What damage types get the Academy to frick off best?
Usually ballistic/concussive is fine enough. For Osiron guards chem works extra good too and even low end RPGs/Chem cannonballs will one shot cyberdisks
haha I run into a terminator with nothing but tommyguns
luckly, the stun rod actually worked
it just didn't keep him down so I had to keep one guy just tasing him every round until I killed everything else on the map lol
The first time I saw one was in a space mission. All my gals were armed with lasers so they went down very easily.
Frick I can't write. >What's Retrod defusion?
Stable Defusion for pixel art. >What's aseprite
pixel art art program >Spoiler
You can, but you need to clean and fix the AI generated shit a lot. Still better than starting from scratch
That is very fascinating. If I wanted to make my own OXC total conversion, do you think this could help?
So, my observations on bases and potential merits and pitfalls of base design as a low skill, but somewhat experienced, Xpiratez moron:
1. Bases are the same size as always, but the number of things they can do and need to do is larger.
2. You will need, at minimum, three different kinds of craft: one for regular land missions, one for the sea, and one for space. In practice, there are missions requiring fast craft, single unit craft (that something small enough for one person only requires a full hangar is bizarre), hunting parties, wheeled ground vehicles, aircars, undetectable vehicles, etc. The hangars being hardcoded as 2x2 is very fricking painful in this mod. None of this includes dedicated interceptors, of course.
3. I'm still not sure how research base specialization works, since your starting base needs to do the research until a point pretty far in the game, due to the old earth lab being a supreme research facility until very late.
4. Industrial specialization is pretty simple, albeit heavy on a lot of prereqs.
5. I'm still not sure what the optimal 'deployment' base looks like.
6. I have a six hangar design I use for radar station/interceptor launches but it's pretty scuffed.
You do not need three different craft types, your Sparkling Hull craft can manage air land and sea. The hangar space thing is a massive b***h, I agree. Deployment bases should have training and medical facilities - as many medical as you can cram in because you want your gals to be back up and fighting ASAP.
I usually like to try and build as many bases as I can early on and basically have them operate as range extenders/racing outposts/radar stations and fill the space with plantations until I actually need to start using them for specialized functions.
>The first time I saw one was in a space mission.
The first one for me was in one of the civilian transports where terminator was disguised as one of civilians, I went to punch a girl with my plate mail pirate queen and the girl(terminator) punched back and evaporated her on the spot because lmao electric resistance on plate. Very memorable loss of a soldier.
Then I guess the IPL tag is in preparation for the next (or the next or the next or the next.....) big update which will have interplanetary frickery aside from Cydonia.
So, my observations on bases and potential merits and pitfalls of base design as a low skill, but somewhat experienced, Xpiratez moron:
1. Bases are the same size as always, but the number of things they can do and need to do is larger.
2. You will need, at minimum, three different kinds of craft: one for regular land missions, one for the sea, and one for space. In practice, there are missions requiring fast craft, single unit craft (that something small enough for one person only requires a full hangar is bizarre), hunting parties, wheeled ground vehicles, aircars, undetectable vehicles, etc. The hangars being hardcoded as 2x2 is very fricking painful in this mod. None of this includes dedicated interceptors, of course.
3. I'm still not sure how research base specialization works, since your starting base needs to do the research until a point pretty far in the game, due to the old earth lab being a supreme research facility until very late.
4. Industrial specialization is pretty simple, albeit heavy on a lot of prereqs.
5. I'm still not sure what the optimal 'deployment' base looks like.
6. I have a six hangar design I use for radar station/interceptor launches but it's pretty scuffed.
Research bases besides your starting base take a while to get. For much of the game you fill out the rest of its space with other stuff, or you just shove a few brainer buildings into a base that primarily does something else. Nothing wrong with padding out a base with plantations for a year or two.
Your primary troop base can handle about every deployment with three craft. Many transports can do multiple special missions. Having a secondary base with additional hangars for very specific things helps a lot. I usually have two or three dedicated interceptor bases as well, with lots of defenses so I don't need to risk my pilots fighting off retaliations. The optimal defensible layouts involve leaving unused squares to create choke points, and I'd rather just build more flak cannons.
My typical target for bases is one main troop base, two dedicated interceptor bases, the starting base for research, two manufacturing bases, and two auxiliary bases with a mix of craft, research, basic manufacturing, and other stuff like my casino. Some adjustments are needed depending on codex and path.
Okay, so here's the question I need to have answered:
What things does the optimal research base ultimately need?
I'd presume:
A cultural facility (Onsen, most likely)
A prison and/or animal containment unit
Enough space for the brainers and guards.
Storage space (pref armored vaults for the extra AA)
And all the research facilities that grant access to the various 'services' necessary to research every project that crosses the desk of the brainers.
I can't remember if you need a workshop for research projects, but probably a workshop
https://xpedia.netlify.app/##LAB
the pedia shows which services allow which research and manufacturing. pic related is my general research base, but i skipped the latest patch so i may be missing something important. you have a bit of wiggle room depending on how many barracks, defenses, and vaults you want. this base doesnt need that much storage capacity, and you can fill it out with slaves if you really need to.
the one annoying thing is the spa plot, which requires both the red tower and a luxury spa. you can demolish the spa after, or build the tower in a different base.
>that something small enough for one person only requires a full hangar is bizarre
Just have a free hangar anywhere so that you can shuffle your ships around and order a rail pod when you need it.
I think I got a wire crossed somewhere in the code of my game.
It says I'm on the Chaos Saint route, but I picked Red with Wise Ass.
I thought it was Gold that didn't have Faith, and Red lacked Vision.
>trying to carefully intercept an MiB craft and a harvester >leftover mansions launching last-gen fighters >battleship spawns and beelines for the action
guys I installed fresh x piratez and my gals always auto equip weapons(usually i transfer option file but can't access to my old install now)
how to turn it off?
Any cultural.
Onsen's just best if you don't have a still to go to mess hall.
>that something small enough for one person only requires a full hangar is bizarre
Just have a free hangar anywhere so that you can shuffle your ships around and order a rail pod when you need it.
I've got a better idea.
I'm going to take this here bat, and I'm going to get in a time machine, find the game devs of XCOM, and threaten them until they make the hangars 1x2.
These artic tiles are fricking shit
one time I was storming some cult warehouse in x-com files and the area I started was completely isolated from the enemy hose, literally couldn't complete the missions since I couldn't leave the spawn.
Had to cheat teleport my guys out of the closed off area they started in.
Somehow my post got mangled
It was supposed to say >completely isolated from the enemy due to those lakes
So yeah, pickaxes and chainsaws wouldn't have helped me cross lakes
or
ctrl+d
ctrl+w
teleport your dude out of his stuck position
play mission normally
easy
1 year ago
Anonymous
Playing it straight ironman and rolling with the bullshit is more fun.
If you aren't into CBT, you shouldn't be playing X-COM.
1 year ago
Anonymous
I have the CBT ironman experience in real life. I play vidya to relax.
1 year ago
Anonymous
>game glitches >instead of fixing it, just eat shit
No
>You vill eat ze shit. You vill torture ze ballsack. Und you vill be happy.
1 year ago
Anonymous
thank you Mad Gnome, very cool
1 year ago
Anonymous
>game glitches >instead of fixing it, just eat shit
No
1 year ago
Anonymous
>he doesn't eat shit
Okay, babymouth. Why don't you have some plain, unbuttered toast and a glass of water instead. We know how sensitive your palate is.
I'd love to play it straight personally, but every time shit like this happens in my runs, it's with indestructible terrain, I hate having to debug my way out of it.
>night vision
there's armors with built-in nightvision >lights
elerium trace flares are the best you're going to get early on. the flashlights are pretty good with a handgun because you can turn them on to shoot and off to move.
Gold: >33% damage taken from psi and warp >50% damage taken from kinetic, incendiary, and concussive
66% damage taken from electric >125% damage taken from plasma and cutting >175% damage taken from chem and stun >does not prevent choke and e115 damage at all >100% damage taken from all other damage types
In case you guys don't know you can just bring 2x2 vehicles like armored cars or tanks to valley or gnomes in like a loader suit if you're later in the game and just stomp the mission.
Or send a convoy with 24 dogs in it, that might work even better than shit tier peasants.
I like to train my peasants until they're an elite fighting force and just hand them super self-chargers. They tend to resolve any low tier situation by that point.
Frick I can't write. >What's Retrod defusion?
Stable Defusion for pixel art. >What's aseprite
pixel art art program >Spoiler
You can, but you need to clean and fix the AI generated shit a lot. Still better than starting from scratch
To field your own tanks? You can't really, just make sure you're working towards the prerequisites. Tanks are on the same "side" of tech as metal armor so that can help guide you.
all of these have their niche >rocket launcher
old skool problem solver, takes a full turn's worth of TUs to reposition and/or reload >RPG
smaller rocket launcher, for everyday use. ammo fits in belt/quickdraw and is relatively quick to snapshot so it can be used as a main weapon. >quad launcher/UAC rocket
similar to RPG but with more dakka, should be used as a main weapon for high str/firing units like ubergals.
the rocket launcher can only get a shot off every other turn or so and it only justifies itself against heavy units or 2x2s, while the RPG can almost always be employed against almost any target. the UAC rocket launcher excels at putting a lot of explosions down quickly.
iirc you can buy car parts without having researched them, you just need rogue fields. you need that for tank parts anyway so it wont be a roadblock, and you can get it deterministically with recon expeditions. expeditions are good anyway so you should be buying them while you have the storage space
>R-Rifle
the lack of AoE kills it for me, and MAG rockets do it stronger. RPG often 'hits' even on a miss, not so with R-Rifle >LASS
it's extremely based. 1x3 slots are made for Sabre or LASS. basically a Wand of Explosion you can add to any loadouts backpack >panzerfaust
even more based than LASS. scales with bravery and the arcing shot almost guarantees a hit or near-miss. reliably destroys 2x2 ninja turrets and can be deployed by a peasant.
Recoilless Rifle is one of the best purely because it's useful for a large amount of the game and you can buy the ammo.
No production bottle necks because you don't have enough chemicals or hellerium or whatever.
But it doesn't explode so a lot of people won't even really call it a rocket launcher (I do like that, unlike the RPG ''''HEAT"'' it's an actual penetrating round).
It's basically just a giant expo to UFO defense, with a longer time span, bigger tech tree, and more enemy variety.
It changes enough to be unique, since it focuses more on the bones of being a government agency, especially early, but it's not a radically different game like Xpiratez where you start out as nascent Gods.
Does taking a 12 hour flight from your base in the carpathian mountains to southern chile to pile into a rental car and shoot three slightly larger than average scorpions in the atacama desert with a ruger .22 over and over again sound like fun to you?
>Did you ever wonder what it would be like to spend 6 months detaining rabies bitten farmers >Do you want to feel the rush of unlocking first class tickets for your agents >Do you wish to experience the utter dread of realizing you packed tasers and pistols to a 200 zombie mission >Do you enjoy mediocre writing and media made since 1990 >Do you want to feel the utter rage/disappointment of realizing that do to rng or not following a 20 page guide you fricked up the early game progression and stand no chance against the alien menace
>Did you ever wonder what it would be like to spend 6 months detaining rabies bitten farmers >Do you want to feel the rush of unlocking first class tickets for your agents >Do you wish to experience the utter dread of realizing you packed tasers and pistols to a 200 zombie mission >Do you enjoy mediocre writing and media made since 1990 >Do you want to feel the utter rage/disappointment of realizing that do to rng or not following a 20 page guide you fricked up the early game progression and stand no chance against the alien menace
I can't imagine what kind of homosexual doesn't like the 90s. >x-com >jagged alliance 2 >stargate >x-files
What the frick is there even to complain about the 90s?
1 year ago
Anonymous
All the movies were shit, all the shows were shit, everyone was annoying as frick and the music was absolute garbage. What the 90s did to rock and metal should be considered a warcrime.
1 year ago
Anonymous
>All the movies were shit, all the shows were shit
Yup, a mentally unstable homosexual. Probably a troon.
1 year ago
Anonymous
They were Black person, only manbabies with nostalgia goggles disagree. Deadwood shits on anything the 90s crapped out and the 80s had better B movies than the blockbusters of the 90s.
1 year ago
Anonymous
>Deadwood >liking deadwood
troon confirmed
1 year ago
Anonymous
You sure are anona
1 year ago
Anonymous
90s movies made fun of troons, which is why you hate those movies.
1 year ago
Anonymous
Now if they only made good movies you could actually jill your stinkditch to them.
1 year ago
Anonymous
Every single troon I have seen is obsessed with the 90s, plus troons are humiliation fetishists so if anything making fun of them only makes them hard.
imagine being in a thread about a 90s game and complaining about the 90s.
This comic is literally (you)
1 year ago
Anonymous
>noo you can't make fun of my shit decade that's when I had my childhood
1 year ago
Anonymous
>make fun
That's not how you spell "crying about it" anon
Point to a single joke you made in this thread rather than just whining.
1 year ago
Anonymous
Every single troon I have seen is obsessed with the 90s, plus troons are humiliation fetishists so if anything making fun of them only makes them hard.
All the movies were shit, all the shows were shit, everyone was annoying as frick and the music was absolute garbage. What the 90s did to rock and metal should be considered a warcrime.
it's really just a massive expansion (like 5 times the size) of the original game
the selling premise is that you start off as an actual joke of an organization with zero authority, just two sad frickers in a honda civic with berettas and flashlights, and you have to frantically collective evidence to prove to the UN that the ayys are coming and may already be here
I don't know what are the implications of sharing tech with magma in XCF but I've had to bail these guys out so many times they're clearly not very trustworthy, frick them.
MAGNIFICENT
but no really I am getting worn down by this grind holy shit, extra points don't do anything in XCF like in piratez do they? It seems you get roughly maximum funding around 1000-2000 score
I wish there was something at least you could spend the extra money on besides land surveys, and even then you're just rolling again for Osiron crates.
Money doesn't seem to be a problem anymore but also elerium or other alien materials don't seem to be either and my storage base is getting full. When I've watched XCF streams I was led to believe that elerium is really rare and there's never enough of it but I'm sitting on a nice pile right now, can't use it for much yet but I'm about to get started on interrogating leaders.
On topic of things I want, how do I get more AI units? I think I've got 3 for free from an event or something and since then I've got nothing.
>how do I get more AI units?
From Alenium Shards, which may drop from some Alien Base Assault missions.
Alternatively, you can get them from dead or alive Alien Drones.
>Alternatively, you can get them from dead or alive Alien Drones.
That may have been patched out.
Money doesn't seem to be a problem anymore but also elerium or other alien materials don't seem to be either and my storage base is getting full. When I've watched XCF streams I was led to believe that elerium is really rare and there's never enough of it but I'm sitting on a nice pile right now, can't use it for much yet but I'm about to get started on interrogating leaders.
On topic of things I want, how do I get more AI units? I think I've got 3 for free from an event or something and since then I've got nothing.
Osiron crates are the most reliable source at a miserable 1% drop chance per crate.
I was watching SG-1 earlier this week, and it dawned on me that you could make a fun total conversion mod for Xcom out of Stargate.
I have no idea how the geoscape would work though, because the vast majority of their missions would be on other worlds.
using medkits trains bravery. make the coward into the squad medic. you should be getting shot enough, through the course of normal gameplay, to make up the difference.
all of these have their niche >rocket launcher
old skool problem solver, takes a full turn's worth of TUs to reposition and/or reload >RPG
smaller rocket launcher, for everyday use. ammo fits in belt/quickdraw and is relatively quick to snapshot so it can be used as a main weapon. >quad launcher/UAC rocket
similar to RPG but with more dakka, should be used as a main weapon for high str/firing units like ubergals.
the rocket launcher can only get a shot off every other turn or so and it only justifies itself against heavy units or 2x2s, while the RPG can almost always be employed against almost any target. the UAC rocket launcher excels at putting a lot of explosions down quickly.
>RPG
Designed to injure light power armored infantry >rocket Launcher
Frick everything that isn't wearing shields or an end game armored unit >Quad Launcher/UAC
Honestly you just pick this shit up when you find it on a mission and shoot off all rounds at the enemy so they can't do it back to you.
Most models are undertrained on firearms and the results always look like crap. You need a LORA at minimum to reproduce just one specific model of gun, see BetterGun AK47 on Civitai
This Ai thing is dope. It's helps alot to make bases for armour. Too bad it can't make guns, but sprites are small anyway and easey to draw
A better tool to use than Stable Diffusion would be this neural pixelator extension for AUTO1111: https://github.com/AUTOMATIC1111/stable-diffusion-webui-pixelization
It's not actually Stable Diffusion based, but it uses the same UI. As you can see, compared to a naive scaling method it's significantly more aesthetically pleasing. I think this might be a good solution for creating gun sprites - take gun images from online, run them through this, then clean up.
A better tool to use than Stable Diffusion would be this neural pixelator extension for AUTO1111: https://github.com/AUTOMATIC1111/stable-diffusion-webui-pixelization
It's not actually Stable Diffusion based, but it uses the same UI. As you can see, compared to a naive scaling method it's significantly more aesthetically pleasing. I think this might be a good solution for creating gun sprites - take gun images from online, run them through this, then clean up.
I use Retro Diffusion, so I never tried it. But again, drawing guns is super easy, unlike armour of, god forbid, sprite sheet for units.
The lighting is really inconsistent.
I tried to emulate Bloax with his wierd lighting on Testudo PA.
can you add more paperdolls for galls?
some with redskin maybe?
I guess I can try, but usually Dio and Solar ask for pack of 8 faces per papperdoll, if we I we want to add more.
