Graphics are a pain in the ass because the devs insist on keeping the original palette system for whatever reason, but the bulk of the rest is outright plain text editing.
>Graphics are a pain in the ass because the devs insist on keeping the original palette system for whatever reason
That's not really an issue with me unless it impedes designing new items and armor. >but the bulk of the rest is outright plain text editing.
That sounds alright, pretty much all I do when modding Mount & Blade so I'll be able to pick it up and feel at home.
depends on if you're adding new assets
in any case playtesting would be the most time consuming part unless you can generate hype and get some fools to play your mod
It's tedious if anything, a large part of modding is manually writing text files. See docks
https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)
Map editing is done in separate programs, basically what you would expect from a GUI editor.
I like mods to make the game harder. Aggressive AI and that setting that makes alien weapons disintegrate when an alien dies. Then a reworked techn-tree that requires more time and steps to progress; say pistols, rifles, heavy plasmas, for example. I also adore that mod that lets alien crafts target and attack your own crafts. It makes sending out your intercepts or sky rangers a lot more dangerous when combined with that mod that makes air combat harder.
I wish I could use the mod to let chrysalids burst out of zombies after a set # of terms, but if I ever upgrade my version of OpenXCom Extended it breaks too many other mods.
>Playing xpiratez >1 year in >Still stuck on the airbus >Can't figure out what do >Search online >Turns out ship tech is gated behind a random tech you get from interrogating hoes or female ninjas >I have none >Hoes have stopped spawning, never seen ninjas
What the frick do I do now
You have to research the special item you get from an HQ raid to actually "kill" a cult, but yeah, I think there are individual missions/items/enemies tied to each cult faction that stop spawning after you officially neutralize it.
I think only the weeb ninja scroll from Black Lotus makes them worth keeping around.
>Xpiratez >Progrom mission >There's a tank >Turns out cannonballs aren't good at penetrating tank armor >But axes are >Rip brave gal that bled out after killing a tank with a battle axe
A true heroine and a real mutant bean
are you sure it's a tank? It was probably an armored car
>Playing xpiratez >1 year in >Still stuck on the airbus >Can't figure out what do >Search online >Turns out ship tech is gated behind a random tech you get from interrogating hoes or female ninjas >I have none >Hoes have stopped spawning, never seen ninjas
What the frick do I do now
there is actually a ton of stuff that gives shadowmasters nowadays
>Playing xpiratez >1 year in >Still stuck on the airbus >Can't figure out what do >Search online >Turns out ship tech is gated behind a random tech you get from interrogating hoes or female ninjas >I have none >Hoes have stopped spawning, never seen ninjas
What the frick do I do now
Yeah, it was an armored car, I thought it was a tank, but turns out there's real tanks lol
Also, I've been researching random prisioners non stop for months, even went trough 24 ninja gals
Still no shadow masters
Why would they gate plot progression on an rng research
Why
Most of the shit you find and don't either A: research or B: give to your dudes is best sold; that goes double for extra zombie corpses and crap like that piling up in storage they have *a* use, but not one that matters for your first year, and the damn things are never in short supply but sell great.
Two questions.
1.- Game stopped giving me death messages for my units. Why?
2.- I saw this incredibly useful option in the menu, but I can't toggle it. Why?
1 - There should be a "death notification" option in battlescape, make sure that's turned on
2 - Because for some reason the dev guys hate this option with passion and they disabled it via ruleset
Yeah find file called "Piratez_Globals.rul" it's in your xcom folder/user/mods/piratez/ruleset and change line
"oxceUfoLandingAlert: false" to true
If you only change that it will still be greyed out in game since it's under fixed user options but it will work.
[...]
[...]
Attacking landings are extremely superior to fighting and downing ships; dioxine didn't like people skipping everything in geoscape until the landing alert pops up and proceeding to assault it
You can still change it back with some ini or save or rul-editing if you want
DGAF, Staring a red dots in the map until they turn green isn't my idea of fun.
I don't mind having this option off since that's how the game played in vanilla state but I think having it set to forced off is bullshit.
>DGAF, Staring a red dots in the map until they turn green isn't my idea of fun.
you don't have to do that since the mod doesn't require you to play optimally, it's a choice you make. You could shoot the thing and risk a retaliation for the resources if you want it to be faster
1 - There should be a "death notification" option in battlescape, make sure that's turned on
2 - Because for some reason the dev guys hate this option with passion and they disabled it via ruleset
That's gay. Frick that guy. Anything I can edit to put it back on?
Attacking landings are extremely superior to fighting and downing ships; dioxine didn't like people skipping everything in geoscape until the landing alert pops up and proceeding to assault it
You can still change it back with some ini or save or rul-editing if you want
2. Because you're supposed to sit back and relax and watch the globe spin at a slow time rate. The next encounter is coming, there's no need to rush to it.
I sure have trouble heeding this advice. I never use the 1 day time schedule but i'll be fricked if you catch me running anything other than the time setting that happends when i press 5 on my keyboard
I'm playing XCOM Files for the first time and I am absolutely livid >I thought "XCOM flyers" was some sort of creature taming tech like they did with rats and dogs, since there's a "Flyer" creature >I unlocked all three at the same time, so I have no reason not to believe they're not related >"The dogs kinda suck, so I'll just stick with humans" >I've been struggling with my two-person teams for about a year now, vans are too slow, where the frick are the bigger transports >Research it just to get it out of the way >It lets you get FRICKING HELICOPTERS
WHY THE FRICK COULDN'T THEY CALL IT "XCOM AIRCRAFT" OR SOMETHING
>two-person teams for about a year
You should have researched Promotion II and gotten yourself a Dragonfly half a year ago.
Early game research order is crucial in Files, you need to get Intelligence Center and Biolab ASAP to not fall behind in tech.
Once again, I fricked up by not knowing how to look up stuff on the tech tree, and didn't get second promotion until now because I didn't capture one of the Black Lotus dudes
>an entire year of Mulder and Scully bullshit
The absolute mad lad.
It could be surprisingly fun once I got my guys trained up, I'd just have two people going around fricking shit up like in Pulp Fiction
>two-person teams for about a year
You should have researched Promotion II and gotten yourself a Dragonfly half a year ago.
Early game research order is crucial in Files, you need to get Intelligence Center and Biolab ASAP to not fall behind in tech.
June is probably the earliest you can get it with perfect play if you beeline it and get all the prerequisites in time, I occasionally get cucked out of a Cool Alien Gadget by RNG so it might take until Aug or so.
Also the big item from Prom II is Science Laboratory and you won't have the money to build it and staff it in June anyway and you'll likely spend most of 1997 filling out the scientist slots.
Yeah, that's what worries me. No way I can rush science and expand at the same time, there's just not enough money.
As for the Cool Alien Gadget, I think you can get it from Psyclone, which spawns regularly from low level EXALT enemies
Cult outposts (and bases if you can steamroll them without casualties) are a big source of money in the midgame.
Lotus especially, which is another reason to save their HQ for after the invasion proper starts.
>xpiratez >airbus can't go underwater >have no free hangars cause I built a buckaroo
I can't believe I didn't realize I'd need some sort of underwater vehicle to go underwater.
I guess I'm going to have to wait till the hangar in my extra base is built and then fill it with a raiding party or something, until then no underwater adventures for me
>You did research car thieves
...
haven't seen that yet
I bet its dependent on some unassuming shit that I wouldn't even think of researching most of the time
It depends on the path. Either gals or males or peasants. After choosing there's additional tech unique to the path.
1 year ago
Anonymous
I went with gals cause I wanted to use bikini babes on the battlefield
It's now one year and I've covered them all in warrior armor and I feel like I forgot my original coom-motivation for playing x-piratez
Why the frick are there so many useless interrogation results that's just some random extremely pixelated pinup and some useless words that aren't even fricking lore or advice >#39: hurr we be warriors cause we might die hurrr
I didn't realize the "don't make new hideouts" advice was false until... *checks current date* 1st jan 2602.
Hang on
Have I been playing for 2 years and I still haven't gotten shadowmasters?
Fricking hell man >2 years of gameplay >just started building second base >still using the airbus
I'm fricked right
Nah being lost and confused is the best part about this mod it is very much the intended experience and you can only get it the first time around.
There are really only two unrecoverable frickups in x-piratez, one is losing old earth lab in your first base and second is dying to score. Neither one has happened? You're good to go.
1 year ago
Anonymous
Ok, I'll keep going.
Also I sure hope cannon rounds and maces can pierce the armor of this thing
1 year ago
Anonymous
>cannonballs and maces
What? You HAVE to have RPGs by now.
1 year ago
Anonymous
I did find one (exactly one) but I didn't bring them to the mission, was gonna research it
1 year ago
Anonymous
That's not even THE real tank humanists get. You see that in a later mission.
I didn't know it was even possible to frick up this badly.
Did you also avoid hiring new brainers, because of their high maintenance cost?
Should I just restart
Up to you. Some enemies start getting better weapons as time goes on, and the enemy bases will eat into your infamy, but there's no hidden doomsday clock. So long as you can keep a positive score, you have forever to bounce back.
1 year ago
Anonymous
>Did you also avoid hiring new brainers
I have 18 brainers, only reason I don't have more is cause I don't have space in the main base... Cause I didn't detect the sarcasm in the "don't build new bases" advice.
I have reserached over 20 ninja gals, and an uncountable number of random goons and still didn't get shadowmasters
That's normal for first timers going blind. As long as you don't frick up you're score you can keep going, there's no time limit. You'll just meet nasty enemies with nasty weapons much more often as time goes by. You can deal with most of those with melee even with shitty research progress.
There are some that have intentionally misleading information but they aren't in "#001" format but have its own mocking research name like "less people = more oxygen"
The pinups generally have correct information when it comes to objective things like game mechanics but those that give general advice are hit or miss.
Man these humanis fricks are so tough and accurate, I'm winning but my gals are getting wounded every mission now, starting to run out of crew, now doing a mission with 3 gals and 3 peasants
One run I waited like 2 or 3 months for warehouse wars to spawn, after I finally got wrench and stapler fricking mercs created base next door, fastest reset in my life
Whats the use for the laserball and shoulder launcher? It says they are shoulder mounted but they still take a hand to operate and therefore penalizes accuracy or just prevents the use of two handed weapons.
>laserball
The only use case I can think of is memes with avenger armor for lokks since you can regenerate TU with any infinite ammo gun and laserball has very low TU cost, probably still trash. >shoulder launcher
It has decent rate of fire unlike minilauncher so it's somewhat useful, it cannot occupy shoulder because of game limitations but it's still useful to keep in belt and then move to hand and shoot it without 2h penalty of minilauncher, it's a decent endgame item I use it sometimes.
I like the guaranteed wrench from Trucks and guaranteed prepper box research, as well as basic SS being basically competent riflemen unless they roll very low on strength.
I mostly am concerned with the fact that (on average) an SS will be able to carry rifle, mag, and a FAK (peasants seem to often roll where they can just barely carry a rifle).
Operator armor is extremely nice for early armor, though.
For reference it is possible to get shadowmasters on the very first day, I was messing around with starting locations and I think canada gives you some databases you can research and it gave me shadowmasters first try. Now that's kinda too early you can't even benefit from this research until you unlock your codex.
>to get the vitally important pirate airforce tech you need a bunch of other shit, including an arc welder >I have literally never seen an arc welder
I'm this close to just ragequitting and going back to vanilla open x-com
FFFFFFFFFFFFffffffffffffffuuuuuuuck
I wanted to try the secret mix of codex + personality missions, and almost by the end of the first year I realize I picked the wrong personality.
Goddamn, guess I'll start over... again.
Gold hates Sore
Green hates Jack
Red hates Lazy
Grey hates Dumb Alternatively, tweak the code so the personalities don't disable each other, then spend 3 hours combing through the events removing mutual incompatibilities. For Science.
Thing is, I am certain I picked Dumb+Grey, but looking at the tech tree, it seems lazy is active because I have hotels available. I might be going insane because I really don't think I made that mistake.
I'm not tech savvy enough to go through the code and unfrick my current playthrough, which is sad because I was doing super well.
1) Go to your openxcom folder>user>piratez and open up your (geoscape) save in a text editor like notepad++
2) [find] STR_CAPTAIN_LAZYASS, it'll be in the 'discovered:' section
3) add in [ - STR_CAPTAIN_DUMBASS] without the brackets immediately under it. Don't replace lazyass, you'll just frick yourself even harder. Optionally add in [ - STR_CAPTAIN_JACKDUMB] and [ - STR_CAPTAIN_SOREDUMB], you should already have STR_CAPTAIN_DUMBLAZY
If all went right, the Chaos Saint event should proc next month. There'll be some other event weirdness due to the conflicting double personalities, but nothing particularly noticeable I think.
Man, thanks a lot for going the extra mile.
I might restart either way because I also picked male touch had never used that before and I realize now I haven't made my first slave unit and I'm almost a year into the playthrough. Catgirls are so good, holy frick.
Can someone explain the slavery mechanics in x-piratez?
Like it says that if I enslave this random researcher I get a "slave maid". What do they do? What is the benefit?
slavery converts captives into inventory space and a slight monthly income. it's also a quicker way to bulk process captives rather than feeding them to the brainers one by one.
slavery converts captives into inventory space and a slight monthly income. it's also a quicker way to bulk process captives rather than feeding them to the brainers one by one.
>free income
oh, time to enslave everybody now
except fellow gals, that'd be evil. They'll all become brainers in time.
why do robbery at all, if not for the credit chits to gambling? selling the captive outright generates more profit so unless you're robbing specific mobs for their products (ex. power armor, durathread, lingerie) you're better off selling
the credit chips cannot be hacked away by ninjas if you keep them in the physical form and not sell them unless you actually need the cash. also the mint can turn chips into many more smaller chips at a profit.
You are using what is basically a van
Get something with weapons
How do I get some armed vessel? Do I have to just expand my base and do scientific research or whatever it's called in english, sixth option from the top in the base menu stuff?
Your starting airbus doesn't have weapons, for now you can just tail enemy craft by clicking button in top left and waiting for it to land
You shouldn't really worry about shooting down enemy craft early on.
I personally didn't ever felt pressured to push for it but AFAIK earliest craft with weapon slots you can get is from contact: car thieves. As for weapons, early on you can assemble them when you find parts during missions, from highway house mission or you can buy from contact: krazy hanna.
If you didn't know it already, you can search tech tree by pressing "q" while on geoscape.
>How do I get some armed vessel?
Bro...
I was in your shoes yesterday.
You have two options: Accept that your first play-trough is a learning experience and just roll with the fact that you will have zero clues on how to get armed aircraft, like me, who ended up going trough an entire in-game year stuck with the airbus...
Or you can look up this page >https://www.ufopaedia.org/index.php/Tiny_Drill_(Piratez)#How_to_advance_along_the_Tiny_Drill_branch
and
this page >https://www.ufopaedia.org/index.php/Research_(Piratez)
this page might also hel >https://xpedia.netlify.app
After reading those, I got my first armed aircraft, and am now thriving.
If you click the top left button, you can continue passing time and follow the aircraft in case it lands on its own.
Search the research tree for "We Need Craft Weapons" to get started on acquiring guns. And then look for "Contacts: Car Thieves" to get some aircraft capable of actually carrying those guns.
>I've only played Xenonauts before.
You should really play vanilla a bit or at least read the manual before jumping in on a mod. Things are 100% obvious to the boomers here who live in xcom, but it can be confusing as frick to a complete beginner.
I just noticed that there's a nightingale condemnation with a picture of a thief like woman for doing night missions, but nightingales are just dumbass singing birds that sing in the day as well as the night.
Did Dio get his knowledge about nightingales from skyrim or something lol
Well, you get the achievement not for stealth or thievery, but for doing night missions. And as the nightingale also sings during the day, there's no penalty for doing day missions on the side.
It should be possible to get it by using the pipes of doom and sonic weapons. It is actually more appropriate than "there is night in the name lmao"
Really think someone needs to tell Dio that nightingale = slowik or whatever it is in polish and he'll realise the mistake. >And as the nightingale also sings during the day, there's no penalty for doing day missions on the side
You lose freshness so there is a penalty.
What is the effect of researching "precinct attack orders"? I saw on wiki that it unlocks different version of precinct mission but I don't see a difference?
Tech viewer ingame shows "affects game progression" on it and wiki shows that it also unlocks something. I got this mission a few times after researching it (in different months) and it wasn't noticeably different.
Is there some tech I can research to deal with the Black Lotus ninja guys, I like them as a concept but it is so unbelievably lame to just have them be invisible until one of your guys gets knifed and there's no way you could've possibly prevented it
He has armoured vests and slav space roids, small arms are not that much of a threat.
I'd worry more about a Priest throwing an incendiary grenade and panicking 6 out of 8 of yourdudes.
If you get a rare lucky spawn - great, yes grab it and frick off. Usually, though, no. Waiting for a good spawn to get the required targets will leave you with a disastrously slow progression rate.
>I send in eight vets with my new UAC rifles to clear out a compound >I start playing Push it To The Limit on loop in another window >They rip through four guys in the first turn, everyone dies in one shot >I absolutely kick their shit in >Everyone starts panicking, every time I hit the next turn button I hear a cacophony of screams from narcos, maids and alien hybrid babes >spec ops looking guys arrive, I guess they were reinforcements >They get their shit kicked in just as hard >Not a single one of my guys died, didn't savescum once
Holy shit I love XCOM files, I have never had this much fun with a mod in any game
For x-piratez, is there any training to increase str?
Or should I just immediately fire any gal that I get that has shit str?
When a gal can't even hold a single assault rifle and a spare clip without losing TUs I just feel like she's worthless
There's gladiatorial but that requires 30str to begin with, if you have a gal that starts with like 10 str give her a gym suit or any other outfit that has "extra xp" stat, the lower the stat the faster it grows it's not unreasonable for 10 str gal to gain like 10-15 str in just one mission.
They're definitely not worthless.
I guess I need to research gym suit. I just got like 5 gals in a row with str lower than 20
gonna wait till an easy mission spawns and just send them in in gym suits alongside some experienced gals (to finish the mission in case they all die lol).
whoever survives gets to stay on the crew
I DID IT
I BUILT THE METALLO FINALLY, just took until 16th march 2602
Now is there a way to transfer everything from one craft to another? Or do I have to manually remove everything from the airbus to the new ship?
You cuck yourself out of strange lifeform missions for training rookies and racking up commendations.
Seconding, I consider it a trap option for this reason alone, you're basically surrendering the best middle-onward training buffets for virtually nothing in return.
>some suspiciously large ship descends >it's filled with like 6 fat floating disks (4 squares wide) >run out of rockets >finish the last one with a fricking pike while the guns do nothing
I need some armor that can resist laser fire (scale sure can't, rip shield knight gal 1) and then I'm going full space knight on this mod.
