Which codex you choose in x piratez anons and why none?
open x com thread all mods welcomed
So far I am enjoying it but lack of codex craft will be probably a big penalty
Which codex you choose in x piratez anons and why none?
open x com thread all mods welcomed
So far I am enjoying it but lack of codex craft will be probably a big penalty
Thanks for creating the thread, anon
Since yours is a couple of seconds earlier I'll delete mine
Also
>Hound Hunt
>it's Ninjas
DIOOOOOOOOOOOOOOOOOOOOOOO
I can't do it for some reason so I'll just let it archive itself
https://openxcom.org/
Main Mods
>Rosigma
https://mod.io/g/openxcom/m/40k
>X-Com Files
https://mod.io/g/openxcom/m/the-x-com-files
>XPiratez
https://www.moddb.com/mods/x-piratez
Last thread: https://arch.b4k.co/vst/thread/1498964/
Hah well that's not a Piratez image despite the filename.
Mentioning it since I actually interacted with the Ganker project she's originally from, all those years ago.
How feasible is it to play XPiratez without having played vanilla UFO defense/Open Xcom?
Pretty feasible I say
Beginning Xpiratez is easier than original Xcom due to the Gal's inflated stats
The problem I have with XPiratez is despite the context/setting clearly being pulpy goofy sexy fun the mod creator's real hardon has become adding additional pointless mechanics to the game in a way to make the gameplay more 'hardcore', and not the sexy kind.
Stuff like Energy is such a ridiculously pointless limitation when your starting crew is a bunch of superhuman lesbian corsairs.
It's even dumber when you consider that in gollop's original vision a turn was supposed to represent about 6 seconds of real time so your soldiers running out of steam in a minute or two is just ridiculously dumb.
in OG XCOM you couldn't run or sprint at all
so its all moot
Energy or Freshness? I don't have problems with Energy unless armor or the climate is fricking with me.
Both.
>he doesn't know about the squires
I swear it's like morons still don't know about Heavy Metal despite it getting brought up every third thread.
It's physiologically impossible for a human, and probably stupid unlikely for a mutant superhuman, to full-on sprint with a full load for two full minutes.
Why are you pushing autistic realism in a wacky game about big titty super soldiers turned air pirates.
You're the one who brought it up.
>two full minutes
More like 18 seconds. Apparently elite sprinters can only go at maximum effort for 6 seconds but that's different, probably.
>>he doesn't know about the squires
>I swear it's like morons still don't know about Heavy Metal despite it getting brought up every third thread.
Did you reply to the wrong post?
>full on sprint in full load for two minutes is impossible
fat american esl
Not even the most Black personest of Jamaican Black folk can full on sprint for two minutes.
Entirely feasible. You might as well play it, though. Piratez is longer than vanilla UFO Defence by a factor a hundred or so, and you need the game files anyway to make OpenXcom run.
Go for it, the mod is a ton of fun.
Start is a bit easier due to better troops.
Raid and pillage everything and prioritize research and you will do fine.
I'd start with vanilla. Easier to play and less bullshit to keep track of.
Good chance you're just gonna get confused by the UI or fall into a beginner trap you can't solve.
It's like learning to swim from the deep end. Can be done, but I'd recommend play vanilla first to familiarize with ui and quirks of tactical combat.
Is there anything wrong with assaulting Megapol cars?
how to acquire more catgirl?
start in california, rng(I captured 3 in gal in distress mission)
If you play gold you can grind the frick out of glamour
Threadly reminded that if you arent playing with Brutal AI submod you are playing on baby easy mode
>Brutal AI submod
A lot of the AI becomes lemmings rather than morons so I guess it's an improvement?
Latest update capped unit aggression at 2 unless they have the yolo tag.
not going to play it until it's merged into the original, i refuse to have a 3rd OpenXcom install
>Tank exploded
>killed one of my Gals
not so hammer time now
what a nice learning experience
oh, it was not an explosion
he just reacted fired me
bleh
that's what you get for not having enough muscle power to deal with in the first hit
Looks cool
How's this compared to the other Laser weapons you can obtain?
Considering how early you can gain it along with the bayonet, it's a pretty decent early-mid game weapon
fantastic for farm base garrisons and use with any gal in a outfit with limited inventory space
It has power of a laser pistol and it has very low rate of fire, the melee option is likely better than the gun itself.
>from ‘aye’ to ‘anal’
BRB looking into game now
I love her condescending tone and how she views humans as inferior
Dio really nailed this text
>I love her condescending tone and how she views humans as inferior
She just seems to be calling out bullshit to me in that pic
It's a mixed bag. Gals get fricked up by anti e-115 weaponry and can't survive without elerium.
They should learn how to survive off of Semen instead.
Got 3 Gal Stasis Pod from the Zortrium Coupon
This could be really useful for my no hiring from the Black Market challenge
it's coming right for us!
protip you get the "monster hunter" commendation for killing doom monsters with melee weapons
what the heck
this wasn't supposed to be a hard mission, it was just a craft that landed right next to my base
I though it was an civilian car and now I'm facing the Baron of Hell
thanks, anon
monster hunter is a pretty good commendation too
what can I even do with all those demon corpses?
they take up too much space
right click
this things takes over a minute of animation for it to explode
what the heck
is this useful for something or is just for sale?
it's the reward for beating the Raider Arms Factory
If you don't sell it it'll provide passive income of 100k a month.
Even a mutated lesbian super-soldier would have trouble lugging all this shit around at a dead sprint for even 30 seconds (5 rounds). Granted, it'd be more sensible if energy burn was more closely tied to total equip load instead of just armor, but what can ya do.
>he doesn't do a 200 m sprint with full body armor with shield and spear
ngmi as a hoplite, poor anon
>mfw the drunkard breaks formation
>again
Didn't x-piratez used to have a website where you could browse through all the different information of the game including the graphical art that was included for both different choices and the various units?
Now can only find the ufopaedia wiki when searching which has less data.
The bootypedia? It died, this is the successor
xpedia.netlify.app
>discussing realism in a game about shooting aliens and commanding a supermutant women army
go back /k/gays
That's the problem people are saying the modded game has, its putting ridiculous limitations on the super b***hes which even the original xcom didn't have which are more at home in some sort of milspec simulation game.
I still don't get why people are complaining about Energy, I pretty much only have to think about it in winter/intense heat locales.
That's probably why. They're standing naked on a glacier and can't understand why this would be a problem.
Because the game is growing more and more unfun dealing with autistic realism bull crap. Realistic games arent fun and we want to have fun with giant sexy lezbo pirates. If the creator is having some sort of shitty identity crisis and is coping with making a "hardcore realistic" game then he should snap out of it soon for the sake of the mod.
>hardcore realistic
I don't think you understand the mechanic, and I don't think you understand why other people are criticising the mechanic.
Dunno if I can deal with BrutalAI after the update.
Either they bumrush you with superior numbers or set up sadistic ambushes.
I tried playing with that on, but unconscious enemies being able to stand up and attack in the same turn was too annoying. Any way to disable that?
Dev mentioned it in the BAI thread in the XCF subforum. You have to edit a value in one of the ruleset files. I'm going to do the same myself because it is very fricking annoying on zombie missions.
His rationale was that it's fairer since player units wake up with full TUs, but I would honestly rather both player units and enemies to wake up with none at all.
dev is a dumb homosexual then
Aren't Peasants and SS humans or at least sufficiently human?
>supermutant army of amazons
That are completely untrained. A Cydonia ready gal is closer to what you mean.
So there's 4 codexes in piratez, how would you rate them in power level?
In the long run it doesn't matter. Codex choice affects early/mid game. End game is pretty much the same no matter what you choose. Also they're pretty close power level wise nowadays, maybe red should get some love imo.
Years ago there were evident power differences, not so much now. Green used to be the weakest for example, but since then it probably got the most new toys.
Green is likely the strongest, red is probably the weakest, although red is really good early game with aggressor being a major power spike. Purgatoria and blood axes are a ton of fun as-well.
Gold is solid with the hawk being an amazing interceptor, the admiral suit can be a game changer with scaling.
Grey has IMO the best menace craft which covers your need for space and the Jellyfish can trivialize underwater, alongside giving you a ton of great Voodoo stuff.
Red has Dragons bro
I thought Dragons were a regular, non Codex craft.
I'm talking about Chinese Dragons
That's a fair point, I have never had a chance to play with them as i gravitate to other codex options.
What missions do you find them useful on, that blast radius is a very large number.
Any mission pretty much where I don't care about loot or casualties.
Hey, folks I have xfiles, piratez, unxcom, and the 40k mod. Are there any other big ones I should give a go?
ROSIGMA, unless you're counting it as part of 'the 40k mod'
>ROSIGMA
I was not. Thank you kindly.
Have that, I just screwed up and have it listed as Unxcom instead of Unexcom but thanks Regardless!
UNEXCOM
I WILL give a horde of moderately-trained rookies rocket launchers.
I WILL have 90% of them die from their own explosions.
I WILL have two decent guys and a scout drone to find and capture the Brainer.
I'll NEVER play the indoor mansion mission.
And I'll be happy.
>capture the Brainer
all you need is the body dude
You say that, but there was no point in not capturing it when I needed to make sure it doesn't get blown up.
dogs are great for this, but seriously some missions are just painful to play
I'm on holyday with my shitty laptop, i need some help here.