Obviously the final armor should be a call back to the very first armors. Just something like a Pirate uniform but with some uber giga impenetrable mega shield
- New Weapons: Grav Cannon (Gold only), Memorial weapons (x3), Realm of Fear weapons (x2), Thunderstriker (Orb, Gray only), Blood Vine Whip (gfx by Brain), Gnome Autogun (no Codex only), Bane Blade (Orb, Red Only), Cupid Gun (Orb, Green or Gold only), Shadowforge Plasmagun (gfx by Brain), MP N-Lascannon (gfx by Brain)
- New Ammo: Atomic Cannonball, Autogun /ETAP
- New Trainings/Augmentations: Fusion Arts, Perfect Beauty (Green Codex), Syn Acceptance, Boot Camp (Soreass Captain), Sun Martial Rituals (Male Path)
- New Condemnations: Serial Widow, Unmaker, Medieval
- New Events
- New Feature: All small buildings, when destroyed, turn into Rubble now instead (keeping Hideout's connectivity). 4 tiles of Rubble added to starting base.
- New Feature: Ninja Love
- New Feature: Body Swapping (Green Codex only); contains several new possibilities
- New maps (by Solar and Brain)
- New gfx: +8 Ogre paperdolls (gfx by Brain); minimap & medikit interfaces (by Osobist); Deep One Berserker corpses/inventory (by AlexD), some Pedia backgrounds (adv. ammo types schematics, by Brain), Giant wienerroach paperdoll (by Mikkoi), Plasma Sub (by RSSWizard), Auto Rifle (by RSSWizard & Brain), Bullpup Rifle (based on RSSWizard, help by Brain), UAC Carbine (by Brain), projectile sprite updates (gfx by RSSWizard), Laser & Gauss defense sprites (by me), other minor stuff (by Brain & RSSWizard)
- Rework (Story): The hull/drill/codex sequence reworked to be more cinematic, also some intro changes
>R-Rifle
the lack of AoE kills it for me, and MAG rockets do it stronger. RPG often 'hits' even on a miss, not so with R-Rifle >LASS
it's extremely based. 1x3 slots are made for Sabre or LASS. basically a Wand of Explosion you can add to any loadouts backpack >panzerfaust
even more based than LASS. scales with bravery and the arcing shot almost guarantees a hit or near-miss. reliably destroys 2x2 ninja turrets and can be deployed by a peasant.
I think R-Rifle should be available much earlier since it's kinda lousy, and should have some extra ammo types available. Also a Piratey LASS/Panzerfaust, because the purchasable one is expensive as hell so I'd like to be able to make them myself.
>the last scouting probe through this sector said the sapients here were pre-industrial and still stabbing each other with pointy pieces of metal >somehow in less than 800 standard temporal units, they've split the atom and achieved rudimentary spaceflight >all I brought to subjugate this mudhole was a refurbished, last-gen mothership with half-functioning fabricator facilities, a single working gene vat, some recreational-grade atmospheric landing craft, and a few dozen menials barely qualified to do much more than keep the ship running and scare the natives with laser sprayfire >we don't even have enough reserve power to go home if we wanted to >mfw
I was thinking of doing a Humie invasion of something since there is some game where you play as Aliens. Even have a moronic lore ready if I have to reuse Earth.
>earth is dying(global war, solar flare, demonic infestation, whatever) >earth governments/corpos/rich individuals build and send generational/STL ships to nearby promising star systems(it is so you can customize your invading force) >it have natives on various tech level >you are on your last resources/ship was damaged in transit/you lost your OG target etc >now you need to take over it >bonus point for some other aliens/rival Earth ships appearing and messing around
or >you are just some mining/pirate/smuggler/poachers expedition that need to make quit bucks and gtfo before guardians of the reservation area find out that you are messing around when you shouldn't
Will I ever get a ranged stun in xcf that doesn't suck balls? Options I currently have
Dart rifle clip b, it sucks ass it seems to never stun anything unless I take like 3-5 shots
Knockout grenade seems similar it needs like 2-4 direct hits to stun ayys
Tactical grenade launcher (blunt) that either does 0 or just straight up kill the target I'm trying to stun
taser pistol is "ranged" and it works best out of the options I have and it's a fricking starter weapon
taser cannon I have not built but looks like shit on paper
small launcher I can't use yet
is there anything else?
Yeah I have guys with 100+ melee but melee isn't always an option so shut up
Fricking christ why are terror missions so hard? They're like 5x harder than anything else + these fricking instagib turrets. Don't mind the 6 killed, it includes 4 rookies and a tank that I can rebuild/revive, only one mid tier guy died so it's no big deal. I can't imagine playing this mod without sacrificial rookies when you play instagib tag with pretty much every enemy.
I won this mission but I honestly feel like just landing, leaving and taking the points penalty is the superior choice.
You got dudes in power armor wielding plasma weapons but bodycams are a no go?
1 year ago
Anonymous
Why would you want to show the world your monumental frick ups
1 year ago
Anonymous
>Release combat footage >Rookie agent is seen missing the backside of an Alien 3 times in a row with an aim assisted rifle >Other Agent is seen accidentally discharge a shotgun into the back of another agent >Someone else fricks up a grenade throw blowing up a car and injuring 3 agents in the process >Last clip is Agent Frickface playing "why are you hitting yourself" when a sectoid tried to shoot him in melee range
1 year ago
Anonymous
Body cams were only really invented for hobbyists wanting to record shit on the move.
The use of them for policing purposes was incidental.
An organization trying to remain secretive would not use them for missions.
1 year ago
Anonymous
You would, however, use them like cops do IRL: as evidence.
1 year ago
Anonymous
Not if I have to spend like four days researching them and...judging by the cost of flashlights, about $200,000 to deploy one model.
1 year ago
Anonymous
>go to the hardware store and buy some for like $50 >the council
1 year ago
Anonymous
-69420 score
1 year ago
Anonymous
>sir, please, let us buy more ammo for this rifle we found last week in a lockbox, we'd all be dead without it, and the bullets are on sale for 70 cents a round at a sporting goods store less than 10 miles from here >"lol, lmao"
>4 civilians killed by Xcom Operatives
And the culprit was rocket launcher moron, on top of killing my own tank he killed those 4 civvies. I hate how all rocket launchers come with a snap shot and there's no way to disable reaction fire for an individual soldier. When people say OG xcom is clunky they mean shit like this all it takes is just one turn of complacency to not zero out TUs of the rocket launcher moron for disaster to happen.
This is why I usually don't use rocket launchers if I can avoid it but in XCF the rocket launcher is incredibly powerful so I kinda have to use it.
>disable reaction fire
Delete key to burn all remaining TUs. Otherwise, get more aggressive with your positioning so that the rocketeer doesn't have TUs to snapshot. I've literally never had this problem.
1 year ago
Anonymous
>Delete key to burn all remaining TUs.
Did you even read my post? I literally said I wish there was any other way but this. Why do I have to do this every single turn every time I deploy some moron with a rocket launcher? It sucks I hate it.
1 year ago
Anonymous
Dunno about xcf but in piratez if a weapon needs two hands (most heavy weapons do) you can block snap shots by putting something in other hand. So if that's the case with that rocket launcher in xcf that's the only way to block snapshots besides using up tu.
>Delete key to burn all remaining TUs.
Did you even read my post? I literally said I wish there was any other way but this. Why do I have to do this every single turn every time I deploy some moron with a rocket launcher? It sucks I hate it.
Carry a pistol to hold in your other hand when ending turn. Right click to prioritize it for reaction fire.
you do know you can just right click on your other hand so that he won't use the rocket launcher for reaction fire, right?
1 year ago
Anonymous
This only works if your other hand is occupied with a pistol or any kind of ranged weapon, if you have an empty hand that won't do shit.
1 year ago
Anonymous
I'm pretty sure it works regardless
1 year ago
Anonymous
And I'm pretty sure it doesn't, I wish it did. Or even better if we already have a yellow square to prefer reaction fire from one weapon why can't we have a red square that prevents reaction fire?
1 year ago
Anonymous
Because red square is for primed grenades 🙂
But srsly, go pester Meridian on the forums and it might happen (unless he spergs out and says no because reasons of course).
1 year ago
Anonymous
I really don't like talking to any of the openxcom devs, I tried arguing once for a rocket launcher without snap shot and the response I got was like I was a literal ayy lmao trying to ruin their game.
1 year ago
Anonymous
Lol, I can totally see that coming. But anyway, in my experience, if a request is reasonable and doesn't clash with his view of xcom he will implement it. I have made like 4 qol requests on the forums, he rejected one, 2 got implemented, 1 is on todo list (or maybe it's done already, been a few months since then). So it can be done.
1 year ago
Anonymous
I'm not saying they never change things I did manage to convince them to make some tweaks but it's always an uphill battle, to put it simply if you ask for change they tend to treat it like a personal attack and it's just a pain.
1 year ago
Anonymous
You could probably mod that yourself. Just find the rocket launcher and delete the snap shot option.
1 year ago
Anonymous
>And I'm pretty sure it doesn't
Huh, I guess I've been lucky this entire time lol
Literally playing with fire by having my rocket guys with plenty of AP behind the rest of my guys
1 year ago
Anonymous
>if we already have a yellow square to prefer reaction fire
AHHHHH
WHY did I not already know this?
Why can't the bootypedia just explain things up front instead of revealing the tutorials after hundreds of hours of gameplay?
1 year ago
Anonymous
>Why can't the bootypedia just explain things up front instead of revealing the tutorials after hundreds of hours of gameplay?
1 year ago
Anonymous
Because then you wouldn't read it anyway.
1 year ago
Anonymous
I'm pretty sure it works regardless
The problem here is that you can't prioritize a melee weapon over a ranged one. Whether you react with ranged or melee attacks depends solely on whether the target is in melee range. If you're wielding a knife, you can right click an empty hand to not use your knife, but that does nothing if you're wielding a rocket launcher.
Is ghosts plotline completed?
I did 4-ish one off missions and only stuff that shows up now is haunted farm/house.
Looking at database there is nothing more, RoA Journeyman show up only on one off missions and Masters don't at all?
I cannot even research their weapons, as unique mission with gatekeeping mob doesn't want to spawn.
yeah no that's just a lore page explaining why most enemy craft have dogshit detection range since cloaking device is just a part needed for craft construction and not a actual thing you slot into existing craft
>a vampire appears >he's armored and has a metric frickton of HP
And none of my weapons even tickle him. That line in the tritanium sword description that says it penetrates armor is a big fat lie.
Just shoot them with high damage guns.
They have 50-ish armour and no kinetic resistance, any big rifle with tritanium ammo should do the job.
Chemical rounds are fine too if you've got a canister gun or something.
XCOM is sometimes hilariously efficient with its operations, you mean it'll cost me 207 dollars to ship three ghosts cross planet? Sweet where do I sign up?
But they're ranged weapons and get deflected? I guess there's an edge case for using them to capture people with point blank stun shots that can't be dodged because they wasted all their energy deflecting a chainsaw, but....
>But they're ranged weapons and get deflected?
Two tricks to using chainsaws, once since it's a ranged attack it can be used to attack people up elevators without cqc or if you're using a flying suit fly above someone and chainsaw them from above.
But since these are both quite unlikely situations the real trick is that chainsaw comes with spray fire and you can spray fire two tiles away avoiding cqc completely, now this doesn't always work but it works a whole lot more often than trying to win the dumb cqc check.
Chainsaws still suck and got nerfed to the ground they never recovered since cqc patch.
>How do you even kill turrets, let alone shield turrets?
I found that shrapnel rocket direct hit will one shot them almost every time, haven't really tried much else because shooting it without one shot capability is pretty much instant death they're very accurate and of course come with scout/sniper code. If you don't have hard cover between you and the turret you're almost certainly dead.
>need Elerium Batteries to get the good stuff >need Improved Laboratories to get Elerium Batteries >need Alien Electronics to get Imp. Lab >need to roll the gacha on alien engineers and leaders to get ayy electros
Welp.
Honestly I wish you could do an early rogue playthrough of X-Files.
But at that point I think you will end up with a Criminal Syndicate simulator + Aliens.
That's exactly what I'm hoping From the Ashes will ultimately be like. >the mission where you send a few agents into a military base to steal tech >the mission to fight a bunch of gang members, ostensibly to 'investigate' them, but really to take their drugs and re-sell them
Kino.
>Chthonite Minibase >one of the ayys goes berserk and detonates an explosive right next to itself, bleeds out before I can get to it
Welp. And it most likely was a HVT too.
are the difficulties really just multiplying the enemy count? I've tried xpiratez on highest difficulty but the prospect of hundreds of enemies every mission made me reconsider
They also increase stat units, in piratez enemies get like 70% boost to reactions and varying % to other stats. Also a lot of events are tied to the difficulty level so highest in piratez has a plethora of a "frick you here's -1000 points for picking highest difficulty get fricked player" kind of events.
Jack Sparrow is a joke difficulty for people who complain that the second highest is too easy. Normal people aren't supposed to play it.
If you actually feel that the second highest difficulty is too easy, you should learn to modify the game files yourself to make it harder.
>enemies facing towards your craft on turn 1
This is such bullshit in XCF, I've had to abort immediately at least a few missions because some frick face spawns like 5 tiles away from my van pointing rpg at me. Landing rng can go frick itself.
Kitsune layout is a godsend I have no idea how I'd be dealing with invasion if I was forced to use one of the deathtubes aka skyranger variants.
1 year ago
Anonymous
Don't give Solar ideas.
1 year ago
Anonymous
solar can suck dick, i bet he already do this anyway so its not a new idea to him
1 year ago
Anonymous
solar can suck dick, i bet he already do this anyway so its not a new idea to him
>XCF 3.0 >all midgame transport craft have been replaced with DC-10s >has a flat 5% chance to crash upon landing >the only exit is a rear cargo hatch, which opens inward, crushing the agent who activated it
1 year ago
Anonymous
Solar could prolly re-use the Zeppelin/Necroplane craft and make that a reality
1 year ago
Anonymous
I honeslty prefer the Skyranger over the Kitsune, since with the kitsune if there is a homosexual aiming at the hole the first trooper to jump is gonna eat shit. While on the Ranger I can just use a different door
1 year ago
Anonymous
>jumping out the craft first turn
You were asking for it.
1 year ago
Anonymous
>camping is bad >but attacking on first turn is also bad
1 year ago
Anonymous
>losing some freshness/sanity
VS >getting reaction fired by every hurpa durpa looking at the craft (which is almost everyone, including the people with rocket launchers)
Choices, choices.
1 year ago
Anonymous
new anti camp mechanic >craft gonna explode if anyone stay inside after 1st turn
t.dio
1 year ago
Anonymous
Genius. This also means you can't retreat, and you can't bring any extra gear or ammo AT ALL or it gets destroyed.
Just the sort of balance I'd expect from this game.
1 year ago
Anonymous
with any craft that has windows enemy can shoot though (examples: airbus, blowfish, snake) it don't matter what you do lol
because solar tongue Black person anus and tolerated and encouraged trannies in his discord and dio have swastika ships and let shitposter and russian free reign on his discord
v.N5 07-Jun-2023 Shadow Descent
- OXCE upgrade to 7.9.6, 21-May-2023
- New Arc Progress: Red Mage (major update; crossovers with Dr. X arc (minor) and Mystery Patron arc (minimal))
- New Non-Arc Progress: Guild and Academy warships carry better crews after 2-3 years of game; influences their related missions.
- New Missions: Gate of Fear, Plunge Into Deadzone, Deadzone Delve, Sewers of Death, Fountain of Youth, Bad Company, Endless Necropolis, Mysterious Tower II (harder version for later game)
- New Enemy Missions: Dreadknight Adventuring, Red Lilly Game, Govt Enmity
- New Enemy Shipping: Dread Fighter (gfx by Brain)
- New Enemies: Wraith Elite Guard, Wraith Tormentress, Dreadknight (gfx improved by Brain), Awakened Dead, Dead Resident, Dead Cop, Gun Runner, Golden Boy, Marsec Exoguard, Academy Pioneer
- New Facilities: Luxury Condo (sprite by Brain), Living Capsules (Pure Captain + Faith only), Black Tower, Rubble, Body Farm (Green Codex)
- New Craft: Airtruck
- New Craft Weapons: Twin Machinegun (GR), Gecko SAM (GR)
- New Craft Equipment: BTX Dodger
- New Armors: Tactical /Dog (merged mod by JDCollie), Tactical /Peasant (merged mod by JDCollie), Slimegal /Shade, Masterblaster (Ogre & Gnome versions, paperdoll by Brain), Biotank (Green Codex, Peasants & Gnomes only, battlesprite by RSSWizard), Medispider Suit (normal & SEA, gfx by Brain), Glittergnome (normal & SHA), Glittergirl (normal & SHA), Avenger (SHA version added), Martyr (proper SHA version made), Red Shield (Dogs & Hounds), Slime Graft (Blood Hounds, normal & SEA), Xenforcer Zortrium Shell (normal & SEA, gfx by Brain)
- New Weapons: Grav Cannon (Gold only), Memorial weapons (x3), Realm of Fear weapons (x2), Thunderstriker (Orb, Gray only), Blood Vine Whip (gfx by Brain), Gnome Autogun (no Codex only), Bane Blade (Orb, Red Only), Cupid Gun (Orb, Green or Gold only), Shadowforge Plasmagun (gfx by Brain), MP N-Lascannon (gfx by Brain)
- New Ammo: Atomic Cannonball, Autogun /ETAP
- New Trainings/Augmentations: Fusion Arts, Perfect Beauty (Green Codex), Syn Acceptance, Boot Camp (Soreass Captain), Sun Martial Rituals (Male Path)
- New Condemnations: Serial Widow, Unmaker, Medieval
- New Events
- New Feature: All small buildings, when destroyed, turn into Rubble now instead (keeping Hideout's connectivity). 4 tiles of Rubble added to starting base.
- New Feature: Ninja Love
- New Feature: Body Swapping (Green Codex only); contains several new possibilities
- New maps (by Solar and Brain)
- New gfx: +8 Ogre paperdolls (gfx by Brain); minimap & medikit interfaces (by Osobist); Deep One Berserker corpses/inventory (by AlexD), some Pedia backgrounds (adv. ammo types schematics, by Brain), Giant wienerroach paperdoll (by Mikkoi), Plasma Sub (by RSSWizard), Auto Rifle (by RSSWizard & Brain), Bullpup Rifle (based on RSSWizard, help by Brain), UAC Carbine (by Brain), projectile sprite updates (gfx by RSSWizard), Laser & Gauss defense sprites (by me), other minor stuff (by Brain & RSSWizard)
- Rework (Story): The hull/drill/codex sequence reworked to be more cinematic, also some intro changes
- Rebalance: Difficulty rules fine tuning. More -score needed to lose, enemy craft ROF bonus changed from flat to % (ponderous ships more murderous on high diff, quick firing ones less murderous), more granular/flattened ratio of enemies facing player craft.
