battle of each of the following: HEALING> Removes one Fatal Wound per use and restores 4 Health per Wound. STIMULANT> Restores 12 Stun & 25 Energy, -1 Fresh. JUICE> Restores Morale lost due to injuries + gives Morale bonus.
Does using Rum still counts towards Bravery training? My guess is that alcohol in general doesn't
If not then I don't see why I should carry that heavy thing
>Does using Rum still counts towards Bravery training? My guess is that alcohol in general doesn't
You're right it doesn't.
Here you go bro.
Rum's big advantage is that you don't need a second unit to bandage you. It's great for fast melee types that burn energy to run into range; combines both healing and stamina in a single item.
You can get even more money by selling the Old Earth Lab.
What's up with Mercenaries repeatedly landing on the same region?
I just got the third or fourth ship landing right by my Death Realms Hideout and it's still September of the first year
They're building a base.
Sometimes the game likes to generate a bunch of "mercenary contract' missions in a region and all you see is mercenaries all month long.
i have a dumb question that i know the answer to but i just cant find it anymore
so back when i started playing openxcom mods the first link to xpiratez on google was an online bootypedia that is defunct by now
theres also a russian autist somewhere with his copycat bootypedia/wiki in russian that had a broken english translation
does that shit still works and whats the site
There's this now
https://xpedia.netlify.app/
But there's also xpedia in your game folder as the online one isn't always up to date, rather it rarely is.
yeah thats the one thanks
>Accidentally leave a gal in light
>Raider olympic tosses dynamite from literally the other end of the map with pinpoint precision
God Jack Sparrow is dumb. Why am I subjecting myself to this?
>Why am I subjecting myself to this?
dunno
no reason at all
>Why am I subjecting myself to this?
Jack sparrow does funny things sometimes, clown cars are fun for a while but it does get tedious.
>pic
what in the sweet frick
Chem cannonballs also oneshot them
How do you feel about this?
I've seen this but with sectopods instead of cyberdiscs, that ufo is a fricking meme.
>my wiener and balls aren't nearly tortured enough
How would one realistic deal with this?
He's got a gnome in a hovertank, he's fine.
Two rockets and all those discs go away.
I think cats have a good spread of armors, missing only a tac vest for very early game. The problem is how long it takes to get their better stuff
that is exactly what I said. And the gap from super early to guerilla to tac armor is very small compared to tac armor to blitz to annihilator. There needs to be defender/guardian cat between tac armor and blitz because first of all they serve different purposes and second of all it's a fricking large gap without upgrades. Combat armor could serve this purpose but it's literally later than blitz and probably worse.
thinking of a submod to make more of the catgirl armors manufacturable
>neko plate: maufacturable with Soldier: Catgirl, Adapting outfits for Catgirls, and Chainmail
>combat armor: manufacturable with Soldier: Catgirl, Adapting outfits for Catgirls, and Heavy Tactical Armor
>space trooper/guardian: manufacturable with Soldier: Catgirl, Adapting outfits for Catgirls, and Centurion Human Power Armor
not sure what to do for peacemaker, the built in rockets are something pirate would put pretty late, but it doesnt do much otherwise
the trooper/guardian armors should probably be a bit later, because while low in armor value theyre more advanced in other ways than centurion suits, but i dont want the cats to be stuck as combat armor for too long.
Would be very cool, here's my thoughts:
>neko fuso plate
it's way above chainmail in tier, it's full plate tier.
>combat armor
frankly just move the entire trading with nekomimi quest to somewhere reasonable, you have to kill 33 ethereals to get it, at which point you most likely have way way better shit. As you are suggesting it it would be more or less balanced, maybe a bit on the strong side.
