>Preferably with a nurse uniform for the Gobbos
I'd like to see more gear for them in general, they're supposed to be these ultra sneaky little badasses but by the end of the first year all the enemies can see them just fine. They need some suits that give them a role in the mid and late game.
Just wanted to mention that slave soldiers don't suffer from morale drain due to combat stress. Neither do bugeyes, but you're likely to have more slave soldiers than bugeyes (and earlier).
I got it done with a Convoy of reasonably well trained gals in Metal armour with heavy shotguns, and a lot of crowbars and recoilless rifles for the harder targets. Three casualties and a bunch of injuries, so it's a pain in the ass, but it's doable. You can get a LOT of captives and recruitable ubers out of it, so I came out ahead in the end.
Convoy's useful in general, I find. It's slow as shit, sure, but it lets you throw a LOT of gals at a scary mission early if you need to. I use it for pogroms and ninja bases and the like.
There are unique raiders and weapon in that mission. Also it seems to stay on the map forever. I tried to ignore it and it just wouldn't go away for weeks before my autism compelled me to clear it. You can also clear it rather easily if you camp your starting spot, clear vicinity quickly and just pop up from the transports to take potshots until most of map is dead.
Btw anyone knows how much money the prize for doing the mission actually gives (since there's no pedia entry)?
1. Like anon above said, check if you're lit up. That NV overlay can troll you. Use Space to temporarily switch it off (or Scroll Lock to deactivate it) and look for light sources.
2. Some humans do have NV. And some of the guys with NV can act as spotters for others (have sniper-spotter code).
Doesnt seem like it, the gal from this pic will get lit up by 2 grenade launchers and a sniper next turn, the guys I am facing are the spartans if anything helps.
Spartans are a pain in the ass to fight at night because all of them can shoot blindly at you using sniper-spotter. The way it works, you get "spotted" after your shot hits one of them, and stay marked for a few turns, so staying far away won't help.
>you get "spotted" after your shot hits one of them
Wow, that's bullshit. Wish I could magically tell the exact location of a shot's origin when it hits one of my gals.
You kinda can. If one of your gals is facing the shot direction, you can see where it is coming from. Not always perfectly accurate, but you can throw a nade or two there.
1. Like anon above said, check if you're lit up. That NV overlay can troll you. Use Space to temporarily switch it off (or Scroll Lock to deactivate it) and look for light sources.
2. Some humans do have NV. And some of the guys with NV can act as spotters for others (have sniper-spotter code).
So here's what I usually do, and I am moronic so keep that in mind.
I get 4 to 6 lokk'nars asap and slap them in either a specialized air car/airvan/airbus or switch them into and out of the main airbus for underground.
I usually go Male Touch because homosexuality is fine but bisexuality is better.
I usually use SS as my base defenders and snipers, since either they'll have good vision from their armor/the light or the gals will be running around spotting shit for them.
I have recently come into the thought of using Bugeyes in the Advisor uniform as medics.
I almost always have at least four peasants ready for Valleys since even if you don't care about using the loot it sells for a couple brainers.
Catgirls I didn't use the mod before it was integrated so to be honest I'm not sure how to feel about them.
My best run only got up to Syns before I gave up because I lost a nation to zero tolerance.
I like to roll with a mix, with Gals as the core. For my main mission craft I'll usually have one or two of each type of soldier and then the remainder Gals. For interception craft (snakes, at this point in this run), it's usually one Lokknar as a pilot, one Bugeye medic/voodoo guy, and the rest basic Gals. In my main base I'll also keep a surplus of Lokks and Peasants around just to be sure I can do underground/city missions safely.
Lokks are amazing craft pilots, and in missions can sit on top of the craft and plink with sniper rifles in comparative safety.
Peasants are cheap and cheerful space fillers, and can be put in Nurse Uniforms if you don't wanna dedicate a couple of gals to hauling X-grog around. Damsels are the same shit.
Gnomes do great as vehicle pilots in anything that has weapons scaling off of bravery.
Bugeyes make for good medics early on, and later will be your main source of voodoo.
Catgirls I've not gotten much time with, but they seem to fall into the 'great pilots, kinda squishy' niche, same as Lokks, just harder to get.
Slave Soldiers are... kinda lacklustre? But they do get some special tricks which are a pain in the ass to get otherwise (e.g. pillow knight morale/freshness recovery), and the lack of freshness being a factor is occasionally kinda nice.
Syns can be built up to the point where they're hot nonsense in melee, but are too much of a pain to get to plan around having any.
Freaks I mostly use as heavy ranged specialists, as opposed to my generic gals, who I usually have set up for melee, with a scoped magnum for long range.
Weirdgals I mostly use for operating voodoo scaling weapons rather than actually casting shit, but they can do that too, and are mostly useful for being able to pick up heavier things than bugeyes while still doing voodoo shit.
Variety is the spice of life.
I for one recruit every special Peasant (Princess, Sniper, Revolutionary, Wild, Damsel) I can and keep them for special missions.
Then every special SS (Hero, Zone Stalker) that finds me. They and a bunch of regular SS have a base and a Deliverator for their own use.
6 Lokks for underground missions.
If a gnome finds me, welcome be. They'll be X-Sectopod or Hovertank drivers.
I don't use voodoo so I don't have much use for Bugeyes.
I have a damaged Syn but can't repair her yet. Same for a Device of Doom.
No catgirls because I haven't updated. I want to finish my run first.
Catgirls are good snipers in night missions since they have built in night vision like black cats. I wish there was golden sniper rifle or something. The marksrifle is good but doesn't get sniper rifle damage.
holy FRICK i got demolished
what the frick is up with this mod? (fun!)
also, when do I get a ship with a gun? I'm tired of seeing those freighters flying around me, unlooted...
Hit Q on the geoscape and look up what you need for Contacts: Car Thieves, they'll sort you out with the first useful vessels that can fit guns. Contacts: Krazy Hannah will unlock buying the guns, or you can loot shit out of various missions and landed craft.
does anyone know how craft weapon accuracy works? there are those new categories now and as example divebombs(ib) has horrendous 15% base accuracy, likely it's meant only for very large targets but does it work like
A (base accuracy * 200%) + pilot accuracy
B (base accuracy + pilot accuracy)*200%
C some other way please explain?
anything that can combo and grant two or more condemnations is satisfying like use axe to kill three people and get slasher/psycho/ice cold killer
or use shiny niner/EP to gain electrifier and street fighter at the same time
Maybe something was changed. The last time I was through the missile strike phase, a swarm of HK-117 spawned and searched for your base before launching the missile strike.
it should still work like that, in my last game I intercepted all the hks before they could get close to detecting my bases and saw a grand total of zero missile strikes
If the philosophy in this game is also his life's philosophy then he is kinda moronic.
Though at least then he clearly hates authority so he has that going for him at least even though he contradicts himself on that.
Gals are moronic. You could tell during an interrogation that you hate sloppy blowjobs and to whatever they do, not suck you off. They world grin wickedly and begin to suck you until you cum blood while laughing about how foolish you were to tell them your weakness.
Can I take my time? waiting for my gals to heal and researching stuff? Or do I need to find myself in a constant state of battle where I maximize my monthly infamy?
i just edited the rules files so i can recruit catgirls earlier by paying only 1 single glamour i don't really want to cheat but waiting 1 entire year to recruit catgirls is a pain.
Question, what kind of enemy can i find in demon altars i don't really like to use goblins xuz they get one shot killed even with slayer armor but that research building looks very sexy...
I've seeen rats, vampire bats, ghost gals, blood hounds or boogymen, it can get pretty dangerous no matter how prepared are you I tend to just do it with throwaway units and not care if anyone dies.
I think their voodoo potential is slightly higher but you need to get lucky with recruit and even then it's insignificant, also has a few unique outfits but none of them looked worthwhile
I think their voodoo potential is slightly higher but you need to get lucky with recruit and even then it's insignificant, also has a few unique outfits but none of them looked worthwhile
I have two which I use to make glamour from their standard outfit. Their usefulness has diminished since I first got them from their lack of available armor, however.
now that I took a second look at damsels here's an idea, gather up 12 of them, build prospector craft, dress up all of the damsels in winter queen outfit
any mission you don't feel like doing send prospector there and instantly abort, you'd get 12 glamour 60k$ in chips and 4 metal ore(that can be used in mint later to print 50k obsidian chips) over time this can quickly add up and you'll get to recycle missions you weren't planning to do anyway, I mean how many times do you want to repeat ratman rodeo or some other equally mundane mission
Depends on route. You can only buy hand and warrior gals on gals are superior route. Later on everyone gets to recruit veterans for glamour or cash. Otherwise you can recruit them from prisoners.
I picked "Gals are superior" but, in order to recruit -manufacture- a veteran gal I need the "Veteran gal" ~~*resource*~~
Where do I get those? rescue missions?
It's research you need to do after getting Diplomacy, which you get after researching every landmark of every country and getting contacts from every local government.
On GaS path, you should be able to recruit hands (basic ubers) right after you research it.
Until then, collect and recruit escaped lunatics or young ubers.
name one weapon you think is overrated and one that's underrated
overrated - minilauncher, it's shit I just don't get it, every type of bomb I tried has always lead to disappointment
underrated - super sawed off, basically pocket double barreled shotgun that counts as infiltration but is good enough to use in normal missions and scales with nuke ammo later
Check out this screenshot, I've lost 14 elite units in one mission due to a incredibly unfortunate set of events but I just moved on, month or two in game later it was barely even noticeable.
Nobody is too valuable to lose, everyone and everything is replaceable.
Stop it in stages.
First, make a save at the mission start and only ever revert to it.
Then, once you get comfortable with it, make a save before a mission, and if you want to reload you have to skip a mission.
After that you will be man enough to ignore any number of losses. Makes game more interesting, in my opinion, it becomes kinda flat once you have the entire team full of uber-uber gals.
units that are set on fire will lose any camo including invisibility, load up incendiary rockets or grenades? alternatively asassin armor has 10 anticamo and that can spot ninjas from miles away even during night
Unfortunately, they always time their missions so that they happen at night. You can't wait for morning because the mission despawns and you get a score penalty.
Also, Assassins have 'need to bump into them to see them' camo in the day too.
>Early game, respond to a mutant pogrom >Night assault, things going smoothly >Suddenly, a fricking RPG Wolfenstein trooper wipes 5 out of my 6 gals >mfw
>tightly packing your gals
Fault. RPG is a guaranteed kill on a direct hit, but it often misses a lone target.
You move faster than purebloods, so scouting ahead a bit and then falling back to end the turn is safer. And treat every door as having an enemy right behind it, they can and like to make ambushes.
>not rotating in place looking through the windows >not opening the doors with right click to peek outside >not leaving immediately after seeing the enemy with RPG facing you
a (you) problem
>he's doesn't open the door, see the RPG, and then leave via another door
He has learned a valuable lesson. Baiting the reaction fire outside of the bus is a great way to screw over an RPG wielder.
It can be good if you can bait him on a bad angle. These 130% misses can work both ways. But my first reaction would be to try and throw a powder bomb at him if it was a regular humanist.
He said everything was going smoothly, so it obviously happened later in the mission. If you want to complain about the vehicles not being airtight and the addition of freshness, both to counter some turbo-autist's ultra-camping play style, just do it.
Wait, it was later in the mission >and he still had people in the airbus on a terror mission
No no, you bail out turn one or two. That thing might as well have no walls and some of the fricking shot angles into the cabin that the enemies hit are completely bullshit and not repeatable from inside.
Doors are the best places to ambush the enemy, as well, since you have to come through a door facing frontward: someone directly to the side can clap your cheeks.
I think you've gotta build a new one of whatever it is over the top? It should refund you a decent chunk of the value when you do it, but you've got to have enough cash to buy a new one to initiate it.
Ninja bases can be cheesed from sending a costly base defense/govt attack mission if you send a fighter to their radar coverage and either destroy their interceptors or run away a day or so before they send the land cruiser. The aforementioned mission will be cancelled!
if ninja govt attack happens you can send a rail pod with a peasant and armed landmine, just blow yourself up turn 1 and you'll lose like 400 points instead of 2500
You can actually abort that mission normally, it's just that all your gals start out scattered and the surplus item pile isn't in the exit zone.
A rail pod isn't a bad idea, but you can actually get the peasant back if she doesn't die to reaction fire.
Xpiratez has a more interesting setting.
XCOm Files also relies more on capturing people and there's less you can workaround.
At least in Piratez you can get some workarounds for some caps.
Piratez is simply much better quality and better designed. X Files is just grindy as hell.
Dio is also full time autist vs part time autist like Solar.
>XCF is grindy
What makes it grindy? Where's the time sink? Is it similar to the one in Piratez where your development speed is limited by the amount of research you can get done and the amount of certain enemies you capture alive for interrogation?
I haven't played that much XCF but I noticed there is a ton of item bloat that seemingly has no reason to exist, does the game really need 20 nearly identical variants of assault rifle and then 20 more acquisition topics to get through?
I also really didn't like how every "arc" the game features follows exact same pattern of capture live vip that unlocks new mission that requires you to capture new vip repeat ad infinitum
XCF has a lot of small things that end up making the game incredibly repetitive and feel like a grind, piratez is grindy too but it doesn't feel like a grind that's the difference
-All missions have a despawn cost, requiring you to take them.
-You have no idea what you're facing before you actually enter the mission, so you carry a generic loadout which is not ideal for what you're facing.
-Huge amounts of enemies, and they usually won't surrender because they're dumb animals or there is a high-rank enemy lurking in a corner of the map somewhere.
-Lots of fricked up terrain with lots of ambush opportunity.
-Loss of agents are a big deal, which means you have to play cautiously and slowly.
-Progress locked behind RNG, you can potentially go months without the mission requiring progress to spawn, or have RNG frick you over inside the mission itself.
-Rookies simply don't have the TUs for missions against melee enemies, they have to move forward about 4 tiles every turn to avoid getting ambushed.
-The training pipeline required to bring rookies to a point where they can contribute to battle is long.
-The game is old-school designed so that you are expected to restart once you've deathspiralled your way into learning the traps and pitfalls (which enemies are death, which misisons are death, which situations are death etc), and then do the whole grind all over again.
To be fair, X-piratez has some of these problems too.
I'd not consider it a bad gun. It's not a super-endgame gun, but it's an extremely accurate laser weapon that ignores a third of armour, deals guaranteed armour damage, and never runs out of ammo. The damage isn't huge, granted, but it doesn't need to be. Would I give it to a frontline gal? Absolutely not. Does it do really well for low-carrying-capacity peasants and lokks whose job it is to plink at long range to soften an enemy up before a gal runs up to club them with a peg-leg? Absolutely.
It took me 45 turns of plinking at the turrets with all my gals before I finally destroyed them
Holy mother of mercy. This is hell.
I found the gates to hell, and the driver parked right in front of them.
Frankly, I'm just glad it hurt them at all. I forgot to bring EMP bombs and the stupid boom forest exploded every single corpse I killed so I couldn't loot them for some. Incidentally, it also destroyed my stack of items, but thankfully I didn't bring anything valuable that my gals weren't already carrying.
You mean a really good gun.
Since it's strong enough to erode armor on turrets and has no ammunition requirements.
It's a great weapon for your regular troopers.
2 years ago
Anonymous
>Since it's strong enough to erode armor on turrets and has no ammunition requirements.
by this logic pocket las charger is strong since it has exact same armor characteristics as self charger, you could probably even take down a sectopod with it if you were only to take 100 turns firing at it!