- Rebalance: Reduced Ninja scoring from Fortresses and Firebases. Increased from HQ.
- Rebalance: global living quarters & training rooms capacity buff
- Dr. X duel mission less trivial now (updated from before-Condemnations version), incl. update of Ring-Dang-Doo.
- Magical Girls now auto-surrender after 3 turns
- Large barracks can be built over now
- Damaged barracks have less capacity penalty
- Cloning Centre no longer requires Surgery to be built
- Great Library buff (scroll needed to research, not to build; harder research, provides VooDoo training & Summoning service)
- Deliverator restored to its previous stats, but +1 LSX added.
- Faust map reworked
- Avalanches can now be used earlier after being found and researched (manufacturing still requires higher tech)
- Added extra shield damage to Plasma Beams, Plasma Spitters, Avalanches and Obliterator Cannons
- Peasants/Damsels: increased FRS caps by +10
- Bugeyes: now all get SENSE (default 3, less on some armors)
- Catgirls: Increased Energy Regen by 20% on all armors (again); increased min STA by 10 and STA cap by 15 (to 135); decreased FRS cap by 30 (to 60).
- Syns: Less resistant to Fire, more resistant to Chem.
- The research 'Soldier: Bugeye' unlocks VooDoo now
- Gals' lifeforce focusing reworked (no penalties, diff. bonuses, can use on all Gal types)
- Removed unnamed Dogs and Blood Hounds (sell or name your dogs before upgrading)
- Aggressor Armor can now be manufactured (Red Codex only, ofc)
- Admiral Armor: shields added
- Braine & Explorer outfits now yield Personal Databases
- Fairy outfit now viable for Shadowrealms
- Cat tactical armor takes much less material, slightly better Piercing/Concussive resistances
- Lessened TU penalties on most powered armors
- Tank accuracy formula changed to a bit less gnome-centric
- Gnomediscs are now equipped with Purple Shields
- Vehicles armors, their chassis and medikits no loger require monthly maintenance, but take extra storage space instead.
- Buffs to several old Orb wpns (Hellgun, Phantom Whip, Biofresh Gun; Masochist Outfit needs only 1 Orb now)
- Canteens restore a bit Energy now, as well
- Succubus and Arouser condemnations rebalance
- Slave changes: Super Maids -> Uber Maids, available to all, but a bit weaker. Gladiatrices generate less space, more income.
- Added Sniper/Spotter info to enemy examinations
- Minor gfx replacements/improvements (thanks to Brain, RSSWizard, Mikkoi and others)
- Minor fixes/polishing/improving (A LOT)
>buyable named dogs means i will finally use them. they are still as cheap as before >grav cannon is a lighter assault cannon with lower ranged snap shot but also has an aimed shot. expect to use this >gnome autogun is some bastard autogun+saw off shotgun+30 mm grenade launcher hybrid i will probably never get to use because it requires the zeerust to research >gnome shotgun uses saw off shotgun ammo, old carbine ammo, and 14mm AT rifle amoo all at once >bloodhound slime graft lets them be used underwater >admiral outfit gold shield is pretty damn strong, a major buff for gold codex early game >ogre masterblaster armor requires a mad gnome, while the gnome masterblaster requires an ogre convict >peasant tac armor finally gives the assault clones something to wear while waiting for legion armor >male touch picks up a second transformation for SS which is quite nice. almost certainly still inferior to peasant rev, but it will a lot >sore ass cap'n gets a training which is quite similar to militia training, will help get rookies up to speed faster >manufacturable aggressor armor is very nice for red. the expense is reasonable, but requires superconductive wires which i have at times needed to save for my personal lab >the medieval condemnation is pure positive, including some very sexy energy regen >the airtruck is a gimpy harvester, probably still good for its geoscape map >increase in living space for buildings is quite significant. burrows give 15, and the regular barracks 35
>ogre masterblaster armor requires a mad gnome, while the gnome masterblaster requires an ogre convict
I think that may be a bug. Shouldn't it be the other way around?
Oh my, N5 really looks nice, and multiple codexes got new stuff. Guess I'll abandon N4 run then, as always got bored at endgame.
Now what codex should I go this time? Looks like green got most new shit, but I did green last time so...
When I was doing some minmaxing autism I thought green was the way to go for new cydonia and it looks like it's even better now. My plan was to go dumbass green and just zombify my entire crew and just farm condemnations on that immortal crew for all of eternity. Get the kind of crew that just regenerates health energy and stun and can go on 0 freshness forever.
Sounds good, however I will most likely never see new cydonia since I get bored and abandon usually before or shortly after higher studies, sometimes earlier. So new cydonia is a non issue for me.
why these gays cry that camping is bad(well it is) when there is little to no rewards to go fast and its to easy to lose experienced troops and there is no easy way to replace losses(especially in x files?)
>piratez_globals.rul >line 7242 >aliensFacingCraftOdds: [15, 30, 45, 60, 75] >on difficulties 0-5 >difficulty literally controls how much you get sniped on deployment
i'm gonna kill that czech motherfricker
i'm gonna go back in time and shoot Gollop in the face
The highest difficulty should always be bullshit hard, otherwise it's no fun.
Still, I think the only time I ever bothered finishing an ironman/superhuman run was getting "lucky" and capturing a sectoid leader during a late January base defense.
I'm personally content just hand-editing whatever I don't like out of the overhaul mods I play, they usually get at least 95% of it right and sanding out the rough bits is both fun and not terribly difficult.
That would be cool. My personal wish is for a bigger scale mod so your units are tanks and whole squads of men. Interceptors become air wings, deployment becomes a choice of logistics companies and instead of a craft they set up a little FOB on the battlefield.
The theme would be mercenary operations with a hint of Ace Combat MIC-punk. Work your way up from WW2 tier junk to cutting edge trials-only experimental tanks, also it could have an alien invasion as a part of it but you'd fight them with entire regiments instead of just a squad
An Evangelion themed XCOM total conversion would be the bomb.
Angels would need to obviously be scripted and couldn't be unique each time, though.
Your main limitation: An incredible lack of pilots. You get like one fricking pilot starting out and you have to complete quest chains to get more. You can, of course, research an AI pilot replacement... but it might lead to unforseen consequences 😉
Alongside your tiny handful of Evas, you can also deploy battle tanks and VTOL aircraft, purchasable off the shelf. Shells and rockets bounce straight off of most enemies, though. N2 explosives are also available, and if nothing else will do, they can at least offer a chance to stop enemies - at the risk of injuring civilians.
I'm not sure how interceptors would play into this whole thing. Most likely you'd have to just scrap the air game altogether.
I'm thinking the air game could work as long-range bombing. Each angel is a UFO that makes its way towards your base, landing several times on the way. Depending on your transport options, you can engage it in different areas. If you successfully hit it with aircraft, it might lose some health before the ground battle even starts.
The closer it gets, the more civilian infrastructure the map has. If it makes it all the way to your base, you'll be defending the Central Dogma and the collateral damage will be severe.
I was thinking more of Super Robot Wars where you can use grunt units.
That way you get stuff like Code Geass or Votom mech light armor and fast scouts. Gundamlike for your standard armor, Valkyries from Macross for your flying needs, and one-of-a-kind but repairable super robots that run on bullshit like Shin Getter.
One could expand it with some other crazy stuff like throwing a literal army of cloned Godzillas at the aliens.
Or if you want to be a snowflake, keep using tanks and artillery against enemy mech, and then you drop a Bolo on them
Frontline Alien War + DEFCON.
None of this covert ops, secret base BS. You fight and die for every nation. If the aliens take hold of a nation you might have to nuke it into oblivion to deny them a bridgehead.
But that might be better in a different game, still I think a grunt experience during the invasion where your Base is a FOB, your Research is just Requisition and you don't need to take Aliens alive could work.
That's the really tricky question.
Maybe set it in an alternate timeline where Aphophis invades?
I know it's very difficult to mod the geoscape, so it would probably need to stay as Earth
Law enforcement simulator. The entire geoscape would be a single city, or a single state.
Missions would range from things like frivolous calls (Karen complaining about skateboarders) to mundane civil disturbances (a drunk/high dude picking fights) to full on armed bank robberies, terrorist attacks, drug busts and violent riots.
The better you do the missions (capture the perp alive, bystanders survive, your dudes survive, etc.), the more budget you get. Shooting at unarmed dude, of course, gets you a boatload of negative score unless he's stupid enough to pick up a weapon.
Equipment is the typical stuff police use: batons, shotguns with rubber rounds, tasers, pistols, smoke grenades, etc.. K9s too.
Craft would be different police cruisers and vans. To get more dudes you can research to have more police cruisers show up.
the biggest gripe i have with the old xcom is that you can only equip your soldiers right before mission, i want to fully customize them in the base goddamnit and only change a thing or two depanding on the mission
just go to your craft and there's an "inventory" button and you can just prep your team from the base, f5 to save global loadout f9 to load global loadout, save+ means saving loadout with specific armor, s to save personal loadout, l to load personal loadout
>just go to your craft and there's an "inventory" button
you can access this using the base's inventory on a dropdown menu in the Hands/Soldiers screen
Can someone explain to me how does alien progression even works in XCF? I'm now in jan 2000 and I still haven't seen floaters but mutons and ethereals are starting to show up, I'm confused. This is especially funny when the description for jump armor says "grav module ripped from a floater" when I haven't even seen one yet, I used the one from the hybrid large alien drone.
So here's a hybrid embassy 2, I don't really need to do a mission there since I don't think I have anything else to research from hybrid line. Whoever designed these bases with radar around them is a fricking moron, this base is now a permanent bravery trainer for my pilots.
In case you didn't know you can just park your aircraft right next to the any base with a circle and enemy air defenders will come out and there's like 6 of them, so you can just train up your pilots there really easily. It is literally bad for me to get rid of this base, it provides more benefits by existing what a shit design.
Even better; all craft pilots participating get dogfight XP so you can send up a squadron of 4 interceptors to both clown on the response and grind multiple rookies.
Yeah if you look at the xpedia it says
Dogfight experience 10 Bravery · 30 Reactions · 25 Firing
I think these are just % chances to train each one
Even better; all craft pilots participating get dogfight XP so you can send up a squadron of 4 interceptors to both clown on the response and grind multiple rookies.
I wish I'd known about rookie flight school sooner. It makes ironman a little more reasonable.
Here's another tip, I saw in piratez changelog that all bugeyes now come with sense which will make them much better in the future. Anyway if you have sense you can see through walls, if you can see through walls you can get your psi guy as close as possible to the enemy while being mostly safe.
First get some guy on the roof use motion tracker press ALT to see position of the enemy, move within 1 tile away and be able to use regular psi amp(which requires LOS to be used) and it's at basically maximum power so your chances of succeeding mind control are very high. If you can't fly then you can mind control people from bottom floor all the way up to the sky and if you don't have psi amps then psi weapons like heartgrip staff will also work this way.
>play piratez >unironically uses the term swag >look it up on the wiki >no rizz anywhere
You weren't kidding that the guy who makes this is 47 years old.
v.N5.0.1
- New Condemnation: Against All Odds
- Crawling movement added to Tanks, Wolverin Suits, XECs, Xenforcers, Loaders, Testudos, Eridians, Lamias, Oozes, Silacoids, Sectopods
- Forest and Farm tilesets modified to be easier on Crawling type of movement
- Offline Xpedia (by Baturinsky) updated to 2.1
- Fixes: Padlock to Fear Gate, medikit/minimap interface glitches
- Minor adjustments, language updates
Wtf is crawling movement? Some new oxce feature or something?
From Dioxine: >the 3rd, secret movement type 🙂 >works like walking but can have different movement costs defined in tilesets >and ye since game contains circa 40,000 tiles it's limited to most common situations
From Dioxine.
Apparently it's slower than walking, except in some special tiles that have walk speed penalties.
I enjoy how in xcom files, large and very large ships have turrets all over them and actually hold 0 valuable loot or captures inside. You can get every engineer, navigator and leader in medium sized ships and the alien colonies have commanders but I think you need just one.
So what the frick is the point of ever going to these big ufos? Just to suffer to turret bullshit?
In this case the caves are a good thing because you can close the distance to plasma-wielding dudes and stun them with a minimum of risk as long as you bring motion detectors.
https://www.mediafire.com/file/qtgnwe9dj988tcn/Dioxine_XPiratez_N5_repack.7z/file
i put this together for one of my friends; it includes UFO Defense and a music pack. no setup needed, just extract and run.
is it me or is the power creep of piratez going a bit too hard? how many buffs, condemnations and trainings are there available for soldiers now? it's getting ridiculous
a lot of it is content that might not actually show up in a playthrough and enemy subtypes that you can't research because you already got their research results elsewhere
The hollow earth reptilians, the moon nazis, the fish people, the robot ninjas, the ghost blowjob cultists, the glowBlack folk, the rogue military industrialists, the global arms trafficking mafia, the magical girl groomers, the list goes on...
Ayyys are honestly the least of Earth's problems.
>The hollow earth reptilians
The shogg? I think i killed a vip with reaction fire by accident last time and mission hasn't respawned yet >the moon nazis
Black sun? I bailed out magma corp AGAIN but this time in space and that seemed to lead nowhere >the fish people
TFTD stuff? I blew up tasoth factory and my god that mission sucked ass >the robot ninjas
They robbed a bank once and haven't heard of these since >the ghost blowjob cultists
I think it's fricked in my patch and I'm not updating mid run >the glowBlack folk
MiB started to show up but they're honestly a pushover at my tech level they have no chance. >the rogue military industrialists
Syndicate? I've had LOTS of fun sending <30 psi rookies on a suicide mission to fight minotaurs in close quarters >the global arms trafficking mafia
I think last I've seen of osiron was some dude on a cruise ship >the magical girl groomer
Haven't seen that at all
To add one from myself, cult of apocalypse it sure was fricking nice of solar to bring a fort map where everyone is disposable EXCEPT one guy, had to play that one real slow to make sure nobody kills the fricking vip with reaction fire again, vips just seem to be magnets to reaction fire
>The shogg?
there's an additional step beyond them where you go to the lizard people's cities using a special craft (and the turrets in the cities are fricking unkillable)
>The hollow earth reptilians
The shogg? I think i killed a vip with reaction fire by accident last time and mission hasn't respawned yet >the moon nazis
Black sun? I bailed out magma corp AGAIN but this time in space and that seemed to lead nowhere >the fish people
TFTD stuff? I blew up tasoth factory and my god that mission sucked ass >the robot ninjas
They robbed a bank once and haven't heard of these since >the ghost blowjob cultists
I think it's fricked in my patch and I'm not updating mid run >the glowBlack folk
MiB started to show up but they're honestly a pushover at my tech level they have no chance. >the rogue military industrialists
Syndicate? I've had LOTS of fun sending <30 psi rookies on a suicide mission to fight minotaurs in close quarters >the global arms trafficking mafia
I think last I've seen of osiron was some dude on a cruise ship >the magical girl groomer
Haven't seen that at all
To add one from myself, cult of apocalypse it sure was fricking nice of solar to bring a fort map where everyone is disposable EXCEPT one guy, had to play that one real slow to make sure nobody kills the fricking vip with reaction fire again, vips just seem to be magnets to reaction fire
>a fort map where everyone is disposable
And 'everyone' means 'at least 60 enemies'. Turns last for five minutes.
Chaotic Good, also known as Chaotic moron. I'm here for fun and booty, preferably staying alive. Wrecking the map with one rocket? Efficient, but loses its fun if used too often. Punching through walls, slicing baddies and hammering armored targets? Now that always stays fun. Sure, killing occasional civilian does stay on the conscience, and the slavery is an arguable "improvement" in their lives, but that's what the alcohol is for. On the other hand i do try to make their lives better and try to save the wounded, so surely i'm not half bad right? Death to the enemies, rum for the allies, giggle with lamias, for tomorrow we might die!
I'm just gonna kill everyone and cover all those who resist in explosives because after reaching the late game in X-files the last thing I want to do is waste effort capturing people.
My dude stats have inflated to the point I can one hand a sniper rifle with perfect accuracy, I think this is why all sniper rifles in piratez block both hands so you can't do dumb shit like this.
I'm not sure how good these sonic weapons are but the 5 millions earlier in the game would've been tempting, at this stage I have 400m in the bank so I guess I won't take the deal.
>range sucks, but pistols aren't for ranged fighting anyway
you say that but I've been really liking turbolaser pistol on infiltration missions and the aimed shot range on that pistol is fantastic
>80 concussion
Would that work better than taser pistols with bio-clips at putting trash to sleep?
I want something better than the taser pistol, while also not giving me the risk of killing people like the bean bags for 40mm
>can figure out the computer interfaces used by an ancient race of psychics to control their spacecraft >but can't copy this vital piece of data
If they can view it, can't they just assign a guy to copy it all by hand?
I hate plot contrivances like this.
v.N5.0.2
- Fix: codex multiple treasures / messed events issue
- Fix: unfricked Island Resort terrain
- Fix: Airtruck deployment map
- Fix: Xenforcer' Zortrium armor VDEF
- Fix: Adjusted Poisoner HP recovery formulas
- New: Ability to revive Sleeping Beauties without them having the Condemnation (higher tech required).
- Added some backdrops for pedia articles and created some missing ammo research articles
- Surgery Room gets 2 Animal Cages
- Minor grammar/text fixes (thx to Flyte for combing)
Can't decide if it's safe to start new run yet or wait till monday in case more hotfixes.
In X-Files I got a Melee Specialist that i've kept alive since day one. Haven't picked a transformation for them yet. Should I go Kyber, Protean, Dagon or just wait for something better?