>space trooper/guardian
Doesn't logically follow much, also a bit strong. Think it should be guardian+combat armor and some misc advanced stuff (it's above guardian in tier) for the neko space guardian armor. Guardian itself is above centurion in tier arguably.
i am lazy and dumb; theres a limit to how much i am willing to do for this when in all likelihood it will be obsoleted next version anyway. adding manufacturing options for existing armors is very easy.
i meant heavy suit, not heavy tac armor, for the neko combat armor
requiring gal plate mail to make fuso plate feels a bit late. gal plate compares very well with the heavy suit in many ways, but i am not so sure the fuso plate compares that well against the combat armor
in terms of tech i'd put the space trooper and guardian somewhere between basic power armor and the gnomes moongoose. i dont want them to be too far after the combat armor/fuso plate because cats have so few options, and while nifty theyre far from proof against all the gauss and light plasma enemies are going to be carrying.
>Nekombat armor
So what's the current verdict on best starting country for the cat route? California, fuso, or somewhere else?
probably fuso, to rush samurai armor. Cali is better for non cat route.
Extremely weak midgame armor is one of the biggest problems for cats, we really need cat defender/guardian line suits, or earlier access to nekomimi combat armor.
Drifter Camp was really underwhelming
It was basically a Bandit Camp surrounded by Drifters
so what is back to school and school graduation considered? early game or mid game?
By school graduation you're in late game, with this tech level you can take on anything the game throws at you.
I thought Higher Studies was late game
Higher studies is more like an overkill tier, you don't need any of the stuff there aside from cydonia preparations. To put it simply the content that would require higher studies tech isn't really there yet except for cydonia, so you can consider higher studies like a postgame tier except there is no postgame.
Ain't new Cydonia like really REALLY hard?
Yeah but from all the tech available at higher studies all you want for cydonia is annihilator armor and maybe x-plasma destroyers but those could be replaced with elite plasma. So it's just that one thing, other things like ships and really big explosives are mostly there just for fun.
Back To School is midgame, Graduation is lategame
All but one of the catgirl tourists died.
The last time I got this mission, I complained that it was too easy. That was humanist activists. This time, it was bogeymen. They're not strong, but they're surprisingly accurate with their shitty pistols and bows, and unarmored catgirls absolutely cannot take a hit.
Wait, is that background image lifted from Warhammer?
Suffer not the furry to live tbh
No one can save us from this grimdark future. NO ONE
Xeno Guardswomen? I smell heresy afoot...
They're abhumans, like ogryns, squats and ratlings.
>xeno
they are abhumans heretic and sanctioned abhumans so you gonna dig your own grave right now
I thought this one was a Piratez original, but I'm not sure. A lot of the background art is just shamelessly taken from other sources.
On a side note, the converter turned out to be kinda cool. Changes the palettes to fit the message or science report look.
Nah, this one is original
https://www.deviantart.com/berggen/art/OpenXcom-Piratez-707190348
God bless the random artists.
>He doesn't use Aserite
lel
did anyone try and host their local xpedia server ?
i put it in a user/mods folder, still gave me a couple 404s, but there was only rosigma and xpiratez really
the thing keeps on loading even now and freezes my 'scapes by a large margin
do i just keep separate oxce folders for rosigma and xpiratez ? or did i forget something ? sounds like a royal pain in the ass
ill try hosting the link of the other anons for the wiki tomorrow and see if it does anything
It's a bit wonky but it works. The folder has to be named xpedia2 with the files right in, something breaks when it's called xpedia2.1 or when there's folder/folder/files kind of a structure. And i think it works better when the xpedia folder is in the main folder - the "About" section of the main page turns out empy when i load xpedia from the mods folder. The OPENXCOM EXTENDED section is also missing, though that's just a bunch information about engine functions and rules, and an image converter.
It reads the files once making a cache in your browser. After that you can just use the link in your browser, or use the bat file you used before, or export the pedia as an html file.
If all this sounds hard to understand then it all sounds harder than it truly is. Just don't get discouraged.
Having separate oxce folders sounds like a good idea. Xpedia probably should work even with both mods the same folder but i assume it would create two pedias mashed together which sounds like a mess to navigate. You open the weapons page and get weapons from both games.
Don't know anything about internet hosting.
separated the folders
wish i had the screenshots from before but now it doesnt really load
how much time does it take to parse the initial files
Parsing takes about seven seconds on my trashcan so it shouldn't be any sort of perfomance issue. But judging by your screenshot it does seem like you do load something from the cache, the css file. Should at least have the basic page layout. Can you press this little button in the top right corner? If not just delete the Xpedia folder and start over, it really shouldn't take long.