2 years ago
Anonymous
Self-Charger can't be ordered en-mass from the market as easily, and its range is shit.
2 years ago
Anonymous
It doesn't, because the armour erosion is a proportion of base damage. The Super-self-charger is about half again more accurate on snap shots, can reach out to 200m with aimed shots, and is twice as damaging. It's not a chem mortar, but you can legitimately abrade armour with it at range and pick off soft targets with ease. It's not a mainline weapon, but it does great in the hands of peasants supported by gals for up-close work.
2 years ago
Anonymous
Chem shotgun is better at eroding armor, but I may be limited on how much chem ammo I can carry, and a chem shotgun is less good at taking down the regular infantry I'll be fighting before I can focus on the turrets.
I've never actually gotten a chem mortar.
2 years ago
Anonymous
Yeah. Chem blunderbuss is great too, but you need to be up in the face of what you're shooting at to make use of it. By all means use those as well on your more heavily armoured, higher carrying capacity frontline gals. The super-self-charger is for peasants/lokks on the other side of the map where they're comparatively safe from return fire.
2 years ago
Anonymous
I feel like damaging armor in openxcom is a desperation tactic, this isn't xcom 2 just bring a real gun next time
2 years ago
Anonymous
14mm turrets can reliably tank rocket launcher rounds
If I need a 'real gun' to fight a base defense object, then I should be able to do bombing runs to destroy the base from the air, or use Aurora's missile silos.
2 years ago
Anonymous
concussive damage is just about the worst type you can bring against it, try recoilless rifles 2-4 shots depending on rng brings it down
2 years ago
Anonymous
The gun is described as firing a HEAT round.
Either way, Recoilless barely does enough damage to sometimes clear the threshold for the 14mm's armor. It has no weak spots. You'd need erode its armor or get a max damage roll with an RR.
2 years ago
Anonymous
are we playing the same mod? recoilless rifle will roll 47-140 against 42 armor, so it will deal anywhere from 5-98 damage, and each subsequent will deal more because r-rifle damages armor like 10x as effective compared to a laser gun, I found that between 4 shots it will almost always go down
but maybe plinking it with laser for 20 turns is preferable, what do I know
2 years ago
Anonymous
Recoilless Rifle is a lot harder to gain access to.
And I'm talking about the RPG, which says it has a 'HEAT round' but it still deals concussive.
Why even bother with the manacles?
Enemies getting up and picking up weapons is annoying.
Overstun is annoying.
Civilian forces during pogroms killing enemies that get up is annoying.
I baited them with a pirahna beforehand, but I'm certain the faust with two 2x 25mm cannons can take them if they're the earlier ones and you get lucky with the dodges.
Have you considered a convoy? I feel like that option is overlooked by people, it's not THAT slow and for missions like static bases it lets you bring a frickton of people. Either bait out the interceptors with other craft or just arm the convoy with stuff, it's really fricking tanky just make sure the pilots have good accuracy.
the biggest problem(with guns) in xcf is how its underutilized >no different sponsor option than let you get specific set of weapons earlier >enemy factions have plenty of low tier no threat units which make fight boring >no early missions where you can bring plenty of troops with no armor and some low tier guns
tbh when you actually get some real guns they all get send into locker because you already have access to black ops guns
>enemy factions have plenty of low tier no threat units which make fight boring
This happens in Piratez too. You end up sending power armor Gals and X-Sectopods against bandit camps.
Ha! Jokes on you, I go to EVERY mission if I can get there on time or have the appropiate craft.
Fricking Cruising Counsellors, demanding a single seater craft to attend.
But yeah, penalyzing even the low tier missions when your agents have really good armor and weapons is just bad design
My rule for repeating missions is, if the mission only grants money or experience it's no longer worth doing, I only do missions that progress the tech tree.
Cruising counsellors is easy once you figure out how to do it properly. I always keep a barracuda with fully equipped gal for that one.
2 years ago
Anonymous
>how to do it properly
I just stand near an elevator and click end turn until the mission wins itself from reaction fire
is there a better way?
2 years ago
Anonymous
No, you pretty much nailed it. I just like to get them alive so I bring zapper and white dress.
2 years ago
Anonymous
White dress is the one where you get some OP ass martial arts attack, right?
2 years ago
Anonymous
Wouldn't call it OP, but still very good non lethal takedown option. Very little hp damage. Also makes you shrug off charm damage so they can barely touch you there.
2 years ago
Anonymous
It's OP on that mission. The counselors don't stand a fricking chance.
Thinking of restarting my run but not sure which codex to pick this time. Picked Red last time. Grey looks way better than all the others with a guaranteed early gnome. Is the zombie gal stuff that green gives you good? Gold seems kinds lacking. Does it give anything that's now super obvious from the early techs it unlocks?
Gold gives you a shitton of cash techs.
Its greatest weakness is its complete inability to deal with special monsters. Red can recruit the self-destruct device, grey can imprison the poltergeist, and green can turn the slime infestation into base defense with a side of tentacle porn.
>Grey looks way better than all the others
gray is good but mid to endgame focused, as far early game bonus goes it has almost nothing and you're the weakest early on >Is the zombie gal stuff that green gives you good?
I found it to be decently good, you can apply zombiefication to gnomes for extra tough vehicle drivers and if they die you can bring them back from the dead relatively cheap, if you go green and somehow build bio/pestulator suit >200hp gals with regenerating health are on the table >Gold seems kinds lacking.
I'm not sure why this is the popular opinion, personally I think gold is the best codex and by quite a bit, on top of all the good stuff it had now it has this onlyrunts project that seems to give near infinite glamour
golden codex feels like jack of all trades but it really is master of all of them, good starting eco bonus with gold bars, admiral outfit, easily the best menace in the air, all good mind control options of gray, all good healing options of green, from early game to late game gold has something good at any stage
now specific about admiral outfit, use it with any weapon that scales hard off bravery, I slashed tanks with medical slicer it gets pretty outrageous but officer lash isn't that good, mostly a waste of time unless you really like mortars
How nice of the game to be able to send me into the shadowrealm whenever it feels like it.
I can recover that, but it pisses me off so much that it sent me almost half a million into the negative. "Too much money" my ass.
Holy mother of mercy. This is hell.
I found the gates to hell, and the driver parked right in front of them.
And as I said, I'm not that set back by this, but it's the fact that it can even happen that bothers me, even more so when
>not having a dedicated production base shitting out Chateau de la Morts and Finely Distilled Rums >not having a base consisting entirely of Plantations and one Large Prison full of Courtesans
RIP
Setting me up into the negatives shut down all my production lines because I couldn't afford them. It's all back online but it feels like a kick to the balls.
>not having a dedicated production base shitting out Chateau de la Morts and Finely Distilled Rums >not having a base consisting entirely of Plantations and one Large Prison full of Courtesans
RIP
Wait. Our money isn't physical? How does that even work? We are literal pirates. We should prefer to do everything in cash lol
There is a reason criminals still use cash.
So every time we sell something we go digital? This is so funny. Is it crypto or does Dio imagine some deep web black market bank?
The guild would own us if we used the regular systems and I don't think anyone is dumb enough to think that.
I would rewrite the "hacking" to be nothing more than NFT/crypto shenanigans though. Would be funnier at least.
Tip: Spend your money before the month ends. The hax checks how much money to delete off you only at the start of the month, so it'll only remove a little if it sees you only have a little at the start of the month.
Shoulda listened to Zaxx. Their shit is so secure that their wealth survived an alien invasion and the planet being ravaged by space radiation.
Wait. Our money isn't physical? How does that even work? We are literal pirates. We should prefer to do everything in cash lol
There is a reason criminals still use cash.
That's what you're supposed to do. Dollaroos are ephemeral but loot is forever.
While I'm hwere whining, I figure I might as well ask what the hell am I doing wrong with my researches.
Almost to year 3 and I still can't make anything better than faust or piranhas, I can't recruit catgirls or gnomes I have captured them, but the option isn't there, I can't even make any armor better than tac vests or metal armor.
I don't know if there's a way to show the research I have done, but here's what I have currently available.
you should be able to make a hunter killer as a big step up from the battery cars, that needs test flight/hellerium flight research
recruit catgirl is hard to get needs a special building but recruit gnome comes from "soldier:gnome" topic, I see it's on your list
about better armor, you should be already able to make chain and plate shouldn't be too far off from where you're at, blue tier armors have a lot of pre reqs
a good way to judge progress is just middle click any topic and in top right there should be completion%, in my last game by december 2602 I was at 28% and that was going at mediocre pace at best
Oh.
Pretty sure I have both of those researches but I don't have that thing available for purchase or manufacture. It's not in the faculty missing list either.
I could buy a skyranger, and make the raptors, but a plane that flies on vodka didn't seem like an upgrade to me over the piranhas.
>you mean cloaking devices?
The hunter killer. I don't have it available. >did you go no codex?
I must admit, I spent so long without choosing I figured I might as well stick with my non-choice.
well you can't build any real ships until you get cloaking devices researched and getting those on no codex is a painful process, I hope you didn't get rid of your last gnome because if you did you're fricked until you find the next one
2 years ago
Anonymous
I have to on my prison base, but they don't show up on the research list.
2 years ago
Anonymous
The gnome needs to be where the research is being done.
2 years ago
Anonymous
I know, it's not there.
2 years ago
Anonymous
Then you have to research stuff before getting to the gnome. Middle click "Soldier: Gnome" and follow the tree to see what's missing.
2 years ago
Anonymous
Seems I was missing a mainframe. I sent it to my main base and got it working. Thanks.
what do anon use to make money in piratez anyway? I usually end up just making all my money with a mint since it's mostly hassle free even if tanks or some other things might be more profitable long term
Early on? Weed farming. It's important to note that the weed farming cycle is SLIGHTLY LESS than one month, so if you plant on the 1st, you can get the negative upkeep from basic uber farms as well. Means you can have all your bases built by the end of year1, which is kinda helpful.
Hear me out.
What if we ask Dio very nicely to reduce the TUs required to put on manacles since you have to empty both hands to do it and it's either going to require you have a 'handcuff gal' and it's really annoying to need a full turn just to have a chance for them to break out of the handcuffs anyway?
Redraw scale mail for him please?
That and the BlackHat are armors that I would totally use based on stats, but I rarely use because they are just so fugly.
Black hat is well done for what it is, I just thing that combination of clothes looks derpy. Scale mail however… frick. It’s just some bad chevron tile pattern pasted over a rectangle with sleeves.
No offense if the originals are yours.
2 years ago
Anonymous
Really? I think Blackhat is the best looking pirate outfit.
>ninja attack on a base >have a 85mm armed tank >fire the cannon into a clump of ninjas >pass the turn >the whole area EXPLODES
What happened? That wasn't the 85mm shot, and it can't have been the SINISTER DEVICE because it was turn 1. Either way, my tank can't keep going because that explosion destroyed the floor
>What happened?
ninjas carry a suicide vest that will go off if it doesn't detect vital signs(meaning if it's on the ground), it does like 200 concusive damage and has a big radius of explosion
They aren't. It's just that, similar to most of the various shortstack outfits, they're extremely niche, harder to use, and the race as a whole is very unfinished.
Ontop of extremely easy access to solid voodoo, Bugeyes have a baseline of 20 NV and 80% TV, which can be massive in the early game, and they also actually have better firing mins and caps than Lokks, Gals, Slaves, and Peasants before later game bonuses to utilize said eyesight.
But also as with with the shortstacks, it's much easier and less micro-intensive to just throw a gal with fat stacks of armor onto the battlescape than to carefully use a squishy unit.
What other things could Bugeyes have? What other things could the other, less developed races you can recruit (and, why not, races you can't recruit) have?
I'm pretty sure Dio reads these threads to get ideas. It's what I would do if I was half as autistic as he is.
Some more spells to choose from would be nice instead of just basic jumpscare and wololo. Maybe something like that spellbook the grey codex get, but custom tailored to bugeyes with unique spell only for them. They are supposed to have voodoo more unique to them according to lore, yet they use standard star gods voodoo.
>What other things could Bugeyes have?
Way more voodoo outfits in general so that they can do something other than mind control and use regular voodoo items. It's not right that the dedicated voodoo race has such lame voodoo and such little variety, especially when they're not even at clear best at what they can do.
Some codex outfits. I don't think Bugs have any currently.
A melee outfit so that their enhanced rear evasion can actually mean something.
More underwater and space outfits so that there is a reason to bother bringing them there.
Vehicles and power armor that they don't share with other soldier types.
Definitely some more support outfits. Their base outfit has a hard slotted surgery kit, but they never get an upgrade to it. You could even just let them wear Medisuits.
Starting year 3, immediately got invaded by mercs.
Holy frick I have no way of defeating these guys, is there a way I can just pack my bags and leave?
At least keep the girls.
You should be able to clear their regular troops in melee, or using weak lasers. Hovertanks are hard to kill tho, you need to both be able to remove shield and have anti-tank weapon ready for the body.
Took me however long since I made this post to finally clear the mission. II hate mercs so goddamned much. Why do they have plasma rocket launchers that can literally melt through my base walls? Holy shit that was intense. The commander with his red shield gave me less trouble that the gays carrying those, and the hovertank was a joke since the fricker never even bothered leaving the hangar.
IIRC, and I may be moronic, but I think you can panic without having the surrender tag turned on.
2 years ago
Anonymous
Based on my experience this is probably correct. Mercs never surrendered, but I often heard shots inside the ship I was currently storming when all the rest were dead.
So here's my moronation for my next peasant revolution:
The Original Six will be the only ubers to be recruited (freak gals are proletariat so they can join too): they'll be Commissars and Party Leaders.
I seem to be able to purchase Mercenary Soldiers from the Black Market now. Why is that? And why would I need them? I can't recruit them or interrogate them.
Also, this was before I had contacts with the Mercs.
only now I have noticed that mutant alliance files sell for a lot of money, perhaps there's a strategy to just dumping alliance tokens into mutant files for fast profit
as example doing humanist villa nets you about 12 humanist trophies, or 600 mutant alliance tokens, for those you could craft 30 mutant alliance files that can sell for 2.5m$
early on that's potentially better than whatever higher tier MA prizes give
They are meant to look buff. They're mutants, remember?
Still, maybe that is because they're more or less using vanilla assets, and syns and catgirls were added later. Hopefully they'll get a visual rework when Dio finishes... whatever it is he's doing now.
Peasants don't work. They be soldiers (and, judging by most of their stats, none of them worked before becoming soldiers)
Mutants are not ideal or attractive, except lokk'narr women.
Contacts: the Dark Ones.
They let you have Daemon weapons that don't need to reload, do fire damage (regardless of what the weapon actually fires) but using them costs Freshness.
They also let you recruit Possessed Gals, who have next to no firing or throwing, but amazing melee and movement speed. They also have almost no Freshness loss from combat stress.
Good idea Y/N?
to add to this I don't think any of you ever tried to convince dioxine to change anything, he's a huge pain in the ass to talk to when it comes to game balance or any changes in general
Who said anything about siding with the humanists, or the academy, or Satan? It could be a chance to expand on a faction beyond their current iteration, which is "they exist" and "they're demons"
Worldbuilding, they call it.
