Open X-Com and its many mods:
>X-Piratez
>X-Com Files
>Rosigma
CRIME Shirt $21.68 |
Nothing Ever Happens Shirt $21.68 |
CRIME Shirt $21.68 |
Open X-Com and its many mods:
>X-Piratez
>X-Com Files
>Rosigma
CRIME Shirt $21.68 |
Nothing Ever Happens Shirt $21.68 |
CRIME Shirt $21.68 |
Question of the month: is BrutalAI worth it?
on base UFO DEFENSE?
maybe
on rest mods?
no
I think it's nice because the AI won't camp and will just attack you.
>throws a grenade at your team from across the map
heh, nothing personal
>X-com files, Assault Cyberweb battleship
I had assumed this was going to be a gruelling indoors mission in the vein of some of the other awful maps x-com files has thrown at me but apparently it was more like I'm playing mad max as I raid the outside of a battleship over sand dunes and fight huge swarms of cyberweb space gaygos that get an extra life before dying. I gave two guys chainguns and the rest a mix of medium range weapons and I just didn't have enough firepower to deal with the bullshit I was getting. I reloaded before the map and instead took two guys with barrets and one guy with an RPG and even had another dude be a ammo carrier for him since none of the armors you can bring have backpacks (except for my one guy with a synthsuit and a HE autocannon, bless his heart) even took a tactical grenade launcher to spam into the cyberweb swarm. Clearing out the inside of the battleship sucked since by then all my guys had their stamina drained or regen lowered due to wounds, but luckily almost any decent melee weapon can frick over the robots that were left.
You actually went inside the battleship?
Why?
You have to. There's robots that just kind of mill about inside the ship and they don't morale break.
Oh, no, not really. Not unless it happens organically.
I went there with plasma. Hate those frickers just for their HE throwing bullshit.
How do you guys organize your squads? Do you even do squads?
I've had a base in x-com files that specifically deals with low tier mutants/undercover missions but I've never had specific squads because of the recovery times of agents
I mean in the battlescape, do you organize your men as squads?
I don't even do squads, just grab whoever's available and stuff them in a transport.
Make sure someone has a grenade launcher and someone else has some sort of heavy anti-armor. For the rest you can get an even split of gunners and melee, using whichever shootas you like. Make sure to diversify your damage types so you don't get walled by shields or high Piercing/Laser resists.
There's really no reason to do so unless you're roleplaying, or you're a smoothbrain who needs the mental structure. Combat is fluid and covers a whole range of situations in a single mission and thinking in terms of squads is just chaining down your mind. It's best to think of your force as one big squad that can freely split into ad-hoc teams as needed. After all, when you take a casualty a "squad" has just lost a vital function and it's likely you'll do something that ends up invalidating the entire concept anyway.
On a strategic level, not really. Early on there's Base1 with experienced hands doing tougher missions and Base2 with new hands catching up. Later they are on about the same power level, except I try to gather the best voodoo power gals on the same base.
On tactical level, gals work in groups of 4. 3 gals is underpowered group, while 4 you can split 2/2 as long as they stay no more than half-sprint distance away. 2 gals is a minimum unit size, if one gal wants to take a piss she takes nearest buddy along, no exceptions.
For a gal's squad of 4, I run:
>scout (high reactions, light melee, low TU ranged)
>gunner (any automatic shoota, usually tommy or autogun or smartgun)
>heavy melee (chainmail or plate, pistol and sword
>heavy weapon (any explosion-making weapon)
Scout reveals terrain, heavy weapon creates an opening, melee uses pistol until its safe to rush in, gunner finds a good spot to kneel and puts down 2-3 autoshots per turn.
Gals can carry a lot of stuff so there's not much limiting you to keeping a unit in any given role. 1x3 back slots are made for carrying a LASS or a sword, and if you aren't carrying a first aid kit on your 2x2 belt then you should use that to carry a knife or cutlass.
I usually just try to have redundancy in all aspects. If there are two rocket launchers, and two grenade launchers, then that reduces the odds that there will be a situation where there is a shot that needs to be taken but nobody is in the right position to take it. And they can be split up on opposite sides of the map when needed.
Is X-Chronicles any good?
I like the description but it being only a few versions in isn't terribly reassuring.
its jank and early game sucks a lot
Pretty much as expected. Thank you
>Rosigma
The Hellgun immediately renders every other gun obsolete. It has good accuracy, it penetrates armor and has infinite ammo. Why use anything else?
>Hellgun
sounds heretical
what's the catch?
Pretty sure that's just the old name for what they call the hotshot lasgun nowadays I think. It's what IG stormtroopers have.
The biggest boys like proper chaos marines have enough armor that even the hotshot laser ammo needs to do some chewing. The lascannon however never gets outdated with it's crazy single shot damage and range.
Accurate image of me 3 months into any campaign.
>mansions, alien colonies, hybrid emissaries covering entire globe
>can't launch a skyranger without triggering nine interceptions
so long as nobody pulls the lever to kill anyone, nobody ever dies
And then the invasion begins/a Merc crackdown happens/Chaos Terminators show up, and you're still using AKMs/flintlocks/basic bolters
>still using flintlocks
Traditional 10 chads rise up
>AKMs
fn fal 4 lyfe
>piggers fight like they want get highest score in darwin awards
>ziggers fight like they really don't want to win the war
WW3 will be so fricking amazing. You all have no idea.
we still fight 1st ww anon
it never ended
>[sounds of gas grenades]
Geneva Convention = Geneva Suggestion
It costs about 100k to have your ship nuked twice by some raider c**t. Also costs you one of your starter gals. I thought she'd be safe from nukes in the air 🙁
Play ROSIGMA+Brutal AI
what do i do if the only alien remaining is camping at the second floor and i accidentally destroyed the stairs with a rocket
destroy 2nd floor
>rosigma endgame
I love the power claw, it's so bad.
Unfortunately the chaos fricking shits also love the power claw, and they have half-invisible flying terminators and insane crack prostitutes with infinity times ten reactions score and wallhack.
that 40k mod sounds really, like relay not fun to play
I can't speak for any of the other factions, but atleast with spess mehreens the further you get it gets kind of fricked, because your dudes expendability decreases while survivability doesn't increase by very much and the overall lethality of the combat increases. The Khorne Assassin has to be one of the worst enemies I've ever seen in a videogame.
>Khorne Assassin
His backup of Khorne Sisters and Khorne Sorcerers is equally deadly to an unprepared team. I really hope there are magic-throwing Khorne Sorcerers.
>Khorne Assassins
>Khorne Sorcerers
To be fair the assassin is some crazy b***h wearing rags that just runs at terminator firing lines head on with a power claw. Unfortunately this is a pretty successful strategy.
Eversor "Assassins" exist you know
Khorne would approve of their methods, but not of their scale.
I mean, Eversors are used to brutally butcher hundreds of people so that the fight against millions is avoided. Khorne would want you to fight the millions.
Khorne assassins have been a thing for decades
Yes, but the whole point of assassinating is avoiding a fight, which is not Khornate.
See above. The Gods' charaterization sure has changed, and not really for the better.
khorne cares not from where the blood flows as long as it flows secondary.
there's even descriptions of there being khone assassins in the books
I thought Khorne even used to allow Snipers, since a sniper's work was an expression of years of practicing a warrior's craft.
Nowadays if you use a pistol that doesn't work past ten feet suddenly you ain't for Khorne.
Is there a way to unbind the side mouse buttons in openxcom?
Want to stream it for some buddies of mine but I don't want to rebind my push to talk unless I absolutely have to.
Try to open user/options.cfg and change oxceThumbButtons to false
[code]
here should be a long rant about how fricked up is the fact that finding something so supposedly trivial took me grepping over the source code starting with SDL enum constants
[/code]
>code instead of spoiler
yep, it even gave me brain damage it seems
Thanks friend.
While I am asking xcf questions, why the frick do so many people swear by the Arasaka 3000?
It seems like I am better off just going for BlOps weapons and the auto sniper.
It's incredibly accurate with snap shots, doesn't require your dudes to have 100+ accuracy and can snap shot twice. You'll end up getting a bunch of them for free and way earlier than the blops sniper
autoblops are expensive and don't really shine until you get a guy with 100+ accuracy
they're great later on though and last well into the midgame once you get tritanium ammo
Aren't blops a later research topic for acquisition?
I'm a big fan of the Hunting Rifle and the Mosin since you can get them relatively early.
hunting rifle and pump shotguns are a power combo
Hey guys, played the original UFO Defense a fair amount a while back, is there an updated version of it I can download that fixes most of the bugs and such, like the difficulty being fricked up and some of the other more infamous bugs?
What mods would you all recommend, also?
I will provide one quality xcom image per post, in exchange for your information...
It's literally in the subject of this thread.
Yeah, I'm curious about what people like about those mods, I have absolutely no knowledge about any of them except that x-piratez is about hot amazons or something.
yes, it's in the title.
OpenXCom fixes all the bugs.
>What mods would you all recommend, also?
The mods you enjoy will depend on your personal level of autism. Just pick ones that look cool:
https://mod.io/g/openxcom
OpenXCom is the modern way to go, with bugfixes, lots of optional QoL features and built in minimod options and mod support. The only downside is that it's not quite 100% accurate to the original in some places like how AI and the music works, because the engine is programmed from the ground up instead of being a direct 1:1 source port.
Not really recommended nowdays, but if you want to the maximum OG experience, DOSBox + XComUtil (fixes a bunch of bugs like the difficulty and fricked up base defense tiles)
I did actually play it initially with the DOSBox setup, just to see how it felt. I'll try OpenXcom this time instead. What are the issues with the music and AI, if you don't mind explaining further?
Well, my level of autism is pretty high I'd say, so give me the most autistic (but autistic in a fun way) mods you know of.
What are the big selling points of the 3 different mods listed in the OP?
NTA, bugfixing the AI (especially the pathfinding) required rebuilding it from scratch, so while it's close, it's not 100% accurate, but usually in a way that improves a unit's ability to get where it wants to be. Music I'm not sure, but it's probably related to something in the player; you have to drop all the original files in from a "legal" copy, so it probably uses different technical mumbo-jumbo in the player.
On the topic of mods, there's two broad categories. The smaller are changes intended for the base game, from extra weapons, crafts and aliens, balance tweaks, up to major rebalances that fundamentally re-do the base game in a new style. To highlight a few in that latter category, Final Mod Pack is an amalgamation of said smaller mods from across the years that have been compiled and interwoven, Hardmode Expansion could perhaps be best summarized as "Long War OG Edition", and Vigilo Confido is a demake of FiraXCOM, translating the soldier classes and squad sizes to a TU-based system.
On the other end of the scale, you have the total conversions, which often take up the lion's share of the discussion. Of the big 3, you have:
>X-Com Files
Sorta straddles the line between a megamod and a total conversion, pushing the start date back to 1997 and covering X-Com's origins as an underfunded UN "Department of Inexplicable Shit". Somewhat infamous for being harsh on new players, because the start of the invasion proper serves as a big check on if you've beelined the tech tree correctly.
>X-Piratez
Without a doubt the biggest showcase of everything the OXCE engine can accomplish, set 600 years after that one time you fricked up the Cydonia mission, in which Earth is more-or-less the Tijuana of the Ethereal Empire, and placing you in command of a band of all-female Elerium-supercharged mutantes-turned-pirates/freedom fighters(?). Absolutely swimming in breasts, yet somehow not a porn game. READ OR DIE.
(cont.)
>40k
Warhammer 40,000 X-Com Edition. Features 5 playable factions in a planetary defense against a Chaos incursion. Probably balanced most closely around the tabletop game, or more accurately, the Kill Team specialist game. The most focused of the Big 3, in that it picks and chooses its engine features to match its setting rather than cramming in everything that it possibly can.
>ROSIGMA
Honestly, probably best described as a total conversion of a total conversion, taking 40k as a base and cramming in everything that it possibly can, resulting in something vaguely similar to X-Piratez. Pretty contentious around these parts, but suit yourself. I'd at least suggest playing base first so you can judge the two versions properly.
Beyond that, I also want to make a couple particular mentions of lesser-known mods, especially the IDT collection. They're a team that specializes in essentially "mini total conversions" that attempt to zero in on a specific vibe, such as UNXCOM (X-Com but Vietnam era), Counter-Terror Operations (legally distinct Rainbow 6), and Great War of the Worlds (WW1 meets H G Wells).
Finally, there's From the Ashes, a total conversion so extensive that it requires its own fork of OXCE to function. It operates on a post-game over premise similar to X-Piratez, but with a substantially different lore direction. More to the point, it introduces everything from hacking to stealth mechanics to faction interplay. It's still in very early development, but what is there is a technical marvel.
For all this and more, take a trip around the OXC forums and mod.io page, and happy total alien death.
https://openxcom.org/forum/index.php
https://mod.io/g/openxcom
>Great War of the Worlds
Though it's got some nice visuals unless it got recently updated, it is pretty fricked in terms of being playable.
From the comments on the mod page, it got broken by OXCE 7.1, but it got patched late last year. In terms of content, yeah, pretty much all of IDT's stuff ends up sitting in that 75-90% complete range. As I said, they're more of a vibe thing than a wholesale game.
Earth feels more like Space Hong Kong with absolutely how whacky it is but yeah
>the most autistic mod
Play X-Piratez, especially if you're already familiar with basic UFO Defense
I'm pretty competent at base-game UFO Defense. I played Nucom1 all the way through with long war and some other mods, it was okay, but I much prefer TUs to the boring and samey 'move and 1 action' bullshit.