I have downloaded X-division for Xenonauts, long war for XcomEW, xpiratez, Xcom files, 40K for openexcom, jagged alliance 3(which run a 20-30fps), ja2 stracciatella, ja2 1.13, ja2 1.13 Deidranna Lives, ja2 1.13 Urban Chaos, ja2 1.13 Arulco Folding Stock.
Which one should i do first?
Uninstall X-division right away, its bloat, broken and shit. JA3 is pretty fun in its own right and i recommend it as a first game.
Also since you are on holiday enjoy your free time moron, go out, get some sun, see whats around.
There always will be time to sink into autismal mods for 20+ years old games
Play Silent Storm 2
Long war is great and don't let openxcom boomers tell you otherwise, just don't start in asia.
>just don't start in asia
Why?
All the bonuses are bad, the airspace is hard to control and you need 4 satelites to get your bonus which isn't that great early on and long war difficulty is front loaded. Starting in asia is the hard mode, it's easily the worst place to be.
>Long war
>activates giga homie sectopod that was hiding behind a traffic cone and has a healthbar the size of pre-melted WTC and most of the passive skills in the entire game with your last move in your path
>stunned enemies attacking on the same turn they get up, because it was theoretically inoptimal they didn't.
To be fair they've been doing that since the original dos version, I remember too many backpack chryssalid incidents for that to not be the case.
Sounds like a great line-up, although X-Division is bloated and not in a good way. I have to agree with the other Anon that JA3 is probably best for a first game.
ROSIGMA 40k is good if you want to dabble in Openxcom since it starts quick. X-Com Files, Piratez, and Long War all take ages to advance stages.
Just saw some extremely fast ship flying
It had a lightning red icon and It just appeared and disappeared in seconds
What the heck was that?
Playing XPiratez
Creepy indeed
Radio signal. It usually heralds a pogrom, but it has a chance of failure. In your case, looks like it missed so no pogrom started.
It's actually a super fast UFO that's impossible to intercept, meant to simulate a pogrom or some other mission starting out of nowhere. If you detect it with a hyperwave decoder, the UFO is actually called a comm wave.
nice
>Bandit Camp
>there's over 50 zombies in it
DIOOOOOOOOOOOOOOOOOOOO
Needs the ability to learn the Ripple.
So its May of the second year and I still haven’t shot down a single craft. Am I fricking up or this is fine for now?
Sounds pretty bad but if you didn't die yet it's fine.
It's extremely expensive for what it does, unless you're playing on jack sparrow you probably don't want to build these.
Is this useful?
First time looking at it
the flak cannons are better, have in-base defenses, and don't cost flak tower kits
Is it worth having Flak Cannons facing the Access Lift in the early-mid game? 1 or 2?
Do they survive the first wave of attacks or re they only are useful in the first turn and then turn to scrap from the enemy retribution?
Never bothered building them before
>Do they survive the first wave of attacks or re they only are useful in the first turn and then turn to scrap from the enemy retribution?
looking at xpedia they have 70 armor (35 under though) with decent resistances and their main gun does 125 concussive damage. I doubt they'll fare well against mercs but it should do well against anything below them techwise
>Flak Cannons facing the Access Lift
better face hangars
I usually do
HA HA HA HA HA HA
HA HA HA HA HA HA
XX FC AL FC XX XX
Or something like that.
Hangars have more targets in them than the access lift, usually.
What's this?
Should I blow it up?
It's the way to fun, so just see where it goes.
Oh shit
I see what you mean
Don't think my setup was ready for this but let's go
In case someone hasn't seen this yet like me
Everyone has. Normally it leads to deep ones or dark ones, the reticulan mission is an early game boon if you knock out the right VIP.
Got myself the whole family
One of each gray fellas
If you follow it it'll land and spawn a special mission, it has 1 hp so if you try to shoot it you'll always destroy it.
So after giving spare crap to the museum and making land deeds this is the result. Who needs vaults lol.
New Mission: Fill it all up with apples and weed.
I was thinking about making some huge storage bases to make profit off contraband but it doesn't work on higher difficulties because of sale penalty.
Is Brutal AI a meme or not? The developer seems to have pretty goofy priorities looking at the OpenX-Com threads.
It's been in development for like a year and no major megamod has adopted it, I think that should speak for itself.
Yeah, that's kind of what I mean. It seems like his focus is to make an AI that only plays perfectly, no matter what, trying to 'solve the game.' Like a Chess Engine.
>not giving AI the ability to heal eachother because moving to heal injured units will cluster them together and put them in an inoptimal position
>stunned enemies attacking on the same turn they get up, because it was theoretically inoptimal they didn't.
>lots of shit like landmines and proxy nades made junk because the AI simply walks around it like how you can
Probably fun as a coding project, but it sounds shit to play against. The ROSIGMA guy I'm watching play it just tries to kill everything on the first turn.
>The ROSIGMA guy
You mean the furry?
Yeah, the one with the LGBT flags on his Land Riders. Seems like his strategy for being the AI is to rush killing everything on the first turn, and camping the LZ if he can't. I can see why Dio got annoyed by people playing like that now, although it's probably necessary here.
I watched a few parts of his series where he just gets rekt and tries to find a way to not lose a third of his troops each turn. Rn he's using the scion strat
Why do his Land Raiders have the LGBT flag on them?
>losing so many Scions that fast
He must be really going out of his way to get them killed.
With guardsmen, i have yet to see him play with scions. That said he uses brutal ai and some tweaks by the rosigma modmaker. So cultists already have plasma weapons in the first phase and pop headshots with shotguns at a 30 tiles range.
What do I do with those little guys?
Sell, Rob or Research again?
Already got one researched before
Forgot the image
They got some cool "get one free" techs, but they also pay a pretty good ransom. Up to you if you want to gamble it, or if you think you need the money more. No bad options.
ID'S HABBENING!
after I don't know how many Hoes and other trash
Generally when should I consider stopi getting the free Small Ship Engines and loot from the civilian crafts?
as soon as possible since it's mandatory for captain's log 2
What transforms should I use with my top of the line 90+ and decent 70+ psi guys in XCF? I have access to spartanism, infernalism and pretty soon kyberism.
they're all good, though kyberism sucks unless you have a full set of implants to go along with it
spartanism permanently cucks an agent out of psionics in exchange for big dick energy, so if you're fine with that tradeoff then go ahead
I've used olympianism on 95+ dudes and kyberism on 80-95 range, haven't used other transformations and I should have kept the standards even higher, the 95 guys failed to mind control a sectopod a few times.
Dioxine is a self hating effeminate pole with negative IQ and no real self owned opinions beside /misc/'s FOTM which is even more insane when you consider that this mod's lore is actually quite good, still can't believe its the same person also go back to discord
>pole with negative IQ
Pleonasm
no bully pls
>go back to discord
discord is dead, also i am banned on matrix
dio really get pissed at me, no idea why tho, woman moment maybe
still enjoy his mod and tbh as you aid - no other mod have that good writings or lore
>also i am banned on matrix
I don't think I've ever seen dio ban anyone while I was still on the matrix. I left some time ago because it wasn't a very fun place to hang around.
>banned on matrix
unpossible
You called him Black person or something, didn't you?
>/pol/'s FOTM
pol's what now?
Flavor of the month
The what?
I want to have a consensual scissoring session between that damn mesugaki Aurora and the Cap brainers can watch
looks like a good craft
First space capable craft, good to deploy from.
Expensive garbage, but i agree.
Insane dodge tho, with an elite pilot it can virtually be invicible against some annoying but low Acc crafts
It's from Space Truckers. Great movie
cool design
this better be good
...
it was a Ninja Scroll
Are these games just super long /longwar type games?
maybe
They're very long.
Its very long, one of the reviewers clocked at 500+ hours to finish entire Xpiratez
wtf is the creator of x piratez thinking making zombies/haxxor wielding ratmen and shipping activity in the ~500 happen in the early part of the game. My first mission involved having the fight a tank before I even managed to get the rpgs I usually use to take them out. I want to like this version of the mod but it so fricking unfun wtf is he thinking.
protip you don't have to win every mission, feel overwhelmed? run away, the game is designed around it
>Dont have to win very mission.
.>2000 shipping activity around the world nets you -1500 points with only ~800-1100 points for the month.
Why were you fighting a tank? How were you going to benefit if you won?
it was a mutant program 200 score penalty
Yeah, you could have just skipped it.
I tried the Bigger Batmen in ROSIGMA and their starter metal box doesn't have mounted turrets on the battlescape, is this intentional or is the faction still unfinished?
what is the name of metal box?
Impulsor, I've only tried IG before and it had similar unchangeable craft weapons as the chimeras and stuff, so I assumed it's supposed to have a fixed turret too.
>tried the Bigger Batmen in ROSIGMA
That's odd, considering you fight against them.
Primaris is pretty unfinished honestly. It's kinda in but really there's no reason to take them at the moment.
>Primaris is pretty unfinished honestly
How are grey knights? I want to try something that's kinda the complete opposite of guard.
They get a mishmash of Inquisition units that will never see use because your basic unit is in Aegis Terminator armor. They are somewhat slow but they will sure shrug off almost anything the enemy tosses at them.
The storm bolter they have can pierce through armor and even damage vehicles.
I meant more like how finished or feature complete the development of the faction is.
It isn't. Remember the part about Aegis Terminator? It's important because it's the only unit you get (barring variations like Librarians and Chaplains, which still use Aegis Terminator)
Oh well, I kind of expected that. I assume the normie marines are well fleshed out since it's the first faction from the base mod? Spess mehreens devastator strategy is probably the next best choice then.