The 2x2 disks are Cyberdisks and they shoot plasma, not laser.
You cannot ever hope to survive a cyberdisk shot, senpai
just lost 2 gals in heavy armor to one in a night mission, those homosexuals have 20 Night Vision
Here sniper gear with night camo helps a lot to spot them first
Cyberdisc does up to 300 plasma damage, nothing short of harbinger, really strong energy shield or actual tank will reliably stop that.
>You cannot ever hope to survive a cyberdisk shot
damn
And it has some ridiculous aim and reaction too, it fricking one-shot my sniper from the other side of the map with a reaction fire (rip sakura-chan)
Man, the difference between your starting gals and new recruits is so fricking huge in x-piratez
I just assumed that all gals were like space marine tier elite troops but then you get your first new recruit and they are nowhere near as awesome.
your starting gals are Castaway Gals, which can be found at brothels among other things
the recruitable Hands and Young Ubers have the same potential but worse starting stats
There's a reason I don't feel so bad about not picking Gals are Superior.
Hands are shit, and you can get to the point where you can buy Gals on any route.
>neither the Osprey nor the Dragonfly have global range >maintenance costs now require me to have a great month just to break even >bad mission spawns
Welp, there goes another run. Time to start again.
Do Ospreys and/or Dragonflies cover half the world?
Still, with all the stuff and the scientists maintenance costs still kill budget. What I really need is a source of income that doesn't depend on score OR missions. I tried to get by selling infinite electric rods, but they barely pay for themselves.
If Uber gals are so rare, how come we can buy them by the hundreds for only 50k a pop? And how do they reproduce?
Uber males exist, but they're not interested in joining your crew and viceversa.
>What I really need is a source of income that doesn't depend on score OR missions.
Doesn't exist in XCF. Knockout grenades will give you a cashflow to allow spending during the month but you will never make a profit manufacturing anything really.
Money stops being a problem eventually though if you keep scoring positively in as many months as possible. The amount of funding each month is a % based scaling increease so later on you will get several extra millions every month you manage to be succesful.
I haven't played XCF myself but I've watched some streamers and later on pretty much all of them hoard like hundreds of millions and they don't have anything to spend it on or maybe they're dumb and don't know how to spend it I'm not sure.
>if you keep scoring positively in as many months as possible
The problem is that maintenance costs are so high those extra millions are immediately eaten up.
By the time the invasion started i had more money than i knew what to do with. I ended up in the situation
I haven't played XCF myself but I've watched some streamers and later on pretty much all of them hoard like hundreds of millions and they don't have anything to spend it on or maybe they're dumb and don't know how to spend it I'm not sure.
describes. There's just not anything worth getting anymore because your bottlenecks become unlocking things in the tech tree and not cash.
1 year ago
Anonymous
How? And I'm still missing some buildings I'm surely going to need.
1 year ago
Anonymous
By scoring positively every month by doing as many missions as i could mentally handle?
Picrel. Your money increases by a flat percentage every month, i think you only need to score like 500-1000 points a month to get the highest percentage, so even if you score say 10,000 points, your income will still only increase by the same flat percentage. As a result of this, once you get to a certain point (For me it was literally right around the beginning of the invasion) you will start getting several millions more extra every month until your money just runs completely out of control. Every base fully built and nothing to really do with the cash anymore.
1 year ago
Anonymous
>infamy bonus >manufacturing >piracy, you know, the thing that's in the name of the mod, that the faction you're controlling is supposed to be famed for
1 year ago
Anonymous
Wrong mod.
How? And I'm still missing some buildings I'm surely going to need.
To further highlight my points at
By scoring positively every month by doing as many missions as i could mentally handle?
Picrel. Your money increases by a flat percentage every month, i think you only need to score like 500-1000 points a month to get the highest percentage, so even if you score say 10,000 points, your income will still only increase by the same flat percentage. As a result of this, once you get to a certain point (For me it was literally right around the beginning of the invasion) you will start getting several millions more extra every month until your money just runs completely out of control. Every base fully built and nothing to really do with the cash anymore.
we have picrel
Early game you're getting a few ten thousands each from countries when scoring positively, by year 2000 im getting this much extra per month as a random sample.
1 year ago
Anonymous
Oh and as a final drive on the point i want to make here, if you want to have unlimited money in XCF it's critical you try to always hit the maximum funding growth % every month. I wish i knew how many points you needed, but i don't since my experience is only anecdotal, what i know is that theres an upper limit you can hit with a fairly modest score and hitting that as many months as you can is the only way to have infinite money. You will still need to rely on looting cash shit from cults or selling artifacts for a long ass while though while it winds up.
1 year ago
Anonymous
https://xpedia.netlify.app/xcf##COUNTRIES
You could calculate total funding by taking funding cap and adding it all together, I know for piratez maximum is around 75 million per month in xcf it looks like it'll be more but you'd have to play for a very very long time to get there.
1 year ago
Anonymous
>after invasion starts
Ah, that must be the reason. I'm on Jan 1998, still fighting cults and random monsters. I'm averaging 1700s in the score.
1 year ago
Anonymous
Well yeah pre invasion you're basically hard capped by that. Your best bet is to keep your maintence below your income and just manufacture knockout grenades with your engineers in their spare time to get a cashflow and otherwise just sell all the monetary shit you get from cult missions. Basically all your funding comes from cult money bags and boxes and shit at that point. But once you keep scaling high enough it will eventually take off.
Do Ospreys and/or Dragonflies cover half the world?
I tried this a long time ago. They ALMOST do. The Dragonfly theoretically does but in reality not quite (maybe I was a pixel off?). Which you would think is good enough but annoyingly a lot of themed missions (like mansion defense) seem to spawn only near the equator and just out of range. EXALT missions too but that might just be the typical Xcom Files RNG fricking me over since the frequency of cult missions is so low every thread seems to have at least one person complaining about being unable to finish off one of the cults. Oh, and Church of Dagon HQ is right on the equator, so you would have to build at least one base with that in range if you don't have the Kitsune-106, which is entirely random, or try your luck with a Dragonfly (ayylmao). Then, again, having Pole bases is too much fun for Solaris, who believes the right way to play is to plant your bases on top of where the future cult HQs spawn so that you can hit them with a mudranger. Of course, you can still have a base in the Arctic and Antarctic and reach the equator at certain places, just not at the poles.
>What I really need is a source of income that doesn't depend on score OR missions.
I'm convinced Xcom Files is designed around save scumming as a part of normal gameplay (and playing every single pointless mission you can reach), so I just save-scum the durathread mission for that 500 thousand cash every month.
Yeah, that wasn't the question. No shit if you build more bases you'll get coverage lmao.
1 year ago
Anonymous
Well, you should have two bases by June or so.
1 year ago
Anonymous
Do Ospreys and/or Dragonflies cover half the world?
I tried this a long time ago. They ALMOST do. The Dragonfly theoretically does but in reality not quite (maybe I was a pixel off?). Which you would think is good enough but annoyingly a lot of themed missions (like mansion defense) seem to spawn only near the equator and just out of range. EXALT missions too but that might just be the typical Xcom Files RNG fricking me over since the frequency of cult missions is so low every thread seems to have at least one person complaining about being unable to finish off one of the cults. Oh, and Church of Dagon HQ is right on the equator, so you would have to build at least one base with that in range if you don't have the Kitsune-106, which is entirely random, or try your luck with a Dragonfly (ayylmao). Then, again, having Pole bases is too much fun for Solaris, who believes the right way to play is to plant your bases on top of where the future cult HQs spawn so that you can hit them with a mudranger. Of course, you can still have a base in the Arctic and Antarctic and reach the equator at certain places, just not at the poles.
>What I really need is a source of income that doesn't depend on score OR missions.
I'm convinced Xcom Files is designed around save scumming as a part of normal gameplay (and playing every single pointless mission you can reach), so I just save-scum the durathread mission for that 500 thousand cash every month.
having 2+ bases has always been normal, along with not being able to hit every mission
i just wish more missions would spawn in general since you really need those cult missions but get cucked into hunting for a solitary beetle in some brazilian slum instead
Yeah, setting up Base #2 just inside the edge of Dragonfly distance is one of those things you never forget after the first time, but never think of when people ask for tips.
Severe sex disparity means all catgirl(male)s are kept planetside and used as breeding stock to keep population numbers up.
Or maybe no one bothered to sprite 'em because there was no need to.
>buy them by the hundreds for only 50k a pop
With very few other prospects in life other than hard labor and being lynched/bombed/Rimworld'd, I'm sure they'd come from all over the world at the mere mention of a chance at something better. And even if they were 0.01% of the world pop, if there were (asspulling a random number) 100 million people left on earth, that's still 100,000 ubers, far more than you should ever burn through. >how do they reproduce
Are you familiar with the term 'chicks with dicks'? It's just not modeled in the sprite because them things are detachable. That's not bush they got, those are picatinny rails.
It's like Pride of Chanur. The nekomimi social structure is like a lion pack. The males are figurehead clan leaders, whose only purpose is to sire children defend the clan when another male challenges them to a formal unarmed duel, whereupon they're expected to go into an unstoppable berserker rage. They're considered too emotionally unstable to be trusted on a spacecraft, so only the females have any opportunity to travel outside nekomimi space.
I'm not wrong to think the little bird is trash, right?
I tried using it as a novelty, and it can't shoot down early game ships that aren't civilians, or rather, anything that can shoot back.
Little Bird spawns additional Glamour when you deploy it on a mission, just like Bikes. It's got a niche there for farming points on easy missions, but Bikes do that just as well. Other than that it's complete garbage.
The main point of Little Bird is:
1. To get its gun and ammo
2. Its research line unlocks the AT Rifle, which invalidates Armored Cars and can at least give power armored infantry something to worry about
I can't stand how many missions you have to with X-filez
And I specially can't stand the ones where there's a single enemy and you spend 6-10 turns just opening doors and searching for the one homosexual.
From now on, if I ever spend 2 turns without seeing an enemy, I'm Ctrl+D'ing.
Catgirls are so far ahead of Gals, I honestly feel they should get fixed.
Better NV, better TUs, better Firing, better Reactions, even better Freshness recovery. It's absurd. My core six has to constantly get benched because they're too tired, but the cats just keep going and going to the point they overtook the gals in promotions.
Cats are better for most missions but not all, their weakness would be either mansions since they're very close quarters and it's easy to get jumped or giant multi stage ones where their low durability is significant enough penalty.
But when it comes to majority of missions that are just quick smash and grab? Yeah I can see how cats seem overpowered.
Catgirls are so far ahead of Gals, I honestly feel they should get fixed.
Better NV, better TUs, better Firing, better Reactions, even better Freshness recovery. It's absurd. My core six has to constantly get benched because they're too tired, but the cats just keep going and going to the point they overtook the gals in promotions.
I feel the fact they have frickall for armor helps, I can't imagine playing with them on supermutant with how fragile they are.
So are gnomes and syns, yet catgirls are more available and useful than both
Honestly just reducing their bravery would work wonders, making them more prone to go crazy when nothing is happening. Like 50 or 60, below lokknaars
Gnomes should be 100% better than catgirls then given their rarity.
I think your gals should have generally better stats than any other type. Lose out on specializations of course, but they should be the standard that everything is compared to. So much for the super special uber strain when random space mogs are just better.
Balancing is half assed as Dio can't into game design.
I just sword them. They're pretty weak to melee, and they have this weird hesitation for attacking in melee most of the time, they just walk in place wasting TUs.
This is the correct way to kill the lober. Assert your dominance by chopping it in melee.
Now that a lot of slow 2 handed melee got buffed to be a range 2 weapon, barbaric ax cuts down lobsters with zero risks, even better when used with any flying suit.
Xcom AI tries to escape if you fire too many reaction shots at them while they're closing the distance. No doubt this is why Xcom Extended has a berserk mode for the AI, where they'll stick to the attack once it's activated (very noticeable for zombies in Xcom FIles).
Why is the van even in there? It's too slow to get anywhere. Maybe Solar intended for a bunch of vans to stick around away from the base forever lying in wait for a mission to spawn in their vicinity?
Also, how is the Humvee? It seems faster than the public car but the range worries me.
Well, for a really longest time the van is basically your only real transport option. There's a reason most people would recommend logistics as your first research choice. Of course a veteran will be happy using the car's advantages, but for everybody else the van will be used until humvee and/or helicopter.
Going to play x-com 1 (open x-com) for the first time, what difficulty should I play on? I know a bit on how to play, played both firaxis games and have a couple hundred hours in x-com 2.
>1. Easy to install?
yes. you need to provide your own UFO Defense but otherwise xcom files and piratez come ready to play. >2. Player friendly UI and controls?
lol no, frick no. the original game is from '94 so the UI is whack. figuring out how to play (and how to play well) is part of the charm. >3. Full campaign or story that I can complete?
there's a lot of gameplay content but it's pretty light on story/narrative. the game engine can't handle cutscenes and dialogue in normal gameplay so all the storytelling is through research unlocks. pic related.
>1. Easy to install?
yes. you need to provide your own UFO Defense but otherwise xcom files and piratez come ready to play. >2. Player friendly UI and controls?
lol no, frick no. the original game is from '94 so the UI is whack. figuring out how to play (and how to play well) is part of the charm. >3. Full campaign or story that I can complete?
there's a lot of gameplay content but it's pretty light on story/narrative. the game engine can't handle cutscenes and dialogue in normal gameplay so all the storytelling is through research unlocks. pic related.
There's a lot more hotkeys and better mouse support and resolution so it's easier to play than og UFO Defense
Peasant path seems to be the most interesting with the most content.
I guess it's cause it came later while the others were early shit that was never updated.
Revolution hq, the single most useful building in the game. Also unique promotion for peasants, early game scavenger outfit and access to harvester and scavenging. All in all very useful stuff.
The Rev HQ is worth it alone. Global radar coverage at 1% detection means you never actually lose track of shipping once it leaves your radar bubble. On top of that it's a combined Large Barracks and Large Vault and Prison and Gym. The 3x3 size is awkward to build around but that's really the only drawback.
The benefits of peasant path are so good you can take peasant path and never use peasants, 20 gals in a harvester are hell of a force you wouldn't be able to get that early on other routes. Plus all the things other anons mentioned, no need to repeat those.
Revolution hq, the single most useful building in the game. Also unique promotion for peasants, early game scavenger outfit and access to harvester and scavenging. All in all very useful stuff.
There are few but mostly insignificant
Same as male path you cannot recruit hands or warriors so early on your gal supply is limited
The shakeup trainings are not available for gals
Few armor types are not available, including best voodoo outfit for peasants, superhero for gals and batman for SS
No stardom for late game
can't really think of much else
light the jungle on fire, aggressively clear the map. don't trust your reaction fire, don't melee them unless you're really robust. shoot them with bullets until they die.
Look up what it takes to get the humvee and rush research toward it. Or alter the fricking speed of the van to something like 80% of the normal car speed, it's a fricking van not a horse and carriage jesus goddamn
That's based and soulful.
Early game where you have to actually use the pile of rusted rifles with two mags each you looted from the gopnik mafia because you can't buy anything better is the most fun part of the game.
I wish there were more mods that had some low tech small scale action in the beginning.
Yeah, most of them exist so that trash mobs have 9001 different varieties of trash so they don't hurt you. Which is an essential part of the game but why would you want all that instead of just one? Oh well, it's just the style of these kitchen sink mega mods.
I laugh like an idiot thinking about how nearly the only function it can possible serve is to build a new base near a stationary enemy HQ or whatever and launch it from there, what a fricked vehicle.
It’s same as Black Lotus. Camp in the entry points. If you have brainjacks or even psi amps, they work wonders on minos., so take over one that gets close and send it to draw aggro.
>syndie HQ >open up the building with a few rockets >hovertroops go in to capture VIP >everyone else camps for reaction fire as syndies stumble out of the flaming wreckage
was actually the easiest HQ mission i did
Surely it shouldn't be possible to use Stormtrooper armor until well into the alien invasion. I get the impression most people get Syndicate HQ around the same time they get the cult HQ. So you're keeping a low-level mission-tree around for the laughs?
>he doesn't play with the no female soldiers mod.
remember when OpenXcom changed it from 75:25 male/female to 50:50? then people chimped out so they changed it back im pretty sure. If its still 50:50 they need to make a mod that makes it like the original.
If it was woke, the women would have better stats compared to the men. Also, it's realistic that you get more women because X-Com is not a military unit.
>how do you even notice this sort of thing
Autism that hyperfocuses on misogyny. I read this term somewhere and I found it so funny.
I also didn't notice what these ugly pixel blobs were really supposed to be at all for a long time. I only kinda remember the very top guys that survive and I don't give a frick about what rookie#34569 is. You have to have some moronation in your brain to go out of your way to notice this and then go online and make it an issue.
Maybe those old posts on openxcom were right and I was leading some raging dyke squad all along with 6:1 ration in favor of women. I wouldn't know or really care.
>chimped out
Did they actually? All I find is a forum thread from 2014 where people discuss the gender ratio in a fairly civilized manner.
The conclusions are: >OG X-Com crew was 75% male >OpenXcom engine defaults to 1:1 >default ruleset overrides that back to 1:3 >that override didn't actually work, but this was a bug that was fixed back in 2014
odd place to come out as gay but it's ok anon, we still accept you.
Too bad every other mod also has women it
and so does the base game
so I'm not sure where you'll fulfill your gay fantasies on x-com.
Why does it seem like NATO weapons are better than Soviet bloc's? The M16 is better than the AKM, and the FN-FAL is the best gun that isn't from BlackOps or UAC
Not at all, I've crunched lots of numbers and also have played around with the gun profiler when it came out https://xcf.trigramreactor.net/master/gunSim and here's my observations.
In general, the SVD is the best real rifle by far, even beating rifles with auto shot even at close range, or only marginally less. Galils are second best.
The M16 and AKM have negligible difference: although the M16 has superior auto after a certain distance, it is at a distance (6 for the AKM, 9 for the M16) that snap shots would be preferred instead.
I can't blame you for the confusion though, the way accuracy decreases after a certain distance and how bullet simulation means missing can still result in a hit makes things hard to work out. The distance at which autofire stops being better than snap shot is the biggest trap. I bet a lot of players think it is a lot higher than it really is. Of course, I have no idea how the gun sim works and if it is actually truthful, but it definitely does seems to make the effort to simulate xcom external ballistics.
>Syndicate HQ at the same time as cult HQ
How? With proper spawns you could have cult HQ missions long before you even see a Syndicate unit.
Seems somewhat plausible if you give the zombie storyline an average amount of research, save-scum your way through MAGMA missions, and save defeating cult missions for the very last months. No doubt it's a bit of hyperbole in the face of the hyperbole that its the easiest HQ mission.
