40k, Files, Piratez, etc.
How is your ayy research going?
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40k, Files, Piratez, etc.
How is your ayy research going?
Shopping Cart Returner Shirt $21.68 |
Shopping Cart Returner Shirt $21.68 |
>ROSIGMA
>there's an enemy with an AOE weapon right in front of the doorless transport
>manage to kill it before it can reaction fire into the crew compartment
>Neverborn Daemon pops up from the corpse
I have no idea how to kill it with the weapons I have. I need gravitons or plasma
Sometimes you just gotta turn around and leave
Flamers / incendiary ammo will work, or any power-weapon.
This is well before tier 2. No power weapons.
>incendiaries
Huh. I'm going to try this.
I wish files was better since out of the big mods it's the closest to vanilla, but it's so poorly designed. It feels like it was made expecting the player to save-scum
The thing about Dioxine's philosophy is that he's okay with you skipping and expects you to miss a lot of content
The thing about Dioxine's philosophy is that he expects games to be as hard as living off grid in a cabin in Poland.
>Dioxine
Wait, wasn't files made by Solarius?
I tought that Dio was the guy behind piratez
The thing is that XPiratez is kinda of self paced and it's kinda hard to deathspiral yourself unless you're really fricking dumb or unlucky. Files requires a lot of meta knowledge and fighting a clock, along with horrible HORRIBLE enemy placement and schizo difficulty.
Dio and Solar are both friends IRL
More than just friends if the rumors are true...
I heard a rumors that Solar is in fact Dio alter ego
I love seeing them work together
Also I'll start a new X-Files run until cat Path is completed
Dio is posting cargirl stuff on the matrix server, so probably next update
>Even MORE catgirl stuff
Dio, please. You're losing focus
You underestimate the neko industrial complex
what? I felt the exact opposite from piratez. like a year in and I'm getting fricking tech stalled by giant bones for alchemy and riot shields for full plate -> industrial tools. dio wants you to do all the moronic zombie/underwater/cave missions
Yeah but you can put them off.
I am stalling because no human mage spawned for year and half i have two noble ladies and have to exhaust all their topics to 2 to progress.
I think that the early game takes too long and it collapses when alliens arrive
There is just too much shit and too many subplots, it wants to be Xpiratez badly but it would do much better as a smaller mod
I would scrap all arcs besides cults+hybrids+aliens
The early game is actually pretty fascinating but it's so fricking punishing and easy to soft lock yourself unless you save scum it kinda defeats the roll with the punches feel XCOM is supposed to have.
It's also very easy to lose if you start ignoring missions, even though a lot of them are kind of luck of the draw.
Cult raids can be either easy claps or 'every enemy spawns facing you with rifles and smgs'.
What do I need to research to ger Red Mage?
Red Mage is unlocked by The Red Oni event, which in turn requires Wizard Infamy tech
>Tribal rescue in Piratez
>Kill 57 spiders and the final 2 spawn like 4 tiles deep into a wall
Underground missions are the absolute fricking worst. I'd rather do a base defense.
That's why dio gave you a free pickaxe. Some people don't appreciate anything, huh.
>enemy is hidden behind a wall
>you must kill all enemies for mission to complete
shit design
Muskets is the life for me.
Ctrl+D, Ctrl+K
Play ROSIGMA with Brutal AI
What does that do?
>look for the xcom thread on /vr/ every once in a while
>no dice
>it was here all along
Anyway I'm playing vanilla ironman and almost ready for cydonia. Still unsure if after that I should give ironman tftd another try or jump straight to x-files.
>almost ready for cydonia
nvm lost all my good men to a blaster bomb
gotta do another month of psy screening lel
this is why you only deploy a few of your good dudes on every mission. ideally you want every mission to have a roughly even mix of top-tier guys to do clutch plays, mid-tier goons to farm xp, and rookies to provide filler and eventually become mid-tier
Yeah, actually I forgot I left my good guys at home and mostly lost rookies. Mostly sour about the flying suits but I'll manage.
I only recently started using rookies for cannon fodder/scouting and it's a blast, don't know what I was thinking not doing that.
brehs
uuhmmm nutritious plasma
it's cute
What's the point of building a Love Clinic?
Superfast healing? I think it reduces freshness, though.
All the healing from all the buildings adds up.
I must be one of the few that actually likes X-Files early to mid game
I was under the impression that was the majority opinion and the late mid game to end is a slog.
everyone likes that part
it's the brutal slog of the endgame that kills your morale
I only like the midgame. The early game is too slow and full of shitty grind missions you need to do to get halfway competent soldiers plus I fricking despise the crafts and unit limit you're stuck with. The lategame has too many garbage missions you're forced to deal with.
Its the best part for me, but it drags on for too long,
Game should be balanced for 1-2 encounters for every "tier" of cult outpost/base etc
Since we have 4 cults, 4 tiers of their missions iirc? That gives us 16 missions with average time of lets say 10 min (since early ones can end in 1 minute but late ones can take 20 if not more min irl)
In fact i think that more modders should balance their mods around playtime. I dont want to do 500h+ long campain, id rather have branching 30h+ campaign that incentivizes replaying it
Mods that just add more time and grind are the worst kind of bloat. Long War is really bad for it. It's to the point that the second wave option to cut the number of missions in half still feels way too long. Really, you should be getting some kind of major upgrade every 2-3 missions on average in this kind of game. You need one mission to get to grips with it, and one or two more to have fun with it before something new comes along. Any more, and it just becomes a grind.
People complain about bloat in mods like We The People, but at least it still respects your time, unlike X-Files or Long War. I guess at least they aren't like those Minecraft modpacks that advertise 2000 hours of playtime, where 1900 hours are grind, and 100 hours are actually progressing and learning.
> You need one mission to get to grips with it, and one or two more to have fun with it before something new comes along. Any more, and it just becomes a grind.
This is only true with games with little to no variety. In a mod like X-files you get to use the "tier" of tech against like 15 different types of enemies, and moving tech that fast means you would only see a very small % of the possible enemies with each tier. X-files and the like actually do it right and doesnt make you feel like you are blasting through shit.
Original XCOM has you do like 1-2 missions with ballistic, 2 missions with laser and then youre on to plasma pretty much. The progression in these mods is actually great. If you have ADHD nu-xcom is that way
>it still respects your time
If you want your time REALLY respected go play Xenonauts 2 with its 10 hours of content. I play vidya to waste time and have fun, so for me the idea of a mod with months of content, even if grindy, is great. Thankfully some mod makers agree
>He loves the grind
Cool, but there's no need to pretend most people are as sad as you are.
the frick kind of normalgay take is that? get out
Are you trying to compensate for the opinions at the start of the thread specifically and in these threads in general? You can get mad all you want, it won't change the fact that people in real life think of grind as a bad thing and you're in a very tiny majority.
he is right tho
games are time wasters why you even playing them instead of doings something productive?
Are you moronic? (Most) Video games are about having fun. If I simply wanted to waste time, I would stay late at the office and do all the filing we get the interns to do. It's about as fun as the average video game grind, but more engaging, and way more productive.
>ANON having fun grinding
>NOO YOU CANT HAVE FUN THIS WAY
>YOU ONLY CAN HAVE FUN MY WAY
you are not only dumb as shit brick but also have no ability to think at all
>office drone
well no wonder
>He enjoys hitting end turn and waiting 5 minutes to actually play the game again
Cool story bro.
grind and waiting for enemy to finish their turn or other shitty delaying mechanics are different things
If you're that desperate to belong to the busy normalgay group reddit is practically made for you.
Why don't you just cheat instead of complaining about it? You know you don't have to play the grind, right?
vanilla x-com had the perfect scale tbh. campaigns last like 8-10 months, UFOs take like 10-15 minutes to clear and research is big and easy to get rather than requiring a billion pre-reqs.
I like the general idea of it, having to capture cultists and work your way up to actual weapons of war is a great idea. But the execution is just so terrible. After a while you realize that even a basic monster mission takes an extreme amount of time and requires killing at least 40 pieces of worthless fodder. And none of them are skippable in practice.
And then you get missions like Vampire Castle, or any mission involving tunnels. Or Cult of Apocalypse, that has so many enemies enemy turns take several minutes to resolve.
The worst case of that I've ever seen was the space freighters in Piratez. Completely fricking unacceptable.
the space freighter is a special kind of hell. the only mission that rival the vampire castle of files. cave missions wouldnt be so bad if they didnt insist on using blocks that feature diagonals between solid blocks so units can get stuck without being attackable. the cult of apocalypse missions i kind of liked, it was nice having hordes to mow down with miniguns and explosives every once in a while.
Freighter is 100% optional. There's nothing there that you can't get from other sources. You only go there for broken syn/profit.