Now when we use Drill, it creates different Anomaly depending on chosen color. Anomaly has two events relevant to it - "acting up" and "stabilizing" (they give you items) and after it stabilize you can collapse it (manufacture process that gives you hull and craft weapon).
My question for someone versed in events and scripts is:
Entrapping Anomaly Stabilizes (Gray) event has Event weights with Entrapping Anomaly (Golden) instead.
https://xpedia.netlify.app/##STR_FORTUNA_ANOMALY_EVENT
Does that mean instead of gray codex items you'd get golden ones or it doesn't matter?
How come my second batch of agents don't get to the same level as the first? They're all trained out and don't gain stats from missions but they're still not as good as the OGs
Is XCF actually good? From reading the forum, there's missions with 50+ enemies. How can slogs like that be fun? In addition, the dev loves limiting your squad size to the point it's more like nu-XCOM where too many experienced soldier losses = game over. And then there's the sanity time limit.
You can get past the squad size limit pretty quick if you plan your bases for helicopter/dragonfly usage, but yeah it tends to become an absolute fricking slog. Plus the stats on new recruits are so dogshit that it'll take in-game months to meaningfully replace anyone that dies.
That's a shame, I actually like the idea of a mega campaign that includes TFTD. But I don't have the autism to enjoy killing 100 cultists and all the save scumming this mod probably would require.
You can make it moderately more bearable if you adjustment recruitment stats and research requirements for a few things(Land Rovers and shitty rifles), but yeah...
The cult missions are actually alright if you know how to win them quick, and the HQ raid missions are decent finales. Hit the VIPs, and the enemy forces crumble. The grunts are there to stop you reaching the officers/VIPs and nothing else.
A lot of the other high-enemy-count missions are intended to be done with reaction fire. Kind of makes me wish it had real-time like Apoc but I never found it frustrating. Nighttime + flares = any cult outpost is free reaction fires.
Now, it's shit like the Cult of Apocalypse, Manors, subterranean, and Zombies that are complete slogs that STILL require maximum effort...
And yeah, a lot of invasion-level stuff is blatantly balanced around save-scumming. Like the new turrets.
>Plus the stats on new recruits are so dogshit that it'll take in-game months to meaningfully replace anyone that dies.
You know, a simple tweak to the gym facility would fix 90% of XCF's problems.
I do this whenever I play, as well as increasing the minimum and maximum stats agents can start with, and making it easier to buy certain guns.
>Is smoke still effective?
I haven't really used it at all, there are so many mechanics that counter smoke I feel like it hurts you more than it helps. For most of the instagib enemies like turrets if you don't have a wall between you and them you're dead.
Is XCF actually good? From reading the forum, there's missions with 50+ enemies. How can slogs like that be fun? In addition, the dev loves limiting your squad size to the point it's more like nu-XCOM where too many experienced soldier losses = game over. And then there's the sanity time limit.
>Is XCF actually good?
Well it's not dumpster fire but it has A LOT of problems, I'd give these a pass years ago but this has been in development for like 10 years and clearly dev does not want to fix most of the problems. >there's missions with 50+ enemies. How can slogs like that be fun?
Some of these missions are fun, the problem usually doesn't come from the enemy count but either where you spawn or the map design. Slowly clearing a map from a good position can be a decent fun and you feel tacticool as frick but when you have guy pointing a rocket launcher at you turn 1 and you're surrounded on all sides that sucks. The level design also includes a frickload of caves or tight mazes and it intensifies the problem of looking for the last guy. Unlike piratez the majority of enemies do not surrender. >too many experienced soldier losses = game over
Now this I feel is a total misunderstanding, I've heard this a lot but the game really doesn't work that way. You WANT rookies and untrained shitters on nearly every mission, your squad composition should always include rookies. You do not want to run all elites like you would in nuxcom, pre invasion your most common squad size is 8(dragonfly) so you probably want like 2 total fresh shitters 4 mid tier guys and 2 elites. Your elites are built on top of a piles of rookie corpses but you do not ever want to stop using rookies because the game will force you into situations where someone has to make a risky move and no matter how experienced or armored you are for the majority of the game you are dying in one hit, make sure it's the rookie that takes the hit. >And then there's the sanity time limit.
Due to enemy count and dogshit level design this can be a problem, I've had guys with 100 sanity get dangerously low but there's nobelon to give you 60 sanity for 15 health loss so you can extend the timer if needed. A lot of big missions took me 20+ turns and I fricking swear I was not camping it just takes that long.
It can be fun and whole idea from zero to space hero is good but how its done... that is whole another matter.
Bloat, stat inflation, grind, unbalanced economy, tiresome missions and more BS all in one.
I used to think these despawn penalties in XCF were really bad but honestly you only need to be at like 1-2k positive score to get maximum funding and money isn't a problem anymore. I am at +17k score right now so losing 1k to jarheads shooting up some civvies is no big deal.
I dunno guys, while messing around with spells with the Grey Codex is fun, I just like inflating my gals' stats with those transformations from Green Codex more.
Same here, going into firing-line mode and trying to shoot back a massive swarm of the damn things entertains me on some stupid but undeniable level.
The normal zombie missions can be kinda fun if you're in the right mindset, but they have no redeeming qualities the moment zombies start getting guns.
By the time AK-wielding Ghouls became a problem, my dudes were in armor that they couldn't scratch. Unless you mean MAGMA and their bullshit, in which case I fully agree that those missions are concentrated AIDS.
I think it was a multi blaster launcher, which is kinda shocking that first ayys used the blaster launcher and two they actually hit something. That is VERY rare.
These lunar missions are absolute clown car fest, there were like 10 sectopods and everyone else was an ethereal and the map was like 1/4 the size of a normal alien base. If it wasn't for mind control I think I'd lose like half of my squad but I don't give a frick and I am abusing mind control to its fullest potential.
>pharaoh tomb >have fire speed and AI movement cranked to maximum with vsync off >the turn literally takes 3 minutes
what the frick are there like 200 zombies there?
On the result screen there were about ~100 killed and I'm on diff 4, I'm not sure what made the turn take so long. I've noticed with zombies sometimes the unit will just freeze in place for 2-3 seconds before making its move. I mean my PC is decently fast it shouldn't have trouble processing the AI but whatever, these zombie missions are moronic and I will never ever do them again.
There's plenty of things to hate but if I have to pick one thing it's landing rng. I fricking hated how many missions were so heavily influenced by something completely out of my control. This is mostly a pre invasion problem since once I got kitsune that happened less often but sometimes you're still surrounded it's just that you won't instantly die to reaction fire rocket on turn 1.
And I remember people complaining about this like 5 years ago it's very clear to me that the dev has no intention of ever fixing this or any other problem of XCF.
Hey, lads.
I'm fairly new to OpenXcom but I'm looking for a mod that retextures the default jumpsuit into something more "tacticool" or realistic.
Alternatively, how hard would it be to take armor textures and sprites from another mod and switch them with the vanilla default armor?
you could probably recycle art assets from the different jumpsuits in xcomfiles (ex. colours, kevlar vest, etc.) or use something like the durasuit or operator armor from xpiratez
I did see X-Files has armors that look just like what I'm looking for. Would switching them around be as easy as just replacing the vanilla sprite, animation and inventory images with the new ones?
As for applying these to the vanilla game, some wizardry is involved since the base game stores all of its sprites in .pck files which act as sprite atlas with an associated .tab file which tells the game which sprite is where inside the file.
You need an editor specifically for this file format so you can export it to a regular image, swap in the new sprite and repack it into a .pck.
You need to do this separately for the inventory sprites and the battlescape ones.
https://github.com/kevL/OpenXCOM.Tools/releases/tag/230522
https://www.ufopaedia.org/index.php/Image_Formats#PCK
Thanks a ton. That should be all I need to cook something up. Cheers.
As for applying these to the vanilla game, some wizardry is involved since the base game stores all of its sprites in .pck files which act as sprite atlas with an associated .tab file which tells the game which sprite is where inside the file.
You need an editor specifically for this file format so you can export it to a regular image, swap in the new sprite and repack it into a .pck.
You need to do this separately for the inventory sprites and the battlescape ones.
https://github.com/kevL/OpenXCOM.Tools/releases/tag/230522
https://www.ufopaedia.org/index.php/Image_Formats#PCK
>split my nuggets into squads with designated roles that use specific loadouts >works like shit everytime >just throw random shit onto random nuggets that i feel like using >works amazingly but i go insane whenever a mission resets loadouts
What's the solution for me wrahs?
That's not true.
Early game you're only one-shottable until you get gopnik roids, midgame pre-invasion you shrug off small arms and only have to watch out for big guns and explosives, and when you roll out the power/flying suits only heavy blasma can oneshot you on a high roll, and even that's not a given given that lategame agents can be pushing 100 hp.
>big guns and explosives
And, for some reason, snubnose pistols. Those go through a heavy tac suit more often than full caliber rifles.
If I see a dude using a snubnose and another with an AK-47, I'm shooting the snubnose dude first.
>loadouts >pistol and light melee >heavy melee >archer/spearman >shotgunner >SMG gunner >rifle trooper >heavy auto >grenadier >small rocket >heavy weapon
there are many reasons to use a lot of different guns, and many reasons not to only use whatever your best rifle is. also consider that you want to have multiple different damage types available to counter different armors/shields (ex. kinetic, laser, plasma, fire, chem), thus also different guns even within roles.
Also, when is X-Piratez updating?
Very soon apparently
Usually ballistic/concussive is fine enough. For Osiron guards chem works extra good too and even low end RPGs/Chem cannonballs will one shot cyberdisks
Bueno, right as I'm learning to make shitty submods
What damage types get the Academy to frick off best?
First Academy base raid went well.
Lost the Esper and Provost in a tragic recoiless rifle accident.
Got an engineer though.
>just ran into a Terminator
Holy shit thank God lasers kill them
haha I run into a terminator with nothing but tommyguns
luckly, the stun rod actually worked
it just didn't keep him down so I had to keep one guy just tasing him every round until I killed everything else on the map lol
The first time I saw one was in a space mission. All my gals were armed with lasers so they went down very easily.
That is very fascinating. If I wanted to make my own OXC total conversion, do you think this could help?
You do not need three different craft types, your Sparkling Hull craft can manage air land and sea. The hangar space thing is a massive b***h, I agree. Deployment bases should have training and medical facilities - as many medical as you can cram in because you want your gals to be back up and fighting ASAP.
I usually like to try and build as many bases as I can early on and basically have them operate as range extenders/racing outposts/radar stations and fill the space with plantations until I actually need to start using them for specialized functions.
>The first time I saw one was in a space mission.
The first one for me was in one of the civilian transports where terminator was disguised as one of civilians, I went to punch a girl with my plate mail pirate queen and the girl(terminator) punched back and evaporated her on the spot because lmao electric resistance on plate. Very memorable loss of a soldier.
What is 'IPL'?
I know what SUb is.
Supposedly it means Interplanetary Craft despite the fact that it isn't interplanetary and can't go to Mars.
I think Dio's definition of "interplanetary" differs from everyone else. Why not just use "SPC" for space?
No, that's not it. Space-capable craft are listed differently from supposedly "interplanetary" ones.
Then I guess the IPL tag is in preparation for the next (or the next or the next or the next.....) big update which will have interplanetary frickery aside from Cydonia.
>Start an IPL mission
>Takes months to actually start, and gals take a year's worth of freshness to represent them being gone for ages.
I guess you could do Mars missions outside of Cydonia. Mars is a full sized planet, a lot bigger than just Cydonia.
interplanetary? I.E can go to mars?
I thought there was only one mission on Mars and you had to build a special end game ship for it?
>max range 116500
breddy far
IPL crafts are one able to use in Space Freighter Raid mission, you catch it on the way from Earth to Mars so it kinda makes sense?
Who's the artist?
Some random guy on the internet. As far as I know, he doesn't have any socials.
So, my observations on bases and potential merits and pitfalls of base design as a low skill, but somewhat experienced, Xpiratez moron:
1. Bases are the same size as always, but the number of things they can do and need to do is larger.
2. You will need, at minimum, three different kinds of craft: one for regular land missions, one for the sea, and one for space. In practice, there are missions requiring fast craft, single unit craft (that something small enough for one person only requires a full hangar is bizarre), hunting parties, wheeled ground vehicles, aircars, undetectable vehicles, etc. The hangars being hardcoded as 2x2 is very fricking painful in this mod. None of this includes dedicated interceptors, of course.
3. I'm still not sure how research base specialization works, since your starting base needs to do the research until a point pretty far in the game, due to the old earth lab being a supreme research facility until very late.
4. Industrial specialization is pretty simple, albeit heavy on a lot of prereqs.
5. I'm still not sure what the optimal 'deployment' base looks like.
6. I have a six hangar design I use for radar station/interceptor launches but it's pretty scuffed.
Research bases besides your starting base take a while to get. For much of the game you fill out the rest of its space with other stuff, or you just shove a few brainer buildings into a base that primarily does something else. Nothing wrong with padding out a base with plantations for a year or two.
Your primary troop base can handle about every deployment with three craft. Many transports can do multiple special missions. Having a secondary base with additional hangars for very specific things helps a lot. I usually have two or three dedicated interceptor bases as well, with lots of defenses so I don't need to risk my pilots fighting off retaliations. The optimal defensible layouts involve leaving unused squares to create choke points, and I'd rather just build more flak cannons.
My typical target for bases is one main troop base, two dedicated interceptor bases, the starting base for research, two manufacturing bases, and two auxiliary bases with a mix of craft, research, basic manufacturing, and other stuff like my casino. Some adjustments are needed depending on codex and path.
Okay, so here's the question I need to have answered:
What things does the optimal research base ultimately need?
I'd presume:
A cultural facility (Onsen, most likely)
A prison and/or animal containment unit
Enough space for the brainers and guards.
Storage space (pref armored vaults for the extra AA)
And all the research facilities that grant access to the various 'services' necessary to research every project that crosses the desk of the brainers.
I can't remember if you need a workshop for research projects, but probably a workshop
https://xpedia.netlify.app/##LAB
the pedia shows which services allow which research and manufacturing. pic related is my general research base, but i skipped the latest patch so i may be missing something important. you have a bit of wiggle room depending on how many barracks, defenses, and vaults you want. this base doesnt need that much storage capacity, and you can fill it out with slaves if you really need to.
the one annoying thing is the spa plot, which requires both the red tower and a luxury spa. you can demolish the spa after, or build the tower in a different base.
>Red Tower
I've never even gotten that before.
>that something small enough for one person only requires a full hangar is bizarre
Just have a free hangar anywhere so that you can shuffle your ships around and order a rail pod when you need it.
I think I got a wire crossed somewhere in the code of my game.
It says I'm on the Chaos Saint route, but I picked Red with Wise Ass.
I thought it was Gold that didn't have Faith, and Red lacked Vision.
chaos red is lazyass
>trying to carefully intercept an MiB craft and a harvester
>leftover mansions launching last-gen fighters
>battleship spawns and beelines for the action
ebin
>Il just leave all these bases alone
>Nothing bad can ever happen
i left them because they gen easy missions to train rookies
Keep one, not a dozen of them you tit
>Keep one, not a dozen
but i like having them around
I understand bases are slogs but you can always ctrl+D, ctrl+K them
My balls ache just looking at this image
mansion fleets get pretty crazy if you let them grow
the second i launch an interceptor, three are on me instantly
guys I installed fresh x piratez and my gals always auto equip weapons(usually i transfer option file but can't access to my old install now)
how to turn it off?
There's going to be an option like Apocalypse inventory or gals keep inventories or some shit like that.
It will be on by default.
Switch it off.
they're seperate options for auto-equipping new soldiers and remembering inventory for soldiers between crafts/bases
yea but I cant see it in option, may be blind tho
have a nice day
no, u
Update in like one or two weeks according to Dioxine
Do i need to build an onsen to produce cigars? I already have a workshop and extractor
cigars require the culture service. any facility that provides this will suffice
Any cultural.
Onsen's just best if you don't have a still to go to mess hall.
I've got a better idea.
I'm going to take this here bat, and I'm going to get in a time machine, find the game devs of XCOM, and threaten them until they make the hangars 1x2.
I've seen some shit landings in my time but wow this takes the cake.
>pascal the dog is here
These artic tiles are fricking shit
one time I was storming some cult warehouse in x-com files and the area I started was completely isolated from the enemy hose, literally couldn't complete the missions since I couldn't leave the spawn.
Had to cheat teleport my guys out of the closed off area they started in.
>cheating
Anon, no! The game tells you to keep chainsaws and pickaxes for emergencies.
Somehow my post got mangled
It was supposed to say
>completely isolated from the enemy due to those lakes
So yeah, pickaxes and chainsaws wouldn't have helped me cross lakes
how do you chainsaw yourself out of this situation
or
ctrl+d
ctrl+w
teleport your dude out of his stuck position
play mission normally
easy
Playing it straight ironman and rolling with the bullshit is more fun.
If you aren't into CBT, you shouldn't be playing X-COM.
I have the CBT ironman experience in real life. I play vidya to relax.
>You vill eat ze shit. You vill torture ze ballsack. Und you vill be happy.
thank you Mad Gnome, very cool
>game glitches
>instead of fixing it, just eat shit
No
>he doesn't eat shit
Okay, babymouth. Why don't you have some plain, unbuttered toast and a glass of water instead. We know how sensitive your palate is.
Nah I play games how I want and have fun my way.
>pod activation
not an x-comlike
>not cheating when this game pulls some bullshit
I seriously hope you guys don't do this.
I'd love to play it straight personally, but every time shit like this happens in my runs, it's with indestructible terrain, I hate having to debug my way out of it.
Bro, a pilot seat in this craft is facing a fricking backwall - no wonder a pilot can't make a good landing for shit...
TrUsT yOuR iNsTrUmEnTs BrO
>He can't fly by instruments alone
Ngmi
Ghost Neuralizers make ghost missions trivial. Wish you could make more ammo for them
Are there night vision goggles or helmet/tactical lights or anything in XCF? Lights you can duct tape to your rifle?