Of course, since the context of the post I was replying to was clearly about rifles, and I'm not going to bother hitting the word limit adding a billion caveats.
I recommend just opening up
https://xcf.trigramreactor.net/master/gunSim
for any questions you might have about guns.
Can anyone explain this thing to me?
It never seems to hit anything. I set up it's path like a blaster launcher, but the projectile never seems to come out. I hear the noise, the TUs are spent, but nothing else happens.
I figured it was because they were crashing into the walls of the ship, but I actually can't move the unit from her tiny prison box to check if that's it.
Just savescum and take some (lots of) practice shots to get the hang of it. I found it usually hits when I set waypoint close to the target several tiles away and then few more waypoints on a straight line to it (his facing does matter, hit from front or back). Or going above then down in a steep angle. Practice.
But the shot never seems to come out at all. It's not that I can't hit, well, it is, but I can't hit because there's no projectile. Is it crashing into the tiny room every time? I try setting the path through the tiny window in the penalty box, but nothing.
Oh, so there's actually a tiny window I need to open to shoot through. The other tiny window besides it is actually a solid object and I can't shoot through it.
This is dumb.
Good luck actaully hitting anything even with a half competent psi gal. I strongly discourage anyone from using the Jellyfish, its just fricking dogshit.
Even with a gnome it seems unlikely to hit things if you just target things directly, but it felt like you could manipulate your chances of hitting things by making the missile go through the tile several times, made it way more (but not completely) reliable.
[...]
Use a bugeye.
Doesn't solve the innate problem with the Jelly that it has seemingly magically appearing bullshit angles people below you can target you from. It's practically a death trap if you land on a dangerous mission. I still recommend passing it up and just using the Shadowbat since you're Grey anyway.
I agree fully that the Snake is better, it's my favorite shadowcraft. But i think most people will find Shadowbat easier to use due to its more forgiving and safe interior layout. Snake has crazy air combat with a built in shield and all the weapon slots and a decent sized crew compartment which is melee enemy proof by blocking the elevator. It's very good.
1 year ago
Anonymous
Snake is terrible, also it's too big for only 6 people and the windows frick you up, AND it also has interior lighting
1 year ago
Anonymous
It's good because it's alright at hunting pings, usually starts near the bottom of the map where it's hard to get shot at, and can go underwater. The layout being so bad that it takes an entire turn to get ready to exit is the downside.
1 year ago
Anonymous
>The layout being so bad that it takes an entire turn to get ready to exit is the downside.
you mean it forces you to not exit the craft on the first turn, thus making it less likely to take reaction fire on deployment?
1 year ago
Anonymous
No, because it has internal lights and a stupid amount of windows. They can still reaction-shoot you while you're getting your guys out of the seats.
Even with a gnome it seems unlikely to hit things if you just target things directly, but it felt like you could manipulate your chances of hitting things by making the missile go through the tile several times, made it way more (but not completely) reliable.
I think something is just incorrect about blaster bomb code in openxcom, even with listed >100% accuracy the projectile loves to just randomly decide to go off target. I played lots of xcom using original dos version before openxcom even existed and I don't remember it ever being that inaccurate.
I tried reporting it as a bug but was discarded as "it's better balanced this way" and arcane ray on jellyfish uses same code except you don't even get the privilege of an explosion.
Even with a gnome it seems unlikely to hit things if you just target things directly, but it felt like you could manipulate your chances of hitting things by making the missile go through the tile several times, made it way more (but not completely) reliable.
are there any good players of xcom files you guys like to watch that play superhuman/ironman?
just recently finished my run and feel like watching some other people play to see what they do
>xpiratez >wolfentein mooks weapons depot (forgot name of hte faction) >start mission >take 1 step >a goon with a rocket launcher sees me >he shoots >hits a huge rocket they were storing in the bunker >massive wave of explosions >mission over >zero loot cause they all blew up
welp
At least I got the score bonus I guess
The fun part is that I now realize I do, in fact, need rockets as they're not available to craft or buy
I'm stuck with 30mm cannons and carronades for my air game
bro...
You can buy them after getting the reward from the mutant alliance. Just save some of their tokens. It's not even that expensive, at 800.
1 year ago
Anonymous
I dunno why but the mutant alliance bounties just never seem to appear, I've been just spending 100k to get 10 tokens every time I wanted something from them.
open x-com doesn't actually give you the game for free
it's just a way to play the game on modern pcs with modern resolutions and modern controls and various other fun conveniences - but it also allows you to disable all that shit if you are a purist.
However, for a TRVE purist he'd have to play the original on the original hardware because they admitted that the AI isn't 100% the same.
Man, I fricking love the CQC mechanic. I don't know if this is just built into the big mods like xcom files or piratez or if it's added by xcom extended but being able to defend yourself from cheeky ayys abusing doors to ambush you feels great.
In vanilla xcom or xenonauts >end turn getting ready to breach, with your team on each side of the door >cheeky ayy opens the door, blast both of your guys to death, closes the door
>in whatever mod >ready to breech, but this time, team i armed with swords and shields and other cqc weapons >cheeky ayy opens the door, tries to shoot >shots cqc'd away >ayy is then cut to pieces by the melee reaction fire
It's awesome every time
It's the only non-bugged mission I've given up and console-commanded my way out of. I tried three times to do it legitimately and every single time it became an 80-turn insanity-inducing fiasco as my men desperately and futilely searched for the remaining 2-3 zombies walking back and forth across the same two squares in a dark 2rd level basement nook 8 sprinting turns deep from the nearest staircase.
Heh. I'm not sure if my (only) run that far into the game was unlucky, or the RNG gods blessed you with fast zombie progress, but I had full night-vision and flying armor by the time that mission first popped, and it was still an unplayable fricking nightmare.
the amount of pin-up pics on x-piratez is ridiculous.
where did the modders find 3d renders of nude women standing around in some sort of sci-fi lab?
It's not like they're doing anything lewd
they're just standing there
It's not Dio, it's the team behind openxcom and openxcom extended.
And I guess it makes sense, it basically displays what to multiply something to get the correct damage
Is it better to trade the armored gnome for tokens, cash or a regular gnome?
I already got one gnome, but maybe more is better? On the other hand, it's 1250 goblin tokens.
I haven't researched power armor yet, but I know I don't have nearly enough for it to be useful any time soon.
I don't know if it's changed, but a couple years ago I went on a similar research path, and the answer at the time was that it'd be too complicated, so the best alternative was to increase the amount of brainers each facility could hold so you could just have more of them researching at the same time.
>amount of brainers each facility could hold so you could just have more of them researching at the same time.
So can I do that?
I imagine there's some file I can open as a txt to alter this sort of thing right?
I'm thinking what I want to do is >double the number of brainers allowed >halve their upkeep
So if you have any tips on that I'd appreciate it.
I made a submod for another anon that wanted something similar. I tweaked it a bit for what you want.
www.mediafire.com/file/d0ocjq46jnwlrq0/faster_research.7z/file
Unzip and dump in your mods folder. Don't forget to turn it on.
I have a mod that lets me loot recruitable peasants/lokks/bugeyes from any missions that have civvies in them. Good for marketless runs, and they get stat buffs to boot. Don't know where to get it now though, I only found it in the old now-dead bootypedia.
The more I play through XCF, the more I realize that it's unlikely that I'll get to see everything the mod has to offer. Some options seem to lock others.
Yeah, it's one of the worst things about Xcom Files. Well, it would be if there wasn't already so much wrong with it. Surely the locals tearfully calling for help could at least give a description better than "I dunno lol"? Imagine how much better it would be if we could just start a mission with shotguns/smgs ready to rock.
Just realized I was playing with czech names mod on throughout my entire first playtrough of x-piratez
no wonder everybody had weird unpronounceable names this whole time
What's the first tech that will give my pirate crew psychic powers?
I just need a name and I can use the tech tree viewer to figure out the path to get there.
they don't really have to be trained, you can rush the exit, and if all hell breaks loose just knock him down and drop him at the exit, frick the rest of the peasants
Well, I do happen to have a 12 girl peasant militia
I never had much use for them but hey, I could train them so I did!
Glad they get to be of use now.
I just got a gnome for the first time, and it was like in the very first few months, early as frick, must be some scripted event for going dumbass. Also they got like the best armor sprites of the mod so far.
If she ever dies I'm killing everyone and then reloading
>Gray Codex -> Astrosensorium
oh, nice, I was going to pick the grey codex anyway, since some anon suggested it earlier and I already did red.
Did you start in Germany? They get a free e-girl as their starting bonus.
Other notables include California with free catgirls, Thebes with clone troopers in aqua suits, and Turan with hyena riders.
I started in japan
so I'm just going all in on ninja shit.
I did get a catgirl just randomly showing up at my hideout too, and a veteran peasant sniper
so I now got a half adventurer party going. >human sniper >catgirl >gnome >3 gals
I'm always afraid to use gnomes without vehicles, they are so fragile
1 year ago
Anonymous
they're very robust with bravery-scaling weapons like Obrez/Ol' Rifle or Silver Snake. TAC7 and TAC7 Ausf. G are both tactical armor equivalent and worth using, but before that they're squishy as frick.
1 year ago
Anonymous
i've yet to see any armour that isn't their lil' dress, but thankfully i've been lucky so far with mine
It means you can check the charts to see where the ufos are flying over. Big spikes in movement might mean a base is nearby.
You can also spot them by seeing which countries aren't giving you more money each month, because that means something's tanking your score with those.
>the hint was so in-lore I thought it might mean something else
It does, actually. Resource wars refer to the excavators that stay on the ground for a longass time which saps your score if you don't find and deal with them. Guild, academy, and govts do these missions; the first two are fair game, but you might want to just spook the govt ones by landing and then aborting so they fly off (that's the mentioned "scare them off").
Ohh, thanks, that makes it much more clear.
Is there any way of figuring out who owns the ship before I actually touch down on the ground in the early game?
Nope. Not until hyperwaves.
Well, sometimes you do know. Red and blue lights mean a government ship, cop cars are flown by cops, shrine ships are church and so on. Even then, there's a small chance to get zombies instead.
1 year ago
Anonymous
>there's a small chance to get zombies instead.
I did find it odd that an academy ship was filled wit zombies
how do zombies fly the ship
1 year ago
Anonymous
with the controls?
1 year ago
Anonymous
>how do zombies fly the ship
badly, if you engage a zombie ship(marked as unknown with hyperwave) it gets -20 hit penalty in air to air combat
zombie troopers which usually occupy these ships can use guns so they should have enough brain power to fly a ship too
1 year ago
Anonymous
Annoyingly, govt excavators don't have the red and blue lights and they sap your score the same as the academy and guild ones while other govt ships and missions are harmless and have the lights.
It's playable but slow, a mission that would take 5 minutes on PC will take you at least twice as long but if you have lots of time it shouldn't be a problem.
>rescue government glowie mission >there's just 3 dogs in the map >that's it
how incompetent are these glowies that they need an extraction team to escape from 3 fricking dogs
>doing some normal mission >try to knock some woman out with prods >prodding with prod >suddenly her skin falls off and it's the fricking terminator
oh frick
that was really well animated too
[...]
Here's a little trick if you middle click tough girls the terminator one looks a little different, once you see it you can always tell who's the terminator
I never met a single one of these in my first failed playtrough (lost due to main base being overrun by some weirdos with weird weapons my gals couldn't even try to operate), but now these frickers are showing up on every academy mission.
The low tech strategy I developed to kill them was cattle prods and sledgehammers.
Cattleprods knocks them out, but they seem to get up one round later every time, and sledgehammers can damage them but are imprecise
so I knock them out and then hammer the body until it stops getting up.
Tho now that I think about it, maybe I should bring handcuffs? Can these frickers shoot their fire lasers if they're cuffed?
The first time I had that, I spent the next six months shooting every civilian just in case. Fricking terrifying.
Here's a little trick if you middle click tough girls the terminator one looks a little different, once you see it you can always tell who's the terminator
>Doing a base assault >Shoot a power suited enemy called a "Beastmaster" >The armor disintegrates with the sound of a rock moving (?) And a hot babe in a bikini pops out
Based. I booped her with my stun rod and added her to my prison harem
Just learned of an exploit in X-piratez by accident
it's a boring one tho
If you look in the inventory on the hands menu, and look at a damsel in her damsel dress
and then back out and look at it again, she will have gained a purple chip
which I'm pretty sure is only meant to happen when you go on a mission.
So if you have a damsel and are boring you can just look at her inventory over and over again for theoretically infinite money
Punching is unironically one of the better means of getting through most walls. For almost everything else, a high strength gal with a Mr Handy is sufficient.
Proper mining equipment with lasers and plasma are very useful for things like fortress walls that, despite claims I've seen to the otherwise, will not break when just hit with hands or a Mr Handy.
Pickaxe gets you through thin ship walls and regular materials well enough.
No, you get a mission that spawns specifically as retaliation for interfering in Narlock raids where Ninjas attack a narlock town and force a -200 on you if you don't show up.
>get chateau de la mort >hire 100 runts >use them all to make that shit >become rich >use that money to hire a ton of brainers >finally make progress in the ridiculously huge research tree
HAHA IM A GENIUS >run out of apples
OH NO
quick anons before I bankrupt myself how do I get more apples
Brainers more or less pay for themselves with score, as long as you do interrogations and research the items that give you tips. At least i always max brainers before maxing runts.
Dumbass blocks Analytics Room, but enables VIP Club. VIP Club has analytics tag so enables same techs as Analytics Room but requires more advanced techs to be built.
1 year ago
Anonymous
You need to complete the Fight Club/CBT Tournament event arc to unlock VIP Club. This in turn requires Dojo and Onsen.
>reasearch "chuch boot camp" >game tells me it's an easy mission to send your untested troops on >do just that >open door >get blasted by 10 guys immediately on reaction fire >there's a new high rank church guy with a laser weapon
wtf why did the game lie to me
It's full of Neophytes with civilian-tier rifles. Usually pretty good for reaction training, but sometimes there's a Reverand for capture.
>open door >humanist standing there with back turned >take one step foward >he turns around and blows my gal to pieces with an AR
wtf they can reaction fire to things they can't see?
IIRC, reactions require you to personally be able to see.
The Spotter could definitely shoot you, though.
I'd complain on the Matrix to Dio: could be a bug.
>reasearch "chuch boot camp" >game tells me it's an easy mission to send your untested troops on >do just that >open door >get blasted by 10 guys immediately on reaction fire >there's a new high rank church guy with a laser weapon
wtf why did the game lie to me
That's why you should land at night, enemies are baseline civilians with t-shirt as their armor but their weapons are decent. If you just sweep the area at night with your superior night vision that mission is cakewalk most of the time.
You can change the color in options if you don't like the default one or you can just get rid of the lighting altogether with like shift+end I think? Not sure I don't really like using that one.
I'd honestly rather just have a day mission but they have a big "this is night time lol" words on the top
fricking hate any of the "night vision" colors. Of course, not being able to see the terrain at all is worse.
you can light up your screen by pressing ctrl+END few times. It will desable night vision.
1 year ago
Anonymous
Wish the game remembered this after save/load. It does remember night vision now, so why not this? I'm too lazy right now to pester Meridian on the forums for this.
Is there some sort of bug with difficulty?
I Reinstalled Open-Xcom. I'm playing on experienced but I'm getting attacked with plasma rifles and pysonics in the first few months and keep having to restart
I just started a new game and my base has gotten attacked in the first month
I uninstalled and reinstalled and that fixed the issue for a while but it's back again
Do you perhaps have Aggressive retaliation enabled in advanced options?
Otherwise it's just a matter of luck. Get more troops and overwhelm the ayys, all your men participate in base defense.
The more I play XCF, the more I realize the game doesn't really start until the invasion. The two years before that is just the prologue.
Is it a bad idea to have cults still kicking around during the invasion?
Well, they stop scaling after a certain level. They become a chore halfway through Promotion 2. I think you kill the cults just to get rid of their annoying missions, not because they're dangerous.
I wish Solar added post-invasion cult content. New missions, new enemies, etc.. Lore says these cults are capable of it.
I had a playthrough on a version that they spammed bases all over, sometimes they will spawn missions if you dont blow up their convoys and theres the interceptors if you get close to their bases, but you should be able to outrun them with the kitsune. Other than that they are an annoyance at best.
Airgame starts pretty much at promotion 3 with the MiG-31 yeah, in my game I couldnt even get fighters until it because I had no lucky rolls in getting the Arrow.
What missions do mansions spawn? I've never seen them doing anything other than sending convoys that do nothing.
Airgame starts pretty much at promotion 3 with the MiG-31 yeah, in my game I couldnt even get fighters until it because I had no lucky rolls in getting the Arrow.
The things that unlock the arrow have multiple topics that research randomly every time you do them, its like how it works in piratez with prisoners too, I just didnt get it until I got promotion 3 and by then it was already obsolete.
>Get a Nekomimi Sword from a random box way back in april of the first year. >Start of second year, it cracks open Chrissalids and Lobstermen like it's nothing.
Holy shit, this is insane. Hasn't left my inventory ever. That, and a smartgun I got somewhere make my main gal a freaking workhorse.
Most of that researchable stuff is just flavor text and free weapons research that you can easily get elsewhere once you get all the promotions, and "terminating" a cult just means that they can't spawn shit out of thin air including the guaranteed invasion day battleships which will ruin your fricking day, so they'll have to send missions out of their surviving mansions, which you can intercept for easy rookie training.
The only big thing you really need from a cult that you can't get once you wipe it off the map is a Ninja Scroll from the Black Lotus, which are almost always at mansions. At the very least, you should terminate one cult (Red Dawn is agreed to be easiest) to get Promo3 before the invasion starts, so you can actually start building an interception fleet.
If you get the Ninja Scroll, then great, terminate all the cults. You don't want those gigantic UFOs floating around, beelining for your transports and nuking your score.
Xpirates
where do I get necroplane parts?
In my last playtrough I just happened to get them somewhere but now it's the only thing that I need to start pirate airfoce and I don't remember where I got them last time.
>Shoot down necroplanes.
I have a shadowbat, but zero ammo for both different kind of rockets it can shoot > "distress signal" missions and hope they happen in a downed necroplane map.
