Also getting bitten through the window of an airbus by a dog and dying in one hit.
![]() Thalidomide Vintage Ad Shirt $22.14 |
![]() Ape Out Shirt $21.68 |
![]() Thalidomide Vintage Ad Shirt $22.14 |
Also getting bitten through the window of an airbus by a dog and dying in one hit.
![]() Thalidomide Vintage Ad Shirt $22.14 |
![]() Ape Out Shirt $21.68 |
![]() Thalidomide Vintage Ad Shirt $22.14 |
A Riot Shield will provide it's resistances even if you're keeping it in your backpack, right?
It used to, now you can't put it into backpack.
But will it fit under my snuggie?
>put too many Brainers on School Graduation
>it finishes too soon
>now the research list is full again
Welp.
Learning is hard.
it has been asked in the previous thread with no answer but how is the warhammer mod? Is it good and (mostly) complete?
It's mostly fine. Has some goofs like 5 plague marines in one helldrake, but it's fun. You can try playing with ROSIGMA, I heard it's good.
The balance is not good. Playing IG is impossible.
I thought failing a panic roll was supposed to train bravery
>take some rookies along
>naked
>vajazzled with demon skulls
They stood around in the ship screaming at each other after a couple turns of admiring each other’s tastefully glued on demon skulls.
>no bravery gained
The best method for training bravery I’ve found is medic duty. But I don’t really want to get back in my oldcom habit of having rookies shoot and healing each other every fight.
Any other good way to train bravery that don’t put people in the med bay and out of base training for a week?
panic only has a chance of training bravery, aside from medic duty probably most reliable way is aircraft duty, more seats the better
or just ignore bravery because it's usually a self correcting problem
https://www.ufopaedia.org/index.php/Experience
you need 11 points to guarantee bravery training, i.e. spend 11 rounds under 50% morale, +1 for each round she panicked.
OXCE v7.6, short version
QoL:
- Added mouse wheel scrolling to Monthly Report UI
- Ability to persist PL/NV/B toggles
- Added Energy toggle to pathfinding preview (Options > Battlescape)
- Save file formatting less verbose in selected cases (functionally same, no performance gain or loss, smaller file size, easier to read by humans)
Features:
- AI: aliens are now capable of running during escape battle action (if running enabled by armor, and 50% probability)
- AI: aliens (leeroys only) are now capable of running during aggro if they have a lot of energy (40% of stamina or more)
Modding:
- Ability to change tile move cost per armor
- New movement type Sneaking = force walking even if you can fly (using Alt modifier)
- Ability to change cost of moving item in the inventory
- Custom object counters for completed research
- Craft preview: ability to reveal/not reveal the whole map
Scripting:
- Ability to change movement type during battle
- Ability to set negative health by script (i.e. overkill)
>aliens (leeroys only) are now capable of running during aggro
Oh good.
Are there any comprehensive guides to making sprites for OXCE?
>escape battle action
What is this?
Probably something like the old X-Com Apoc, where the hostiles could run away from battle.
That's what it sounds like but I haven't heard of any mods having anything like that, even though the original intro actually features aliens running away.
Well, it wouldn't be the first OXCE feature that goes unused.
AI in x-com is a simple state machine, running away is one of the possible states.
>Are there any comprehensive guides to making sprites for OXCE?
Open any vanilla spritesheet or paperdoll, and use it as a reference. The only gimmick I know of is selecting the correct 8-bit palette, as the game uses different ones for battlescape, pedia etc. Check this thread, or wait until somebody more knowledgeable pass by.
https://openxcom.org/forum/index.php/topic,1557.0.html
Thanks.
And another thing I remembered - different creatures have different drawing routines. You can see a list here, search for drawingRoutine
https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)
not all are used.
For 2x2 unit sprite merging, there's a tool
https://falkooxc2.pythonanywhere.com/hwpbuild
and check Tools section on forum.
>Are there any comprehensive guides to making sprites for OXCE?
Downloadbuy Aseprite. It's a relatively easy program to work with, Just try to keep up with OG palette and keep original resolution.
See how other gunsarmours were drawn and try to copy it. Slowly but surely you get a hold with it.
>church sends a shrine ship straight at my euro base
>the next day…
>church send a shrine ship straight at my euro base
I mean, I appreciate the free gold, but I’m worried about their motivations.
Could be worse. Could be three Ninja Landcruisers in two days.
>Could be worse. Could be three Ninja Landcruisers in two days.
Jesus H. Christos. I hope your 85mm tank is on point.
>I hope your 85mm tank is on point
well about that...
So anyone tried that new catpeople fighter? The fuel looks kind of expensive and the gun need 3 days to recharge. Is it any good at all besides speed?
There any easy way of looking up what condemnations a weapon can grant for killing things with it?
No way but reading game files, piratez_globals to be specific.
On a similar vein, I remember someone saying something about laslock weapons and some bad condemnations.
I have a few but have not seen any gal get anything unusual from using them. Any idea what that anon was on about?
Do laslocks give traditional? some people think that's bad
that's a leftover from vanilla, there should be also a hunter killer cost there which is a renamed interceptor, it's always been there you just never noticed
yeah, laslocks give traditional, it gives a energy regen debuff on some ranks, which I guess could be detrimental depending on your playstyle
Imagine armor of different tiers (maybe even power armor) for your dogs/blood hounds/werewolves/reapers
I just want color variants so I can play dress up with my dudes, ngl
>0 skyrangers in every base
If I go into logs and check the monthly costs, each of my bases has a line item listing for Skyrangers, quantity 0, total cost 0.
As far as I know, I’ve never had a skyranger this plauthrough.
At one point I did a research or mission or something that I thought was supposed to give me a free skyranger, but it never showed up.
Is this 0 skyranger thing in your costs just something that has always been there and I have not noticed it before, or has my save file gone a little odd?
>Winged Daemon of some variety lands in front of a Guardsman
>Guardsman calmly empties his Lasgun into its face, killing the beast.
The balls on that man.
Also, what's the best settings to minimize the pixelization? Just use a lower Resolution?
Jut set the scaling so the camera is "zoomed out".
>Also, what's the best settings to minimize the pixelization? Just use a lower Resolution?
Set camera to 2/3rds in options, it is astounding astounding how good the artwork suddenly becomes when you zoom out just a bit
Love me some target practice for my pussy cats.
If Annapuma is needing target practise, you must have done something really awful to her. Those two join maxed out.
I have 5 cats there. Also getting commendations counts as training in my book.
>crystal skull straight up doesn't work with vampiric sword
boo fricking hoo
>pestulator suit requires 90 zombie juice
Huh? Did I miss zombie juice plantation somewhere in the tech tree?
I think one of the Dr. X options lets you milk her.
I think you miss on biotech lab that unlocks some of green tech that way?
I think you just gotta butcher live zombie corpses, the advanced ones like strixes.
Strixes and Singers. The females.
Raiding Ninja bases.webm
If I have someone in base sitting around with an armored car or tank assigned as their armor type, and the base gets invaded, is there any chance I have the vehicle for the base defense or do they get dumped down to naked or topless or something 100% of the time?
Only gals have chance to become naked during base defense, so as long you don't put gals in armored cars it's guaranteed they'll spawn in a 2x2.
In general, tanks participate in hideout defense as you would expect, being MVP. With exception that gals have 15% chance to start without armor, which includes tanks, but gals have no business being pilots in the first place.
>but gals have no business being pilots in the first place.
They're easier to build Bravery on, if nothing else. My Pirate Queen/Princesses usually take the third pilot seat of the Menace, after the best Lokknar and Catgirl/Gnome I've currently got uninjured. They're definitely not the best, but they're passible at high training.
The other exception is hyenas, which don't participate in base defence because Dio is a hack.
Hyenas are the most fun you can have in the early game. I also like how they take the stress out of those freebie missions like ratman rodeo or distress call.
>first time using the worm
>set outside to scout the LZ
>stun gas my own troops
So, do people actually turtle hard enough that these gas locations actually come in handy?
I don’t think I ever let enemies get this close to my drop ship.
Has anyone found worm gas to be useful, or is just a deployment annoyance?
It can be useful in theory but in practice it's annoying more often than useful. I found that russian streamers really like it but they can spend literally like 80-100 turns in their craft, to each their own I guess.
I’m the anon that asked the question.
Answered it myself just now in that battle…
>notice that the gassed gal went to 0 Morale
>stick all the low bravery units behind the worm
>drop weapons
>trigger a gas bomb on that side.
>laugh maniacally as they all panic
>clean up the osiron security with my gals that are not chickenshits
>end mission.
> +10 bravery
I found a use for worm farts.
Genius
You can replicate this effect with your own hallucinogen grenades, which, last I played, only do morale damage. It's good for training since the single morale roll counts as a skill use and thus gives the unit physical stat gains without having to actually do anything or even leave the ship.
It can be decent early game, you basically use it as smoke cover. Pairs well with smokey armor or bugeyes so you see better in the smoke. Be aware that you can trigger the smokes in the ship so you don't get gassed when you go outside.
NEVER leave the ship without triggering them, unless you leave through the south exits and leave the top ones armed.
The worm is really bad on those animal hunting or zombie missions because the smoke limits your view range so you risk only seeing enemies when they are in biting range.
All that said it's a dependable, fast ship usable until you get your menace
>image
Will her arc end with her becoming one of us?
I believe so, considering you can befriend pretty much every other evil lady, including your jailer
Thousands of images of Rin, and Dio uses absolutely abhorrent cosplay pictures of her.
wat is he using that image I posted?
No, but he IS using other even more abhorrent cosplay pictures of her.
>can sell ICBMs to local govts
>can broker a human/reticulan cooperation agreement; the first thing they do is make new warships
>can make the mutants defend themselves from pogroms; the first thing the MSDF does is a terrorist attack
Hans, are we the baddies?
>are we the baddies?
always have been, what makes you think otherwise?
>kills women and children and is sometimes rewarded for it
In retrospective, I should've realized sooner.
>faction symbol is literally a skull
Oh no
>my hovertank is just a recolored regular hovertank
This and the other recolors (Marsec Bodyguard/Royal Guard, for example) annoy me a lot more than it should.
Make new sprites for them then if you're so great.
I have a different gripe, changing sprites or artwork on perfectly fine or normal looking items like what was wrong with vanilla plasma rifles that they all had to be pimped up?
Go into a base
Hit hands
Switch the view to training, like normal dojo and onsen martial training…
There is a plus button in the upper right
Hitting it toggles my hands stats between two sets of numbers
More experienced gals numbers change more
I can tell that this is showing me something like base stat vs stats with modifiers, but what all modifiers is it stripping away? Condemnations? Armor?