I didn't even know this converter was a thing and i'm pleasantly surprised to see it bundled together with a bunch of engine technical information and local wiki system coming supplied with every game "copy". That's one hell of a self-sustainability measure, making sure that (you) can always have fun and enjoy the game no matter what happens to the sites or the internet.
took me a while
reinstalled my browser and it kinda works but i dont have that button, never actually saw one in any instance of running servers
would be useful as hell as i wouldnt need to nuke my firefox
still, shit works big thanks man
also i put it in mods folder as i did in the first place
maybe thats why
knock knock
What craft is that?
harvester, the peasant rev exclusive
heard you talkin shit like I wouldn't find out
I started a new playthrough for cats and month 1 i get a stranded party mission and nab a church warmaiden and matron. does the matron give any good research unlocks? briefly looked through the tech viewer and didn't see anything interesting related to her.
shes a faction leader for one of the earlyish ranks
And she's also the easiest faction leader to knab for sure.
engineers also count
It will fulfill "any leader or vip" research I think.
>syndicate headquarters
>"lmao kevlar only, have fun fighting all of those minotaurs ;*~~)"
are you fricking kidding me
this is stupid
Hope you have a squad of throwaway soldiers because that's a suicide mission, not actually that hard to complete but hard to do without losses.
i started off in the best possible position (squads next to each other in a corner) and i'm still getting my shit pushed in
psi is very good there to mindcontrol the dogs and minotaurs
thanks, duly noted
epic
simply epic
ebin
simbly ebin
:^)
Ah, the pleasures of a Fuso Empire start. Last time I tried, literally every mission spawned in Argentina.
>he doesnt buy a v8 in january
it would be nice if you could steal some of the landed ufos
Is there someway to change your soldier's appearances with extended?
i guess
>no red hair
does og xcom had red hair?
>Can mod titty mutants into the game but not red hair
>helmet catical armor is straight up better
>still use the helmetless version because I like seeing their hair and faces
Does anyone have that chart that shows the various damage ratios against different types of personal shields?
Cool
Do you bother to use the training outfits like the gym suit?
Yes they're very very good.
What does XP(5)/(10)/(20)/whatever actually mean?
Not sure about exact math but bigger number means you gain more stat points.
Gives extra experience to TU/Energy/Reactions/Bravery each mission.
as soon as you get exp you get an extra amount of exp between 1 and the number iirc. It's actually nuts.
Jesus. Guess I'll start skinny dipping for gains.
I've seen +40 stamina from one underwater mission once so yeah the stat gains can get a bit ridiculous when extra XP outfits are involved. That said the extra XP does not work at all on firing/throwing/melee.
It's random between zero and (number) / 100 * (max stat - current stat).
It's basically a percentage value of how much closer you get to the stat cap. Makes a huge difference early on, falls off at higher levels.
yeah they are amazing
i still use gym suit for my pirate princesses
i try to rush sailors for early xp gains
changing difficulties made me minmax the game
and im not even on jack sparrow
The bikini is best, since it also gives you bonus glamour.
>[Turret] died of a fatal wound
I feel like Cats 4 Life isn't worth it.
Peasants gets you the HQ.
Male Touch gets you the most wholesome path with free SS research.
Gals are Superior gets you Gals Gals Gals.
Cats are kinda lame, homie.
HYDRAULIC FLUID LEAKS ARE NOT A JOKE, OPERATOR!
catgirl path is a little underdone at the moment, that is very true, but catgirls are a lot better than humans if you have some armor for them
Yeah but everyone's better than humans (until humans reach their full potential), though the increased cost and them being an inferior race (not doggirls) hurts my soul.
Do advanced medkits not train bravery? I have a gal that hasn't gained bravery in months no matter how many times I use them.