I think this is how I got it the first time
damn
>spend a dozen missions trying to capture hybrids >knockout grenades, stun rods, tasers >turns out it's easiest just to run up to them and punch them in the face >go down in 1-2 hits easy
How do you break those glass walls/windows below the bank robbery mission? My girls just target random shit instead of the 'blockades' when hitting with the pickaxe
In piratez, are the "slay" bullets any good? They are more "reliable" but is that good enough for me to replace the regular ammo with slay bullets for say my shiny niner sidearm?
slayer bullets excel at clearing chaff. blackadder or shiny niner, for example, will reliably drop an unarmored humie in 2 hits. compared to normal ammo, slayer is guaranteed to do at least some damage (ie 50%-150% damage rolls instead of 0-200%) but also causes more health and morale damage once they penetrate armor. avoid using them against armored targets (ex. osiron goons, guild security) due to their nerfed armor pen (1.2x to 1.3x armor effectiveness)
blackadder w/ slayer bullets is a great backup weapon for clearing out civilians/neophytes/G.Os/bandits/etc. while shiny niner will become further upgraded with EP bullets for captures and anti-materiel. others are viable but i never get around to using them; buddy swears by his Snubby Slayer.
I just noticed I can also acquire niner magnum bullets.
what about magnum niner bullets, are they any good? Obviously better than regular niner clips but are they better than slayer or meant for different things?
Niner Magnum Clip is just a slightly better normal niner clip. It doesn't have the bonus damage or panick inducement of Niner Slay, so treat it as a stepping stone.
Allright I'll load all my shiny niners with slay bullets.
My "standard" loadout is [rifle/shotgun] + shiny niner on quickdraw + battle axe on backpack.
Tommys are good? I have been unable to decide what smg to use
I have >tommys >sprayguns >UAC carbines >a knockoff ww2 mp40 >black fang >UAC chaingun (the description keeps telling me it's an SMG equivalent)
1 year ago
Anonymous
The messer is a straight upgrade for the spraygun, and frankly a pretty decent gun for low strength units (Lokknars).
AUC Carbines I've never used, but they also use messer ammo IIRC, so they're probably about the same. Chaingun is not good enough I feel, too inaccurate. Black fang? You mean Blackmarch? that one's good.
Tommys are my favorite one because they have comparatively very high base damage, they have 50 bullet magazines, meaning you never run out mid fight, and their aimed shot are decent enough for when the need arises.
Eventually you want either Painbringers, Big Bens or just be boring and move on to Omega Rifles.
1 year ago
Anonymous
Tommy is good, like a baby Autogun.
Tommy upgrades to Laser Tommy, which is great-tier and works in space.
Laser Tommy upgrades to Plasma Tommy.
Sprayguns, UAC Carbine and Messer are all NPC guns.
[...]
[...]
I got a lot of success using gyro-stabilized autoguns as a 'heavy autorifle' type weapon, like a tommy gun but heavier or a rifle but shootier. They're a good weight to use on trooper-type gals with good shooting; pick a spot, crouch, and lay down a bunch of autoshots and quickbursts.
Good to know, I'll equip some of my gals with tommys for now
>I keep grenade launchers and rocket launchers on the craft but I don't use them on regular enemies
use them on regular enemies, that's what 40mm is best at
always rember every explosion is a prayer to the destroyer
I just haven't been able to manufacture more ammo for GLs so I get that "what if I need it later" feel with any explosive weapon I can't craft ammo for.
1 year ago
Anonymous
>what if i need it later
keep some rockets in reserve to deal with nazi armored cars or surprise power armor.
40mm and other small explosives are ideal for dealing with light/medium personnel like guild security or osiron goons and the incendiaries can be used to force a unit to panic.
40mm incendiary gets special mention for lighting entire bandit spawns (camps, town, etc) on fire while preserving the loot
1 year ago
Anonymous
I checked and noticed I have like 20+ 40mm grenades
I guess I'll start equipping one guy with a GL on every mission until I run out lol
1 year ago
Anonymous
Tommy is good, like a baby Autogun.
Tommy upgrades to Laser Tommy, which is great-tier and works in space.
Laser Tommy upgrades to Plasma Tommy.
Sprayguns, UAC Carbine and Messer are all NPC guns.
Autoguns kind of suck ass.
The feeling of killing 5 people with a single burst is heavily dampered by the fact the stars never align for it to happen when you actually have one on hand.
I keep grenade launchers and rocket launchers on the craft but I don't use them on regular enemies.
I keep wanting to use autoguns and other big smgs but they are just too impractical
Don't have the range of rifles, don't have the speed of SMGs
I got a lot of success using gyro-stabilized autoguns as a 'heavy autorifle' type weapon, like a tommy gun but heavier or a rifle but shootier. They're a good weight to use on trooper-type gals with good shooting; pick a spot, crouch, and lay down a bunch of autoshots and quickbursts.
Reject standard loadouts, embrace logistical chaos. Use Tommy Guns and Grenade Launchers and Autoguns too, not just boring old rifles.
1 year ago
Anonymous
Autoguns kind of suck ass.
The feeling of killing 5 people with a single burst is heavily dampered by the fact the stars never align for it to happen when you actually have one on hand.
1 year ago
Anonymous
I keep grenade launchers and rocket launchers on the craft but I don't use them on regular enemies.
I keep wanting to use autoguns and other big smgs but they are just too impractical
Don't have the range of rifles, don't have the speed of SMGs
1 year ago
Anonymous
>I keep grenade launchers and rocket launchers on the craft but I don't use them on regular enemies
use them on regular enemies, that's what 40mm is best at
always rember every explosion is a prayer to the destroyer
Does anybody really need help dropping civvies/neos/gos/etc? I feel having to research and manufacture an entire different type of bullet just to more easily kill the easiest enemies in the game to be pointless.
It's easy to kill chaff no matter what you use; TU efficiency is the selling point. Niner fits in QD slot and Black Adder can fit anywhere, so you can append them onto any loadout. Anything that doesn't justify shooting an RPG or running over and Axe'ing can probably be handled by the pistol.
Nope. They're only useful against the sort of enemies that an untrained peasant can kill with a single shotgun blast. Against any serious threats, they're worse than regular bullets thanks to the reduced armour penetration.
Even against best case scenario(zombies) you can get EP ammo that's not too far off in the tech tree and it's infinitely better. Slayer ammo attempts to solve a problem that doesn't exist.
I hate how I can't check the weather on landings. Having them be so cold that it hurts all of my gals every turn, even though they're wearing Guerrilla outfits + Fancy Shawls + Space Towels should be fricking illegal.
Seriously, it's a fricking Reticulan base. I'll be here for fricking ever, and the game's fricking me over extra just because apparently that's just fair.
This isn't even punishing, because I've made no mistake to be punished for. This is just dickish.
If it was energy loss, sure, but this is raw damage.
Frick, tried adding an ushanka on top and I'm still taking damage every turn. How the frick am I getting bodied by the cold when I have 110% x0.75 x0.8 x0.8 from all the extra gear. The game says they stack. What pisses me off the most is that this used to work. I had never before taken cold damage with this setup.
Shit like this drives me insane.
I believe the cold damage aura got buffed somewhat recently and there are now tiers of cold, the highest one which is marked with like "EXTREME COLD" on the end turn screen requires 50% or less cold resistance to not take damage. Yeah it's dumb, weather mechanics are dumb and dio decided to make them even dumber than before.
If at the very least I could see the weather on goddamned landings. But I literally can't prepare for it because doesn't tell you. At beast I can guess by where it landed, but this was Japan, not the Antarctic.
>have to drop the OICW and pull a gun that can actually shoot straight
1 year ago
Anonymous
it's a crappy rifle and a crappy launcher
better of carrying a dedicated launcher with a sidearm for emergencies which should always be the smart magnum because it's the best gun that makes the most satisfying sound
>Piratez version: >quickburst x3 with 85% acc, 40% TU >aimed 125% acc, 45% TU >30mm grenades instead of 20mm >also a fancy Firing*0.75 + 25 skill formula that makes it marginally better for untrained hands >and you can use it with electro-pulse rounds
Baseline humans can't do anything right.
The weapon purchase research is (was? I'm year out of date) moronic across the board except for BlackOps gear, I can't fathom how fricked a run must possibly be for Forgotten Weapons and any Cult Weapon Dealer techs to actually be useful. >you can buy M16s now, yay!
But I've already been using looted FN FALs for six months, who gives a shit?
>discover that editing shit is relatively simple >start doing it with some weapons, armors and soldier promotions/transformations >game ends hilariously unbalanced with stupidly overpowered stuff
man sometimes this stuff is harder than it looks, maybe I am just stupid and got bored anyways
Is making mods for Open X-COM hard?
Graphics are a pain in the ass because the devs insist on keeping the original palette system for whatever reason, but the bulk of the rest is outright plain text editing.
>Graphics are a pain in the ass because the devs insist on keeping the original palette system for whatever reason
That's not really an issue with me unless it impedes designing new items and armor.
>but the bulk of the rest is outright plain text editing.
That sounds alright, pretty much all I do when modding Mount & Blade so I'll be able to pick it up and feel at home.
depends on if you're adding new assets
in any case playtesting would be the most time consuming part unless you can generate hype and get some fools to play your mod
It's tedious if anything, a large part of modding is manually writing text files. See docks
https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)
Map editing is done in separate programs, basically what you would expect from a GUI editor.
Based vscode plugin support. Always use something like vscode so you can open your entire folder at once.
I like mods to make the game harder. Aggressive AI and that setting that makes alien weapons disintegrate when an alien dies. Then a reworked techn-tree that requires more time and steps to progress; say pistols, rifles, heavy plasmas, for example. I also adore that mod that lets alien crafts target and attack your own crafts. It makes sending out your intercepts or sky rangers a lot more dangerous when combined with that mod that makes air combat harder.
I wish I could use the mod to let chrysalids burst out of zombies after a set # of terms, but if I ever upgrade my version of OpenXCom Extended it breaks too many other mods.
>Playing xpiratez
>1 year in
>Still stuck on the airbus
>Can't figure out what do
>Search online
>Turns out ship tech is gated behind a random tech you get from interrogating hoes or female ninjas
>I have none
>Hoes have stopped spawning, never seen ninjas
What the frick do I do now
Missions with hoes will always spawn, if I recall.
So i just gotta keep waiting for the rng to give me a mission with them and then hope the rng research works out?
No other choice. But ninjas should be plentiful at the time you're in. No idea why none spawned
Guess I'm gonna just research random guns to pass the time
Usually you want to exhaust research on any enemy type you find. They often have many tech in common, so focusing on one enemy type is suboptimal.
Do I miss out on any content after I assault a cult's HQ?
You have to research the special item you get from an HQ raid to actually "kill" a cult, but yeah, I think there are individual missions/items/enemies tied to each cult faction that stop spawning after you officially neutralize it.
I think only the weeb ninja scroll from Black Lotus makes them worth keeping around.
How old is this image? I remember swing it on devient art when I was a kid
I am 30 now. This is weird
>Xpiratez
>Progrom mission
>There's a tank
>Turns out cannonballs aren't good at penetrating tank armor
>But axes are
>Rip brave gal that bled out after killing a tank with a battle axe
A true heroine and a real mutant bean
Didn't mean to quote
are you sure it's a tank? It was probably an armored car
there is actually a ton of stuff that gives shadowmasters nowadays
forgot image
Yeah, it was an armored car, I thought it was a tank, but turns out there's real tanks lol
Also, I've been researching random prisioners non stop for months, even went trough 24 ninja gals
Still no shadow masters
Why would they gate plot progression on an rng research
Why
Skill issue. I get it by August at the latest, march at the earliest
(Though early on It may be better to sell the hostages for more brainers)
>can-opening an armored car with a giant axe
classic piratez gameplay
>flying to MAGMA mission via Osprey
>cross thousands of miles of empty tundra
>four MiGs spawn
>no helmet on powersuit
>flying suit is purple
ngmi
Do I depend entirely on score for money in XCF? I don't see any other income.
In early game you get money briefcases from larger cult missions.
Most of the shit you find and don't either A: research or B: give to your dudes is best sold; that goes double for extra zombie corpses and crap like that piling up in storage they have *a* use, but not one that matters for your first year, and the damn things are never in short supply but sell great.
>extra zombie corpses
I'm turning them into energetic blood plasma
>energetic blood plasma
it's a little useful later, but really you don't need a ton of it
instant $$$ is much more useful
"officially funding" is complementary, just like in vanilla
you get most of the money from selling loot
Two questions.
1.- Game stopped giving me death messages for my units. Why?
2.- I saw this incredibly useful option in the menu, but I can't toggle it. Why?
1 - There should be a "death notification" option in battlescape, make sure that's turned on
2 - Because for some reason the dev guys hate this option with passion and they disabled it via ruleset
That's gay. Frick that guy. Anything I can edit to put it back on?
Yeah find file called "Piratez_Globals.rul" it's in your xcom folder/user/mods/piratez/ruleset and change line
"oxceUfoLandingAlert: false" to true
If you only change that it will still be greyed out in game since it's under fixed user options but it will work.
Thank you.
DGAF, Staring a red dots in the map until they turn green isn't my idea of fun.
>DGAF, Staring a red dots in the map until they turn green isn't my idea of fun.
you don't have to do that since the mod doesn't require you to play optimally, it's a choice you make. You could shoot the thing and risk a retaliation for the resources if you want it to be faster
Attacking landings are extremely superior to fighting and downing ships; dioxine didn't like people skipping everything in geoscape until the landing alert pops up and proceeding to assault it
You can still change it back with some ini or save or rul-editing if you want
I don't mind having this option off since that's how the game played in vanilla state but I think having it set to forced off is bullshit.
2. Because you're supposed to sit back and relax and watch the globe spin at a slow time rate. The next encounter is coming, there's no need to rush to it.
I sure have trouble heeding this advice. I never use the 1 day time schedule but i'll be fricked if you catch me running anything other than the time setting that happends when i press 5 on my keyboard
I'm playing XCOM Files for the first time and I am absolutely livid
>I thought "XCOM flyers" was some sort of creature taming tech like they did with rats and dogs, since there's a "Flyer" creature
>I unlocked all three at the same time, so I have no reason not to believe they're not related
>"The dogs kinda suck, so I'll just stick with humans"
>I've been struggling with my two-person teams for about a year now, vans are too slow, where the frick are the bigger transports
>Research it just to get it out of the way
>It lets you get FRICKING HELICOPTERS
WHY THE FRICK COULDN'T THEY CALL IT "XCOM AIRCRAFT" OR SOMETHING
Litearlly middle mouse click research options for tech tree viewer to see what your options lead to.
thank you
Once again, I fricked up by not knowing how to look up stuff on the tech tree, and didn't get second promotion until now because I didn't capture one of the Black Lotus dudes
It could be surprisingly fun once I got my guys trained up, I'd just have two people going around fricking shit up like in Pulp Fiction
>two-person teams for about a year
You should have researched Promotion II and gotten yourself a Dragonfly half a year ago.
Early game research order is crucial in Files, you need to get Intelligence Center and Biolab ASAP to not fall behind in tech.
>an entire year of Mulder and Scully bullshit
The absolute mad lad.
When is a good time frame to get Promotion II? June of year 1 at the latest?
June is probably the earliest you can get it with perfect play if you beeline it and get all the prerequisites in time, I occasionally get cucked out of a Cool Alien Gadget by RNG so it might take until Aug or so.
Also the big item from Prom II is Science Laboratory and you won't have the money to build it and staff it in June anyway and you'll likely spend most of 1997 filling out the scientist slots.
Yeah, that's what worries me. No way I can rush science and expand at the same time, there's just not enough money.
As for the Cool Alien Gadget, I think you can get it from Psyclone, which spawns regularly from low level EXALT enemies
Cult outposts (and bases if you can steamroll them without casualties) are a big source of money in the midgame.
Lotus especially, which is another reason to save their HQ for after the invasion proper starts.
ate mutants
ate robots
ate druggos
ate hybrids (not rayciss, jus don like em)
luv rookies
luv dogs
simple as
mutant gals are fine tho
frick off back to ur home planet u dickless sectoid.
oh right u don't got one cus ur empire masters blew it up kekeke
I just like catgirls and lamias and huge muscled babes bro can't we be friends.
>xpiratez
>airbus can't go underwater
>have no free hangars cause I built a buckaroo
I can't believe I didn't realize I'd need some sort of underwater vehicle to go underwater.
I guess I'm going to have to wait till the hangar in my extra base is built and then fill it with a raiding party or something, until then no underwater adventures for me
Sell the bus, buy the blowfish. You did research car thieves, right anon?
Then the game spawns a bus only mission.
There's only one unique mission, and it gives you enough time to purchase a bus if you don't have one.
>You did research car thieves
...
haven't seen that yet
I bet its dependent on some unassuming shit that I wouldn't even think of researching most of the time
Not really, basic stuff. Go for it.
https://xpedia.netlify.app/##STR_CONTACT_CAR_THIEVES
>Party (Dep.)
This is what I missed.
Why do I need to know about parties to learn about car thieves
thanks for the help
It depends on the path. Either gals or males or peasants. After choosing there's additional tech unique to the path.
I went with gals cause I wanted to use bikini babes on the battlefield
It's now one year and I've covered them all in warrior armor and I feel like I forgot my original coom-motivation for playing x-piratez
Bikinis are still useful underwater.
You should have a party tech to research then.
Yup, I'm researching it right now
Why the frick are there so many useless interrogation results that's just some random extremely pixelated pinup and some useless words that aren't even fricking lore or advice
>#39: hurr we be warriors cause we might die hurrr
These are pinups and sometimes have useful gameplay information in them, even if they seem pointless each pinup gives 250 points so that's good.
Don't some of those give false information?
Yes, but they're really obvious about it.
I didn't realize the "don't make new hideouts" advice was false until... *checks current date* 1st jan 2602.
Hang on
Have I been playing for 2 years and I still haven't gotten shadowmasters?
Fricking hell man
>2 years of gameplay
>just started building second base
>still using the airbus
I'm fricked right
Anon, I...
Should I just restart
Nah being lost and confused is the best part about this mod it is very much the intended experience and you can only get it the first time around.
There are really only two unrecoverable frickups in x-piratez, one is losing old earth lab in your first base and second is dying to score. Neither one has happened? You're good to go.
Ok, I'll keep going.
Also I sure hope cannon rounds and maces can pierce the armor of this thing
>cannonballs and maces
What? You HAVE to have RPGs by now.
I did find one (exactly one) but I didn't bring them to the mission, was gonna research it
That's not even THE real tank humanists get. You see that in a later mission.
I didn't know it was even possible to frick up this badly.
Did you also avoid hiring new brainers, because of their high maintenance cost?
Up to you. Some enemies start getting better weapons as time goes on, and the enemy bases will eat into your infamy, but there's no hidden doomsday clock. So long as you can keep a positive score, you have forever to bounce back.
>Did you also avoid hiring new brainers
I have 18 brainers, only reason I don't have more is cause I don't have space in the main base... Cause I didn't detect the sarcasm in the "don't build new bases" advice.