>nazis Dr. X is trying to reform them in a future mission >academy They're the most brainwashed of all the factions, Dio does hint that there maybe plans to ally with a Church subfaction > satan Well you can turn your gals into Demons and the Red Queen is also another WIP thing
I could see Dio splitting them.
Say, go with humanists in the peasant path (regular humies), go with the academy in the gal paths (they're all muties), go with satan in the male path (could be sort of linked to the possessed marines).
2 years ago
Anonymous
Too radical split too early.
Maybe a Codex choice? Red gives you Satan, for example. Grey the academy, Gold the humanists. Or maybe that is still too radical a split.
Anon, it's your pick of the board.
"I'll take enemies for 200, Alex."
All right, here's the clue:
This group of enemies are the real bad guys in the niche mod Xpiratez.
"What are the Star Gods?"
Correct Anon
Fair point, but those rarely mount missions. Only if you shoot down their craft or they do Pogroms, and the Pogroms go away if you get the MSDF.
But I like the idea of becoming allied with an internal faction of the Big Three (and, why not, the minor players) while still fighting against the larger section of that faction.
It sounds like a good change. It feels really stupid that you're fighting all these powerful foes, yet your rookies are worse than vanilla Xcom rookies. It does not sound bad to have a tier of veteran for each of transformation that gets researched. e.g. 1 transformation researched = tier 1 veteran, 2 transformations researched - tier 2 veteran available etc. Some transformations require a bio lab to happen, but it's not a big deal since you need the bio lab to research the tech in the first place.
Play the original first before jumping into the autism.
That's what I did and it really made me appreciate how streamlined vanilla is compared to all these mods.
I was going through my previous playthrough screenshots and happened upon this really old gem: the time I fought off a real church raid with 10 poorly equipped and untrained peasants and 20 blood hounds.
>defeat a Heavy Freighter >land mission >four enemy tanks, four dudes with power armor
Oh baby I hit the motherload.
Also, we need more sources of power armor parts than just the Marsec Bodyguards.
I see this opinion often that x-piratez is really hard but is it really? Or am I just biased for putting in thousands of hours into xcom, I always had the idea that piratez is a comfy easy relaxing experience.
When ninjas launched you would get a massive score hit in april, and then constant score hits from all the bases and airfields and outposts and all the missions that they would spawn. That made rookies loose campaigns since they couldn't handle it, and that's the reason people think it's hard. Recent build nerfed ninjas hard, the april score hit still exists but it's much smaller, and there's no mass spawning of bases.
It can be challenging on higher difficulties and Just Bullshit on Jack Sparrow. But it's not an easy mod to outright lose, aside from a couple versions in the last year during which Ninjas were out of control.
>Or am I just biased for putting in thousands of hours into xcom
Definitely this. To normal people that are coming solely from the nucom, piratez can seem to be a nigh impenetrable wall of complexity and bullshit.
To be fair, if you're coming from nucom, then *x-com* is a nigh impenetrable wall of complexity and bullshit. Nucom has all the strategic depth of pothole, and it's tactical layer is trivially solvable.
That's fair. I bought it when it came out, completed the campaign on hard with two casualties, having been utterly unengaged past the first hour, and wrote it off.
Vanilla nucom has a severe case of reverse difficulty curve, once you get to tier 2 equipment you've pretty much already won as your squad grows exponentially compared to linear of enemies.
That said I don't really like vanilla nucom that much either, long war is a totally different experience so if you didn't try it yet give it a shot even if you dislike the vanilla experience.
The SSC can penetrate almost anything that isn't an actual tank, and it can still do a decent job at fighting actual tanks as long as the tank doesn't turn around and obliterate you.
I for one came into Piratez straight from NuCom. After two or three failed runs, I'm thriving on the fourth.
Then again, I'm on the middle difficulty. I dare not touch Jack Sparrow.
Let's say I run out of apples for Chateaus and of coconuts for Rum. How do I earn money? I have a Mint but don't know how to use it.
I also have a plantation base, but I'm thinking of changing it to be another military base. Which takes me to my next point: I'm running out of transports. I'm even using a Kraken as a transport, and it's not very good at it.
Rum is for combat use first and foremost, you really should keep a small stash of coconuts.
Other moneymakers are good ol x-grog, hellerium x20 (requires later tech), and durathread or its products. If you have weed plantations, there's also a few additional options.
Later you should aim at casino, mint or plastasteel forging.
>Did you like the Hell Cruise mission?
I did it once and then never again, what the frick is the point of it? There's no loot just some deep one corpses I guess. >Cruising Counsellors
That one is just boring, the elevator afk mission.
>Guaranteed Counselor spawn for hostage taking
are you sure that's the case for hell cruise? reminder hell cruise is the mission where you can bring a big squad but no tanks, not the solo one
When do I get better transports? I finally got the hunter killers from you guys' previous advice, but the best carrier I can make is the kraken, and that's only barely better than my current one. At least that can fly into space but I'd like to bring girls in the double digits into battle.
On another topic, I'm currently on super chargers / omega guns, are the white dragon fancy guns and/or the smart guns line considerably better or more like sidegrades? I also got aqua plastic bullets which sound pretty nice but they're for questionably bad guns I feel.
You should have the ability to make Deliverators.
As for the superchargers vs smart guns, the superchargers have a good lethal melee option (smarts have none), better armor penetration and armor damage (laser vs piercing) and fine accuracy (more or less better than the smarts), but are slower than the smarts (2 shots at most vs 4).
>When do I get better transports?
for no codex you might have to wait until thunderhorse for something really big, this requires you to shoot down and complete a heavy freighter mission >are the white dragon fancy guns and/or the smart guns line considerably better or more like sidegrades?
They're mostly better, the "advanced firearms" research has a lot of seriously good guns but even smartgun with PS ammo should be a noticeable power increase
The first big transport you get is the old X-Com Skyranger, from the Mutant Alliance. It's slow and weak, but has global range and carries 14 crew.
It's kind of shit compared to the Kraken, though. More room, sure, but the long flight times are gonna get really annoying.
really tickles my autism how early on nurses go after your base in an airbus identical to your starting one, but you can't just take it home and have two airbuses it gets somehow reduced to just an engine
Came back to my first game of Xpiratez in progress that I have let sit for months.
So much clutter.
I want to sell off some of this obsolete crap and set it to auto sell after missions, but I’m afraid of some silly mission down the line requiring old tech or only pirate theme stuff or just Stone Age.
Are missions like that worth holding onto crap for, or do you get enough warning to slap some together when you need it again?
The only "needs old equipment" mission I've found is the one that requires Stone Age equipment and a Hunt Party to attend. You want to do a few of these to get some bonus or another from Cleopatra.
As for the missions themselves, they're a source for animal stuff, so they're not really worth it.
Little bird, daredevil, buckaroo
Is there any use for these whatsoever?
I’ve never had one last beyond two air engagements. For the most part they get cratered the first time they go out.
You can’t even use them against unarmed civvies because they are too slow.
The little bird could be used as a tiny troop carrier if you drop a ufo next to your base, but why not just take a v8 or walk at that point?
These things broke my heart early on and they still bug me every time I see them in the bootypedia. Can someone save them for me? What’s their purpose?
>Is there any use for these whatsoever?
Fighting the black helicopters and the roving bands of ratmen. Maybe fight against the bandit prop planes (but not the necroplane WW2 bombers, they'll lose). Other than that, nothing.
>roving ratman bands >convoys >necropirate planes >bandit zeppelins
They can't effectively fight properly armed enemy craft, and they can't catch up to civilian traffic, but they're still better than nothing.
You should obviously get something better as soon as you can.
It's a great all-rounder in the early game. It can also mount that charger gun that green gets, a combo which makes green very strong in the air early.
Does flak tower cut off the sewers like security tunnels?
I have no idea how to test this on my own, is there some way to force enemies to attack a specific base?
>>left click access lift
Can you be more specific on what you expected that to do?
Left click tells me I cannot dismantle it
Middle click takes me to the bootypedia entry for it
Right click takes me to the “Fence your stuff away” screen.
Is there a time limit for the campaign? I'm halfway through year 4 clearing the research for School Graduation and I worry that an event will make me instalose because I took too long to stop it.
"Ignore" means that the damage ignores the shield, and the shield ignores the damage. The attack goes right through, only hurting the shielded unit and not the shield.
Nah, it's probably just random country event. There's plenty of them now, for all regions I think. In Turan for example you loose 100k cash and gain 5 glamour from time to time. This sort of thing.
Working on my first play through. >>rng screwed me on several techs
of second year >>no beastmen till like august >>got library the hard way
loknar beliefs, to get shadow masters the hard way
My tech advancement was terrible through bad choices and worse rng.
I didn’t actually bother with mutant alliance because I didn’t want to have to stop farming civilians.
Now I’m looking at it because I’d like bug eyes since I will probably be bringing voodoo online in the next few months.
What are the downsides of mutant alliance, and is there a way to get bug eyes without that tech?
I’m pretty sure I’ve gotten most of the benefits of mutant alliance through the longer paths, the only thing I seem to be missing is bug eyes.
Downsides of mutant alliance:
More pogroms and some of them cost 1000 to refuse.
Of course, usually by the time you take Alliance, you have enough score to ignore one or two big hits AND the tech to take a pogrom.
Bugeyes have build-in voodoo, so you don't need any other tech for them. They're weak tho, take a while to level their voodoo skill, and even then they only work against megapol and mercs.
They're actually not that bad. Sure they're crap when you get them, but you can train voodoo skill even if you fail to do the thing. Just bring 'em along on missions and throw three Terrifies a turn at whatever you can see and they'll start being able to land it even on tougher targets by the time you need them to. And in the meantime they're pretty good medics.
>you can train voodoo skill even if you fail to do the thing
this is what fricking sucks, bugeye feels worthless until you cap their voodoo skill and even at cap they are barely good enough at mcing anything that isn't merc/megapol and since only capped units are any useful you end up with small elite groups of bugeyes that feel super bad if any of them die
they just require a lot of tedious up front grinding before they're any good and I hate using them just for that reason, I wish they were more like the xcom 2 psi operative thing so they have at least some utility other than inbuilt voodoo
Tried a fresh install. It's the same version of Openxcom so I have no idea why it would work here.
Don't know.
Don't care.
Thanks for getting my mind on trying a fresh install.
v.N1.1
- Fix: Ninja HQ upgrades crash
- New Armor: Dullahan (Shade)
- New Item: Zombie wienertail (Green Only)
- New Feature: Sleeping Beauty Project (ressurection method)
- Zombigal Revival requires VooDoo: Communion instead of Cloning now
- Further sound expansions (thanks to Mr. Red for selection)
- Small fixes, rebalances, improvements
Reduces buy prices, increases sell prices, gives you a guild stapler, giant bone, and silver bar to start, as well as starting you with five brainers and I think five more runts?
Also brainers are half off, because frick the Brainers Union.
Since you posted this.
Why are Xpiratez magic girls based on Madoka? all they do in that show is cry and get murdered.
I am sure gals would prefer magical girls like the symphogays and Nanohas with their superior firepower
2 years ago
Anonymous
probably that's because it's based on what dev dude has watched? I mean it isn't a coincidence the MA rep is called saya and the underwater music is copied from song of saya
this mod has countless references to pop culture and whatever other weeb shit the dev likes
2 years ago
Anonymous
I'm pretty sure 'buffing stuff up with songs' and 'really big lazors' are already in Piratez.
I don't know what Piratez magical girls do, as I have neither found one nor reached the point where I can make my girls magical.
>Named dogs: Discuss
A named dog can fly home your troopship in case you lose everyone else.
I feel like once a dog is named their inventory should expand from 2x2 to 2wide, 3tall so that they can drag unconscious soldiers back to the ship.
I’m guessing that would be a hard sell to Dioxine, because it would open up all other kinds of stupid dog tricks.
We kinda poisoned the well with the default base defense being a bunch of dogs carrying exploding frisbees.
As they stand now, dogs make great scouts/ammo runners for Mortar operators. On hot maps I will use one as a canteen runner. Their scouting usefulness has largely been supplanted by rookies in brainer suits, but wary game they were great for sniffing out that last cowering humanist.
What do you use your best puppers for? (Other than running around bases with blinking frisbees)
Yeah, having to restrict them to barking at enemies to get experience is kinda rough. If you are not 100% sure the enemy is out of TU, trying to bite someone is near certain death.
Maybe a second 2x3 backpack called “drag” that only accepts corpses and wounded/sleeping people?
While that sounds more elegant, if I understand the way the item system works that would be a pain in the ass requiring editing every corpse item in the game with a new tag for acceptable destination slots.
I’ve just had several times where I really wished I could send out dogs to drag soldiers to safety.
Making it only available to named dogs would be an advantage of giving them special training.
>that only accepts corpses and wounded/sleeping people?
I can already tell that will never happen, the whole item goes into only one slot thing? you'd have to change that manually for every single corpse in the game
Yeah that’s what I thought.
I’m just afraid that a 2x3 general inventory isn’t going to fly because it lets the dogs ferry or fetch some pretty ridiculous things.
Oh crap, a tank? Send the dog back to the shuttle for a couple LASSes…
A feature I want but will never ever happen, auto resolve. The megamods are bloated I don't think anyone can deny that fact but it sucks to just ignore missions or skip crash sites only because they're tedious or not very rewarding.
The AI already controls their own units, why can't we just have the AI take control of your units and do the missions automatically? Even if it's suboptimal I don't really give a shit it would be nice for really easy missions.
>pogram >gonna be middle of the night when the Pachy arrives >outfit in night ops and long range
The map is a well lit industrial complex with lots of z level, close quarters, and LOS obstructions.
Dumb question: Condemnations can take one of your gals beyond their maximum for stats. Do they still get XP toward that stat if they're at the maximum with the condemnation? i.e. I've a Lokk with Bravery 80 (70 base, and +10 from Chevalier X). Lokk max Bravery is 80. Can I still develop her bravery to 90 (with the condemnation) by choking b***hes and/or healing gals, since her 'base' is lower than the max, or am I screwed?
Excellent. I've been getting trying to get her fully trained up as a serious shitkicker pilot for like a year now, so good to know I've not accidentally fricked myself over by getting that condemnation early.
if you're an minmaxing autist here's a tip maybe some people don't know yet
lokk specific, usually you want their reactions to go as high as possible and you can go a bit above cap if you first get her to 124 base reactions exactly and then perform at least 11 actions for maximum xp rng and then you can get +6 rea on top of 124 base and that gets you lokk with 130 base reactions instead of 125, this isn't guaranteed because even with max ground xp you can roll low and get only +2 rea and you only get one shot at this
this works with any soldier and any stat(except bravery because +10 is max per mission) but aside from reactions and voodoo skill there isn't much point to it and even then it's a minmaxing trick at best
Why are power armors so underwhelming? They have good armor values, yes, but other than that they're not really special, and don't turn a regular gal into a superwoman.
>good armor values
Having a gal you can send to draw reaction fire and not worry about the result in most cases is pretty nice.
Usually takes dedicated AT or a melee slaughter master to harm a gal in power armor.
For me, it's their speed. -25 TU and no running means they're at least twice as slow as non-powerarmored gals, given that the latter can sprint for half of the movement range and keep half TU for reactions, without overusing stamina.
But then again, with full speed they would've been broken. Harbinger armor makes your gal virtually invulnerable to anti-personnel weapons. And as they are now, people who prefer to play slow can use them.