Thanks for the summary, anon. I will probably play X-Piratez since that sounds really wacky and fun, which is the exact sort of vibe I am looking for more in my own scifi-style writings for games/tabletop games.
What makes the tech tree in X-Com files such a problem, exactly? Do you not start with essential technology to fight the aliens, like say, actual interceptors and the like?
>What makes the tech tree in X-Com files such a problem, exactly?
Primarily research cost and dead ends. As one of the most common noob traps of XCF early game is capturing a MIB agent alive and then interrogating him. BIG mistake. It's a research that has a cost of like 150 days, you have 5 scientists whene you start the game so you can spend an entire in game month researching that one dude that leads into nothing. And I'm not exaggerating nothing, it's not something sub optimal it is literally dead end research for like the next 2 in game years. And the game is filled with noob traps like these, it's very easy to go wrong with the tech tree in XCF.
>Do you not start with essential technology to fight the aliens, like say, actual interceptors and the like?
No lmao not even close, you start with a rented car and two guys with glocks. In XCF in early game you'll be happy to see a looted AK not to say tanks or interceptors or any of the good stuff. Getting to the point where you get tech you start with is a major hurdle for new players and is the first challenge of the game. You HAVE to get to promotion 3(equivalent of starting new game in og xcom) within first 2 years or you're almost certainly going to lose when aliens show up at the front door.
While that does actually sound quite fun to build up to becoming the actual XCom guys, how do you know to avoid these noob traps?
And the interrogation with the men in black guy results in literally nothing at all? Why are you even fighting the MIB?
>the interrogation with the men in black guy results in literally nothing at all?
It results in weapons and lore that can be more easily researched elsewhere.
>Why are you even fighting the MIB?
You are but one of the agencies related to dealing with the supernatural. X-Com fights the ayys, MIB helps them.
Oh, so there are overlapping research rewards? Like say, Interrogating Mr. Glownig lets you make The Glowie Blaster and Black Suits, but interrogating the MIB guy gets you the Glowie Blaster anyway?
That's a bit unfortunate. Mod makers shouldn't include noob traps in their mods, a recent fan game I played included a couple of noob traps that were not well received by even veteran players of the series since nobody could see them coming.
I think I will try out Xcom Files and Xpiratez, then. After I play OpenXcom itself with some QOL stuff. Final Mod Pack sounds like a good addition to it.
>Like say, Interrogating Mr. Glownig lets you make The Glowie Blaster and Black Suits, but interrogating the MIB guy gets you the Glowie Blaster anyway?
Indeed, but in this case Mr. Glownig will take, say, a week or so to talk instead of the better part of a year the MIB guy will take.
>Oh, so there are overlapping research rewards?
Something like that one topic can usually be learned from multiple sources, it just so happens that MIB is an extremely poor source in the early game.
>Mod makers shouldn't include noob traps in their mods
I think that's inevitable but x-piratez is MUCH better at handling this, not to say there aren't any there sure are but the severity of doing things the unoptimal way aren't nearly as harsh.
>Why are you tryiing to fight the MiB
XCOM is a pet project of one of the Glowie Globalist Elites. MiB is a pet project of another.
>how do you know to avoid these noob traps?
Unfortunately it's mostly down to metagaming and experience, research cost is a biggest tell. You can look up research cost of a topic by middle clicking on it but it's not intuitive at all. Anything with cost of like 100+ days is probably a waste of time in the first year.
>literally nothing at all?
It might unlock a dossier or something but it's insanely low priority in the early game, MIB stuff starts to pick up after aliens show up that's when interrogating them starts to make sense when you can have a capacity of like 100 scientists and the interrogations progress smoothly.
>Why are you even fighting the MIB?
Well that's kind of a spoiler for the storyline.
>how do you know to avoid these noob traps?
You don't, that's why XcomFIles (rightfully) gets shit on by a lot of posters. There's also a lot of key techs and they all have to be reached as soon as possible and there's a lot of randomness involved. Nobody has bothered to write a guide because there's just so much to write about, so it boils down to taking notes from other players, or playing a game and collecting your own knowledge. Each game also takes thousands of hours to play, so enjoy spending all that time just to know how to navigate the tech tree, and maybe a second or third time if you didn't luck into the right path and only managed to work out what seemed like a workable path.
the biggest early game research issue is that you only have 5 scientists and you need to research specific things to unlock more facilities that let you get more scientists. As long as you beeline that you usually will be fine.
>What makes the tech tree in X-Com files such a problem, exactly? Do you not start with essential technology to fight the aliens, like say, actual interceptors and the like?
It's a number of things.
>you only have two years to get ready for the invasion, there's tons of shit to research, a lot of it being optional stuff you don't actually need
>researching certain things "progresses" parts of the game (it warns you in the research screen) and spawns certain harder missions in place of certain easier ones
>your agents start off very squishy with almost nothing in terms of transport or equipment
>certain techs are crucial and should be gotten ASAP at the expense of all else (promotions, body armor, better transport, long range rifles)
>how do you know to avoid these noob traps
The "reports" articles in the Ufopedia explicitly tell you what you should be doing (along with messages from your base staff), but no one ever reads those. The "field manual" section also has a pretty broad overview of the game, but yeah, no one reads that shit.
im gonna shill you (i was the first post about it in this board you know?) Unexcom, it's the most vanilla like in lore and mechanics, however it's like it got shot with a bunch of steroids, very chaotic with bullets and explosions everywhere, no boring grind like piratez or files, just a lot of casualties like a war themed action film (starship troopers, apocalypse now, fmj). The biggest selling point compared to other mods is that there is no bullshit 5 tile accuracy or melee, range and firepower are king in the mod and the ayys know it (i lost a bunch of battles turn 1 no morale involved for underestimating their mounted guns).
Though i have to admit it's a bit easy once you understand it because the ai doesn't concentrate all their guns in one spot so as long as you mass more firepower than them you can overpower them with napoleonic tactics, just split your troops enough so that they don't all die if they have machine guns and explosives
>mounted guns
OXCE is the fixed-up Vanilla+ experience, and as far as mods go, I'm partial to XCOM-Files; it has some questionable design choices early on, but since I hand mod virtually anything I play anyway, it took all of a combined 15 minutes in Notepad++ across an entire IRL months-long campaign to fix anything I found too dumb to tolerate.
Xcom Files and Xpiratez are the mods I am most interested in based on what was said in this thread. 40k stuff I find cringe usually so I have little interest in that. What changes did you make to make the game less dumb?
OXCE is https://mod.io/g/openxcom/m/openxcom-extended , correct?
Yep, that's OXCE.
I'll caveat any further statements I make about XCF by stating that my last run with it was a year and a half ago, so any given thing I mention might have changed since then, but anyway, mostly issues related to early game ammo acquisition (Changed so that if A: a weapon uses mundane, off the shelf rounds you could get at a Walmart back in 1998, and B: you've researched a gun that uses it, you can now buy said ammo), the fricking rental X-Van (Made it around 80% of the speed of the rental Car, ,as opposed to 40% or what the frick insane golf-cart number it had), nerfed the shit out of the BlackOps Autosniper so I actually had a reason to use a different gun for 40-ish midgame hours, and damn near reworked the entire XCOM robot drone "race" because I got irrationally angry that their end-game "humanoid" battle suits throw like they have polio. I'm sure I'm missing a dozen minor things due to how long ago it was, but ehh, your mileage will vary.
Also, not my work, but hunt down a copy of the XCOM FILES - ALTERNATIVE ART mod; Solar is almost as tasteless and deranged with his choice of research and commendation art as Dio, this will mostly alleviate the issue.
The black ops autosniper is good but so is almost every other scaling sniper rifle that can snap fire with good accuracy like the QBU
There's also final mod pack, it's basically Ufo defense plus, more tech and slower progression but still ufo defense. Only thing I disliked about it was that a lot of shit was locked behind the different alien engineering techs, so capturing engineers was priority but even then rng could screw you and give you a useless tech instead of one of the good ones
Xfiles has a lot of good ideas but bad execution, same with piratez. Lot of tech traps and extremely long campaigns makes losing feel really shitty, especially since later missions take fricking forever with 30+ enemies
>vampire castle
>cult of apocalypse
>alien invasion starts
Chthonites are a good source of pre-invasion alien materials and research, provided you can capture a few important live ones.
>zombie infectors in a cave map
I'm a complete noob to x-pirates and mostly new to ufo defence, and I can say x-pirates feels like it does have some tech traps, mostly early on it feels like there are key techs you need to research but the game throws so many options at you it's really difficult to figure out what you need. Mainly you need to rush to !BountyHunting! missions and X-Grog so you can actually make some money.
For me at least it feels like once you get those key techs out the way the game is fairly lenient with it's tech curve.
It might take a try or two to get the hang of it but it's deffo worth it, and I think that's also part of the fun, kind of figuring out the game's intricacies and how to do things.
Also I normally avoid it at all costs, but I think some level of savescumming is somewhat neccesary in x-piratez unless you're super experianced with it. Losses hit so much more harder then regular x-com because you're resources aren't as expendable.
>Bounty Hunting
>Weirdness
>Personal Labs
>Workshop
>Alchemy
From the top of my head those are some of the most important techs to focus on
Don't forget Chateau de la Mort.
>Mainly you need to rush to !BountyHunting! missions and X-Grog so you can actually make some money.
Id say you should rush for cunning not because of x-grog but for better mechant access, x-grog is nice bonus though and keep your runts busy for month or two but there is better moneymaker researcheable early, also warrior armor (smithing/melee summary/something else?)
I don't really know what i should focus research after workshop since i rarely even get to mid game. I keep restarting campaing after new patch or when its been too long since i last played and i have no idea what i was about to do or when i get unaccepatble loses since i don't savescum. Probably played early game at least 100 times now. Also it won't help that research tree keep shifting and changing.
After workshop your next big step is library, you're trying to tell me you played this mod 100 times and you never even got to back to school?
I recall getting it once or twice multiple patches ago but can't recall nothing of it. But that's how xcom games are for me, i play on high difficulty with ironman and i reset quite often, i have +500 hours in nucom2 and never finished it.
you can replace your losses in x piratez pretty fast(even if its costly), even experienced one(not super experienced but reasonable), you have plenty of training and transformations with no reqs that let you quickly train decent troopers, decent training caps, uniforms with bonus XP, recruit able veterans etc
in X files you need to train everyone from the bottom, no uniforms with bonus XP, many transformations have requirements that you can only reach from missions and not from base training, no experienced recruits, basic caps for your troopers are low
sure compared to OG UFO x piratez is more harsh in term of losses but nothing that money or glamour can't fix, x files is completely unfriendly in catching up - its essentially death spiral if you lose your best troopers and start doing missions with only rookies
I found out that building an army of experienced agents wasn't that hard in x-files just tedious and time consuming, you can never give up the "strange life form" missions and you have to always do all of them and always train up rookies there. By the end of the game I had something like 100 agents that are helix knights and I couldn't imagine a situation where I would ever run out of experienced agents.
Even then the catchup isn't that hard, assuming your gym is always full as it should be, your fresh rookie agent needs like 2-5 missions worth of xp to qualify for bio enhancement, if you screen your rookies for bravery they are also very likely to also qualify for pilot training and TNI and then TNI + gym stat cap qualifies you for martial training and then helix knight and boom super elite agent. I think some of the luckiest agents got to helix knight in like 10 missions.
Out of all things I've heard about xcf, the "no catchup" thing is really not all that true. You have to plan ahead but transformations in XCF play a much bigger role in your stat growth than in piratez.
>You have to plan ahead
sure its less of the problem for experienced player with meta knowledge
for newbs and blind campaign runs?
not so much
I think part of the problem is the patch that made condemnations and medals giving stats. I really hate this change. People tend to use their favorite guy until he grinds up like 2000 million kills and then when he dies oh no i'm in a death spiral now. It just amplifies the problem of oh no I must reload or oh no death of this one guy in an alien war is an unrecoverable setback.
there is also problem with stats and weapon scaling
your noobs not only miss but even if hit they can't do same damage
Yeah I absolutely despise this too, especially because this exact thing is one of the biggest problems I have with all nucom games, and it's something that UFO defense got right in the first place. Veterans should be clearly superior to raw recruits but neither overpowered nor irreplaceable. It's such a fricking step back for no reason to let them snowball infinitely.
The problem I found was that reaction is the bottleneck stat for transformations and basic gameplay. You can't train that in the gym, only in battle, by cheesing the strange life form missions. "tedious and time consuming" is a problem in itself, and of course researching the tech that removes it from the mission pool is a noob trap too.
You have diverging paths. Lots of it is random. If you have no weapons, get primitive weapons (throwing axes and rapiers can kill power armor). If you have no craft weapons, get highway house (cheap research and easy mission).
If you know the game well, bad rng can be mitigated. In my current playthrough, I almost lost to a group of 45 bandits, 3 of which were armored ATVs. In February. I couldn't do it if I hadn't looted a Spartan ship with a Spitfire gun and a rocket launcher on board a few days before that. The base defense cost me 4 gals but it was worth it.
>nobody does squads
actual plebs
It's one of those things that sounds good as an idea but doesn't really work.
Works just fine since the game will remember the order you organize your men in and what the weapon loadout is
Yeah but units get wounded or tired or they maxed their stats and you want to rotate them away or they're wounded from trainings or transformations and so on, there's just so many ways to break up your squad it always ends up being more pain than it's worth.