According to xpedia it does train bravery
>Experience mode? 19: train bravery
The way medkits work, or at least this is how someone explained it to me. Each time you heal a fatal wound you get xp point, so one fatal wound is 10% chance to gain bravery 10 fatal wounds healed should mean 100% bravery up. Only fatal wounds count towards experience and rng being rng means that medkits as bravery increasing tool are always rather unreliable as you can only go 0 or +10 with nothing in between.
Bravery is easiest to train by loading them up with demon skulls and blocking them up in the equipment closet unarmed. Ten turns of shitting their pants guarantees bravery increase. If you have strong armor and the opposition can't really harm them, you can even let them just run around in panic freely. Shooting down vessels as a pilot trains bravery too, but it's very slow.
>unit has low shooting score
>make sure they get as many shots and kills as possible
>they get no accuracy increase in the stats screen
I'm pretty sure it's based on hits, so shotguns give the best potential for improvement.
It's hits, multiplied by a magic number that's unique to each weapon, and roughly proportional to how fast they fire. Automatic weapons and shotguns give less per hit. They're still the best at very low levels, since you won't be able to hit anything with precision weapons.
At low levels you also probably won't have precision weapons.
Beyond a certain point weapons get so precise that kneeling and aimed shot they'll be good for training anyway.
You need hits to get skills. On a mission the breakpoints for skill increase are 1, 3, 6, and 11 hits. 3+ guarantees at least 1 point incease, 11+ guarantees 2. If you're playing piratez, I like to give trainees a pocket black adder since you can whip it out fast and get a ton of shots in for training.
>first ever space mission, don't know what to expect
>it's fricking zombies
why. I mean I just whacked them to death with stun batons and got loads of free helerium and lasers but there were already enough zombie missions on earth.
It's called space plague for a reason
I have finished my submod for making more catgirl armors manufacturable.
link: https://openxcom.org/forum/index.php/topic,11531.0.html
>Muskets give you Sniper
Black powder's back on the menu, boys.
Ninja stars, a perfectly viable weapon with high throwing, give you joker.
IIRC so do Laserfist, shotgun shield, and shotgun fist (though the last of those is actually a pain).
>It's a hideout sewer episode
>20 hands lost
who visited you and how you lost so many?
I'll take a guess, most of these are dogs because dogs count as hands now.
Mostly peasants.
The enemy was just raiders, but my troops are freshly recruited, the weapons I have are shit against SWAT rats, and the frickers keep running off into the sewers.
It's the same base that was raided back in
and again in
.
dogs are great to have as they have inbuild motion scanner
>image
My fetish!
>finish the hideout fight
>it's an enemy in the sewers where the waste water would cause most creatures that breathe anything simulating oxygen to pass out
>Ctrl+D, ctrl+K to simulate the realistic outcome
Real simple stuff.
Honestly ending your turn in the sewer should count as if you were standing in fire, it's bullshit.
I don't wanna go to the config to enable it every time there's a hideout defence.
It would be entirely justified, though.
How is it that gals lose freshness fighting in hostile environments, while enemies don't, but then when you're fighting in the one environment that cannot possibly be hostile, they're still losing freshness, but enemies still aren't?
Because Dio didn't think about anything other than 'camping bad' even though he only admits that 'slow play' primarily punishes the player and is nothing he, as a game designer, should actually be concerned about.
>Dio: Playing slowly has no gameplay significance, and only hurts the player
>Also Dio: The hideout should have a layer of narrow tunnels with terrain that makes you move extremely slowly, so that enemies can hide and make the mission last longer
Dio only cares if the player is able to turtle and use that to win. It's why the airbus has four windows that, 90% of the time, people can shoot into but you can't shoot out of.
>very large ufo inbound
>whatever my roboturrets can handle it
>glowBlack folk with their own tanks and sectopods
>half are in power armor
fugg
On the bright side, you can steal their PAs!
So Heroes don't get much Exp it seems
they are practically maxed already
you can only farm commendations for extra stats on them
They have same stat caps as slave soldiers but their starting stats will usually be higher than normal cap so there's no experience to be gained.
Here's like an ultra veteran hero I got killed, as you can see there wasn't much room for improvement aside from condemnation bonuses.