In condemnation era this really isn't that big of a deal, a veteran gal will likely get +20 ish TU from just playing the game to offset penalty, before condemnations used to give stats harbinger actually had -30TU penalty and was considered too op anyway
I think it's because all the heavy weapon options are garbage, the extra weight capacity you get isn't very useful so you get extra slow troop that isn't even better offensively
even auto cannons or rocket launchers can be carried by just someone strong
I only use harbingers from entire power armor lineup because its just really good against plasma, but no more than 2-3 people per squad will use it because they're just too slow
I've gotten to the stage in XCOM Files where I'm getting UAC moon missiosn, but I'm only allowed to take the Starfighter craft, which can only a maximum of two people. I land, am surrounded by 10+ people and immediately get one-shot by plasma turrets when I do literally anything.
Am I missing something? Is there better armour/craft that you can take to the moon that I just haven't unlocked yet?
Xpiratez: radar
Just got the tech for the longer range radar
Have all eight bases with the starting radar, a couple of them still have the outpost radar as well
What kind of radar coverage do you go for in xpiratez? 1short 1long, build the long and get rid of the short, stacks of each?
A lot of my income at the moment is from shooting down civvies for their ship engines, so decent coverage seems important, but not sure if that will continue as the game progresses.
Build long-range radar, get rid of short once it's done. In theory, they should stack multiplicatively on short range, but then the difference between 80 and 96% is not worth the extra building space.
Is that how it works? I thought with multiple radars it switched up the ping rate. So if a region's in range of more than one radar you get a scan every fifteen minutes instead of every half an hour.
I'm not sure where you heard that but it's not how it works, all radars tick in 30min intervals but if you have multiple radars the detection stacks but not enough to ever justify having more than one
Ideally, Hyperwave Decoders as a minimum everywhere. Those are 100%, so no need to stack 'em. I'm currently just getting to the point where I've got that in all eight bases, half way through year 2. Later you'll want Alenium where you can fit it, although that's a much later game target.
raider firebat
armored gnome
govt general
academy scientist/provost
guildmaster
royal guards
marsec mobile infantry
or get one free from some engineers and data disks for research
If you need it as early game research, gnome, bodyguards or lucky data disk are your best bets. Gnome is guaranteed to spawn on goblin's bounty challenge.
How would you rate Brute armor? >solid flat armor values, close to low-tier power armor >but no plasma resistance >slight TU malus, mediocre dodge bonus and almost no slash res means it's not great for melee fights >about 20% bonus to stamina recovery at a cost of triple freshness drain >no shield when its competitors, assault and blitz, have it
Have you done any of the witch quests? I think it'll be more like that, but it's just a guess they didn't give me any details other than it's hard and will require elite units.
Then no penalty, but there's a lot of them so it can be tricky, and the map is huge. You have to kill some to trigger mass panic even if you try to minimize the penalty. Can be done, but I don't bother anymore and kill as fast as I can to progress quicker.
swiftsuit is a nice improvement since gold shields are quite good at underwater threats and its fast but if you want actual protection then loader or harbinger
Is it me or underwater missions have no challenge? It's just a varied number of Deep Ones or Lobstermen or Aquamen, none of which represent much of a threat against Assault Clones.
They quickly stop being a threat by midgame. They have no escalation. Also I have not seen any Aquatoids.
The jellyfish are c**ts.
Also, the main challenge to me is that you need to tech into something you otherwise wouldn't use and spend a hangar slot on it.
they are pretty easy with exception of hallucinoids which can wreck you pretty hard if you're unprepared or in really low numbers
rewards aren't that great past the early game so I thought it was fine
You can also just bring along a peasant or two with decent movement in scuba gear.
Strong gals only need to breathe every few turns, and the scuba shorties can give friendlies puffs off their system.
Xpiratez turned me into a misandrist
No, peasants are best.
Need a fourth route favoring non-humans. Lokk'narrs, catgirls, gnomes, bugeyes, etc.
We need male touch, Cap'n.
Goblin Supremacy.
Preferably with a nurse uniform for the Gobbos
Doggirls better.
>nurse uniform for the gobbos
>Preferably with a nurse uniform for the Gobbos
I'd like to see more gear for them in general, they're supposed to be these ultra sneaky little badasses but by the end of the first year all the enemies can see them just fine. They need some suits that give them a role in the mid and late game.
I only keep them around later game as lookouts and for ratman caches.
Catgirls are overrated, catmen's where it's at.
.Entertainment
Hell yeah brother
you just know the guy who made this is going to turn into some boomer troony hon
Just wanted to mention that slave soldiers don't suffer from morale drain due to combat stress. Neither do bugeyes, but you're likely to have more slave soldiers than bugeyes (and earlier).
I barely even notice combat stress as a mechanic, it only ever causes problem when I can't find the last enemy
Yeah, people usually shit on freshness mechanic, but it made morale drain a non-issue and added noticeable stamina regen buff at high freshness.
Oh boy, a prepper stronghold. Easy experience for my new gals.
What is that armor?
Night Op, Fusilier and Stalker.
Is this shit worth doing? I don't want to buy a car only to have to deal with more highwaymen.
I got it done with a Convoy of reasonably well trained gals in Metal armour with heavy shotguns, and a lot of crowbars and recoilless rifles for the harder targets. Three casualties and a bunch of injuries, so it's a pain in the ass, but it's doable. You can get a LOT of captives and recruitable ubers out of it, so I came out ahead in the end.
I do need more girls, but I really don't want to open a hangar spot for a single mission.
Convoy's useful in general, I find. It's slow as shit, sure, but it lets you throw a LOT of gals at a scary mission early if you need to. I use it for pogroms and ninja bases and the like.
There are unique raiders and weapon in that mission. Also it seems to stay on the map forever. I tried to ignore it and it just wouldn't go away for weeks before my autism compelled me to clear it. You can also clear it rather easily if you camp your starting spot, clear vicinity quickly and just pop up from the transports to take potshots until most of map is dead.
Btw anyone knows how much money the prize for doing the mission actually gives (since there's no pedia entry)?
you can sell the arms factory stocks for 450k$ instant or it gives 100k per month if you keep it
you can get uber gals in full tactical armor
How is the AI seeing way farther than me in the night when they are base humans with no NV?
Are the ones getting shot at illuminated?
Doesnt seem like it, the gal from this pic will get lit up by 2 grenade launchers and a sniper next turn, the guys I am facing are the spartans if anything helps.
Spartan Lieutenants have NV: 12, which is the same as your gals, and all Spartan troops have sniper-spotter code, unless I'm badly mistaken.
Spartans are a pain in the ass to fight at night because all of them can shoot blindly at you using sniper-spotter. The way it works, you get "spotted" after your shot hits one of them, and stay marked for a few turns, so staying far away won't help.
>you get "spotted" after your shot hits one of them
Wow, that's bullshit. Wish I could magically tell the exact location of a shot's origin when it hits one of my gals.
You kinda can. If one of your gals is facing the shot direction, you can see where it is coming from. Not always perfectly accurate, but you can throw a nade or two there.
Treat Spartans like Ninjas: set them on fire on sight.
1. Like anon above said, check if you're lit up. That NV overlay can troll you. Use Space to temporarily switch it off (or Scroll Lock to deactivate it) and look for light sources.
2. Some humans do have NV. And some of the guys with NV can act as spotters for others (have sniper-spotter code).
piratez now has like 10 different soldier types, how do anons feel about the balance? do you use all the types, just one or what kind of mix of units?
They all have some uses. Except males, who don't do anything better then others and don't even have unique male only mission.
So here's what I usually do, and I am moronic so keep that in mind.
I get 4 to 6 lokk'nars asap and slap them in either a specialized air car/airvan/airbus or switch them into and out of the main airbus for underground.
I usually go Male Touch because homosexuality is fine but bisexuality is better.
I usually use SS as my base defenders and snipers, since either they'll have good vision from their armor/the light or the gals will be running around spotting shit for them.
I have recently come into the thought of using Bugeyes in the Advisor uniform as medics.
I almost always have at least four peasants ready for Valleys since even if you don't care about using the loot it sells for a couple brainers.
Catgirls I didn't use the mod before it was integrated so to be honest I'm not sure how to feel about them.
My best run only got up to Syns before I gave up because I lost a nation to zero tolerance.
I like to roll with a mix, with Gals as the core. For my main mission craft I'll usually have one or two of each type of soldier and then the remainder Gals. For interception craft (snakes, at this point in this run), it's usually one Lokknar as a pilot, one Bugeye medic/voodoo guy, and the rest basic Gals. In my main base I'll also keep a surplus of Lokks and Peasants around just to be sure I can do underground/city missions safely.
Lokks are amazing craft pilots, and in missions can sit on top of the craft and plink with sniper rifles in comparative safety.
Peasants are cheap and cheerful space fillers, and can be put in Nurse Uniforms if you don't wanna dedicate a couple of gals to hauling X-grog around. Damsels are the same shit.
Gnomes do great as vehicle pilots in anything that has weapons scaling off of bravery.
Bugeyes make for good medics early on, and later will be your main source of voodoo.
Catgirls I've not gotten much time with, but they seem to fall into the 'great pilots, kinda squishy' niche, same as Lokks, just harder to get.
Slave Soldiers are... kinda lacklustre? But they do get some special tricks which are a pain in the ass to get otherwise (e.g. pillow knight morale/freshness recovery), and the lack of freshness being a factor is occasionally kinda nice.
Syns can be built up to the point where they're hot nonsense in melee, but are too much of a pain to get to plan around having any.
Freaks I mostly use as heavy ranged specialists, as opposed to my generic gals, who I usually have set up for melee, with a scoped magnum for long range.
Weirdgals I mostly use for operating voodoo scaling weapons rather than actually casting shit, but they can do that too, and are mostly useful for being able to pick up heavier things than bugeyes while still doing voodoo shit.
Variety is the spice of life.
I for one recruit every special Peasant (Princess, Sniper, Revolutionary, Wild, Damsel) I can and keep them for special missions.
Then every special SS (Hero, Zone Stalker) that finds me. They and a bunch of regular SS have a base and a Deliverator for their own use.
6 Lokks for underground missions.
If a gnome finds me, welcome be. They'll be X-Sectopod or Hovertank drivers.
I don't use voodoo so I don't have much use for Bugeyes.
I have a damaged Syn but can't repair her yet. Same for a Device of Doom.
No catgirls because I haven't updated. I want to finish my run first.
Catgirls are good snipers in night missions since they have built in night vision like black cats. I wish there was golden sniper rifle or something. The marksrifle is good but doesn't get sniper rifle damage.
holy FRICK i got demolished
what the frick is up with this mod? (fun!)
also, when do I get a ship with a gun? I'm tired of seeing those freighters flying around me, unlooted...
Hit Q on the geoscape and look up what you need for Contacts: Car Thieves, they'll sort you out with the first useful vessels that can fit guns. Contacts: Krazy Hannah will unlock buying the guns, or you can loot shit out of various missions and landed craft.
Early game 101: you can follow the ships until they land, interception widow can be minimized.
does anyone know how craft weapon accuracy works? there are those new categories now and as example divebombs(ib) has horrendous 15% base accuracy, likely it's meant only for very large targets but does it work like
A (base accuracy * 200%) + pilot accuracy
B (base accuracy + pilot accuracy)*200%
C some other way please explain?
https://github.com/MeridianOXC/OpenXcom/blob/oxce-plus/src/Geoscape/DogfightState.cpp#L1112
>chanceToHit = projectile_accuracy * (100 + 300 / (5 - ufoSize)) + 100) / 200;
Adding to this, pilot accuracy and UFO dodge are applied as a flat value on top of chance to hit.
What are your favorite condemnations? I like gal of steel and monster hunter for the extra armor.
anything that can combo and grant two or more condemnations is satisfying like use axe to kill three people and get slasher/psycho/ice cold killer
or use shiny niner/EP to gain electrifier and street fighter at the same time
What's the difference between alien bases and alien colonies in X-Files? Are colonies just smaller and easier to take on?
Missiles are attacking my base and they're faster than my fighters AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
You should be able to catch up with the ships that spot your base and launch missiles.
I got most of the world covered in Hyperwave Decoders and they're not seeing anything. Only the missile swarms.
Maybe something was changed. The last time I was through the missile strike phase, a swarm of HK-117 spawned and searched for your base before launching the missile strike.
it should still work like that, in my last game I intercepted all the hks before they could get close to detecting my bases and saw a grand total of zero missile strikes
In my current run I got 2 missiles, then 2 more missiles until finally hk's showed up.
The HK-117s are gone. There were a lot of them and couldn't intercept any.
Damn you, you incomplete quest line!
Is Dioxine a commie?
The world is unironically being overrun by commies.
what makes you think that way
yes
old school red
also old school white knight
quite fitting for a poleniiger
He hates authority and likes to smoke weed so I wouldn't say so
He certainly feels like a commie or a libsoc
If the philosophy in this game is also his life's philosophy then he is kinda moronic.
Though at least then he clearly hates authority so he has that going for him at least even though he contradicts himself on that.
Yes, Dio is a communist
Is not that hard to say it, anons
Dioxine is an anarcho-capitalist.
Gals are moronic. You could tell during an interrogation that you hate sloppy blowjobs and to whatever they do, not suck you off. They world grin wickedly and begin to suck you until you cum blood while laughing about how foolish you were to tell them your weakness.
Can I take my time? waiting for my gals to heal and researching stuff? Or do I need to find myself in a constant state of battle where I maximize my monthly infamy?
So long as you can stay at least positive in infamy you should be good.
i just edited the rules files so i can recruit catgirls earlier by paying only 1 single glamour i don't really want to cheat but waiting 1 entire year to recruit catgirls is a pain.
Question, what kind of enemy can i find in demon altars i don't really like to use goblins xuz they get one shot killed even with slayer armor but that research building looks very sexy...
I've seeen rats, vampire bats, ghost gals, blood hounds or boogymen, it can get pretty dangerous no matter how prepared are you I tend to just do it with throwaway units and not care if anyone dies.
Also zombies.
Whats the point of Damsels? Are they pretty much just pay drivers?
I think their voodoo potential is slightly higher but you need to get lucky with recruit and even then it's insignificant, also has a few unique outfits but none of them looked worthwhile
More expensive peasants with a slightly different set of outfits and a higher max voodoo power.
It's completely fine to just sell them.
I have two which I use to make glamour from their standard outfit. Their usefulness has diminished since I first got them from their lack of available armor, however.
Grey codex can get some use of them in ravenclaw robes, other then that it's just a different peasant.
>Recruit damsel
>Get insta blow up by a Grenade Launcher user
>Dolaros lost
Just sell them unless you are a collector.
They're free upkeep until they gain rank, so they're perfect as base guards.
>free upkeep
>65k$ opportunity cost from just selling them
hmmmmm
They do get unique VooDoo trainings and shit which Peasants don't. That's useful if you're a Codex/Route to get you Ravenclaw.
>one time $65K gain
>versus an effective refund to monthly upkeep cost
Short sighted decisions can sometimes be good.
Or you can prostitute her for permanent profit.
Even at that you're better off pimping them. Four months is nothing.
early on prison space is really tight
You should be able to have at least five or six bases by end of year one.
>at least five or six bases by end of year one
someone sure likes defending farm bases with peasants
It's good money, and gives you backup storage and prison space as necessary. I hate having to ransom people I could be interrogating or slaving.
One of your bases should basically be prisoner/Pimping HQ.