Just want to know how to read this page and could not find detailed breakdown anywhere.
>but what all modifiers is it stripping away?
Stats increases they got by fighting, which is different from Condemnations.
Condemnations and armour, yeah. Those are a bonus to the base stat, which can still be trained to its max level even if the bonuses would already bring it over.
It’s worth it to shoot down ninja transports, even if they are over water, right?
I feel bad splashing a valuable ground mission, but the only thing I have that can catch them is my jet bike, and I can’t usually get them to drop over land.
Stopping their mission is preventing negative points right? So still worthwhile?
I don't think you can shoot an APC down with a jetbike. Also, you only get infamy by shooting down craft after researching Air Supremacy.
The unarmed things
They move fast and when you chase them they drop fighters to try and intercept you. The bike is faster than the fighters and just catches up to the unarmed thing and drops it, the problem is by time I catch it we are always over ocean, and I don’t want to risk following it till it’s over land and having it lead me back to the escort craft.
Yeah it's worthwhile for two reasons, crashing anything gives points ninja transport is worth 300 points, also anything that's in the air constantly drains your infamy a little so the faster you crash something the more loss you can prevent.
Yeah, most UFOs give points when you take them down. Generally if you don't want to do ground mission, try to sink them, because if it leaves crash site it gives only half of the points for taking it down.
Reminds me I've had a Ninja Flying Fortress just hovering across the globe for almost a month now. I can't shoot it down and it refuses to land or stablish a base already. Wonder what my next score will look like.
You tried grouping your fighters up when taking it on, or is the thing untouchable even at that?
nta but mobile fortress is really tough and it has high dps, if you don't have at minimum a kraken don't even bother trying
Kraken armed with two heavy plasma chargers will not win against a Dominator, let alone a Mobile Fortress.
Just toss Dragons at it and hope for the best.
plasma chargers are very weak for a heavy slot, naval gun deals triple damage compared and basilisk is even stronger
with triple naval guns you need support of other crafts but triple basilisk kraken should be able to defeat a mobile fortress provided your pilots are good
Oh yeah baby gimme them nuclear powered lazo-
>they're worse than the super self-charger
They do less damage than ammo-eating lasers, but I wouldn't go that far. They're still lasers which means armor penetration and occasional fire. You can't go wrong with arming entire B and C squads with advanced lasers for general use.
I find that nuclear lasers are very uneven
snuffy or splatty? fricking awesome
advanced lasgun/battle laser/scorchy good but not amazing
fatty/smasher/stingy mostly disappointing
the best part about nuclear lasers is looting or gambling them early on, by the time you can research them they're fine but you have so many other options and not like you ever run out of ammo on standard lasers anyway, does anyone seriously goes through 90 ammo of assault laser? I never came even close
Enemies drop so much adv ammo that yeah why go nuclear?
But you have to at least research the nuclear lasers so you can get to the AP laser ammo which will give your lasguns a big boost.
You can eventually get sniper laser (base damage is shit, but the accuracy scaling is the same 30%) and battle laser (70 damage auto-fire) out of them.
The AP laser clips are superior thanks to 50% armor penetration, but they take a while to unlock.
Anyone have much to say about tech-comm? Wanna play it but the maps are too big and ugly. Have this problem with most of the mods in general.
Someone convince me to save up tokens for boomasaurus and 30mm cannons and stop gambling them all away.
I thing the only thing I’m gated from are auto cannons and some cash scheme.
A run of 250 just gave me golden rifle, golden marks rifle, and another aggressor armor for one of my princesses.
I looked at all the jack prizes at some point and came to conclusion that everything above jack's favors falls into "neat but can do without" category and it's probably better to just gamble all the tokens away.
So go ahead spin the wheel and hope for the best.
Buying prizes unlocks further prizes. You can't unlock level B badge without boomosaurus, for example.
Jack level 3 prizes are meh at best. Only plasma blades are kind of worth it but only on green codex since you don't get ghost daggers. Freaks are worthless, autocannons come too late to be of use.
>space freighter mission
>someone, which I assume was a Technomancer, instantly sent a dude wearing Testudo armor to sleep
>in sickbay for 40 days
Fricking hell.
Also I now have X-Gauss weapons. I sure hope the XG Rifle is better than the Smartrifle
>XG Rifle is better than the Smartrifle
our of all the xg items the rifle feels the weakest, it's barely an upgrade over smartrifle it loses 30% armor penetration and auto fire is now only 3 instead of 5
all the other XG guns are great, pistol, chaingun, sniper rifle but the rifle sucks I don't like it that much
So, I’ve watched a few streamers and I’ve noticed a disturbing lack of parrot usage.
People just walk around corners without sending a parrot ahead.
People risk reaction fire charging to melee something that is looking right at them without using a parrot to turn the enemy around first.
When someone is stuck in a bad position, they end the turn and take the potential hit rather than put parrots in the LOS to draw fire or block shots at valuable personnel.
How many parrots do you go through?
I’m getting a feeling that maybe I’ve been abusing birds more than intended, two of my newer bases just have parrots set in infinite build to supply my attrition rate.
Do you even parrot bro?
hurr parrots take up space that a gal could use instead durr
I dunno if that's still true, but I think that's their mindset for not using parrots.
Nope, parrots are items.
Give one to each gal and have them deploy them on that first after the drop.
Dogs take up spots better used by gals, but I’ve still gotten dozens of them killed as well.
>dogs
Dog - $5000
Peasant - $5000
The Peasant growing up to become a killing machine and shooting a Star God in the face: priceless
>tfw 170 aim peasant with snuffy deletes 2 targets per turn even out of los
some things are priceless
A lot of people consider dogs and parrots as more expendable than peasants because a peasant, even if her entire life consisted of running off the craft to her death, naked, exactly as planned, shows up on the memorial as a death while dogs and parrots which serve the same purpose do not.
Ain't nobody got time for that.
Are there any decent streamers who aren't Russian?
I streamed a whole piratez run on twitch but autism prevented me from properly talking on the stream so I don't even know if anyone was watching as I averaged 1 viewer per stream, does that count as non russian? maybe Is that any decent stream? probably not
I still have all the vod on my hdd and I've been thinking of editing it or something but so far I've done nothing, maybe I'll just upload it to youtube unedited since twitch has already deleted all of that.
Sorry man, I’ve got a 45 minute commute, so I listen to things sometimes while I drive, but if my eyes are on a screen I’d rather be playing something for myself. Silent shuffle streamers don’t work for me.
I'd watch it if you uploaded it since youtuber commentary is annoying
I almost completely forgot about this thing, okay I'll upload it just for you anon and so it doesn't get lost for the future. It's just part 1 for now but I'll upload them as fast my internet allows, there's about 320gb of video to be uploaded.
>Do you even parrot bro?
Do you even dog bro?
Is Dio ok? I thought after the last release he'd be back on his monthly release schedule.
He got drafted.
He is trolling around in the ukraine in a 1987 Yugo with a big white Z spray painted on it, with a burmese knockoff uzi hanging out the window.
He's Polish. There is really definitely no Z on that 1987 Yugo.
wtf did he really get drafted? How will he survive that?
>tiny but fast contact
>send interceptors from all directions
>shark bike gets there first, drops it
>send interceptors home
>send out a worm full of trainees
>start to post a question on /vst
>Landing screen pops up - Aye!
>equip screen…
>single naked gal in camo paint
>no equipment
When sending back the interceptors I missed a piranha, and I just landed it
>Ironman (not the button, honor system) frick it, why not
So, she snuck around in the dark, waited for the single osiron security to be in a good position and run up and punched him on the back of the head till he surrendered. I’m not sure why it counted as a surrender instead of a hostage, but whatever, I didn’t lose my piranha or turn tail and fly away like a coward.
So, now a question: do you put some basic gear on your interceptors so your pilots can just do super easy missions? I’ve always kept them empty in case I misjudge my target and the pilot ends up walking home naked. Honestly though, I have tons of crap gear that I just fence away, considering putting a basic survival setup in my fighter craft so pilots can deal with civvies and crap.
>do you put some basic gear on your interceptors so your pilots can just do super easy missions?
nah I keep interceptors and dropships completely separate
The only interceptor with gear I have is barracuda with gal outfitted to do cruising counselors. Loosing trained pilots sucks.
I usually put a couple pistols in the interceptors just for roleplaying reasons.
Wtf undercover govt.
I’m a well behaved privateer.
If I see the red and blue lights I wave and send my interceptors home and let the governments do their work unmolested.
Just shot down an unmarked cutter, damn thing was full of govt agents, enforcers, and military police.
By time I knew it was a rotten apple they had already pissed me off and were going to die.
-145 score from kills and captures, no clue how bad the score hit was for shooting them down.
>no clue how bad the score hit was for shooting them down
if it was a cutter pretty sure there's none, as far as I know faction cannot change score for shooting a specific ufo type
to add to this post forgot to mention, as example if you see an ordinator with zombies and you shoot it down you'll get the penalty as if you were shooting down the government on top of all the fines for looting it
Help anons, loading up a convoy for my first ever organ grinder
Got goggles, gas masks and chem ponchos.
Got some smoky, stalker, looter, brainer, ect appropriate armors.
I think I’ll be good for chem and choke resist, but I’ll bring grog, stims, and Rum just in case.
The thing is, I’m not sure when I’m going to be facing.
Without spoiling what I will meet in there what general class of weapon should I be packing?
Shotties with rubber bullets and baseball bats for captures?
Smgs and carbines for tight spaces and reaction fire?
Big Fricking Guns to blow through nasty shit?
Also, DP or HEAT in my 4xRPG car? Area effect or punching power?
Get your capture stuff. The people you'll fight in organ grinders are rare and don't show up in many other missions (one specific enemy doesn't show up in ANY other mission)
As for the car, DP is best. HEAT is overkill, as one HEAT RPG usually kills the vast majority of armor.
They kept standing back up.
I finally just piled them up between my convoys, shackled them, and had a couple gals just sit there whipping the crap out of them every turn.
Nice reactions training.
Took so bloody long I got a bunch of bravery out of it as well.
No losses, but several girls are going to get shipped off to my medical base in Rhodesia for a bit of downtime.
Thanks again for the advice without spoiling the !!fun!!
Ah yes, that's why you need to establish a drop point inside a room, or the craft. And someone with a bat or a stun rod as warden
Enemies with regeneration, pretty tough overall, but not armored. Weapons with chem munitions stripping your armor. Acid rain stripping armor and, eventually, health.