>lost at sea
He got hugged by a chryssalid so there was no corpse to recover.
I've decided to stop converting my castaways into brainers on Peasant Revolution and it feels much better. I'm sure I'm losing out on some money by not maxing brainers as quickly, but having more gals makes me feel comfortable doing every mission I can reach instead of taking a breather because my starters are all low freshness or hospitalized. I'm starting to think turning castaways into brainers should just be considered a perk of Gals Are Superior and maybe Cats 4 Life because of how expensive the latter is.
>I've decided to stop converting my castaways into brainers
why even do it in first place>?
To save 200k dollaroos?
money are easy to get tho
not worth it; having more gals is better
>Castaways into brainers is only a Gals are superior thing
You can do it on any path I thought?
So what type of early shield do (You) like?
I'm torn between the Shotgun Shield and the Riot Shield
chain mail shield is best for when you get it imo
I don't like any of these shields including shield variants of armor, the opportunity cost of losing a hand and being unable to use most 2 handed weapons is just not worth it. Maybe I'll have one per squad but that's about it.
riot one is viable for most of the time with low level engagements but its hard to find in the first place (took it from apemen, was a huge pain in the ass midgame)
i havent used the shotgun one
if i read RF correctly its flat out better than riot shield, just weighs 2x more
armor (S) shields are better but they melt all your energy completely in 3 turns
and yet plate armor (S) can withstand 5mm and armored car blasts so thats that
What's the best way of acquiring Pillow Books/porn to convert into Pillow Books for the Dream Library?
>It's a mission won't end because a bloodhound is jacking off in a closet somewhere episode
Dogs and other organic auxiliary should able to surrender if all humanoids are dead/surrendering.
It's the third time I've been hit with a cattle prod today.
My vision's blurry. It's freezing. I'm half naked because that's my standard issue kit.
But some part of me screams to get up.
Rover's still fighting.
Is there a point to gnomes besides gnomediscs? Feels like any use you might have for them on foot are completely hamstrung by their awful max TUs.
I like midgets with guns, also high bravery makes the Silver Snake good for them.
Style and living on the edge.
Yeah there are several risky uses if you don't count 2x2 vehicles.
Gnomes can equip UAC space suit like humans and participate in space missions.
You can use them in their default armor and make use of the insane bravery. Loader suit has no TU penalty for gnomes if you have higher tech.
Tight caves and lokk only missions also allow gnomes.
Isolated valley isn't peasant only, gnomes can sneak in too.
Most of the witch quests will allow gnomes.
Gnomes have some good unique armor and can go on almost every mission
They're amazing with all vehicles. If you can't think of anything else, make them interceptor pilots.
Gyrocopter
Opinion time!
Better to bring more weapons, or more reloads for fewer weapons?
I honestly don't even bring reloads for most of the guns, you run out of ammo so rarely in this game it feels like a waste. Exceptions are single shot weapons or shotguns, any gun that has a double digit ammo count pretty much never runs out in my experience.
>run out of ammo so rarely
I'll be honest, given that I post guys up on reaction fire duty and often bring pistols, I reload at least once a fight per soldier, sometimes very often. It's why as soon as I can I start handing a lot of people the infinite ammo weapons.
Both
OK.
>September
>no base in South America
>no infinite-range craft (even expedition would work)
Fault
/rlg/ pls go
Bro, your V8/Hunt Party?
Shotgun shield is my favorite since it gives you a lethal option for low armor infantry
>Crash before I'm even a year in
Frick me this game wants me to not play it.
Xpiratez sure has a lot, but it's missing David Bowie
Zombies need early 4x4 mobs
>Dogs instead of Ballers
Interesting
So what exactly do you need to do to unlock the new Demon Bait missions?
This event needs to fire and then you can research it to allow the mission the spawn. note that month 18 is september of year 2 since the game counts jan of year 1 as month 0
https://pastes.io/8vwfewltpk
I hate this game. I start using less mods and I still get crashes in piratez.
wait, you get score just from shooting down craft? this changes everything
Not only score, the pilot gets experience too. Shooting down ufos trains firing, reactions and bravery and I think you can check daily pilot experience by pressing e or ctrl+e or something like that.