I have reserached over 20 ninja gals, and an uncountable number of random goons and still didn't get shadowmasters
That's normal for first timers going blind. As long as you don't frick up you're score you can keep going, there's no time limit. You'll just meet nasty enemies with nasty weapons much more often as time goes by. You can deal with most of those with melee even with shitty research progress.
>I didn't realize the "don't make new hideouts" advice was false until... *checks current date* 1st jan 2602.
That one is actually partly true. You shouldn’t rush it. I don’t set up second untill like half a year in.
There are some that have intentionally misleading information but they aren't in "#001" format but have its own mocking research name like "less people = more oxygen"
The pinups generally have correct information when it comes to objective things like game mechanics but those that give general advice are hit or miss.
Man these humanis fricks are so tough and accurate, I'm winning but my gals are getting wounded every mission now, starting to run out of crew, now doing a mission with 3 gals and 3 peasants
How long untill we can hire rogue Star Gods?
Imagine getting Purple Bloom as a rookie haha, that will be silly.
The worst early game bottleneck is shadowmasters
Civilians and hoes are plentiful early game. Stapler though can screw you over for months and months if you hit bad rng.
One run I waited like 2 or 3 months for warehouse wars to spawn, after I finally got wrench and stapler fricking mercs created base next door, fastest reset in my life
>Biolab research lagged 10 days because I researched something else
RIP
Whats the use for the laserball and shoulder launcher? It says they are shoulder mounted but they still take a hand to operate and therefore penalizes accuracy or just prevents the use of two handed weapons.
>laserball
The only use case I can think of is memes with avenger armor for lokks since you can regenerate TU with any infinite ammo gun and laserball has very low TU cost, probably still trash.
>shoulder launcher
It has decent rate of fire unlike minilauncher so it's somewhat useful, it cannot occupy shoulder because of game limitations but it's still useful to keep in belt and then move to hand and shoot it without 2h penalty of minilauncher, it's a decent endgame item I use it sometimes.
Shoulder is a straight upgrade of minilauncher, so worth it if you use minibombs. Laserball is worthless, doesn't even train firing.
Sorry OP, we need Male touch.
NO!
Peasant Revolution!
I honestly wish that Male Touch had some decent fricking upsides
I like the guaranteed wrench from Trucks and guaranteed prepper box research, as well as basic SS being basically competent riflemen unless they roll very low on strength.
>competent riflemen
the operator armor helps a lot with that
I mostly am concerned with the fact that (on average) an SS will be able to carry rifle, mag, and a FAK (peasants seem to often roll where they can just barely carry a rifle).
Operator armor is extremely nice for early armor, though.
>ninja mansion
>constant reinforcements
frick that was bad
should have just leveled it with mortars, but i wanted that ninja scroll
FINALLY GOT SHADOWMASTERS
2 YEARS
IT TOOK A LITERAL INGAME 2 YEARS AND 3 MONTHS TO GET THAT
WHY IS IT RNG FOR FRICKS SAKE
Not that I'll live to appreciate it, just got -1000 score from ninjas, which means there's some ninja base out there, probably
For reference it is possible to get shadowmasters on the very first day, I was messing around with starting locations and I think canada gives you some databases you can research and it gave me shadowmasters first try. Now that's kinda too early you can't even benefit from this research until you unlock your codex.
Fricking RNG hates me I guess
The game starts on January 2601 not 2600
Baka
>to get the vitally important pirate airforce tech you need a bunch of other shit, including an arc welder
>I have literally never seen an arc welder
I'm this close to just ragequitting and going back to vanilla open x-com
Arc welders are always wielded by engineers. How the frick have you not seen one by the second year?
I dunno
Maybe I just failed to get them somehow?
I remember failing a couple of missions at the start
FFFFFFFFFFFFffffffffffffffuuuuuuuck
I wanted to try the secret mix of codex + personality missions, and almost by the end of the first year I realize I picked the wrong personality.
Goddamn, guess I'll start over... again.
Gold hates Sore
Green hates Jack
Red hates Lazy
Grey hates Dumb
Alternatively, tweak the code so the personalities don't disable each other, then spend 3 hours combing through the events removing mutual incompatibilities. For Science.
Thing is, I am certain I picked Dumb+Grey, but looking at the tech tree, it seems lazy is active because I have hotels available. I might be going insane because I really don't think I made that mistake.
I'm not tech savvy enough to go through the code and unfrick my current playthrough, which is sad because I was doing super well.
Don't restart just yet, I'm picking through what's needed to give you a step-by-step.
1) Go to your openxcom folder>user>piratez and open up your (geoscape) save in a text editor like notepad++
2) [find] STR_CAPTAIN_LAZYASS, it'll be in the 'discovered:' section
3) add in [ - STR_CAPTAIN_DUMBASS] without the brackets immediately under it. Don't replace lazyass, you'll just frick yourself even harder. Optionally add in [ - STR_CAPTAIN_JACKDUMB] and [ - STR_CAPTAIN_SOREDUMB], you should already have STR_CAPTAIN_DUMBLAZY
If all went right, the Chaos Saint event should proc next month. There'll be some other event weirdness due to the conflicting double personalities, but nothing particularly noticeable I think.
Man, thanks a lot for going the extra mile.
I might restart either way because I also picked male touch had never used that before and I realize now I haven't made my first slave unit and I'm almost a year into the playthrough.
Catgirls are so good, holy frick.
dumb grey w/ peasant revolution is the best chaos saint run imo
>start in New York
>get no Giant Rats
Can someone explain the slavery mechanics in x-piratez?
Like it says that if I enslave this random researcher I get a "slave maid". What do they do? What is the benefit?
slavery converts captives into inventory space and a slight monthly income. it's also a quicker way to bulk process captives rather than feeding them to the brainers one by one.
You get inventory space, glamour, and free monthly income.
>free income
oh, time to enslave everybody now
except fellow gals, that'd be evil. They'll all become brainers in time.
If you don't have any other source turning one castaway gal into a slave gladiatrix isn't the worst idea.
I do have 10 castaway gals hanging around, I guess making one into a gladiatrix is fine.
It also, while more runt hour intensive, is more profitable in the long run than robbing.
why do robbery at all, if not for the credit chits to gambling? selling the captive outright generates more profit so unless you're robbing specific mobs for their products (ex. power armor, durathread, lingerie) you're better off selling
the credit chips cannot be hacked away by ninjas if you keep them in the physical form and not sell them unless you actually need the cash. also the mint can turn chips into many more smaller chips at a profit.
Before slavery, robbing units for Aqua plastics, medical supplies, etc is very useful.
For specific resources like medical supplies or raider boss armour, that are obtainable from captives long before you can buy or manufacture them.
its something that takes about 2 years to pay off instead of robbing or selling
I've only played Xenonauts before.
What the frick do I do to attack the enemy craft?
Pls halp I'm moronic.
You can't attack because you don't have a aircraft weapon, airbus is a civilian craft.
How do I get some armed vessel? Do I have to just expand my base and do scientific research or whatever it's called in english, sixth option from the top in the base menu stuff?
I see, thanks.
You shouldn't really worry about shooting down enemy craft early on.
I personally didn't ever felt pressured to push for it but AFAIK earliest craft with weapon slots you can get is from contact: car thieves. As for weapons, early on you can assemble them when you find parts during missions, from highway house mission or you can buy from contact: krazy hanna.
If you didn't know it already, you can search tech tree by pressing "q" while on geoscape.
>How do I get some armed vessel?
Bro...
I was in your shoes yesterday.
You have two options: Accept that your first play-trough is a learning experience and just roll with the fact that you will have zero clues on how to get armed aircraft, like me, who ended up going trough an entire in-game year stuck with the airbus...
Or you can look up this page
>https://www.ufopaedia.org/index.php/Tiny_Drill_(Piratez)#How_to_advance_along_the_Tiny_Drill_branch
and
this page
>https://www.ufopaedia.org/index.php/Research_(Piratez)
this page might also hel
>https://xpedia.netlify.app
After reading those, I got my first armed aircraft, and am now thriving.
You are using what is basically a van
Get something with weapons
Your starting airbus doesn't have weapons, for now you can just tail enemy craft by clicking button in top left and waiting for it to land
anon just click shit and see what works
If you click the top left button, you can continue passing time and follow the aircraft in case it lands on its own.
Search the research tree for "We Need Craft Weapons" to get started on acquiring guns. And then look for "Contacts: Car Thieves" to get some aircraft capable of actually carrying those guns.
>I've only played Xenonauts before.
You should really play vanilla a bit or at least read the manual before jumping in on a mod. Things are 100% obvious to the boomers here who live in xcom, but it can be confusing as frick to a complete beginner.
I realize you don't have an x-com manual so I'll just tell you what those icons mean.
That said, you have no weapons, so.
Anyone got the misfortune armor yet? A Disco Elysium reference was one of the last things I expected in Piratez.
I got it but I they're slave soldier only
Is it actually good against plasma and laser?
No it's extra bad against those. 150% means you take 50% MORE damage, having a multiplier against plasma is a death sentence.
Yeah I'm just wondering because even though it has high armor values, I'm wondering what it's good for
I imagine it's good for nothing, it's another joke tier armor for slave soldiers because they suck so bad.
You can wear it in Shadowrealms
well it's good against weak plasma and laser, but if it's roll past 115 - you fricked.
>UAC corporation
What do they think the 'C' in UAC stands for?
Cute'nFunny?
Put it in the bucket with ATM machines and PIN numbers.
Two whole months behind schedule because the Black Lotus dude I need to interrogate for Promotion II didn't appear until July.
owari da
I just noticed that there's a nightingale condemnation with a picture of a thief like woman for doing night missions, but nightingales are just dumbass singing birds that sing in the day as well as the night.
Did Dio get his knowledge about nightingales from skyrim or something lol
>nightingale
it has night in the name right
good enough I'd say
t. dio
>name literally means "night singer"
Gee, I wonder why they'd be associated with night-time.
Yeah, singing. Not stealth or thievery.
Well, you get the achievement not for stealth or thievery, but for doing night missions. And as the nightingale also sings during the day, there's no penalty for doing day missions on the side.
It should be possible to get it by using the pipes of doom and sonic weapons. It is actually more appropriate than "there is night in the name lmao"
Really think someone needs to tell Dio that nightingale = slowik or whatever it is in polish and he'll realise the mistake.
>And as the nightingale also sings during the day, there's no penalty for doing day missions on the side
You lose freshness so there is a penalty.
What is the effect of researching "precinct attack orders"? I saw on wiki that it unlocks different version of precinct mission but I don't see a difference?
IIRC it drops you detective research.
Don't know about the new precinct mission version. Is there a new patch or something?
Tech viewer ingame shows "affects game progression" on it and wiki shows that it also unlocks something. I got this mission a few times after researching it (in different months) and it wasn't noticeably different.
I hate this game so much sometimes.
>using transports with no cover on 'terror' missions
THOUGH HAST BROUGHT THIS ON THYSELF
My airbus was on route to a narlokk attack. Fricking coordinated assaults on the norlakks, I swear.
NINJA'D
time to click that "run away" button
More like the load button.
dis homie hacking
Anything is possible with a time machine.
reckless use of the chronosphere can lead to irreparable damage to the timeline
That's a time police problem, not mine.
There was literally no reason to savescum. The landing zone was bad, just evac.
only four of them are facing you. You're fine...
>tfw you're the one that's forced to ride in the trunk
Is there some tech I can research to deal with the Black Lotus ninja guys, I like them as a concept but it is so unbelievably lame to just have them be invisible until one of your guys gets knifed and there's no way you could've possibly prevented it
A sorceror spawned right outside the helicopter, decided to quit while I was ahead and kidnapped him
I think that's how Files is meant to be played. If you get a good hostage close to spawn, just yoink him and frick off.
True for the hard missions, but fish frickers are easy to shock and awe into a surrender.
It's all fun and games until some moron with an l85 or a sten rakes your team because you got wienery.
He has armoured vests and slav space roids, small arms are not that much of a threat.
I'd worry more about a Priest throwing an incendiary grenade and panicking 6 out of 8 of yourdudes.
If you get a rare lucky spawn - great, yes grab it and frick off. Usually, though, no. Waiting for a good spawn to get the required targets will leave you with a disastrously slow progression rate.
>I send in eight vets with my new UAC rifles to clear out a compound
>I start playing Push it To The Limit on loop in another window
>They rip through four guys in the first turn, everyone dies in one shot
>I absolutely kick their shit in
>Everyone starts panicking, every time I hit the next turn button I hear a cacophony of screams from narcos, maids and alien hybrid babes
>spec ops looking guys arrive, I guess they were reinforcements
>They get their shit kicked in just as hard
>Not a single one of my guys died, didn't savescum once
Holy shit I love XCOM files, I have never had this much fun with a mod in any game
For x-piratez, is there any training to increase str?
Or should I just immediately fire any gal that I get that has shit str?
When a gal can't even hold a single assault rifle and a spare clip without losing TUs I just feel like she's worthless
There's gladiatorial but that requires 30str to begin with, if you have a gal that starts with like 10 str give her a gym suit or any other outfit that has "extra xp" stat, the lower the stat the faster it grows it's not unreasonable for 10 str gal to gain like 10-15 str in just one mission.
They're definitely not worthless.
I guess I need to research gym suit. I just got like 5 gals in a row with str lower than 20
gonna wait till an easy mission spawns and just send them in in gym suits alongside some experienced gals (to finish the mission in case they all die lol).
whoever survives gets to stay on the crew
Our Abilities -> Gymnastics.
'upgrade' the survivors to sailor uniform until they earn a real outfit/armor. sailor also has bonus XP and it's flavourful too
Regular training increases str, and just taking them on mission close to str cap works
I DID IT
I BUILT THE METALLO FINALLY, just took until 16th march 2602
Now is there a way to transfer everything from one craft to another? Or do I have to manually remove everything from the airbus to the new ship?
F5 in inventory screen save to template, press x to unload old craft, F9 in the new craft to restore the gear
Thanks!
update when
>monsters: the aftermath
>monsters: final solution
any reason not to do these?
No
You cuck yourself out of strange lifeform missions for training rookies and racking up commendations.
Seconding, I consider it a trap option for this reason alone, you're basically surrendering the best middle-onward training buffets for virtually nothing in return.
man frick ghost missions
Anon. Use the funny plasma gauntlet thing you get from Black Lotus sometimes. Even a terrible PSI user will be able to kill ghosts rapidly with it.
the ghosts aren't so bad since dogs and lasers kill them quick
it's the reclamation of ether homosexuals, their ghost snot bombs, and the fact that it's always nighttime
>some suspiciously large ship descends
>it's filled with like 6 fat floating disks (4 squares wide)
>run out of rockets
>finish the last one with a fricking pike while the guns do nothing
I need some armor that can resist laser fire (scale sure can't, rip shield knight gal 1) and then I'm going full space knight on this mod.
chainmail is pretty robust against lasers
Really? Nice, it's on my research already
The 2x2 disks are Cyberdisks and they shoot plasma, not laser.
You cannot ever hope to survive a cyberdisk shot, senpai
just lost 2 gals in heavy armor to one in a night mission, those homosexuals have 20 Night Vision
Here sniper gear with night camo helps a lot to spot them first
Cyberdisc does up to 300 plasma damage, nothing short of harbinger, really strong energy shield or actual tank will reliably stop that.
>You cannot ever hope to survive a cyberdisk shot
damn
And it has some ridiculous aim and reaction too, it fricking one-shot my sniper from the other side of the map with a reaction fire (rip sakura-chan)
Huh, were you using plain armor or armor with camo?
I was using durathread armor still
Man, the difference between your starting gals and new recruits is so fricking huge in x-piratez
I just assumed that all gals were like space marine tier elite troops but then you get your first new recruit and they are nowhere near as awesome.
your starting gals are Castaway Gals, which can be found at brothels among other things
the recruitable Hands and Young Ubers have the same potential but worse starting stats
Oh, so that's how that works.
I guess I should try to recruit from castaways first instead of just buying from the market.
There's a reason I don't feel so bad about not picking Gals are Superior.
Hands are shit, and you can get to the point where you can buy Gals on any route.
>neither the Osprey nor the Dragonfly have global range
>maintenance costs now require me to have a great month just to break even
>bad mission spawns
Welp, there goes another run. Time to start again.
>one base at north pole
>one base base at south pole
global coverage achieved
Do Ospreys and/or Dragonflies cover half the world?
Still, with all the stuff and the scientists maintenance costs still kill budget. What I really need is a source of income that doesn't depend on score OR missions. I tried to get by selling infinite electric rods, but they barely pay for themselves.
Uber males exist, but they're not interested in joining your crew and viceversa.
>What I really need is a source of income that doesn't depend on score OR missions.
Dev is pretty clear that X-COM canonically funds itself by selling Chupacabra meat to fast food vendors.
>What I really need is a source of income that doesn't depend on score OR missions.
Doesn't exist in XCF. Knockout grenades will give you a cashflow to allow spending during the month but you will never make a profit manufacturing anything really.
Money stops being a problem eventually though if you keep scoring positively in as many months as possible. The amount of funding each month is a % based scaling increease so later on you will get several extra millions every month you manage to be succesful.
I haven't played XCF myself but I've watched some streamers and later on pretty much all of them hoard like hundreds of millions and they don't have anything to spend it on or maybe they're dumb and don't know how to spend it I'm not sure.
>they don't have anything to spend it on
blowing it all on land surveys to play the osiron gacha
gotta get those synthmuscles and alenium shards
>if you keep scoring positively in as many months as possible
The problem is that maintenance costs are so high those extra millions are immediately eaten up.
By the time the invasion started i had more money than i knew what to do with. I ended up in the situation
describes. There's just not anything worth getting anymore because your bottlenecks become unlocking things in the tech tree and not cash.
How? And I'm still missing some buildings I'm surely going to need.
By scoring positively every month by doing as many missions as i could mentally handle?
Picrel. Your money increases by a flat percentage every month, i think you only need to score like 500-1000 points a month to get the highest percentage, so even if you score say 10,000 points, your income will still only increase by the same flat percentage. As a result of this, once you get to a certain point (For me it was literally right around the beginning of the invasion) you will start getting several millions more extra every month until your money just runs completely out of control. Every base fully built and nothing to really do with the cash anymore.
>infamy bonus
>manufacturing
>piracy, you know, the thing that's in the name of the mod, that the faction you're controlling is supposed to be famed for
Wrong mod.
To further highlight my points at
we have picrel
Early game you're getting a few ten thousands each from countries when scoring positively, by year 2000 im getting this much extra per month as a random sample.