Or are you stuck with the $10 flashlights from the start?
>night vision
there's armors with built-in nightvision
>lights
elerium trace flares are the best you're going to get early on. the flashlights are pretty good with a handgun because you can turn them on to shoot and off to move.
Does anyone know exact resistances of energy shields in XCF? The research article does a terrible job at explaining it.
from the shitcord:
best = 33%
good = 50%
decent = 66%
poor = 125%
terrible = 175%
As clear as day now.
Gold:
>33% damage taken from psi and warp
>50% damage taken from kinetic, incendiary, and concussive
66% damage taken from electric
>125% damage taken from plasma and cutting
>175% damage taken from chem and stun
>does not prevent choke and e115 damage at all
>100% damage taken from all other damage types
>terrible actually means increased damage taken
I feel like they should make that more explicit in the flavortext.
by the time you run into enemies with shields you should know how resistances work
new shit
Looks pretty cool
Is Isolated Valley the mission with the giant spiders?
It's a peasant-only mission where you save vault inhabitants from a random enemy type which might be spiders but might also be zombies or T-1000s.
Or bandits. Also didn't dio remove terminators from that mission in N4 or something?
I was thinking of a different mission but yeah thanks for clarifying
The mission got nerfed and terminators no longer show up there
Valley's the mission where you fall asleep or you actually worry for a second because the goon squads are more dangerous than zeds.
In case you guys don't know you can just bring 2x2 vehicles like armored cars or tanks to valley or gnomes in like a loader suit if you're later in the game and just stomp the mission.
Or send a convoy with 24 dogs in it, that might work even better than shit tier peasants.
I like to train my peasants until they're an elite fighting force and just hand them super self-chargers. They tend to resolve any low tier situation by that point.
>Tried new Retrod Defusion addon for aseprite
>It's rough but at least you won't spent 3-4 hours making base for your paper dolls.
I understood about half of what you said.
What's Retrod defusion?
What's aseprite?
Can it make cute cowgirl Lokk'nars?
Frick I can't write.
>What's Retrod defusion?
Stable Defusion for pixel art.
>What's aseprite
pixel art art program
>Spoiler
You can, but you need to clean and fix the AI generated shit a lot. Still better than starting from scratch
Basically I'd just have to get the AI to generate some sexy gobbos wearing cowboy shit and I'm in business. Right on.
Truly we live in an enlightened age, that such things can be said and made manifest.
So are these permutations of an existing armor? The AI didn't generate these from scratch, right?
man, you have access to Dio right?
can you ask him to put one fire extinguisher on airbus from the star?
I tried but Dio like when people suffer
fricking homosexual
>only campers suffer
if anything its opposite
Modders don't play their own mods.
What's the best way to rush tanks? 25mm autocannon is goated
Rpgs, or if it's even earlier you can try to ambush them with few hammer gals if you're desperate. Hyenas work great with hammer.
To field your own tanks? You can't really, just make sure you're working towards the prerequisites. Tanks are on the same "side" of tech as metal armor so that can help guide you.
I see, that's what I wanted to know. Seems like Car Parts are an early roadblock, though.
No love for Recoiless Rifle, LASS, Panzerfaust??
iirc you can buy car parts without having researched them, you just need rogue fields. you need that for tank parts anyway so it wont be a roadblock, and you can get it deterministically with recon expeditions. expeditions are good anyway so you should be buying them while you have the storage space
>R-Rifle
the lack of AoE kills it for me, and MAG rockets do it stronger. RPG often 'hits' even on a miss, not so with R-Rifle
>LASS
it's extremely based. 1x3 slots are made for Sabre or LASS. basically a Wand of Explosion you can add to any loadouts backpack
>panzerfaust
even more based than LASS. scales with bravery and the arcing shot almost guarantees a hit or near-miss. reliably destroys 2x2 ninja turrets and can be deployed by a peasant.
Recoilless Rifle is one of the best purely because it's useful for a large amount of the game and you can buy the ammo.
No production bottle necks because you don't have enough chemicals or hellerium or whatever.
But it doesn't explode so a lot of people won't even really call it a rocket launcher (I do like that, unlike the RPG ''''HEAT"'' it's an actual penetrating round).
Sell me on X-com files.
It's basically just a giant expo to UFO defense, with a longer time span, bigger tech tree, and more enemy variety.
It changes enough to be unique, since it focuses more on the bones of being a government agency, especially early, but it's not a radically different game like Xpiratez where you start out as nascent Gods.
>expanded earlygame
>small-unit tactics
>smoke grenades, flashbangs
>more ayylmaos
>TFTD content
You forgot
>build a harem of sexy hybrid women
that's x-piratez
>Sectoid Legacy requires 60 Bravery
Grinding that shit is annoying. I had to take all my hyrbids and leave them screaming a dark cave until they were all utterly insane.
Still, nothing that a few hours in the alien porno theater won't fix.
Cavalier gives you up to +30 BRV.
Just cull everyone with sub-40 bravery and send them on a couple of strange lifeforms missions.
Does taking a 12 hour flight from your base in the carpathian mountains to southern chile to pile into a rental car and shoot three slightly larger than average scorpions in the atacama desert with a ruger .22 over and over again sound like fun to you?
>three slightly larger than average scorpions
Ahhhh!!
That does it. Installing now.
>Did you ever wonder what it would be like to spend 6 months detaining rabies bitten farmers
>Do you want to feel the rush of unlocking first class tickets for your agents
>Do you wish to experience the utter dread of realizing you packed tasers and pistols to a 200 zombie mission
>Do you enjoy mediocre writing and media made since 1990
>Do you want to feel the utter rage/disappointment of realizing that do to rng or not following a 20 page guide you fricked up the early game progression and stand no chance against the alien menace
>Do you enjoy mediocre writing and media made since 1990
What xcom mod doesn't have this? Everyone making them is super old and stuck in the past.
media from 1990
from 2000>>>>shit
media
>he's trying to defend the 90s
Frick of gay
I can't imagine what kind of homosexual doesn't like the 90s.
>x-com
>jagged alliance 2
>stargate
>x-files
What the frick is there even to complain about the 90s?
All the movies were shit, all the shows were shit, everyone was annoying as frick and the music was absolute garbage. What the 90s did to rock and metal should be considered a warcrime.
>All the movies were shit, all the shows were shit
Yup, a mentally unstable homosexual. Probably a troon.
They were Black person, only manbabies with nostalgia goggles disagree. Deadwood shits on anything the 90s crapped out and the 80s had better B movies than the blockbusters of the 90s.
>Deadwood
>liking deadwood
troon confirmed
You sure are anona
90s movies made fun of troons, which is why you hate those movies.
Now if they only made good movies you could actually jill your stinkditch to them.
imagine being in a thread about a 90s game and complaining about the 90s.
This comic is literally (you)
>noo you can't make fun of my shit decade that's when I had my childhood
>make fun
That's not how you spell "crying about it" anon
Point to a single joke you made in this thread rather than just whining.
Every single troon I have seen is obsessed with the 90s, plus troons are humiliation fetishists so if anything making fun of them only makes them hard.
Nah, the 90s were great unless you were Russian
Kitchen sink the mod
it's really just a massive expansion (like 5 times the size) of the original game
the selling premise is that you start off as an actual joke of an organization with zero authority, just two sad frickers in a honda civic with berettas and flashlights, and you have to frantically collective evidence to prove to the UN that the ayys are coming and may already be here
its shit, kitchen sink mod, bloat and bad writing, terrible design and no direction
Imagine going from True Crime to Team America to EDF in no particular order
I don't know what are the implications of sharing tech with magma in XCF but I've had to bail these guys out so many times they're clearly not very trustworthy, frick them.
>He will never feel the rush of a M.A.G.M.A. Pulse Rifle firing Tritanium rounds and requiring no manufacture to procure.
can you two discuss your troony fantasies somewhere else
talk about video games or frick off
>thanks for sharing, here's some illegal weapons bro
Chem machine gun is best machine gun.
MAGNIFICENT
but no really I am getting worn down by this grind holy shit, extra points don't do anything in XCF like in piratez do they? It seems you get roughly maximum funding around 1000-2000 score
I wish there was something at least you could spend the extra money on besides land surveys, and even then you're just rolling again for Osiron crates.
Money doesn't seem to be a problem anymore but also elerium or other alien materials don't seem to be either and my storage base is getting full. When I've watched XCF streams I was led to believe that elerium is really rare and there's never enough of it but I'm sitting on a nice pile right now, can't use it for much yet but I'm about to get started on interrogating leaders.
On topic of things I want, how do I get more AI units? I think I've got 3 for free from an event or something and since then I've got nothing.
>how do I get more AI units?
From Alenium Shards, which may drop from some Alien Base Assault missions.
Alternatively, you can get them from dead or alive Alien Drones.
>Alternatively, you can get them from dead or alive Alien Drones.
That may have been patched out.
Osiron crates are the most reliable source at a miserable 1% drop chance per crate.
>Osiron crates are the most reliable source at a miserable 1% drop chance per crate.
fricking gacha ruining my ayy slaying experience
Gacha is the essence of XCF.
yeah
x files is fricking shit
it fall apart very fast
I was watching SG-1 earlier this week, and it dawned on me that you could make a fun total conversion mod for Xcom out of Stargate.
I have no idea how the geoscape would work though, because the vast majority of their missions would be on other worlds.
What are some explosives that work underwater that you can get in the early game?
And i'm asking for Xpiratez
https://xpedia.netlify.app/##STR_SATCHEL_CHARGE
>bravery issues
I've never had those, not even 20 turns into a "This place feels nightmarish" mission.
Nah, it's that most transformations require higher than default bravery, and it takes forever to raise through commendations.
using medkits trains bravery. make the coward into the squad medic. you should be getting shot enough, through the course of normal gameplay, to make up the difference.
just patch enemies, stab them and patch them again
*Wilhelm scream*
Oh, that was the HVT I needed for research...
>using medkits trains bravery
Oh nice. I guess the reason it seems like it never trains is because it only jumps when you reach a +10 benchmark.
I guess between Cavalier and Keystone, they should eventually reach the bravery reqs...when the invasion is over.
>rocket launcher
>rpg launcher
>multi launcher
>uac rocket launcher
scorch pls
you forgot the advanced rocket launcher
ENOUGH
all of these have their niche
>rocket launcher
old skool problem solver, takes a full turn's worth of TUs to reposition and/or reload
>RPG
smaller rocket launcher, for everyday use. ammo fits in belt/quickdraw and is relatively quick to snapshot so it can be used as a main weapon.
>quad launcher/UAC rocket
similar to RPG but with more dakka, should be used as a main weapon for high str/firing units like ubergals.
the rocket launcher can only get a shot off every other turn or so and it only justifies itself against heavy units or 2x2s, while the RPG can almost always be employed against almost any target. the UAC rocket launcher excels at putting a lot of explosions down quickly.
>RPG
Designed to injure light power armored infantry
>rocket Launcher
Frick everything that isn't wearing shields or an end game armored unit
>Quad Launcher/UAC
Honestly you just pick this shit up when you find it on a mission and shoot off all rounds at the enemy so they can't do it back to you.
RPG is pretty much king against everything that isn't tanks or shielded
>XCF
>Terror ship
>4 fricking ayy laser turrets with gold shield
>Me just with Blackshit guns, RL and a mortar
Owari da
Some of the balance changes in the last few years were... unsound.
what the frick man
how do you toggle the magic LOS arrows?
press alt
thanks senpai
I don't understand Dio's obsession with hating campers?
His father took him camping every summer.
He probably tried to play the Long War once and has decided to try and make his own mod the exact inverse.
Maybe he has PTSD from Russian players that take well over 20 turns to even open the craft doors.
People who camp tend to be boring and whiny
he was raped by his older friends when camping in the forest
I've been away from XCF for at least 6 major versions; is there an end to the MiB mission chain/plot yet?
This Ai thing is dope. It's helps alot to make bases for armour. Too bad it can't make guns, but sprites are small anyway and easey to draw
>Too bad it can't make guns
Grab a gun, img2img?
Most models are undertrained on firearms and the results always look like crap. You need a LORA at minimum to reproduce just one specific model of gun, see BetterGun AK47 on Civitai
A better tool to use than Stable Diffusion would be this neural pixelator extension for AUTO1111: https://github.com/AUTOMATIC1111/stable-diffusion-webui-pixelization
It's not actually Stable Diffusion based, but it uses the same UI. As you can see, compared to a naive scaling method it's significantly more aesthetically pleasing. I think this might be a good solution for creating gun sprites - take gun images from online, run them through this, then clean up.
I use Retro Diffusion, so I never tried it. But again, drawing guns is super easy, unlike armour of, god forbid, sprite sheet for units.
I tried to emulate Bloax with his wierd lighting on Testudo PA.
I guess I can try, but usually Dio and Solar ask for pack of 8 faces per papperdoll, if we I we want to add more.
>A Xenforcer upgrade
Damn
please make endgame armor with a pirate hat on top or something piratey
just so we can go back to being pirates
Make a hi-tech pirate hat with a built in shield. Then everyone will wear it.
Obviously the final armor should be a call back to the very first armors. Just something like a Pirate uniform but with some uber giga impenetrable mega shield
>Grav Cannon
looks like you got your wish
The lighting is really inconsistent.
Reminds me of a Vortigaunt
I think R-Rifle should be available much earlier since it's kinda lousy, and should have some extra ammo types available. Also a Piratey LASS/Panzerfaust, because the purchasable one is expensive as hell so I'd like to be able to make them myself.
can you add more paperdolls for galls?
some with redskin maybe?
Could you mod Open X to be the invaders instead of the defenders?
>the last scouting probe through this sector said the sapients here were pre-industrial and still stabbing each other with pointy pieces of metal
>somehow in less than 800 standard temporal units, they've split the atom and achieved rudimentary spaceflight
>all I brought to subjugate this mudhole was a refurbished, last-gen mothership with half-functioning fabricator facilities, a single working gene vat, some recreational-grade atmospheric landing craft, and a few dozen menials barely qualified to do much more than keep the ship running and scare the natives with laser sprayfire
>we don't even have enough reserve power to go home if we wanted to
>mfw
I was thinking of doing a Humie invasion of something since there is some game where you play as Aliens. Even have a moronic lore ready if I have to reuse Earth.
>earth is dying(global war, solar flare, demonic infestation, whatever)
>earth governments/corpos/rich individuals build and send generational/STL ships to nearby promising star systems(it is so you can customize your invading force)
>it have natives on various tech level
>you are on your last resources/ship was damaged in transit/you lost your OG target etc
>now you need to take over it
>bonus point for some other aliens/rival Earth ships appearing and messing around
or
>you are just some mining/pirate/smuggler/poachers expedition that need to make quit bucks and gtfo before guardians of the reservation area find out that you are messing around when you shouldn't
>military outpost mission
>military fortress mission
>capture/kill a major political figure to make an entire country quit the defense effort
No
These soldiers look like they are from Stargate than X-COM lole
It was the armor in the little Awesome Guns mod.
Will I ever get a ranged stun in xcf that doesn't suck balls? Options I currently have
Dart rifle clip b, it sucks ass it seems to never stun anything unless I take like 3-5 shots
Knockout grenade seems similar it needs like 2-4 direct hits to stun ayys
Tactical grenade launcher (blunt) that either does 0 or just straight up kill the target I'm trying to stun
taser pistol is "ranged" and it works best out of the options I have and it's a fricking starter weapon
taser cannon I have not built but looks like shit on paper
small launcher I can't use yet
is there anything else?
Yeah I have guys with 100+ melee but melee isn't always an option so shut up
Ghost neuralizer.
Milkor MGL with blunt ammo.
Fricking christ why are terror missions so hard? They're like 5x harder than anything else + these fricking instagib turrets. Don't mind the 6 killed, it includes 4 rookies and a tank that I can rebuild/revive, only one mid tier guy died so it's no big deal. I can't imagine playing this mod without sacrificial rookies when you play instagib tag with pretty much every enemy.
I won this mission but I honestly feel like just landing, leaving and taking the points penalty is the superior choice.
Oh and btw I killed the tank myself by forgetting to babysit the rocket launcher moron for one turn, but see? No big deal with these losses.
>21 civilians dead and 4 living civilians who have witnessed a frick-up of epic proportions
Just another day at Xcom. Case closed!
its actually 25 dead civilians
>4 civilians killed by Xcom Operatives
Oh fug. There's going to be so many FOIA requests for the bodycamera footage
>body cams
>early 2000s
I don't think so, Timothy
You got dudes in power armor wielding plasma weapons but bodycams are a no go?
Why would you want to show the world your monumental frick ups
>Release combat footage
>Rookie agent is seen missing the backside of an Alien 3 times in a row with an aim assisted rifle
>Other Agent is seen accidentally discharge a shotgun into the back of another agent
>Someone else fricks up a grenade throw blowing up a car and injuring 3 agents in the process
>Last clip is Agent Frickface playing "why are you hitting yourself" when a sectoid tried to shoot him in melee range
Body cams were only really invented for hobbyists wanting to record shit on the move.
The use of them for policing purposes was incidental.
An organization trying to remain secretive would not use them for missions.
You would, however, use them like cops do IRL: as evidence.
Not if I have to spend like four days researching them and...judging by the cost of flashlights, about $200,000 to deploy one model.
>go to the hardware store and buy some for like $50
>the council
-69420 score
>sir, please, let us buy more ammo for this rifle we found last week in a lockbox, we'd all be dead without it, and the bullets are on sale for 70 cents a round at a sporting goods store less than 10 miles from here
>"lol, lmao"
>4 civilians killed by Xcom Operatives
And the culprit was rocket launcher moron, on top of killing my own tank he killed those 4 civvies. I hate how all rocket launchers come with a snap shot and there's no way to disable reaction fire for an individual soldier. When people say OG xcom is clunky they mean shit like this all it takes is just one turn of complacency to not zero out TUs of the rocket launcher moron for disaster to happen.