^This
They lack purgation, purifier, interceptor and strike marines. There are no psycannons or incinerators and I don't think they have any other special melee weapon aside from the force halberd.
>I don't think they have any other special melee weapon aside from the force halberd.
You're right. And the force halberd is a late game research.
No teleport either.
early armor for peasants?
militia scavanger or runts?
Durasuit if revolution. Then aqua.
obviously before durasuit
It's not like you have a huge choice then.
scavenger only if you have nothing else
militia should be your mainstay since it has bonus xp and is cheaper to replace than runt
but if you got free runt outfits as loot they're perfectly fine too
Scav looks cooler than shepherd, but is otherwise quite useless.
Militia has all right stat buffs, while Runt boosts carrying capacity, which can be extremely limited for fresh peasants.
There's also Camo, which gives you camo.
>Runt boosts carrying capacity
Every day.
Every day I learn something new about this game
read or die, anon
>assault Chaos base
>Penitent Engines out the wazoo
>each just eats my storm bolter rounds before finally keeling over
>there's a second stage
>again, metric crapton of Penitent Engines
I fricking hate synthsuits so much, but those bonuses frick...
You can get them early in X-Filez if you get Alien Surgery from David Vincent and Synthmuscles from Osiron crates.
You're going to need those synthmuscles for early power armor.
worth it?
btw i hate crackdowns.
Dungeons give you crackdowns and sadomaster training. If you're not interested in either, don't bother.
interesting
Four imps in the factory map. Ghoul Town uses the same map. Every turn, a large portion of the map is set on fire.
Rewards are, at minimum, a safe worth a million dolaros.
Good luck.
you can just run in grab a million dolar safe and fly away
what a nice surprise
oh crap
didn't expect this
>fellow gal
>are we the baddies?
it's just an xcom rookie in personal armor, how bad could it be?
So is there any detriment to blowing up the missles in Guns of the Patriots raids?
If you blow them up you won't get them as loot at the end of the mission so yeah there is.
they're just seagull missiles tho, not worth using unless you don't have any other missiles
So how many Brainers should I aim to have by the beginning of the second year?
52
If by second year you mean jan 2602, around 20 is an acceptable minimum.
>fourth zombie ship shot down this month
DIOOOOOOOOOOOOOOOOOOOOO
I'm tired of fighting Zombie Troopers
then don't
just shoot enough to get exp for everyone and fly away
>ea
yeah dead like disco
What is Dio cooking?
Wait, Xenonauts 2 is out?
How did I miss this?
It's shit, isn't it?
Worse than the first game.
I've just assumed it's shit and won't give it a try unless I hear nothing short of overwhelming praise from community.
>spoiler
Like you wouldn't believe.
Temporarily the dev even tried to turn it into glorified mobile game. Pic is what air combat temporarily looked like.
Character dialogue still feels like the vestiges of a gacha tbh.
Currently it looks like it, lacks any improvements over Xenonauts 1 at best.
At worst geoscape puts you on a timer and you can only research 1 thing at a time.
It still squanders the potential of the setting too.
>forgot pic
Brain as smooth as a bowling ball
what was wrong with OG X Com air fights?
If you mean purely vanilla it's just lack of any depth, all air weapons have weapon range far too long meaning your plane is invulnerable to pretty much all ufos except battleship.
that is just balance
OG Xcom is a bit simplistic.
Xenonauts 1 does allow you to send multi fighter squadrons against an alien cruiser with escorts and for example harass the escorts so your missile boat can take down the cruiser. It generally has more potential than the OG system simply because there is more player control.
Xenonauts 2 currently has he same system as Xenonauts 1 but the way it was in the beta is a great example for the dev's moronation.
I've only played xenonauts once when it was freshly released but all I remember about aircombat is that the manual control was really hard in the early game and past early game the auto resolve nearly always had 100% win rate so I just used that instead.
>manual control was really hard in the early game and past early game the auto resolve nearly always had 100% win rate so I just used that instead
That is a fair view but at worst it ends up being basically the same as OG's system.
shows what can be done.
It still is flawed with some balance issues but that describes Xenonauts perfectly tbh, great potential which isn't exhausted.
Early access is not "out".
Is it not the Current Year?
Xenonauts 2 needs time in the oven.
What's the best food to carry with your troops in Piratez?
>eating food while in battle
let them starve
they need to lose some weight
early game ? Banana and chocolate.
Thanks.
nice stats, Gal
Rookies shouldn't be wearing heavy armor.
yeah, I can see that now
was going to use her as the bullet magnet while my team stormed the place but just noticed she barely has energy to walk :p
Is it better to use a diverse team?
I guess, although i tend to make universal forces
It gets easier when you embrace the batshit and start digging into the esoterica and how to best utilize each gal, but you can still go all the way by brute-forcing it with enough big guns.
Early on your big guns are kinda small.
Like my set up is:
One Gal with a pistol, stun baton, grenades, meds
One Peasant with an SMG and lots of bandages.
A Male with a spear (I plan to make them pyromans when I get the armor), sawed off, and grenades.
A Lokk'narr with a homefront rifle
Two doggos
My set up for this game, I should say.
The main advantage is that if any member is wounded, they are easy to replace (dogs) or I have six units of each type. I am waiting on living quarters to finish to add more. I'm hoping this setup will leave me with a bunch of basically competent peasants for Hidden Valleys.
>first mutant culling
>figure it wont take much longer than normal pogroms, just more difficult
>grinding for like thirty minutes and theres still more groups around every corner
Times like these I wish xcom had real time with pause. Masses of enemies aren’t even fun, just excruciating to deal with.
you were not prepared
>mission isn't fun but is necessary
Ctrl+d, ctrl+K
Always be packing Suppressed Pistols and Stun Batons at your parties.
You literally cannot take weapons to a party.
Also the mutant culling isn't actually necessary.
Yes you can.
See the molotovs, las chargers, etc?
The hero outfit removes other weapons
Forgot image.
>-2000 score for skipping
>not necessary
Shiggy
Send a v8 peasant with a landmine and commit sudoku turn one, suddenly -500 points instead of -2000.
The monthly infamy bonus is 333 dolaros per point. 2000 score is 666 000 dolaros.
Just ignore the missions you don't want to do. It's literally that easy.
2000 infamy can easily take a passable month to 'you will fail next month if infamy doesn't improve'.
just do a research man
like how many brainers you have?
How much infamy does research get you?
If 2k infamy makes or breaks your month, let's just say there's room for improvement.
nice
ENOUGH
There's molotoves, crowbar, and pool cue downstairs
Huh, I just knew about the quarterstaff and the barrel of grog. That's gonna be useful the next time there's an enemy that's resistant to punching.
>A Party! mission pops up
>it's a bunch of Ghost Gals
what the heck
I was not prepared for this
Be thankful zombie party is no more.
where to get ammo for this?
I thoughtr once it was researched it unlocked the ammo?
You can get ammo from prepper box, supply crate or you can buy them if you have prize: craft rockets
>space marine gets one hit in front armor from one of the nurgle corruption guns
>dies from aids in 2 turns even when I had time to inject something like 5 heals
Shidd
Okay, now it was just fricking with me and not posting the image at all.
Do you anons use shaders or no?
>use shaders
the what?
Video->Display Filter
Heh.
I tend to stick to the Raw* shader because anytime I post a screenshot with anything else there's some homosexual who has to complain about it.
Any filter marked with * uses hardware acceleration, and you want to avoid it for a few reasons, the biggest one being that it makes enemy turns (i.e. enemies moving outside of your vision) take longer.
As long you turn off vsync in option it doesn't do that, the turns go as fast as possible.
beat bounty(reticulans with peasants)
wasn't bad
those look pretty good
way better than the one Jack rewards you with
Super Self Charger has infinite ammo and a sick bayonet, though.
>my Large Prison filled up after a month of raiding
they're coming right for us!
I've never seen that UFO
guess it's time to bail
>the zombie that was inside the craft was taken as hostage
it's the Shadowbat, anon
one of the Codex craft from XPiratez
>it's the Shadowbat, anon
Ah yes. Well, why are there zombos inside?
well... the front door was open and you know how zombies are
just breaking into people's ships
Funky and Buster Zombies just mad dash you
havent played xpz yet
who are the big naked guys?
>who are the big naked guys?
Buster Zombies
Status: SPACE MONSTER
Yet another step in zombie evolution, even more sexy, err terrifying, than the last.
These Z's have grown to 2.5m in height, with strength and endurance to match.
Despite this path being towards monstrosity, they are still smarter than lower zombies; the brain-protection and gauntlets they wear seem to be made by themselves from scavenged junk. Busters are also extremely aggressive.
Thankfully, this type of Zombie is rare, since it takes years to develop.
>not standing on top of the ladder so melee-only units can't get up
baka
what's even the point of this?
Ratmen helis?
in theory: intercepting bandit (not raider!) fighters and zeppelins and strafing highway convoys and ratman patrols. in practice: fricking nothing lol
>Decide to try xcomfiles
>Compared to vanilla mission frequency is up 5000%
Who thought that was a good idea
Is X-Com Files basically just an extended start to the regular game? Only having a few units to control sounds fun.
in theory yes
in practice its every alien/cryptic trope mashed together into bloated slop
>Is X-Com Files basically just an extended start to the regular game?