That wasn't the case when I did it. That also doesn't make a mission where I sat and waited for twenty fricking minutes to get to turn 2 acceptable.
Can’t you just grab the vampire queen and GTFO?
>my first week gift from the crew
thanks I guess
is there any xcom conversion mod that doesn't subscribe to the "every campaign has to be 500 hours long and most of that should be filler missions, grinding, and getting stuck waiting for research" philosophy
there will be when you make it yourself
unexcom maybe
Unexcom submods like UNEXCOM: Directorate 17
I really like X-Com files but everything to do with caves and zombies is cancer.
Zombies aren't that bad. They're pretty easy to deal with and zombie missions go pretty fast.
I do agree with you on caves, tough. Frick 'em
The real problem isn't zombies. It's vampires.
I wouldn't care if it weren't for the spoop factor driving everyone insane because there's a couple zombies stuck in a closet somewhere.
You'd be scared too if you heard two zombies fricking in a closet and couldn't find them.
I'd say after killing like 30 zombies in the mission, the last two shouldn't be that spooky.
I'm really digging those new events
It will help out new players that don't have the the research three memorized lol
>soldier gets more TUs
>everything now takes more TUs
honestly what's the point?
Movement and fixed TU actions take less of your turn. There are breakpoints where you get extra shots in because of the TU rounding, but that doesn't really matter.
>cydonia
>mind control a Chryssalid Terrorist
>use his huge range to find the brain chamber
>shoot the brain with a blaster bomb
This shit is too easy. In general I feel like once you get blasters and flying suits the game is not as fun anymore. The physical limitations that you have to work against are just gone.
Cydonia on xpiratez is nightmare
Should I zombiefy my gnomes?
>supply ships keep landing at night
they're doing it on purpose
X-Files
Any reason to rush Durathread Manufacturing or can I wait a bit and redo the Durathread Factory?
Earlier cyberweb. Their bases contain alien artifacts including ones crucial for progress. Selling capitive cyberweb goons is also very profitable.
>Avalanche
>Damage 100
>Range 60
>Accuracy 80%
>Pike
>Damage 150
>Range 30
>Accuracy 50%
I really wish I'd read the stat block before I started making all these shitty pike missiles.
One of them benefits more from more skilled pilots. It's not a total shutout.
Never draw cat armour but it turned out kinda decent. Hope it will be usfull for you all.
Depends how early it comes, but looks nice.
bosom too big
looking good, but pretty close in stats to the fuso plate and neko combat armor.
May this post stand eternal, testament to a life well-spent in the most holy service of His immortal Majesty.
>the Canoness
cool
and another one
>40k mod doesn't even have any 40k-reskinned environments
How hard is it to make/modify assets for X-COM? If it isn't, I might volunteer to make some, at least for the urban areas.
The ROSIGMA >discord has channels with tutorials, tools and people that seem to know what to do.
Oh no, they have the most annoying map known to man: the ruins map where every other tile is double the movement cost and there are no clear lanes of fire anywhere.
So in X-Files does the Radars have any use before the Invasion start?
Like some terrestrial craft or something of the like?
Because I see no reason to even consider building the Small Radar when the Large one is accessible later on before the invasion date
Starting around year one, cult mansions can deploy convoys and assassin squads that you can intercept before they "land" as proper missions.
You'll still want global radar coverage by the time the invasion starts, so you might as well build radars if you have shekels to burn.
>Necron Tomb
>it's been invaded by a Genestealer Cult
They terk er jerbs!
genestealers will frick anything i swear
How tf do I install xpiratez in oxce on linux? I put xfiles in ~/.local/share/openxcom/mods/ but the same doesn't work for xpiratez.
You should probably ask that on the forum
Never used linux before
These might help
https://openxcom.org/forum/index.php/topic,4058.msg145800.html#msg145800
https://www.moddb.com/mods/x-piratez/news/installation-guide2
turned out to be very easy, just had to only copy the folder /user/mods/Piratez from the piratez release archive and just put it in .local/share/openxcom/mods.
>when the suicide mission was a success
It wasn't a suicide mission if more than one dude got out of it alive
brave little nuggets
>shoot down a craft with aquatoids over the water
>the aquatoids apparently drown
oh shidd :DDD
it's late 1997
id's habbening!
that'll teach the slimy bastards not to land right by my Base
>send 15 nuggets on night mission
>only one gets the night vision commendation
vaguely annoying
Are you a Lobcorp/Rimworld player
yes
similar casualty rates
Is editing the game files to fix what seems to be a bug considered cheating?
it's a single player game do whatever the frick you want
but what exactly are you changing?
It's Rosigma. Weapons I'm using extensively need AP rounds to be competitive, but those rounds aren't available to my faction and there's no reason or logic for this.
>those rounds aren't available to my faction
>there's no reason or logic for this
do not question the developer's decisions, you lawless beast
Arbites, right? I think basic astartes sized bolters can take krakens now and you can produce kraken bolts for pretty much free nowadays so these 200k ultramarine bolters are pointless nowadays.
Balance in rosigma is just broken. Enemies exist in purely binary state where you're either bullying basic cultists that die to one hit or you're fighting 120 armor 90 hp behemoths.
Godwyns it is.
Update: Arbites can't buy Marine bolters. They can only buy the bad bolters or a very expensive (100k a pop what the hell) one
They aren't even that bad. You need a few mission to get to 40 strength and the difference in firepower is miniscule. And you get so much more master crafted ammo for them. Not like it matters much, but still. I mean bolters are kinda bad in general for how huge and heavy and how much strength they require. As arbites you can just go for the basic cheap heavy stubbers with master crafted belts and do more against pretty much everything.
>They aren't even that bad
They are, because they can't load AP rounds and I'm at a stage where everyone and their grandmother is wearing power armor
That's the thing about this whole mod. You're supposed to metagame around it. Either rush plasma or master crafted ammo. You could slum it with mixed melta/something else teams but melta is shite.
I hope high quality autoguns with AP bullets help, because that's the best I can get.
Yes, it's cheating, Hitler.
Oh, and smoke in rosigma is intentionally made useless. Where enemies see through it better than you do every time.
To all those who want XPiratez to be more fun and less random, here is a simple must have change. You need to edit a textfile.
go in user/mods/Piratez/Ruleset/Piratez_Globals.rul
go under 'constants:' and add:
damageRange: 25
the default is 100, meaning that a gun that does 42 damage actually does 0-84. with 25, it means that your gun will do 31-53. You can even set it to '0' to always do 42.
All armors will now be more reliable, and what appears safe will always be so. Careful that some enemy armors are tougher to crack.
gay
>An actually completed mod/TC inspired by the UFO miniseries (which itself was the inspiration for X-com) WHEN?!?
You'd need a moon map to go with the geoscape at least
thank you, Osiron
very cool
Still haven't found an effective use for robots other than sticking them in radar bases or sending them on ghost hunts.
You don't find laser hwp useful? It has huge power compared to anything else at that stage of the game. I've used a minigun tank in easier missions to farm up lucky 10 and at that point laser hwp would get close to a 100% snap shot, very deadly that tank carried me through a lot of early alien missions.
For the space of one tank, you could load up four sacrificial nuggets or explosive dogs.
X-Files
So when is the usual time to take on the Cult HQ missions?
And when does one usually Terminate them? Immediately after or let them live for some time?
Few versions ago i used to keep them and send my rookies in tritinium armor for easy training there.
But now that the HQs have vehicles in them it might be non viable
>HQs have vehicles in them
isn't that only Red Dawn and only before you enter the Bunker?
Dagon is still just the Temple in the middle of the jungle with the only real threats being Gilman sniping you and the ocasional Deep One with Sonic weaponry
Exalt is still the Mansion invasion with the biggest threats being Operators, RPGs and the level design + the boss harassing you throughout the level
Black Lotus is still the cancer tunnels that they call HQ with invisibility and Psy frickery all around
Oh sorry, ive dropped my most recent playthrough after reaching Red Dawn HQ and getting obligated by 3 vehicles in sight of landing zone so i assumed that all other HQs have those now too
anon, your RPGs? Your AP ammo? Your High Explosives?
just shoot a rocket at them
they can even die in one autosniper shot
>syndicate package
FINALLY
Ah yes, STR_ALIEN_BASE_ASSAULT2_NURGLE_BRIEFING. That's what I need to do.
These AP bullets for the autoguns are a godsend. They're turning Tyrant Siege Terminators into swiss cheese.
Can one talk here about other freeware X-clones like UFO2000 or
>PicRel
?
Not much to talk about. Alien Invasion was great but now it is dead and unfinished.
>picrel
ufo:ai had some interesting ideeas, but choosing an engine with no support for destructible terrain was a big mistake.