A Large Prison and/or Cryo Prison is a good investment.
>Cryo Prison
do people really build those? I find it's more pain than it's worth, large prisons all the way for me
Probably are more pain than they're worth.
But I'm a guy who builds fire pits, so...
Only recently I realized that you can build over fire or gas pits so maybe I'll start building those early on in place of cannons
I might build one in my main research base, just because space is at a premium there. Otherwise? Nah. Too expensive.
>Starts in Africa
>Don't have to worry about freezing your ass in shitty snow maps
>Best starting nations located in Africa
Sounds based to me.
Africa has been the optimal place to start for the longest time even if you don't count the starting bonuses
now that I took a second look at damsels here's an idea, gather up 12 of them, build prospector craft, dress up all of the damsels in winter queen outfit
any mission you don't feel like doing send prospector there and instantly abort, you'd get 12 glamour 60k$ in chips and 4 metal ore(that can be used in mint later to print 50k obsidian chips) over time this can quickly add up and you'll get to recycle missions you weren't planning to do anyway, I mean how many times do you want to repeat ratman rodeo or some other equally mundane mission
How much dolaros would you pay to recruit a catgirl without the golden guns? the same salary as bugeyes would be ok?
When do I get to recruit new gals?
Peasants are painfully bad
shortly after you pick gals are superior, for other paths you have to wait much longer until the "recruit: veterans" project
Depends on route. You can only buy hand and warrior gals on gals are superior route. Later on everyone gets to recruit veterans for glamour or cash. Otherwise you can recruit them from prisoners.
I picked "Gals are superior" but, in order to recruit -manufacture- a veteran gal I need the "Veteran gal" ~~*resource*~~
Where do I get those? rescue missions?
It's research you need to do after getting Diplomacy, which you get after researching every landmark of every country and getting contacts from every local government.
frick, what do I now? I lost 2 of my gals on a scientific outpost raid mission, 4 remaining
do I supplement my raiding parties with peasants?
early game? sure peasants are just fine to fill out the gaps, just give them a shotgun and you'll be impressed by how good they can get
Their stats are so bad that I simple ditched the very idea of employing them on my pirating. I'm gonna follow your advice though.
My initial base? Cuba - Latin Empire
Also, is it normal to get loads of infamy due to events during the first few months?
No choice now. Where did you start?
On GaS path, you should be able to recruit hands (basic ubers) right after you research it.
Until then, collect and recruit escaped lunatics or young ubers.
>there's no route to form a lokk'narr Medic Corps and corrupt the world through fatass gobbo nurses
Trash game.
I choose dumbass Captain because I'm a dumbass in real life
Daily reminder that The Airbus is trash
name one weapon you think is overrated and one that's underrated
overrated - minilauncher, it's shit I just don't get it, every type of bomb I tried has always lead to disappointment
underrated - super sawed off, basically pocket double barreled shotgun that counts as infiltration but is good enough to use in normal missions and scales with nuke ammo later
I can't stop savescumming
Please help
Check out this screenshot, I've lost 14 elite units in one mission due to a incredibly unfortunate set of events but I just moved on, month or two in game later it was barely even noticeable.
Nobody is too valuable to lose, everyone and everything is replaceable.
Stop it in stages.
First, make a save at the mission start and only ever revert to it.
Then, once you get comfortable with it, make a save before a mission, and if you want to reload you have to skip a mission.
After that you will be man enough to ignore any number of losses. Makes game more interesting, in my opinion, it becomes kinda flat once you have the entire team full of uber-uber gals.
Turn savescumming off in basic options.
Though doing so unleashes forbidden knowledge, since now all events are foretold, in case of reload.
Play ironman
>Gal gets blow up by RPG
>Weapons stack is 3 spaces away from gal inside Faust's Door
>Weapons stack get blow up too
I sure enjoy playing Ironman.
That's a pretty ugly scaler.
what scale would you recommend?
I usually run Raw, or Quillez, generally any scaler that doesn't add pixel smoothing (and doesn't make the screen too dark).
Screens like this and gambling report could use "filter by things on this screen" button for manufacturing and market.
the gambling thing won't happen because it's "annoying by design"
I'm pretty sure it does for the market.
Frick
that. Game's filled with bullshit as is. I just use the auto save every five turns and try to leave it at that.
What are some ways to counter ninjas? Their camo is bullshit good and I dont have anything with anticamo.
units that are set on fire will lose any camo including invisibility, load up incendiary rockets or grenades? alternatively asassin armor has 10 anticamo and that can spot ninjas from miles away even during night
>Fire counter Ninjas
>Burns entire Goblin Village
We did Gals! The Lokk'Naars are saved!
Never fight them at night.
Early on, tamed werewolves have anti-camo if you really need it.
Unfortunately, they always time their missions so that they happen at night. You can't wait for morning because the mission despawns and you get a score penalty.
Also, Assassins have 'need to bump into them to see them' camo in the day too.
Yup, I'm bad at this
>april
this is normal, this is the month ninjas put a giant dump onto your score
>Early game, respond to a mutant pogrom
>Night assault, things going smoothly
>Suddenly, a fricking RPG Wolfenstein trooper wipes 5 out of my 6 gals
>mfw
>tightly packing your gals
Fault. RPG is a guaranteed kill on a direct hit, but it often misses a lone target.
You move faster than purebloods, so scouting ahead a bit and then falling back to end the turn is safer. And treat every door as having an enemy right behind it, they can and like to make ambushes.
>take one step in the airbus on turn 1
>rocket flies in through the window
yeah should've just spread out, great advice boys
>not rotating in place looking through the windows
>not opening the doors with right click to peek outside
>not leaving immediately after seeing the enemy with RPG facing you
a (you) problem
>he's doesn't open the door, see the RPG, and then leave via another door
He has learned a valuable lesson. Baiting the reaction fire outside of the bus is a great way to screw over an RPG wielder.
It can be good if you can bait him on a bad angle. These 130% misses can work both ways. But my first reaction would be to try and throw a powder bomb at him if it was a regular humanist.
Also good if you can get the angle.
He said everything was going smoothly, so it obviously happened later in the mission. If you want to complain about the vehicles not being airtight and the addition of freshness, both to counter some turbo-autist's ultra-camping play style, just do it.
Wait, it was later in the mission
>and he still had people in the airbus on a terror mission
No no, you bail out turn one or two. That thing might as well have no walls and some of the fricking shot angles into the cabin that the enemies hit are completely bullshit and not repeatable from inside.
Doors are the best places to ambush the enemy, as well, since you have to come through a door facing frontward: someone directly to the side can clap your cheeks.
My SWAT tactics brain has been successfully rewired, I will be more careful from now on
x-com is more about squad tactics when you're outside of UFO.
Three meter spread, boyo!
>not spreading out
You have been taught a valuable lesson
How do I repair Ruined facilities? Dismantling them doesn't work, it says they're in use.
you'll have to move people or stuff out of your base for the time of repairs
I think you've gotta build a new one of whatever it is over the top? It should refund you a decent chunk of the value when you do it, but you've got to have enough cash to buy a new one to initiate it.
What underwater tech do I need to damage the Deep One Beacons without getting my gals killed?
Satchel charges
Thanks familials.
Heavy slugthrower can destroy it, but it has limited range so not always safe option.
Dumb question. Is megapol part of govtsec or are they safe to shut down?
They're not local police, so you can shoot down their cars and kill their beastmen
they're not and they don't even have chance of launching crackdowns against you, they're free game
Megapol are buttholes.
I think you need a Megapol Apeman alive and interrogate him if you want Sicarius armor for your peasants.
On the bright side, by the time that you are able to reliably hurt them, getting one alive is usually just a matter of luck.
gas grenades or electricity btfos them pretty hard
They're vulnerable to gas? Feck.
>Finally finished several peasant paperdolls
>Have to draw same amount for paperdolls for slaves and XCF.
FRICK. I wish I had better imagination
Where albino.
Aurora please I'll be your sister I'll be your lover I'll be anything but please stop sending missiles.
Shouldn't have called her a dumb mesugaki to her face, then.
Even though she is a dumb mesugaki.
Just build four overcharged radars. That's what Jack Sparrow gays do.
Ninja bases can be cheesed from sending a costly base defense/govt attack mission if you send a fighter to their radar coverage and either destroy their interceptors or run away a day or so before they send the land cruiser. The aforementioned mission will be cancelled!
if ninja govt attack happens you can send a rail pod with a peasant and armed landmine, just blow yourself up turn 1 and you'll lose like 400 points instead of 2500
You can actually abort that mission normally, it's just that all your gals start out scattered and the surplus item pile isn't in the exit zone.
A rail pod isn't a bad idea, but you can actually get the peasant back if she doesn't die to reaction fire.
don't you get like a giant "mission aborted" penalty if you do that? that's avoided if you just fail the mission by suicide bombing
Why does Piratez have its own thread but XCOM Files doesn't? Is it really that much more popular?
It's a general OG X-Com mod thread, but Piratez seems to be the most popular (or the biggest)
Yes. Xcom Files is a grindy boring experience that wastes its setting. Even if it wasn't, there's simply more to talk about with Xpiratez.
Xpiratez has a more interesting setting.
XCOm Files also relies more on capturing people and there's less you can workaround.
At least in Piratez you can get some workarounds for some caps.
Piratez is simply much better quality and better designed. X Files is just grindy as hell.
Dio is also full time autist vs part time autist like Solar.
>XCF is grindy
What makes it grindy? Where's the time sink? Is it similar to the one in Piratez where your development speed is limited by the amount of research you can get done and the amount of certain enemies you capture alive for interrogation?
I haven't played that much XCF but I noticed there is a ton of item bloat that seemingly has no reason to exist, does the game really need 20 nearly identical variants of assault rifle and then 20 more acquisition topics to get through?
I also really didn't like how every "arc" the game features follows exact same pattern of capture live vip that unlocks new mission that requires you to capture new vip repeat ad infinitum
XCF has a lot of small things that end up making the game incredibly repetitive and feel like a grind, piratez is grindy too but it doesn't feel like a grind that's the difference
You just don't get it, anon. That extra 2 round capacity or that 5% less accuracy on snap shots could mean life or death
-All missions have a despawn cost, requiring you to take them.
-You have no idea what you're facing before you actually enter the mission, so you carry a generic loadout which is not ideal for what you're facing.
-Huge amounts of enemies, and they usually won't surrender because they're dumb animals or there is a high-rank enemy lurking in a corner of the map somewhere.
-Lots of fricked up terrain with lots of ambush opportunity.
-Loss of agents are a big deal, which means you have to play cautiously and slowly.
-Progress locked behind RNG, you can potentially go months without the mission requiring progress to spawn, or have RNG frick you over inside the mission itself.
-Rookies simply don't have the TUs for missions against melee enemies, they have to move forward about 4 tiles every turn to avoid getting ambushed.
-The training pipeline required to bring rookies to a point where they can contribute to battle is long.
-The game is old-school designed so that you are expected to restart once you've deathspiralled your way into learning the traps and pitfalls (which enemies are death, which misisons are death, which situations are death etc), and then do the whole grind all over again.
To be fair, X-piratez has some of these problems too.
Holy mother of mercy. This is hell.
I found the gates to hell, and the driver parked right in front of them.
>Attacking Ninja outpost with a shitty FAUST
Why?
That's nothing, I had to attack those with a Raiding Party because none of my planes at the time could fight the interceptors.
By the way you sure enjoy using the the super self charging gun thing maybe i should rush it, looks very sexy that gun.
super self charger is a rare case of a crappy gun with a really good melee option on it, think of it primarily as a melee weapon
I'd not consider it a bad gun. It's not a super-endgame gun, but it's an extremely accurate laser weapon that ignores a third of armour, deals guaranteed armour damage, and never runs out of ammo. The damage isn't huge, granted, but it doesn't need to be. Would I give it to a frontline gal? Absolutely not. Does it do really well for low-carrying-capacity peasants and lokks whose job it is to plink at long range to soften an enemy up before a gal runs up to club them with a peg-leg? Absolutely.
It took me 45 turns of plinking at the turrets with all my gals before I finally destroyed them
Frankly, I'm just glad it hurt them at all. I forgot to bring EMP bombs and the stupid boom forest exploded every single corpse I killed so I couldn't loot them for some. Incidentally, it also destroyed my stack of items, but thankfully I didn't bring anything valuable that my gals weren't already carrying.
You mean a really good gun.
Since it's strong enough to erode armor on turrets and has no ammunition requirements.
It's a great weapon for your regular troopers.
>Since it's strong enough to erode armor on turrets and has no ammunition requirements.
by this logic pocket las charger is strong since it has exact same armor characteristics as self charger, you could probably even take down a sectopod with it if you were only to take 100 turns firing at it!
Self-Charger can't be ordered en-mass from the market as easily, and its range is shit.
It doesn't, because the armour erosion is a proportion of base damage. The Super-self-charger is about half again more accurate on snap shots, can reach out to 200m with aimed shots, and is twice as damaging. It's not a chem mortar, but you can legitimately abrade armour with it at range and pick off soft targets with ease. It's not a mainline weapon, but it does great in the hands of peasants supported by gals for up-close work.
Chem shotgun is better at eroding armor, but I may be limited on how much chem ammo I can carry, and a chem shotgun is less good at taking down the regular infantry I'll be fighting before I can focus on the turrets.
I've never actually gotten a chem mortar.
Yeah. Chem blunderbuss is great too, but you need to be up in the face of what you're shooting at to make use of it. By all means use those as well on your more heavily armoured, higher carrying capacity frontline gals. The super-self-charger is for peasants/lokks on the other side of the map where they're comparatively safe from return fire.
I feel like damaging armor in openxcom is a desperation tactic, this isn't xcom 2 just bring a real gun next time
14mm turrets can reliably tank rocket launcher rounds
If I need a 'real gun' to fight a base defense object, then I should be able to do bombing runs to destroy the base from the air, or use Aurora's missile silos.
concussive damage is just about the worst type you can bring against it, try recoilless rifles 2-4 shots depending on rng brings it down
The gun is described as firing a HEAT round.
Either way, Recoilless barely does enough damage to sometimes clear the threshold for the 14mm's armor. It has no weak spots. You'd need erode its armor or get a max damage roll with an RR.
are we playing the same mod? recoilless rifle will roll 47-140 against 42 armor, so it will deal anywhere from 5-98 damage, and each subsequent will deal more because r-rifle damages armor like 10x as effective compared to a laser gun, I found that between 4 shots it will almost always go down
but maybe plinking it with laser for 20 turns is preferable, what do I know
Recoilless Rifle is a lot harder to gain access to.
And I'm talking about the RPG, which says it has a 'HEAT round' but it still deals concussive.
Enemies getting up and picking up weapons is annoying.
Overstun is annoying.
Civilian forces during pogroms killing enemies that get up is annoying.
It's the best I have. I have no idea why I still don't have better stuff available for research.
How did you get past the interceptors? Also you can get Skyrangers by joining the Mutant Alliance.
I baited them with a pirahna beforehand, but I'm certain the faust with two 2x 25mm cannons can take them if they're the earlier ones and you get lucky with the dodges.
Interrogate some hoes for the shadowmasters.
Have you considered a convoy? I feel like that option is overlooked by people, it's not THAT slow and for missions like static bases it lets you bring a frickton of people. Either bait out the interceptors with other craft or just arm the convoy with stuff, it's really fricking tanky just make sure the pilots have good accuracy.