It's an expansion in every possible direction.
>every alien/cryptic trope mashed together into bloated slop
And it's delicious.
when would this outfit be useful?
i guess in loot and run missions, mansion maybe or burning town
never used it
>And it's delicious.
solid idea but its not very well done
You can take it to some missions that otherwise don't allow gals at all.
like this guy said, it's a cheap alteritive to the really expensive holosuits and while dogshit for fighting it at least has inventory slots unlike said holosuit
UAC vaults with slime monsters, that 35% chem saves lives.
tbh this version is really slow
I enjoyed early ninja presence more(even if they eveolved to quickly and their base assaults were just too much(aka 3-4 their crawlers attacking at once), now there is no pressure at all
the idea of ninjas(or other factions even lesser ones) having map presence is really great
You can always play jack sparrow if you enjoy ninja cbt.
that is brainlet take anon
what I enjoyed was hostile presence on global map and need to deal with it
jack sparrow can frick itself and so do you for suggesting it
Once again. Jack Sparrow is for you, everyone hated ninja cbt.
anon stop being moronic
everyone loves cbt
Red codex gave me one good doggo, gonna try it with this baby I just researched.
oh nononononono
we got too wienery Gals
>forgot to manually equip the Gals with extra clips again
I hate when the game prefers to load the weapons in your Vaults than to take out the ammo from them and auto equip the loadouts you've set
that's a lot of damage
thanks Gun Almanac
It’s good for what it is, always pack some untill you get better anti armour guns later on.
Even later on there aren't a lot of thing that hit harder than the PS ammo for it
It is one of the best Anti-Armor weapons in the game, no matter what. Even when you get better ones, you're probably going to have a couple hundred shells laying around anyway.
rpg is close
RPG is better for controlling lightly armored infantry, but I agree.
RPG/Heat basically bounces off of tanks.
that's what the R-Rifle is for. anything that won't die to an RPG /DP (which is most soft troops and light 2x2) justifies getting the R-Rifle, and anything that doesn't justify an RPG can get sprayed down with Laser Tommy or Autogun/Smartgun
the recoilless rifle loadout for armored car is like the only one that is worth using beyond the early game
>started steamrolling my Davy Jones campaign
>again
Whelp time to experiment with Jack Sparrow
Any tips or beginner's mistake you anons could give?
From my runs I think avoiding the interrogation loop early on and focusing on actual important tech is one
Also, Codex or no Codex?
Gray Codex, Dumbass Captain, Peasant Revolution
Nice
Thanks for the input
I'm thinking Blackmarsh start for the Gnome
I'm having problems thinking on how to fit the Revolution HQ in my base and the layout tho
Don't know if I use the usual Hangars up north with the Lift attached to the wall or if I left the Hangars in the left/right with the Lift in the middle leading to the Revolution HQ
Don't put it in first base. Put it in second.
Oh, good to know
Never done Revolution before so the craft and building is new to me
>Rev. HQ in starting base
other anon is right in that it's easiest to do in the second base. for first base i do the 3x3 HQ in the bottom left, access lift and hangars top right, everything else squeezed in where it'll fit. it's pretty much the only arrangement i could find that can fit the 3x3 as well as 2 hangars while having a defensible-ish layout
something like that?
Should I really Chaos Saint my first Jack Sparrow tho?
I don't have much experience with the Witch Quests
Not going to lie I'm being tempted to do it but my danger sense it's telling it might break my campaign lol
For one you shouldn't play JS at all.
But: frick no.
My problem with JS as someone who has played it and finished it multiple times is that all of the difficulty is heavily front loaded, so the worst part about piratez(or xcom in general) is made way worse and once you get to the mid game you can barely tell the difference between JS and normal run in your average tactical mission.
i can see that
My problem with JS is that the game isn't designed for you to have to face missile strikes by summer.
"Ayo slime just build four radars at one base so you can shoot down missiles."
"Dio can you just give us an early AA gun or something? Even make it cost 3/4th as much as overcharged since it doesn't have radar and we don't have to get a flak kit to build it, so it costing more is fine."
"No."
(My other problem is that sometimes Dio gets on a kick to make his game hard for JS CBT enthusiasts, and needs reminded that normal people play this mod)
>(My other problem is that sometimes Dio gets on a kick to make his game hard for JS CBT enthusiasts, and needs reminded that normal people play this mod)
too long on discord&similar and we all know that discords and similar echo chambers are quite shit for the mind
>sometimes Dio gets on a kick to make his game hard for JS CBT enthusiasts, and needs reminded that normal people play this mod
If you are a "normal person", go play on a lower difficulty. JS is supposed to be for CBT enthusiasts, that's the very purpose of having difficulty settings in your game.
Pisses me off when "normal people" demand that superhuman should be considered a default difficulty for new players and everything else shouldn't exist.
The issue is that he puts features in the REGULAR GAME that are designed for JS.
Ninjas just getting to spawn a base that shits out negative score and aircraft doing missions right away, for example.
It's fine, he nerfed them afterwards.
Problem is the game is shagged for at least a few weeks after he does such a thing.
I don't want JS to be easy. I want it safely contained in its own section of the game where I only have to touch it if I'm dying in the hospital and have nothing to do but bully myself.
>Experimenting with Jack Sparrow
Like heroin, never start or else you will only know pain.
As someone who has beate the game on JS before here are the important things you'll struggle with
1. points/infamy
There are a lot of more negative events that happen on JS and they have bigger penalties associated with them, on top of that ninja bases everywhere will drain them constantly. You can't really rely on infamy to pay your bills anymore. How to get more points? Plan how to unlock as many new missions as fast as possible and when you get a ship that can reliably kill ninja bikes you should park your craft in a radar of ninja base and farm the jetbikes for pilot stats and infamy. I could spend entire rest of this post talking about points but long story short is that you get a lot less of them for most of the game.
2. missile strikes
This is your firsts real benchmark, by 1st july 2601 there are guaranteed missile strikes coming to your first base, you must have base defenses setup, the first tier of missiles has 300hp so with 4 overcharged radars you are guaranteed to stop it
3. money
Jack sparrow has a 40% penalty on all sales which means that a lot of runt projects are a lot less profitable, x-grog as example barely covers your runt salary and doesn't really make money anymore. On the other hand sources of passive income such as slaves, courtesans, plantations, casinos etc. are not affected by difficulty penalty so you should focus on those instead.
4. enemies
On jack sparrow each mission is guaranteed to spawn maximum amount of enemies, a lot of the maps and missions aren't really designed around it so you'll get effect similar to the screenshot where the game runs out of spawning points and starts to place enemies in tight groups like these. While explosives and rockets are mostly an anti-armor solution on lower difficulties there are a hell of a lot more opportunities for them on JS. And of course all enemies have their stats greatly increased, especially reactions(about ~70% more from baseline)
>get a ship that can reliably kill ninja bikes you should park your craft in a radar of ninja base and farm the jetbikes for pilot stats and infamy
Convoy packed with good accuracy pilots and guns can easily blow them
anon you looks like you know shit
any way to customize difficulty?
like I don't mind faster timers, extra bad events, less cash or more enemies but can you for example take JS and reduce their stat bonus from it?
>but can you for example take JS and reduce their stat bonus from it?
I think so, I don't remember exactly but in one of the ruleset files there should be something called "difficulty coefficient" with 5 numbers in it, these numbers should represent easiest to hardest difficulty so just change the last number which is probably a 7 or 9 to something like 1 or 2 to bring it more in line with blackbeard or davy jones.
In the Piratez_Globals rul file, do a search for this
difficultyCoefficient: [-2, 0, 1, 3, 7]
The final number is JS, change to what you want. There's several other similar entries immediately below, they're also changeable and self-explanatory.
>difficultyCoefficient
what does it mean?
Frick if I know, I'm not smart enough to be a code monkey. I'm assuming that 1=10% and so on, that's what makes sense.
I think it's just a multiplier to enemy stats, so coefficient 7 would mean stats are multiplied by 1.7 for that difficulty.
look like it
thanks
Is it really worth having 4 overcharged radars on your bases over taking the hit from the missiles?
that's 3 extra slots that could be something else
It's practically mandatory but go ahead and see what happens if you don't build them.
It's mandatory, although you can get away with two and savescumming past the missile bullshit. And you'll need to keep some kind of anti-air defense up until you research Luxury Barracks.
I think Xpiratez should just start with Bounty Hunting and Monster Hunts available.
you can unlock them on first month if you know what are you doing(and get lucky with spawns)
That's great and I knwo that, but you see I'd like to skip to the part where they can spawn from the off.
i think its fine
but sure you can go ahead and make abrigded x piratez, cut all the bloat and simplify things
I'd like to, but I don't know how to program this shit.
should i sell this?
i can build Airtruck
the dutchman has 1 more passenger than the airtruck and can go pretty much anywhere but is slower and cannot go to parties like the airtruck can. up to you if you want to spend the resources building the truck
i thought it can go under water - but it cant
for comparision
I don't see the difference between openxcom and OpenXcom Extended (OXCE).
OXCE has a lot of under-the-hood changes that enable funky shit you couldn't do with the base game, you won't see many (if any) changes unless you play modded. OXC is Chocolate Doom, OXCE is GZDoom.
Should I play OXCE over OXC?
If you're a die-hard purist, OXC. If you want to play modded, or want to just have a smattering of QoL like inventory searching/filters, OXCE.
https://mod.io/g/openxcom/m/amigapsx-font-visual-upgrade-symbols
I just installed this and it looks so much better than the stock font.