If you have armor golden shields, like swiftsuit, it's good there.
>Area effect or punching power?
IIRC it's always on the map that goes boom, so careful with explosives.
I prefer hard hitting one handed weapons like axes in one hand and best pistol I have in the other (silver snake, magnum, whatever). And get some stun batons/prods to get one scientist alive. With smokey armors you won't be hurt very much by their guns but look out for bloodhounds.
Thanks for the quick responses anons.
I’m done with protective gear and just checked back before starting on weapons.
One of my favorite little tricks is to have a pile of police shotguns and military shotguns, rubber and AP shells, no normal shells or domestic shotguns.
That way the equipment pile has easy to grab stun or punch weapons, already loaded with the correct ammo.
Handy when tripping over civvies and not wanting to slaughter them and your score.
Nothing seems to drop the golden weapons.
You have to get lucky, either with drop from smugglers or random catgirl event, or gambling.
>random catgirl event
I'm on M5. Don't tempt me to abort this 4, almost 5 years run.
At this point don't bother, it's been months, better wait for new version for new run.
>wait for new version
And when will that be? Haven't heard anything planned for future updates, let alone a release date
It's been 2 months since last version so I would assume between now and 1-2 more months or something.
Golden guns are a very rare drop from smugglers you basically have to gamble to have any real chance of obtaining them.
Don't the cat girl twins come with them?
I know I got a catgirl with a golden rifle, which unlocked the tech after researched.
I got the Assault Marine Armor, and it seems to be better than Guardian. Should I replace my girls armors?
It's the best armor before annihilator, so yes.
Peasants don't have armor beyond Centurion, and they don't have flying armor besides Ravenclaw, which isn't thick at all. And SS don't have flying armors either.
Dio pls fix.
I played with peasant revolution last time and honestly it felt like sicarius was the best peasant armor I barely even used centurion, all of my surviving peasants became 140-160+ firing snipers and they did just fine hanging out in the backline while gals did all the close quarter assaults.
I feel like peasants are in a really good spot with armors now, not sure what more do you want just annihilator but for peasants? I guess that could be the ultimate armor instead of centurion.
Maybe something with slightly less armor value than the Centurion (but still more than Legion), but with the ability to fly.
>Dio pls fix.
Humies have been getting constant gibs for like 2 years now. They don't need to be mini-gals and have armor to cover every situation and face tank anything.
See image. These are the shield resistances. They're not affected by anything and never change.
If you have gear on a gal which applies resistances, do those resistances get added to any shields her armour provides? i.e. If I have a gal wearing Sear armour (100 points of red shield), with a Radiator shirt, and she's hit by a 150 damage plasma shot, does the resistance from the radiator shirt apply to all of that (so -15 damage), just to the actually-against armour damage (so -5, after it kills all 100 of the shield), or not at all, because the hit starts on a shield which has no damage reduction against plasma?
Shields have their own resistances which are set in stone.
Was looking at my bases and my progress in general, and I grew disgusted by my choices. Now I feel like starting over from scratch.
Any recommendations to make early game less of a drag?
To add to this, I'll also be taking 6 names for the gals + the starting location and base name. Don't want to hijack the thread with a full blown LP but at least something to start the run with.
If you don't want to go for the super strong Assault Clone Spam start (Thebes), then Turan could be fun as another one to take the sting out of early game. Hyena Riders are great fun.
Ok, I am not good at the game and I've never even seen an assault clone, but I'll take it into account.
Turan is very fun, you wind up with 9 gals and it only takes 3 (one in hyena costume plus two others = full airbus) to complete many of the spammy early easy missions. And you can do them without fear because the hyena gal with get full health at the end of it.
Pachyderm can carry multiple hyena gals. Watching the cavalry sprint across the landscape is glorious.
Also you can do primal quests with raiding party consisting of 3 hyenas. That fricking frog mission suddenly becomes ez pz.
Early game hyena riders are pretty cool, thanks for the recommendation.
Now if only the game stopped spawning chryssalids during the first few months. Second time so far and I'm only on makrch.
I heard the chance for zombies is 5%
Chryssalids are a Get Back In The Fricking Skyranger condition, that early. Same as Merc/Star God pogroms.
I thought Mercs were weak against Voodoo, which
will be using a lot of, as he went with the Gray Codex.
They are, but it's still a pretty long time before you can do anything worthwhile with gal voodoo. Hell, it's a long time before you can do anything worthwhile with Bugeye voodoo, and they come with it built in. Unskilled voodoo dudes are crap.
yep the way voodoo formula works you need your voodoo skills maxed before they do anything with very few exceptions
Huh? I haven't chosen a codex yet.
5% of it not being zombies?
I know. I don't mind zombies alone but thrm along with chrissalids is a bit much.
>haven't chosen a codex yet.
On closer look, you're right. That's the Scientific Experiments mission, and the building kinda looks like the Jellyfish. My mistake
>5% of it not being zombies?
Every mission, with a few exceptions, has a 5% chance of having enemies replaced with zombies.
Yeah, I've had 3 of those missions so far, once a month. All of them had zombien, and both January and March had a Chrissalid on them.
And I knew that, it was a joke.
Game likes to spawn shit en masse. That's normal.
just javelin them if its a day
chryssalids are fun, bring a couple stun guns and lassos and you get a free pet
So I got myself a Dr. X.
Apparently I can either sell her off, send her away, make her a vampire, make her a Brainer, make her a knight or make her my wife. The former two look like a waste (and end the arc immediately, with little pay), the vampire thing is iffy, the latter two seem to be incomplete, and the Brainer thing seems to be the only way to get to the Shadowlands.
That last part is weird. If you don't make X a Brainer, you'll lock yourself out of the Shadowlands, which will also lock yourself out of the latter part of the Red Mage's arc.
What do?
Not sure what you're talking about. Here's preqs for shadowlands, there are 4 paths to choose from. https://www.xpiratez.wtf/en-US##STR_GDX_110
Key to the Void, which you need for Shadowlands, also requires Dr X to be a brainer. Unless I'm reading the 'depends on' part wrong.
Hm, you're right. I only did the void things once when it was released, and can't remember what I did with X then. Not sure if it's supposed to be depends or unlocked. Maybe some notdiscordgay among us will ask Dio if it's correct.
Nevermind, found the solution, online pedia doesn't show you all. There are 4 paths after all.
I think as long as you don't get rid of her, you can get the necessary research.
Yes. The brainer route is needed because it turns her into regular brainer so there's no item to research. Otherwise you get the tech from interrogation.
Either hiring or pranking her gives you access to the lab, with prank being superior. Humiliating gives you vampiress, which I haven't tried, gives you an auxilla. All 3 should give you access to the void.
Can I have some tips on base building? I feel like I'm being heavily inefficient, just trying to make independent bases, I end up with the same buildings on most of them, and that seems very inefficient in mid-late game, but at the same time there's some research/manufactures that require very specific stuff in the base so I fear if I specialize them too much I'll unknowingly miss on those.
Your first base is going to end up as your primary research base, just by virtue of starting with the Old Earth Lab. Account for this in your planning. You'll probably not be able to keep both hangers there for space reasons, since it also makes sense to run a Workshop.
Your combat-team bases will want to have a sickbay and ideally a surgery room. The Onsen makes sense everywhere, and covers freshness, so you don't necessarily need to worry about a Still+Mess Hall, although they can be useful for selling X-grog before you get catgirls, and the Mess Hall provides another Brainer spot. Having an extractor is useful for being able to Shakeup new hires.
Having a dedicated manufacturing base makes sense, but you probably don't need more than one, and the space requirements for that are less daunting that you probably fear: The 3x3 factory doesn't actually unlock anything new. It's just a really huge amount of workshop space. I've never found it worth. The industrial printer is a lot of workshop space TOO, and also actually unlocks shit.
While you're working towards specialisations, have all your bases filled with farms and bees. They'll cover the upkeep costs, and once you discover weed farming, will turn an appreciable (although not vast) profit just by existing. You can also turn the weed into valuable goods, but that requires runts. Easier to just sell what you don't need to replant, and have the runts make catgirl microbikinis for the pervert market. Your Farm bases can also have a couple prisons thrown in very easily, to accommodate a selection of prostitutes, who can otherwise be a pain in the ass to keep housed early on.
Personally (half way through year 2), I'm sitting on a comfortable budget of 7/8 million, have three bases still dedicated to farming, a dedicated manufacturing base, and three bases for combat teams of various flavour (one for undersea, one for shadowbat B team, one for convoy), and my main base with the Fortuna for space and the main team.
The combat bases each have two hangers: One with the combat-team ship, one with (currently) a Hunter-Killer. Everything else just has one hanger with a Hunter-killer or a Snake. Those can congregate fast for big targets, and once whatever it is is downed you can send in a larger team in a real ship. My main base has the Fortuna in it, which is my primary combat team with all the best shit. That also handles space missions.
You will probably make life easier for yourself if you avoid upgrading your bases with Large Storage/Large Quarters. They're a nice upgrade from four basic quarters/storage, but switching to armoured vaults/luxury quarters is a nightmare. It means you're kinda pinched for crew space/storage through midgame, but once you hit Armoured Vaults you're gucci.
Aren't armored vaults less efficient than regular ones? My number one problem in any base is always space, so I actually liked building large storage rooms on all of them.
Unless you modded it, armored vaults provide the best space per tile.
>regular: 100
>large: 675 / 4 = 168.75 per tile
>armored: 250
I prefer building a single base dedicated for storage (and making money as secondary since all vaults give runt capacity). All the heavy shit goes there: components, raw resources etc. and just get shipped to other bases when needed.
I've gone through a bunch of iterations on base building and none of it feels like it's the "optimal way" yet. However as a bare minimum I like to have my main base(A team troops + research), research base(stack all the research buildings here + large prison for all excess captives), manufacturing base(as many runts and workspace as possible) and intercepting base(6 hangars lots of base defense turrets)
These four are essential minimum for me and rest you can do pretty much whatever you want, what's probably optimal is just slapping as many manufacturing bases as possible since money solves a lot of problems and grinding out the endgame shit takes fricking forever so it's easier with like 2-3 manufacture bases.
Now what I found out that doesn't work and is mostly a waste of time is a dedicated training base with luxury spa and medical facilities, what ends up happening is you get a bunch of hands or peasants that spend a year+ in the gym and will never get used in real combat even once.
There's no real way of getting your bases wrong as long you have worldwide radar coverage, the game isn't tuned that hard.
I combine training base with a secondary troop base. It houses peasant and lok-naar squads, and have 3 hangars to cover underwater/space/shadowlands/whatnot. That way medical facilities get more value.