I mean nothing stops you from having squads and do whatever you want in this game but it's just extra micromanagement that doesn't really do anything. But it's not like this game has a class system in place, your units can become good at everything.
see
There is some element of micromanagement but I can't imagine trying to fight through a terror mission having a hodgepodge of weapons/men on hand for any given situation
>fight through a terror mission
So just have a loot pile and reorganize if something unexpected happens? Most of the time you only need to rearm if you face heavy armor and you need anti armor solutions.
>sounds good as an idea but doesn't really work
It works as long as you train multiple members to fill each role.
After all, the concept works in the real world where the average squad is basically guaranteed to experience a casualty if it's exposed to fire.
part of the fun. I will add an addendum to each units name to explain their squad role.
Squads happen in real life because unlike in X-com we don't fight like a telepathic hivemind and need do some sort of organization.
What do you mean? Some posters clearly do use squads, even if they are in the minority. I don't know what you was expecting though, the game doesn't encourage making squads, and cooperation between units is done not by keeping them together, but by separating by role, usually based on distance or expendability. "Squads" that players make are inevitably going to be based on sniper-spotter or veteran-meatshield (same thing really) mechanics. Gameplay resembles the Roman maniple system more than any modern system. For squads to work, OpenXcom would have to develop something that encourages it, but I can't think of anything that is actually elegant. There's no getting around the fact that the player can see anything the soldiers see, and OpenXcom already implements the option to have lowered accuracy of shooting at something not in line of sight, and it doesn't really encourage squadding.
"Squads" are useful in that you can send two vague groups with similar specialists to clear opposite sides of the map.
You can do that without thinking about squads, and is clearly not what most people mean when we're talking about squads.
Hence the quotation marks.
Okay, you can do that without thinking about "squads", and is clearly not what most people mean when we're talking about "squads".
Unfortunately, this breaks what I said. "Squads" in quotation marks already implies I wasn't speaking about real squads. You'll need to reiterate on this.
Anyways, a typical early game loadout for me is
>Rifleman x3
>Sharpshooter
>Stormtrooper (close range specialist/gets an SMG)
>Squad leader (medic)
Each rifleman pairs off with one of the specialized types and can bandage each other. Seemed to work fairly well
Do various types of sickbays/surgery rooms stack?
yes they all stack
Do Mind Shields actually work in XCF?
They should.
Kraken says it's a 'MUN and SUB'.
What's a MUN?
MUN is supposed to mean like "moon travel capable" that's because it's not enough for some space missions that requires IPL "interplanetary" to be allowed. It was supposed to clear confusion but I can't help but think it just created more.
Basically MUN is just Space but angrier, but not end game mission ready.
There are 3 levels of"spaceworthiness", in that SPC can get to orbit for a few hours and do space station missions and the like, MUN can keep the crew alive for a day or two and conduct a round trip to the moon (part of the confusion is that moon missions are rather late-game even though the first MUN-capable ship shows up rather early), and IPL means something kitted out with all the systems needed to sustain passengers for the potentially multiple weeks it takes to get to Mars (the research topics pay a surprising amount of attention to hard science factors that such designs need to account for).
Playing the FMP last night, first terror mission; kidney beans(Celatids) and Chryssalid.....
my first one..... I'm not even playing on hard! wtf....
Don't worry anon, FMP gets easier the more tech you unlock, since the Aliens tend to keep their standard loadouts, so you'll see plasma pistols and rifles even late into the campaign. Once you get Personal Armor, it'll be smooth sailing, and when Flying Power Armor starts rolling out, you'll pretty much steam roll any mission.
>finally catch a base defense
>it's the only base with 40 roboturrets
okay then
>Prepper Camp
>it's full of Spartans
n-not like this ubersisters...
where are my easy Ruffians to farm exp with?
It's just a random chance, something like 70% bandits 30% spartans, if I get spartans too early into the game I just run away it's too dangerous.
>Need new faction for my mod
>made few paperdolls
>It's basicly Vice city and Miami Vice rip-off
I promise it's totally original.
I like it!
it doesn't have to be original it just has to be good
TAMMY IT'S TIME FOR LANCE VANCE DANCE
These look really nice.
Not sure what you mean, having a hodgepodge of weapons/men on hand for any given situation means you'll be able to handle any given situation (duh), it's the squads that will be having problems.
I never realized until now how perfect OXC is for a GTA style mod.
Make Carl from Aqua Teen Hunger Force.
I HATE TERMINATORS!
I HATE TERMINATORS!
Don't worry, it's mutual
>lost the Canoness
Celestine frowns in your general direction. What are you shooting the Terminator with?
Mostly Plasma with a side of Melta. I should have Grav and Heavy Plasma coming online before too long, so maybe that will help. The good news is that I have 4 other Canonesses, the bad news is that one was the Hospitallier.
frick you dioxine
start of september. two pogroms total. zero solar couriers
ps micromanaging the bioplasma gun is a b***h
A elite squad of 24, each equipped with different weapons to ensure the whole team can respond to a variety of threats in bases.
This is their very moronic story where I probably get most of them killed.
nice
>Smite is decent against low hp normies in high value armor but nothing special
>Shield only lasts one turn
>Chaplain armor's fricking nuclear hellfire apocalypse ball that lights half of the map on fire doesn't actually do that much single target damage, might be potentially broken if you train up and bring a critical mass of 6-8 100/100 psidudes
>think psionics aren't actually super impactful
>try Lockdown
>lmao enjoy your permanent mass stunlock homosexuals
Yeah Lockdown is just straight up potent.
Holy shit I think I just discovered a massive bug in Rosigma or OXCE (not sure which).
I had a guy that could easily get just a bit over 100% shots with a multimelta after moving, and the first shot was always a perfect hit and the second shot was miles off almost every time. I knew I wasn't just crazy or imagining it, every heavy weapon with a TU accuracy penalty calculates every shot past the first one in multi-shot actions post-TU use, fricking the accuracy completely. I've felt like heavy bolter autoshots and assault cannons keep whiffing to an absurd degree and this is why, I wonder if the bug also applies to plasma weapons getting less accurate when they heat up.
>plasma weapons getting less accurate when they heat up.
This is intentional, but the rest of what you mentioned is interesting.
The wording was a bit unclear, I meant if the bug applies the same way to plasma weapon multishots and calculates the follow-up shots post the action's heat spending.
Did your guy have enough strength for the recoil?
All the guys using heavy bolters have worn devastator marine armor and the assault cannon users were all terminators. The guy from the multimelta example was using terminator armor and had about 200 str.
>Refillable
So those won't be discarded after one use in battle?
correct
The price is that they have an upkeep cost, so be sure to get your money out of them.
so if I had some stockpiled in my Hideout I'm basically paying for them even if I'm not using them?
what's the cost tho?
advanced medkit should be 1000$ per unit per month
if you go to sell screen there is a category called "liabilities" if in doubt any item there has some sort of monthly cost
their upkeep was removed fairly recently
Like the built in medpacks from armors, they never get used up.
Decided I'm gonna restart again.
Had a streak of pretty rough missions, and starting to feel like I'm too far behind the curve, as I'm getting a lot of threats thrown at me I can't really deal with. Noteably Megapol enforcers, no weapons I have right now can really hurt the heavily armored units.
Started to have a third base underways but ended up losing it before I could even develop a quarters for it. I get that's on me and I should have started with a outpost and what not, but things are already going worse enough that it feels like fighting a losing battle.
What would people say is the most noob friendly starting location to go with? That's gonna give the best bonuses.etc
The standard optimal starting location is somewhere in africa because your starting airbus can reach almost everywhere and there are a lot of spots with hot weather near your starting base and a lot of early game suits are good in hot conditions.
The starting bonuses aren't something to worry about too much but one of the bonuses in africa gives you flak towers kit which you can just immediately sell for an early game eco boost. Not sure what's best at this point, the theban start was heavily nerfed so careful with that one.
Throwing axes are available early, and contrary to what you would expect low-tech weapons beat powered armor in the hands of an uber gal. Regular axes are even stronger, but getting to flying enemies is tricky.
megapol is just overarmored versus early guns. the game compensates for them having fairly weak guns. grenades, melee, and strong throwing weapons help. try to hit their back armor.
one tip for new bases is to start them at the beginning of a month. minimizes the odds a new base gets targeted by a retaliation before you can staff it
Megapol has two weaknesses a lot of people seem to overlook, one is that they have almost no resistance to choking weapons such as gas grenades or wand of airlessness, they can panic and surrender. Also they're extremely weak to mind control, a bugeye can turn the tide of battle easily.
>Second mission of the run
>Ratmen Rodeo
>Zombies instead.
>See a strix zombie in the distance
>"huh... only saw those a bit into my other campaign..."
>funky zombie runs out of the shadows and instantly zombifies one of my Gals.
What did I do to deserve this?
You didn't gtfo when you saw it's zombies.
This. Pretty much all the earlygame missions have a small chance of being zombies, which is a pain because the anti-zombie loadout is usually different from whatever you took along for the regular mission.
To be fair I do need to learn that not every mission is do-able. I guess because on my first run I lost super early on due to low score, so I had it in my mind I *need* to do every mission, but I think it was more due to missing out a ton of missions due to having gals spending time recovering from injuries.
Still, not a good sign after my last run went down hill out of nowhere.
>missing out a ton of missions due to having gals spending time recovering from injuries
Yeah, op tempo is one of those dances you have to manage in the early game. Peasant recruiting can help keep it up, at the expense of fresh peasants being garbage.
Also, if you ask me, it's totally acceptable to savescum for your Lunatics at least until you do the prison mission, makes a better story to do it with the original crew.
Just make unlocking new missions a priority, D level missions, monster hunts, warehouse wars, toppling towers, C level missions and at this point you should have so many missions that there's no way you should die to low score.
Remember that missions are not only way to get score up. First time interrogating enemy type gives plenty too.
Bigger issue is that missions give you more opportunities to get more tech and items.
Even if you just show up, shoot someone to take their gun, or knock someone out and leave, that's better than nothing.
True, but if all or most of your gals are in sickbay there is still way to get score up which shouldn't be underestimated, no matter how many missions you get won't matter if you don't have means to do them.
It's free XP, apart from the funky zombies and chrysalids.
>free XP
it's mission two, so a bog standard zombie is a pretty serious threat.
>apart from the funky zombies and chrysalids
>apart from mobs with huge TUs who will park just outside your vision range and mad dash to oneshot your Gals when it's their turn
Even if they don't one shot your gals (paper mario lucky miss noise here), the odds are they'll provoke a gal to turn and fire with another gal in the backstop.
just started playing xpz, why does everyone complain about zambees?
Zombie mansion and zombie space freighter are cancer. Early on only the academy outpost with zombies is the newbie killer.
They can randomly show up on any earlygame mission, you're usually not geared up to fight them when that happens (pistols and stun weapons vs shotguns and incendiaries), Funkies are one of the more lethal earlygame enemies, Strixes do choke damage to help you go frick yourself, and if its an Academy outpost, there will ALWAYS be a Chryssalid.
randomly turns a 3 minute mission with good loot into an 10 minute mission with no loot
the armored trooper zombies are really fricking frustrating to deal with, heavy armor, good guns, and on top of it have a second phase where they lose ability to use guns but have a far deadiler melee attack. forcing you to be careful not to damage it enough to reach that second phase without having enough TU left to either run away or quickly finish it off before it's turn.
>Saw zombies this early in the game
>didn't run immediately
These maps are waaay too treacherous to face zombies, they can come out from anywhere and appear a few feet in front of you. Hell it's even worse when it's ninjas. I remember a mutant culling that took place on a map like that (I like to call them favelas, don't know if it has an official name) but it was way later in the campaign so I had enough firepower and I survived by basically levelling all the cover around the ship to form a security cordon of sorts.
bring dogs
>venerable dreadnaught armor has an assault cannon with a very costly auto shot only and still the worse kind of flamer instead of the heavy/inquisition type
Oh god why
You don't use the venerable dread to kill anything. It's the DISTRACTION CARNIFEX. The bullet sponge. After it gets shot to shit (with, hopefully, no actual effect) your dudes roll in and kill everything.
>rpg right into the equipment pile
frick you frick you frick yoouuuuuu
>he camped the transport
You get what you frickin' deserve.
shut up, Dio
stop putting RPGable windows in the crafts
all vehicles should have windows and interior lighting
>Radar picked up Aurora's missile strike
>get fricked kid I got Firepower in my base
>it passes my main bases and go straight for one of the new Hideouts
>it was 2 missile strikes
>destroyed the Overcharged Radar and Hangar that I was almost finishing constructing
Damn you, brat!
smug.png
>Starting Boss Gal panicks whilst on 61 moral after getting shot by a random bandit whilst crouched behind cover.
>Runs right into the open and dies.
Guess I'm starting my fricking 4th run. Could savescum that but the third run so far has just been awful idk it's fricking cursed. Idk maybe just bad luck but feels like so much more bs is happening with my Gals dieing to a slight breeze, and needing the fill the enemy full of bullets to even do anything.
Only playing on difficulty 2 so idk what's up.
That's X-Com, baby.
See in regular X-Com it feels okay because you can very easily replace any old soldier. But losing a starting Gal is just such a fricking pain.