Oh and as a final drive on the point i want to make here, if you want to have unlimited money in XCF it's critical you try to always hit the maximum funding growth % every month. I wish i knew how many points you needed, but i don't since my experience is only anecdotal, what i know is that theres an upper limit you can hit with a fairly modest score and hitting that as many months as you can is the only way to have infinite money. You will still need to rely on looting cash shit from cults or selling artifacts for a long ass while though while it winds up.
https://xpedia.netlify.app/xcf##COUNTRIES
You could calculate total funding by taking funding cap and adding it all together, I know for piratez maximum is around 75 million per month in xcf it looks like it'll be more but you'd have to play for a very very long time to get there.
>after invasion starts
Ah, that must be the reason. I'm on Jan 1998, still fighting cults and random monsters. I'm averaging 1700s in the score.
Well yeah pre invasion you're basically hard capped by that. Your best bet is to keep your maintence below your income and just manufacture knockout grenades with your engineers in their spare time to get a cashflow and otherwise just sell all the monetary shit you get from cult missions. Basically all your funding comes from cult money bags and boxes and shit at that point. But once you keep scaling high enough it will eventually take off.
Do Ospreys and/or Dragonflies cover half the world?
I tried this a long time ago. They ALMOST do. The Dragonfly theoretically does but in reality not quite (maybe I was a pixel off?). Which you would think is good enough but annoyingly a lot of themed missions (like mansion defense) seem to spawn only near the equator and just out of range. EXALT missions too but that might just be the typical Xcom Files RNG fricking me over since the frequency of cult missions is so low every thread seems to have at least one person complaining about being unable to finish off one of the cults. Oh, and Church of Dagon HQ is right on the equator, so you would have to build at least one base with that in range if you don't have the Kitsune-106, which is entirely random, or try your luck with a Dragonfly (ayylmao). Then, again, having Pole bases is too much fun for Solaris, who believes the right way to play is to plant your bases on top of where the future cult HQs spawn so that you can hit them with a mudranger. Of course, you can still have a base in the Arctic and Antarctic and reach the equator at certain places, just not at the poles.
>What I really need is a source of income that doesn't depend on score OR missions.
I'm convinced Xcom Files is designed around save scumming as a part of normal gameplay (and playing every single pointless mission you can reach), so I just save-scum the durathread mission for that 500 thousand cash every month.
Then we build a base in Russia and Australia. Bam, global coverage
Yeah, that wasn't the question. No shit if you build more bases you'll get coverage lmao.
Well, you should have two bases by June or so.
having 2+ bases has always been normal, along with not being able to hit every mission
i just wish more missions would spawn in general since you really need those cult missions but get cucked into hunting for a solitary beetle in some brazilian slum instead
Yeah, setting up Base #2 just inside the edge of Dragonfly distance is one of those things you never forget after the first time, but never think of when people ask for tips.
I just had a troubling thought
Why are there no male catgirls?
Severe sex disparity means all catgirl(male)s are kept planetside and used as breeding stock to keep population numbers up.
Or maybe no one bothered to sprite 'em because there was no need to.
If Uber gals are so rare, how come we can buy them by the hundreds for only 50k a pop? And how do they reproduce?
>buy them by the hundreds for only 50k a pop
With very few other prospects in life other than hard labor and being lynched/bombed/Rimworld'd, I'm sure they'd come from all over the world at the mere mention of a chance at something better. And even if they were 0.01% of the world pop, if there were (asspulling a random number) 100 million people left on earth, that's still 100,000 ubers, far more than you should ever burn through.
>how do they reproduce
Are you familiar with the term 'chicks with dicks'? It's just not modeled in the sprite because them things are detachable. That's not bush they got, those are picatinny rails.
not 100 thousand, only 10 thousand. Still a lot more that you could possibly get killed. I should stop doing math without google at 3 in the morning.
Part of those 10.000 are also raider Ubers
Truth be told it shouldn't be that easy to hire them
cats were made by russians, do I need to say more?
Pretty sure the guy that talks to you when you get the catgirl contact is male.
Aren't nekomimi renegades male? their death scream didn't sound feminine to me.
Because Kilrathi are boring "muh honor" warrior types.
It's like Pride of Chanur. The nekomimi social structure is like a lion pack. The males are figurehead clan leaders, whose only purpose is to sire children defend the clan when another male challenges them to a formal unarmed duel, whereupon they're expected to go into an unstoppable berserker rage. They're considered too emotionally unstable to be trusted on a spacecraft, so only the females have any opportunity to travel outside nekomimi space.
The normal cats are what the males look like
>Why are there no male catgirls?
Kato is catgirl gay so he submited it
But there are male cat people, only as enemies
>male
>catgirl
they'd be called catboys, right?
I'm not wrong to think the little bird is trash, right?
I tried using it as a novelty, and it can't shoot down early game ships that aren't civilians, or rather, anything that can shoot back.
The whole pre-invasion airgame is trash.
There are some early game couriers that it can catch, but yes its terrible
Little Bird spawns additional Glamour when you deploy it on a mission, just like Bikes. It's got a niche there for farming points on easy missions, but Bikes do that just as well. Other than that it's complete garbage.
The main point of Little Bird is:
1. To get its gun and ammo
2. Its research line unlocks the AT Rifle, which invalidates Armored Cars and can at least give power armored infantry something to worry about
I can't stand how many missions you have to with X-filez
And I specially can't stand the ones where there's a single enemy and you spend 6-10 turns just opening doors and searching for the one homosexual.
From now on, if I ever spend 2 turns without seeing an enemy, I'm Ctrl+D'ing.
with napalm, you can go anywhere you want
napalm doesnt have terrain destruction moron
Catgirls are so far ahead of Gals, I honestly feel they should get fixed.
Better NV, better TUs, better Firing, better Reactions, even better Freshness recovery. It's absurd. My core six has to constantly get benched because they're too tired, but the cats just keep going and going to the point they overtook the gals in promotions.
I feel the fact they have frickall for armor helps, I can't imagine playing with them on supermutant with how fragile they are.
Cats are better for most missions but not all, their weakness would be either mansions since they're very close quarters and it's easy to get jumped or giant multi stage ones where their low durability is significant enough penalty.
But when it comes to majority of missions that are just quick smash and grab? Yeah I can see how cats seem overpowered.
hit them with the nerf bat
Catgirls are still a lot more squishy and harder to get than gals
So are gnomes and syns, yet catgirls are more available and useful than both
Honestly just reducing their bravery would work wonders, making them more prone to go crazy when nothing is happening. Like 50 or 60, below lokknaars
Gnomes should be 100% better than catgirls then given their rarity.
I think your gals should have generally better stats than any other type. Lose out on specializations of course, but they should be the standard that everything is compared to. So much for the super special uber strain when random space mogs are just better.
Balancing is half assed as Dio can't into game design.
Ofc you fix your catgirls, else they pee everywhere.
Why should a superior lifeform not have better stats?
I hate lobstermen so much it's unreal.
protip choking damage, one gas grenade takes out lobsterman like 90% of the time
I just sword them. They're pretty weak to melee, and they have this weird hesitation for attacking in melee most of the time, they just walk in place wasting TUs.
This is the correct way to kill the lober. Assert your dominance by chopping it in melee.
Now that a lot of slow 2 handed melee got buffed to be a range 2 weapon, barbaric ax cuts down lobsters with zero risks, even better when used with any flying suit.
Xcom AI tries to escape if you fire too many reaction shots at them while they're closing the distance. No doubt this is why Xcom Extended has a berserk mode for the AI, where they'll stick to the attack once it's activated (very noticeable for zombies in Xcom FIles).
Why is the van even in there? It's too slow to get anywhere. Maybe Solar intended for a bunch of vans to stick around away from the base forever lying in wait for a mission to spawn in their vicinity?
Also, how is the Humvee? It seems faster than the public car but the range worries me.
Well, for a really longest time the van is basically your only real transport option. There's a reason most people would recommend logistics as your first research choice. Of course a veteran will be happy using the car's advantages, but for everybody else the van will be used until humvee and/or helicopter.
A van launched from Cairo to Sydney will only get to Indonesia when the mission despawns.
Is this a reference to something. I don't get it.
I don't get it either but it's a cool pic.
You ever consider how, after you win, your squad goes around picking all the apples and mushrooms and shit laying around the map?
It's random fan art from a streamer who played the Awesome Guns mod. In jokes galore.
Going to play x-com 1 (open x-com) for the first time, what difficulty should I play on? I know a bit on how to play, played both firaxis games and have a couple hundred hours in x-com 2.
Veteran.
These Syndicate missions are fricking brutal.
I can't imagine doing them without flooding the levels in nerve gas.
This seems cute. Any fans willing to inform an outside on xcom and further more these mods? Looks like an open source mod along with anime to me.
1. Easy to install?
2. Player friendly UI and controls?
3. Full campaign or story that I can complete?
Thank you.
>1. Easy to install?
yes. you need to provide your own UFO Defense but otherwise xcom files and piratez come ready to play.
>2. Player friendly UI and controls?
lol no, frick no. the original game is from '94 so the UI is whack. figuring out how to play (and how to play well) is part of the charm.
>3. Full campaign or story that I can complete?
there's a lot of gameplay content but it's pretty light on story/narrative. the game engine can't handle cutscenes and dialogue in normal gameplay so all the storytelling is through research unlocks. pic related.
Hey your bootypedia image is different than mine, what gives?
Got it off the internet, probably from an older version.
There's a lot more hotkeys and better mouse support and resolution so it's easier to play than og UFO Defense
Peasant path seems to be the most interesting with the most content.
I guess it's cause it came later while the others were early shit that was never updated.
what does peasant path have? I've only ever played gal paths for 8+ years
Revolution hq, the single most useful building in the game. Also unique promotion for peasants, early game scavenger outfit and access to harvester and scavenging. All in all very useful stuff.
The Rev HQ is worth it alone. Global radar coverage at 1% detection means you never actually lose track of shipping once it leaves your radar bubble. On top of that it's a combined Large Barracks and Large Vault and Prison and Gym. The 3x3 size is awkward to build around but that's really the only drawback.
The benefits of peasant path are so good you can take peasant path and never use peasants, 20 gals in a harvester are hell of a force you wouldn't be able to get that early on other routes. Plus all the things other anons mentioned, no need to repeat those.
Kinda silly. I'll just keep playing gal path, the way it's meant to be played™
>the way it's meant to be played™
>theban hive
>jackass captain
>peasant revolution
>grey codex
times have changed, old man.
Yeah, but what's the downside?
There are few but mostly insignificant
Same as male path you cannot recruit hands or warriors so early on your gal supply is limited
The shakeup trainings are not available for gals
Few armor types are not available, including best voodoo outfit for peasants, superhero for gals and batman for SS
No stardom for late game
can't really think of much else
How 2 fight canny gals?
They're naked and attack you with blowguns. just get some armor
light the jungle on fire, aggressively clear the map. don't trust your reaction fire, don't melee them unless you're really robust. shoot them with bullets until they die.
get a cat with camo paint, they have lots of SPOT.
Have the cat spot them, then use the gals to throw molotovs and make them visible.
>first batch of helix knights hot off the assembly line
feels good
gonna suck though when they all get ground up into hotdog meat
almost bought the game
then this happened
The % sign is a lie in classic xcom.
How can i get a better transport unit the fricking xcom public van sucks
Look up what it takes to get the humvee and rush research toward it. Or alter the fricking speed of the van to something like 80% of the normal car speed, it's a fricking van not a horse and carriage jesus goddamn
>Mudranger launched from Berlin will barely make it to Portugal before having to turn back
who the frick actually uses the mudranger
I think solar's hobby is just designing useless shit to put into his mod to trap noobs with.
Like a metric frickton of guns when you're likely to only end up needing 4 or 5.
so just like the original game lol
moron
>original
>metric frick ton of weapons
Does it even have 20 weapons? What the frick are you smoking?
>pistol
>rifle
>light cannon
>autocannon
>rocket launcher
>laser pistol
>laser rifle
>heavy laser
>plasma pistol
>plasma rifle
>heavy plasma
>blaster launcher
That's 12, not counting grenades or weapons that aren't man-portable to begin with.
That's based and soulful.
Early game where you have to actually use the pile of rusted rifles with two mags each you looted from the gopnik mafia because you can't buy anything better is the most fun part of the game.
I wish there were more mods that had some low tech small scale action in the beginning.
Yeah, most of them exist so that trash mobs have 9001 different varieties of trash so they don't hurt you. Which is an essential part of the game but why would you want all that instead of just one? Oh well, it's just the style of these kitchen sink mega mods.
>blood boosting
I laugh like an idiot thinking about how nearly the only function it can possible serve is to build a new base near a stationary enemy HQ or whatever and launch it from there, what a fricked vehicle.
>tfw no cute AI gf to put in a tiny hovering disc to watch over you at night
>Exalt HQ
what is this fresh hell
Exalt HQ is just tedious room clearing, it's nothing compared to Black Lotus HQ, or S*ndicate HQ.
>S*ndicate HQ
the skyscraper wasn't it?
frick
It’s same as Black Lotus. Camp in the entry points. If you have brainjacks or even psi amps, they work wonders on minos., so take over one that gets close and send it to draw aggro.
>syndie HQ
>open up the building with a few rockets
>hovertroops go in to capture VIP
>everyone else camps for reaction fire as syndies stumble out of the flaming wreckage
was actually the easiest HQ mission i did
Surely it shouldn't be possible to use Stormtrooper armor until well into the alien invasion. I get the impression most people get Syndicate HQ around the same time they get the cult HQ. So you're keeping a low-level mission-tree around for the laughs?
>Syndicate HQ at the same time as cult HQ
How? With proper spawns you could have cult HQ missions long before you even see a Syndicate unit.
Sounds kino af
>he doesn't know
>ignorance has clouded his sight
openxcom mods could really use an auto resolve option for those boring and tedious missions
surrendering and bug hunt work for 80% of tedium cases
Jagged Alliance gays stay winning
ctrl+k
>he doesn't play with the no female soldiers mod.
remember when OpenXcom changed it from 75:25 male/female to 50:50? then people chimped out so they changed it back im pretty sure. If its still 50:50 they need to make a mod that makes it like the original.
>he doesn't play with the All Female Soldiers mod
Why does this cosmetic thing matter at all?
realism, it being different from the original for no gameplay purposes but just to be woke. if it doesnt matter why change it?
If it was woke, the women would have better stats compared to the men. Also, it's realistic that you get more women because X-Com is not a military unit.
>realism
In a game about shooting aliens? Come on now.
Anon, this is the thread for people who play shit like x-piratez
it anything most here would want a mod to make it so you get only female units.
Jokes aside, how do you even notice this sort of thing, I didn't even realize the rookies had different genders for a long time.
>how do you even notice this sort of thing
Autism that hyperfocuses on misogyny. I read this term somewhere and I found it so funny.
I also didn't notice what these ugly pixel blobs were really supposed to be at all for a long time. I only kinda remember the very top guys that survive and I don't give a frick about what rookie#34569 is. You have to have some moronation in your brain to go out of your way to notice this and then go online and make it an issue.
Maybe those old posts on openxcom were right and I was leading some raging dyke squad all along with 6:1 ration in favor of women. I wouldn't know or really care.
>chimped out
Did they actually? All I find is a forum thread from 2014 where people discuss the gender ratio in a fairly civilized manner.
The conclusions are:
>OG X-Com crew was 75% male
>OpenXcom engine defaults to 1:1
>default ruleset overrides that back to 1:3
>that override didn't actually work, but this was a bug that was fixed back in 2014
I only heard about it second hand. UFO/Xcom players seem to be a bit too intelligent to actually ape out.
where can you go to alter that to be 99% female
so I can then hire the one guy and make him a self-insert and x-com his harem
asking for myself.
standard/xcom1/soldiers.rul
femaleFrequency: 99
thanks
i refuse to play piratez because it has women
odd place to come out as gay but it's ok anon, we still accept you.
Too bad every other mod also has women it
and so does the base game
so I'm not sure where you'll fulfill your gay fantasies on x-com.
your loss
I mod out everyone except bugeyes
you're losse
Why does it seem like NATO weapons are better than Soviet bloc's? The M16 is better than the AKM, and the FN-FAL is the best gun that isn't from BlackOps or UAC
could it be a balance thing? Are nato weapons are more expensive in the mod? If so, there's your answer.
>cost
Not really a factor, as you can pick up NATO weapons and ammo from enemies and boxes in sufficient numbers to supply the squads.
Realism
Not at all, I've crunched lots of numbers and also have played around with the gun profiler when it came out https://xcf.trigramreactor.net/master/gunSim and here's my observations.
In general, the SVD is the best real rifle by far, even beating rifles with auto shot even at close range, or only marginally less. Galils are second best.
The M16 and AKM have negligible difference: although the M16 has superior auto after a certain distance, it is at a distance (6 for the AKM, 9 for the M16) that snap shots would be preferred instead.
I can't blame you for the confusion though, the way accuracy decreases after a certain distance and how bullet simulation means missing can still result in a hit makes things hard to work out. The distance at which autofire stops being better than snap shot is the biggest trap. I bet a lot of players think it is a lot higher than it really is. Of course, I have no idea how the gun sim works and if it is actually truthful, but it definitely does seems to make the effort to simulate xcom external ballistics.
Seems somewhat plausible if you give the zombie storyline an average amount of research, save-scum your way through MAGMA missions, and save defeating cult missions for the very last months. No doubt it's a bit of hyperbole in the face of the hyperbole that its the easiest HQ mission.
>auto shot vs snap shot
is this only for auto 3 weapons tho? there's plenty of modded weapons that have 4, 5, 6 etc. autoshots
Of course, since the context of the post I was replying to was clearly about rifles, and I'm not going to bother hitting the word limit adding a billion caveats.
I recommend just opening up
https://xcf.trigramreactor.net/master/gunSim
for any questions you might have about guns.
Can anyone explain this thing to me?
It never seems to hit anything. I set up it's path like a blaster launcher, but the projectile never seems to come out. I hear the noise, the TUs are spent, but nothing else happens.
I figured it was because they were crashing into the walls of the ship, but I actually can't move the unit from her tiny prison box to check if that's it.
Just savescum and take some (lots of) practice shots to get the hang of it. I found it usually hits when I set waypoint close to the target several tiles away and then few more waypoints on a straight line to it (his facing does matter, hit from front or back). Or going above then down in a steep angle. Practice.
But the shot never seems to come out at all. It's not that I can't hit, well, it is, but I can't hit because there's no projectile. Is it crashing into the tiny room every time? I try setting the path through the tiny window in the penalty box, but nothing.
Do you open the window before shooting? You have to do it every time.
There's a hatch that you need to open. Right click the southeast side wall, and then fire.
Oh, so there's actually a tiny window I need to open to shoot through. The other tiny window besides it is actually a solid object and I can't shoot through it.
This is dumb.