>Not attacking them with a V8
He's a coward, that's why.
How to get past the UI? Getting filtered so hard bros
what's exactly wrong about the UI? I played xcom since I was a kid so it never bothered me
Openxcom have a lots of hotkeys binds.
Like R for reloading for example, so you don have to go to the inventory.
It's a good idea to use the inventory if you carry multiple ammo types, especially for GLs/RLs.
I like the gun variety in XCF, I am a gun autist though.
the biggest problem(with guns) in xcf is how its underutilized
>no different sponsor option than let you get specific set of weapons earlier
>enemy factions have plenty of low tier no threat units which make fight boring
>no early missions where you can bring plenty of troops with no armor and some low tier guns
tbh when you actually get some real guns they all get send into locker because you already have access to black ops guns
>enemy factions have plenty of low tier no threat units which make fight boring
This happens in Piratez too. You end up sending power armor Gals and X-Sectopods against bandit camps.
The difference is that not only does PirateZ not punish you for ignoring irrelevant missions, it was designed under the assumption that you would.
Ha! Jokes on you, I go to EVERY mission if I can get there on time or have the appropiate craft.
Fricking Cruising Counsellors, demanding a single seater craft to attend.
But yeah, penalyzing even the low tier missions when your agents have really good armor and weapons is just bad design
My rule for repeating missions is, if the mission only grants money or experience it's no longer worth doing, I only do missions that progress the tech tree.
I usually just go to those missions, fire off a couple shots to get some compensation, and leave.
Cruising counsellors is easy once you figure out how to do it properly. I always keep a barracuda with fully equipped gal for that one.
>how to do it properly
I just stand near an elevator and click end turn until the mission wins itself from reaction fire
is there a better way?
No, you pretty much nailed it. I just like to get them alive so I bring zapper and white dress.
White dress is the one where you get some OP ass martial arts attack, right?
Wouldn't call it OP, but still very good non lethal takedown option. Very little hp damage. Also makes you shrug off charm damage so they can barely touch you there.
It's OP on that mission. The counselors don't stand a fricking chance.
True that.
Thinking of restarting my run but not sure which codex to pick this time. Picked Red last time. Grey looks way better than all the others with a guaranteed early gnome. Is the zombie gal stuff that green gives you good? Gold seems kinds lacking. Does it give anything that's now super obvious from the early techs it unlocks?
Gold gives you a shitton of cash techs.
Its greatest weakness is its complete inability to deal with special monsters. Red can recruit the self-destruct device, grey can imprison the poltergeist, and green can turn the slime infestation into base defense with a side of tentacle porn.
>Grey looks way better than all the others
gray is good but mid to endgame focused, as far early game bonus goes it has almost nothing and you're the weakest early on
>Is the zombie gal stuff that green gives you good?
I found it to be decently good, you can apply zombiefication to gnomes for extra tough vehicle drivers and if they die you can bring them back from the dead relatively cheap, if you go green and somehow build bio/pestulator suit >200hp gals with regenerating health are on the table
>Gold seems kinds lacking.
I'm not sure why this is the popular opinion, personally I think gold is the best codex and by quite a bit, on top of all the good stuff it had now it has this onlyrunts project that seems to give near infinite glamour
Redpill me on gold codex. Is the lash and admiral outfit really that good?0RTUD
golden codex feels like jack of all trades but it really is master of all of them, good starting eco bonus with gold bars, admiral outfit, easily the best menace in the air, all good mind control options of gray, all good healing options of green, from early game to late game gold has something good at any stage
now specific about admiral outfit, use it with any weapon that scales hard off bravery, I slashed tanks with medical slicer it gets pretty outrageous but officer lash isn't that good, mostly a waste of time unless you really like mortars
You have to be fricking kidding me.
Frick this shit game. Game fricking over, I guess.
if you think that's bad this scales
up to 250 million stolen money
How nice of the game to be able to send me into the shadowrealm whenever it feels like it.
I can recover that, but it pisses me off so much that it sent me almost half a million into the negative. "Too much money" my ass.
well not to be a bad sport but by dec second year a million shouldn't be sending you back much
is this the first time you're playing?
Eh, first time in years? I'm
And as I said, I'm not that set back by this, but it's the fact that it can even happen that bothers me, even more so when
Setting me up into the negatives shut down all my production lines because I couldn't afford them. It's all back online but it feels like a kick to the balls.
Time to clear the garbage from warehouses, and you're back to where you started. In the future, it helps to store some money in form of gold bars.
Buy gold
>not having a dedicated production base shitting out Chateau de la Morts and Finely Distilled Rums
>not having a base consisting entirely of Plantations and one Large Prison full of Courtesans
RIP
Wait. Our money isn't physical? How does that even work? We are literal pirates. We should prefer to do everything in cash lol
There is a reason criminals still use cash.
You get a lot of solid cache as credit chips and even bags of cache, what happened to it? Let me guess, you sold it all at ~~*goblin Zaggs*~~?
So every time we sell something we go digital? This is so funny. Is it crypto or does Dio imagine some deep web black market bank?
The guild would own us if we used the regular systems and I don't think anyone is dumb enough to think that.
I would rewrite the "hacking" to be nothing more than NFT/crypto shenanigans though. Would be funnier at least.
>them pesky ninjas clicked save on your NFT png
Your friend Zaxx opened an account for you.
Tip: Spend your money before the month ends. The hax checks how much money to delete off you only at the start of the month, so it'll only remove a little if it sees you only have a little at the start of the month.
Shoulda listened to Zaxx. Their shit is so secure that their wealth survived an alien invasion and the planet being ravaged by space radiation.
That's what you're supposed to do. Dollaroos are ephemeral but loot is forever.
While I'm hwere whining, I figure I might as well ask what the hell am I doing wrong with my researches.
Almost to year 3 and I still can't make anything better than faust or piranhas, I can't recruit catgirls or gnomes I have captured them, but the option isn't there, I can't even make any armor better than tac vests or metal armor.
I don't know if there's a way to show the research I have done, but here's what I have currently available.
you should be able to make a hunter killer as a big step up from the battery cars, that needs test flight/hellerium flight research
recruit catgirl is hard to get needs a special building but recruit gnome comes from "soldier:gnome" topic, I see it's on your list
about better armor, you should be already able to make chain and plate shouldn't be too far off from where you're at, blue tier armors have a lot of pre reqs
a good way to judge progress is just middle click any topic and in top right there should be completion%, in my last game by december 2602 I was at 28% and that was going at mediocre pace at best
Oh.
Pretty sure I have both of those researches but I don't have that thing available for purchase or manufacture. It's not in the faculty missing list either.
I could buy a skyranger, and make the raptors, but a plane that flies on vodka didn't seem like an upgrade to me over the piranhas.
you mean cloaking devices? did you go no codex? if you did then you just have to interrogate the gnome until you get one free from them
>you mean cloaking devices?
The hunter killer. I don't have it available.
>did you go no codex?
I must admit, I spent so long without choosing I figured I might as well stick with my non-choice.
well you can't build any real ships until you get cloaking devices researched and getting those on no codex is a painful process, I hope you didn't get rid of your last gnome because if you did you're fricked until you find the next one
I have to on my prison base, but they don't show up on the research list.
The gnome needs to be where the research is being done.
I know, it's not there.
Then you have to research stuff before getting to the gnome. Middle click "Soldier: Gnome" and follow the tree to see what's missing.
Seems I was missing a mainframe. I sent it to my main base and got it working. Thanks.
>Almost to year 3 and I still can't make anything better than faust or piranhas
Oh shit homie what are you doing
Hello! Don't believe we've met.
That's an useful asset. It's a peasant with nearly maxed out stats wearing high end armor and wielding a powerful weapon.
She's expensive, though.
Selling micro bikinis in bulk is worth more than selling rum. I'm guessing that's not intended?
There are a lot more hot girls in the setting than there's need for alcohol.
what do anon use to make money in piratez anyway? I usually end up just making all my money with a mint since it's mostly hassle free even if tanks or some other things might be more profitable long term
Early on? Weed farming. It's important to note that the weed farming cycle is SLIGHTLY LESS than one month, so if you plant on the 1st, you can get the negative upkeep from basic uber farms as well. Means you can have all your bases built by the end of year1, which is kinda helpful.
Micro bikinis and apple cider. I was pretty hyped to finally get the rum train going only to learn I was making more as a seamstress.
Chateau de la Mort.
I have a Mint but don't really know how to use it. Do I just make as many red chips as I can and then sell them?
Chateau de la Mort is basically free money as long as you don't waste your apples on hands.
I got a few plasma weapons from the Reticulans. I can't buy any more from them, but I can buy the clips to reload them. Are they any good?
Jesus Christ, don't do that to yourself. Just bring some EMP grenades. One or two always do the job.
Hear me out.
What if we ask Dio very nicely to reduce the TUs required to put on manacles since you have to empty both hands to do it and it's either going to require you have a 'handcuff gal' and it's really annoying to need a full turn just to have a chance for them to break out of the handcuffs anyway?
Why even bother with the manacles?
Dio was asking for a Bubblegum Crisis bike, so I drew this. Not sure how he will use it tho.
He probably has a professional autist who can fix it for him.
He allready add it in his dev build.
do you have insider info about new builds?
Not really, I just draw, sometimes suggest shit for Dio and Solar. I'm working on Wasteland City tiles and few missions for XCF
That's better, the old one is jarringly blurry. Is it just me, or the right hand looks off in your version?
Yes, I'm working on it. We don't have "uber" version of vanilla Power suit so I have to make new one instead of that crapy stretched one.
i liked the old look tho
Don't worry details, rust and whole "made from junk" is on the way.
It's good, but might be a bit too... 'clean', for lack of a better word. The Juggernaut is supposed to be made from scrap, isn't it?
does anyone even like using juggernaut? talking purely gameplay wise
i liked it
Redraw scale mail for him please?
That and the BlackHat are armors that I would totally use based on stats, but I rarely use because they are just so fugly.
Black hat is well done for what it is, I just thing that combination of clothes looks derpy. Scale mail however… frick. It’s just some bad chevron tile pattern pasted over a rectangle with sleeves.
No offense if the originals are yours.
Really? I think Blackhat is the best looking pirate outfit.
Just go in the Matrix chat and talk, Dio isn't completely 'loose lips', but he'll talk sometimes if you listen.
>ninja attack on a base
>have a 85mm armed tank
>fire the cannon into a clump of ninjas
>pass the turn
>the whole area EXPLODES
What happened? That wasn't the 85mm shot, and it can't have been the SINISTER DEVICE because it was turn 1. Either way, my tank can't keep going because that explosion destroyed the floor
>What happened?
ninjas carry a suicide vest that will go off if it doesn't detect vital signs(meaning if it's on the ground), it does like 200 concusive damage and has a big radius of explosion
Update: it was the Assassins. Everyone else stayed on the ground.
What spoilers/WIPs do we have for the next update (if any)?
next arc is annual division of Poland
>divided between a hostile totalitarian faction and, on the other side, Russia
Oof
Poland can be saved and fixed
Recommend me ideas for a quick ms paint comic
this but piratez related?
A bunch of brainers "interrogate" a gnome.
I got the super self charger very early cuz the ninjas can't stop spamming apcs, an excellent upgrade compared to assault rifle.
OK, you've convinced me. Where do I get the super self-charger?
It's a bounty prize from Jack. 1750 tokens.
For me, its the silver snake.
why are bugeyes so bad?
They aren't. You use them when it's appropriate. Also train their voodoo first.
>You use them when it's appropriate.
but that's never
Megapol, mercs are not never. Plenty of those.
They aren't. It's just that, similar to most of the various shortstack outfits, they're extremely niche, harder to use, and the race as a whole is very unfinished.
Ontop of extremely easy access to solid voodoo, Bugeyes have a baseline of 20 NV and 80% TV, which can be massive in the early game, and they also actually have better firing mins and caps than Lokks, Gals, Slaves, and Peasants before later game bonuses to utilize said eyesight.
But also as with with the shortstacks, it's much easier and less micro-intensive to just throw a gal with fat stacks of armor onto the battlescape than to carefully use a squishy unit.
What other things could Bugeyes have? What other things could the other, less developed races you can recruit (and, why not, races you can't recruit) have?
I'm pretty sure Dio reads these threads to get ideas. It's what I would do if I was half as autistic as he is.
Some more spells to choose from would be nice instead of just basic jumpscare and wololo. Maybe something like that spellbook the grey codex get, but custom tailored to bugeyes with unique spell only for them. They are supposed to have voodoo more unique to them according to lore, yet they use standard star gods voodoo.
Maybe they have Star God voodoo because they were 'born' and raised in a Star God colony (namely Earth). Pureblood Reticulans have to be different
>What other things could Bugeyes have?
Way more voodoo outfits in general so that they can do something other than mind control and use regular voodoo items. It's not right that the dedicated voodoo race has such lame voodoo and such little variety, especially when they're not even at clear best at what they can do.
Some codex outfits. I don't think Bugs have any currently.
A melee outfit so that their enhanced rear evasion can actually mean something.
More underwater and space outfits so that there is a reason to bother bringing them there.
Vehicles and power armor that they don't share with other soldier types.
Definitely some more support outfits. Their base outfit has a hard slotted surgery kit, but they never get an upgrade to it. You could even just let them wear Medisuits.
Thinktank is wasted on males. Should be bugeye exclussive and not grey codex locked. Males need an overhaul actually.
Males were a mistake.
Starting year 3, immediately got invaded by mercs.
Holy frick I have no way of defeating these guys, is there a way I can just pack my bags and leave?
At least keep the girls.
You should be able to clear their regular troops in melee, or using weak lasers. Hovertanks are hard to kill tho, you need to both be able to remove shield and have anti-tank weapon ready for the body.
What color shield is it?
You can junk a lot of shields with damage that is useless against the actual thing underneath it.
hovertanks use blue shields so conventional explosives are extra bad against it
But laser fire would do the treat to soften it up, and then hit the tank with an EMP or something?
that's the usual way to go yes
Okay. Thanks.
I'm sorry I'm really fricking dumb and inexperienced at anything past start year two.
i used dogs to strip shield and then blasted it with rpg
Took me however long since I made this post to finally clear the mission. II hate mercs so goddamned much. Why do they have plasma rocket launchers that can literally melt through my base walls? Holy shit that was intense. The commander with his red shield gave me less trouble that the gays carrying those, and the hovertank was a joke since the fricker never even bothered leaving the hangar.
If you ever attack mercenary base be prepared to face like 10-15 enemies with plasma rockets, the rocket spam is real
That means they can be tricked/panicked into firing on themselves, though, right?
Can they even panic? They fought to the last man on the base defense.
IIRC, and I may be moronic, but I think you can panic without having the surrender tag turned on.
Based on my experience this is probably correct. Mercs never surrendered, but I often heard shots inside the ship I was currently storming when all the rest were dead.
They have very low Voodoo defense if I recall.
So here's my moronation for my next peasant revolution:
The Original Six will be the only ubers to be recruited (freak gals are proletariat so they can join too): they'll be Commissars and Party Leaders.
I seem to be able to purchase Mercenary Soldiers from the Black Market now. Why is that? And why would I need them? I can't recruit them or interrogate them.
Also, this was before I had contacts with the Mercs.