Also, the game is abandoned
xcom mods where you take control of UN death squads that exterminate dissenters?
UNEXCOM
also,
UNEXCOM Counter Terrorist Operations submod
Also XFiles in some ways
I'd play an X-Com mod where you play as the police in a single city or state. Missions could go from drunken randoms beating up people to riots and terrorism and fighting gangs or cartels.
the only times i can capture that feel are early game XCF missions, when all you have are shitty kevlar vests, glocks/pumps and a k-9 for a ghetto motion detector
I try to make someting simular but in Cyberpunk setting. But I'm afraid I focus on Wasteland part way too much.
This looks kinda cool anon, tell me more about it.
Why not just play Apoc?
Apoc sucks
OpenApoc when?
Do you think the peasants getting sent along on their first mission before you've even researched militia training know how fricked they are?
I think one of the most kino missions i had was with a veteran peasant babysitting a rookie synth for an academy outpost mission only for it turn out to be zombie outpost. Sorta reminded me of my animes.
>be miserable serf on ruined nightmare planet full of technohorrors
>be farming mutant potato for hideous aliens in neo-poland
>life expectancy: [your age minus 30]
>eight foot tall muscular woman with impossibly massive breasts approaches you one day
>hands you a waterskin full of xenowine and 20,000 neoshekels
>tells you that you are now her personal fuccboi soldier
>hands you a bizarre and terrifying gun worth more than your entire village
>okay.gif
Honestly it is kinda wack that some buddies I knew in my time in the navy through insane luck were 1st gen immigrants from incredibly backwater villlages in SA and Africa and through sheer unluck, were stationed aboard a nuclear submarine prolly worth more than the gdp of their entire hometown
>unluck
Hiring foreign mercenaries in exchange for citizenship is nothing new.
Enjoy your Varangians.
Considering one of the first American operations consisted of 2 officers, 8 US marines, and several hundred irregulars/mercs, it's not THAT weird.
https://en.wikipedia.org/wiki/First_Barbary_War
>Lieutenant M'Balbaq, fire upon those Mutons! Elerium cores be damned!
My training platoon had ten guys who joined the military to get citizenship. Not that they were any less brave, but still. It's not uncommon.
>Lieutenant Ngubu, fire upon those citizens! Greggs be damned!
It was more like Diaz, Diaz, Diaz, Jiminez, Ramirez, et all
>Lieutenant Gomez, fire upon those citizens! McDonald's be damned!
God I wish that were me.
>life expectancy = (age-30)
>life expectancy = 3
So only like ten years lower than current Poland?
>call yourself a mercenary
>say you'll work for anyone
>drive around in gang clothes, see people die by the dozen each day on a good day
>one day some giantess offers you 15000 and a monthly salary to hang with her gang
My penis is ready
>My penis is ready
Is it?
Chimera Squad if I recall.
I didn't say I'd live. I said my penis is ready.
We're all Honorary Earthlings here.
nuxcom homosexualry go elsewhere
The nuxcom thread finally died. They gotta go somewhere.
It doesn't happen often, since those threads are so slow. One can easily last for five X-Com threads.
The fact that any XCOM operative would accept the presence of aliens on earth is non-canon.
I surprisingly liked this game forgot the name
Are there any Aliens series mods?
You play as private police organization in 2200. Stoping punks, dealing with crazy cyborg cults and solving corpo conspiracies.
On the paper it's a XCF reskin, but I try to fill it with content and will cut something later when necessary.
So like Bubblegum Crisis?
Yes, but a bit Fallout and Miami Vice flavored.
Looking forward to it
does it fit x piratez timeline(aka govs surrendered to aliens) or its separate?
Friendship broken with Bolters. High-quality Autogun is new best friend.
Not an accomplishment given how bad bolters are. Hi quality autoguns with cheapo ap ammo dominate bolters by the volume of fire alone plus you get a bayo.
i would play this if the text was not the weird highlighted shit makes it so hard to read, is there anything to fix the text?
You just don't read the highlighted text for it is worthless and doesn't reflect the actual gameplay values. You're stuck with reading the .rulesets in sublime text editor to learn anything.
I dont see what the fuss was about, xcom seems pretty bad tbh. I haven't had any difficulty in my playthrough, it's just fire at max range and take cover. I was told this is hard, did I miss something or was it just boomer shitters complaining?
It's about cheesing the cheese. That or uber autistic mods where every single enemy has stupidly overinflated stat block plus brutal ai autism where the ai will do the cheese.
Have you encountered any psionic officers/all psionic troops yet? Original XCOM is pretty smooth sailing until this point, then it becomes "Oh frick, it's bullshit, who made this shit". Then, once you capture one of them (I did that only with saves, by the way) and research how to get your own psi-users and train them sufficiently enough, it's smooth sailing again.
Is there any skin mods for this game? I don't like the defaults, looking online all I could find where overhauls and tile graphics mods
I just got to that part but forgot to hire replacements for my base. Got griefed before they came in. Is there a limit to how many guys can defend the base?
Dunno the name but the 3rd one
xcom's fun only becomes apparent when you ironman it at the highest difficulty
>ironman it at the highest difficulty
stop spreading cancer
What difficulty were you playing on?
X-com was very easy, because there was a longstanding bug which reset difficulty to the easiest after the first mission. Which is still present in the Steam version, even. They got a bunch of feedback about the difficulty, years before this was discovered, went "Well, okay then" and balanced Terror From The Deep accordingly. That game will fricking murder you.
TFTD is fricking shit tho
Yeah. Because they got a bunch of feedback going "Man, the hard difficulty in your last game was super easy" and cranked TFTD up to "Lump hammer to penis" difficulty. I'm just not sure the guy I was responding to is actually playing X-com at the difficulty he thinks he is.
Well that and the moronic awful frickhuge and multi part level design, half of your weapons not working on land yet being forced to wear moronic diving suits on land, smoke grenades being completely fricking unfunctional, UW missions always being dark as shit, the awful enemy designs, I can go on
>lobsterman hiding in a toilet stall
Is this some kind of weird situation where the "in-office" debug build of the game they all sat around fiddling with post release was fundamentally different under the hood from the release version? Otherwise you'd think this is the sort of thing they'd notice themselves in a week or so, tops.
Games back then would be worked on nonstop until quite literally the last possible minute before the final release build had to be made. That final phase of development would usually involve working 100+ hour weeks just to get it into a remotely sellable state. Whether or not the difficulty settings were functioning perfectly as intended was probably not something that even crossed their minds during that home stretch, and it's possible that it only became broken during that period.
There's a lot of things they didn't notice.
There should be multiple points where your slow and steady increase in fighting power is interrupted by something that forces to reevaluate your tactics or at make you uncomfortable/feel good.
When you fight at night
Your first terror mission
Your first mass death by alien grenades
When you work out mass terrain damage is great
When you don't have to rely on sheer numbers
When you first meet a terror unit for the first time
When you first meet Chryssalids in particular
When you first meet Mutons
Your first mass death by blaster bombs
Your first use of blaster bombs
Working out you can blow holes in spaceship walls
When you get Heavy Weapons Platforms
When you get power armor
When you don't have to rely on sheer numbers, again
When you get flying armor
When you first meet psionic sectiods
When you first meet Ethereals
When you start using psionics yourself
If you don't get this feel I suspect that you simply have been spoiled, so you never got the true experience.
>the first time youre stacking up your dudes to attack the control room of an alien base and a giant explosion vaporizes half your squad
good times
>tasoth factory
>only five actual tasoths
i'm not complaining
>night mission
>smallest chance enemy is in treeline
>fire everything into it
>grenade launcher gay hits ship
>lights everyone on fire
>minigun tard shoots up everyone despite spacing
>friend is wounded message x3
>captain frickhead has died
>alien was in forest
>never hit even once
Why does everything go wrong all the time?
for some reason, your displayed chance to hit is not your actual chance to hit
>play drunk
>zero casualties
Guys, I just tought of something.
You know how in late game you have all these missions that are really easy, but you still have to do them and are annoying?
Well I think that this problem can be solved if some sort of quick-combat gets introduced, kinda like in homm
>Abducted Farmer mission
>send four dudes in power armor
>autoresolve
>two dudes dead, the others a month in the infirmary, mission failed
Any moar wtf did I just read moments?
>the farmer survives being shot at 20 times
>you lose 3 dudes to one auto burst
It'd be useful for training new recruits who can die in an autoresolve with very little consequence.
In Piratez you can ignore most of them if you have the score too
not falling for that one again
it's true tbh
you alcohol production alone can carry you for a couple of months
Didnt Brutal AI introduce this somewhat? It lets AI control your troops and do the mission for you
I've toyed with autoplay, but it's mad fricking moronic. Your nuggets will frick around and check their flanks repeatedly unless you set them to zerg rush. I had three of my agents sit in the wienerpit of the kitsune and hold position for five turns.