How are firecrackers?
usable but overall pretty terribad
can also use them as lightsources if you don't wanna waste molotovs
Some OC art
I just got it, although I wish you could put all three in there.
I don't get it.
What would I do with lamp oil and rope?
Well a rope you could theoretically choke someone. Lamp Oil I'm guessing just means molotov.
this makes me think a lot of the time I have nothing in the qd slot I use shoulder slots for all the 1x1 items and I rarely carry any 2x1 items
I quite like using stick bombs for 2x1s
>finally build bonaventura
>land at mutant pogram
>open rear loading dock, no doors to play peekaboo with.
>four exposed engines in clear LOS of giant open gateway
Who the frick designed this?
>two little enemy squares, one flashing
Okay what can we see?
>humanist soldier, LMG, standing in front of the ramp, staring at my gals and those engines, with full first turn movement for reaction fire as soon as someone twitches.
Are you fricking kidding me?
>have a princess on the mid tier stairs on the inside, with a sniper rifle
>dead humanist
Problem solved, still annoyed by the lack of door.
I have literally never seen menace engines blow up. Never ever. Man up.
All the menaces are like that. It's usually not too much of a hassle, just have the first two gals in the door kitted out in your heaviest armour with riot shields.
Playing difficulty 4 Ironman/Supermutant
Looking to stream, on Discord preferrably, but I could try looking into other options if you're seriously interested
In my current run things have been... mostly fine. Only 7 missions in the first month is not great, but I should be fine. Lost 1 Assault clone so far, no other losses. Assault clones(starting in thebes bonus) are incredibly useful earlygame.
See above, too lazy to edit these together
Did a Red Lantern Villa, one of my gals got injured by a b-boy actually walking away rather than shooting in melee, to my surprise.
Otherwise nobody got hurt
I remember a few threads ago someone mentioned there were special unlocks if you picked a codex opposite to your personality. Can anyone share what the pairings were?
Jackass=Gold/Red/Grey (!=Green)
Dumbass=Green/Gold/Red (!=Grey)
Lazyass=Green/Gold/Grey (!=Red)
Soreass=Green/Red/Grey (!=Gold)
Dang, I don't want to go with red, why did I have to be lazy?
What exactly do you get for going with the opposite, anyway?
That, I don't know. Quick glance through the files says you get some reinforcements events, which can be a hero, gnome, one of the special event peasants (stalker/sniper/wasteland and the like), or a spy or war damsel.
Access to witch quests, which I don't know what are
An extra ninja base, starting on month 16
So some extra chances at special troops, more ninjas, and witch quests. And an initial 200 infamy hit. That's all I can find without trying a run myself, and I might be wrong on some of it
What's the song that plays during the Xpiratez intro?
>Peasant
>Lazy
>Gold
Honestly this is the best choice
You just described my current run. It is fun.
>Dominator shows up
>shoot it down
>another one spawns right on top of a city
>Mutant Culling
I'd rather fight Mercs than Eridians...
So whats the status on the next update? Anyone from the Matrix server or something got any teasers?
I've heard dio's on vacation so wouldn't expect new patch anytime soon
Well that would explain the tommorow 3 month delay in updates. I hope he's enjoying himself.
I'm fine with it. Haven't reached higher studies yet, maybe I'll even finish this one.
I’m still playing on M
I don’t know how you guys cycle campaigns fast enough to be worried about getting updates faster than 1/year or so.
Simple, we abandon them. It's a rare thing to finish piratez run, takes so much time.
Same, I play in bursts, sometimes taking more than a month long breaks. I update while in early-game, but past some arbitrary point can go half a year or more without updating.
I usually just marathon a run in about 2-3 weeks, I have recording of my last run and there's 148h of video to clear L1 or in real time I started on may 30th and finished by june 18th. But at this point I've already beat the game like 5 times I know what I'm doing, not reading text and stuff like that.
we got a veteran captain here gals
>finally get X-Plasma
>they come in two sizes: pistols and heavy anti-armor
What? Where's, like, literally everything in between? Rifle and carbine sizes?
star gods' plasma fills that niche
Can't replicate it, need to pick it and the reloads from enemies.
You can craft ammo for most of it, outside of master pistols.
So... crushing big rocks is worthless and a waste of time, right?
There's a chance to get some rare loot like an old earth weapon box or gems but mostly it's just trading runt hours for getting rid of the rocks which otherwise you would have to pay for in the sale menu. On average I'd say it's worth it, you just got really unlucky and got no rare drops out of that one.
Some captain personality can make it better. Not really sure it's worth it though.
You can either have the runts do it or pay to have the rocks removed. And that early it's not like your runts are making much money anyway, so you may as well.
This mad lad's alright.
Man, am I doing bad with money. My score's doing mostly ok, but my expenses are through the roof. doesn't help that I mistakenly recruited a bunch of castaways as brainers instead of gals, and now I have them sitting around doing nothing.
What's a good upgrad to x-grog production for money? Got a lot of runts early this playthrough.
Catgirl Mini-bikinis are ridiculously good, once you have found a catgirl and research catgirl bikinis. Chateau de la Mort, if you've got the apples for it. Cigars or Canteens o' Wisdom if you've the weed for it. Canteens are better efficiency per-sectoweed, but Cigars are better per-runt-hour, so decide based on your weed production and how many runts you've got to throw at it. Medical Supplies are better than either, but need chemicals as well, and a medical facility to make.
I fully expect heavy nerf to mini bikini production next version, it's that good.
Yeah, it feels like an oversight.
I wanna watch it.
Yooooo, that's hot. It's rewind time!
Why is there so much demand for catgirl mini bikinis that they sell for so much?
Cat girl planet must be filled with beaches and shores.
Yeah, but there are still two problems.
1, there aren't that many catgirls. They're not part of the mutant population. They're either smuggler crews, or YOUR crew. Who are we selling all these mini bikinis to?
2, the beaches and shores on Earth are plagued with Deep Ones. Catgirls have nowhere to wear the mini bikinis we manufacture.
See
I don't get it. There IS a catgirl planet. A catgril EMPIRE, even.
Jesus christ dude.
Gals are making micro bikinis for cats and exporting them to the cat planet, where apparently there's a very high demand for it. It's a dumb joke and it's not hard to understand.
Oh, I thought we only sold things locally, as in, Earth only. Then again, maybe we're selling stuff in bulk to smugglers, who then resell the bikinis to the Nekomimis
The sell button is literally called "black market".
Btw after consideration I think the mini bikini prices should stay, but may be gated after contact nekomimi research, or even later after the other one that gets you catwarriors. It's super costly and requires special building, looks balanced too me.
>Who are we selling all these mini bikinis to?
Fetishists. Nya~
>Cat girl planet
Learn 2 reed.
Maybe you have a monopoly since nobody else makes them?
It's an oversight. Or maybe Dio has a weirdo bikini fetish and thinks everyone would pay a premium for used bikinis like him.
To be fair there's also maid outfit that can turn out some profit even with no manufacturing capability, he might have a thing for cosplay.
WHY WOULD YOU LAND THERE
Eh
This is one of the reasons I hate this map so much. If you land in front of the turrets, you're completely fricked until you have decent power armor or tanks.
Or you just ignore it, since you don't have to go there at all. The point penalty for outposts is not worth the hassle.
Sure but clearing one's frequently upwards of a thousand infamy, a bunch of shit for sale, and a bunch of shits for enslavement. Also less raids, which are very annoying.
There was actually a stone bluff to the southwest there, which I managed to decamp the mortar catgirl to behind, and five turns later, no more turrets. From there it was only the usual amount of ninja hassle. I'm not at power armour yet, still rolling in tactical armour with riot shields.
I've actually had worse landings at the outposts. The worst is when you've landed up northwest of that in the corner, so the fricking 14mms can see RIGHT INTO the Menace.
>you're completely fricked until you have decent power armor or tanks.
My version's outdated and I haven't seen an outpost yet but assuming power armor or a tank could no sell it you could bring along disposable infantry like slaves to eat shots while you hammer them with something big.
Assuming turrets shoot bullets you could also equip the first 4 dudes with heavy suits to mostly absorb the damage.
Fr? Moments like this is something I want to capture if I start making games. The old version of the star gods were fricking TERRIFYING and they were something you never, ever wanted to face on equal terms because they would kick your ass. It gave them this dynamic that you would try to defeat them on the strategic layer because the tactical layer is misery.
That's something I only found in Piratez, it's honestly a good feel.
There are three tiers of enemy turrets that I've found.
The light turrets shoot MG bullets. Power armor will more or less safely ignore those bullets.
The medium turrets are the 14mm shells. Tanks will shrug off those, but power armor will eventually fail.
The heavy turrets are found in the Ninja HQ. They have (blue?) shields and shoot plasma. Don't face these head on.
>There's a third tier
wew lad
I hope EMP nades do the job
You have to take down blue shield first. Without hovertanks you're gonna have a bad time.
I shot at the plasma gatling turrets with bfg and it would destroy them at like a 50% ratio, they're tough.
The best way to take care of them is with the ninja's EMP grenades they drop. Or you can use indirect fire with acid mortars. You can't realiably oneshot them until you get stuff like anti-tank rockets.
I personally like Acid Mortar + Recoilless Rifle. They've got way lower Piercing resistance than Concussive, so the RR's good.
Yeah, only thing irritating is that they have ABSURDLY high health, about 300 iirc.
>difficulty 4
>First pogrom in May
What gives, I would have appreciated the loot earlier...
there are three types of pogroms, the first once (freelance) will lose you only 100 points if you ignore it and there's a chance it spawns even in the first month
I am aware, but is it normal that freelance pogroms can take this long to appear? Don't think my research was particularly bad
the freelance pogroms isn't reliant on research, it was just bad(good?) rng
>shoot down a Battleship
>Kraken out for repairs for a month
Victory, but at what cost?
this is why you build at least two krakens, preferably three
It was a calculated risk I took, but boy am I bad at math.
How are you supposed to do the chort binding? I have the red mage tower and zortrium. But it doesn't show up in the transformation menu. Am I missing something?
Did you assemble the full simulacrum?
Yeah I did all the research and got the chort binding lookup. But the training doesn't show up on the red tower base. Wondering if it needs another facility like a dojo.
ruleset says
- name: STR_CHORT_SUMMONING
requiresBaseFunc:
- SUR
- SUMM
- REDM
seems like you need surgery room, summoning is provided by red tower
Figured as much, thanks.
Gather all 5 pieces of simulacrum and research them, then research assembly and combine it in a base with red tower, then research it again.