There's a couple contacts from which you can buy certain captives. It's so you can interrogate them if they're blocking progression.
only now I have noticed that mutant alliance files sell for a lot of money, perhaps there's a strategy to just dumping alliance tokens into mutant files for fast profit
as example doing humanist villa nets you about 12 humanist trophies, or 600 mutant alliance tokens, for those you could craft 30 mutant alliance files that can sell for 2.5m$
early on that's potentially better than whatever higher tier MA prizes give
Why can't the gals be good looking
This will always be a boomer game that you can play on your toaster. Of course everything is ugly as frick
Syns and catgirls look fine but gals are hideous trannies.
sounds like a case of gay
They are meant to look buff. They're mutants, remember?
Still, maybe that is because they're more or less using vanilla assets, and syns and catgirls were added later. Hopefully they'll get a visual rework when Dio finishes... whatever it is he's doing now.
>everything is ugly as frick
not everything but some gals are hideous
also it lack red and bronze gals
Make those good-looking paper dolls and Dio would very likely use them.
Because they aren't the image of perfect beauty.
>IdealFemaleBody
People would just say her face is too flat.
For some reason, I don't think this girl does a lot of hard manual work like the Peasants, or is a mutant like the Gals.
Peasants don't work. They be soldiers (and, judging by most of their stats, none of them worked before becoming soldiers)
Mutants are not ideal or attractive, except lokk'narr women.
>except lokk'narr women.
You may not like it, but this is what peak performance looks like
>grey seer go and stay go
Should we run-flee?
>post asiatic
like seriously
hey, asiatics can be cute too
sure but the hardly even get close to
>ideal female body
also usually they have not so cute faces unless you are into ayylmao
Right, that's gnomes.
uhhhhhhh, video games?
Contacts: the Dark Ones.
They let you have Daemon weapons that don't need to reload, do fire damage (regardless of what the weapon actually fires) but using them costs Freshness.
They also let you recruit Possessed Gals, who have next to no firing or throwing, but amazing melee and movement speed. They also have almost no Freshness loss from combat stress.
Good idea Y/N?
>Daemon weapons
hellgun, cursed spraygun
>Possessed Gals
repentias are already similar to what you describe, but not as radical
>hellgun, cursed spraygun
Move those to the contacts and have more guns like that.
>Repentias
I think they're restricted in what armor they can wear. Possessed Gals would only also be restricted, but not as much.
Headtaker: Powerful cursed melee weapon, but will not hit anything that lacks blood.
>why can't I side with the nazis
>why can't I side with the academy
>why can't I side with literally satan
You guys come up with the dumbest shit.
to add to this I don't think any of you ever tried to convince dioxine to change anything, he's a huge pain in the ass to talk to when it comes to game balance or any changes in general
he spend to much times on discord and hungry
feed him and he is much nicer
Playable catgirls exist. Dio can be convinced.
What discord? I thought they closed it.
>What discord? I thought they closed it.
you are right
now its on matrix
Who said anything about siding with the humanists, or the academy, or Satan? It could be a chance to expand on a faction beyond their current iteration, which is "they exist" and "they're demons"
Worldbuilding, they call it.
>why can't I side with the nazis
>he doesn't know
With catgirls he only included the submod made by other people.
It took a long ass time for cats to be interested.
>*Integraged
So you're saying I need to make my own mod of a mod to have a slight chance of seeing it integrated? I like those odds.
>nazis
Dr. X is trying to reform them in a future mission
>academy
They're the most brainwashed of all the factions, Dio does hint that there maybe plans to ally with a Church subfaction
> satan
Well you can turn your gals into Demons and the Red Queen is also another WIP thing
But who will you fight missions against if you can eventually befriend everyone?
Splinter factions aren't the main one
I'd be surprised if some of them weren't mutually exclusive.
I could see Dio splitting them.
Say, go with humanists in the peasant path (regular humies), go with the academy in the gal paths (they're all muties), go with satan in the male path (could be sort of linked to the possessed marines).
Too radical split too early.
Maybe a Codex choice? Red gives you Satan, for example. Grey the academy, Gold the humanists. Or maybe that is still too radical a split.
Anon, it's your pick of the board.
"I'll take enemies for 200, Alex."
All right, here's the clue:
This group of enemies are the real bad guys in the niche mod Xpiratez.
"What are the Star Gods?"
Correct Anon
Fair point, but those rarely mount missions. Only if you shoot down their craft or they do Pogroms, and the Pogroms go away if you get the MSDF.
But I like the idea of becoming allied with an internal faction of the Big Three (and, why not, the minor players) while still fighting against the larger section of that faction.
Contacts: Star Gods
What now?
Joke's on you, we've been working for one all along. Well, Star Goddess, but it's close enough.
Is implementation of veterans or more experienced soldiers in XCF would help ? If so, on with promotion level would you implement it and how?
It sounds like a good change. It feels really stupid that you're fighting all these powerful foes, yet your rookies are worse than vanilla Xcom rookies. It does not sound bad to have a tier of veteran for each of transformation that gets researched. e.g. 1 transformation researched = tier 1 veteran, 2 transformations researched - tier 2 veteran available etc. Some transformations require a bio lab to happen, but it's not a big deal since you need the bio lab to research the tech in the first place.
Male touch?
The correct choice.
I've not played the original in 10 years, would it be best to play it again to remember how it all works, or just jump right into this mod?
Play the original first before jumping into the autism.
That's what I did and it really made me appreciate how streamlined vanilla is compared to all these mods.
I had similar break from oldcom and jumped straight into piratez. No problems. If you played the original you'll be fine.
revisiting vanilla may take you like 10-15 hours to finish the game, by 10 hours in piratez you're maybe 2% done with the tech tree
I was going through my previous playthrough screenshots and happened upon this really old gem: the time I fought off a real church raid with 10 poorly equipped and untrained peasants and 20 blood hounds.
And the result.
>bystanders in a hideout defense
U wot?
aren't those random slaves or workers that can wake up and do their own thing during hideout defenses?
Yeah. I had slave gladiatrices save a side base from a ninja raid once.
I don't remember the details, but it was probably slaves getting mauled by chrysallids.
>mod entirely inhabited by foidiggers
Shant
I hadn't touched XCF in a year, oh my god why does the syndicate have weaponized troop transports for base raids ffffuuuuuuu
>defeat a Heavy Freighter
>land mission
>four enemy tanks, four dudes with power armor
Oh baby I hit the motherload.
Also, we need more sources of power armor parts than just the Marsec Bodyguards.
I see this opinion often that x-piratez is really hard but is it really? Or am I just biased for putting in thousands of hours into xcom, I always had the idea that piratez is a comfy easy relaxing experience.
It used to be easier in the older builds.
When ninjas launched you would get a massive score hit in april, and then constant score hits from all the bases and airfields and outposts and all the missions that they would spawn. That made rookies loose campaigns since they couldn't handle it, and that's the reason people think it's hard. Recent build nerfed ninjas hard, the april score hit still exists but it's much smaller, and there's no mass spawning of bases.
It can be challenging on higher difficulties and Just Bullshit on Jack Sparrow. But it's not an easy mod to outright lose, aside from a couple versions in the last year during which Ninjas were out of control.
It is hard.
Just because you can squat with 400 lb on your back doesn't mean normal people aren't going to think that's really hard.
>Or am I just biased for putting in thousands of hours into xcom
Definitely this. To normal people that are coming solely from the nucom, piratez can seem to be a nigh impenetrable wall of complexity and bullshit.
To be fair, if you're coming from nucom, then *x-com* is a nigh impenetrable wall of complexity and bullshit. Nucom has all the strategic depth of pothole, and it's tactical layer is trivially solvable.
>Nucom has all the strategic depth of pothole
someone has not played Long war 2, the strategic layer could be a standalone game
That's fair. I bought it when it came out, completed the campaign on hard with two casualties, having been utterly unengaged past the first hour, and wrote it off.
Vanilla nucom has a severe case of reverse difficulty curve, once you get to tier 2 equipment you've pretty much already won as your squad grows exponentially compared to linear of enemies.
That said I don't really like vanilla nucom that much either, long war is a totally different experience so if you didn't try it yet give it a shot even if you dislike the vanilla experience.
What are the changes in Xcom Files 2.5?
Turns out the Super Self Charger can penetrate Cyberdisks.
Cyberdiscs are made from alien paper reinforced with plastatinfoil, it's no great feat to penetrate one.
The SSC can penetrate almost anything that isn't an actual tank, and it can still do a decent job at fighting actual tanks as long as the tank doesn't turn around and obliterate you.
Why is the catgirl nude sprite so hot?
Now how did he get there, hm?
I for one came into Piratez straight from NuCom. After two or three failed runs, I'm thriving on the fourth.
Then again, I'm on the middle difficulty. I dare not touch Jack Sparrow.
Let's say I run out of apples for Chateaus and of coconuts for Rum. How do I earn money? I have a Mint but don't know how to use it.
I also have a plantation base, but I'm thinking of changing it to be another military base. Which takes me to my next point: I'm running out of transports. I'm even using a Kraken as a transport, and it's not very good at it.
Make catgirl microbikinis. Those things make more money per month than coconuts do, and they don't require any base materials.
I'm on M5
Rum is for combat use first and foremost, you really should keep a small stash of coconuts.
Other moneymakers are good ol x-grog, hellerium x20 (requires later tech), and durathread or its products. If you have weed plantations, there's also a few additional options.
Later you should aim at casino, mint or plastasteel forging.
El Commandante is really good money, if you've the sectoweed for it.
I've heard medical supplies are good for profit too
Grow weed and turn it into canteens or cigars.
I can't remember which one has the better profit margin, though.
>It's an unconscious enemy woke up and got into my loot pile episode
Leave an active gas mine next to the pile.
What the hell is a Banshee?
Common Callsign for aircraft.
Starting car
>three base defenses against Ninjas in as many in-game hours
Thank goodness for the 85mm tank.
Did you like the Hell Cruise mission? How about doing that mission with nothing more than ONE unit? That's the Cruising Counsellors mission.
>Did you like the Hell Cruise mission?
I did it once and then never again, what the frick is the point of it? There's no loot just some deep one corpses I guess.
>Cruising Counsellors
That one is just boring, the elevator afk mission.
>Point of it
Guaranteed Counselor spawn for hostage taking, and easy mission if you just want to kill everyone.
>Guaranteed Counselor spawn for hostage taking
are you sure that's the case for hell cruise? reminder hell cruise is the mission where you can bring a big squad but no tanks, not the solo one
My mistake.
Hell Cruise just sounds like a regular hoe down. Shoot the Krauts, go home.
I played the original version but my gal killed about fifty guys before running out of freshness and failing. Has that been fixed?
>some deep one corpses
Which you will need for Deep One Destroyer
Prize:Autocannons worth?
once you have power armor that helps gals carry them yeah
Give me an idea to draw
gal in furiosa armor
Brainers "interrogating" a catgirl.
Lokk'narr in a nurse or medic outfit of some sort. You can go sexy, practical, however you like.
Not that anon, but I find it intresting
10/10
Heh, nice. Thanks fellow piratez!
catgirl flipping out as runts try to stuff her into a loader suit for an underwater mission
Here
Nice
Has Dio posted any teasers for the next update?
Seconding this question. He should do trailers for the next update, like the Vampire Survivors dudes do.
I could really do without so many piss filters.
FRICK ghoul town, that is all
Ghoul town is like mansion, majority of enemies spawn in same places. Learn those places and it's easy.
If you had started in Thebes, you'd have aqua suits that make you basically immune to chem damage.
Rags and Gas masks make it trivial.
THere's no shame in just stunning one ghoul/scientist, taking his chem gun, and leaving.
>Eridian Dominator appears
>shoot it down, damages a Kraken for the better part of a month
>another appears
>Mutant Culling
FRICK OFF
When do I get better transports? I finally got the hunter killers from you guys' previous advice, but the best carrier I can make is the kraken, and that's only barely better than my current one. At least that can fly into space but I'd like to bring girls in the double digits into battle.
On another topic, I'm currently on super chargers / omega guns, are the white dragon fancy guns and/or the smart guns line considerably better or more like sidegrades? I also got aqua plastic bullets which sound pretty nice but they're for questionably bad guns I feel.
You should have the ability to make Deliverators.
As for the superchargers vs smart guns, the superchargers have a good lethal melee option (smarts have none), better armor penetration and armor damage (laser vs piercing) and fine accuracy (more or less better than the smarts), but are slower than the smarts (2 shots at most vs 4).
>When do I get better transports?
for no codex you might have to wait until thunderhorse for something really big, this requires you to shoot down and complete a heavy freighter mission
>are the white dragon fancy guns and/or the smart guns line considerably better or more like sidegrades?
They're mostly better, the "advanced firearms" research has a lot of seriously good guns but even smartgun with PS ammo should be a noticeable power increase
The first big transport you get is the old X-Com Skyranger, from the Mutant Alliance. It's slow and weak, but has global range and carries 14 crew.
It's kind of shit compared to the Kraken, though. More room, sure, but the long flight times are gonna get really annoying.
The Kraken has horrible crew placement. The four units on the bottom of the craft have a good walk and two doors between them and the outside.
Can't you pre-place the crew as you like in last version?
Only within certain areas, which is still within the central area of the Kraken, which is still two doors and a walk.
>Assault Ninja Airport
>No free planes after clearing it.
There was one parked right there, goddamn it.
Dat ass.
really tickles my autism how early on nurses go after your base in an airbus identical to your starting one, but you can't just take it home and have two airbuses it gets somehow reduced to just an engine
You can't start it without the keys.
if it needs a key then one of the nurses must have it, otherwise they couldn't fly it themselves
It fell on the ground in the fighting, and you can't find it.
Came back to my first game of Xpiratez in progress that I have let sit for months.
So much clutter.
I want to sell off some of this obsolete crap and set it to auto sell after missions, but I’m afraid of some silly mission down the line requiring old tech or only pirate theme stuff or just Stone Age.
Are missions like that worth holding onto crap for, or do you get enough warning to slap some together when you need it again?
The only "needs old equipment" mission I've found is the one that requires Stone Age equipment and a Hunt Party to attend. You want to do a few of these to get some bonus or another from Cleopatra.
As for the missions themselves, they're a source for animal stuff, so they're not really worth it.
So, Xpiratez establishes itself as a direct sequel to the OG Xcom in which the Aliens won the war?
Strictly speaking it's a distant sequel to the X-com Files mod, rather than the OG game, but near enough for government work yeah.
Little bird, daredevil, buckaroo
Is there any use for these whatsoever?
I’ve never had one last beyond two air engagements. For the most part they get cratered the first time they go out.
You can’t even use them against unarmed civvies because they are too slow.
The little bird could be used as a tiny troop carrier if you drop a ufo next to your base, but why not just take a v8 or walk at that point?
These things broke my heart early on and they still bug me every time I see them in the bootypedia. Can someone save them for me? What’s their purpose?
>Is there any use for these whatsoever?
Fighting the black helicopters and the roving bands of ratmen. Maybe fight against the bandit prop planes (but not the necroplane WW2 bombers, they'll lose). Other than that, nothing.
little bird can be used to farm glamour early
>roving ratman bands
>convoys
>necropirate planes
>bandit zeppelins
They can't effectively fight properly armed enemy craft, and they can't catch up to civilian traffic, but they're still better than nothing.
You should obviously get something better as soon as you can.
Is the Pachyderm worth it?
Good for space missions until you get deliverator. Except for grey who get fortuna anyway.