This is why I usually don't use rocket launchers if I can avoid it but in XCF the rocket launcher is incredibly powerful so I kinda have to use it.
>disable reaction fire
Delete key to burn all remaining TUs. Otherwise, get more aggressive with your positioning so that the rocketeer doesn't have TUs to snapshot. I've literally never had this problem.
>Delete key to burn all remaining TUs.
Did you even read my post? I literally said I wish there was any other way but this. Why do I have to do this every single turn every time I deploy some moron with a rocket launcher? It sucks I hate it.
Dunno about xcf but in piratez if a weapon needs two hands (most heavy weapons do) you can block snap shots by putting something in other hand. So if that's the case with that rocket launcher in xcf that's the only way to block snapshots besides using up tu.
Carry a pistol to hold in your other hand when ending turn. Right click to prioritize it for reaction fire.
you do know you can just right click on your other hand so that he won't use the rocket launcher for reaction fire, right?
This only works if your other hand is occupied with a pistol or any kind of ranged weapon, if you have an empty hand that won't do shit.
I'm pretty sure it works regardless
And I'm pretty sure it doesn't, I wish it did. Or even better if we already have a yellow square to prefer reaction fire from one weapon why can't we have a red square that prevents reaction fire?
Because red square is for primed grenades 🙂
But srsly, go pester Meridian on the forums and it might happen (unless he spergs out and says no because reasons of course).
I really don't like talking to any of the openxcom devs, I tried arguing once for a rocket launcher without snap shot and the response I got was like I was a literal ayy lmao trying to ruin their game.
Lol, I can totally see that coming. But anyway, in my experience, if a request is reasonable and doesn't clash with his view of xcom he will implement it. I have made like 4 qol requests on the forums, he rejected one, 2 got implemented, 1 is on todo list (or maybe it's done already, been a few months since then). So it can be done.
I'm not saying they never change things I did manage to convince them to make some tweaks but it's always an uphill battle, to put it simply if you ask for change they tend to treat it like a personal attack and it's just a pain.
You could probably mod that yourself. Just find the rocket launcher and delete the snap shot option.
>And I'm pretty sure it doesn't
Huh, I guess I've been lucky this entire time lol
Literally playing with fire by having my rocket guys with plenty of AP behind the rest of my guys
>if we already have a yellow square to prefer reaction fire
AHHHHH
WHY did I not already know this?
Why can't the bootypedia just explain things up front instead of revealing the tutorials after hundreds of hours of gameplay?
>Why can't the bootypedia just explain things up front instead of revealing the tutorials after hundreds of hours of gameplay?
Because then you wouldn't read it anyway.
The problem here is that you can't prioritize a melee weapon over a ranged one. Whether you react with ranged or melee attacks depends solely on whether the target is in melee range. If you're wielding a knife, you can right click an empty hand to not use your knife, but that does nothing if you're wielding a rocket launcher.
Is ghosts plotline completed?
I did 4-ish one off missions and only stuff that shows up now is haunted farm/house.
Looking at database there is nothing more, RoA Journeyman show up only on one off missions and Masters don't at all?
I cannot even research their weapons, as unique mission with gatekeeping mob doesn't want to spawn.
what happened to the xpiratez xyz wiki? it was great to scim through items is there an alternative? or one I can run locally?
https://xpedia.netlify.app/##HOME
https://xpedia.netlify.app/
neat thx
Would this let me invade a ninja base undetected?
no
yeah no that's just a lore page explaining why most enemy craft have dogshit detection range since cloaking device is just a part needed for craft construction and not a actual thing you slot into existing craft
remember the time when enemy ufo did not have hunter killer chance? those were some good times
it would be fine if the vast majority of enemy craft didn't all have top speeds of 5000 and thus make running away basically impossible
ayyy
neat
never seen that happen
>a vampire appears
>he's armored and has a metric frickton of HP
And none of my weapons even tickle him. That line in the tritanium sword description that says it penetrates armor is a big fat lie.
>sword
Vampires have cutting resistance.
so how do you kill vamps?
Just shoot them with high damage guns.
They have 50-ish armour and no kinetic resistance, any big rifle with tritanium ammo should do the job.
Chemical rounds are fine too if you've got a canister gun or something.
fire
I remember I smoked one
Shoot with minigun to shred armor, then finish off with something like a sniper rifle.
XCOM is sometimes hilariously efficient with its operations, you mean it'll cost me 207 dollars to ship three ghosts cross planet? Sweet where do I sign up?
What is the point of the chainsaw?
It's not good for melee, and it's not a pickaxe for walls.
All chainsaws do freshness damage amusingly
But they're ranged weapons and get deflected? I guess there's an edge case for using them to capture people with point blank stun shots that can't be dodged because they wasted all their energy deflecting a chainsaw, but....
>But they're ranged weapons and get deflected?
Two tricks to using chainsaws, once since it's a ranged attack it can be used to attack people up elevators without cqc or if you're using a flying suit fly above someone and chainsaw them from above.
But since these are both quite unlikely situations the real trick is that chainsaw comes with spray fire and you can spray fire two tiles away avoiding cqc completely, now this doesn't always work but it works a whole lot more often than trying to win the dumb cqc check.
Chainsaws still suck and got nerfed to the ground they never recovered since cqc patch.
Training melee on downed enemies, for units with low TUs, mostly.
>terror missions include a terror ship
>terror ship has mounted laser cannons
fugg
shidd
missions include a terror ship
x files?
did solar drink too much bleach recently?
>x files?
Ye, not only there's a full terror ship there there are four laser turrets with gold shields that do 200 laser damage. Have fun.
the frick solar is sniffing
If you think that's bad I found a landed battleship and there were TEN turrets there.
somebody probably told him that mod its too easy(when going full savescum) and solar overreacted in response like dumb gay he is
"You know what would be a good idea? If EVERY TERROR MISSION was like the X-Piratez Military Fortress defense mission" - Solar, not knowing anything.
How do you even kill turrets, let alone shield turrets?
>How do you even kill turrets, let alone shield turrets?
the tiny ones die to one emp grenade, so you can lob them from around cover
the 2x2s have shit range, so i usually take four snipers and park them a few blocks away, or you could use mortars or something
>How do you even kill turrets, let alone shield turrets?
I found that shrapnel rocket direct hit will one shot them almost every time, haven't really tried much else because shooting it without one shot capability is pretty much instant death they're very accurate and of course come with scout/sniper code. If you don't have hard cover between you and the turret you're almost certainly dead.
Tritanium Shrapnel Rockets are good against gold shield.
In fact Tritanium Shrapnel Rockets are good against just about everything.
>need Elerium Batteries to get the good stuff
>need Improved Laboratories to get Elerium Batteries
>need Alien Electronics to get Imp. Lab
>need to roll the gacha on alien engineers and leaders to get ayy electros
Welp.
roll land surveys for osiron crates
embrace the gacha
at least their range is shit, so you can plink at them with snipers
Honestly I wish you could do an early rogue playthrough of X-Files.
But at that point I think you will end up with a Criminal Syndicate simulator + Aliens.
That's exactly what I'm hoping From the Ashes will ultimately be like.
>the mission where you send a few agents into a military base to steal tech
>the mission to fight a bunch of gang members, ostensibly to 'investigate' them, but really to take their drugs and re-sell them
Kino.
early x files are pretty fun, but mid is a slog and late is BS, and of course its bloated and inflated as shit
>Chthonite Minibase
>one of the ayys goes berserk and detonates an explosive right next to itself, bleeds out before I can get to it
Welp. And it most likely was a HVT too.
This wasn't worth it.
What the frick happened?
A cop with a plasma gun managed to sneak up to my flank.
75 killed? Wew I'm not even playing on superhuman.
are the difficulties really just multiplying the enemy count? I've tried xpiratez on highest difficulty but the prospect of hundreds of enemies every mission made me reconsider
They also increase stat units, in piratez enemies get like 70% boost to reactions and varying % to other stats. Also a lot of events are tied to the difficulty level so highest in piratez has a plethora of a "frick you here's -1000 points for picking highest difficulty get fricked player" kind of events.
amazing, why would anyone want to play this, it's an endless grind on lower difficulties already
the try hards who say its too easy and then camp bus and save scum all the time
Slaves to the grind
Jack Sparrow is a joke difficulty for people who complain that the second highest is too easy. Normal people aren't supposed to play it.
If you actually feel that the second highest difficulty is too easy, you should learn to modify the game files yourself to make it harder.
In XCF (and OXCE in general by default) difficulty affects the % of enemies facing towards your craft on turn 1 which is a pretty big factor.
>enemies facing towards your craft on turn 1
This is such bullshit in XCF, I've had to abort immediately at least a few missions because some frick face spawns like 5 tiles away from my van pointing rpg at me. Landing rng can go frick itself.
If it wasn't for the top hatch on the Ironfist, I would have gone insane by now.
the problem is that most of your crafts in x files are shit, especially early
>can't get APC or IFV
Kitsune layout is a godsend I have no idea how I'd be dealing with invasion if I was forced to use one of the deathtubes aka skyranger variants.
Don't give Solar ideas.
solar can suck dick, i bet he already do this anyway so its not a new idea to him
>XCF 3.0
>all midgame transport craft have been replaced with DC-10s
>has a flat 5% chance to crash upon landing
>the only exit is a rear cargo hatch, which opens inward, crushing the agent who activated it
Solar could prolly re-use the Zeppelin/Necroplane craft and make that a reality
I honeslty prefer the Skyranger over the Kitsune, since with the kitsune if there is a homosexual aiming at the hole the first trooper to jump is gonna eat shit. While on the Ranger I can just use a different door
>jumping out the craft first turn
You were asking for it.
>camping is bad
>but attacking on first turn is also bad
>losing some freshness/sanity
VS
>getting reaction fired by every hurpa durpa looking at the craft (which is almost everyone, including the people with rocket launchers)
Choices, choices.
new anti camp mechanic
>craft gonna explode if anyone stay inside after 1st turn
t.dio
Genius. This also means you can't retreat, and you can't bring any extra gear or ammo AT ALL or it gets destroyed.
Just the sort of balance I'd expect from this game.
with any craft that has windows enemy can shoot though (examples: airbus, blowfish, snake) it don't matter what you do lol
At least the Skymarshall has fricking doors.
I think in vanilla oldcom they all start facing the skyranger so you're forced to use gimmicky cheese strats to disembark every time.
How come I'm allowed to use flying suits underwater? Wasn't elerium supposed to really not like water? Was that some tftd nonsense?
if the suit is airtight, it's awwwwwrrriiiight
Yeah, Elerium is compatible with water in X-Files. Zrbite only exists besides the deep sea ayyliens had different tech development.
>unlock hyper wave decoder
>sectoid retaliation
>chtonite retaliation
>ethereal retaliation
they mad
>"affects game progression"
NO ANON NO
How come Solar got to remain a mod while Dio had to beg not to get banned from the forums?
X-files is more presentable than PirateZ
because dio was dumb enough to let the /misc/acks run rampant over his discord if not racewarposting alongside them
>racewarposting
for what purpose
because solar tongue Black person anus and tolerated and encouraged trannies in his discord and dio have swastika ships and let shitposter and russian free reign on his discord
N5 is up
v.N5 07-Jun-2023 Shadow Descent
- OXCE upgrade to 7.9.6, 21-May-2023
- New Arc Progress: Red Mage (major update; crossovers with Dr. X arc (minor) and Mystery Patron arc (minimal))
- New Non-Arc Progress: Guild and Academy warships carry better crews after 2-3 years of game; influences their related missions.
- New Missions: Gate of Fear, Plunge Into Deadzone, Deadzone Delve, Sewers of Death, Fountain of Youth, Bad Company, Endless Necropolis, Mysterious Tower II (harder version for later game)
- New Enemy Missions: Dreadknight Adventuring, Red Lilly Game, Govt Enmity
- New Enemy Shipping: Dread Fighter (gfx by Brain)
- New Enemies: Wraith Elite Guard, Wraith Tormentress, Dreadknight (gfx improved by Brain), Awakened Dead, Dead Resident, Dead Cop, Gun Runner, Golden Boy, Marsec Exoguard, Academy Pioneer
- New Facilities: Luxury Condo (sprite by Brain), Living Capsules (Pure Captain + Faith only), Black Tower, Rubble, Body Farm (Green Codex)
- New Craft: Airtruck
- New Craft Weapons: Twin Machinegun (GR), Gecko SAM (GR)
- New Craft Equipment: BTX Dodger
- New Armors: Tactical /Dog (merged mod by JDCollie), Tactical /Peasant (merged mod by JDCollie), Slimegal /Shade, Masterblaster (Ogre & Gnome versions, paperdoll by Brain), Biotank (Green Codex, Peasants & Gnomes only, battlesprite by RSSWizard), Medispider Suit (normal & SEA, gfx by Brain), Glittergnome (normal & SHA), Glittergirl (normal & SHA), Avenger (SHA version added), Martyr (proper SHA version made), Red Shield (Dogs & Hounds), Slime Graft (Blood Hounds, normal & SEA), Xenforcer Zortrium Shell (normal & SEA, gfx by Brain)
- New Weapons: Grav Cannon (Gold only), Memorial weapons (x3), Realm of Fear weapons (x2), Thunderstriker (Orb, Gray only), Blood Vine Whip (gfx by Brain), Gnome Autogun (no Codex only), Bane Blade (Orb, Red Only), Cupid Gun (Orb, Green or Gold only), Shadowforge Plasmagun (gfx by Brain), MP N-Lascannon (gfx by Brain)
- New Ammo: Atomic Cannonball, Autogun /ETAP
- New Trainings/Augmentations: Fusion Arts, Perfect Beauty (Green Codex), Syn Acceptance, Boot Camp (Soreass Captain), Sun Martial Rituals (Male Path)
- New Condemnations: Serial Widow, Unmaker, Medieval
- New Events
- New Feature: All small buildings, when destroyed, turn into Rubble now instead (keeping Hideout's connectivity). 4 tiles of Rubble added to starting base.
- New Feature: Ninja Love
- New Feature: Body Swapping (Green Codex only); contains several new possibilities
- New maps (by Solar and Brain)
- New gfx: +8 Ogre paperdolls (gfx by Brain); minimap & medikit interfaces (by Osobist); Deep One Berserker corpses/inventory (by AlexD), some Pedia backgrounds (adv. ammo types schematics, by Brain), Giant wienerroach paperdoll (by Mikkoi), Plasma Sub (by RSSWizard), Auto Rifle (by RSSWizard & Brain), Bullpup Rifle (based on RSSWizard, help by Brain), UAC Carbine (by Brain), projectile sprite updates (gfx by RSSWizard), Laser & Gauss defense sprites (by me), other minor stuff (by Brain & RSSWizard)
- Rework (Story): The hull/drill/codex sequence reworked to be more cinematic, also some intro changes
- Rebalance: Difficulty rules fine tuning. More -score needed to lose, enemy craft ROF bonus changed from flat to % (ponderous ships more murderous on high diff, quick firing ones less murderous), more granular/flattened ratio of enemies facing player craft.
- Rebalance: Reduced Ninja scoring from Fortresses and Firebases. Increased from HQ.
- Rebalance: global living quarters & training rooms capacity buff
- Dr. X duel mission less trivial now (updated from before-Condemnations version), incl. update of Ring-Dang-Doo.
- Magical Girls now auto-surrender after 3 turns
- Large barracks can be built over now
- Damaged barracks have less capacity penalty
- Cloning Centre no longer requires Surgery to be built
- Great Library buff (scroll needed to research, not to build; harder research, provides VooDoo training & Summoning service)
- Deliverator restored to its previous stats, but +1 LSX added.
- Faust map reworked
- Avalanches can now be used earlier after being found and researched (manufacturing still requires higher tech)
- Added extra shield damage to Plasma Beams, Plasma Spitters, Avalanches and Obliterator Cannons
- Peasants/Damsels: increased FRS caps by +10
- Bugeyes: now all get SENSE (default 3, less on some armors)
- Catgirls: Increased Energy Regen by 20% on all armors (again); increased min STA by 10 and STA cap by 15 (to 135); decreased FRS cap by 30 (to 60).
- Syns: Less resistant to Fire, more resistant to Chem.
- The research 'Soldier: Bugeye' unlocks VooDoo now
- Gals' lifeforce focusing reworked (no penalties, diff. bonuses, can use on all Gal types)
- Removed unnamed Dogs and Blood Hounds (sell or name your dogs before upgrading)
- Aggressor Armor can now be manufactured (Red Codex only, ofc)
- Admiral Armor: shields added
- Braine & Explorer outfits now yield Personal Databases
- Fairy outfit now viable for Shadowrealms
- Cat tactical armor takes much less material, slightly better Piercing/Concussive resistances
- Lessened TU penalties on most powered armors
- Tank accuracy formula changed to a bit less gnome-centric
- Gnomediscs are now equipped with Purple Shields
- Vehicles armors, their chassis and medikits no loger require monthly maintenance, but take extra storage space instead.
- Buffs to several old Orb wpns (Hellgun, Phantom Whip, Biofresh Gun; Masochist Outfit needs only 1 Orb now)
- Canteens restore a bit Energy now, as well
- Succubus and Arouser condemnations rebalance
- Slave changes: Super Maids -> Uber Maids, available to all, but a bit weaker. Gladiatrices generate less space, more income.
- Added Sniper/Spotter info to enemy examinations
- Minor gfx replacements/improvements (thanks to Brain, RSSWizard, Mikkoi and others)
- Minor fixes/polishing/improving (A LOT)
>- Removed unnamed Dogs and Blood Hounds (sell or name your dogs before upgrading)
the frick
I don't want dead dogs shitting my memorial list
>sell or name your dogs before upgrading
What the frick? I got landmine dog defences in every hideout, am I gonna need crew space for them now?