I'm kinda getting a bit filtered by X-Piratez, which sucks because I do really want to like it, but it just feels too at odds with the base systems of x-com at times. What with freshness, and glamour, it pushes you into having to rush missions super fast, in a game normally about being slow and careful. I can understand glamour as it rewards you for doing well. But freshness as a mechanic just pisses me off. Having my gals start to panic and go beserk because I'm not rushing a mission is just kind of annoying, and having to keep cycleing through every gal and check their moral and have them drink moonshine is eaqually tedious.
Maybe I just need a break for a bit. The idea of starting yet again feels like such a pain though. I do feel like the tech tree is way too bloated early on. I get that the game being huge, and starting from literal rock bottom before become a bunch of badass power armor wearing super gals is the point. But do I really need to research how to bounty hunt?
Sorry for the rambleing. I'm just a bit grumpy because like I say, I do *really* want to like this and super enjoy it at it's highs, it's the just lows are pissing me off too much.
use budda-x smokes more
Are you overlooking peasants? They're actually really good soldiers and peasant path is if not optimal easily just as good as the gal path. Restarting because a gal dies seems like a prime example of "I think this is unrecoverable loss" when it isn't.
X-piratez run is over when you either lose old earth lab in your first base or you die to score. You can recover from everything else.
And early on losing 5000 BidenBucks worth of soldier doesn't hurt much.
Unless that gal is a lunatic. You NEED the lunatics.
you can find them tho
the tradeoff is that it's pretty hard for a gal to actually die in the beginning. most enemies use weapons that can barely pierce their skin. i've also never had freshness be this much of a problem when starting the game and never felt much pressure to speed through every mission. you're probably losing gals because you're doing extremely reckless shit for no reason and ruining their morale.
Idk what to tell you dude. I'm always ending my turns crouched behind cover, full when I can get it, with enough TUs left for reaction shots if I haven't spent them shooting enemies I can see.
You say Gals are tough to kill, and once you get better armor I'd agree, but early on they are getting two shot by most bandits.
If I try and be any more cautious than this then my gals start going beserk and panicking because of low freshness, half the time they do anyways even when taking this approach.
Idk if some bug somehow upped the difficulty of this run, because to be fair on my previous runs I don't recall bs like this happening (as often at least) freshness has still always been a pain though.
Maybe I just got really unlucky this run and should give it another shot, but idk. It feels like there is enough bs to filter me.
Crouching is rarely useful in this mod, it's very situational I'd say I'd crouch less than 1% of the time. Crouching only makes sense if
>The gun has big multiplier like mortar
>You're already behind cover and have no other options, crouching in the open does almost nothing defensively
>To slightly increase accuracy if you're ABSOLUTELY sure crouching won't block your los
That last one especially, a lot of the time crouching will just block your los somehow and you'll be just wating TUs.
Now I really hate to say this but from everything I heard there seems to be some skill issue on the tactical layer. I can't point to any single thing but there seems to be some big misunderstanding regarding how you play the game and how the game should be played. Consider watching other people streams or let's plays and copying their playstyle, I think something is very very wrong with your tactics. When you say you're crouching and stuff I think you play the game too defensively, sometimes playing offense and risky is safer but that comes with experience.
>I don't recall bs like this happening
That's likely because your gals rolled low bravery and combat stress is wrecking your morale compared to your other runs.
I get what you're saying. Doesn't really line up with playing overly defencive but perhaps I'm just kinda rushing things and not paying attention. I got fairly far in on my last run so I might sorta just be trying to blast through everything too quickly to get to where I was.
In general I just try and cautiously sweep the map, moving from cover to cover and having at least a few gals with enough TUs for reaction shots.
I've normally been able to roll with the punches but having my starting boss gal lunatic get shot whilst behind cover, panick when not even on that low moral, run straight into the open and die pissed me off too much.
Maybe I'll give it one more shot, idk what else I'd do that differently though.
Have you tried leveraging night vision mechanics? Ubers have significantly longer night vision range than poorly equipped humans, like bandits. Combined with camo paint, you can set up some incredibly effective reaction fire traps and scout more effectively, just make sure to stay away from light sources. This is why my favorite alt unit type is catgirls.
I have yeah. A lot of the time it doesn't make much of a difference for me, or it results in me just getting nommed by blood hounds out of the shadows.
How so? Maybe you're getting too close?
Unless I've got gals with night opps gear on it doesn't feel like I really out range basic enemies by all that much. They're still perfectly able to find my position and shoot at me or lob grenades at me. I imagine that's probably to do with sniper/spotter bs I guess. But it feels like enemies are still getting the first shot off on me on their turn, rather than entering my vision and not knowing where I am. I tend to rely a lot on melee and shotguns early on so idk maybe I'm getting too close.
Yeah, definitely too close, shotgun ideal range is also within human nv range, try using bows early game, they've got fairly decent range for this sort of thing, can be acquired from the start, and there's probably one gal with a high throwing stat in your roster.
I'd actually forgotten about that mechanic. Doesn't it get better with experience and time?
People overblow the impact of it. If you're autistic enough to deliberately min-max it, you can end up with a gal decently above the stat caps, but Uber caps are so high that it really doesn't matter. The real impact is psychological, because a veteran gal builds up such a massive list of them that you wonder how you're going to replace her.
I remember it making an outsize impact on my first mission, waiting for the science drone to make it's pass
The only time freshness becomes are problem are those giant 3 stage missions like winter palace or just giants like space freighter. If you're running out of freshness in an average mission something's wrong.
It's also possible to increase your freshness caps to ridiculous levels if you REALLY hate the mechanic.
All shall fear the name of 'Name Unknown 2'! At least until she gets mind controlled...
Green codex gives you a few nameless gals and I thought it'd be funny to leave it that way, just assign them numbers.
Peasants/Slave Soldiers cap out around 150 freshness plus you can eat apples for 3 freshness plus 1 hp an apple. If you wanna play extremely slow they're also an option. Dio was also kind enough to add potions of freshness on mega huge levels so you won't get raped by freshness loss.
Doesn't Green Codex let you resurrect gals?
Yes, but only recently dead gals, and only after a lot of research.
>Deliverator has two exits
Praise be.
So are there any actually good X-COM TCs or all they all bloated to shit with moronic design?
All of them (except ROSIGMA), you just have shit taste.
That said, try UNEXCOM or Great War of the Worlds, those are lightweight enough that it should vibe with you.
>implying XCF and Piratez aren't bloated
if you say shit like "bloated" all the time and act like that's an inherently bad thing on it's own, you're probably just not compatible with the concept of modding in general.
Bloating isn't inherently bad, no. But it depends on how it's implemented. Dio and Solar made a good attempt but it fell slightly short.
If I'm on the Red Path, I'm cucked out of getting Analytics and can't get Advanced Medicine, right?
Bloating is inherently bad, but what is bloated?
I think Dio has hit a point where some things are bloated. But other things are not bloated.
I wish he would prune from time to time.
red codex doesnt block the analytics room, dumbass captain does. dumbass instead lets you get the vip room which provides the analytics service
I only feel the bloat at the end of piratez, when you get to grinding fuel cells for conqueror uhhh I dread it every time.
When I'm wearing something like the Chiller Suit, do I need to inhale or is it just there because of a holdover from stuff where you do need to inhale?
You don't need to use it, unless you want to recover some stun because aquaman hit you or something.
>aquaman
gillman*
I will never ever use "gillman" ever again (ignore the filename). The tribal fish people are deep ones, the electric arcing terror units that wienerblocks your research in TFTD are aquamen, and the repainted green bloodhounds are aquadogs.
>aquaman
>gillman
they're called deep ones
You can use it to remove stun from yourself or allies, it's just an inbuilt oxygen tank with infinite reuses.
I've learned to love sending one elite unit in a railpod.
well well well
what do we have here?
Moshi moshi, it's me.
I still fricking hate mercenaries.
Mercs are the biggest gatekeep. Once you can start killing them reliably, it's smooth sailing until Star Gods show up.
I hate Star Gods more, but at least they show up later so I have more options.
White flash means no damage, right? I can't remember if that causes armor damage or just no damage at all.
armor damage. no flash = no damage
>the final assault in rosigma
Oh god what the frick
Enjoy Bloodletters? Here's an infinite number of them!
>took until november to get a copy of the solar courier
krazy hannah, here i come!
>ninja HQ was built next to my base
i'm gonna kill these b***hes
>random Star God on a Smuggler Ship
Guess it's my lucky day
I still haven't seen the Star Wars parody that this is apparently a reference to.
Just shoot it.
Isn't it just a reference to Star Wars? The captain is Han, the bugbear is Chewbacca, the negotiator is Leia and the public enemy is Obi-Wan.
It's apparently the way the ethereal is dressed with the bling and stuff that makes it a parody, but again I haven't seen said parody.
>tank-resistant bush blocking exit ramp
rip
I really wish I had it in my brain which thing is the best thing to kill the shield.
Guns and Grenades make gibs of the Gold
Bludgeons and Bio befuddle the Blue
Precision and Power punch clean through the Purple
Radiation and Rending to rip through the Red
evil fricking b***hes
Is there an actual reason to research shadow channel?
It gives you some free infamy but that's about it.
>To max out Voodoo skill it can actually make sense to sacrifice cheap comrades to a burgeoning psyker
Truly the ways of the Witch are cruel.
>load old save in vanilla openxcom to finally finish entire game
>feel rusty, forgot a lot what was going on but what could go wrong
>9 operative lost while breaching medium UFO
Can you win Xpiratez with just your own manufactured shit?
You're obviously allowed to capture, research stuff, and use items you acquire in the field (OSP) but you can't buy anything that isn't ammunition or an ingredient for a weapon you personally make.
Can't see why not. Some guns like bounty ones are buy only but none are absolutely needed to win. You can go to cydonia with only x-plasma destructors if you want.
You'll probably run into some pain points in the very-earlygame before you can get things like Shiny Niners or Assault Cannons online. You'll also probably get lasers much later than normal.
Very doable tbh, might be a good gimmick run.
Need to savescum a bit but you can definitely do it
I'm doing a Marketless run right now and it's pretty doable
The problem remains the fact that you could only recruit through Manufacturing instead of buying rookies (limiting your supply of fresh meat)
You usually get enough ammo from missions so you don't really need to buy them (Ninja Gals can get you enough Boarding Guns and Blunderbuss and Bandit raids net you a fine collection of small arms)
The Cloaking Device can only be bought so you need to see if you want a true marketless run or key items are free to buy
Disclaimer about my moronic idea: This is only for weapons: You can buy old fighter hulls and cloaking devices and stuff.
Someone did a marketless really n before. I think he had to use Fausts as he interceptors and eventually save edited the last items for the conquerer that were technically obtainable without buying by but would have taken another 5 in-game years. If you're allowing yourself to buy components for craft your only real issue is having to recruit your slaves as SS and no minedogs for base defense
>no minedogs for base defense
You can capture enemy dogs alive and make them your dogs in the workshop section if I recall. No need to buy them
No you can't. Dogs and hounds are buy only.
>Faust only
>only using 6 Gals throughout the whole campaign
>no Vehicles
Faust is a great craft for early to mid game but I wouldn't be using it for later missions
You are drastically underestimating what can be acquired without buying it
>sending a single well trained goon to a precinct armed with skirmisher gear and armor that stops most small arms fire
Wow, what a rush.
Alright I am gonna do another piratez playthrough, dropped the last one before assembling the conqueror way back then because I couldn't be assed to grind the components and there was nothing else to do. Do you guys have any submods to recommend?
There just aren't very many, unless they're hiding on russian forums.
Armor Shortcuts https://openxcom.org/forum/index.php/topic,5199.0.html I consider essential
An anon posted a very interesting submod allowing for bandit bases to generate as a precursor to ninja and faction bases. Hopefully he will post it again sometime, or you can dig through the archived threads for it.
>mutant callings
Should I even bother?
*cullings
just let them die
1000 points can be recovered, your dead meat can't unless you go Green Codex
Depends on your tech level. If you have power armour and tanks, you can probably manage, just watch out for the chrysalids.
Can I trigger base interceptions and shoot them down to get more infamy?
Sure just park your craft inside their radar and they'll come after you, this gets you infamy and pilot training. The only thing it can't do is generate crash sites, all base defense interceptors will fight to death.
Neat. Because my convoy is fricking stacked with weapons now. Might as well profit off the ninja base I don't think I'm prepared to destroy.
>infamy and pilot training
IIRC the daily existence penalty of any base slightly offsets the bonuses you get from shooting down all its blips. Pilot bonuses still make it worth it IMO.
Still, if you're aiming for a super high rank, the offset may be worth it if you aren't going to use the craft for anything else.
its happening soon
inb4 xcom files patch
Realistically are you supposed to have done all 4 HQs and dealt with the syndicate by the time the ayyd show up or is getting tier 3 promotion for UFO defense good enough?
promo 3 is fine
You should have 1-2 dealt with at least.
>syndicate
I'm a year into the invasion and only just got to their HQ.
If at all possible, leave a mansion alive. It generates easy missions for rookie training.
Just promotion 3, syndicate stuff took me a long time after invasion.
The cult stuff is the best part of XCF, and I'm tired of pretending it's not.
I just wish they deployed more dangerous units as their threat level gets higher.
And I'll have to agree with that, XCF should have ended where invasion normally starts.
I don't think anyone would disagree
I'd agree if it wasn't for the 100 enemy maps that take an hour+ to complete. it's just a fricking slog killing them all since surrender/panic is so finnicky
playing mostly vanilla openxcom with QoL mods, got captain in squad i use just for morale bonus but after facing first psi aliens he got exposed as psi weakling and panicked and berserked at the back of Skyranger. Should i get rid of that guy cause hes blocking other soldiers from getting captain now?