Nice
The other twin is catching another bus two hours later
I have never played oldcom but X-piratez looks fun, can a moron play it?
You're probably gonna need to restart a bunch of times because you keep realising you fricked something up, but sure. No reason you can't. God knows I've probably sunk more hours into it than I ever did the original, by this point.
This said, you need a copy of the legit oldcom files in order to make OpenXcom (which piratez is built on) work anyway. So you may as well take a shot at that to get the basic ideas down. It's a fairly short game, and progresses much faster than piratez, so it's probably a better place to pick up the basic concepts.
I disagree.
OG xcom basically teaches you to treat soldiers as expendable, with a much larger focus on overwhelming enemies through explosives.
x-piratez gives a lot more value to each individual gal, and even if they will die, and will have to be replaced, each individual one has a lot more intrinsic value that will push you towards safer play styles that also include a lot of explosives.
I can say I didn't really learn how the game worked before playing x-piratez, as regular xcom really doesn't make you have to learn more beyond hi-explosives go boom.
I agree, especially since Dio went out of his way to frick over the winning OG oldcom strats. Every new player hits that point where they faceplant against the military branch of the main factions and realize that smoke actually isn't that useful or that high explosives don't actually solve all problems.
I'll be honest I don't use smoke grenades or high explosives in piratez at all, I may have used one high ex to wreck an armored car really early on but that's about it.
rush melee + firing squad = 90% winrate
add another 9.9% if your armor is better than theirs
but if u want to capture them, thats another story
idk what works for capturing besides cattle prod and stun baton and those either take a shitton of TU or doesnt pen high armor
I used to bother with cattle prods, then figured that was just bothersome with space and moved on to stun batons. Then realized that was too unreliable so I just swung my heavy shotgun.
Then I learned just punching people works just fine.
Cattle prods are more of special purpose weapons for when you want to capture zombies, academy drones, dark ones or escaped ubers.
Stun batons are better for academy drones. Prods are like a 50/50 capture/kill.
Also, you can punch academy drones to unconsciousness. I have.
Huh, never would've guessed they have 50% daze res.
Also works with manhacks. Although it's one prod hit vs several fist bumps if you're unlucky.
if you get lucky with mad scribblings you can get a tesla coil, which will probably murder people half the time but works beautifully as a stun tool
Catgirl brand Catgirl
Written by russians, please understand.
Are these researches mutually exclusive?
no scarab/scorpion/snake are your codex crafts
choice needs to have ? on both ends to be exclusive, just like ! on both for new missions
Important lesson learned. A sufficiently trained gal can just punch through most walls. This represents a great saving in TUs compared to hammers or crowbars.
Fists have 40% terrain damage modifier, which is very good for non demolition weapons.
Any way of finding enemy bases besides slowly directing my puny ships around the world? I found an enemy base 4 and I'm lost to where the other are.
I checked the charts and found 2 more on the eurasian autonomy and on the blackmarch, but I'm still missing at least one, maybe more.
Watch for base resupply missions. These consist of two small vessels (they're fighters) and a large vessel (the resupply freighter). They fly straight to the base.
If you can follow those resupplies, you will find the base.
Sooooo.. What is THE Codex ?
I kinda regret picking gold, would go red next since voodoo is literally voodoo for me
what did you choose
(also why are all my oxce mods in russian)
Red, because I wanted to try first hand going for the opposite of lazy. Frankly haven't noticed a thing yet.
As for red itself, aggressor armor's alright. I never used the gothic raygun before due to lack of ammo and now that I have plenty I can say it's nothing special.
Next time I'll try going green/grey. I have literally never made it far enough into the game to get voodoo.
red has a jet powered hind so thats already enough for me
That's funny, because I usually regret NOT picking gold. My bet runs were gold, current one included.
Is it just me or is the Predator kinda mediocre?
Not only you, I find predator totally worthless I just go from hunter killers straight to nightmares, predator is very costly for an incremental upgrade.
i like how versatile it is
stingray/medusa and lascannon/lasbeam is enough to down even heavy freighters n gunships
if i send HV ships all i could reliably destroy are medium n bigger and those are kinda rare
Very cool.
>hyena gal intensifies
....
Is that a horse?
No, that's a hyena. I sure hope the hyena has a bite or a scratch or anything capable of hurting that dude in power armor.
I smashed them with hammers. Power armor is very susceptible to demolishing by hammer.
Hammers are fantastic on hyenas. It's how I easily destroy bandit/raider zeppelin turrets early game. Also bows are pretty good on them despite throwing debuff.
I don't think I've ever cared for bows. I hate the energy expenditure. Why even bother when guns do the job well enough?
Bows are good for being able to manufacture your own ranged stun option for unarmored humans.
My friend, you should start your next run in Mongolia. You have an exciting discovery to make.
MY LITTLE HYENA
For some reason, my crew became idols of some sorts. I got 10k infamy over that.
nipland base?
No, it's a post School Graduation research.
>it's a you group your gals up too tightly inside the enemy spacecraft and get hit by a grenade episode
Can I put two pairs of safety goggles on a gal for additional chem res?
no, protective gear uses "slots" system (unrelated to real inventory slots), and 2 items occupying the same slot don't stack
"We cannot imprison ghosts and shadows, Capt'n!"
b***h please, there was a Poltergeist in there.
The technology to build ghost tanks was lost because nobody fricking built ghost tanks on account of ghosts being far more useful dead than alive (as of XCF's current build anyway).
There are Marsec Gunships flying around. How do I kill them? I can't do the swarm tactics I use to kill Battleships
You can. 3 your ships targets your fourth and then you other the fourth into enemy radar to bait him. The rest will follow.
*you order the fourth
These alien soldiers are getting stranger and stranger.
Is this that Russian fantasy total conversion, where you get attacked by orcs and shit?
yes, it's from X-chronicles.
How's that coming along? Haven't really paid much attention since it first came out. There been much in the way of updates since?
The mod could already be completed with the first public version, the author is just improving it and adding more stuff. The mod suffers from some Engrish though. I've done some work to fix or retranslate the bad parts so you might want to wait for a new version (whenever it comes out) or grab my edited file from the mod's thread on the forum if you are bothered by such things but want to check out the mod, it's in the last post.
https://openxcom.org/forum/index.php/topic,10233.90.html
it's pretty good currently although a bit grindy at times.
Don't judge the style, brother. He did not choose the life of cool, the cool life chose him.
The Catgirl stuff is weirdly written.
It's machine translated from russian I think.
is the whole game written in russian first ?
might explain why i get russky named gals by default
Dio's Polish.
All of those cute catgirls and their content are from a Russian fanmod for XPiratez, the team behind it has got an entry in the Bootypedia.
Dio is proud ukrainian
What captain type do you gals pick?
Anyone doing the codex opposite thing?
I am, lazy red.
Haven't noticed anything different, and I didn't get a warning like some other anon mentioned.
I finally found the missing enemy base, hidden in plain sight.
These Destroids are worth their weight in gold. They ate a Sectopod alive in no time.
So what does this do?
Jesus Christ what the frick
The rocket accuracy was so bad that she hit herself with two of them
And thus, a valuable lesson is learned.
When do you *stop targeting civilian traffic*?
Just figured out that it and some fluff research about satellites are the only reasons I can’t get voodoo schools.
I really like the civvies, they are good training for my base defenders and all the juicy slaves and ship engines are helping to power my economy.
It's basically the baby wheels for your bike. When you feel old enough to ride like a big boy you dismantle them. I usually do that somewhere late first year.
ASAP as I just don't bother bringing them down at all. I don't like the penalty score and the missions are just dull busywork.
It also used to be I'd run into a terminator every once in a while and it'd wreck my shit. Not sure if that's still a thing.
Personally I never saw terminator in civilian craft. You can often get it on guild transports though.
You only get penalty for capturing non-researched civilians. After you capture and research them once, these missions are score-positive, unless you kill them.
It’s still a thing as of M.
Good thing my training mistress keeps an RPG in her backpack.
recently I get it done pretty quickly just so easy boring missions go away, it is literally free flying money and if you were to be optimal you'd delay this research and farm civlians as long as possible
I'm at the end of year 1 and I still haven't joined mutant alliance yet or stopped targetting civvie traffic.
took me a month before civvies dissappeared completely after that
Yeah. Same reason you don't see any !mission! stuff you research until the next month either. Ayylmao activity for the month, both air traffic and missions, gets set when the month ticks over.
I'm at April 2602, and I still haven't done that. I'm about to exhaust the research for the civilians I can get from them, so I'll probably do it soon.
I hate m*n so goddamn much.
Is there any explanation to why catgirl armor topics are so expensive? As example, first you need to get the adopting topic which is 50 days and then any subsequent research is usually like twice as long as other race armors. As example let's say you just got your first catgirl and you want to give her some armor, it takes combined 100 research days to put plate on her.
Am I the only one thinking this is excessive or am I too much of a minmaxing nerd.
Have you ever tried to put clothes on a cat? Yeah.
at least u get armor
gobbos, gnomes, and ayylmaos get half as much as humans, not to mention gals
Catgirls are melee daemons: them getting good armor is cringe.
Also, at least you aren't Gobbos. They don't even get a cute medic outfit.
Because cat bikinis are the best self-sustainable tool for income?
They don't really need armor, however. Or rather, they shouldn't.
>sustainable tool for income
How?
I'm curious, I've only used cats as naked bullrushers.
Sell catgirl microbikinis
Oh, so you manufacture them and sell them and that's a sustainable practice?
Indeed. It seems to be more profitable than, say, selling Chateaus.
0 resources
lil more runt hours compared to the value of château or cigars
dont rly need anything, no power, no printer just workshop
put the manuf. order on your factory base (you do have a factory base, right?)
profit strats ranked
Tanks>Plasteel>Bikinis>Cigars=Chateau>XGrog>Rum
I suspect it's going to see a slight nerf in the next version, because holy frick that makes zero economic sense.
>tanks
Which one, the one you drive, the BATTLE TANK, or something else?
BATTLETANK under Merchandise tab after Privatising World Peace™
I'd rank Chateau over Cigars by a c**thair since Apples aren't needed for Onsens and are easier to get a surplus of sooner.
ICBM sells for more but is an ass to build
you cant really have an apple plantation
And Jack is a stingy bastard some of the time.
You'll get more apples out of ratman villages than Jack's bullshit, yeah.
I now need a transporter to carry 6 Lokk'Narrs in Skullstrider armor, and two Gnomes in X-Sectopods.
The Triton, the Deliverator and the Skyranger are occupied with other squads, and a Thunderhorse sounds overkill. What do?