Basically if you can shoot down a craft, and it isn't something you want to let land to take by storm, there's almost no reason not to.
Can someone give me a rundown on the Gold codex craft and what to do with them?
Currently my main team uses Airbus, the second team uses Blowfish for the underwater missions and i have 2 raptors
Hawk is your best interceptor, put flame cannon on it and slay much tougher ships than you would be able otherwise that early in the game, shadowbat and turtle are your transports, both are very good, bat gives you roof to shoot from and pop up to do potshots, turtle has good crew capacity.
Oh, it seems I missed two versions.
v.N6.0.7
- Warning: delete old rulesets when updating
- Nightops armor debuffed, moved pre-Workshop
- Minor fixes
v.N6.0.6
- Fix: Studying the Sword (last?)
- New Weapons: Coach Gun, Jezzail
- New Ammo: Blizzard Jumpmines
- New Civilian: Squatter
- All armors can now be produced from scratch (Streamlined Armor Production mod by Ivan Dogovich no longer needed)
- Dogs have more Stamina
- Condemnations rework:
-- Archer replaced with Amazon, moved thrown weapons and spears there together with bows. Bonus changed slightly.
-- Hammerer renamed to Industrious, now simply counts kills per career
-- New ones: Techbarbarian, Bulwark
-- Increased no. of kills needed to get low ranks of Traditional, Radical & Medieval
-- Patched holes, added missing weapons etc
- More lore
- Minor fixes & improvements, rebalancing
- Triarius submod (by Torchwood) updates: Brain's paperdoll and spritesheet replacements for Triarius armor, Disruptor armor added (repaletted to proper colors by me)
>two more weeks, as always
>all armors can now be produced from scratch
huh?
You don't need a tac vest to make a tac armor to make a defender armor to make a guardian armor to make a...
Piratez has this really annoying system where you had to build on top of old armors to make new ones. So let's say you unlock a fresh new high tech assault armor you need to go tac vest > tac armor > heavy suit > assault marine. A lot of extra steps, the streamlined mod used to let you make assault suit right away without unneeded steps.
A really good change imo I always hated this part about piratez.
ohhhhh, I thought it was about being able to manufacture literally every single armor.
Fricking finally. No more annihilator bullshit.
Just two more weeks bros.
>Techbarbarian
Isn't this a tad too good?
Considering stamina is just about the worst stat you can stack up not really? What's so good about this? You know it's going to take like 500 kills for that bravery up?
Oh yeah
I saw a bunch of +Stats at first but just now noticed that they are heavily restricted to 2nd, 3nd and 4nd levels each
>too good
>doesn't improve anything really useful except reactions
So what exactly are the Witches and why should my Pirate Queen go around searching for one in the middle of the Thebian desert?
VooDoo
Only way to get Voodoo Initiation IIRC.
100,000,000% based
It seems some weapons were given new Commendations
how do you activate cheats? I just want to skip annoying missions like base defenses.
A step by step moron guide, please.
Ctrl-D to activate debug, ctrl-K to kill every enemy, ctrl-J to knock them unconscious.
And to be able to use cheats at all, in gamefolder go to data>options.cfg, search for debug and change false to true
*user>options.cfg
In your xpiratezx folder, go to the user folder. open the options.cfg file with a text editor like notepad. find 'debug: false' and replace 'false' with 'true' and save the file. in game press ctrl+d to enable debug mode. see https://www.ufopaedia.org/index.php/Hidden_Features_(OpenXcom)#Debug_mode for what you can do with debug mode
Change debug to true in options.cfg.
Ctrl+D, Ctrl J or K to stun or kill.
CHEATER CHEATER PUMPKIN EATER
>I get paid to send some gals on 100 day vacations
you tell the IRS it's a "business expense"
you're still paying their salaries while they're away tbh
How much do fresh recruited gals through 'recruit:Castaway Girl' make?
lunatics have 0 base salary. hands have 2.5k plus another 5k at gal rank.