>buyable named dogs means i will finally use them. they are still as cheap as before
>grav cannon is a lighter assault cannon with lower ranged snap shot but also has an aimed shot. expect to use this
>gnome autogun is some bastard autogun+saw off shotgun+30 mm grenade launcher hybrid i will probably never get to use because it requires the zeerust to research
>gnome shotgun uses saw off shotgun ammo, old carbine ammo, and 14mm AT rifle amoo all at once
>bloodhound slime graft lets them be used underwater
>admiral outfit gold shield is pretty damn strong, a major buff for gold codex early game
>ogre masterblaster armor requires a mad gnome, while the gnome masterblaster requires an ogre convict
>peasant tac armor finally gives the assault clones something to wear while waiting for legion armor
>male touch picks up a second transformation for SS which is quite nice. almost certainly still inferior to peasant rev, but it will a lot
>sore ass cap'n gets a training which is quite similar to militia training, will help get rookies up to speed faster
>manufacturable aggressor armor is very nice for red. the expense is reasonable, but requires superconductive wires which i have at times needed to save for my personal lab
>the medieval condemnation is pure positive, including some very sexy energy regen
>the airtruck is a gimpy harvester, probably still good for its geoscape map
>increase in living space for buildings is quite significant. burrows give 15, and the regular barracks 35
>ogre masterblaster armor requires a mad gnome, while the gnome masterblaster requires an ogre convict
I think that may be a bug. Shouldn't it be the other way around?
>Shouldn't it be the other way around?
No. think of who runs bartertown and you'll have your answer as to why
It's a gnome riding on top of an ogre. You can equip either a gnome or an ogre this way, but you need the other part of the duo to make the "armour".
How long until the hotfix? There's always a hotfix before it's actually playable.
I usually give new patch about a week before all the small hotfixes are done.
>New Feature: Body Swapping
Wat
>one of the ayys talks about Alien Electronics
Oh yeah baby my dudes are about to roll out with bling never seen before.
Oh my, N5 really looks nice, and multiple codexes got new stuff. Guess I'll abandon N4 run then, as always got bored at endgame.
Now what codex should I go this time? Looks like green got most new shit, but I did green last time so...
When I was doing some minmaxing autism I thought green was the way to go for new cydonia and it looks like it's even better now. My plan was to go dumbass green and just zombify my entire crew and just farm condemnations on that immortal crew for all of eternity. Get the kind of crew that just regenerates health energy and stun and can go on 0 freshness forever.
Sounds good, however I will most likely never see new cydonia since I get bored and abandon usually before or shortly after higher studies, sometimes earlier. So new cydonia is a non issue for me.
>I get bored and abandon usually before or shortly after higher studies
same tbh
Pick Red. Do it for The Destroyer.
Use Blood Ax to claim skulls for the throne.
Ok then, it's decided. Been a long time since I went red, and now you can make more aggressors, so red it is.
>>come out of the craft bro I'm behind 17 cyberdiscs
>gets mad when people camp
>[guy with rocket launcher] is under alien control
>[guy with minigun] is under alien control
>[guy with macro flamer] is under alien control
No you don't understand, I AM the mind controller
Just uh needs a few days in the medbay from doing too many drugs on the field
>the Hybrid was promoted to Captain
>masters of manipulation
what in the actual frick
>17 cyberdicks shoved directly up my ass
How much damage does it take to destroy airship armor? I used a LASS and the slugthrower and didn't make a scratch
Both are too weak. You need something stronger and/or with proper terrain damage.
You mean a blue UFO hull tile? like 200+ damage
The grey UFO hull tile, managed to take it out with an RPG using a HEAT round
Two of new buildings
Goodness.
They keep saying "power plant", but the building is actually called "Power Station".
why these gays cry that camping is bad(well it is) when there is little to no rewards to go fast and its to easy to lose experienced troops and there is no easy way to replace losses(especially in x files?)
They should use the enemy reinforcement mechanic more as a soft time limit for most missions.
Devs need to learn to gently squeeze the player's ballsack instead of immediately punching it full force.
>piratez_globals.rul
>line 7242
>aliensFacingCraftOdds: [15, 30, 45, 60, 75]
>on difficulties 0-5
>difficulty literally controls how much you get sniped on deployment
i'm gonna kill that czech motherfricker
You could just use the script that lowers enemy TUs on turn 1 if getting sniped on embark bother you so much.
in vanilla it's more extreme, with 100 on superhuman
i'm gonna go back in time and shoot Gollop in the face
The highest difficulty should always be bullshit hard, otherwise it's no fun.
Still, I think the only time I ever bothered finishing an ironman/superhuman run was getting "lucky" and capturing a sectoid leader during a late January base defense.
What if WE made our OWN total conversion
What would you want out of THAT
I'm personally content just hand-editing whatever I don't like out of the overhaul mods I play, they usually get at least 95% of it right and sanding out the rough bits is both fun and not terribly difficult.
>What would you want out of THAT
I actually wondered if is completely possible to make a mech game from OXC if you replace maps and armor sprites
That would be cool. My personal wish is for a bigger scale mod so your units are tanks and whole squads of men. Interceptors become air wings, deployment becomes a choice of logistics companies and instead of a craft they set up a little FOB on the battlefield.
The theme would be mercenary operations with a hint of Ace Combat MIC-punk. Work your way up from WW2 tier junk to cutting edge trials-only experimental tanks, also it could have an alien invasion as a part of it but you'd fight them with entire regiments instead of just a squad
>NERV: Enemy Unknown
An Evangelion themed XCOM total conversion would be the bomb.
Angels would need to obviously be scripted and couldn't be unique each time, though.
Your main limitation: An incredible lack of pilots. You get like one fricking pilot starting out and you have to complete quest chains to get more. You can, of course, research an AI pilot replacement... but it might lead to unforseen consequences 😉
Alongside your tiny handful of Evas, you can also deploy battle tanks and VTOL aircraft, purchasable off the shelf. Shells and rockets bounce straight off of most enemies, though. N2 explosives are also available, and if nothing else will do, they can at least offer a chance to stop enemies - at the risk of injuring civilians.
I'm not sure how interceptors would play into this whole thing. Most likely you'd have to just scrap the air game altogether.
I'm thinking the air game could work as long-range bombing. Each angel is a UFO that makes its way towards your base, landing several times on the way. Depending on your transport options, you can engage it in different areas. If you successfully hit it with aircraft, it might lose some health before the ground battle even starts.
The closer it gets, the more civilian infrastructure the map has. If it makes it all the way to your base, you'll be defending the Central Dogma and the collateral damage will be severe.
I was thinking more of Super Robot Wars where you can use grunt units.
That way you get stuff like Code Geass or Votom mech light armor and fast scouts. Gundamlike for your standard armor, Valkyries from Macross for your flying needs, and one-of-a-kind but repairable super robots that run on bullshit like Shin Getter.
One could expand it with some other crazy stuff like throwing a literal army of cloned Godzillas at the aliens.
Or if you want to be a snowflake, keep using tanks and artillery against enemy mech, and then you drop a Bolo on them
i want to play as the alien invaders.
Frontline Alien War + DEFCON.
None of this covert ops, secret base BS. You fight and die for every nation. If the aliens take hold of a nation you might have to nuke it into oblivion to deny them a bridgehead.
But that might be better in a different game, still I think a grunt experience during the invasion where your Base is a FOB, your Research is just Requisition and you don't need to take Aliens alive could work.
I mentioned this earlier in the thread, but a Stargate mod
>it's another Vancouver pine forest map
>napalm rounds drop from the sky
How would you do the world map?
That's the really tricky question.
Maybe set it in an alternate timeline where Aphophis invades?
I know it's very difficult to mod the geoscape, so it would probably need to stay as Earth
for stargate missions, travel to the stargate on earth
There's actually two stargates. One is in Antarctica
Actually modding the Geoscape isn't that bad any more since there's an online editor for it:
https://buscher.eu.pythonanywhere.com/worldeditor
Law enforcement simulator. The entire geoscape would be a single city, or a single state.
Missions would range from things like frivolous calls (Karen complaining about skateboarders) to mundane civil disturbances (a drunk/high dude picking fights) to full on armed bank robberies, terrorist attacks, drug busts and violent riots.
The better you do the missions (capture the perp alive, bystanders survive, your dudes survive, etc.), the more budget you get. Shooting at unarmed dude, of course, gets you a boatload of negative score unless he's stupid enough to pick up a weapon.
Equipment is the typical stuff police use: batons, shotguns with rubber rounds, tasers, pistols, smoke grenades, etc.. K9s too.
Craft would be different police cruisers and vans. To get more dudes you can research to have more police cruisers show up.
Forgot to mention an unarmed ranged stun attack that basically represents a cop yelling to get on the ground.
If it has a really goofy tone like the older Dredd comics or Yakuza I'd be down
Robocop?
xcom apocalypse is halfway there and open apoc would get you what you want if it ever releases.
anon it's gonna take years to reach the level of xpirates
the biggest gripe i have with the old xcom is that you can only equip your soldiers right before mission, i want to fully customize them in the base goddamnit and only change a thing or two depanding on the mission
You can hit S and L to save and load a specific soldier's loadout
>i want to fully customize them in the base
you can do that in probably every openxcom mod
its impossible to find a actual wrking hotkey list for things like this
just go to your craft and there's an "inventory" button and you can just prep your team from the base, f5 to save global loadout f9 to load global loadout, save+ means saving loadout with specific armor, s to save personal loadout, l to load personal loadout
>just go to your craft and there's an "inventory" button
you can access this using the base's inventory on a dropdown menu in the Hands/Soldiers screen
whats the deal with russian who streams x-piratez 12h+ every day?
how is he alive.
Whatever keeps him alive senpai
he make deal with Russian MoD, either he steram Piratez or get drafted
Is the main menu for N5 suppose to say it's running N3?
No it looks like you fricked up your upgrade path somehow.
I definitely did. Wiped and reinstalling fixed it. Thanks.
Damn, N5 is a beast. Almost tempted to restart again, even though I [just] got into school-tier tech. 3/4 through year 2
Can someone explain to me how does alien progression even works in XCF? I'm now in jan 2000 and I still haven't seen floaters but mutons and ethereals are starting to show up, I'm confused. This is especially funny when the description for jump armor says "grav module ripped from a floater" when I haven't even seen one yet, I used the one from the hybrid large alien drone.
So here's a hybrid embassy 2, I don't really need to do a mission there since I don't think I have anything else to research from hybrid line. Whoever designed these bases with radar around them is a fricking moron, this base is now a permanent bravery trainer for my pilots.
In case you didn't know you can just park your aircraft right next to the any base with a circle and enemy air defenders will come out and there's like 6 of them, so you can just train up your pilots there really easily. It is literally bad for me to get rid of this base, it provides more benefits by existing what a shit design.
Yeah, did same thing with ninja outposts in piratez when they were a thing. Guess dio is smarter because he got rid of them.
oh shit, that trains bravery?
Yeah if you look at the xpedia it says
Dogfight experience 10 Bravery · 30 Reactions · 25 Firing
I think these are just % chances to train each one
Even better; all craft pilots participating get dogfight XP so you can send up a squadron of 4 interceptors to both clown on the response and grind multiple rookies.
I wish I'd known about rookie flight school sooner. It makes ironman a little more reasonable.
Here's another tip, I saw in piratez changelog that all bugeyes now come with sense which will make them much better in the future. Anyway if you have sense you can see through walls, if you can see through walls you can get your psi guy as close as possible to the enemy while being mostly safe.
First get some guy on the roof use motion tracker press ALT to see position of the enemy, move within 1 tile away and be able to use regular psi amp(which requires LOS to be used) and it's at basically maximum power so your chances of succeeding mind control are very high. If you can't fly then you can mind control people from bottom floor all the way up to the sky and if you don't have psi amps then psi weapons like heartgrip staff will also work this way.
>play piratez
>unironically uses the term swag
>look it up on the wiki
>no rizz anywhere
You weren't kidding that the guy who makes this is 47 years old.
>the kitsune is a reference to an actual crashed UFO some divers found
fugg
Do you use Outrunner in XCF often ? Should I pitch alloy Outrunner to Solar with plasma and advanced laser weapons ?
I haven't used it at all, I've looked up its stats on the wiki and it looked awful so I didn't build it.
I built some for laughs on a full run last year, I found them to be nearly worthless as-is despite getting them almost as early as possible.
i keep two for sloppy deployment on ghost missions
the base one?
its fricking worthless
v.N5.0.1
- New Condemnation: Against All Odds
- Crawling movement added to Tanks, Wolverin Suits, XECs, Xenforcers, Loaders, Testudos, Eridians, Lamias, Oozes, Silacoids, Sectopods
- Forest and Farm tilesets modified to be easier on Crawling type of movement
- Offline Xpedia (by Baturinsky) updated to 2.1
- Fixes: Padlock to Fear Gate, medikit/minimap interface glitches
- Minor adjustments, language updates
Wtf is crawling movement? Some new oxce feature or something?
>Wtf is crawling movement?
I'm guessing it's that "evil grass" thing where you take a ton of TU to move through a tile?
Nevermind I'm dumb should've at least read through the patch note, I don't know.
From Dioxine:
>the 3rd, secret movement type 🙂
>works like walking but can have different movement costs defined in tilesets
>and ye since game contains circa 40,000 tiles it's limited to most common situations
From Dioxine.
Apparently it's slower than walking, except in some special tiles that have walk speed penalties.
Oh, I get it. Kinda makes sense now after reading this. Thanks anon.
>More bloat
We love our bloat mods. What we're really missing is 12 different ammo types for guns no one uses.
Just say no.
I enjoy how in xcom files, large and very large ships have turrets all over them and actually hold 0 valuable loot or captures inside. You can get every engineer, navigator and leader in medium sized ships and the alien colonies have commanders but I think you need just one.
So what the frick is the point of ever going to these big ufos? Just to suffer to turret bullshit?
You can capture every alien you need short of a commander in Chthonite mines long before the invasion even starts.
I've only done that mission once then never again because frick cave missions.
In this case the caves are a good thing because you can close the distance to plasma-wielding dudes and stun them with a minimum of risk as long as you bring motion detectors.
*grinding intensifies*
I swear I once played X-piratez after someone posted a mediafire link on tg a few years ago
new update just dropped after several years of sweaty eurojank coding
might wanna wait a week for the hotfixes to get patched in
its shitty update tho
https://www.mediafire.com/file/qtgnwe9dj988tcn/Dioxine_XPiratez_N5_repack.7z/file
i put this together for one of my friends; it includes UFO Defense and a music pack. no setup needed, just extract and run.
>dolphin porn
nice
>dolphin pussy in 3d
I get the appeal anon but seriously
Why do dolphin veganas look so much better than human vagenes?
Next time I make a submod for someone I'm going to replace all the bootypedia images with as many dolphins as I can pull off e6.
ok cool, but it says nothing about their pussies
Dolphin pussy is the finest in the world
Do you need to patrol with airforce to find Rape Cave Base?
>can hire X-dogs
>can hire X-bats
Why not X-dolphins for sea missions?
Someone get Solarius on the line.
solar to busy sucking female wieners
There's already art assets for Shark Men, and you could probably pull the stats from either werewolves or other aquatic NPCs.
....
You can hire bats?
Cats and bats, and bucks that suck and frick, XCF has it all.
you can hire bats
you have to catch bats and rats, then train them
Can you send a team of nothing but rats?
No, they're not classified as pilots so they can't get on a craft on their own.
No, but if your human handlers die you can pilot the craft back
Rats > dogs
>domesticated mongorns
imagine
africa is already overrun
is it me or is the power creep of piratez going a bit too hard? how many buffs, condemnations and trainings are there available for soldiers now? it's getting ridiculous
Stop playing on easy
I will never play on a harder difficulty no matter how smug and condescending Dio's self insert gets.
The 'Armor Effectiveness' stat in weapons, lower is better, right?
Lower is better, it's a straight multiplier.
nyoooooooo how did they sign a pact when I've shot everything clean out of the sky
soon giga homies start taking over africa anon
earth is lost
>congo
it's just the congo dude
now you can milk supply ships
Project X-Dolphin is greenlit.
Wait, that is just ecco
Deployable x-dolphins in sub missions when?
>get olympianism/kyberism
>get avenger
>getting full A team ready to go to cydonia
>tech tree at 51%
huh? how much filler content is there
a lot of it is content that might not actually show up in a playthrough and enemy subtypes that you can't research because you already got their research results elsewhere
The hollow earth reptilians, the moon nazis, the fish people, the robot ninjas, the ghost blowjob cultists, the glowBlack folk, the rogue military industrialists, the global arms trafficking mafia, the magical girl groomers, the list goes on...
Ayyys are honestly the least of Earth's problems.
>the magical girl groomers
Who?
The Golden Academy.
>The hollow earth reptilians
The shogg? I think i killed a vip with reaction fire by accident last time and mission hasn't respawned yet
>the moon nazis
Black sun? I bailed out magma corp AGAIN but this time in space and that seemed to lead nowhere
>the fish people
TFTD stuff? I blew up tasoth factory and my god that mission sucked ass
>the robot ninjas
They robbed a bank once and haven't heard of these since
>the ghost blowjob cultists
I think it's fricked in my patch and I'm not updating mid run
>the glowBlack folk
MiB started to show up but they're honestly a pushover at my tech level they have no chance.
>the rogue military industrialists
Syndicate? I've had LOTS of fun sending <30 psi rookies on a suicide mission to fight minotaurs in close quarters
>the global arms trafficking mafia
I think last I've seen of osiron was some dude on a cruise ship
>the magical girl groomer
Haven't seen that at all
To add one from myself, cult of apocalypse it sure was fricking nice of solar to bring a fort map where everyone is disposable EXCEPT one guy, had to play that one real slow to make sure nobody kills the fricking vip with reaction fire again, vips just seem to be magnets to reaction fire
>The shogg?
there's an additional step beyond them where you go to the lizard people's cities using a special craft (and the turrets in the cities are fricking unkillable)
bro, your emp grenades? your recoilless rifle?
Also the zombies.
>a fort map where everyone is disposable
And 'everyone' means 'at least 60 enemies'. Turns last for five minutes.
With what mindset do you play xpiratez?
SWAT mega efficient giga genocidal homie?