Buy another cheap ass sky ranger?
Leviathan is overkill. Thunderhorse is just right.
What about your Menace craft?
I think I just had a weird bug happen to me.
I finished both the giant spider research, and the giant spider carcass research at the same time.
Now, I had put 5 brainers on each of them, wishing to do them fast.
Now, I think that because the giant spider research gave me both it's living info, as well as the carcass evaluation, then the carcass basically repeated the process, I somehow got an extra 5 brainers that weren't there before.
No idea if that's really the reason, but I am 100% certain I didn't have 24 brainers before.
I think I got that once, but it was just a visual glitch, and disappeared soon after.
I'm even capable of selling them, though I don't know if that's always worth $0
A random event might have given you 5 brainers?
Is there even such an event? I didn't see squat.
Hell, I can prove it wasn't there before. I loaded by previous geoscape savefile and there it is, 19 brainers.
Run it again and see if it happens again.
Yep, got it again.
We'll see if it disappears. Might have to dismiss them since I don't want to pay 500k salaries for brainers I can't house.
Wow. Mansion invasions got a lot less trouble once I realised gals are entirely capable of just punching walls down.
Life gets a lot easier in general when you realize that very strong humies and base line gals can punch through basically anything that isn't a dedicated fortification
That differs from map to map though. Same looking brick wall may be breakable by fists on one map but will require demolition gear on another.
I always have a gal armed with my demo gear in the squad. Pickaxes save lives.
Yeah, on armors with backpacks I usually pack mr handy for just this case. Making it 1x3 was the change between useless and must have. I don't like pickaxes because they block 2 hands so I only use them in bank robberies.
A gal strong enough for a pickaxe can just punch with her empty hand
That's not the point. With handy I can smack walls and still hold on to my rifle or whatever, with pickaxe the second hand has to be free.
The second girl holds rifle. First girl punches hole and punches anyone on other side of hole.
I just stab my way through mansions. Nothing in there can stand against a good dagger to the gut, not even reverends with their yellow shields hold on for long.
Suppressed Pistols +whatever knife i have is what I do, plus an optional stun baton for anyone or anything I want alive.
I remember thinking suppressed pistols are nothing special. That plus the maps being fairly closed makes me just prefer running and stabbing to shooting 5+ times to maybe drop a kid in green pajamas.
They get damage scaling off of reactions.
They're not going to take down a heavily armored foe from the front, but more experienced gals can even damage heavier armored guys from the rear with them.
Personal choice, though. I just like 'em.
>I remember thinking suppressed pistols are nothing special.
It's a very cheap and easy to obtain gun that shoots fairly fast, is reasonably accurate, and does good damage if the shooter has high reactions. It's also lightweight. There's other guns that are better at any one of these things, but not all of them.
It's my standard weapon for lokk'naars and advisors, and sidearm for anyone else who just happens to have good reactions.
Low TU cost means it's easier to get reactions to it, so you can just hand it to any moron and they'll eventually be really good with it.
Can peasants who are already at max reactions not get Nightshade augmentation? I'm finally getting around to shipping mushrooms and eyeballs around my secondary bases, and I'm seeing a BUNCH of peasants with 40+ VPower and HP who definitely haven't gotten it yet, but who I can't apply it to for some reason.
I don't use peasants often. What's the Nightshade Augmentation?
Gals use drugs and Lokk'Narr stuff to make a Peasant see further in the dark and be extra stealthy.
+15 reactions (up to maximum), +6 reactions (bonus), +3 VSkill (bonus), +3 Nightvision.
Even if I'm not getting any of the 'trainable' reactions it would be really nice to have the bonus reactions and nightvision.
End of the month came and the 5 new brainers are still around. Not sure if I should load an old save to save myself the upkeep or just hope I somehow free up 5 spots to put them to work before I'm down 1M from this.
>Fly Gal
>Magic Girl
whomst
So, early game I imagine pretty much everyone moves armor around between gals as needed, but I’m curious how you handle it mid game.
At the moment I’m still stripping people before sending them between bases, armor sets are per base still, not per user (except the queen’s aggressor that we got from gambling, she keeps it on for everything but parties and swimming).
Now that I can construct more armor types I’m considering making armor stay with the user, and making specific teams for wet work, arctic missions, and stealth jobs. Making new gals start in gym suits till they earn their upgrades.
How do you do armor assignments in mid game onwards?
I just use nights ops for mostly everything, metal armor for when it's not night, for whatever reason and whatever I'm forced to wear for everything else.
Once I can manufacture chainmails, everyone gets a suit. After that, regulars get the new armor, and rookies get leftovers.
I usually have a cheap easy to use default armor for people, really early on it's gym suit then metal then defender, anyone who actually goes on a mission gets a double check if they get any special armor or they go with default. I don't like assigning chain mail or something heavy as default because rookies really fricking suck in those and it also sucks even more when they die and you have to remake expensive armor, shitters get shit armor until they prove themselves(by that i mean they cap their tu or hp)
I make everyone wear sailor suits when they're a rookie
I prefer gym suit because of in built martial arts, if anyone hasn't tried those you're missing out it's really good.
>early game
>armor
I make everyone wear either gym suits or furs and basically don't bother until I have either Pyroman or Tactical Armor.
Polar Armor for the SS, of course.
Legit coldproof armor has a major advantage that I didn’t realize till I lost a gal… I was relying on sashes, ushanka, and other worn protective gear to allow me to ignore the cold.
That works great till you get knocked out.
Then it is all in the ground and every time you stim her back to her feet, she just drops again from freezing before she actually starts a turn with TU to pick up her accessories.
With proper cold armor, you keep your cold resist when you are in the ground.
For SS and peasants, where weight is an issue, it's far too important to not be facing climate penalties unless you show up on bikes and can just nope out of there very quickly.
For peasants I generally just go Durasuits until I can use Aquasuits. They're never going to be frontliners, and that's usually sufficient for long-distance plinking/medical support. Covers you for pretty much any climate conditions too.
Must be nice to get early durasuits.
I generally rush *Mutant Alliance* as an early priority anyway, because I want the sci books.
Dojo's one of my early priorities.
I need that place to be able to train my Isolated Valley team so I don't have to risk them in a real fight.
Sailor suits all the way. Furs or hats if it's really cold.
I'll usually spend a month or two of manufacturing churning out whatever the current Major Upgrade is whenever I get it. Gym suits > Durathread > Metal > Tactical (armour, not vest) > Sear/Assault. Switching armour around as needed is doable, but I prefer giving everyone their own, since you're inevitably gonna get a base attack at the worst possible time if you leave gals sitting around in their underwear.
Pigeon
I’m disappointed in the lack of extra intel it gives you when using it as a troopship.
Lied to by the description. I was hoping it would give enemy type and count or map tile set that was going to be used or something similar when it got to a mission location.
It's mostly just got a really big radar for the time you get it (if you beeline it), yeah. Not really worth.
I prefer the glamorous bikini to the gym suit.
I just like it bros
It's good, and it gets better once it's upgraded to shoot magic bullets.
Yeah, Meridian's makes mercs a fricking joke
Ninjas are about to put down a fortress right next to my base and ruin this game.
Diversify your bases swiftly?
Bikes and V8.
Convoy with three guns on it will work too.
i had a small ninja hq right under me start in the same damn place
was pretty chill until they got a bigger radar, intercepting my shit with bikes and then jet planes, but i switched the main base in the meantime
just make ur primary base a research/interceptor one, one shark jetbike will last till they get bomber/fighter ones
>try the 40k mod, with ROSIGMA
>go for the Sororitas
>nothing seems to be able to hit the broad side of a barn
>bullets are too fast, can't tell if I'm hitting anything (or if I'm getting hit)
>"here, have a dozen more recruits you don't need"
I got too used to Piratez
xcom files got me as well
only sniper/melee specialists get to 100+% on hit, only way out is shotguns or MG, even then they miss
but income is still heavily dependent on loot n research still is top priority
am i going insane or is this image supposed to be a parody of the daily dose? everytime i scroll past this thread it mocks me.
it's actually a parody of the the UFO defense image where the rookie is riding a cyberdisk and hits a sectoid with it
How do you sort the fence/etc menus by size and cost and stuff? Can't find the key commands.
#151
Running out of storage space is not a question of 'if' but 'when'. But how to avoid being overwhelmed by chaos? The answer is SORTING! When fencing, use hotkeys while selecting something from a combobox on the top left:
>CTRL: by total size
SHIFT+CTRL: by unit size
ALT: by total value
SHIFT+ALT: by unit value
What are some good milestones to achieve by the end of year one? I've been making a beeline for armored vaults but I feel I might've made a mistake ignoring other stuff, specifically vessels-wise.
How are you doing on research buildings? Medical buildings?
Armor?
Have you taken out a base yet? If not, have you at least made an attempt to steal some captives/equipment?
9%
Medbay, Library, Hyperwave Decoder, Workshop
Metal, Night-ops. I think I have the upgrade for the security vests available for research.
Took 2 of the smaller ninja outposts.
Have two reverends, two beastmongers, one guild representative and a human noble waiting for interrogation.
I'm on super-self-chargers and AKs/Old Rifles.
Kinda disappointed 14mm rifles are hot garbage. and even sniper rifles aren't much better than the old ones.
What did you use for big 14mm chainguns in front of these bases
For me it was 40+ turns of Sniper AP bullet spam or CAWS till i got an armored car/RR 105mm
The ninja outposts don't have the 14mm chainguns. Try RPGs with HEAT?
Also, the AC with the 105mm RR is iffy at best against them.
arent ninja outposts those with 4 miniguns n 2 heavy miniguns with some transport lying around?
also you could draw reaction fire from a corner/distance and hit with an RR, could smash one turret in a single turn, small ones break on one hit 100%
You're right, I was thinking of the airbases.
Wait, airbases don't have point defense or heavy turrets?
They don't have 14mm turrets. They've got the little 1x1 turrets. But those things are a nonevent.
RPGs with heat use the concussion damage type, which absolutely eats shit against 14mm turrets. It'll work on the PD turrets, though.
Your best bet early on is flasks of acid or chem grenades, followed up by a Recoilless Rifle shot (very specifically, because that's piercing and they will nosell concussive all day). The throwables let you keep a team out of LoS, which will save lives.
Of course if the recoilless rifle shot doesn't kill it, your gal fricking dies. But you can strip off the armour enough that it's a reasonably safe bet.
Recoilless Rifle with luck or Chem (anything, but shotgun works best if you can corner camp them)+ Super Self-charger (accurate long range shots are nice) is what I've used.