It'll be 100 days before I can build an Onsen or a dojo most likely anyway.
So is 'recruit castaway: a lunatic or a hand?
>Ol rifle is five shots again
DAMN YOU
What does mortar and other indirect fire weapons train, throwing or firing acc?
They should train firing as long they're "gun-like". Muscle propelled arcing weapons like bows or javelins will train throwing instead.
Recruiting castaway as a soldier always gets you a lunatic, you can tell lunatics and hands apart by the skull sign in the soldier screen. The lunatic skull is slightly darker.
So I like Jezzail but I'm not sure it's worth losing out on the option to turn a musket into a bayoneted musket.
Nice to have a sharpshooter before Flintlock rifle though.
Is it worth mass producing Medical Supplies if you ran out of Apples for the Chateau?
>mass producing meds
????
They only need 4 Chemicals and 6 Sectoweeds
The first can be hauled off the Guild ships pretty easily and the second can be grown on your Hideout
Just trying to determine what's the best item to sell so my Runts can get back to work
I usually am burning weed on Cigars and Chemicals on Chemical ammo and jet fuel.
For profit yeah it's the next logical step. If in doubt something is profitable go to the online xpedia to the manufacture tab and you can filter results as profit per hour, selling medical supplies is rather profitable.
Xpedia says making meds is a shit deal. So which is it?
I remember it making a bit more profit than chateau but could be maintained forever as long you have weed plantations running. No matter what you're going to run out of apples, chateau can't be maintained forever so chateau profit appears higher but the profit only works in bursts.
Or maybe the project was nerfed? Doesn't look like it but medical supplies still look like a decent deal.
Assuming you grow on your weed it's a very good moneymaker, about the same profit per hour as Chateau de la Mort even, though annoyingly enough it requires 20 extra workspace so it's still slightly less efficient. Also, no matter how much chemicals you find in loot, you will need to buy more.
Hold the frick up. Are outlaw cat salaries actually supposed to be 30k or is this a bug?
cath path is expensive
space catnip cost anon +plus all these broken mugs...
Cat path is shit, brother.
Guess i should upgrade from Blowfish > Turtle
You can't put any weapons on it, but it can fit 3 slots of STC. Like, what's the point? Can you do something interesting with that?
If you put three STC fusion drives the turtle becomes really fast and convenient to use. It's slow speed is usually fine but sometimes it's a liability.
>vial of sunlight
How the frick do you get it
> STR_BEAUTY_FORMULA_UFOPEDIA: "A very suspicious injector filled with something golden and metallic. According to the Golden Rose Witch, this 'Liquid Sunlight' will grant any 'little girl' her 'perfect self'. The small lettering says: 'Warning: Syn Retrovirus. Instantly lethal to anyone who isn't a human or lokk'naar female, a catgirl, or a gnome of any gender or form, or anyone under 50 VPWR, BRA, FRS and HP. Causes intense suffering for up to 2 months after use'.{NEWLINE}{NEWLINE}+10 HP, STA, REA & FRS;{NEWLINE}+5 STR, MEL, TU & VPWR;{NEWLINE}+5 Armor & +2 NV; -5 VSKL{NEWLINE}Regenerate 1 HP/turn."
Huh
loot from her witch quest i assume
is the Gravball outfit good for anything? That thing costs 1 million to buy.
Never bought it
It's mandatory equipment for one mission but aside from that? Well it's flying and has a high throwing bonus so if you had a dedicated archer it could be worth it, not all that great but not useless either.
The worker and slave change is legit shit. Base defense was already one of the worst mission types in the game if not the worst, I think I've wasted 20 minutes just watching these fricking NPCs dick around and do nothing except make motion detection completely useless.
Between this and the rubble in the base, I'm tempted to start editing the files just to remove the annoying stuff Dio keeps adding.
yeah its shit
its good idea to put storage places far away from enter nodes
It's not them getting killed that's the problem. It's the game taking 20 fricking years to deal with their turn if you don't wipe out the invaders on turn 1 or 2 and the problem keeps compounding with each passed turn. That's moronic as frick when base defense is intentionally designed to prevent you from doing that and it grinds the game to a halt if enough enemies jump into the sewers, especially if they're a type that won't surrender from broken morale.