If it's an easy mission, it's faster just to do it yourself anyway or set AI aggression to max, so the blips come right to you.
Kinda obvious is would end like this. Most of the brutal ai is just about getting cheesed by reactions.
BAI is still nice on the enemy. I'm just saying that autoplay is pointless.
this could work, in the meantime ill keep spamming ctrl k
I think Dio needs to put in a tech where you can research a space age B-52 and just nuke enemy bases.
i'm bored, should i play xpiratez now or wait for next update?
next update could be months away
You shouldn't play right after an update, anyway. Wait for the bugfix patches.
Man, wanted to play something else to break the months long run of XcomFiles so I got Xenonauts 2
>game is relatively okay but way shallower, which isnt necessarily bad when taking a break
>right when its starting to pick up, just 15 hours in
>woops thats as far as we got with game development sorry 🙂
Frick early access. Guess Ill try Xenonauts 1 instead
It's still in early access? What fresh new dev hell is this? I could've sworn Xenonauts 2 was years old by now.
Feels like an alpha currently more than an early access, ingame you get this roadmap.
Basically you can play for about 180 ingame days before you run out of shit, and theres placeholder texts and graphics for stuff.
Its gotta be the earliest looking early access ive played, especially when what is there is seemingly mostly already in Xenonauts 1 according to reviews.
lmao, how do they keep getting away with this?
morons like me buy into it without doing proper research of course
Game has good bones at least, so its even more blue balls that its this unfinished
>what fresh new dev hell is this
They wanted to change genres and eventually knuckled under when people said, "make what you promised," but set back development 90%.
>change genres
to what!?
IIRC they wanted to go Strat game and do something more in line with Terra Invicta.
Jesus Christ.
>Terra Invicta
barf
Sad thing Terra Invicta would be fun if instead of whatever pointless shit actually happens, it played more like an XCOm game and your advisors contributed to missions available and bonuses/maluses you get on the missions (for example, good recon on an alien site gives you bonuses or map intel, and bad recon starts you getting ambushed maybe, I dunno).
The last thing TI needs is a tactical combat layer tacked on top of all the existing busywork.
No no no.
Remove the busy work.
Add the tactical layer.
My very basic idea to fix it is that you run an XCOM game where your faction determines your base location and you take missions based on actions of your advisors/opportunities that come up. You give your advisors orders but instead of trying to make India 0.0001% more stable (maybe) or spamming Defend Interests, you're working toward expanding your empire (unless you lose missions you can't just have shit taken from you randomly).
And the game works in stages from securing dominion on your continent to conquering the world, then you go to the space phase where you do XCOM missions fighting the aliens to get control of space facilities.
Basically I'd dump 99% of Terra Invicta, keep the good ideas: Factions with different ideas of what to do about the aliens, and how those factions resolve it, and add OldCom.
It would be easier to work up from the existing openxcom geoscape than to work down from the clusterfrick of TI's strategic layer to achieve what you're describing. Even implementing a modal airgame like x-com has would likely be impossible with TI's engine, and using the existing space battle framework for UFO fights would be an absolute nightmare given how dysfunctional the intercept mechanics are in TI (and getting worse with each rework).
Maybe the Xenonauts guys had the right idea.
I'm assuming that we never had the fricking terrible idea of playing HoI4/EU4/CK2 against Aliens in the first place and made a good game instead of three average to bad ones that don't really communicate with each other well.
>given how dysfunctional the intercept mechanics are in TI
Skill issue.
Honestly something like that done right COMBINED with the tactical missions would be great. The strategic view has always been serviceable in XCOM and every XCOM-like but never really used to its full potential
No. They made nuCOM 2 and the backer paypigs revolted.
>one base
>turn limits
>phoenix point faction bullshit where you have to ally with NATO, Warsaw Pact, or third world
>forget the rest
It was shit.
>turn limits
Those are in in some missions and they are good, its very tense having to evacuate from a raid on cleaners as more and more reinforcements arrive. POW rescue mission on timer is bullshit tho. We play as a multinational organization, why do we bother liberating like 10 civies from alien pods?
>phoenix point faction bullshit where you have to ally with NATO, Warsaw Pact, or third world
That never happened (unfortunately, it would have been cool as frick)
Ill add more
>Teleporter instead of landing craft
>Scrapped air combat minigame (only fun innovation of the formula in a long while)
>Global alien laser destroying earth cities one by one to act as a form of a timer
alien laser destroying earth cities one by one to act as a form of a timer
catastrophic events like this sounds cool as hell
Have you even played the game after they removed the double-fleet-cooldown-intercept jank?
lol no
I wanted to try this because it sounded cool, and because it would be fun to shitpost with anons. But then X-files start was so slow. Is there a submod to skip past the early game? I just dont see how 2 guys against 1-4 enemy every mission is supposed to be fun
getting caught up in gritty urban gunbattles with only a few rusty ak-47s and some hand-me-down-grenades is the best part of xcf
Early game that is, first two years of xcf is the good part. So if you think that's not fun it only gets worse.
>finally reached the late game last week
>no more comfy small missions
>UFOs are only mixed crews of gazers and mutons
>constant MiB retaliations
>every fricking mission is a 20-turn slog
>every map is leveled to the ground
>bootcamp pumps out 20 spartan nuggets every month
>none of them will live to gain senior status
I was having legitimate fun, but now I just want the horror to end.
>play UNEXCOM after "playing" the 15 hours of content Xenonauts 2 has currently
>play 10 hours in a day and barely scratching the surface, all with superior mechanics and more entertaining gameplay
Its incredible really, Id be ashamed to be them
Blackpill me on UNEXCOM please.
It's fricking ugly and bloated.
So far its not the "best" mod for my tastes but its still fun.
UNEXCOM feels like when you take Jagged Alliance 2 and install 1.13 and some mods for expanded arsenal and vehicles. Definiotely bloated and with vehicles being too stronk, and seems like it aims for squad sizes being big.
ghosts sounds exactly like strongsad when they die
I feel bad for UFO Alien Invasion. No reason to exist anymore.
ufoai was more of a spiritual successor than a remake
it had a lot of interesting, original ideas
it's kinda sad that it was abandone, tough
Theres no better feeling than booting up a new mod knowing nothing about it and finding new aliens and random shit you have to adapt to on the go. Shits like crack
>i land
>i see sectopods
>i leave
weak
What's the hardest of the three factions to fight in Piratez?
Academy has the mind control and cyberdiscs so I'm leaning towards them.
They all have shitass armor tho
Cyberdisks? Why are people so scared of cyberdisks, I never understood this. These things go down from RPG fire, and even some of the higher tier Gal-sized SMGs...
Acid cannonballs will also one shot them. They're a bit scary since they deal so much damage at the point you usually encounter em.
up to 300 plasma damage that one shots your veteran gal is scary, guess it's not that scary if you're savescumming
don't get shot fgt
>what I'm going to say to my Uber after getting incapacitated by a shotgun blast to the face
Church. So many nasty tricks.
Church has Exalts and Chrysalids
Probably the Guild, once you start getting their A-game with Marsec power armour and tanks.
Academy cyberdisks are also pretty nasty.
Marsec's technically a different faction though.
Cyberdisks die to a wet fart even if they hit hard.
Worth the investment to build sectopods in XCF?
What kind?
How do you goys deal with psionics making the game too easy? Not use psionics at all?
self-limit what can you do with Psy
I ignore psionics altogether yeah, the one time I didnt I was just daisy chaining aliens and mindcontrolling everyone into killing each other by turn 2, its way too strong.
>played openxcom to death
>xcomfiles is a turboslog
>can't bring myself to play xpiratez
>nuxcom blows
>xenonauts... i dunno
>troubleshooter is pretty okay
>phoenixpoint is trying too hard and jank
i feel like i just got old.
Embrace the turboslog, but the key is to accept you wont play all of it in a single seating, just play other vidya in between, take it more like a long term project where you play a few missions here and there all building up to the overarching story. If you manage to do that you have XCOM to come back to for months and months.
jagged alliance?
i played 1 and 2 back in the day, it was amazing. i tried the 3rd one and for some reason it's pure cringe.
eh i dunno, really. i tried it for an hour and there's threee things that i feel like are pulling me off it
1. i'm concerned this will be like xcomfiles with turboslog
2. i don't like the asset jank. i feel like this is a problem with most content overhaul mods in xcom - yo uhave a milion assets like weapon sprites, armors, research screens, dialogue screens etc and everything's just pixelized fullhd shit and what's worse, it all looks different, style wise. i fricking hate this inconsistency.