Thank you very much, anon! I'll try OXCE.
any of anons can help me?
Air Truck is supposedly a Sub(written on its page) but I can't use it on under sea missions
is this bug or intended?
Looks like it might be intended. There's two different types of 'sea' missions, sea and sea-surface. Airtruck can only do sea surface, which presently exclusively means the 'Hell Cruise' mission. Everything else is regular sea missions, which the airtruck can't go to. Pretty damn deceptive if you ask me.
t-thanks
what craft can go underwater besides the Blowfish in the early to mid game then?
Expeditions and raiding parties. Other than that, you'll have to wait for codex craft and/or your Menace, if you went codex.
Have fun.
>first Pogrom had 3 Armored Cars
Well shit
Jack Sparrow really is something else
It’s Nightmare difficulty of Doom. It’s meant to be unplayable.
Nightmare is very playable once you get into the nightmare mindset. Go fast.
this has been a really cool introduction so far
Dio really did a nice job with it
sounds RAD
what are the exact differences in difficulties?
I may be tempted to try it just to see how long I can last
There's more enemies and they all get stat buffs, and every midgame threat from ninjas to Aurora missiles is activated right from the start.
for starters I have to manually move my Airbus towards the missions since there's the Ninja HQ right by my Base's radar and it keeps spewing out crafts that can and will blow it up if they see it
yeah I really hated/liked that in previous versions - that you are actually one of the other players on the map, both that enemy outposts were zoning you and that they were spawning missions and defense wings
now outside some hunter killers flying around(rarely) nothing happen on map
I wish everyone have bases, minibases and outposts of various strength and activity on the map that you need to find
now plenty of equipment and vessels are just meh, never use them
sure the ninjas were overtunned back then and no big fun to fight but whole mechanic was top notch
any advice to psi use for my village girls and other troops?
grabbing heavy suits from arms factory flame guards is like fricking cheat, practically nothing i face now can hurt me
>extendedExperienceAwardSystem: true
new feature?
what does this do?
no fricking idea
apparently some kind of throwing skill overhaul added in OXCE 7.9
also can't gain exp on MCed enemies anymore
>apparently some kind of throwing skill overhaul added in OXCE 7.9
Maybe they fixed the smoke grenade trick, you could just keep throwing primed smoke grenades at unconscious enemies to keep gaining experience and it's impossible to hurt them or yourself.
>last night dream I'm playing some mod where you can freely send craft to investigate places in a city any time you want, like it's xcom apoc or something
>keep going back to check some rich guy's mansion full of MIB bodyguards but there's nothing happening there
>one time the map is super dark, there's zombies everywhere and the game is bugged and I only have one soldier
>the giant army of MIBs kills all the zombies in a couple of turns
>everything went better than expected
>but there's a second and third stage in the mission and it's still bugged and I have only one soldier, an unarmed pilot and some random civilian in shorts and a t-shirt
The mods are CBT even in my dreams
>destroy armored car
>it explodes
>engine catch fire somewhat
>it explodes same turn
>kill soldier close to it but don't even scratch the other that are close
>wound 3 soldiers far away close to front
???
What craft is that? Never saw that one. Is that the dutchman?
yea
its quite nice but slow
Looks cool. It does have stc slot so you can speed it up eventually if you beeline for it. Maybe next version I'll finally do a no codex run.
just noticed that this text is a bit outdated since we recruit non-Gals in quite some time now
why?
we always could recruit non gals tho
due the text "one reason we only accept gals"
i think it say that they only accept gals ubers(but not a guys ubers), at last that is how I understand it - its our abilities(as uber abilities)
They were likely made by ethereals and ethereals have a bones for extreme division of gender roles to the point where males and females live compeltely separate, have drastically different cultures and reproduce using machinery. Male ubers are combat morons, females are smart as their purpose was to run the ships and maintain the guns.
really now, Dio?
really wanted to make sure everyone got the whole space nazis schist didn'tcha?
Jawohl.
The humanist tokens you can trade to the Mutant Alliance also have swastikas in them.
If nothing else, it looks like it'd be fun to just Beyblade that fricker through the sky.
>750 Chemicals and 1010 Scrap from Scavenge
That's going to be enough money from the Chemicals + Scrap needed to start my next base with the Revolutionary HQ ready to go
that is nice
spooky
Is there any reason to have both a Short Range and a Long Range scanner?
more important
is there is a reason to keep radars when you have rebel hq?
until you have hyperwave decoder you'll want both, long range only detects outside the minimum range that short covers. that being said, if it's xpiratez then I don't think short/long radars exist
HQ is a good addition to radars, not necessarily a replacement. it only has a 3% chance to detect a UFO every half hour compared to hi-res and overcharged's 80% and does not give info on the ship like hyperwave does. the main benefit of HQ is that ufos detected by it stay detected until they disappear entirely
Started an Ironman run after playing for a couple of weeks and getting up to around space missions. I'm now at that point, and everything is entering unknown territory. I only have some idea as to what I am doing.
Only one gal from my original team is still alive, she's now a Pirate Queen and isn't allowed to leave the main base. The last couple of others died from a lucky Humanist RPG through the window of that deathtrap Airbus.
Have a shot of this clown running around the edge of the map at the end of a pogrom, the absurdity of it made me laugh. He got gassed shortly after.
How come XPZ inverts the lobsterman's colors? They're originally yellow in TFTD and XCF.
XCF has feral (blue) and tlethian (yellow) ones.
>stomp a few missions against genestealer cult
>next time some guy with an aids sniper rifle oneshot zombiefies one my my marines from across the map
>then the next time I miss an entire heavy bolter 65% autoshot from a handful of tiles away, and a wild west gunslinger guy takes a billion perfectly accurate armor piercing pistol reaction shots and kills my guy
Well frick me I guess. I know very little about WH in general, is this lore accurate?
no, unless plot demanded it then yes
40k lore isn't even accurate to itself
The devs balance the mod around a furgay streamer who plays with 12 different submods that make the game easier. They don't think, they hear an "e-celeb" (with 20 viewers) demand something and they do it.
They make it easier for him because he refuses to have Brutal ai on as hard as it can go and it pushed his shit in and still does as evidenced by the recent Khornie mission with 12 dead on turn 1
New version of ROSIGMA is coming, they're are just backporting the changes from the submods (hot-swap vehicle turrets, etc) to the other factions and vehicles and adding more transport and enemy unit variety
>they're are just backporting the changes from the submods
Yeah, apparently including the dig-in submod, which makes guardsmen tankier than dreadnaughts (literally, it's 4 times less damage with hunker down) AND encourages camping the spawn zone and never moving around the map. Fricking epic.
>Fricking epic
another reason to don't bother with this mod
tbh i kind of start understanding why dio hate campers
Just how ludicrously squishy are dreadnaughts? Dig-in is a kneel+50% TU cost to have a 50% chance to not take damage from the first shot the guard takes that turn, thats it no inherent damage resistance and it doesn't work against melee or shots taken from the rear or sides.
Holding spawn with its vehicle weapons is rewarded with less people dying, but there is an expectation that Brutal Ai might prioritise doing its own spawn camping, forcing the player to push in and likely take losses.
The faction-based brutal ai already kind of does this. Khorne and Nurgle charge the player while Tzeentch hang back and just snipe from cover
>New version of ROSIGMA is coming
And not adding anything to the obviously unfinished factions. If you play Primaris or Grey Knights you're still fricked.
Sorry, devs are too busy adding in furry donut steel "xenos" that aren't even in 40k.
Dare I ask?
>we are making 20 different sprites for skaven, they make perfect sense to add to 40k!
>also greatly expanding anime catgirls, felinids are core 40k aesthetic!
>dEldar? Tau? Bleh, those are not TRUE 40k, not adding them
Hrud are part of 40k, but true enough they are very minor and were only vaguely thought to be space skaven in early lore.
Tau are planned, more Eldar as well so Dark Eldar will appear eventually
ROSIGMA has always been focused on Imperial Guard primarily, if you want more Spess Marines then go complain to the parent 40k mod devs
>Tau are planned
Heard that about AdMech as a playable race. That was a while ago and there have been no updates.
BY SIGMAR, NO
Genestealer Cults don't zombify people.
The 'gunslinger guy' is a Kelermorph, and he is capable of doing what you describe, yes. Shoot him from afar.
Heavy bolters have a lot of recoil. Kneel when autofiring one. This is NOT lore accurate (Marines are so strong they can autofire heavy bolters while standing)
Recoil only means you get penalty if your strength is below 60. Space marines CAN autofire them while standing in the mod.
The problem is the heavy weapon tag which nukes your accuracy to absolute dogshit if you move before shooting.
GSC absolutely do zombify people, including with an across the map sniper rifle weapon.
>GSC absolutely do zombify people
I mean in lore. But still, that rifle shouldn't penetrate Marine armor like that, or oneshot a Marine. Guess RNGesus told you 'no'
>Heavy bolters have a lot of recoil.
Do they have some kind of an extra accuracy penalty per shot when you use auto shot? The hit chances seem to be kind of lying on everything, I swear wildly firing rookies in vanilla x-com with like 20% stated accuracy hit more often than space marines doing 70% snap shots in this mod. Like the armored bike's mounted bolters have 35% hit chance or something and I must have missed 90% of all shots I've taken with that thing. The statistical oddities get even bigger when you take into account that the hit chance is normally higher than the "official" number.