Chem cannon balls. Two of those usually kill the big turrets. If not, I'd throw an EMP explosive at them, those are easy to find on dead ninjas on that same map.
I have killed power armored guys with it, its probably the most RNG dependent weapon I have ever used though.
Gotta flamethrower those turrets bro. The bigger turrets are resistant but they only have 32 TUs total so even with the 75 resistance to burn they still lose most or all of their TU's from one heavy flamer burst. Flamethrowers also fire in an arc so you can hit them indirectly.
My first encounter with an airbase I kept sending in v8’s with expendable units to test different weapons in the turrets and flee.
My first airbase was conquered by swarming peasants in militia gear and 14mm anti tank guns, cause that was the best I had.
After that I was better equipped and moved into RPGs and mortars.
Parrots are a grey way
A stream of parrots is a good way to use up the reaction fire from them so you can pop out and hit them with direct fire lasers RPGs recoiless rifles ect…
My first turret kill ever was on a downed blimp or something.
Melee’d the damn thing down. Don’t remember if it was an axe, mr handy, or a pick, but it was messy.
The tiny turrets on airbases/outposts are super feeble. I usually just shoot them down with AKs. But it's usually safer to use grenade launchers. Easier to get than mortars and pretty cheap as well.
The 25mm turrets in the highwaymen bases are susceptible to poison gas grenades. You get to keep the gun too.
The blimp turrets I usually two shot with the super charger melee attack. Tanks are very susceptible to hammer time. So is power armor.
Tanks and power armor can be killed with even weak melee weapons as long as you toss flasks of acid on them.
>warehouse wars can drop tac vest and tac armor now
I've never used a tac vest before because by the time I could make them they were obsoleted by metal armor. Using these in February is insane, civvies, church types, and ratmen can't touch me if I'm facing the shooter.
Nobody expects a 2m amazon riding an oversized wasteland hyena to run out of a modified airbus and charge up the stairs of their supposedly heavily guarded warehouse facility.
What's the best way to play the original X-com for a first timer? I want a mostly-vanilla experience but are there any big patches that fix old bugs or whatever that are good to have?
openxcom, it emulates vanilla by default and has different gameplay tweaks in settings
openxcom it is then, thanks anons
openxcom
New update when?
never
dio is now mercing in ukraine
I have hyenas and armored cars.
I really struggle with putting them out on missions.
I don’t feel like they are four times as useful as a foot soldier and I feel like I’m missing out on training potential for an additional three gals by bringing them in.
Everyone seems to use them constantly.
What am I missing?
Is it a speed of completion thing?
They're a big ask when you're in the airbus. Once you're up to larger transporters they become a lot more viable.
They're very nice for training missions with big transports like convoys or trucks, they absorb reaction fire and let your soldiers sit in the open to take potshots
CONVOYS ANON
>I don’t feel like they are four times as useful as a foot soldier
This is where you're wrong, the amount of firepower it provides is easily worth that especially against any highly armored enemy.
hyenas are melee GOAT, take advantage of fixed TU cost n increased TU
AC can tank small arms and explosives (in front)
yet theyre not worth much on a single digit troop transport
get convoys, hunt parties or even turtle/skyranger
later in game auxilaries become a must have (tank/hover/mech absorb almost all of the firearms/rockets on small to medium raids)
AC becomes a glass cannon in mid to late game n hyenas get shredded, sadly
Wish there was an upgrade to hyenas which attached a shield to them or something. That would make them endgame viable on easier missions. You can already upgrade their damage a lot with future bows and fancy endgame melee weapons.
I used to keep way too much gear on my troop transports.
Had the battery on a vehicle blow up and take out a big stack of gear, lesson learned, trimmed back to necessities.
I’ve gotten lazy again and been lugging around way too much backup gear, it’s just so handy to be able to run into the ship and swap gear for nasty surprises.
Something occurred to me, if I have a bunch of gear loaded onto a vessel, and the base gets invaded, is that gear available for use? Assuming the ship is at home and in a hanger, obviously if they were away it would be gone.
>if I have a bunch of gear loaded onto a vessel, and the base gets invaded, is that gear available for use?
Yes it is. Everything on vehicles not away on missions is available during defenses.
Ok, yeah.
Hyena riding is fun. Wish I would have tried one out earlier. I just saw the bit in the description and out them not being allowed in base defense and wrote them off.
Thanks for the heads up anons.
Just completed a ratman rodeo in 1.5 turns. Glamor galore.
Anyone know what the deal is with ROSIGMA's "The Emperor Protects(Beginner Mode)"?
I've commented it out of the research file but it irritates me that I have to. Is there another way of disabling it?
It seems to gve you access to all branches of all races, regardless of what your pick was.It doesn't make missions easier.
As to how to disable it, there's no way other than what you did.
>gve you access to all branches of all races, regardless of what your pick
That's what I suspected and why I didn't want it. Well at least it'll work the wayi want now.
For those who play 40k xcom
Why is it so barren feature/gameplay wise
you have a rather linear research tree, you start with pretty much everything laid out in base/outpost facilities, tactics wise its like reskinned OG UFO Defense
but im playing as Astartes so maybe its an unfinished faction, also music, both in battle and geoscape, is literally 3 tracks
By far piratez/xcom files (despite latter reusing/repainting 90% of xpiratez) feel like they have more depth, does ROSIGMA fix this ?
>Why is it so barren feature/gameplay wise you have a rather linear research tree,
Part of it will be that 40k doesn't have any meaningful research by human factions, with the mod having you requisition things and showing high command that your operation is worth further resources.
The other part is that the source material has very limited amounts of equipment for each faction with some overlap if you ignore different patterns of the same thing.
>you start with pretty much everything laid out in base/outpost facilities,
As in enemies? Not sure I understand correctly. Might be due to limited aircraft action in the source and thus content and 40k being large scale warfare with a lack of reason for ufo targets.
>tactics wise its like reskinned OG UFO Defense
As for tactics I don't know if there is any intention to make something really different from vanilla.
>but im playing as Astartes so maybe its an unfinished faction
Depends on what you consider lacking for them, I don't think they are really unfinished they should have most of their content. As a faction they don't have much selection in air power or vehicles and their infantry is mainly just variations of the same guy with slightly different equipment.
>also music, both in battle and geoscape, is literally 3 tracks
ROSIGMA adds more tracks from classic 40k
>By far piratez/xcom files (despite latter reusing/repainting 90% of xpiratez) feel like they have more depth, does ROSIGMA fix this ?
I wouldn't say so, ROSIGMA focusses mainly on expanding content for Sisters of Battle and Imperial Guard while adding more specializations and enemy factions.
There are some additional like necrons which will hey back up after "destruction" but nothing grand and no plotline esque progression.
I would argue the biggest attraction of the mod is being able to play 40k with the xcom gameplay, meaning it's uninteresting if you don't care for either.
>As in enemies? Not sure I understand correctly.
No, you have access and can build all necessary facilities from the get go, almost no research needed. although having two distinct types of bases is a nice thing
>As a faction they don't have much selection in air power or vehicles and their infantry is mainly just variations of the same guy with slightly different equipment.
Is Imp.Guard/SoB better? As in more content. All I do is send squads of untrained scouts with bolters to the same cult activites for over 4 months now, i appreciate the money farming, but its more of a grind than a game of tactics
>I would argue the biggest attraction of the mod is being able to play 40k with the xcom gameplay
It feels like a super dumbed-down arcade-y xcom
>Is Imp.Guard/SoB better? As in more content.
Not particularly, no. At least not initially.
>Imp.Guard/SoB any better
Not that substantially, more stuff with vehicles and heavy weapons but it's not really that different imo.
>It feels like a super dumbed-down arcade-y xcom
That might be a pretty fair assessment
Why can't you use hyenas in base defense? Maybe just because it would trivialize year-1 base defense in general?
Doors.
Other vehicles also can't go through doors yet are allowed.
Hideout defense is the only mission that wounded soldiers can attend. Things get cheesy pretty quick if you could outfit wounded gals using hyenas, since that outfit fully heals the user after the battle ends.
Thank god the random catgirl that joined me brought her own space suit. I can't imagine being able to do this otherwise.
uhhh sis, about doing this mission early...
???
There were a few terminators but they can't "fly" and they're short work for the super las charger's plasma blade.
This is super easy to solo, if you abuse 3d space.
Hm, I have never seen any of this, but I feel like I know enough of what you mean by lurking here.
I may have made a huge mistake? It's only a mission, surely there's some tech to be researched or some other milestone before I frick myself over?
You should have plenty of time to prepare.
Doing the mission is the trigger. You better start rushing air defences.
So, like, what does that entail?
And we're talking about the disruptive shadowtech waves, right?
Feels a bit buttholey to make a mission that punishes you for not doing it trigger punishment for doing it as well.
Can't I just edit my save or something?
Freedom from the consequences of your actions is no freedom at all, only self-delusion.
Nothing wrong with knowing what you're up against, though. Spoiler, it's the missile strikes. The tier 1 missiles have a speed of 3500 and 300 hp, so you either need a craft with more speed than that or anti-aircraft guns in all your bases. SAM sites or vulcan batteries should be able to kill them, although with exactly 300 damage, the vulcan is very risky. Base defenses fire for 50% to 150% their listed damage, and have a chance to miss.
There's also tier 3 missiles, which have 4500 speed and 500 hp. I don't know whether they spawn depending on additional triggers, game time, or just randomly, but I've certainly gotten them without ever seeing the t.1 missiles. Two SAM sites or vulcans can still take them down, but only if BOTH hit, and don't whiff their damage rolls. To defend against these properly, build two laser batteries.
The timing isn't too awful, I'm pretty sure you have several months to get your shit together, but Dio is still a bastard for making it trigger from your first space mission.
Don't you usually get a bunch of flybys from Technocracy HK-whatevers first? I did three or four space missions before I ever saw an actual missile strike. Better part of a year. And by that point I'd gotten fast interceptors and Armoured Vaults going, so wasn't a major hassle.
Usually yes. But this run on current version I was hit by several missiles before any hk's started flying so I guess depends on rng.
how big was your radar coverage
they could be swarming around for a few days in one continent only to send rockets to another
drones were partying in south america only to send rockets to my middle eastern hq
Global, had 2 revolution hq's. Unlikely I missed anything.
Those have a 3% detect chance per scan, anon. They're only useful for keeping track of stuff which has been detected by other radars.
Had like 5 other bases too. I delayed the transmissions quite a lot.
So this event is triggered by doing any space mission or an specific one?
If you find Terminators, the Red Eyed Brat will start sending missiles. Otherwise, you're safe.