3. i feel like piratez focuses on melee and im not a fan of melee in xcom, or xcom clones in general
but feel free to correct me
silent storm?
I guess a lot of the appeal in Piratez to me is the weird asset jank along with the initial focus on melee combat. If you're not too into, I'd say it isn't for you.
1. it is still an ultra marathon but better paced, slog is at the very end of the run when you're grinding fuel capsules
2. as long megamods are developed mostly by one guy + volunteers this won't change
3. while melee is strong you have no obligation to ever use it, melee is strong in xcf too if you know what you're doing
You recruited Livewire on your first run, didn't you?
Why can't you play XPiratez?
I guess you could just give up and go play Fire Emblem or Disgaea.
what the frick is up with shots that phase through enemies? where you can see literally it pass through the middle of the sprite
i understand if it happens once, but when it happens six times in a row, it makes me think something is fricked up with the to-hit calculations
Position frickery. I've had it too. Walk one tile in any direction and the shots will land.
Sprites don't reflect the hit calculations. The game calculates bullet trajectories in 3d, press f10 and check the first person view screenshot in the save folder.
>playing UNEXCOM
>every armored muton seems to take 300 shots to die with my 50%plasma/50% laser squad
>soldiers running out of power and ammo but finally make it to UFO
>peek inside and its this
Frick this shit, leaving this mission
>following 3 missions are all armored mutons that also all take 300 hits to kill
I dont get it, it says laser should be effective against armor, too. Losing will to continue game, this is stupid. Anyone got any tips? Im literally having to focus fire on each single muton and spend the entire time units of 18 soldiers to kill each one, cant be right
do you have the hard specs on the mutons?
sometimes the flavor text lies to you in terms of armor penetration and weaknesses
Just fire up the notepad and edit them. Chances are they have something stupid like 150 armor all around and 300 hp. Because that's the only way to make things interesting according to burned out modders.
And health is 125.
They dont seem TERRIBLE, but its strange that laser has a 0.8 modifier when the UFOPEDIA says laser is good against armored shit and there is nothing in the armored aliens thing saying what is effective against them.
I guess I gotta research that elerium fusion meme if I dont wanna suffer, wont give up yet.
>elerium fusion
Those are explosives more often than not. If you want loot, it's not recommended.
Also the smoke the explosion generates will frick you over because their dudes can see through it and your dudes can't.
I dont see any way aroudn it though, they are WAY too tanky, so are sectopods for some reason in this mod. A single sectopod wiped a base that was fully laser-based because he took like 10 rounds worth of shots from all my defenders as well as some grenades and still didnt die. Eventually ran out of ammo and decided to just give the base up. Weird stuff goes on with high armor in this mod.
And lasers and plasma are the end tier weapons? What do you even need to cut through heavy armor, then?
Elerium fusion seems to be end tier weapon. With plasma and laser I literally cannot kill these sectopods, going through ti again, each of these has been shot at and had mags emptied on them for like 15 turns straight now, still neither is down.
Hopefully there's something like elerium powered lazors that cut through sectopods. Because mag dumping one over and over is just bad game design.
Im just pretty sure they must be somehow bugged, cyberdiscs and other mech type things die in 2-3 mag dumps which is acceptable, but these are still not dying. For now just gonna CTRL K sectopod missions until I can research some other stuff.
>see that openxcom has a hit log to see whats going on
>every single shot to the sectopod I am currently fighting does 0 damage
Shit mod, I was right to be confused
UNEXCOM is the poster child example of balancing through just adding armor to enemies/making them be 80% tanks/mechs. Endgame is a slog because you do have to hit them a bunch of times, even with the endgame fusion weapons, its just what it is. In the top difficulty this means so many armored enemies each turn is like 15 minutes of shooting at the same few enemies until one of them dies.
Only thing that kills them fast and reliably are the melee alien swords but you have to get to melee range and thats just its own problem given how much reaction stuff they get
>reaction
Reaction is a pretty terrible system in itself. Especially since mods love stupidly inflated stats so you end up with stupid shit like hitting enemy in the back and then him pirouetteing and 420 noscoping your dude from other end of the map.
Is there an armor shredding weapon like minigun in files?
And another armour done.
Radical
Ganker as frick
>A light designed for
a light what?
Outfit, trapping or armor, take your pick
Now that I've played with the new update a bit I guess I'll restart and do a Fuso start melee-throwing only* Cath Path
I'll also try to actually hire some Catgirls at the starting months instead of just using Peasants and recruited Ubers
Frick me they're so expensive
>new update
>I guess I'll restart
Such is life in XPZ.
What should I do with this b***h? She’s been sitting in the jail for over a year because I am indecisive.
Want me to spoiler what each path does or you rather have a simplified explanation what each one rewards you with?
Give me the rewards.
Ayys were using laser weapons for millions of years, they know how to squeeze every tiny bit of extra output of them.
>Gift her to Red Mage
Gudrun will appear a your Hideout from time to time to give you a
>Gift from the Red Mage
+ you now have access to the upgraded version of the Red Tower
>Black Tower
With the genius of Dr. X, and a lots of help from our Brainers, the Red Mage was able to substantially improve the design of her tower.
This tower has upgraded Brainer capacity to 8, and has a lot of additional functionalities:
Biotech
Lab
Library
Mainframe
Medical
Power
Red Mage
Summoning
Surgery
VooDoo
In addition, it can conceal our Hideout from sight (counts as 3 Shrouds) and lash out with powerful bolts of Mind energy at any invaders who weren't fooled by this (375 Power with 100 Accuracy)
>Cooking Dr. X
+500 infamy
+ it enables you to follow the Appease Dr. X paths and A New Hope
>?Gudrun the Knight?
you get rewarded with the equipment Gudrun von Dunst (Lvl 50)
she can be upgraded later on to Gudrun's Black Knight Armor (Lvl 60)
+ she can be researched for some tech you can get from other means
+ it unlocks the Humanist Succession missions where you fight to dethrone the Super Aryan from the Black Sun organization that commands the Humanists
after defeating the Black Sun you'll get +4000 Infamy, the Sky Knight SS Armor for Slave Soldiers and the Damsel Purity Ritual for Damsels (+10 Reactions · +10 Bravery · +25 Freshness · +10 VooDoo power · -15 VooDoo skill)
or
>?Gudrun the Lady?
Getting to Affinity 60 with her gives you: (+2000 Infamy, +1 Pillow Book) + she can be researched for some tech you can get from other means
A lot of funny events relating your relationship with Gudrun start to happen
>?Dr. X? Humiliate her
You'll proceed to Corrupt Dr. X until you transform her into X-Slave (a special slave that gives you -76 space and -76000 maintenance or X-Vampiress after descending into total corruption - she's a vampire lol
+ it enables you to follow A New Hope
A lot of funny events relating your relationship with Gudrun start to happen
>?Dr. X? Banish her
+1000 Infamy and a Mystery Box after you'll find she became Aurora's New Toy
>?Dr. X? Merchandize her
$2 Mln in chips, 2000 Jack Bounty Tokens and +1000 Infamy
+ it enables you to follow A New Hope
I don't remember if I ever done these before so if I forgot to include any detail or important Event that might trigger feel free to correct me, anons
>?Dr. X? Recruit her
Gives you the one time build Biotech Lab
Brainer capacity is 10 and has a lot of additional functionalities:
Lab
Mainframe
Medical
Biotech
Surgery
VooDoo
+ some bonuses from Fruits of Research Event
+ it unlocks the !Into the Void! mission where you can go to the Nightosphere
You also get Biotech Lab when pranking(cooking) her, but for some reason prank path blocks you from getting Red Mage unit
i was kind of hoping they would be cost effective
should have just built more hovertanks
I might as well go for Reject the Power this time around
Isn't that basically just there for the sake of it? I thought you only get a few shit ninja weapons and that's it.
the ninja guns are very good, and theres some other minor things. its much weaker than any codex though, not because the ninja weapons are bad but because you have no codex craft which sets your air game way back.
that's why I'm considering using the Firefox for the small to mid ships until I get my hands on a proper craft
and catgirls have excellent reactions and voodoo power, the two stats the ninja shuriken weapons scales with. what a surprise
It's there because some moron sold the menacing hull and tiny drill at the start of their game, then complained that they couldn't progress into midgame. After mocking them for not reading the intro sequence nor the starting UFOpedia articles, Dio then added the reject path as a consolation prize.
that was me
I didn't even sell it, just stashed in different base because couldn't decide which codex to take
still my longest and far game
So what's the big difference between the Neko Samurai armor to the Oni armor? Is it just the Oni Fear?