They lose accuracy for having below required STR. Autofire is affected more than snaps. Kneeling does NOT help, because the SM heavy bolter doesn't have a bipod (guard one does).
On top of that, the weapon loses more and more accuracy the more TU you are missing. So if you move and then shoot, it's going to be unbelievably shitty.
>I mean in lore
Ah, right. Well, the homosexual devs have decided every single enemy faction should have chryssalids, including ranged ones, so there is that.
>They lose accuracy for having below required STR
>the weapon loses more and more accuracy the more TU you are missing
I know both those mechanics (and also the ufo extender accuracy obviously) and they're reflected in the hit chance the game tells you, but the hit chance itself feels like it's lying compared to all the experience I have playing vanilla. Maybe they made non-bullseye shots scatter A LOT more than normal so everything that isn't dead on auto-misses or something?
its not hit chance really but spread
As far as I know, the way the hit chance in UFO:EU works is that the number you see is the chance the shot hits the target right in the center, and if that roll fails the shot scatters according to some formula based on how high the hit chance was. So technically the hit chance is always anywhere from slightly to massively low-balled depending on how close the shooter is to the target. With the UFO Extender accuracy rules the modified hit chance is shown on the targeting reticle but it should still work the same way.
>the number you see is the chance the shot hits the target right in the center
Obviously wrong, because 100%+ shots aren't guaranteed hits even without any obstacles in the way.
EVERY shot gets random deviation, the % doesn't actually measure a chance of anything specific.
I must have been remembering old wrong information, but the end result of stated odds vs. real odds is mostly correct.
>https://www.ufopaedia.org/index.php/Accuracy_formula#Use_of_Accuracy
For some reason the hit chance in Rosigma or OXCE feels like it's skewed the other way, as in lower real odds than stated odds. But it's technically possible I've just had a massive streak of bad luck.
The % is how tight the firing cone is, essentially. It's only tangentially related to accuracy.
I realize this is stupid wording on my part... by "accuracy" I mean chance to hit. But you should understand. The game starts making a lot more sense once you begin visualizing the firing cones.
The spread is hardcoded in the engine, mods can't access it. It does, however, scale non-linearly with the displayed hit percentage, and the accuracy drop from 50% to 45% is much more dramatic than, for example, the drop from 80% to 75%.
Nurgle shit being instant death is lore accurate. The gunslinger makes sense if we pretend he's a named character in any Black Library novel.
Feels very weird, both balance and Xcom damage model doesn't feel 40k accurate at all, I have to look at the stats of every weapon and armor to see what it can do. There's a huge damage spread on some weapons like Lascannon, often oneshotting targets but sometimes having it eat 4 hits and still standing. (and that's on top of standart tohit rng where you miss two 98% in a row). Any armor with energy shield is leagues better than without regardless of stats.
Sniper rifles have huge damage boost with aimed shots, some melee (or is it just power knuckle?) have extra scaling with melee acc, and combat knives have the best accuracy for some reason.
Also you can melee orks, banshees and genestealers just fine, but trying to hit assassin holding a ranged weapon with melee is near impossible.
>cant press gang wild kittens that you caught in the wild into services
that suck
Capturing enemies and putting them to work in an underutilized concept in these mods.There was a submod for XCF awhile back that allowed you to take any of the civilians you usually needed to capture or kill for certain missions because they got too close to the truth (reporters, conspiracy theorists that ended up right, etc) and turn them into agents with a fair degree of success.
sounds neat
do you have a name/link?
Not off the top of my head, it was posted to the main XCF forum on the OXCE site ages ago, it's likely derelict at this point.
you can recruit raider scouts for example
and plenty of male troops can go slave=>slave soldier
Raiders are pretty meh from my experience
Now Flame Guards on the other hand (they even come in their Heavy Suit)
yeah warriors start as hands when flame guards as warriors
There's a XPZ submod exactly like that, but with special lokk/peasant/bugeye civvies. If you keep em from killing themselves, you can take them home and recruit them, with small stat buffs to boot. Still works with the latest updates.
>follows Imperial Probe thinking I got lucky with an early Reticulan base
>meet demons instead
haha
what craft is it?
yeah sensible choice
you don't look well equipped
>another lucky landing near Hideout
>id's the goberment
well screw you guys
Harvester from Peasant Revolution
Being able to bring 20 crew early on is pretty good since everyone can get some field training at the same time
>Cacos in Doomed Farms
Huh. Last time I played that mission, it only had Sarges, Chaingunners, regular dudes, Imps and I think Pinkies, but no Cacos or Barons.
its not doomed farm but probably mansion of horror or something from landing probe
>send gals to party
>spend it punching ghosts
loot was not worth
Yeah, just checked XPedia and it's called Mansion of Anguish
I'll kill what I can and bail
There's Barons of Hell in the level and I'm not ready to deal with them
Wish I could manual my way back
Just know that if I finish this mission the craft will go through the Base's radar and be destroyed
Craft can't be targeted on the way back
>Chupacabras can open a craft's door
what the heck
they're getting too smart
i will never understand homosexuals keeping fricking boa or other similar creatures
i do even understand(somewhat) spiders or venomous snakes
but boa?
and some even keep them around children, the simple thought scare me
i think playing on normal diff(2nd) was a mistake
now I sit and just research and there is a lot to research
I had more fun on 3rd diff back then when ninjas were pain in the ass
and no i don't want play JS, I like some challenge but I am not masochist
>shoot down troop transport
>land in the middle of whole enemy force, half looking at you with plasma, melta and sniper rifles.
40 enemies, all were outside the ufo. I think I'm not going to shoot down troop transports anymore
You could always just shoot them down and then leave the crash sites to expire.
If I'm not getting anything from the ufo, I would just rather do massacre/terror mission. Pretty sure all normal missions put you at the edge of the map.
Shooting down the vessel prevents score loss, so...
Expiring crash sites also cause score losses don't they? I always try to shoot down crafts over the water if I'm not feeling like doing the mission, is that a waste of time?
I do not know Rosigma's rules (consult your mod author to be certain!) but I thought letting a crash site expire was +0/-0.
>Expiring crash sites also cause score losses don't they?
no in the OG or mods that I play
>Expiring crash sites also cause score losses don't they?
They don't.
>I do not know Rosigma's rules
It's hardcoded, they can't change i anway.
We need to add a Jihadi armor and weapon set to Xpiratez, Inshallah.
I wanna into oldschool xcom (played non before). I remember installing ufo around a few years ago and giving up on the first mission. any resources to learn the game?
>giving up on first mission
Why did you give up, do you remember?
It was long ago but iirc i wasn't expecting xcom to have a sort of base building thing and it confused me. same with the controls.
guess Ill just give it another try and properly engage with it
Look up and read the original manual to get the general idea of what stuff does, and go in blind other than that. TFTD and pretty much all the mods made for openxcom are maximum cbt, but the original game is balanced for experiencing it yourself.
This is not good
Damn you Ninja Gals!
Needs raid correction
what diff?
it's June 2601 anon
Jack Sparrow
On it
Arming my crew and planning on giving them a little visit this month
i am tempted to try JS(never played it before) because current neutered ninjas on normal difficulty don't even do anything
last time when I played they started spawning around may with basses and outposts but now they do nothing and I just collect loot and research, zero pressure
Reminder that you should not worship and fear the Black Dragon, you should worship and fear Allah.
the frick?
Everything by the numbers!
I'm tempted to figure out making a submod that gives ninjas a small persistent presence before you trigger the war. Maybe setting up non-upgrading outposts that send out missions now and then.
i really want a mid that make most factions have global map presence, some spreading some not
btw to what stats enemy get bonuses on harder diff?
do it get armor and hp bonuses too?
I believe it's every stat except for bravery and armor, JS used to give all enemies 20-33% bonus armor but the bonus was completely removed
i get wiped out on my first airbus mission
could beat 2 nurses
just couldn't hit them with baseball bats
i would enjoy more challenge on global map and tighter economic game but that was just fricking silly. how much buff they get?
they were just hitting me and one shooting my gals, dodging every blow and outrunning me
i know that newb gals are weak but seriously
now I get why people call it CBT
but tbh I probably just need adapt tactics and just shoot them dead, bloody hell
>how much buff they get?
I think there's some weight to how much buff each stat gets but it's something between 20-70%, I know for sure that reactions gets the highest buff and they should have about 70% more reactions than normal which greatly ups their melee dodge.
Civilians on JS can and will whoop your ass they're no longer defenseless, some capable combat humans like human commando can klonk your gal from 100% health to 100% stunned in just one slap, better get used to this if you want to continue playing JS.
>if you want to continue playing JS.
frick it
gonna modify it
>hmm, JS is too difficult for me
>should I lower the difficulty?
>no, I will manually edit the game to make JS easier instead
mental deficiency
>mental deficiency
in on your side
NTA, you're going to the extent of editing JS to be easier instead of choosing difficulty 4.
its called custom difficulty, if I could bring back early ninjas presence back to Blackbeard I would do it, also want to see these extra events that only happen on JS, that is why I asked how all difficulties vary and get the felling that JS is the separate special one with extra layer of events and lore
but may increase diff of the lower ones if you enlight how to unlock triggers and speed up timers or increase number of enemies in easy way
changing stats and changing selling prices I know how to do, may also increase engineer/science cost and upkeep
like I mentioned earlier, I am more interested in making glob more interested and economy more tight but I am not really interested in fighting hordes of superhumans
and no, I no gonna boast about beating JS( I expect to either lose or burn up and abandon cmapaign)
either way its me who play it and I gonna tailor it to my taste, i don't know why you are getting triggered, there are people here who save scum or use dev mode to knock everyone out
i really wish a custom difficulty option to be a thing
Js only events would have Min difficulty set to 4, if you want them to appear in lower difficulties change that number to something less for each such event.