It's up boys
>OXCE update to 7.9.10
>Fix: Cydonia mission button launch not appearing
>Fix: Battle Cab added to lists of allowed crafts in various envinros
>Fix: Cat Oni Armor: special attack can be made without VSKL requirement, also added the missing gauntlet
>Fix: Added missing gauntlet attack to Neko >Peacemaker Gear (and Termicator bc. they use same built-in wpn.)
>Fix: Region data leaks from the original game files causing Geoscape crashes (hopefully they stop now)
>New Missions: Demon Bait (4 variants), UAC Shelter
>New Enemy: UAC Security Drone
>New Craft: Firefox (by Solarius Scorch)
>New Craft Weapon: Nekomimi Prowler Cannon
>New Craft System: Hellerium Supercell
>New Armor: Flycat (For Catgirls, based on original design of 'Catnapper' armor by Miz Mayhem)
>New Weapons: Nekomimi Marksman Laser (by Solarius Scorch), Cursed Rifle, Mega Ax (Blood Orb, Gold Codex), Hellfist (Blood Orb, Red & Gray Codex)
>New Path: Cats 4 Life.
>New gfx: improved Blood Hound (by Mikkoi)
>New features: Slave Soldiers and Peasants have distinct names and flags based on the place of recruitment (based on expansion by OAK group, implementation made in cooperation with Solarius Scorch).
>Lessened February score hits caused by bandit activity
>Witch Quest frequency increased
>Small rework of Drakkar map. Also Drakkar got its own sprite (by AlexD)
>Statistical bullet saving added to most of the light craft cannons
>Some rebalancing to Beam Laser (buff) and Plasma Beam (bit less range, bit more acc)
>Beast den +5 animals cap (now 30)
>Repentias and Weirdgals enhanced
>Swiftsuit: scouting goggles added
>Car/AGL weapon buffs
>Most ballistic and some other pistols have their long range ACC penalties increased
>Smart Pistol even faster, but has lower Snap range; gfx updated
>New Path: Cats 4 Life
Guess I'm starting a new run, hopefully this isn't a trap option.
Cats got a path before Gobbos.
This is surely a test from Allah.
I was just thinking about that!
Sure the catgirl addicted russians that were helping Dio influenced that decision but even so
Gobbos are an important part of the story kinda dammit!
Catgirls are just gobbos but better
>not short
>not green
>not fatassed
>can't go into small places
More like Gobbo but worse.
If it were not for the cave missions there would be no need to use gobbos ever
I'm positively surprised that the update contains a lot of small but much needed fixes instead of some new bs nobody asked for, the game already has enough content and dio should just focus on tightening the experience.
Hope my current run doesn't break after the update
>Cats 4 Life
brb resetting run real quickly
>'Mutant Porn' changed to 'Zany Zines' to better fit what kind of resource it's supposed to be
>New music theme for Red Mage events
>GMTACTIC4 replaced
>New city: Marrakesh
>More events
>Tech tree polishing, minor weapon/armor tweaks, other adjustments
>More hidden movement backgrounds
>Minor fixes (maps etc)
>'Mutant Porn' changed to 'Zany Zines' to better fit what kind of resource it's supposed to be
CHANGE IT BACK
>Zines
Truly the 80s were a more enlightened time.
>New version is up. I'm sorry for it being a little smaller than usual. On the plus side, it contains countless small bugfixes and lots of polishing. Enjoy!
I love this fricking homosexual
So... how does one update to the new version without losing all your progress from the older one?
Just copy the files over and make sure to load the game from geoscape file, do not use battlescape save files for upgrading.
Someone please dig into what the cat girl path offers and restricts
Looks like early access to catgirl-type soldiers, outlaw catgirls and spacesuit /cat and golden pistol available for purchase, and access to FIREFOX transport craft
not a whole lot aside from the market-purchased catgirls, but catgirls are good enough to justify it on its own.
i suspect there's going to be more Cat Path content added in the next few patches if only because it seems a bit bare-bones right now.
>GMTACTIC4 replaced
Oh nice. Maybe I won't have to delete this one with every reinstall. If only he would drop GMINTER05 and GMINTER07 as well.
GMINTER07 is fine.
It's horrible and doesn't fit at all.
GMTACTIC4 was funny, I'm absolutely gonna miss it.
I kinda liked tactic4, nothing wrong with it. Inter05 can get fricked though.
Which one was that again? Was that the loud as frick Warriors music?
The pseudo heavy metal played on midi samples abomination.
Yeah I'm going to start a new campaign for the Cats
So far I think the best Regions to start are the ones that give you new units for free. So:
>Blackmarch
1 Gnome
>Siberia
Ice Lady (named Damsel)
>Oceania
1 Human Hero
>Red Revolution
3 Peasant Revolutionaries
>Turan
3 Turaniam Gals
>Nordfederation
5 Young Ubers
>Cali Republic
8 Catgirl Captives
>Theban Hive
12 Assault Clones
What do (You) think?
Any reason to prefer some of the Locations above or any other that you would like to share?
Blackmarch and Cali give you the biggest tech headstarts, and combined with cats getting a route now, I'm going to put my money on the NCR being the best starting location this patch.
Fuso is a comfy start too, if you can put up with shitty radar for first base.
It's bad location, though. A mission in, say, South America is beyond Airbus range.
Batteries help. Only few locations are out of reach with double batteries.
Fuso has recurring flavour events for +250 infamy which is pretty nice for the earlygame. Also gives you a perfectly good excuse to start farming Radical commendation.
Radical for the Fusion Training?
Do they?
The Gnome you get from Blackmarch immediately joins so you can't research her
Ratmen Caches can be done from the get-go tho after you research !Underground Missions!
The catgirls you get from Catfornia do give you Nekomimi for free when researched (it's somewhat expensive) but if you're doing Cats4Life you're going to get this for free anyways
Siberias ice lady is rng. Odds of getting one eventually are good but not guaranteed.
I think steel pact is underrated. Three prepper boxes is good odds of having something to stomp the early game.
Ghostgates bonus is boring but good, and the bewitched village missions is easy xp and a free smooth captive for more MA tokens.
I do think nordfed is probably the best overall, but romanica is very strong if you want to use SS.
Romanica also spawns Bewitched Village missions but have with a Knight fighting with you and Ol' Coins as reward instead of Smooth Captive
theban isn't worth the trouble anymore.
Were assault clones nerfed? They were worth their weight in gold, and carried themselves pretty well even into the midgame
Assault Clones are still good but Dio nerfed Theban with a bunch of bad events and score penalties.
The clones are the same as always, but you will get constant government crackdowns from the very beginning of the game. You can very easily lose either due to unwinnable hideout defenses or the -2000 score penalty from winning them.
Is it worth it to rush space missions with gray codex? I've never actually been on one but they sound good, good loot and easy missions or not worth it?
Yes if you have space suits
Neat. The nekos really need some armor earlier than tac armor, even just tac vests would be enough.
>The nekos really need some armor earlier than tac armor
Guerilla /Cat is as close as they come unfortunately. it's decent just like normal guerilla, but it's definitely not armor.
Unless the update changed it, I just use camo paint. The cat version has enough inventory for their strength and better camo than guerilla plus another point of night vision
Good loot, but restrictive on weapons and support equipment. You pretty much need to resign yourself to untreated fatal wounds as the mission progresses because you won't have Space Medpacks. You'll probably need to make some unusual weapon choices just because of the 0G restriction.
Enemies are usually zombie troopers, terminator robots, or guild/academy spacemen. Either way they're packing laser guns of some sort and the terrain is often very open with no cover between widely-spaced structures.
Protip: bring one or two Black folk without space armor and they will use the pod which does have a medkit
y-you can put 2 batteries on the Airbus?
why isn't there a banal piratin' tip about that?
the FIREFOX is literally the Kitsune from xcom files.
not that that's a bad thing, Kitsune is a decent craft. up to 15 soldiers, up to 2 large units, only 1 pilot, 1900 speed and 1 each light and missile hardpoint
Doesn't appear to have any windows. Looks nice.
The cache moved to the topmost spawn to be behind a door. I don't know if that's necessarily a good thing, but I'll take it
Also, is the Firefox space-worthy? If I recall, the Kitsune was
Safer gear stash is always good
How is that a WIDE CRAFT tho?
Most of the Codex crafts are bigger than that and don't have this restriction
I usually pick Peasant Revolution for the Harvester but this looks like a nice enough craft that I might just change my tactics next time
According to the wiki there's EuroSyndicate's Concerns which is a constant -150 Infamy as long as you have a Hideout in Thebes while not having another in EuroSyndicate
And It Was Your Choice with the Red Lilly events
I never did a Theber start or base in the recent updates so I wouldn't know what makes it so bad now
>EuroSyndicate's Concerns score penalty
That's right. And when you DO build a hideout in ES, you still get a penalty because you got yourself in the mess that's Europe's politics.
What if you capture the glowies alive? Do you still get score penalty?
You don't get penalty for taking them alive, but it's not that easy taking govt enforcers/elites alive early game.
It's only a penalty of -50, though, unless it triggers twice like it sometimes likes to.
dabbled with xpiratez a bit but never gotten far, is going the cat route fine or should I stick with gals are superior/ubers?
So far I think Cat4Life gives you more options than Gals are Superior
They don't block anything important and give you useful stuff while Gals mostly gives you the ability to recruit Gals (can be considered a better soldier option) and the Ravenclaw Peasant armor
wait is Ravenclaw still only available via Gals are Superior?
Yes.
go cat route, tell us how it is
Just from shuffling through the new piratez.rul I think catgirls is a better not-spicy choice than gals. I pretty much never use the gals-specific armors like batglad or ravenclaw, so the only bonus for me is being able to buy Hands. But Catgirls suck less than Hands, so if you can buy Catgirls then it's better. Revolution is still best overall because of the long-term sustainability from the recurring revolutionary recruits events, but if you don't want to do that then Cats is probably the next best thing.
So what type of Pirate Queen do (You) think would fit best with a Cat crew?
I'm thinking Gold or Red
Definitely Gold, because it's the coolest and the fastest.
Green: They're the most patient with the cautism.
So how many days worth of research can a Brainer generate each night?
Why do Russians like catgirls so much? They're useless in the cold.
In Xcom Files, once past the alien invasion, is there any merit or demerit to not dealing with the cult storyline?
Once you've terminated the four starter cults, you can just ignore the mansions or deal with them (with automortars) when you feel like it.
You only get so many missions per month, and you want to be moving on to stuff with better rewards than low-tier cult junk.
No, I mean not terminating them. If they're still around when the invasion starts it creates an extra invasion fleet, but after that, is there even any point?
Several very important mission lines and techs are gated behind the "terminate" research. You have to kill off Red Dawn to get the secret Syndicate arachnolab for instance.
Oh, and you also get those obnoxious fricking "Slander!" missions that tank your score if you don't terminate a cult.
Same moron question every time I do an install of Xpirates: What do I change to be able to adjust numbers with the scroll wheel and why isn't this on by default?
Do Cats even get something special from any Codex or No Masters?
apparently not, but reject appreciates the firefox the most
each brainer contributes one point towards research every night, and any in excess of what was needed to finish the tech being researched is lost.
>cat path
earlier access to purchaseable catgirls and Soldier: Catgirl, still limited to buying six per month. allows for buying the nekos golden guns and their new laser, neko space suits, and the firefox craft. all of this stuff is neat but expensive as shit. the guns require back to school, but you probably cant afford them before then anyway. the neko laser has autofire and a shit ton of scaling off both rea and acc
the firefox is particularly notable because it has a built in gun, is space capable, and generous troop capacity while being available pretty damn early. its expensive early game at 1.5 million plus batteries needed both for fuel and the built in cannon, but its also the earliest space craft and depending on your codex potentially the earliest armed interceptor available. can also be used on mansion invasions.
>other new stuff
flycat: neko equivalent of lokks nightflyer armor, more armor less camo.
demon bait mission: one gnome only. event that allows researching it requires Gnome Tech, Other Dimension, and Cursed Spraygun and cannot fire until september of year 2. can only be done by a single gnome. loot includes demonic essence, living brimstone, and mystery box. 1/3 chance of generating each month
UAC Shelter: requires researching UAC Data Reel and Ancient Log UAC7-X1. shorties only, of course.
Other note is that the shadow orb techs are now available on the no codex path
So reject the power is finally a good path thanks to FIrefox?
>go on and off playing working through Rosigma's final mission over the last few days
>at this point I'm savescumming like the motherfricking fist of the north star
>make it past the first part
>second part opens with the entry vehicles parked on the other side of the gate, surrounded by wan mirrion chaos space marine troobs on all sides
Jesus fricking dick how would anyone on this planet or the entire universe be supposed to beat this on ironman
>I'm savescumming like the motherfricking fist of the north star
I laughed
>second part opens with the entry vehicles parked on the other side of the gate, surrounded by wan mirrion chaos space marine troobs on all sides
Blame Guilliman. And hope your transport has doors or a turret
uhh I forgot what the different captain options do and looking through the techtree doesn't give a clear picture with a billion different ideas and unlocks/disables
>Gray
For the budding sorceress. Psi, VooDoo, and other Cunning solutions. Witch and Minx outfits, Gray Spellbook, Fortuna flagship for underwater/space missions
>Red
Most favored by Khorne. Blood-ax and hellgun. Free armor when you Use Drill (Red). Scorpion craft for melee/capture enthusiasts.