I see the Oni has higher Voodoo defense and built-in thermal vision while the Neko Samurai has better evasion
The Oni also takes a bigger toll on both TU and Reaction (-5) while increasing Str (+5) when compared to the Neko Samurai
Oh also the Oni has
>this
while the Neko Samurai only has a Gauntlet
lol
thanks for creating a new way to play the game, anon
Let us know how it goes, I was wanting to wait and see if the costs get tweaked or the route gets more content, but I'm really getting the itch for a catgirl campaign. My gut feeling says right now the best course of action is to max out runts and set up some money bases asap to ease the financial stress.
Can anything actually harm a skullstrider or a xenforcer? I fought a horde of high end dark ones (imps, cacos, aranchotrons) and it was like playing Doom with IDDQD.
Sectopods and high tier Marsec might pose a challenge
>xcf
>ayy/mib sectopod, 200dmg laser
>xcom sectopod, 115dmg laser
y tho?
do not look at their accuracy and TU costs
I have an idea for a (yeah, another crappy) mod, but I need proper editor to make it.
what's your idea about, anon?
Not Xcomverse related, something like mix between Roadside Picnic and Stalker. Need to modify engine's code to implement prox-anomalies and (new) base capturing.
Use asperite and import it as PNG in MCDeddit
It's not a problem to make an animated 8-frame gif or whatever and import it, only if I need an animated tile. MCD numeric and boolean values editing (without MCDedit™), again, is not a problem.
The problem is to process YAML data and merge mods hierarchy. Also, usable map editor with LOFTEMPS-voxel MAP rendering and mod support.
Is it still possible to start Witch Quests even if you choose Reject the power?
Can't see why not. Just get wiz biz and buy coven admission. You need dark star from priestess 2, rest should be the same.
You do need both Shadow Chasing and The Dark Star for Ninja Gods just to get to Ninja Weapon Use so I guess there's no soft block
>Cats can't be Zombiefied
Guess there's no reason to go for Green Codex with them unless you're planning on having smelly gorilas in the front tanking hits while they stay in the back
>Arbites end tier armor is almost the same as the starting armor, which can't take a shot
And they don't get anything special. Why does this faction even exist?
You get energy shields on higher tier stuff. Pointless armors are a problem with basic human factions in general. Carapace is a straight downgrade compared to flak and human sized power armor is stupidly expensive for how ineffective it is while the beastmen can for some reason get uber carapace that is stronger than basic power armors and doesn't suffer from plasma damage multipliers.
Arbiters are more or less forgotten about. They're ultimately a flavor faction that only gets a handful of unique stuff and a bunch of unique missions and also enemy gets stronger at much slower pace compared to other factions.
Meh, I got tired with Rosigma. I'm going back to Piratez.
Which codex goes best with Dumbass Captain?
Any pretty much. Grey gives you Chaos Saint which is amusing
>not going Jackass Captain
Captain, your Sadomasochism Training?
Your Dungeons?
Which is the latest version? N6.0.7?
Yep
fricking b***hes
yeah you get that every time you end a month with 1 million or more in the bank with soreass
Do I still get catgirls if I don't go their route and/or don't start in Cali?
Yes. They're just uncommon.
can't you buy them with Glamour later on?
you can trade castaway gals for them iirc
I know you can trade 6 Uber Gals prisoners for 6 Catgirl prisoners with Nekomini Exchange or something
Didn't know about the Castaway trade
oh it's young ubers, you're right.
you can buy catgirls once you research recruit: catgirl, which requires a captive catgirl of any stripe. you will probably need to get a catgirl tourist mission and save one of them to do this. this is a fairly common mission
the hard part is managing to get one alive out of those missions
Depends on the enemy. Sometimes you're fighting poorly armed bedsheet ghosts at night, and the cats win on their own in two turns.
>Blood-Ax Catgirl
meme build
Hi /vst/, newbie here
I'm going to pick up xcom and play it for the first time, are there any fixes that I need for the game, outside of open xcom?
OpenXcom fixes a majority of the issues in the Steam/GoG version, and comes with an assortment of QoL features. You should be good with just that.
OpenXcom fixes all major issues.
Although there are a few small mods that I like to play with like MoarZer0 and the CM32L music pack(I tried to run run munt locally, but for whatever reason oxc can only output adlib and ogg for me)
I see no reason why to take anything else than lazy/none captain. All the rest are shit in their own way.
>according to the wiki Fuso Knives no longer give Radical
Dio must've seen my comment where I said that they were the best weapon to train for Fusion Arts Training since they used to give both Traditional and Radical
Remember kids, save game on the last day of month in case of crashing event!
Good news everyone, the bald simp has promised that in the next version of Piratez we will be on the necroplane/car thieves tier of air craft for longer and there will be more stuff to shoot with it!
>we will be on the necroplane/car thieves tier of air craft for longer
Because getting into the air game even later was totally what everyone wanted.
>Max Speed 900
I only care about more cat content
that is also happening, as well as more gnome stuff.
>for longer
what he's gonna do? move the Codex ships to mid game?
lots of crafts that appear in the first year can and will shoot down necroplanes
Actually, the only ships the necroplanes will defeat are unarmed, the Necropirate bands or the Ratmen helis
Why not just make necroplane craft available earlier?
What the frick are you. Suggesting simple solutions to convoluted spaghettis code problems.
That will make too much sense.
>bald simp
which one?
>more gnome stuff
>more cat stuff
>no gobbo anything
DIIIOOOOOOOOOOOOOOOOOOOOOOO!!!
>Average Dio edits
>Bunker facility redone.
Now it is no longer impassable to large units, but instead has a defensive 14mm light turret installed (battlescape only).
No longer Captain Soreass exclusive, now can be built by anyone with the aspect Pig-headed.
Cost increased by the requirement of Necroplane Parts.
And I just restarted my campaign too
Will be very interesting to see what Dio has in plan for a rehaul of the early game
REEEEEEEEEEEEEEEEEEEEEE
Why isn't this for gobbos as well!?!
frick off, no one likes gobbos.
I love gobbos. I wish that night/camo was meta for more than a few months. They're so cute!
How do I fight necropirates? They're annoying as frick.
keep shooting them until they stay dead usually works
they're basically zombies with old guns
try to swarm them instead of letting them swarm you
How is xpiratez if you dont really like anime and that sort of stuff? Is it too in your face or is it still playable?
As in, is it good by its own right and not just the setting, I can live with it being whatever if the mechanics are alright.
breasts are just pleb filter, it's good.
It's more like Heavy Metal or 2000 AD than modern anime.
It's prevalent enough that you can't really ignore it, but ultimately it's still just set dressing. You play it for the gameplay, not the breasts.
Is it possible to Ironman all of the current major XCOM mods?
I can say that xpiratez and xcom files are certainly doable, don't have experience with others.
yes, but why would you do that?
It's not exciting if you don't ironman.
Xpiratez can be blind ironmanned but
xpiratez has alot of content so you might want to avoid ironmanning the first 5 months until you have a decent grasp of shit like shadowing ship landings and research topics of which there are many involving the unlocking of new missions, of which you can unlock about 13 of just in the first month, so give or take an hour or two of gameplay if you are itching for ironman. i only play normal/gritty though but i dont think the higher difficulties make tactical combat that much harder.
I think globegame has been reduced in difficulty recently but again theres research features/exclusive paths and missions designed to increase difficulty as well, so mileage can vary even more significantly, and ive had runs screwed in the 1st month since research is on such a short rotation and RNG manages to sneak in some points of failure
>no one likes gobbos
look at this squire trying to talk hard
well hello there
I love when everyone is working
same, it's those moments of many-ship geoscape action where the aesthetic and feel really shine. can't do that shit in modern xcom.
update when
Soon
2 million, sweet. But what are the odds that an even later update will have a research or manufacture require it?
Where do I get avalanche missiles?
you can craft them
don't know where else they drop tho
Krazy Hanna sells them, I think?
You make them, or loot them from some missions, like bigger ninja crafts/bases have some, B tier jack mission with deep ones have them too I think, can't remember if there are some in guns of the patriots or just seagulls. Probably other sources I forgot.
>random events
>Guns of the Patriots mission if you manage to clear it without blowing them up
>buy them from Crazy Hanna
I believe guns of the patriots only yield stingrays (or some other AAM, I might be blanking on the name), not avalanche which is a nuclear missile. There was that mission you do for Jack where you defend a literal castle against a horde of deep ones that does yield Avalanches if you finish it without blowing it up (which is easy because it's in a secure area inside the castle you start inside)
Seagulls
new crafts to blow your Bikes and Airbus
Sell me on the *Mutant Alliance*
Why should I ally with them?
Sci books, mostly. They also let you recruit sectoid hybrids and fly the OG Skyranger.
The main drawback is that you get mandatory terror missions.
Bugeyes die so quickly tho
If your Bugeyes are getting shot at you've already fricked up.