Special JS events are the kind of "lmao you randomly lose score" or "lol rocket strike in may", there's no additional lore.
And while some events have minimum difficulty they appear on, others have maximum difficulty, so you replace one events with the others.
So you may as well modify all the JS events out since your aim is to make the game easier.
>if I could bring back early ninjas presence back to Blackbeard
Edit the "Ready for Ninja War" event to remove all its requirements, so it fires right away? I haven't done this, I just assume it should work.
Or just rush the triggers normally. It's this one: https://xpedia.netlify.app/##STR_NINJA_WAR_READY and it needs
>Spy on Ninjas
>*Ninja Interception*
>Ninja Scroll
>Ninja Warrior
>Officers Defended from Ninjas
Assuming the RNG is kind enough that you're actually getting the base ninja missions, none of these seem too difficult.
>Officers Defended from Ninjas
I've found out this one is rare as hell if you just play normally.
its the mission that spawns from letting a crawler each its target. not rare, but easy to prevent if you dawdle on progressing with the ninjas
weak squad is defending lokks from ninjas
>Or just rush the triggers normally.
i am like in half of second year and didn't see any ninja scrolls, ninja warriors or officers defended from ninjas or ninja interception
also another thing i dont really have idea where these are as i am play blind and things changed from the last time i played so long
huh, good to know
>your aim is to make the game easier
my aim is to make the game more interesting for me(actually to make it more challenging to a current level I am playing) i don't care what level of diff it is or how you name it
You get ninja scrolls from spying on ninjas, and those can give you the ninja warrior interrogation if you can't seem to find one.
"Officers defended from ninjas", I'm pretty sure, is the "ninja Activity Govt Crawler Raid" mission, which unlocks after you beat a ninja APC.
*Ninja Interception* requires Cloaking Device, Data Mining, and "Ninja Weak Squad Defeated". Not sure which one that is exactly.
>i am play blind
Remember, it's not cheating to look at the research tree. Read or Die!
i unlocked spy on ninjas recently as i get noble nacrolock, but you need you ubers for spying and i wasted them all on catgirls
Worth it.
they are too damn cute in partisan uniforms
i also have plenty of gnomes and them and catgirls make loknars redundant, especially after dogs get new armor
Can catgirls fit in vaults and shit?
sadly no but gnomes and dogs can
Someone with money pay Dio to add Goblin and Ogre paths.
>Military Anti-Monster Operation
>30+ spikeboars when all I have is two dudes with AKs looted from dead gopniks in a rental Corolla
350 points down the drain
come on now
skill issue
>diminutive person
Unfortunately, it's not the one that gives you Sci Books.
I suppose this one doesn't help with Hideout Defense in battle and only shoots down the threats before it invades, right?
If it doesn't specify that it has a turret to help with hideout defense, it doesn't.
If it has battlescape defenses, they'll have stats listed in an article right after the facility.
...or am I thinking of XCF?
I'm pretty sure anything that gives a hideout defense mentions that it gives a cannon (or in the case of a bees, a swarm of bees) on the hideout defense.
i just finished doomed farm but didn't get any uber wheat even if there was plenty
can anyone explain why uber wheat don't drop at all?
or any other produce?
I don't recall this terrain type ever netting you uber wheat as loot, you'd have to ask someone on matrix to be sure.
no i can't loot uber wheat anywhere
>matrix
cant
You don't have time to harvest it yourself. You can loot it in already harvested state packed in bags. Except for weed I guess, there's always time for gathering weed.
but i cant get sacks anywhere too
I have lobster meat that i can't process
Don't you get that monthly event where peasants send you sacks of wheat and other crap?
never get it on this run
i had plenty of sacks early in the game but like in half year or longer it dont ever dropped one
That event fires like every single month. I hate it because storage space in main base is precious until mid game. I envy you not having it.
Have you tried... I don't know... opening the sacks?
>can't get the sacks
Doomed Farm and Food Piracy sometimes drop them.
not for me
You can also get sacks from d tier bounty farm.
uber wheat is only the one that glows, ok.
And yours is just ordinary... wheat.
so just bad luck
cant i just buy some on market or grow on plantation?>
Sadly, no.
There is an event in which you are presented with bags of different vegetables, among them may be uber wheat
Uber wheat doesn't look like that as a drop, what you're looking at is just terrain. You can find it on trader freight more regularly. Can sometimes find it on extractors.
Most reliable source of Uber Wheat for me is the civilian combine harvester UFOs. Medium size, slow, big square hopper on the back and usually 2-4 Labourers as crew.
loot list
I was not ready for the missle attacks. Right when I was about to make my second base they wreck my shit.
Here's a tip, if you're building a new base you should build it on the 1st day of a month that way the earliest possible date it will get detected by enemies is 1st of the next month and ~30 days should be enough to set up defenses.
This works as long you don't have aggressive retaliation option toggled on.
disco party
What are the green UFOs?
they're landed
I completely forgot.
they are full of big green men with big gauss guns
I hate red codex if for no reason other than the fact that capturing doom monsters alive is such a gigantic pain in the ass.
i like it becasue it has scorpoina nd agressor cool clothes
All doom monsters have huge daze resistance, hope you're not using handles for captures because electric stuns are far more effective.
That's the problem, you're limited from using most of the main capture tools, they have annoyingly fast daze regen, and become full combatants again when they wake up.
Is it important to capture them before you get bugeyes?
bugeye girls are cute
i wish they didnt suck so bad
You guys use anything other than the stun baton to get captures?
I tried using the Eletric Lasso but I've found it too inconsistent + it requires it to be held in 2 hands
hands or fan
>160%
that armor effectiveness on the Fan tho
one could always carry some Knockout Grenades for long range Dazing
the Narlock Scepter seems pretty good albeit it's a rareish drop
also can anyone tell me if the Peg Leg is actually useful
I tried using it once and it was pretty underwhelming
I put it in backpack if there's space and enough str for that extra stat regen. Otherwise it's shit.
I use ninja sticks as soon as I can get them, quarterstaffs are also very useful and the cattle prod can do some serious work on daze resistant enemies
Handle, electric lasso, riot grenades, hallucination grenades, niner /EP
I like how nobody said small launcher because it sucks so bad and the game hypes it up so much in lore.
My favorite by far are grenade launchers loaded with knockout grenades but if target is immune then narlock scepter/slavers cane combined with a chem weapon in other hand can stun just about everything else.
Small Launcher stun is pretty decent but it becomes usable far too late. The EMP minibombs have a good niche though.
Narlock scepter is so based.
Give it to a cat girl with high TU and watch all the trash NPCs get put to sleep
Yeah they're great. It's worth it to delay progressing ninjas for some time in order to amass more of them. After ninja interception the missions with narlock leaders don't seem to spawn anymore.
Hmm, I'll stop turning them into tokens then
Seductress outfit. Doubles as anti-power armor too. Don't get discouraged about seduction losing strength at range, I consistently drop everything with one or two tries the moment she lays eyes on target. My go-to option for early mid-game sudden mercenaries too.
Idk if this is a bug or a feature, but in XCOM Files the map has a green tint to it suddenly, I have no idea what I did to cause it
scroll lock to turn off/on your night vision
thanks
It's night vision and if you don't like green color you can change it in options to be something different, I like blue myself.
Is this a slime mission? I think it's the only mission that have pallet swap script.
>very large crash site in ROSIGMA
>spend the entire mission pinned in the corner behind the drop pods
WE ARE THE EMPRAH'S moderate disapproval
So I'm starting to think most Boomer Shooters give you good load outs to give to assault troops.
correct.
as the codex astartes teaches, bolt pistol and chainsword (or closest available equivalents) is an ideal loadout for high mobility close assault troops.
every good pirate knows that when it comes to boarding you need a pistol in one hand, a saber in the other, and never forget your rum.
Is the Hellerium Plant bugged? Says its supposed to give 75 workspace but its only giving 10
looks fine
Ruleset looks fine but its not providing anything. So it goes, not that big a deal anyways
Anyone did fusion training? The description says you need silver skull in trad/rar which is rank 5, but the online pedia states it's rank 4 instead. Which is true? I don't wanna improve trad/rad any higher than needed.
No. Hope someone answers your question.
I've done it on like two of my gals but there's something fricky with the requirements for sure, so report as bug maybe?
Working on a submod to have ninjas set up bases prior to the war popping off. Nothing's explicitly breaking so far, so it should be ready by next thread.
slow down their upgrading clock if you can
I'm planning on having them not upgrade at all, I've made new outposts mechanically separate from the 'real' ones. Airfields will be lightly defended* that only provide airspace denial, while outposts will be blind beefy fricks that spawn missions.