That's what ctrl+k is for. If the game throws bullshit at me, I throw it right back at it.
I only keep slaves/workers in the main base which almost never get attacked, so I didn't notice anything changed. Slaves spawn on base defense maps now?
Yeah slaves and workers will now randomly "wake up" each turn, try to find a weapon and defend your base. They act during the "civilian" turn like in a terror mission. I've seen a guy on twitch once, he defended a base with 2 peasants and like a horde of slaves as meatshields, I can't believe that actually worked.
>I can't believe that wave after wave of expendable soldiers and two less expendable ones worked
Comrade, have you forgotten the most brilliant military defense in history?
I get the feeling that Dio is intentionally making base defense as annoying as possible so that players don't farm them. Similar to the supply ship nukes.
You never have to touch a supply ship. You DO have to deal with invasions.
Third fungal outbreak this game.
Bro, your Green Codex?
I went No Codex. No gods, no masters!
Once I reach about 6-8 brainers, I dedicate half to rushing the usual early game goals (workshop, more missions, pimping, and so on) and the other half to interrogating hostages, journey notes, gun almanacs, and data discs. Is this a good strategy or am I better off getting the major goals finished asap? I usually play on Blackbeard, though I'm tempted to switch to Davy Jones until I git gud or give up.
As long your lab capacity is full it's really hard to go wrong, your strategy will work out just fine.
Items like discs you can store as low ng as you need to. Their output is so random it is unlikely you will hit anything of value in the near future. Unless you are desperate for score I prefer to save those while there is other, more urgent stuff to research. Prisoners are different because prison space is limited. I think it's worth building extra prison space to hold those you will want to interrogate later but would rather not do so now, like engineers.
sort by cost and research all that cheap garbage stuff to clean it from prisoner research lists
Also make sure to check prisoner lists to figure out what you have and what you don't so that you can research everything you have and just get the stuff you don't.
Disregard that, wrong board.
I love communism!
Why the frick does Thebes support Gommunism shouldn't they be scared of us since we will probably drag down their Queen and force her to work on a rice farm?
You're literally a radical religious terror/mercenary group that also enslaves people and makes most most of their money off drugs and ransoms. Of course you're going to have some rich foreign investors of a sort.
>Slavery
Pretty sure it should be Kingdom of Canada or the Confederates.
Stellar Empire = Roman Empire
Everybody uses slaves. Even communists. It’s what makes the society go.
why german monarchy funded bolshe in russia?
it was a prank
>3 Assault Clones for 150 Infamy
Heh, I've seen better deals
Are firecrackers any good?
>finally get a mission where you can just mortar the map into one z-level
>it's a Deep Ones mission
>time to bust out the Gas Shells
If the mod is less than 150 megs, it's not worth the time.
FRICK
What does Jim actually do?
I've not had him do anything yet. Apparently in base defenses he spawns after turn 1 and starts fricking up everything in sight with voodoo
He's based but by the point you get him you're probably already got air defenses.
Sometimes he molests someone and leaves a bunch of porn for the trouble. Or maybe we are recording it, who knows?
'ate caves
fur fur
Is there a limit to how much my dudes can get exp from a single mission? I could farm Space Hulks for infinite stats if so.
By vanilla rules yes there's a cap of 11 "xp" per mission per stat, you can read it up on here.
https://www.ufopaedia.org/index.php/Experience
I think all megamods use the vanilla behavior for this, I'm sure piratez and XCF does at least.
>Slowly advancing through the forest at night, setting everything in sight on fire to smoke out camouflaged viet co- er, canny gals
Fricking love this game sometimes
>bring fireproof and gasproof equipment
>set the whole map (and yourself) on fire
>take no damage because fire resist
>use gas to kill survivors (and put out fire)
>take no damage because choke resist
It's kino.
What armor 100% protects from burn? Because in my experience even with shielded endgame power armors if you get on fire you take some burn damage at end turn no matter what. Or am I doing something wrong?