I'm doing well score and money wise, I got a lot of stuff and I'm winning the fights I get.
However, it's July. My brainers are complaining about no Personal Labs and I haven't gotten into the airgame. Am I fricked?
Get them some Personal Labs asap, anon
That's 5 extra Brainer slots you're missing out on
You'll get the Superconductive Wires needed for it if you extract the Piles of Junk in your Hideout
Yeah, I might as well restart. Progress was too slow and I'm bound to hit missions with real enemies soon.
youre a bit slow, but piratez doesnt do much to actually make you lose except hit you with retaliations. as long as your starting base survives you can recover from anything.
No, you're not fricked by July year 1 unless you're playing on Jack Sparrow or you've genuinely lost your starting hideout. You can restart if you wish, but all you'll really be doing is massaging your feelings and making optimisations that are minor in the grand scheme of things. You can have zero airgame well into the second year and still safely progress from static missions and swooping on the odd landed UFO.
>Altar Boy has Exquisite Lingerie
>aHero out of nowhere
>Personal Labs goes from 'Poor' to finished in one day
Don't believe the labels
I've seen one tick techs taking 7 days to finish while two ticks ones finished in 5
Excellent research taking 12 days to finish while Poor ones took 2
Research completion has a range between 50% and 150% of its actual completion time that's rolled when you start a topic. You can scum for the fastest time every time if you're so inclined.
>tfw worst possible roll for higher studies
Now my Hideout got attacked by Stormrats. They were a b***h to kill.
>base got so expensive I need to keep scoring high to get by
>"last months piratin' was great. Here's -2500 score to start you off"
Well, frick. And now there's an entire Merc base sucking up score too. It's April of the first year, I can't fight that.
Build a second base and fill it with plantations. Wine and prostitution are also good sources of income.
You should be expanding to other bases as soon as you get farming. A plantation base is a net positive to income and can be switched out to whatever you need later.
>April of the first year
>Merc Base
what the heck, anon
Hello! I played NuXcom when it first came out, but I wanted to try the older titles and think I'll like them. Also why do all of the Xcom threads have some girl with guns, is it a meta mod thing?
it's mostly due the main mods of OpenXcom
>XPiratez
girl mutants surviving on Earth years after the planet was conquered by the aliens
>XFiles
start as a low ranking international organization 2 years before the Invasion starts
>Rosigma
Xcom but Warhammer
>UneXcom
bloated Xcom
IMHO, oldcom is better than nucom. You should play it with openxcom since that fixes a lot of bugs and adds quite some QoL changes. The reason most oldcom threads have a girl as the pic is the nost popular mod for openxcom, xpiratez. If you've never played oldcom, I reccomend you play with openxcom, but vanilla, without any mods first. Then once you've finished the campaign, you can play tftd(oldcom's direct sequel, takes place underwater) or one of the mods.
summarized the pretty well.
You can also play the Warhammer 40k mod without Rosigma. Rosigma adds a lot of bloaat.
>one base
why do they do this?
do they really think the kind of person that plays Xcom type games have such a low attention span?
It was scrapped, Dev wanted that because he thought that having a "ant hill" type of base where you dig down and unlock more rooms was "cool"
>wow this is a cool idea
>yeah, players will enjoy drilling to the center of the earth from both sides
>NO ONE BASE ONLY NO MORE
I'd like to point out in final mod the shotgun (slug) is actually the most potent early game weapon you can use for soft targets. Unreal accuracy and able to do snapshots. I think this weapon is carried over to other mods as well
>zombie mission
It's reaction fire training time, girls! But for some reason they get more reaction than accuracy in the stats
reaction is trained every time they react, firing requires hitting to train
That's gonna be difficult. The damsel and the catgirls I bring to those missions are rather bad at shooting
If memory serves, you can cheese that with Shotguns. I want to say you need to hit with exactly one pellet for it to count, but I couldn't swear to that.
>shotguns
Ah, that's the ticket. My dumb ass was using rifles.
use a shotgun. each pellet registers as a hit seperately, and they have 50+half firing base accuracy
wish there was a command that forced the enemy to stand their ground and not surrender
really blows when I can't get the second reinforcement wave on Bandit Town
how the heck do they miss all their shotgun shots?
Thou shalt not farm.
Wise.
The game is less fun when you spend time and effort on farming. Balance that assumes the player is farming is fricked.
but I need the Commendations for... uuuhh... reasons!
new Hero Party just dropped
I fail to see why you should care about this babe
now get back on the ship we got some hummies to kill
>Zombie themed Gnome's Lair
DIIOOOOOOOOOOOOOOOOOOOOOOOOO
The gnome is still a gnome
I imagine having a bunch of Troopers and zombies oozing juice from their breasts is cheaper than hiring a bunch of Raiders
>most of my guns barely scratch the Troopers
Guess it's hide, run and melee tactics now
Melee their first stage, then get distance and shoot their second stage.
Melee both stages
protip all zombies have a weakness to electricity
>cattle prod a zombie
That's a quick way of suiciding, I guess
if you have balls or gold shield you can get away with using stun baton against zombies or use a gun with electric damage, there's epulse ammo project and they're all strong against zombies
Just capture a guildmaster, bro.
One more spin of the globe and I'm going to sleep...
>[...]
What the hell it's sunrise already?
>hunter killer battleship takes off right as ironfist is about to land
>June
>still not in the airgame
I want to kill planes! But the research is clogged with stuff I need to get first...
Is Thebes start still the strongest?
yes :^)
if you are an experienced player
if not, choose any other that gives extra recruits at the start
no, it got nerfed with bad events.
california is the best for recruits now
for the free box of kittens?
Sounds like a good eatin.
Freaky
Blowgun!
>arcing weapons are very bad in forests
But Canny Gals don't know how to read, so they put a javelin into your girl from the other side of the map through fifty trees worth of cover.
What isn't very bad in forests. You can barely move and fire in them. You get a red blip, click on it and then get trolle when the game tells you that there's no fricking line of fire.
Minigun is pretty good for clearing vegetation.
finally
now I don't have to go through the interrogation gacha to get those
Did Dio tweak with the Reticulan sprites? They look a bit off
He did
For what purpose? What was wrong with "sectoid with hat"?
how they look now?
'member to vote for xpiratez on moddb
There's something endearing about seeing your girls go from not being able to hit the broad side of a barn to killing machines in power armor.
and then seeing them get oneshotted by a zombie
I feel like I'm missing something to become able able to do piracy. You need a vehicle with weapons to shoot down another vehicle. You need to research something you get from a vehicle battle to get a vehicle with weapons. Vehicles almost never land within range of my base. The airbus runs out of gas or gets outrun by anything I chase. What's the missing link here?
Wait for a landed craft, or play the interrogation RNG. What from a crashed vehicle do you need?
It's been a while since I've played (reinstalling right now) but iirc the first ship missile requires a drop from a guild ship
There's a rather difficult early mission called Guns of the Patriots that drops Seagull missiles... assuming a stray shot doesn't detonate them.
I'll keep an eye out for it, thanks.
>finally arrived at XCF endgame
owari da...at last
>ospreys
>ever
I've played through to nigh-completion three times now and never found a situation in which these were useful, the reqs are so stringent that I either score the Kitsune long in advance, and/or get better sci-i troop carriers within months of unlocking the osprey and never bother with it.
How do you assault cult HQs without osprey? Do you really just go with dragonfly and 8 agents?
I guess I've been fortunate to roll the Kitsune event consistently early, I've always had it for what feels like ages by the time I'm at late 1998 and ready to knock over the cults in time for the aliens to arrive.
>patch notes: Kitsune now requires Advanced Intelligence Center
Well shit, that's what I get for taking an extended vacation from the game, the Osprey makes sense now.
>all that accidents with osprey are really marine corps fighting aliens
ospreybros...not like this
It's September of the first year. I have seen zero landed Necroplanes, nor have I gotten a Necropirates mission or the plane graveyard map (where you can find Necroplane parts)
There's a crapton of score in the air and I can't get it.
Necroplanes don't land iirc
>September of the first year
>can't shoot down a necroplane
Little Bird
bro, your Faust?
your Codex crafts?
>your Faust?
I don't know the research sequence for it
>your Codex crafts?
I haven't chosen my codex yet. I don't know which does what.
>September
>haven't chosen my codex yet
Just pick a codex you like the most from the descriptions given thus far. Or pick a codex you despise the least. Blindly stumbling about the tech tree is intended.
You can always roll with Aircars instead of the fancy crafts
tbh I kind of do that sometimes since I'm consider what would help my current crew the most
>had a crew of cats, a division of damsels, a slew of SS, plenty of peasants and gals galore
>run aborted
>>run aborted
why?
Because it was February of the second year and I was still nowhere near the airgame, let alone Back to School.
so what?