Good luck actaully hitting anything even with a half competent psi gal. I strongly discourage anyone from using the Jellyfish, its just fricking dogshit.
It's very useful vs early armored cars. But not as useful as when ninjas were active since there's little reason to go undetectable now.
Doesn't solve the innate problem with the Jelly that it has seemingly magically appearing bullshit angles people below you can target you from. It's practically a death trap if you land on a dangerous mission. I still recommend passing it up and just using the Shadowbat since you're Grey anyway.
>Shadowbat
Shadowbat deliver us unto the enemies' hearts,
The night will be litten with sparks before we depart
I agree fully that the Snake is better, it's my favorite shadowcraft. But i think most people will find Shadowbat easier to use due to its more forgiving and safe interior layout. Snake has crazy air combat with a built in shield and all the weapon slots and a decent sized crew compartment which is melee enemy proof by blocking the elevator. It's very good.
Snake is terrible, also it's too big for only 6 people and the windows frick you up, AND it also has interior lighting
It's good because it's alright at hunting pings, usually starts near the bottom of the map where it's hard to get shot at, and can go underwater. The layout being so bad that it takes an entire turn to get ready to exit is the downside.
>The layout being so bad that it takes an entire turn to get ready to exit is the downside.
you mean it forces you to not exit the craft on the first turn, thus making it less likely to take reaction fire on deployment?
No, because it has internal lights and a stupid amount of windows. They can still reaction-shoot you while you're getting your guys out of the seats.
Even with a gnome it seems unlikely to hit things if you just target things directly, but it felt like you could manipulate your chances of hitting things by making the missile go through the tile several times, made it way more (but not completely) reliable.
I think something is just incorrect about blaster bomb code in openxcom, even with listed >100% accuracy the projectile loves to just randomly decide to go off target. I played lots of xcom using original dos version before openxcom even existed and I don't remember it ever being that inaccurate.
I tried reporting it as a bug but was discarded as "it's better balanced this way" and arcane ray on jellyfish uses same code except you don't even get the privilege of an explosion.
Use a bugeye.
Is it worth it to build a few laser cutters?
I'm going to go insane.
are there any good players of xcom files you guys like to watch that play superhuman/ironman?
just recently finished my run and feel like watching some other people play to see what they do
>xpiratez
>wolfentein mooks weapons depot (forgot name of hte faction)
>start mission
>take 1 step
>a goon with a rocket launcher sees me
>he shoots
>hits a huge rocket they were storing in the bunker
>massive wave of explosions
>mission over
>zero loot cause they all blew up
welp
At least I got the score bonus I guess
Yeah, he hit the Avalanche. That erases the map, more or less.
The fun part is that I now realize I do, in fact, need rockets as they're not available to craft or buy
I'm stuck with 30mm cannons and carronades for my air game
your spike rockets?
Run out of them and still haven't found a way to make them
bro...
You can buy them after getting the reward from the mutant alliance. Just save some of their tokens. It's not even that expensive, at 800.
I dunno why but the mutant alliance bounties just never seem to appear, I've been just spending 100k to get 10 tokens every time I wanted something from them.
Kitsune should be removed from the game.
but you can hide under it
Worm is a better fit for Grey Codex than Jellyfish. It's the right colour for starters, and the Worm's built-in gas traps match Grey's cunning nature.
But jellyfish uses voodoo which is obviously grey
Also worms are from grass and forests, which is basically green's theme of life
>Open XCOM
differences between this and pirating[spoiler] the game?[/spoiler]
You do the later anyway; you drop OXCE on top of a copy of the original game.
we are beyond openxcom, anon. this is openxcom extended
it's openxcom extended plus, actually
>he doesn't keep up with the new naming lore
open x-com doesn't actually give you the game for free
it's just a way to play the game on modern pcs with modern resolutions and modern controls and various other fun conveniences - but it also allows you to disable all that shit if you are a purist.
However, for a TRVE purist he'd have to play the original on the original hardware because they admitted that the AI isn't 100% the same.
Man, I fricking love the CQC mechanic. I don't know if this is just built into the big mods like xcom files or piratez or if it's added by xcom extended but being able to defend yourself from cheeky ayys abusing doors to ambush you feels great.
In vanilla xcom or xenonauts
>end turn getting ready to breach, with your team on each side of the door
>cheeky ayy opens the door, blast both of your guys to death, closes the door
>in whatever mod
>ready to breech, but this time, team i armed with swords and shields and other cqc weapons
>cheeky ayy opens the door, tries to shoot
>shots cqc'd away
>ayy is then cut to pieces by the melee reaction fire
It's awesome every time
>get stun spear from doctor moreau
>farm gillman heroes for power armor
Please don't ever use "gillman" to avoid confusion with names. Only ever use "deep one" and "aquaman".
>deep mans and gill ones
*aquaperson
But which is which? I've played so much XCF that I no longer know.
>Aquaman
I'd notice if a DC superhero was around
Deep ones are the green fodder, aquamen are the white terror units that are a massive research gate in TFTD.
Always thought the green ones are 'gillmen' and the white ones the deep ones.
>vampire castle
What the frick is this? It doesn't sound fun.
>castlemania.wav
It's the only non-bugged mission I've given up and console-commanded my way out of. I tried three times to do it legitimately and every single time it became an 80-turn insanity-inducing fiasco as my men desperately and futilely searched for the remaining 2-3 zombies walking back and forth across the same two squares in a dark 2rd level basement nook 8 sprinting turns deep from the nearest staircase.
>map is dark
Advice taken. Landed and aborted. Not dealing with that bullshit until I have a good supply of anything other than shitty dollar store flashlights.
Heh. I'm not sure if my (only) run that far into the game was unlucky, or the RNG gods blessed you with fast zombie progress, but I had full night-vision and flying armor by the time that mission first popped, and it was still an unplayable fricking nightmare.
I ctrl-D/J/K my way through this one.
The game was not made for gratuitous use of Z-levels and I just don't play missions that involve it.
the amount of pin-up pics on x-piratez is ridiculous.
where did the modders find 3d renders of nude women standing around in some sort of sci-fi lab?
It's not like they're doing anything lewd
they're just standing there
Dio either has an in-house 3D guy, or lots and lots of Heavy Metal or Playboy mags.
Pretty sure nearly all research pictures are scavenged from the internet or other sources.
>has some weakness to fire
>60% fire resist
ok then
Why did Dio make resistances opposite-day on these screens?
It's not Dio, it's the team behind openxcom and openxcom extended.
And I guess it makes sense, it basically displays what to multiply something to get the correct damage
relative to the normal resistance syns have to fire
Is it better to trade the armored gnome for tokens, cash or a regular gnome?
I already got one gnome, but maybe more is better? On the other hand, it's 1250 goblin tokens.
I haven't researched power armor yet, but I know I don't have nearly enough for it to be useful any time soon.
Id just get the gnome
https://mod.io/g/openxcom/m/mwep-mod-integration-for-x-com-files
I'm running an intelligence unit, not a menagerie
Any submods for piratez that are worth installing?
Also anyone know how to increase the speed of research? I'd like my next campaign to go faster.
I don't know if it's changed, but a couple years ago I went on a similar research path, and the answer at the time was that it'd be too complicated, so the best alternative was to increase the amount of brainers each facility could hold so you could just have more of them researching at the same time.
>amount of brainers each facility could hold so you could just have more of them researching at the same time.
So can I do that?
I imagine there's some file I can open as a txt to alter this sort of thing right?
I'm thinking what I want to do is
>double the number of brainers allowed
>halve their upkeep
So if you have any tips on that I'd appreciate it.
I don't remember, just open files on notepad++ and start searching for old earth lab and/or brainer.
Crack open Piratez.rul with a text editor like Notepad++, then search for STR_LABORATORY and increase the number of laboratory it has.
I made a submod for another anon that wanted something similar. I tweaked it a bit for what you want.
www.mediafire.com/file/d0ocjq46jnwlrq0/faster_research.7z/file
Unzip and dump in your mods folder. Don't forget to turn it on.
Wow thanks bro! Hope it's not dolphin porn!
It's fricking Reticulan porn
back in my day we had to use a hexeditor to max out our xcom base
https://gamefaqs.gamespot.com/pc/199362-x-com-ufo-defense/faqs/12956
You still can. I was using cheatengine on this before I started just editing the raws.
I have a mod that lets me loot recruitable peasants/lokks/bugeyes from any missions that have civvies in them. Good for marketless runs, and they get stat buffs to boot. Don't know where to get it now though, I only found it in the old now-dead bootypedia.
The more I play through XCF, the more I realize that it's unlikely that I'll get to see everything the mod has to offer. Some options seem to lock others.
I don't think there are any mutually exclusive sideplots.
>Strange Life Form
Oh boy, is it a spider or 16 zombies? No way of telling!
Yeah, it's one of the worst things about Xcom Files. Well, it would be if there wasn't already so much wrong with it. Surely the locals tearfully calling for help could at least give a description better than "I dunno lol"? Imagine how much better it would be if we could just start a mission with shotguns/smgs ready to rock.
>female hybrids
the aliens have won
Just realized I was playing with czech names mod on throughout my entire first playtrough of x-piratez
no wonder everybody had weird unpronounceable names this whole time
No.... My wife Rin...
Illya wife.
Rin frick.
Your wife's arc is still incomplete, and every other arc has been given priority over your wife's.
Can she even be called a wife since she hates us?
she's a wife by force
uhhh, new patch soon?
Hybrid wives for everyone.
mods for this feel?
files.catbox.moe/d613yo.mp4
probably piratez.
>X-Com assaulting EXALT HQ
What's that anime? I only know it from Daft Punk videos.
It's from some one-off 90s promo AMV made by Ghibli.
https://archive.org/details/studio-ghibli-on-your-mark-1995
This is the whole thing.
cultist fricking shits
Not mod but XCOM apocalypse, you spend a lot of time raiding cultists for money before you even fight ayys.
Is OpenApoc released yet?
No I don't think so.
Literally a Temple of Sirius raid in Apocalypse.
>entire mission over in two minutes in real-time mode, two dozen dead
Dumbass captains have the most content with an entire storyline just for them. Go dumbass + gray codex and you get an ending to it by being a saint.
Good to know that grey codex is still the master race.
What's the first tech that will give my pirate crew psychic powers?
I just need a name and I can use the tech tree viewer to figure out the path to get there.
Voodoo
thanks
Just capture a reticulan elder and you'll get it
choose mutant alliance on the ?challenge? mission, i think
>capture a reticulan elder and you'll get it
>choose mutant alliance on the ?challenge?
thanks
If you're actually serious you will need a squad of trained peasants to have a chance at that mission.
There are reticulan elders in reticulan bases too
they don't really have to be trained, you can rush the exit, and if all hell breaks loose just knock him down and drop him at the exit, frick the rest of the peasants
Well, I do happen to have a 12 girl peasant militia
I never had much use for them but hey, I could train them so I did!
Glad they get to be of use now.
Gray Codex -> Astrosensorium
If you already picked a different codex, you need to hold out for Voodoo School
I just got a gnome for the first time, and it was like in the very first few months, early as frick, must be some scripted event for going dumbass. Also they got like the best armor sprites of the mod so far.
If she ever dies I'm killing everyone and then reloading
>Gray Codex -> Astrosensorium
oh, nice, I was going to pick the grey codex anyway, since some anon suggested it earlier and I already did red.
Did you start in Germany? They get a free e-girl as their starting bonus.
Other notables include California with free catgirls, Thebes with clone troopers in aqua suits, and Turan with hyena riders.
I started in japan
so I'm just going all in on ninja shit.
I did get a catgirl just randomly showing up at my hideout too, and a veteran peasant sniper
so I now got a half adventurer party going.
>human sniper
>catgirl
>gnome
>3 gals
Yeah, those are purely random events then. Nice team.
I'm always afraid to use gnomes without vehicles, they are so fragile
they're very robust with bravery-scaling weapons like Obrez/Ol' Rifle or Silver Snake. TAC7 and TAC7 Ausf. G are both tactical armor equivalent and worth using, but before that they're squishy as frick.
i've yet to see any armour that isn't their lil' dress, but thankfully i've been lucky so far with mine
keep the book of cherry blossoms once you finish initial researches so you can get the catgirl plate armor research for heavy reduced cost
NTA but this is a scripted kind of retaliation. it's part of the mission chain that starts the pirates vs ninjas feud
>pirates vs ninjas
this mod is like a time capsule of better times
Dio is 40+ years old
a relic from a more enlightened age
When games were supposed to kick your ass until you got gud.
When games were questionably-documented mysteries that you had to figure out on your own rather than going to the wiki and reading a guide.
What's the gun the third gal is holding?
Looks like a Heavy Plasma at an odd angle.
blaster launcher
and i dont know how to count it seems yeah its the heavy plasma
what is this cryptic hint supposed to mean?
What cryptic hint?
oops forgot to upload the pic lol
It means look for excavator UFOs, because these frickers can land for a long time and drain your score.
It means you can check the charts to see where the ufos are flying over. Big spikes in movement might mean a base is nearby.
You can also spot them by seeing which countries aren't giving you more money each month, because that means something's tanking your score with those.
Oh, I see. It's the same thing as vanilla open x-com, it's just that the hint was so in-lore I thought it might mean something else.
>the hint was so in-lore I thought it might mean something else
It does, actually. Resource wars refer to the excavators that stay on the ground for a longass time which saps your score if you don't find and deal with them. Guild, academy, and govts do these missions; the first two are fair game, but you might want to just spook the govt ones by landing and then aborting so they fly off (that's the mentioned "scare them off").
Ohh, thanks, that makes it much more clear.
Is there any way of figuring out who owns the ship before I actually touch down on the ground in the early game?
Nope. Not until hyperwaves.
Well, sometimes you do know. Red and blue lights mean a government ship, cop cars are flown by cops, shrine ships are church and so on. Even then, there's a small chance to get zombies instead.
>there's a small chance to get zombies instead.
I did find it odd that an academy ship was filled wit zombies
how do zombies fly the ship
with the controls?
>how do zombies fly the ship
badly, if you engage a zombie ship(marked as unknown with hyperwave) it gets -20 hit penalty in air to air combat
zombie troopers which usually occupy these ships can use guns so they should have enough brain power to fly a ship too
Annoyingly, govt excavators don't have the red and blue lights and they sap your score the same as the academy and guild ones while other govt ships and missions are harmless and have the lights.
caught a bat in XCF, what do i do with it?
BURN I- I mean, train it. It can serve as a spotter.
How can i see the tech tree ingame? On xpiratez and xcf
Q on the world map.
Or middle click in the inventory.
I think gray codex is severely overrated.
>go do shambler hunt
>find and kill shambler easily, no injuries
>get home
>all the galls are wounded for 3 days
?????
They got frostbitten. You sent the gals to a very cold place wearing bikinis, what did you expect?
They were wearing schoolgirl outfits I'll have you know, I have very discerning tastes.
Also fug I don't have fur researched yet
Has someone tried xpiratez on phone?
Yeah, controls suck but otherwise you're getting exact same experience as on pc.
It sucks to the point of be unplayable or just a little bit anoyying? I spent a lot of time out home that i could use playing xcom
It's playable but slow, a mission that would take 5 minutes on PC will take you at least twice as long but if you have lots of time it shouldn't be a problem.
I can't believe ayys shot my pet parrot
>rescue government glowie mission
>there's just 3 dogs in the map
>that's it
how incompetent are these glowies that they need an extraction team to escape from 3 fricking dogs
>doing some normal mission
>try to knock some woman out with prods
>prodding with prod
>suddenly her skin falls off and it's the fricking terminator
oh frick
that was really well animated too
The first time I had that, I spent the next six months shooting every civilian just in case. Fricking terrifying.
I never met a single one of these in my first failed playtrough (lost due to main base being overrun by some weirdos with weird weapons my gals couldn't even try to operate), but now these frickers are showing up on every academy mission.
The low tech strategy I developed to kill them was cattle prods and sledgehammers.
Cattleprods knocks them out, but they seem to get up one round later every time, and sledgehammers can damage them but are imprecise
so I knock them out and then hammer the body until it stops getting up.
Tho now that I think about it, maybe I should bring handcuffs? Can these frickers shoot their fire lasers if they're cuffed?
Lasers do them in. If you want to melee them, use an axe. They won't redirect that.
>Lasers
Only lasers I got are pocket laschargers
Tho I can craft battleaxes so I'll make some
I always forget how good the axe is. Thanks, now I know what to bring as my gal's backup melee in future
Here's a little trick if you middle click tough girls the terminator one looks a little different, once you see it you can always tell who's the terminator
>Doing a base assault
>Shoot a power suited enemy called a "Beastmaster"
>The armor disintegrates with the sound of a rock moving (?) And a hot babe in a bikini pops out
Based. I booped her with my stun rod and added her to my prison harem
Just learned of an exploit in X-piratez by accident
it's a boring one tho
If you look in the inventory on the hands menu, and look at a damsel in her damsel dress
and then back out and look at it again, she will have gained a purple chip
which I'm pretty sure is only meant to happen when you go on a mission.
So if you have a damsel and are boring you can just look at her inventory over and over again for theoretically infinite money
Does it actually generate a new credit chit every time? Does it keep the chip?
it generates a new one every time. It's free money!
SIR DO NOT REDEEM THE CHIP
SIR PLEASE
>some naked fat guy
>shoot him with an assault rifle
>the bullets just bounce off
what an absolute unit
I'm redeeming it
That's a known bug. Dio doesn't give a frick.
is the "infested cellar" bugged for anyone else? i kill every single rat and yet the mission won't end
You see the pickaxe they drop?
On some missions a rat will spawn inside a closed off sector.
OH MY GOD THAT'S EVIL
THANK YOU BRO
>pickaxes can be used to break down walls
I BUILT LASER CUTTERS FOR NOTHING?
Punching is unironically one of the better means of getting through most walls. For almost everything else, a high strength gal with a Mr Handy is sufficient.
XCF or Piratez?
You can cut through a UFO wall with a tritanium kukri if you're brave enough.
Proper mining equipment with lasers and plasma are very useful for things like fortress walls that, despite claims I've seen to the otherwise, will not break when just hit with hands or a Mr Handy.
Pickaxe gets you through thin ship walls and regular materials well enough.
any weapon can break terrain as long as the damage is high enough
any town is a quarry, any machinegun is a drill
Who drops the 'ninja scrolls', and where? I've captured and killed plenty of assassins and not one of them had ninja scrolls
The high tier missions have them, ninja robot bank robberies, tier 3 manors, HQs, Academies etc.
>ninja robot bank robberies, tier 3 manors, HQs, Academies
I have no idea what any of those missions are.
Wait for a Black Lotus to build a manor. When it starts launching MiGs at you, it's ready to be harvested for scrolls.