>Green
Life, health, and regeneration. Bioplasma gun, mushroom medicine, zombie transformations. Worm craft with its built-in gas traps.
>Gold
Glory, wealth, glamour. Officer's Lash to regain TUs, El Admiral to make best use of it. Goldhawk craft is a veryfast private jet.
Those are what different codexes bring to table, not captain types.
what fricking font is this?
I assume it's what you see when you drink Soviet Era Vodka and start reading Lenin's writing.
Are those girls from Excel Saga or is my mind playing tricks on me again?
Left one is Excel herself. The other one as far as I recall isn't from Excel Saga
Pretty sure she appears in the manga
The hair gives it away
Excel and Elgala from Excel Saga. I'm not sure how anybody who knows of Excel Saga would need to ask, while the the artist is western, it's not so messed up to be completely unrecognizable.
Whogala?
>first mission of the campaign
>Ratmen Rodeo... with Strix, Singer and Funky Zombies
Well frick you too game
XCOM: Left 4 Dead edition
>second true mission (not landed Nurses)
This is a sign, isn't?
Are you the same guy who had nothing but zombies a few threads ago?
Kind of but that was 2 campaigns ago
Lucky me barely had any Zombies last campaign
He is not me, but it appears my curse is spreading.
new event?
>70 score for a mad scribblings
I'll take it
What captain personality to go with reject the power?
Where the heck does Dio get those images lol
I personally like Jackass Captain but with the new events added I don't know which one has more to offer now
im not sure if its the best but i usually go sore ass. boot camp is an extra training for getting recruits up to par, i think in general mitigating bad events outweighs losing some good events, and it still gets the zone stalker event which i think is one of the better ones.
are there no in-between vessels from airbus to menacing hull? the 6 troops in a bus isn't cutting it against bandit cities but I still don't have a fricking guild stapler for workshops
Is either early Codex crafts or Expeditions
Peasant Revolution and Male Touch nets you a big slow craft too
there are a lot. the blowfish is available with car thieves, for starters. many others depending on your path and codex
maybe. it fills a big hole but costs a lot to do so, and cat path means no seven heroes. definitely worth trying
>cat path means no seven heroes
wait, what?
the marquee event of reject the power, one of the bigger pieces nudging the player along reject the power + male touch + gudrun the knight
that's just Male Soldiers tho
you can research that with any path you choose
my browser isnt letting me screen clip without switching to strings, but no you cant. youre thinking of Slave Soldiers.
oh right
my bad
we can recruit Pureblood Soldiers later on but that doesn't really answer if we're recruiting purebloods or not before that
I think that more means that she causes a schism in the Humanists, and that's where those soldiers come from. SS have 5 armor natively (same as Peasants), while smoothies have 6, which I take to mean that they're in the club of "counts as pureblood if you're rich enough to dress like it".
>a hot SS waifu joins the mutants
>half the SS desert the Kraut Salad
Feck.
Is it even remotely worth it to angle for this instead of just taking the far easier to get Mutant Alliance?
I just hate the Mutant Aliance so I never take it
All my homies hate the MA, why should I defend them from chryssalids and shit when I didn't sign anything? Pure bullshit.
On reject the power where you can get back to school easily without the MA? Probably not, but it's a decent option to have
wait I can just build an extractor for 20 more workspace to use the drill. I am a genius
One day people will stop ignoring the convoy, let's just be patient.
Sorry but i'd rather ride a giant snail than using that convoy.
>can't go into the Sea
To the Expedition it is!
Hunting Party.
Was it ever explained whether Peasants and SS were pureblood humans or not?
the burgundians are here too
>Bikes are slower than the pimpmobile
What did Dio mean by this?
It seems it's 6.01 now. This time I will wait as long as it takes for it to get stable, no rush.
I heard a lot of bad things about ninjas, when do they appear? I'm in may and still haven't seen them, but I have seen helicopters flying around
After you mess with their masters (the Narlocks) in the Lokk'Naar villages missions
Ninjas are smarter than 99% of the factions you fight since they mainly rely on turrets and grenades to frick with you
>cat path has no cats
DIIIIOOOOOOOOOOOO
it's over
I'm almost finished researching the Tech too
Just think of it as the lokk'naar path.
Real lokk path WHEN.
>justdiothings
You know I thought it was weird I could only recruit cats with mutant porn
>didn't wait a week
bakas
I want to play with the cats and I want it now
Anyone know when the catgirls were supposed to be recruitable? I thought he wanted you to buy the Firefox before you could start recruiting, disappointed to know I was spinning my wheels beelining that branch.
The Bootypedia says it's fine but I guess if I tried recruiting them it just wouldn't work
Fascinating given I can buy cats in the previous patch
Looks like it's already hotfixed.
So catgirls just eat shit and die in one shot until catitcal armor? Their camo armor doesn't seem good either
Yeah, they're weak as a leaf
Don't bring them in close combat unless you're certified you can kill everything before the turn ends
But... aren't they supposed to go into melee with their mediocre shooting but high TU, melee, reactions, and bravery?
Yeah, that's why I said to certify that they can kill everything before the turn ends
Contrary to Ubers which can deal and receive a beating in melee, Cats are glasscanons
Yes.
They're supposed to go into melee and win.
So swarm tactics, attacking weak targets, throwing grenades and then ducking around corners, etc.
>mediocre shooting
Don't they have above average firing stats both in max and cap?
They're camo and night vision are very good, until you start getting sniper-spotter enemies.
They're like taller lokk'naars.
Ubers get 12/7 camo and cats get 23/7 camo, and unless the bootypedia explanation is wrong lower is better
Lower is better for invis. For camo higher is better.
>start a new run with the new version
>want to do a peasant revolution, maybe try codexless for the maximal no gods, no masters vibe
>get some injuries taking down the first car of nurses, whatever
>next mission is a shambler hunt
>have three gals
>land at night
>the shamblers rush me and I lose the airbus
This didn't go quite how I expected.
should rush peasants and dogs
this. get Rev. HQ online ASAP and use peasant/dogs on bikes
I was like three days into the campaign.
Obviously this is good in the sense that I can just restart.
I'm on Blackbeard, and there was two. Frankly, I'm pretty sure there's always been two, in every shambler hunt.
From my experience on diff 2 there's 1, on diff 4 there's 2 and on diff 5 there's 3.
Difficulty 2 only has one, except on the Primal Hunts where your Gals should be ABAP.
>>land at night
S H A M B L E D
C
R
A
M
B
L
E
D
>shamblers
There's only ever one shambler, though, except on the primal hunt.
2 if you play difficulty 4 or higher,
Shambler hunts are just free reaction training though, just make sure to have molotovs and heavy shotguns to finish them if they get too close.
I basically win with just ol shotguns and molotovs, and sometimes use it as spear traniing.
Even against two it's really fricking embarrassing to lose. I hope he wasn't playing Ironman and just reloaded a save.
two on davy jones, four on jack sparrow
>four on jack sparrow
Was that changed recently or have that always been that way since i recall it was 2 at some point but i stopped playing on jack sparrow difficulty around the time when ninja bases and interceptors became a thing.
it was four last i played JS which was a few versions ago. i assume its still the case but i play davy jones mostly and dont watch russians enough to know for sure
It's 3 on JS
catgirls are hotter than ubers so I shall only be playing catgirls now, simple as.
Just realized that Fuso Knives give both Traditional and Radical Commendations
Neat.
>there's approximately one trillion khorne demons on the map
>one enemy turn lasts about as long as an entire small ufo mission in vanilla
>they're teleporting behind me on and in the walls and getting to act on the same enemy turn they teleported on
This is where I consneed, I pretty much finished the tech tree before coming here and I don't see how to beat the final mission even by savescumming. At first I thought maybe they simply expect you to train like 20 100/100 chaplains and chain nuke everything, but then I immediedly remembered the demons are immune to fire lol
>demons are immune to fire
fricking moronic, holy prometheum is one of the most reliable ways to deal with the parasite's taint
There's a big black prism somewhere on the map. You have to destroy it to end the mission.
>Now you can buy Outlaw Catgirl for 30k after dio hotfix.
Good, now you don't have to play to the shit location of California
Can you pimp out the purchased outlaws?
no, there are recruited just like gals, no items.
heh
To be fair, one should not suffer catgirls to live.
Does going Cats4Life locks you out of Persuasion?
They don't have a Ceremony like the other paths
looks like it
actually, its been fixed already. you arent on the latest version
Oh thanks
I'll go do that then
How? there still a ceremony requirement and i have the latest version.
the current version has the catgirl path tech itself (cats 4 life) unlock the ceremony dependency
>Dio was too fricking lazy to create an interesting Ceremony for the Catos
i am assuming he will change it after making a new training for the cats, or make one of their existing transformations require the catgirl path
>Earth's Satellite Network
Oh, now it's clear why I didn't have this event. I didn't study "pirate radio" because I thought it was useless.
>worthless
Don't you need it for Car Thieves now?
Also it increases passive base detection range.
I was updating my version where there were no captain ranks yet, but there were cat girls. Some studies have already been studied, including car thieves.
Even in the 6.0.2 version Cats5Life only unlocks the Party requirements and not the Ceremony ones
So Persuasion and everything that needs it is still blocked
I just tested a new run in the newer version available
So is this thing fixed or are anons just being dumb again?
DIIIIIIIIIIOOOOOOOOOOOOOOOO!
How do I get Captain's Log #2?
I guess I fricked up when I updated the piratez...
>hotfix
remember bros whenever new piratez patch drops wait two weeks
>two weeks
>implying I could wait 2 weeks from trying out new content
Right, does anyone know how to turn off the sniper-spotter system? It's getting really annoying to shoot one guy and then getting lit up by the rest of the map during night missions.
are you making sure to turn off your lights during night missions? it's always on at the start of every map and completely wrecks your night camo
what are some good ranged weapons before you can get to lasers? been using assault pistols and homefront rifles but I want an upgrade and lasers are still long way to go
What exactly are you looking for? For long range and reliable hits, the scoped rifles pretty good, if a bit slow. for fairly reliable close-range one-handers, the spikey smg does surprisingly well. And the mini shotgun's effective in everyone's hands, just keep that short range in mind.
What do you mean by "before you can get to lasers"? Lasers aren't really replacements for conventional piercing guns in piratez, they're more of a sidegrade a different tool for a different job.
Once you get a Workshop you can get Plastasteel bullets (/PS) for many conventional guns. Add Autoguns/AMGs, RPGs and Tommy Guns to your rifle squads.
Grenades
Sniper rifles
Machine guns
Shotgun slugs
Will all do decently against armored enemies. Use what you can look until you can buy them with the goblin prize military supplies. It's going to be a while before you can make your own lasers, but you should be able to loot enough for when you really need them
How do I turn on using the scroll wheel to adjust a number by 10 (or whatever I set the setting to)?
Is there a reason why Xpiratez forces UFO landing alerts to off?
landing alerts are bourgeoise decadence comrade
Sounds gay. I wonder if making the options file read only will prevent the game from changing it back.
So you can slowly watch the globe turn and the UFOs fly.
But the globe isn't actually turning in game
WELL IT SHOULD
''read the lore, all of it''
t. dio saxondragonson, bastard son of dioxine and saxondragon
I did that. It still registers as NAY in game.
Allah knows best. Dio barely knows how to keep his game from bloating.
It's for your own good. You can't enjoy the game correctly if you just timewarp from battle to battle. Dio knows best.
I would really love to be able to filter UFO alerts. The spam that ninja jetbikes alone can create is fricking unbearable.
>unlock gun emporium after researching like a billion different guns
>suddenly shitting on everything short of interpol enforcers with unlimited light snipers and painbringer SMGs
You actually use light snipers?
Gun emporium is good to rush for buyable LASSs, your only decent armored car killer until Krazy Hannah.
Two snaps a turn makes them good
I haven't played Xpiratez since version N4, did anything gamechanging happen since then?
kind of
Dio releases version N6 this week
you can go to the forum to see all the changes
In UFO defense as months progress you face tougher enemy races, what changes as time progresses in XPiratez? like 99% of missions are research-gated.
The Factions get access to more weapons, crafts and vehicles
You also get to meet more advanced Factions like the Mercenaries
Say for example Megapol
Their crafts start appearing after you research Car Thieves and they start as Wolfmen and then Pigmen wielding small arms
Let time fly for a while and they can spawn with Laser weapons and such
>get Shadowmasters in January, from one of the first interrogations
I just used up all my RNG luck for the rest of the year, didn't I?
you will never find a Guild Stapler
Guess what I just got.
Your favorite food
A glowie!
geez thanks
Welcome to X-Com, where EVERY mission will be inside someone's interception range.
your v8 bro?
Use your wheels homie
>58 days wounded thanks to airbus window first turn
I hate the airbus so much is unreal.
your ducking bro?
your get the frick out of the airbus and hide literally anywhere else?
>try the latter
>get reaction fired to zog
>Enemy reaction fire into a orange barrel
>My gal explodes
Another Gal into the hospital, i sure enjoy playing without save scumming.
If your barracks don't look like this, then you're not playing ironman.
>Loud Lobster, Rancid Madison, Trippin Pipe
One thing I love about this game is the name gen. It's just so frickin goofy.
My favorite was, when I just started playing the game and didn't know you could change the appearance of your gals, a gal with one of the jaundice yellow skinned bodies just named "Yellow b***h".