Also, a missile destroyed the lab.
lel
That damn red-eyed brat.
>battleship spawns on the skyranger
>mission in the plane graveyard map
>bounty: necroplane parts
Oh, I think I have an erection.
I bit off more than I could chew with hiring too many brainers and needing to flee a pogrom with a tank I couldn't crack. Probably going to just restart now that I shook a little rust off.
Any X Piratez experts on that can help a noob out with a few questions? Shotguns are pretty good, bows are pretty good long range outdoors, what are some good rifles for long range indoors early game?
What is the point of expeditions? Just sending a massive army to nearby missions or are they good for more than that? I tried using it to expand my radar range but it got wiped out by a ship with zero recourse.
Honestly the best early->midgame weapon would probably the be the linux smg. Slayer rounds lets you oneshot pretty much any animal and bandit and twoshot zombies/necropirates. For rifles, you usually can find something pretty decent in the gun crates you get from humanist missions.
Early on I like the rcf rifle because it's got a good aimed shot accuracy, any carbine like gun is good early on when your soldier stats still suck.
Expedition the "craft" is just there so you never get stranded if your airbus gets shot down, it's not very useful as actual deployment craft, convoy is good and often overlooked by newbies.
Basically every rifle is adequate for long-range combat, since they don't get a distance penalty for aimed shots. For your designated marksgal, I'd recommend the Ol' Rifle to start with, the one that looks like an M1 Garand. It's the first gun you usually get that gets bonus damage from aim skill.
No way Garands are that big (or that girl that small)
Model guns are usually smaller than the real thing, not larger, so I'm not sure what else it would be. Maybe she's one of them gnomes.
>govt starts attacking the hideout
>stun them or kill them you're fricked for score
Does it trigger a base defense interception? If my base defenses destroy the incoming craft I lose no score.
Looks like the 'put people in the manufacture screen to free up prison space' trick destroys your score.
anybody got an eta on next update
What was the Piratez wiki again? I have no idea what to do to get Boss rank.
https://xpedia.netlify.app/
The Social Hierarchy and Any Officer, Leader or VIP
>The Social Hierarchy
Frick me I was missing this. Explains why I didn't get the rank after interrogating a Church Matron.
Why is the entire site in Russian?
Depends on the game, but keep in mind that most bases will pay for themselves with a workshop + 50 engineers making Alien Laser Rifles and selling them every month. If your monthly funding from the Xcom Council is going well, you can get away with building a new base once you have a couple million in the bank.
For the basic base setup you probably want to have:
Hangar (for an interceptor of your choice)
Workshop
General Stores
Living Quarters
This alone is gonna cost an extra 1 million or so on top of the price of the base itself, and then the 50 engineers are another 500k.
Optional but recommended: Some manner of defense installation since you are gonna have shit soldiers in here and would rather not do base defense
>Why is the entire site in Russian?
Looks like there's a few Russian devs in the Piratez team.
Because you didn't change language in top right
That would do it. I was confused since I saw english and russian text and thought there was something broken.
Shoot, I meant to mention I was playing piratez.
What sort of income should I be aiming for before building a new base? Are there any other factors I should consider?
>playing OpenXcom for the first time, with the Final Mod Pack
>Unlock Alien Laser Rifles
>Get confused as to why I do not have any other advanced weapons like regular lasers or gauss weapons
>You need to capture at least one alien engineer
frick
>Final Mod Pack
Play XCF instead.
Embrace the full wiener and ball torture experience.
I'm gonna play that next actually.
What makes it wiener and ball torture? It just seems to add more to the game.
>figure starting with $700000 in capilitory taxes was just a new ebin change aimed at the le hardcore gaymers that don't play anything else
>restart
>turns out it was just nice little starting gift for settling in central asia.
Also, that captain personality test is new. Is there one where you're fricking yourself over by not picking it or can you just pick whatever looks good?
popular opinon says that dumbass captain sucks, also if you pick personality opposite to your codex you'll enter a special chaos saint route and some events will happen way faster than normal
opposite meaning gray and dumbass for example would make a chaos saint
but really no combo will frick you over that hard
Soreass is awful since it disable a lot of good events as well as having an entirely useless building called the bunker
Every personality has a useless building. At least the bunker isn't actively detrimental, like the VIP club or to a much lesser extent the dungeon. It also disables a lot of shitty events too. Soreass is really not bad.
Nothing wrong with the Dungeon. The downside of the Dungeon is "Gets you attacked in your base more", which is only kinda a downside and, if you set your bases up right, is actively a benefit to your cashflow.
Unless that crackdown is by govt forces. Then kiss your score goodbye.
>dumbass captain sucks
Why is that? And which codex is incompatible with which captain?
Dumbass replaces Analytics Room with VIP Club and VIP Club depends on RNG events.
Combinations for Chaos Saint are Dumbass/Gray, Jackass/Green, Soreass/Gold, Lazyass/Red
All of its unique stuff have downsides that often outweigh the positives.
>Scamming and Spoofing, a workshop project that converts Personal Databases into random goodies, mostly money. Sounds good on paper for some quick cash, except those "random goodies" includes a tiny negligible chance of a $100k goverment fine, which isn't actually so tiny and is high enough that on average you will just outright lose money doing this (and that's not to mention that you should probably be saving your databases for more important stuff later down the line).
>VIP Club, a base facility that replaces the Analytics Room, providing extra services like extra incoming, training, refreshment and free slaves. However, it requires research that's locked behind a long chain of random events, meaning you can get locked out of vital research progression for months on end simply because RNG said no. Even once you unlock it, it has less brainer capacity than the Analytics Room too just to frick with you.
>A random event that fires at the start of each month if you ended the last one with too much cash, losing you $150k from doing so. One could argue that this incentivizes players to spend their money instead of hoarding it, but it's unique to this captain style and gets annoying to manage later on when income/expenditures become larger and just ends up bleeding you money in the long run.
>A random event that fires at the start of each month if you ended the last one with too much cash, losing you $150k from doing so.
I thought that was Sore-ass.
It is most certainly dumbass. I played dumbass my first game and didn't realize that was a personality exclusive event.
Something is fricking up my score. It isn't a base.
There's a bunch of Necroplanes (2 or 3) flying around but they can't be eating up my score like that.
What do I need to do to kill a tank. I lobbed like eight he grenades at the fricker and he's still blasting my gals through the airbus window.
HE grenades won't do anything. I'm assuming you don't have any actual anti-tank weapons or you would be using them. Give your strongest soldier a hammer and smash it from behind.
Is that viable or a last ditch effort?
It's a pretty common way to take out armored cars early in the game if you end up fighting one before you've found a panzerfaust. The hammer deals concussive (explosive) damage, penetrates armor slightly, and deals high damage that scales massively with STR.
You want anti tank solution, he grenade isn't one. If it's an armored car lass will do, actual tanks will need rpg/heat, real rocket launchers or panzerfausts. Hammer is desperation tactic in most cases but sometimes tank is in close quarters and it's convenient there.
I once killed a armored car with a ol rifle shot to the rear
I never realized it was supposed to be a Garand, but it definitely is even though it only has 5 shots.
It's definitely a Garand, you can clearly see the gas tube.
Is it really a Garand? It looks closer to a Kar98
You're making money hand over fist by April, though. You're starved for score, not money, by that time.
But the RNG thing for VIP club just sounds bad.
>Oooh I should capture this guy, he's rare!
>Prison is getting cramped, I should research some prisoners
>Hmm, they all take a long ass time. I'll research a few quick things first
>run a mission while waiting on research
>Oooh I should capture this guy, he's rare!
Sell the rare guy. He's worth a lot.
>On a business trip with coworker
>zero opportunities to jack off
>day five and the piratez sprites are starting to givee a half chub.
To be honest, the synthsuit is pretty good.
Politely ask your coworker for a handjob.
In what circumstance is it ok to play piratez but not to jack off. Can't go to the toilet and do a quick one?
I'm not going to jack off in a hotel bathroom with thin walls while he's sitting five feet away.
>Kowalski, you playin those musclegirl games again?
>For the last time, it is deep tactical simulator, kurwa.
Do different radar buildings stack or is there no reason to keep the old one around? Playing piratez, have a high res radar and just unlocked overcharged radar.
Technically they stack in that each only has a percentage chance of detecting stuff within their radius, but it's a pretty good chance and the refresh rate is high enough that usually just 1 is enough. If you were thinking their detection range would stack, however then you would be wrong.
Ok, that's about what I was thinking. You just never know if someone meant +500 to go along with the previous 1500 when they say 2000 range
Unrelated, it's a b***h and a half to gen non-standard skin tones with a photorealistic model.
Slightly, they also increase the chance of actually detecting ships