Do you get the Sky Ninja retaliation for interfering in the Narlock raids if you flee the Narlock Raid you interfere with?
retaliations only happen if you take down ships
No, you get a mission that spawns specifically as retaliation for interfering in Narlock raids where Ninjas attack a narlock town and force a -200 on you if you don't show up.
who said that?
Where do I find a cyberhound? Its the only thing left to research the XEC suit.
Should i go peasents, males or gals?
If it's your first time gals.
Peasant Revolution has more content and flavour, Gals has easier access to high-quality troops. If you're noob enough to ask, do Gals Are Superior.
Males.
TCD
TOTAL
CHURCH OF DAGON
DEATH
>several minutes of panicking enemy NPC screams per turn
i might actually make some fricking tritanium handcuffs just to keep myself from going insane
>get chateau de la mort
>hire 100 runts
>use them all to make that shit
>become rich
>use that money to hire a ton of brainers
>finally make progress in the ridiculously huge research tree
HAHA IM A GENIUS
>run out of apples
OH NO
quick anons before I bankrupt myself how do I get more apples
Pray for a mission in a farm. Sell catgirl bikinis in the meanwhile, I think Dio didn't fix the $ it brings.
>Sell catgirl bikinis
Gonna try that
>farm points like a motherfricker for the rest of the month
And that
Mini bikinis were nerfed to oblivion in N4. You're better off with grog.
grog my beloved
easy 100k a month even with the base ten runts
better farm points like a motherfricker for the rest of the month. use littlebird, bikes, bikinis/swimsuits, and rush to complete missions fast.
Brainers more or less pay for themselves with score, as long as you do interrogations and research the items that give you tips. At least i always max brainers before maxing runts.
How do I get more lab space?
You'll get more buildings that can house more brainers. If you're a dumbass captain you lose out on brainer buildings so keep that in mind.
Which brainer building do you lose out on with Dumbass? Also, red codex gives you another brainer building.
Dumbass blocks Analytics Room, but enables VIP Club. VIP Club has analytics tag so enables same techs as Analytics Room but requires more advanced techs to be built.
You need to complete the Fight Club/CBT Tournament event arc to unlock VIP Club. This in turn requires Dojo and Onsen.
>red codex gives you another brainer building
It does? Is it a new thing or something? Don't remember anything like that before.
Red Tower is red codex exclusive, isn't it?
No? It comes from Red Mage questline
I'm pretty sure I picked dumbass
Fug.
Don't worry, it's more fun this way.
It's full of Neophytes with civilian-tier rifles. Usually pretty good for reaction training, but sometimes there's a Reverand for capture.
Unlock:
Mess Hall
Personal Lab
Sick Bay
Analytics Room
>The Church is most vulnerable to being set on fire
God wasn't with them, I see.
>open door
>humanist standing there with back turned
>take one step foward
>he turns around and blows my gal to pieces with an AR
wtf they can reaction fire to things they can't see?
I don't think so
you think he maybe could "see" behind his back due to spotter shenanigans?
IIRC, reactions require you to personally be able to see.
The Spotter could definitely shoot you, though.
I'd complain on the Matrix to Dio: could be a bug.
Next time it happens I'll reload to the start of the round and test it a few times
>reasearch "chuch boot camp"
>game tells me it's an easy mission to send your untested troops on
>do just that
>open door
>get blasted by 10 guys immediately on reaction fire
>there's a new high rank church guy with a laser weapon
wtf why did the game lie to me
That's why you should land at night, enemies are baseline civilians with t-shirt as their armor but their weapons are decent. If you just sweep the area at night with your superior night vision that mission is cakewalk most of the time.
damn I hate night missions due to the awful night vision colors
You can change the color in options if you don't like the default one or you can just get rid of the lighting altogether with like shift+end I think? Not sure I don't really like using that one.
I'd honestly rather just have a day mission but they have a big "this is night time lol" words on the top
fricking hate any of the "night vision" colors. Of course, not being able to see the terrain at all is worse.
you can light up your screen by pressing ctrl+END few times. It will desable night vision.
Wish the game remembered this after save/load. It does remember night vision now, so why not this? I'm too lazy right now to pester Meridian on the forums for this.
Here's the fix if you intrested.
https://openxcom.org/forum/index.php/topic,10629.msg147476.html#msg147476
Oh cool, thanks anon.
You can find a cardinal in that mission if you're super lucky.
So the game just wants me to die now right
come the frick on a random event that gives -2500 to the score? The frick
Don't worry. It only triggers if the previous month went well, so next month will be safe.
Is there some sort of bug with difficulty?
I Reinstalled Open-Xcom. I'm playing on experienced but I'm getting attacked with plasma rifles and pysonics in the first few months and keep having to restart
I just started a new game and my base has gotten attacked in the first month
I uninstalled and reinstalled and that fixed the issue for a while but it's back again
If you shoot UFO, Ayy's have small chance to retaliate and launch base attack. I think it's like 4-5% or some shit.
>my base has gotten attacked in the first month
happened to me once
it's actually an easy way to back a sectoid commander
Do you perhaps have Aggressive retaliation enabled in advanced options?
Otherwise it's just a matter of luck. Get more troops and overwhelm the ayys, all your men participate in base defense.
In XCF, where the frick do I get a Spirit Cultist?
I'm tired of these shitty ghostbusting missions.
The more I play XCF, the more I realize the game doesn't really start until the invasion. The two years before that is just the prologue.
Is it a bad idea to have cults still kicking around during the invasion?
>Is it a bad idea to have cults still kicking around during the invasion?
What could go wrong?
Well, they stop scaling after a certain level. They become a chore halfway through Promotion 2. I think you kill the cults just to get rid of their annoying missions, not because they're dangerous.
I wish Solar added post-invasion cult content. New missions, new enemies, etc.. Lore says these cults are capable of it.
Technically factions like cyberweb are tier 2 cults, since you unlock them after getting rid of primary cults.
I had a playthrough on a version that they spammed bases all over, sometimes they will spawn missions if you dont blow up their convoys and theres the interceptors if you get close to their bases, but you should be able to outrun them with the kitsune. Other than that they are an annoyance at best.
>airgame
When should I start getting into it in XCF? I don't really see anything about it before Promotion 3, other than the Arrow
Airgame starts pretty much at promotion 3 with the MiG-31 yeah, in my game I couldnt even get fighters until it because I had no lucky rolls in getting the Arrow.
Each live cult spawns a large UFO when the invasion starts, which are a pain to take down with your fleet, so it tanks your score.
That said, I think you can terminate them and leave the mansions, just to spawn fodder missions for rookies.
>Each live cult spawns a large UFO
Never knew that, was it always there? I managed to purge the cults before the alien invasion but that was way back.
What missions do mansions spawn? I've never seen them doing anything other than sending convoys that do nothing.
>I had no lucky rolls
So it's a gacha?
You can shoot down the spawned "UFO"s with cannon or pintle guns and then deploy a mop up squad.
The things that unlock the arrow have multiple topics that research randomly every time you do them, its like how it works in piratez with prisoners too, I just didnt get it until I got promotion 3 and by then it was already obsolete.
>don't want to sell the Arrow
>but need the Hangar space
leafcuck doesnt want to get rid of his shit plane
The Arrow being shitcanned was a harbinger of the Doom of Canada.
It deserved better.
>Get a Nekomimi Sword from a random box way back in april of the first year.
>Start of second year, it cracks open Chrissalids and Lobstermen like it's nothing.
Holy shit, this is insane. Hasn't left my inventory ever. That, and a smartgun I got somewhere make my main gal a freaking workhorse.
I use the barb axe/bardiche personally
Wait a minute, these cultists can say post-invasion stuff. If I destroy the cults, I might miss out on that info.
Most of that researchable stuff is just flavor text and free weapons research that you can easily get elsewhere once you get all the promotions, and "terminating" a cult just means that they can't spawn shit out of thin air including the guaranteed invasion day battleships which will ruin your fricking day, so they'll have to send missions out of their surviving mansions, which you can intercept for easy rookie training.
The only big thing you really need from a cult that you can't get once you wipe it off the map is a Ninja Scroll from the Black Lotus, which are almost always at mansions. At the very least, you should terminate one cult (Red Dawn is agreed to be easiest) to get Promo3 before the invasion starts, so you can actually start building an interception fleet.
If you get the Ninja Scroll, then great, terminate all the cults. You don't want those gigantic UFOs floating around, beelining for your transports and nuking your score.
I only hope the four factions (or at least Black Lotus) get to establish mansions before I terminate the cults.
I remember anons saying they made a mod that doubles enemy count, how does that work is it compatible with any megamod?
literally just double the dQty numbers in the text files
Xpirates
where do I get necroplane parts?
In my last playtrough I just happened to get them somewhere but now it's the only thing that I need to start pirate airfoce and I don't remember where I got them last time.
Bonus if you start in Germany, if I recall.
Also, I think you can get the research by interrogating necropirates.
Shoot down necroplanes.
Or get those "distress signal" missions and hope they happen in a downed necroplane map.
I don't think necropirates actually give you anything for researching them, beyond their own info.
>Shoot down necroplanes.
I have a shadowbat, but zero ammo for both different kind of rockets it can shoot
> "distress signal" missions and hope they happen in a downed necroplane map.
I think this is how I got it the first time
damn
The downed necroplane tileset can randomly appear on many different missions, eventually rng will give you one.
If you have tech "contacts: ship junkyard" you can just buy them off the market.
It's time for another 50 megascorpions slowly take their turn episode.
>spend a dozen missions trying to capture hybrids
>knockout grenades, stun rods, tasers
>turns out it's easiest just to run up to them and punch them in the face
>go down in 1-2 hits easy
monster mashes are great
fast and easy rookie training
depends on the craft honestly. Worm is god damn awful for monster hunting for example
CTRL+D, CTRL+K
I would say you lucky bastard but then it's august second year so whatever, good for you.
How do you break those glass walls/windows below the bank robbery mission? My girls just target random shit instead of the 'blockades' when hitting with the pickaxe
In piratez, are the "slay" bullets any good? They are more "reliable" but is that good enough for me to replace the regular ammo with slay bullets for say my shiny niner sidearm?
You're probably not hitting anything armored with a shiny niner so i'd say yes
True enough, time to replace them bulitz
slayer bullets excel at clearing chaff. blackadder or shiny niner, for example, will reliably drop an unarmored humie in 2 hits. compared to normal ammo, slayer is guaranteed to do at least some damage (ie 50%-150% damage rolls instead of 0-200%) but also causes more health and morale damage once they penetrate armor. avoid using them against armored targets (ex. osiron goons, guild security) due to their nerfed armor pen (1.2x to 1.3x armor effectiveness)
blackadder w/ slayer bullets is a great backup weapon for clearing out civilians/neophytes/G.Os/bandits/etc. while shiny niner will become further upgraded with EP bullets for captures and anti-materiel. others are viable but i never get around to using them; buddy swears by his Snubby Slayer.
I just noticed I can also acquire niner magnum bullets.
what about magnum niner bullets, are they any good? Obviously better than regular niner clips but are they better than slayer or meant for different things?
Niner Magnum Clip is just a slightly better normal niner clip. It doesn't have the bonus damage or panick inducement of Niner Slay, so treat it as a stepping stone.
Allright I'll load all my shiny niners with slay bullets.
My "standard" loadout is [rifle/shotgun] + shiny niner on quickdraw + battle axe on backpack.
Tommys for life.
Tommys are good? I have been unable to decide what smg to use
I have
>tommys
>sprayguns
>UAC carbines
>a knockoff ww2 mp40
>black fang
>UAC chaingun (the description keeps telling me it's an SMG equivalent)
The messer is a straight upgrade for the spraygun, and frankly a pretty decent gun for low strength units (Lokknars).
AUC Carbines I've never used, but they also use messer ammo IIRC, so they're probably about the same. Chaingun is not good enough I feel, too inaccurate. Black fang? You mean Blackmarch? that one's good.
Tommys are my favorite one because they have comparatively very high base damage, they have 50 bullet magazines, meaning you never run out mid fight, and their aimed shot are decent enough for when the need arises.
Eventually you want either Painbringers, Big Bens or just be boring and move on to Omega Rifles.
Good to know, I'll equip some of my gals with tommys for now
I just haven't been able to manufacture more ammo for GLs so I get that "what if I need it later" feel with any explosive weapon I can't craft ammo for.
>what if i need it later
keep some rockets in reserve to deal with nazi armored cars or surprise power armor.
40mm and other small explosives are ideal for dealing with light/medium personnel like guild security or osiron goons and the incendiaries can be used to force a unit to panic.
40mm incendiary gets special mention for lighting entire bandit spawns (camps, town, etc) on fire while preserving the loot
I checked and noticed I have like 20+ 40mm grenades
I guess I'll start equipping one guy with a GL on every mission until I run out lol
Tommy is good, like a baby Autogun.
Tommy upgrades to Laser Tommy, which is great-tier and works in space.
Laser Tommy upgrades to Plasma Tommy.
Sprayguns, UAC Carbine and Messer are all NPC guns.
I got a lot of success using gyro-stabilized autoguns as a 'heavy autorifle' type weapon, like a tommy gun but heavier or a rifle but shootier. They're a good weight to use on trooper-type gals with good shooting; pick a spot, crouch, and lay down a bunch of autoshots and quickbursts.
Reject standard loadouts, embrace logistical chaos. Use Tommy Guns and Grenade Launchers and Autoguns too, not just boring old rifles.
Autoguns kind of suck ass.
The feeling of killing 5 people with a single burst is heavily dampered by the fact the stars never align for it to happen when you actually have one on hand.
I keep grenade launchers and rocket launchers on the craft but I don't use them on regular enemies.
I keep wanting to use autoguns and other big smgs but they are just too impractical
Don't have the range of rifles, don't have the speed of SMGs
>I keep grenade launchers and rocket launchers on the craft but I don't use them on regular enemies
use them on regular enemies, that's what 40mm is best at
always rember every explosion is a prayer to the destroyer
Does anybody really need help dropping civvies/neos/gos/etc? I feel having to research and manufacture an entire different type of bullet just to more easily kill the easiest enemies in the game to be pointless.
This. They're still crap, even after dio buffed them. You can hunt zombies with them I guess, but any shotgun is even better so whatever.
The only use I see is for turbo autists to squeeze out a few extra TU, so yeah. Kinda worthless.
It's easy to kill chaff no matter what you use; TU efficiency is the selling point. Niner fits in QD slot and Black Adder can fit anywhere, so you can append them onto any loadout. Anything that doesn't justify shooting an RPG or running over and Axe'ing can probably be handled by the pistol.
Nope. They're only useful against the sort of enemies that an untrained peasant can kill with a single shotgun blast. Against any serious threats, they're worse than regular bullets thanks to the reduced armour penetration.
Even against best case scenario(zombies) you can get EP ammo that's not too far off in the tech tree and it's infinitely better. Slayer ammo attempts to solve a problem that doesn't exist.
>XCF
I realize now I need to rush Explosives License, buy grenade launchers with BLUNT rounds. Long range stun? Yes please!
Shotguns give some of the same capability earlier, but yeah, Milkor is all the stun you will ever need, and fits on the 2x2 belt slot.
>fits on the 2x2 belt slot
Sold. Frick the taser pistol, frick the taser cannon.
I hate how I can't check the weather on landings. Having them be so cold that it hurts all of my gals every turn, even though they're wearing Guerrilla outfits + Fancy Shawls + Space Towels should be fricking illegal.
Seriously, it's a fricking Reticulan base. I'll be here for fricking ever, and the game's fricking me over extra just because apparently that's just fair.
This isn't even punishing, because I've made no mistake to be punished for. This is just dickish.
protip doing drugs and alcohol can overcome severe weather conditions
If it was energy loss, sure, but this is raw damage.
Frick, tried adding an ushanka on top and I'm still taking damage every turn. How the frick am I getting bodied by the cold when I have 110% x0.75 x0.8 x0.8 from all the extra gear. The game says they stack. What pisses me off the most is that this used to work. I had never before taken cold damage with this setup.
Shit like this drives me insane.
I believe the cold damage aura got buffed somewhat recently and there are now tiers of cold, the highest one which is marked with like "EXTREME COLD" on the end turn screen requires 50% or less cold resistance to not take damage. Yeah it's dumb, weather mechanics are dumb and dio decided to make them even dumber than before.
If at the very least I could see the weather on goddamned landings. But I literally can't prepare for it because doesn't tell you. At beast I can guess by where it landed, but this was Japan, not the Antarctic.
>Strange Life Sign in Africa
>go there
>Moon landscape
Uh...
>adopt forgotten weapons
Those weapons were forgotten for a reason. Also, wish XCF got the OICW.
>wish XCF got the OICW
But it's in there...
Yeah, I found it and I'm an idiot.
zeerust has a better shooting profile imo
XCF version is much imbalanced imo
>65% no bonus acc
It's a low tier assault rifle. The grenade launcher carries it hard.
yeah but Grenade launcher is much better.
No one uses regular fire for OICW in XCF
>have to drop the OICW and pull a gun that can actually shoot straight
it's a crappy rifle and a crappy launcher
better of carrying a dedicated launcher with a sidearm for emergencies which should always be the smart magnum because it's the best gun that makes the most satisfying sound
>35% auto
literally bandit SMG tier
>Piratez version:
>quickburst x3 with 85% acc, 40% TU
>aimed 125% acc, 45% TU
>30mm grenades instead of 20mm
>also a fancy Firing*0.75 + 25 skill formula that makes it marginally better for untrained hands
>and you can use it with electro-pulse rounds
Baseline humans can't do anything right.
not everyone can be a 6'7" amazon
someone has to plant and harvest the turnips
The weapon purchase research is (was? I'm year out of date) moronic across the board except for BlackOps gear, I can't fathom how fricked a run must possibly be for Forgotten Weapons and any Cult Weapon Dealer techs to actually be useful.
>you can buy M16s now, yay!
But I've already been using looted FN FALs for six months, who gives a shit?
>reinforcements spawn and attack on the same round
ok, Ctr+D, Ctrl+K
If the game gets to cheat, so do I.
>discover that editing shit is relatively simple
>start doing it with some weapons, armors and soldier promotions/transformations
>game ends hilariously unbalanced with stupidly overpowered stuff
man sometimes this stuff is harder than it looks, maybe I am just stupid and got bored anyways
you gotta make small, targeted tweaks to stuff you want to use
I try to, but the temptation is just too great
goddammit wrong pic
>military shoots down UFO
>five sectoids
You weren't kidding, they ARE dangerous.
>capture them alive
>Alien dies because no containment
>Alien Containment finishes the very next day
Kill me now.
inb404
Build a new thread.
Battleship is coming for this one.