How do you do that, anyway?
I think the shortcut is "M" on the paperdoll screen.
i guess is time to recruit cats and gobos
>so many gals alive
Not playing ironman
>first isolated valley is a ruffian valley
Frick you.
You'd rather have Terminators or Zombos?
Zombies don't carry guns. You toss a molotov at them and they go schizo.
Terminators can no longer spawn there, even dio admitted it was bullshit.
ANd you don't even get a special way to recruit them, far as I can tell, just a headstart by getting Nekomimi to drop for free.
After patch you can recruit Outlaws for 30k after researching cats4life
Wait, you mean there's already a patch or do you mean that that SHOULD be how it works in the base version?
It's patched in. It doesn't say it on the tech viewer or give you a notification but you can buy "catgirl" next to runts and brainers, 6 a month max.
>6 a month
what?
where does it say that?
Cats4life have unlimited cat outlaws for recruitment, there is no limit.
game is indeed limiting the amount I can buy from the Market per month
Outlaw Catgirls doesn't seem to have a limit but Catgirls do
Also checking the wiki it shows me that Outlaw Catgirls have better stats with a monthly salary of 15k while regular Catgirls have -5 across all stats and have a monthly salary of 25k
This doesn't seem right and I imagine I shouldn't be able to purchase both types of Catgirls
you are looking at outdated files or in the wrong place, because the latest game files have outlaw nekos with a base monthly salary of 30k, while regular catgirls have a base salary of 25k.
outlaws being unlimited is the perk of the cat path. they can only be purchased with cats 4 life, while regular catgirls can be bought after researching recruit: catgirl.
oh, I thought the wiki was updated already
guess not
So with the path I can recruit regular Catgirls via Manufacturing (as in pic) and buy Outlaw Catgirls via the Market
I don't see the point in keeping regular Catgirls in the Market in this path if I can recruit their better counterparts cheaper with no limits
First time patching your game? After a big patch like N6 there's usually like 5 subsequent hotfixes until the game is in fully playable state, it took something like 3 weeks worth of hotfixes before N5 was properly unfricked.
I usually wait because I'm lazy and, until recently, my work has been tiring me out.
>Cat Outlaw salary is 30k
This path sure is expensive.
Is this their monthly salary or just the recruitment cost? If it's monthly the cat route can't possibly be worth it vs starting in California.
that is the salary of every cat outlaw, cargirls get salary of 25k, looks like dio fricked up again
>Kitsune and its gun both need Neko Batterys
>no way to get them except lootboxes
you can buy them later at the market
DIIIIIIIIIIIIIIIIIIIIOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!
Imagine if Dio has a bout of true madness and caps the amount of brainers you can buy each month
I recall some balance talk on matrix once about reducing player's brainer capacity but it was all discarded so that's likely not happening.
If Dio does that, I will begin modding the game to make it easier.
Frick him and frick his bloated shit.
xD
>i made this whole path in one evening while drunk
dangerously based
I fricking WISH I was that productive while drunk. Must be a slav thing.
I'll give you some advice, as a former drinker.
It's a performance enhancing drug, to an extent.
The trick is, you want to keep the slightest buzz going.
>get drunk
>add catgirls
many such cases
First time trying xpiratez, why the hell does running movement not interrupt when an enemy comes to view?
Because you're running.
because you're spending the extra stamina and free reactions to use less TUs. don't run into unrevealed terrain. or, carry a shield and do.
A hero died today.
>Ctrl-click a square adjacent to the soldier to have them 'sidestep'; costs 5 TU instead of 4 + facing changes
This is such an useful tip
>Second mission of the campaign: a distress call
>Immediate gas minibomb shot into the airbus
>Craft lost
skill issue
>he did put duct tape over the windows
gg no re
WHY THE HECK DO THEY HAVE A STAPLER CLIP BUT NOT A STAPLER!?!
someone stole it
An explosion must've destroyed it.
What's your opinion on the Powerball Bat?
Is it useful to use against vehicles?
It's really not that good, the scaling just doesn't go that far and it doesn't deal all that much damage. It's not that useful as a lethal weapon, nor armor breaker and definitely it's no stun weapon. If you want to destroy vehicles with ooga booga power just get the hammer, the standard one you start the game with. That thing is a beast, with high enough strength it even even break UFO walls.
Cannonball of acid/flask of acid if you want to ooga booga vehicles.
Are there other rise of the triad weapons in xpirates? Funny game, but not particularly good.
The Messer is the MP40, I'm pretty sure.
A lot of the guns are "borrowed" from other games, a lot of the time you can find the source by just looking at the url in the xpedia, the messer is literally called "STR_MP40" in the game files.
And from reality, occasionally.
I'm pretty sure the Kustom Handcannons are just bolters.
it's an ork slugga, just like the super shooty guns are shootas.
>140 damage loogies
oh man frick you solar
With great shame I admit that I have no idea how to use Voodoo. I use it with my Bugeyes but I have no idea how to use it with my anyone else.
mind control and panic require certain items like the voodoo rod. many armors/outfits have built in voodoo weapons
its been a rough 3 months on the catgirl path with no gals
goals for april: staff the personal lab that finishes early in the month, build the sickbay, unlock a couple more missions, upgrade the airbus to the blowfish, and tech towards the kitsune. frick if i know where im getting the money for one
How do deal with early cold mission? 3 luxury furs for a fur coat sure is expensive...
dont bring catgirls
Drugs and alcohol.
wear a scarf
fancy shawl (red scarf) + armor that have cold resistance + alcohol
>2 base assaults in Feb
Did Jack Sparrow get a difficulty boost or something?
In my current run I immediately sold the armored vault so I could buy 2 brainers immediately while keeping the security corridors so I could beeline the mess hall to get Warehouse Wars in January and get a discount on the second extractor, though I had to build a third extractor to use the drill. How hard am I going to regret this?
Selling the vault is more for reject the power where you don't need the space as much early. You can get warehouse wars in Jan without doing so, getting both warehouse wars and monster hunts is what requires a bit of good rng
I wouldn't like to sell armored vaults since space in your first base is a problem for quite a long time but it's not a gamebreaker or anything. You'll just have to be that much tighter about inventory management until you get enough slaves or workers.
Why are you going for an early Codex tho?
You still need Shadowmasters to be able to buy the crafts
I usually run gold or green codex because I suck hard at the early game, so the financial boost helps me a lot, though it's definitely a crutch.
>I'm missing countless slaves since Dio still hasn't patched the Persuasion bug in the Cat path
DIIIIIIIIIIIIIIIIIIIIIIIIIIOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
>distress call mission
>get murdered by almost completely invisible catgirls
Kek I've only played a few missions of this mod and I already understand the DIOOOO-posting
facing Catgirls in the early game is pretty devastating since they're basically invisible until they're up in your face
bad luck this time around
Protip enemy units can't sneak when they're on fire.
So, this one hurts less than the prior, but it still hurts.
Who's gonna do RL Cats4Life path now?
>Cats can't do persuasion
They should just get it for free because stupid fricking cat meme.
>after getting both Shadowmasters and Guild Stapler early, I find a syn among the starting junk
It's over. There's no way the random number gods are gonna let me get away with this.
That's a damaged syn so I think you're a long while away until you get enough tech to actually repair and use it.
Yeah, definitely. It's just incredibly rare to find one at all.
You can get syn from junk? Lol didn't even know that. Never got anything good from it.
Yup. 0.16% (1/625) chance.
It only needs Surgery and lots of Medical Supplies to be repaired so by second year anon can have that doll up and shooting
In before all engineers suicide or kill themselves in crashes and you have to wait until you get kidnapping to get your interrogations done.
v.N6.0.3
- Fix: 'I accidentally deleted the whole thing' critical mission spawning bugs (Pogroms, Ninjas and more) (thanks to Magic Skeleton, Torchwood and Solarius Scorch for the help with fixing it)
- Fix: tech progression when you select Cats 4 Life path
- Fix: Guild secret base crash
- New Events
- Improved gfx: Siren, Reticulan Peon, Reticulan Elder (by Mikkoi)
- Language updates
>two more weeks
>two weeks pass
>new update released
>two weeks pass
>anon safely starts a run
>new update released
>Fix: 'I accidentally deleted the whole thing' critical mission spawning bugs
DIOOOOOO
>'I accidentally deleted the whole thing' critical mission spawning bugs
lmao
what does that mean?
Critical missions did not spawn at all.
No more sloppy and stretched Jaggernout papper doll.
I still need to frick it up to make it more janky.
How do I get Gudrun as a unit? I've researched her knight armor and did the manufacturing but I don't see her on my crew list
She's actually a support unit, like the vehicles. She should be in the inventory, not the crew.
So what you're saying is the Cat path, if it's still in by next full patch, will be ready then.
>supposedly it can be extracted a lot of energy from these batteries
>Firefox eats them up like crazy
Yeah, someone is lying here
we need some way to trade hellerium for cat batterys
What if we just made a battery that could be plugged into the wall?
Difficulty 2 is the only one you need.
3-4 are just harder 2.
1 is called 'Dream' for a reason, it's not real.
5 is a meme made for people who hate themselves or savescum so much that nothing could actually challenge them.
>5 is a meme made for people who hate themselves or savescum so much that nothing could actually challenge them
I feel personally attacked
>5 is a meme made for people who hate themselves or savescum so much that nothing could actually challenge them
I may hate myself, but I've never savescummed once in any x-com nor xcom.
>I'm paying at least 30k every time the Firefox is out of the Hangar
>I'm paying 30k montly for each cat in my team
Cat path is expensive
A trip from Europe to America costs 60k if you use the Firefox since you need 2 Batteries to refill it
Should be much better than old one.
>skulls and lightning bolt
based, very important detail
I usually try to preserve original look. Dio sometimes being pain in the ass and ask me to redo shit tons of details, but to be fair he usually knows what is right.
I use Retro defusion to generate it and then clean the whole shit up.
It definitely looks cooler
I just can't take them serious with the ridiculous helmets these armors have
A horn and/or a red skull on the helmet maybe?
legs look bad
>knee and feet not aligned in any sensible matter
>random spikes
if you want to put any signs put them on shoulder pads(that is the reason you have them) or arms armor
Anyone knows how difficulty scales in Piratez? Is it only enemy number? Which one has the early missile strikes?
easiest debuffs enemies and disables some things. dont bother
2nd difficulty is the standard
3rd and 4th difficulties have more enemies, enemies have higher stats, and stuff sells for less. 5th has all of this but moreso on top of the missile strikes and earlier ninja activity and more bad events.
It's true, after the latest patch dropped I decided to start a new run on Davy Jones and I'm having a much easier time than my previous Blackbeard runs, more enemies = more loot dropping and higher score. Admittedly, I could just be improving in general, and I immediately bought peasants and dogs so I don't have half my team out for nearly a month when I get hit during a mission.
3 and 4 have the same number of enemies, i find it believable 3 ends up being easier than 2 but 4 certainly is not
enemy number, price on selling goods, enemy stat bonus,
just another casual scorpion landings
>scopion
In fact, a good ship, although not the best in terms of landing. The complete opposite of a WORM.
There are slots for almost all occasions, and 8 crew seats are enough for a small or simple sortie / mission.
I have had ones where the game was nice enough to put the VIP I wanted to kidnap next to my ship, and I love the Scorpion for that.
Scorpion really befits its status as Red codex exclusive. The open layout forces a fast "shoot enemy and run for cover" type of deployment and there's 2-4 spawns guaranteed on the craft's tile so melee troops get action.
scorpion is what lil' bird and warbird wish they could be.
>patching the thing doesn't give you the flag to unlock Persuasion if you already researched cats 4 life
DIO WHAT THE FRICK
It actually does
At least it did in my campaign
Just let the days go by and research the other Techs for Persuasion
The Dep. becomes Purple eventually
Frick, that shit checks monthly, I'm pretty sure.
I'll just start another run and cheat. Frick it.
Is it true you can make some units disgustingly OP with commendations and bonuses like you're playing Disgaea?
Yup.
>disgustingly OP
I mean they can still die most of the time if they get hit in the face hard enough
Units with OP stats right off the bat can randomly join, too.
I'm not sure what kind of scaling disgaea has but condemnations have their limits, you can realistically increase most soldier stats by like +50% from the baseline, getting to double will require serious grinding. But even at double health your unit is by no means immortal it's generally a better idea to spread the experience around. You won't get to a point where 1 superunit can solo missions unless you vastly outdated missions while vastly overgeared.
You can farm a lot of commendations if you use a lot of different weapons
>forgot to put gear back in the landing craft
>again
guess it's just fists again this time
Half way through year 1 on cats no codex. Library and workshop up, firefox bought. Working on back to school and the airtruck. Missing a necropriate and fan for advanced chemistry so refineries are a long ways away. Need a marsec goon or better to get catical armor, cats still running around in camo paint.
Why not use guerrilla?
paint has more camo and sufficient inventory space in my experience, while guerilla takes research to get and still fails to protect cats from damage
I think its still enough to not instantly die from a pistol shot or the edge radius from a grenade but I get you.
70% piercing resistance anon
If you don't mind me asking, what's your build order, schedule for getting more brainers, and usual loadout? I keep seeing people with crazy high infamy this early in the game when I struggle to break 4k-5k on what I consider a good month.
Raider Thugs become Slashers now?
Didn't they used to be regular Slaves?