*relative to wartime ninja airfields
that is nice
tbh It would be really great have other factions(even the minor ones) to post some outposts and bases for both missions and area denial
like bandits and raiders, spartans maybe, even rats and necropiratez
>need send scouts to check areas for basses
>actually can raid and destroy them early without abuse
i wonder why dio didn't follow with more factions global presence, instead he rolled back ninjas and don't use it
early hostile map presence really change how the game is played and force change of tactics(can be frustrated tho) and make more crafts viable
I could *try* taking a crack at setting up something like that for my next project, but it'd be very jury-rigged and recycled. And because I have zero mapmaking ability or knowledge, it'd be kinda weird for bandits and necropirates to have an underground base full of tech on par with the Academy or Guild.
I think airfields for necropiratez would be more appropriate and ninja outposts for bandits and raiders just make sure that they don't drop ninja loot, heck you could use bandit camps or highway houses maps as a 'bases' just hidden(and not on timer like normal missions)
its not that its too easy but it can be quite boring
nice
you should bring your sub-mod to Dio
just say that Davy Jones is too easy and that you're going to make it harder
I'm sure that would get his attention and might even implement it in the next update
I want to make sure it's functional and get some not-me testing before I make any proposals. So far the battlescape side is working fine, but ninja outposts (even the vanilla one) is giving me mapgen CTDs so I'm setting up a blank testing copy to see if it's a me issue or a XPZ one. Geoscape testing is the real meat, and will be a pain in the ass.
I thought about using different missions to hold the shitter bases, but don't know if that break anything like needing base-specific terrains or overloaded spawnpoints or some shit. You never know with these 25 year old engines.
if you want we could try it out for you after you deemed it ready
see if it's working correctly and the usual bug testing and whatnot
I was going to toss it out here once it was ready anyway, but it's nice to know there's interest. Good news is, outposts breaking isn't my fault. Bad news is, it's not my fault, so only airfields are playable until Dio unfricks the mapgen. I think it's a statement of how little people play through the ninja war if the outposts are literally unplayable, but there hasn't been a single peep of that (that I've seen) until I stumbled into it.
Anyway, geoscape testing now. I've set airfields and outposts to a 7%/5% chance monthly respectively, on every difficulty except the easiest. Starts at month 4, requires defeating a weak ninja squad (which is also a prerequisite for spying on ninjas) and only ends when you start the war itself, where normal spawns take over.
>A ninja base occurs
I unironically just drive a V8 there and debug to kill everything, and then skip missions to tank my score to even it out
Frick Ninjas.
C'mon, anon
At least sacrifice one or two Gals so it doesn't look like cheating too much
>outposts
what is wrong with them?
ninjas are rather pain to fight tho, they have camo and nasty tricks
Some mapgen error causes a CTD when you try to load a battle in them, and revealing them in the geoscape causes a segfault crash. Whatever's wrong with them, they are fricking broke.
>ninjas suck
Which is why I'm keeping this a submod, so you can choose if you want the misery.
>Jumped a landed Church ship
>Managed to clear it out with 3 gals using Big Irons, SSGs, lots of nades and even more savescumming
Shit that was tough.
the shrine ships are actually doable with low tech gear, the shrine maidens carry weapons you can use against the higher end enemies
>savescumming
SHAME
but if you had fun then its fine
This game is brutal at times, I have no problems savescumming to learn. Still trying to figure out the tech tree, so I think I'm lagging in research compared to some of the enemies and gear I saw.
First one I've ran into yet, had no idea what to expect. The amount of guys was ridiculous. I tried using their 'weird thingie' weapons by shit didn't work. Couldn't find the flamer until the end when the priest jobbed trying to kill a gal rearming in the airbus.
>I tried using their 'weird thingie' weapons by shit didn't work
You need to research those weapons to use them. Apparently, even if it is obvious where the shooty end is and how can one make the weapon shoot, which is more or less all anyone needs to know to operate a weapon, but eh
The lore reason is that most of the guns that need research before used either have an electronic lock or need psi powers to use which makes sense that high end guns are protected against unintended use.
Remember when taking a church ship: steal the flamethrower from the random goon that will have it.
What XC mods are possible to ironman?
I tried with XCF but gave up due to wailing and gnashing of teeth.
>What XC mods are possible to ironman?
Probably all of them, XCF and X-piratez are certainly possible.
>XCF
What exactly is so bad about XCF that you think it's impossible? I've played XCF only once and on my first try I reloaded the game less than 10 times in a duration of campaign(~3 weeks of playtime IRL) and most of these were because my loot pile got blown up and I allowed myself an unconditional reload if loot pile blows up because I just hate that mechanic and shitty placement of the loot pile on virtually every craft. I've never reloaded on anyone's death or any other "bullshit" so with more experience I think XCF is totally doable in ironman.
not him but XXF are pain to play blind(plenty of newb traps) and without outside help
As a strict XCgay who enjoys the the litany of Xpiratez horror stories posted in these threads. XCF sounds more forgiving, at least on paper.
>XCF sounds more forgiving, at least on paper.
its not
>small scout ohko on og agent with 80 health in tritanium suit
gg no re
the thing what I don't like in x files is that you get green agents and then you can't really speed them up to standarts
like in piratez you have training, many transformations that and clothing that increase XP
but in x files you need grind(because even basic transformations need stats that your newbs don't have), also caps are pretty low both max and training one, and of course you can't hire experienced agents
also weapon scaling really make your experienced troops more stronger than newbs(who can't hit shit or move fast or take a hit)
>he thinks trit suit is adequate protection against plasma
With that kind of approach you'll never get good at xcf, until you develop juggernaut suit which isn't until like last 10% of the game assume everyone has potential to get one shot and by everyone I mean EVERYONE. Even juggernaut suit isn't foolproof and I've had >100hp cyborgs barely escape with their life with single digit hp remaining.
Until you develop juggernaut suit you have to use sacrificial rookies or doggos to do scouting or other dangerous shit where you don't send your elite troops at. Remember elite xcom troops are built on top of corpses of rookies, if rookies aren't part of your team composition you're doing it wrong or you have juggernaut suits there's no in between, flying suits are completely inadequate protection against plasma and they're like triple as effective as tritanium gear.
>get shit wrecked at rimrider base
>notice they got better weapons and spawn right outside of elevator
>get cattle prods and kidnap everything too close
>retreat
Never realized how useful retreating can be. Gonna have to use it more often
>never realized how useful retreating can be
Even just stealing an item you need, nevermind a person, and leaving can make a mission worth it.
If a person is literally next to the spawn point, and you feel like the mission is bullshit/pain in the ass/whatever...just jump the person near the spawn point and leave.
Ok, so my pirate queen got both trad/rad at rank 4 and can't do fusion so it's either actually rank 5 and online pedia is wrong or it's fricked up. Will try getting 5 to see if it works.
>been over a month
I guess it's finally safe to start a new campaign.
>update tomorrow
>it won't have gobbo supremacy path
Why even live?
>tfw no new Gals Are Superior content
I need a big letter update to get excited about piratez again.
tomorrow
really?
😉
Pre-war Ninjas is all set up and ready for playing. Outposts use the standard faction base tileset for now until the outpost tileset is fixed dev-side, but everything else is good to go. I didn't even include any dolphin porn this time.
https://www.mediafire.com/file/8hg3dxu06nxhpap/proactive_ninjas.7z/file
what is the best filter? i really like the crt one but its too dark and i can't see shit when playing mods that have dark textures like piratez or xfiles
dots n' bloom 2
not bad but it's as dark as crt, is there any way i can make it brighter without messing with my monitor?
Ok it's confirmed, online pedia is wrong, you need rank 5 of trad/rad to get fusion training.
I hate this training, it makes me feel like all of my A team now must grind for it. That's obviously not true but the completionist autism is stronger than me.
Yeah that's shit design decision. But on the other hand it allows me to use ninja weapons freely early game since they are so very fricking powerful if you manage to get them. Kustom smg shreds. Also at this point it's barely a grind, I just gave every gal in deliverator (my top squad) assault marine and quicksilver cutlass/ fuso/neko sword and just zoom zoom and melee easy missions, which are most at that point.
what weapons you use to grind it?
Thats just evil
what the heck is that?
Battletank. For some reason, it's using a 40K Predator model (sans sponsons)
All xcom mods borrow assets from each other.
I hate it how the turret cheats. You can have perfectly trained gnome in hovertank with 120+ firing and bravery miss wide lascannon shots at it for no reason. It's bullshit. And I mean super wide. Like fresh rookie level wide. Only happen when firing at this exact turret.
Yeah some bullshit happens when targeting the turret, better to try other square or reposition your guy if you miss at >100%
The thing is it's not about reposition. Like hovertank has enough tu for 4-5 snapshots. You can take all 5 and some will hit no problem, some will target the sky because frick you. There's no explanation for that, and it's been like this since always.
Well yeah it's some engine bullshit, it also tends to happen a lot if you target someone standing on a hill or any kind of incline.
Oh yeah, I hate that one too. Sometime you can't even melee targets like that even when you're on same z level.
Probably will never be fixed.
Yeah I somehow missed a couple RR Shots on it. Ended up retreating with minimal injuries but I’m packing high explosive and one barrel of nuke for next time.
Throwing things at it is a better idea than shooting it. But the barrel of nuke might do more collateral than it's worth.
Well I got a frickton of high explosive so hopefully I wont have too. On the other hand I’ve never seen any barrel go off so I’m kind of curious about it
You know the mission where you have to destroy the red barn? A barrel of nuke will oneshot most of that map, let alone the barn.
No shit? Well damn, hopefully a mission comes where I need to use it. Be a hell of a thing to see