Thematically self inflicted moronation fueled on irresponsible drinking habits?
one-handed
orky. definitely orky. ya get yer big shoota and ye go get sum l00t. make lotsa explosions 'cause they're pretty and fun.
Confederate slavers, until I exhaust research topic, then genocidal maniacs.
Chaotic Good, also known as Chaotic moron. I'm here for fun and booty, preferably staying alive. Wrecking the map with one rocket? Efficient, but loses its fun if used too often. Punching through walls, slicing baddies and hammering armored targets? Now that always stays fun. Sure, killing occasional civilian does stay on the conscience, and the slavery is an arguable "improvement" in their lives, but that's what the alcohol is for. On the other hand i do try to make their lives better and try to save the wounded, so surely i'm not half bad right? Death to the enemies, rum for the allies, giggle with lamias, for tomorrow we might die!
I play with x3 enemies and I build an large prison in one of my forts so I can capture as many people as possible.
>x3 enemies
>imagine this in any Ninja mission
You a masochist or something?
It's easier to use bombs now
What file and string do i need to change to modify the enemy spawn rate?
Just modify the dQty values in the ruleset file. It's by difficulty. Trying to change the other enemy values can frick up the game tho.
I'm just gonna kill everyone and cover all those who resist in explosives because after reaching the late game in X-files the last thing I want to do is waste effort capturing people.
It was so sudden. Two bursts at close range from a ninja boarding gun. Tore right through her chainmail.
I sure hope these BlackOps Assault Cannons work against vampire knights.
Pray for anon.
A discovery: a Thunderstorm and two Interceptors will kill a Terror Ship.
without casualties?
All three of my dudes made it back home.
My dude stats have inflated to the point I can one hand a sniper rifle with perfect accuracy, I think this is why all sniper rifles in piratez block both hands so you can't do dumb shit like this.
Kind of keyed to imagine a guy in power-armor being able to fire rifles in one hand.
...what fricking meme buzzword are you trying to force?
Keyed is in, based is out.
hmm, no, unwise
>forcing memes
locked
You can stil miss
I'm not sure how good these sonic weapons are but the 5 millions earlier in the game would've been tempting, at this stage I have 400m in the bank so I guess I won't take the deal.
tech > $$$ always
the sonic pistol is my default sidearm for every agent
Why would you take that over a Pulse, Laser or Plasma pistol?
>80 concussion flat, no stat frickery
>plentiful zrbite
>you get a ton of them for free anyway
it works great until you get plasma, and turbolasers have more snap, but it's still a lot less overall damage
range sucks, but pistols aren't for ranged fighting anyway
>range sucks, but pistols aren't for ranged fighting anyway
you say that but I've been really liking turbolaser pistol on infiltration missions and the aimed shot range on that pistol is fantastic
remember times were glock was best weapon till autosniper?
>80 concussion
Would that work better than taser pistols with bio-clips at putting trash to sleep?
I want something better than the taser pistol, while also not giving me the risk of killing people like the bean bags for 40mm
concussion doesn't do stun damage
for captures, i use stun spears and punching
>can figure out the computer interfaces used by an ancient race of psychics to control their spacecraft
>but can't copy this vital piece of data
If they can view it, can't they just assign a guy to copy it all by hand?
I hate plot contrivances like this.
v.N5.0.2
- Fix: codex multiple treasures / messed events issue
- Fix: unfricked Island Resort terrain
- Fix: Airtruck deployment map
- Fix: Xenforcer' Zortrium armor VDEF
- Fix: Adjusted Poisoner HP recovery formulas
- New: Ability to revive Sleeping Beauties without them having the Condemnation (higher tech required).
- Added some backdrops for pedia articles and created some missing ammo research articles
- Surgery Room gets 2 Animal Cages
- Minor grammar/text fixes (thx to Flyte for combing)
Can't decide if it's safe to start new run yet or wait till monday in case more hotfixes.
always give it a week after last hotfix
always follow the two more weeks rule
Considering the title screen doesn't say 5.0.2, I suspect more fixes are en route.
In X-Files I got a Melee Specialist that i've kept alive since day one. Haven't picked a transformation for them yet. Should I go Kyber, Protean, Dagon or just wait for something better?
Helix Knight goes on all agents.
Yeah but you can give people a transformation on top of Helix Knight.
some yes others no, if in doubt about transformations fricking with each other look here
https://xpedia.netlify.app/xcf##SOLDIER_TRANSFORMATION
What's the deal with Kyberism?
Subdermal armor plus the ability to wear extra armor
Now when we use Drill, it creates different Anomaly depending on chosen color. Anomaly has two events relevant to it - "acting up" and "stabilizing" (they give you items) and after it stabilize you can collapse it (manufacture process that gives you hull and craft weapon).
My question for someone versed in events and scripts is:
Entrapping Anomaly Stabilizes (Gray) event has Event weights with Entrapping Anomaly (Golden) instead.
https://xpedia.netlify.app/##STR_FORTUNA_ANOMALY_EVENT
Does that mean instead of gray codex items you'd get golden ones or it doesn't matter?
Frick
>Entrapping Anomaly Stabilizes (Gray)
I meant Unspeakable Anomaly Stabilizes (Gray)
I think this soldier is a piratez gnome in disguise.
srpska stronk
x files are completely busted in stat progression
even x piratez don't come close to this shit
>X-Com Hybrids
You could have prevented this horror.
How do I maximize, between the scope of possibility, the visual definition of OG X-Com?
How do I close doors?
Normal doors by turning towards them and right click, sliding doors you can't, they auto close at end turn.
How come my second batch of agents don't get to the same level as the first? They're all trained out and don't gain stats from missions but they're still not as good as the OGs
Commendations.
You can get past the squad size limit pretty quick if you plan your bases for helicopter/dragonfly usage, but yeah it tends to become an absolute fricking slog. Plus the stats on new recruits are so dogshit that it'll take in-game months to meaningfully replace anyone that dies.
That's a shame, I actually like the idea of a mega campaign that includes TFTD. But I don't have the autism to enjoy killing 100 cultists and all the save scumming this mod probably would require.
You can make it moderately more bearable if you adjustment recruitment stats and research requirements for a few things(Land Rovers and shitty rifles), but yeah...
The cult missions are actually alright if you know how to win them quick, and the HQ raid missions are decent finales. Hit the VIPs, and the enemy forces crumble. The grunts are there to stop you reaching the officers/VIPs and nothing else.
A lot of the other high-enemy-count missions are intended to be done with reaction fire. Kind of makes me wish it had real-time like Apoc but I never found it frustrating. Nighttime + flares = any cult outpost is free reaction fires.
Now, it's shit like the Cult of Apocalypse, Manors, subterranean, and Zombies that are complete slogs that STILL require maximum effort...
And yeah, a lot of invasion-level stuff is blatantly balanced around save-scumming. Like the new turrets.
I do this whenever I play, as well as increasing the minimum and maximum stats agents can start with, and making it easier to buy certain guns.
Yeah, the turrets look like unfun bullshit. Is smoke still effective?
>Is smoke still effective?
I haven't really used it at all, there are so many mechanics that counter smoke I feel like it hurts you more than it helps. For most of the instagib enemies like turrets if you don't have a wall between you and them you're dead.
>subterranean
cave missions only have 10 point penalty though
just ignore that shit
>Plus the stats on new recruits are so dogshit that it'll take in-game months to meaningfully replace anyone that dies.
You know, a simple tweak to the gym facility would fix 90% of XCF's problems.
>dodgeballs added to all Gym facilities, REACTION now affected by training
Is XCF actually good? From reading the forum, there's missions with 50+ enemies. How can slogs like that be fun? In addition, the dev loves limiting your squad size to the point it's more like nu-XCOM where too many experienced soldier losses = game over. And then there's the sanity time limit.
>Is XCF actually good?
Well it's not dumpster fire but it has A LOT of problems, I'd give these a pass years ago but this has been in development for like 10 years and clearly dev does not want to fix most of the problems.
>there's missions with 50+ enemies. How can slogs like that be fun?
Some of these missions are fun, the problem usually doesn't come from the enemy count but either where you spawn or the map design. Slowly clearing a map from a good position can be a decent fun and you feel tacticool as frick but when you have guy pointing a rocket launcher at you turn 1 and you're surrounded on all sides that sucks. The level design also includes a frickload of caves or tight mazes and it intensifies the problem of looking for the last guy. Unlike piratez the majority of enemies do not surrender.
>too many experienced soldier losses = game over
Now this I feel is a total misunderstanding, I've heard this a lot but the game really doesn't work that way. You WANT rookies and untrained shitters on nearly every mission, your squad composition should always include rookies. You do not want to run all elites like you would in nuxcom, pre invasion your most common squad size is 8(dragonfly) so you probably want like 2 total fresh shitters 4 mid tier guys and 2 elites. Your elites are built on top of a piles of rookie corpses but you do not ever want to stop using rookies because the game will force you into situations where someone has to make a risky move and no matter how experienced or armored you are for the majority of the game you are dying in one hit, make sure it's the rookie that takes the hit.
>And then there's the sanity time limit.
Due to enemy count and dogshit level design this can be a problem, I've had guys with 100 sanity get dangerously low but there's nobelon to give you 60 sanity for 15 health loss so you can extend the timer if needed. A lot of big missions took me 20+ turns and I fricking swear I was not camping it just takes that long.
>A lot of big missions took me 20+ turns and I fricking swear I was not camping it just takes that long.
Vampire castle is a nightmare and a half.
It can be fun and whole idea from zero to space hero is good but how its done... that is whole another matter.
Bloat, stat inflation, grind, unbalanced economy, tiresome missions and more BS all in one.
Turrets are easy to kill. You just toss an EMP grenade or snipe them from outside their range.
I used to think these despawn penalties in XCF were really bad but honestly you only need to be at like 1-2k positive score to get maximum funding and money isn't a problem anymore. I am at +17k score right now so losing 1k to jarheads shooting up some civvies is no big deal.
I dunno guys, while messing around with spells with the Grey Codex is fun, I just like inflating my gals' stats with those transformations from Green Codex more.
Wow that cavalier list sure is short. I have 20 people on this craft, almost everyone now has cavalier 10.
Yea, getting cavalier is joke
>there is single snake on map, better save those civvies
Yeah this mixed crew alien colony is "fun"
god bless mind control
>local human supremacists torch non-terrestrial refugee camp
Yes more zombies please, I haven't had enough already.
Capture mummy mission? Don't worry, there are 2 more similar one down the line
what the FRICK I thought this was the last one
Oh wait, now that I think there are 3, protect ancient mummy, get golden ankh, kill pharaoh, all in frickhuge cave with shitload of Zs
I want to get off mr. zombies wild ride.
am i the only insane fricker who enjoys fighting zambees?
i love the frantic desperation of an entire horde coming at you
If it wasn't for the Knights/Tomb Guards tanking everything and the Strixes poisoning your dudes I'd like them more.
Same here, going into firing-line mode and trying to shoot back a massive swarm of the damn things entertains me on some stupid but undeniable level.
The normal zombie missions can be kinda fun if you're in the right mindset, but they have no redeeming qualities the moment zombies start getting guns.
By the time AK-wielding Ghouls became a problem, my dudes were in armor that they couldn't scratch. Unless you mean MAGMA and their bullshit, in which case I fully agree that those missions are concentrated AIDS.
It is impossible to play piratez without a hard on
>It is impossible to play piratez without a hard on
As Dio intended.
And this is why you stack hp when you play (mostly) ironman, this soldier survived with 5 hp recovered few hp with 3 fatals.
What can hurt a dude wearing that armor, let alone that badly?
I think it was a multi blaster launcher, which is kinda shocking that first ayys used the blaster launcher and two they actually hit something. That is VERY rare.
Nice to see my prison overview idea got implemented. Guess Dio doesn't know of its existance though, or the strings aren't configurable, or whatever.
>power suit
>power armor
>warehouse didn't pop until september 2061
frickin finally
What's the name of the earliest weapons capable craft down in the piratez research tree?
The first practical one is aircar but technically buckaroo or convoy have weapon mountings.
It's another mission I'll have to ctrl-d/ctrl-j because I don't have weapons that can reliably put Vampires down.
>cheating
Absolutely disgusting
wooo the research list is empty, tech tree progress is at 84% I imagine you can't get to 100% like in piratez due to some exclusive choices
This list is also getting shorter, does this mean I've maxed out funding on other countries?
I never knew funding had caps until I played XCF.
These lunar missions are absolute clown car fest, there were like 10 sectopods and everyone else was an ethereal and the map was like 1/4 the size of a normal alien base. If it wasn't for mind control I think I'd lose like half of my squad but I don't give a frick and I am abusing mind control to its fullest potential.
>pharaoh tomb
>have fire speed and AI movement cranked to maximum with vsync off
>the turn literally takes 3 minutes
what the frick are there like 200 zombies there?
According to db, on diff 1,2 there are 75-83, about 150% on diff 3,4 and about 200% on diff 5, in addition there are 13 vampire civvies
On the result screen there were about ~100 killed and I'm on diff 4, I'm not sure what made the turn take so long. I've noticed with zombies sometimes the unit will just freeze in place for 2-3 seconds before making its move. I mean my PC is decently fast it shouldn't have trouble processing the AI but whatever, these zombie missions are moronic and I will never ever do them again.
So many people got bane of zombie medal it doesn't even fit on the fricking screen.
>dogs have a tracking ability
no idea how i missed the icon in the upper right
apply meme knife to the alien brain
the sacrifice is accepted
and here's the stats, I'm glad this is over and I'm never playing XCF again
In your opinion, what is the WORST thing about XCF(or just things that you hate)?
There's plenty of things to hate but if I have to pick one thing it's landing rng. I fricking hated how many missions were so heavily influenced by something completely out of my control. This is mostly a pre invasion problem since once I got kitsune that happened less often but sometimes you're still surrounded it's just that you won't instantly die to reaction fire rocket on turn 1.
And I remember people complaining about this like 5 years ago it's very clear to me that the dev has no intention of ever fixing this or any other problem of XCF.
i still think it's funny how you can cuck yourself out of the helix research if you miss the syndicate ceo
>haven't had a Syndicate or MiB mission in almost a year
I should be worried. Very worried.
Hey, lads.
I'm fairly new to OpenXcom but I'm looking for a mod that retextures the default jumpsuit into something more "tacticool" or realistic.
Alternatively, how hard would it be to take armor textures and sprites from another mod and switch them with the vanilla default armor?
you could probably recycle art assets from the different jumpsuits in xcomfiles (ex. colours, kevlar vest, etc.) or use something like the durasuit or operator armor from xpiratez
I did see X-Files has armors that look just like what I'm looking for. Would switching them around be as easy as just replacing the vanilla sprite, animation and inventory images with the new ones?
https://mod.io/g/openxcom
I've browsed every mod on that portal but nothing matches what I'm looking for. I assumed there'd me something older that still wasn't transferred.
dunno, there was some but it was old time ago
How about this one?
And you could edit out the meme hat and NVG, I suppose.
That's prefect! (minus the headgear as you said)
Got a link to the resources? Also is my assumption about applying it correct here?
I barely have any idea how it works.
It's part of XCF.
I guess you could swap in these sprites for the default jumpsuit:
https://files.catbox.moe/tofel6.7z
Thanks a ton. That should be all I need to cook something up. Cheers.
As for applying these to the vanilla game, some wizardry is involved since the base game stores all of its sprites in .pck files which act as sprite atlas with an associated .tab file which tells the game which sprite is where inside the file.
You need an editor specifically for this file format so you can export it to a regular image, swap in the new sprite and repack it into a .pck.
You need to do this separately for the inventory sprites and the battlescape ones.
https://github.com/kevL/OpenXCOM.Tools/releases/tag/230522
https://www.ufopaedia.org/index.php/Image_Formats#PCK
>holy frick this armor looks badass
>-20 TUs
FFFFUUUUUUCK
EVERY TIME
Simply gaslight yourself into having bad taste and liking the deviantart armors with good stats
>proceed to put all gals into Harbinger suits, even the one with flat TU weapons
I'm walking through this mission and you can't stop me.
ANON YOUR FRESHNESS
NNNOOOOOOOOO
>elerium bomb passes effortlessly between nine trees and five rookies
>and a bat
>into the skyranger
>blowing up all spare equipment
nah it's cool
i ain't mad
If I see haunting mission, I'll fricking become one of the ghosts, I swear.
>split my nuggets into squads with designated roles that use specific loadouts
>works like shit everytime
>just throw random shit onto random nuggets that i feel like using
>works amazingly but i go insane whenever a mission resets loadouts
What's the solution for me wrahs?
insanity
Reject logistics, use whatever guns are coolest. Never use the same gun on more than 2-3 squaddies.
In OXCE, press s/l in inventory screen for personal loadouts.
Evasion only applies to CQC, right?
>stick prized nugget in power armor
>still dies in one hit
thanks magma
You always die in 1 hit in XCF. the gameplay never evolves beyond that.
That's not true.
Early game you're only one-shottable until you get gopnik roids, midgame pre-invasion you shrug off small arms and only have to watch out for big guns and explosives, and when you roll out the power/flying suits only heavy blasma can oneshot you on a high roll, and even that's not a given given that lategame agents can be pushing 100 hp.
>big guns and explosives
And, for some reason, snubnose pistols. Those go through a heavy tac suit more often than full caliber rifles.
If I see a dude using a snubnose and another with an AK-47, I'm shooting the snubnose dude first.
I shoot the snubnose dudes first because they tend carry grenades more often than not.
At least the fishfrickers do.
to be fair, it was a heavy plasma shot from a muton
frick battleships
>laser weapons construction research completed
>loadouts
>pistol and light melee
>heavy melee
>archer/spearman
>shotgunner
>SMG gunner
>rifle trooper
>heavy auto
>grenadier
>small rocket
>heavy weapon
there are many reasons to use a lot of different guns, and many reasons not to only use whatever your best rifle is. also consider that you want to have multiple different damage types available to counter different armors/shields (ex. kinetic, laser, plasma, fire, chem), thus also different guns even within roles.