Yeah these used to be converted to regular slaves, must be a last patch change.
Nice, i'll try to capture more of them now
tbh I don't think they're big enough to be considered Lahsers especially comparing them to Humongous Raiders
A mid term slave between the oll regular Slaves and Slashers would've been better
People used to make fun of raider thug(uber) to slave to baseline human slave soldier transition pipe. Maybe dio got sick of that and one upped them to lashers or who knows what was the real reason.
>they don't seem big enough to be lashers.
I thought Lashers were more based on enthusiasm than size.
If experiment victims and academy thrall are good enough for lashers then so are thugs. Makes sense.
Do you use display filters?
I think a bunch of them look good but I tend to stick to raw* since there's always some homosexual complaining about filters in screenshots otherwise and I'm sick of it.
I'm playing without filters. I like the crispy look and the filters look not quite right to me half the time. Also for some reason they make it harder for me to read things, both the texts and the visual designs. Not necessarily a blur that obstructs vision but something that just prevents me from understanding what am i looking at. I don't know what it is but i also had it recently with that System Shock remake. Feels weird man. Maybe some art styles were not meant to be hidden behind such graphical options.
All filters are hideous. Keep the game pure, just like I remember it from the good old DOS days.
my poor baby captain
literary me
Me when my gals get sniped halfway across the map.
>tfw
i play without filters because the CRT filters are either too dark or distorted
These enemy bases are stacking up, and I don't have the air power to deal with all these base resupply ships or the ground power to deal with the bases themselves. Worried I might be fricked for score here soon
By sep second year you should be ready to take them down with minimal problems. What factions are they?
Two are Marsec, I hadn't checked the third until just now. It's academy, looks much more doable than the other two. I think there's a fourth I haven't run into yet in europe.
Is it that low? I've only gotten 5 digit scores a few months, but I can consistently hit 7k or so. Maybe I shouldn't worry so much
Sounds like a good idea
Perfectly doable at this point. Bring rpgs for tanks/cyberdisks and you should be fine.
>Marsec
They have dudes in power armor, so watch out for that.
>Is it that low?
Yeah well the faction bases probably still use legacy code from the original game. In vanilla getting like 1000 score at the end of the month was already pretty good so alien bases yoinking 300 from you was a bigger deal there.
I don't think it'll be that much of a problem, these bases drain like 300 points each per month + supply ships. By year 2 you should be capable of generating 5 digit scores at the end of the month.
use a CONVOY filled with RPG peasants
If you can shoot down the resupply cruisers you might get a lot of neat loot and plenty of score.
don't do this; they have mininukes
Pretty sure they don't since several patches ago. They do have hellerium rockets though.
It's fine, don't worry about it. Go have a drink and rob some people!
So is xpiratez playable now or should i wait another 2 weeks?
Current patch seems fixed. Likely some less obvious problems yet to be fixed.
I'm using some submods to play without gals at all, so my run is not going to be representative of a normal pirates playthrough.
High infamy is a product of research and your airgame. In that picture I had shot down three freighters with my Firefox that very fortunately flew past my base, as well as some other minor craft. The infamy gained, and infamy loss prevented, from shooting craft adds up fast. Completing more missions also helps, with some being much more valuable than others.
My normal Jan is to focus very heavily on researching bounty hunting, warehouse wars, and monster hunts. The first is easy, getting both of the other two may not be possible if you get some bad rng. These missions are important for loot, xp, and score. I had a very fast start this run because I went no codex and sold my armored vault, but this is an extreme outlier. I have also made significant sacrifices in other ways, like almost entirely forgoing armor techs and have done very little work towards hellerium craft, both of which I am going to have to make up later.
My other advice would be to get a battery pack or two for your Airbus, and buy a V8. Together these will make it much easier to reach your missions. Not squandering the rng you get is important.
Other high value mission techs I would look towards are underseas treasures, organ traffickers, mansion invasions, and toppling towers. You will need special armor or craft, but the loot and captives available are well worth it.
I made the (mistake?) decision to go No Codex
When do I get a craft that it's able to compete against the big birds?
It's a challenge run so if you're new it's definitely a mistake. Pachyderm is probably what you should beeline to, contact: authorized dealers gets you this.
ayyy, frick me. I'm already too far to go back
I just unlocked the Pachyderm, guess I'll buy the big guy
You also need a heavy craft weapon to outfit it with. Easiest to get would be probably naval gun from zaxx bounty.
if you're new to the mod I would instead recommend that you start a new campaign
it's not uncommon for most to start over so don't worry
if you don't want to waste too much time getting to where you are right now you can always cheat a bit so the early game goes by faster
I prefer you play through it normally so you get used to the mechanics
Authorized dealers let's you buy the shark and the pachyderm. The shark is not great but it's good enough to get you by until you can build hellerium craft. You can build the air truck after ship junkyard and tinkering which is good for camping but unarmed.
Xpiratez has been always perfectly playable
>use a baseball bat on a power armor enemy
>the enemy dies
They sure make those baseball bats tough these days.
>play Rosigma
>Arbites
I have no idea what am I doing. The other factions were a LOT more straightforward.
Some of the vk art is cool
Looks awesome
I really liked the Barbed Dagger and grenade strapped on her
>vk art
what's this?
VKontakte. Some kind of Russian social media
Vk.com xpiratez page
I personally like this one of the Guildmaster
That gun looks like it's alive, organic.
Biological technology is the future.
Who wants a gun that can't clean itself?
>got myself a landed Church ship on month 7
>they all have Gauss weaponry
If i get out of this alive this will a certain boost to my economy
need more catgirl outfits for cat path
I think ima skip this version. The cat path seem lackluster and without much content currently. I bet it will be fleshed out for the next release.
Yeah, I'm regretting starting my current run on the cat path, buying outlaw catgirls is good but it's rough on your economy early on. I should stop rushing brainers so much or be more intelligent about when I buy them, getting impatient and buying two after an amazing end-of-month temple raid was a horrible idea.
It definitely seems like Cats is still a WIP. I'm waiting until version N6.1 or 6.2 when it (hopefully) gets fully fleshed out.
What does the cat path give? Just easy access to catgirls and golden guns?
Need early access to the midtier nekomimi armors too, possibly skipping subverter of the gods for something easier.
Nekomimi combat armor and peacemaker are good but you get them so late it's basically useless imo.
Maybe another to then get SPACE GUARDIAN and SPACE TROOPER early, as those armors are actually quite good.
I'm not sure why the cat path was needed in the first place. Prior to N6 what I'd do is just go gold codex and hire as many cats as I wanted with infinite glamour.
probably to get cat events and cat gear and other unique cat stuff, not just the cats themselves.
It's just that right now all you get is goldenguns, if you got combat armor about as fast as oni/catgirl samurai it'd be solid imo.
It wasn't.
We needed Gobbo Uprising.
what good are gobs anyway?
Better shooters than gals, better spotters than peasants and SS.
I usually use them as spotter sniper teams so gals can hit sick assault cannon shots from far beyond sight.
>sniper spotter teams for beyond LoS explosive delivery
funny, i do pretty much the same thing but i just use other gals for this role. i figure, if i can also give the scout an RPG or chainmail then why not?
I prefer to give scouting Gals either dedicated sniper weapons (with NV equipment) or pistols and swords.
When Gobbos are first available most Gals can't get as good at spotting as them, though.
how do you make your gobbos survive getting shot?
or, do you?
>how do you make them survive getting shot
Step one, spot the enemy at night.
Step two, have someone else shoot the enemy.
Step three, take cover.
Step four, I fricking hate mercenaries, but that's late game.
underground missions
catgirls do everything do better now
see
>I made this whole path in one evening while drunk.
New I guess
this has been in for a while
Really? I don't remember needing a Rat Mob Lt for anything of the like
Guess I just killed them all every time and never noticed
Is there no way to make certain units teleport, or otherwise make them behave like guided missiles? If there is, the 40K mod could use those methods to have teleporting Terminators or Assault jumps making an explosion on landing (that doesn't affect the Assaulting unit, of course)
>August of 2601
>Got myself a Library before the Workshop
>no Staplers in sight
Why do you have so many big radars and one small radar? Why is your base layout a nightmare to defend should you get invaded? Why so many questions?
Overchargers are for Aurora's missiles
3 for good measures (700 Base strength with the Armored Vault)
They make for a good tile to put next to the Hangars because they block access from the vents + double doors so invaders need to open both doors to be able to see through
I don't have the need to dismantle the small one for now + it gives me Short Range Detection
Most of the time the battles have being fought in the Extractor and Crew Quarters
You don't need short range detection at all. Long range radar obsoletes short range radar.
>Short range detection
????
This isn't IRL where a radar might suck at seeing short range but be good at long range. Long range radar sees at all ranges it covers.
The small radars isn't entirely worthless, the way standard radars work is that exactly every 30 in game minutes they do a sweep and they have % detection rate to spot ufos in their range. If you have small radar overlap with large radar, you technically get two chances of detecting ufo within the overlapping radar range.
But since detection rate is already pretty high with just one radar this really isn't all that useful.
>If you have small radar overlap with large radar, you technically get two chances of detecting ufo within the overlapping radar range.
this just means that if you build two (or three, four...) large radars (or hyperwaves etc.) then you get that many more chances to detect everything in range. realistically you won't need more than two, at most three radars for this.
so once again there's no reason to build anything but best-available radar/hyperwave unless you are a poorgay
Hyperwave has 100% detection rate so building more than one does nothing, the only radar that's actually worth stacking is the revolution hq since it only has 3% detection rate.
>stacking Rev. HQ
if you have access to it then you should start every base by building one.
Wasteful. Two or three is plenty for detection
for the barracks, training, and storage space. global detection is a side benefit after the first one.
>accidentally pick Jackass Captain in a new run
>get hit by multiple events that drain 100-250 infamy in a row
>almost no missions spawning in March despite beelining Bounty Hunting, Warehouse Wars, and Monster Hunting in January
>all my runts are dedicated to building the Harvester
Very glad I decided to go easy on the brainers, this month's score is going to be negative and I'm probably going in debt on maintenance.
it's okay to have negative score as long as it's not two months in a row
Overcharged Radar keeps its gun so it alone is worth keeping even if you build Hyperwave or Revolutionary.
I can only imagine more of these will be added in the future considering the new path
Early on, which civilians are worth repeated interrogations and which ones should I just sell off asap if I need money/lack prison space?
If you need space just sell those that are worth the most, pretty much all civilians are worth interrogating but in ideal worth you'd focus on those who are worth less in ransom like labourers over sharp guys and such. It doesn't matter that much.
You only really need civilians to get all the region Techs since they're not researchable
Like anon said try to sell the high value ones at the start
You can get the regions done with recon expedition reports but they take forever to arrive and take a lot of storage space which you likely won't have early on.
>which you likely won't have early on
On the contrary, early is probably the only time you WILL have space.
Shadowmasters is prolly one of the most important tech bottlenecks you pretty much only get from civvies
>research base
>mind shield, built at south pole
>never shoot down anything near it
>they still find it
whatever
cool thing to know
It's actually a bit surprising how rarely you can find such a logical mechanic nowadays. I remember playing Phoenix Point on the release and i had to manually recycle half spent magazines and make new ones. Tried it again recently and now those mags just disappear. UFO aftermath just refills anything you didn't spend fully. The concept is always either completely ignored or not quite right.
Either you want it and then you just need to commit to it once, or you don't care about beating it so it's all well in the end.
I will literally never beat Piratez because I'm stuck in the "play, long break, restart" cycle
If you play for 12 hours a day you can finish piratez in about 2 weeks!
This is terrible idea.
Play for only half an hour or hour each day.
v.N6.0.4
- Fix: Studying The Sword and Weapon Lore crashes
- Desert movement more difficult (for walking units)
- Zombies more vulnerable to Concussive damage
- Added extra reward for Nocturne in Red
- Gfx udaptes (paperdolls an pedia), by Mikkoi: Fartbag, Guild Air Sailor, Church Matron
- Minor adjustments/rebalances
>2 more weeks, also exploding the zombies is back on the menu, boys!
>- Desert movement more difficult (for walking units)
RRRREEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
>new version right as the thread is dying
good
this is getting out of hand
you're like a little baby watch this
Why would you save all of them? I only keep the last version just in case I want to go back (never did).
partially nostalgia sometimes I'll load up an old save from an old version
partially because there's hundreds of screenshots in there I might want to reuse them at some point
partially because specifically at L9 I thought that might be one version worth archiving since dio went full moron with ninjas in M1 but that's not really a problem anymore
>L1A1
You started around the same time I did. Neat!
Is it worth turning extra Engineers into Slave Specialists?
They have some value in the Market and you can turn regular Slaves into Specialists with Glamour later on so I'm usually torn about this
>is it worth it
Do you need the lump sum or what research they are worth now?
Because slaves are more profitable in the long term but obviously if you need $50K now and you have $50K worth of people to sell...
Engineers is a good way to generate Slave Specialists. Turning regular slaves into Specialists is very time (ie runt-hour) consuming, barely worth it imo
>running out of Bandages after I started training Bravery healing fallen foes
>had to resort to interrogating Guild members for the Stapler
>the same week
I don't know if it's intentional but my Gals won't Reaction Fire with the Clockwork Gun
I need a second weapon in the off-hand for them to do it (with the second weapon)
Only snap shots allowed for reaction fire, if weapon doesn't have snap shots you won't do reaction with it.
Oh, didn't know that
Thanks for the heads up, anon