It's a great all-rounder in the early game. It can also mount that charger gun that green gets, a combo which makes green very strong in the air early.
Does flak tower cut off the sewers like security tunnels?
I have no idea how to test this on my own, is there some way to force enemies to attack a specific base?
left-click on access lift
>>left click access lift
Can you be more specific on what you expected that to do?
Left click tells me I cannot dismantle it
Middle click takes me to the bootypedia entry for it
Right click takes me to the “Fence your stuff away” screen.
In last OXCE version, it starts base view mode.
Ah, yeah I’m still working on my first run, so M4, which has a pretty old oxce in it.
Something to look forward to, I suppose.
You can't use Gladiatorial Training on Lokks even if they meet the stat requirements, right?
Nope. Gals/peasants only.
Is there a time limit for the campaign? I'm halfway through year 4 clearing the research for School Graduation and I worry that an event will make me instalose because I took too long to stop it.
Crackdowns start on year 2-3, depending on the difficulty. If you can survive that, you're good.
No hard limit, the enemies just get gradually more aggressive over time.
Can someone post the shield resistance graphic?
Can someone also remind me if "ignores" means the damage ignores the shield or the shield ignores the damage.
Ignores mean the damage ignores the shield.
Really should just say 'penetrates'
We're playing a borderline sex game.
It is DEFINITELY a good reason to say penetrate.
"Ignore" means that the damage ignores the shield, and the shield ignores the damage. The attack goes right through, only hurting the shielded unit and not the shield.
This had better not mean early missile attacks.
Nah, it's probably just random country event. There's plenty of them now, for all regions I think. In Turan for example you loose 100k cash and gain 5 glamour from time to time. This sort of thing.
Are any of them positive, or is it always just "frick you for building a base"?
All I've seen are minor "frick you" events, but there may be some positive for shitty starting regions. That would make sense.
Working on my first play through.
>>rng screwed me on several techs
of second year
>>no beastmen till like august
>>got library the hard way
loknar beliefs, to get shadow masters the hard way
My tech advancement was terrible through bad choices and worse rng.
I didn’t actually bother with mutant alliance because I didn’t want to have to stop farming civilians.
Now I’m looking at it because I’d like bug eyes since I will probably be bringing voodoo online in the next few months.
What are the downsides of mutant alliance, and is there a way to get bug eyes without that tech?
I’m pretty sure I’ve gotten most of the benefits of mutant alliance through the longer paths, the only thing I seem to be missing is bug eyes.
Downsides of mutant alliance:
More pogroms and some of them cost 1000 to refuse.
Of course, usually by the time you take Alliance, you have enough score to ignore one or two big hits AND the tech to take a pogrom.
I thought they made you stop shooting down civilian shippings?
No that's...*STOP TARGETING CIVILIAN TRAFFIC*
Dunno if that's a prereq or what.
No there's separate tech for that. You can be alliance and still target civvies. Also you can't get bugeyes without alliance.
Bugeyes have build-in voodoo, so you don't need any other tech for them. They're weak tho, take a while to level their voodoo skill, and even then they only work against megapol and mercs.
They're actually not that bad. Sure they're crap when you get them, but you can train voodoo skill even if you fail to do the thing. Just bring 'em along on missions and throw three Terrifies a turn at whatever you can see and they'll start being able to land it even on tougher targets by the time you need them to. And in the meantime they're pretty good medics.
>you can train voodoo skill even if you fail to do the thing
this is what fricking sucks, bugeye feels worthless until you cap their voodoo skill and even at cap they are barely good enough at mcing anything that isn't merc/megapol and since only capped units are any useful you end up with small elite groups of bugeyes that feel super bad if any of them die
they just require a lot of tedious up front grinding before they're any good and I hate using them just for that reason, I wish they were more like the xcom 2 psi operative thing so they have at least some utility other than inbuilt voodoo
Is this something I should tell Dio about or is something fecked on my end?
https://pastebin.com/xHwKdzcp
You using the version of OpenXcom he packaged with piratez, or some other version?
Tried a fresh install. It's the same version of Openxcom so I have no idea why it would work here.
Don't know.
Don't care.
Thanks for getting my mind on trying a fresh install.
You're using N1 from february, last version is 1.1 from may.
>xpiratezNerfed
What did the May patch add?
Bugfixes for one.
v.N1.1
- Fix: Ninja HQ upgrades crash
- New Armor: Dullahan (Shade)
- New Item: Zombie wienertail (Green Only)
- New Feature: Sleeping Beauty Project (ressurection method)
- Zombigal Revival requires VooDoo: Communion instead of Cloning now
- Further sound expansions (thanks to Mr. Red for selection)
- Small fixes, rebalances, improvements
>xpiratezNerfed
huh?
Reduces buy prices, increases sell prices, gives you a guild stapler, giant bone, and silver bar to start, as well as starting you with five brainers and I think five more runts?
Also brainers are half off, because frick the Brainers Union.
Since you posted this.
Why are Xpiratez magic girls based on Madoka? all they do in that show is cry and get murdered.
I am sure gals would prefer magical girls like the symphogays and Nanohas with their superior firepower
probably that's because it's based on what dev dude has watched? I mean it isn't a coincidence the MA rep is called saya and the underwater music is copied from song of saya
this mod has countless references to pop culture and whatever other weeb shit the dev likes
I'm pretty sure 'buffing stuff up with songs' and 'really big lazors' are already in Piratez.
I don't know what Piratez magical girls do, as I have neither found one nor reached the point where I can make my girls magical.
Nanoha nukes are set to "stun" tho
laughing_bitches.gif
>Named dogs: Discuss
A named dog can fly home your troopship in case you lose everyone else.
I feel like once a dog is named their inventory should expand from 2x2 to 2wide, 3tall so that they can drag unconscious soldiers back to the ship.
I’m guessing that would be a hard sell to Dioxine, because it would open up all other kinds of stupid dog tricks.
We kinda poisoned the well with the default base defense being a bunch of dogs carrying exploding frisbees.
As they stand now, dogs make great scouts/ammo runners for Mortar operators. On hot maps I will use one as a canteen runner. Their scouting usefulness has largely been supplanted by rookies in brainer suits, but wary game they were great for sniffing out that last cowering humanist.
What do you use your best puppers for? (Other than running around bases with blinking frisbees)
Other than base defenses I don't use dogs at all, the melee reactions patch completely killed them for me.
Yeah, having to restrict them to barking at enemies to get experience is kinda rough. If you are not 100% sure the enemy is out of TU, trying to bite someone is near certain death.
>hard sell to Dioxine
Probably would be. I'll try anyway
don't forget to feed him before
if he is hungry, he isn't reasonable at all
Maybe a second 2x3 backpack called “drag” that only accepts corpses and wounded/sleeping people?
While that sounds more elegant, if I understand the way the item system works that would be a pain in the ass requiring editing every corpse item in the game with a new tag for acceptable destination slots.
I’ve just had several times where I really wished I could send out dogs to drag soldiers to safety.
Making it only available to named dogs would be an advantage of giving them special training.
>that only accepts corpses and wounded/sleeping people?
I can already tell that will never happen, the whole item goes into only one slot thing? you'd have to change that manually for every single corpse in the game
Yeah that’s what I thought.
I’m just afraid that a 2x3 general inventory isn’t going to fly because it lets the dogs ferry or fetch some pretty ridiculous things.
Oh crap, a tank? Send the dog back to the shuttle for a couple LASSes…
support for locks in caves
but tbh i just use normal dogs so they dont clutter my KIA list and i can ignore urge to level them up
A feature I want but will never ever happen, auto resolve. The megamods are bloated I don't think anyone can deny that fact but it sucks to just ignore missions or skip crash sites only because they're tedious or not very rewarding.
The AI already controls their own units, why can't we just have the AI take control of your units and do the missions automatically? Even if it's suboptimal I don't really give a shit it would be nice for really easy missions.
>pogram
>gonna be middle of the night when the Pachy arrives
>outfit in night ops and long range
The map is a well lit industrial complex with lots of z level, close quarters, and LOS obstructions.
Dumb question: Condemnations can take one of your gals beyond their maximum for stats. Do they still get XP toward that stat if they're at the maximum with the condemnation? i.e. I've a Lokk with Bravery 80 (70 base, and +10 from Chevalier X). Lokk max Bravery is 80. Can I still develop her bravery to 90 (with the condemnation) by choking b***hes and/or healing gals, since her 'base' is lower than the max, or am I screwed?
in this case you can get her to 90 bravery, condemnations and base caps are separate
Excellent. I've been getting trying to get her fully trained up as a serious shitkicker pilot for like a year now, so good to know I've not accidentally fricked myself over by getting that condemnation early.
if you're an minmaxing autist here's a tip maybe some people don't know yet
lokk specific, usually you want their reactions to go as high as possible and you can go a bit above cap if you first get her to 124 base reactions exactly and then perform at least 11 actions for maximum xp rng and then you can get +6 rea on top of 124 base and that gets you lokk with 130 base reactions instead of 125, this isn't guaranteed because even with max ground xp you can roll low and get only +2 rea and you only get one shot at this
this works with any soldier and any stat(except bravery because +10 is max per mission) but aside from reactions and voodoo skill there isn't much point to it and even then it's a minmaxing trick at best
Why are power armors so underwhelming? They have good armor values, yes, but other than that they're not really special, and don't turn a regular gal into a superwoman.
>good armor values
Having a gal you can send to draw reaction fire and not worry about the result in most cases is pretty nice.
Usually takes dedicated AT or a melee slaughter master to harm a gal in power armor.
For me, it's their speed. -25 TU and no running means they're at least twice as slow as non-powerarmored gals, given that the latter can sprint for half of the movement range and keep half TU for reactions, without overusing stamina.
But then again, with full speed they would've been broken. Harbinger armor makes your gal virtually invulnerable to anti-personnel weapons. And as they are now, people who prefer to play slow can use them.
>-25 TU and no running
-25tu is just too much
In condemnation era this really isn't that big of a deal, a veteran gal will likely get +20 ish TU from just playing the game to offset penalty, before condemnations used to give stats harbinger actually had -30TU penalty and was considered too op anyway
The ability to just ignore small arms fire while OTHER gals can still run is pretty nice.
I think it's because all the heavy weapon options are garbage, the extra weight capacity you get isn't very useful so you get extra slow troop that isn't even better offensively
even auto cannons or rocket launchers can be carried by just someone strong
I only use harbingers from entire power armor lineup because its just really good against plasma, but no more than 2-3 people per squad will use it because they're just too slow
I've gotten to the stage in XCOM Files where I'm getting UAC moon missiosn, but I'm only allowed to take the Starfighter craft, which can only a maximum of two people. I land, am surrounded by 10+ people and immediately get one-shot by plasma turrets when I do literally anything.
Am I missing something? Is there better armour/craft that you can take to the moon that I just haven't unlocked yet?
Xpiratez: radar
Just got the tech for the longer range radar
Have all eight bases with the starting radar, a couple of them still have the outpost radar as well
What kind of radar coverage do you go for in xpiratez? 1short 1long, build the long and get rid of the short, stacks of each?
A lot of my income at the moment is from shooting down civvies for their ship engines, so decent coverage seems important, but not sure if that will continue as the game progresses.
Build long-range radar, get rid of short once it's done. In theory, they should stack multiplicatively on short range, but then the difference between 80 and 96% is not worth the extra building space.
Is that how it works? I thought with multiple radars it switched up the ping rate. So if a region's in range of more than one radar you get a scan every fifteen minutes instead of every half an hour.
I'm not sure where you heard that but it's not how it works, all radars tick in 30min intervals but if you have multiple radars the detection stacks but not enough to ever justify having more than one
Ideally, Hyperwave Decoders as a minimum everywhere. Those are 100%, so no need to stack 'em. I'm currently just getting to the point where I've got that in all eight bases, half way through year 2. Later you'll want Alenium where you can fit it, although that's a much later game target.
Starting radar for the main base
Outpost radar for expo.
Overcharged radar afterward, unless Hyperwave decoder is already ready in which case that.
So is that 40k mod any good? How feature complete is it?
What, besides the Marsec Bodyguards, drops Power Armor Parts?
raider firebat
armored gnome
govt general
academy scientist/provost
guildmaster
royal guards
marsec mobile infantry
or get one free from some engineers and data disks for research
If you need it as early game research, gnome, bodyguards or lucky data disk are your best bets. Gnome is guaranteed to spawn on goblin's bounty challenge.
Huh. I hadn't realised that was even possible.
What?
Voodoo counts as any other weapon, I've had voodoo rod as my trademark weapon once
Technically, it's a build-in weapon of type psi-amp.
How would you rate Brute armor?
>solid flat armor values, close to low-tier power armor
>but no plasma resistance
>slight TU malus, mediocre dodge bonus and almost no slash res means it's not great for melee fights
>about 20% bonus to stamina recovery at a cost of triple freshness drain
>no shield when its competitors, assault and blitz, have it
usually by the time I can get brute I'm like one step away from annihilator so I haven't ever used it
been awhile since we had an update. any anons know what dio's working on?
The only thing I know is that they're making some super hard end game mission but that's it.
As in ninja hq isn't enough pain in the ass? I'm guessing another tedious as frick ctrl+k material.
Ctrl+k?
After ctrl+d.
What does this mean?
Debug mode, kill all.
Have you done any of the witch quests? I think it'll be more like that, but it's just a guess they didn't give me any details other than it's hard and will require elite units.
Yeah, 3. But actually 2 because one repeated itself. They are ok, single map with gimmick. That's fine. Multiple stages cancer isn't fine.
Hopefully it's related to the unfinished plot lines.
Speaking of, do I get score penalties for killing all those Canadians? There are Govt Agents with them.
Yeah, you finish mission with about -2k points if you kill all. Tome of life is worth it.
What if you capture them alive?
Then no penalty, but there's a lot of them so it can be tricky, and the map is huge. You have to kill some to trigger mass panic even if you try to minimize the penalty. Can be done, but I don't bother anymore and kill as fast as I can to progress quicker.
there's like 200 enemies, good luck with that
Dio is working hard in fields to secure enough grain to survive winter.
working for energy bills as he can't live from donations alone anymore
Hey, what improved armor do you get underwater? I know Chiller and frog work but they're not very good for fighting the deep one spawners.
swiftsuit is a nice improvement since gold shields are quite good at underwater threats and its fast but if you want actual protection then loader or harbinger
Loader or harbinger. Thanks. I didn't know the names for those shits.
i just use swimsiuts and carry some of oxygen tanks
I said improved.
I don't have to worry about oxygen with frog or chiller.
Is it me or underwater missions have no challenge? It's just a varied number of Deep Ones or Lobstermen or Aquamen, none of which represent much of a threat against Assault Clones.
They quickly stop being a threat by midgame. They have no escalation. Also I have not seen any Aquatoids.
The jellyfish are c**ts.
Also, the main challenge to me is that you need to tech into something you otherwise wouldn't use and spend a hangar slot on it.
>Also I have not seen any Aquatoids.
That's for a future arc, because those primitive Deep Ones surely aren't making those sonic guns themselves.
they are pretty easy with exception of hallucinoids which can wreck you pretty hard if you're unprepared or in really low numbers
rewards aren't that great past the early game so I thought it was fine
You can also just bring along a peasant or two with decent movement in scuba gear.
Strong gals only need to breathe every few turns, and the scuba shorties can give friendlies puffs off their system.