Even on earth?
Specific mission, Disruptive Transmissions.
Can somebody spoil me on the bounty challenges, like the rewards and what I'll have to fight?
>goblin
The real reward is gnome you can pocket. The fight is either raiders or, occasionally, zombies, and gnome in power armor. Bring seductress outfit or EMP grenades.
>mutant alliance
An SM reticulan dungeon, where you are the masochist. A peasant-only mission with no weapons. As a reward, you can capture a reticulan elder.
>Jack
A bunch of humanists and a tank turret with extra heavy armor. No special rewards, only tokens.
The reticulan would allow for [earlier] voodoo, what's the benefit of a gnome that makes it worthwhile to seek them out?
Gnomes are recruitable, and make the best vehicle pilots thanks to high bravery.
They're cute and funny.
Besides
>goblin
Bank robbery against the guild, you have a turn limit. There are three walls you have to break inside the bank to get at the last two enemies.
>mutant alliance
Prison break against Megapol. The prison complex is lined with minefields and there are several walls you have to break.
>Jack
Defend a big building against Deep Ones. You have a turn limit and there are a lot (at least 50) enemies in two waves.
did they change it? because I thought the challenges was a level lower than those, as in it's "gnome lab, reticluan vat, and humanist tank" not the bank robbery, furry prison, and coastal fortress
Those 6 are level B, and there's no level A
>may of first year, peasant revolution
>revolution HQ built
>getting revolutionaries monthly + HQ detection has let me shadow cutters and runabouts to their landing spots for a shitload of cash
Is this the actual easy mode?
Feels like it, yeah.
yeah
its strong
the worldwide radar is so good that you don't lose ufos and lose tracking the moment it flies 1mm beyond your radars is worth the peasant route alone
Researching new techs would not really make sense in 40k. At that time tech is in the process of stagnating and degrading, not advancing. I thought their requisition system was a clever way of gating a few things without having actual research being done, which would probably get you burned as a heretic.
>At that time tech is in the process of stagnating and degrading, not advancing.
Going by the lore, the tech is already completly stagnated and degraded by thousands of years. They had some advances but they are minimal and hundreds of years in between.
But requisition works well for IG and SM, research could work for a Tau version tho
Trained dogs can be entered into gladiatorial training.
Now you know.
you just know
now this begs the question what's a potential of a trained dog? is there any fancy shit you could do with them?
Training and transformations mechanical questions… checking to see if I understand this correctly.
Martial training just slowly ticks up stats till the gal either hits her racial max or the max that martial training can do whichever is lower.
MMA, Militia, Chaplain, Personal Attention, and Gladiator seem to just be replacing time in the field or martial training with cash and injured time, still capping at a gals racial max.
?Nepotism increases current, not max freshness? Is that just to clear up an officer ASAP to go on a mission for when they are feeling not so fresh?
?Shakeup. Trading a few points from combat skills for a point of vpower and some bravery? Are the points being lost here just from trained points and so easily regained, or am I trimming away base stats or something that causes permanent damage? I did this to everyone it was available on because it seemed like a rite of passage and I’m a RP gay, but wondering if I gave my gals a bit of brain damage that would be better avoided if I ever get around to tryharding.
Shake up raises stats if it's done on new gals, but it can lower them if your gals have their stats higher than what the shake up offers. It's mainly for bravery, imo.
>Martial training
Correct. Note that it also gets slower the closer whoever it is gets to that maximum. That last one point of throwing can take weeks.
>MMA, Militia, Chaplain, Personal Attention, and Gladiator
Sort of correct. You'll see on the training there are "Changes" and "Bonus Stats". Changes are applied up to the racial/training maximum for that stat. Bonus Stats apply as a commendation. i.e. They ignore maximums.
>Nepotism
Nepotism permanently increases maximum freshness by 15. b***hes just don't admit they've already had it on the Trainings and Transformations screen. Who turns down free booty?
>Shakeup
Same shit as MMA/Milita/Chaptain/PA/Gladiator stuff. If it's a change, it's temporary and can be trained back, if it's a bonus it's a permanent modifier.
I'm new to Piratez and I just want to say that the writing in this mod is absolutely phenomenal, I have no idea how they did it because I pretty much NEVER read item descriptions or care about lore in video games but in Piratez I read every single bootypedia entry, such an interesting setting. The people in charge of this mod should somehow make it into their own standalone game, I'd gladly buy it.
its one person, send him some donation so he will have something to eat tonight
Is losing 4 peasants for 1 gal worth it?
A lunatic?
Uhh not sure, I don't really know what I'm doing, the mission was to rescue a shipwrecked gal and there were werewolves guarding her and 4 of my peasants got slaughtered by them before I knew what the frick is even happening
Those are escaped lunatics, yeah. So you're probably fine. If they were comparatively fresh peasants then you've not lost much.
>4 peasants for a shipwrecked gal
Yeah, that's a great trade.
Ok these ninja guys seem really strong, none of my guns seem to hurt them and one of them threw a grenade through the ship window and killed everybody
early game equip your peasants/gals with what ninjas themselves have, their armor is identical to gals'
handcannon/musket/blunderbuss/grenades
go melee on those who dont have katanas
What does the green or red 2 mean next to a weapon icon? I assume something about two handing it
Red 2 means it requires two hands.
Green two means that it's meant to be used with two hands but can be 1-handed with a penalty.
Thank you anons
A weapon with a green 2 will suffer penalties if the other hand is not empty.
A weapon with a red 2 can't be used at all if the other hand is not empty.
That's a lot of weed!
how
hardest shit gives you dankest kush i guess
Wanted to listen to a play through to see how someone else approaches mid game. Finally found someone speaking English and not just silent shuffling through the game. I listen while driving, so silence or russian speech does me no good.
>Eyedicious
I’m five videos into his playlist. He whines a lot, save scums on stream, and has already given up and restarted the whole run twelve or so hours in.
Just looked down the playlist and it looks like he starts over again in another sixteen videos.
If anyone has watched him before, is there anything worthwhile in the next 60ish hours of him flailing around before he quits again, or should I skip to his [s3] marked videos now?
Any better recommendations? The best couple I had found went private when the discord drama hit.
xcom has a huge russky fanbase ever since the OG got "released", translated and "ported" for free by madlads there
starving poet has old ass LP series but is kinda cool, expect no late game since last vid was 5 years ago
Quickmind's playthrough is still up. It's a bit dated at this point tho, early game allowed a lot of leisure before the ninja bases were added.
For me starving poet is the golden standard of x-piratez let's plays good play combined with good commentary, the recording is outdated but some things are unchanged since then and it's probably still fun to watch.
Playing this makes me wish for a Stargate mod.
I can just imagine my 4 to 8 rookies armed with P90s against the goa'uld.
Only think I can't really think how to handle would be the overworld map. Maybe change it for a galaxy map?
In non-Jack Sparrow difficulties, doesn't she only start sending missiles if you win the Disruptive Transmission mission? I seem to recall aborting it on purpose to delay her. Or has this been changed because my outdated experience was several versions ago?
At some point, Disruptive Transmissions was changed to still give you a score penalty if you show up there and abort.
Score, schmore, as long as I don't get missiled.
What I mean is that there is literally no point in going there unless you're gonna clear it.
>ROSIGMA
Looks like, if you follow a certain research path, your dudes can fall to Chaos.
Also, your radars seem to be unable to detect bases. And you start losing territories from the third or so month because the enemies establish bases, which you can't detect.
Finally got shadowmasters second year Feb or March.
Suddenly ship choices.
My trusty Pachyderm has turned into a single seat interceptor.
But it has a big door…
To see if it would work, I put the Lokknar pilot into a 25mm armored car.
Piloting inception. Meta driver driver.
Some tiny civilian car led my Pacy on a wild goose chase over the pacific. As soon as it went over land in SE I dropped it.
Was a 25mm cannon on an armored vehicle overkill for three savvy girls and a b***h boy? Maybe.
But I’m still smiling:
God I wish I was competent at classic xcom gameplay
That's just kinda the way of things early on. I'd suggest pushing for the Onsen and Sickbay early. Between them they take a lot of the edge off.
Did you know cat purrs can knock down academy drones in a single hit?
I just defended a base with nothing but a cat. Hit and run tactics against the nurses as they continue to unsuccessfully punch the camera.
I suggest hiring more peasants with AKs.
Wait a second
Are the gals commies?
Potentially! But only really on the Peasant No Codex route.
Most pirate ships in the age of sail were basically workers' co-ops. Instead of working for a wage like seamen on a merchant vessel, all pirates on a ship had a share of the pirate company, and would divide the treasure they stole between themselves.
not really
peasant revolt-communism
male touch-natsoc
gals superior-ethnostate
>peasants with AKs
more like radical islamists to me
I was waiting for the living quarters to be done to send people there. I'd be more mad if it had been literally anyone else invading it.
>play for about 6 hours now
>tech tree still at 0% completion rate
Uhh is my game bugged?
this mod is rated at around 400 hours of playtime
Ok that's insane, I wonder how many people ITT made it to the end
you learn to play faster after a while, and research speeds up as you get more and more brainers
a lot of tech is
filler loot 2-3 brainerdays
interrogations (animals+prisoners+slaves) 5-10 brainerdays
corpses + mech wrecks 5-10 brainer days
you could pump 4 research projects a day mid to late game
Did it twice. May do it third time if stupid rng finally spawn me some implosion bombs.
>made it to the end
I’m playing my first game
Started whenever M came out, months ago
Year two, April
I think I have like 12-15% of the tech
never did it
spend maybe 500 hours or more over it
restarting is hell of a drug
>restarting is hell of a drug
Ain't that the truth. Everytime I realise a more efficient or optimal way of doing something I must restart, no matter the game.
>every time i play
>i must restart
the RESTAARTER
>the RESTAARTER
>probably haven't even finished a dozen games
Cuttingly accurate. I just can't help it, it's a disease.
Playing game suboptimally is more valuable than playing optimally imo, as you lose the ability to experience the suboptimal progression as you get better.
then you will never complete piratez, it is virtually impossible to create a perfect soldier due to condemnation system and a lot of optimal things are simply not fun to do you have to find a balance somewhere
Perfectionism is suffering.
got bored with how absurdly long it takes to build conqueror
I have zoomer brain and just get bored/distracted
given there's about 3.5k techs total, you need 35+ to hit 1%
How to get sci books quickly? It's July and all the cool stuff I want is gated by Back to School.
Join the Mutant Alliance or appease a Mad Gnome. Not a Wild Gnome, a Mad Gnome.
but mutant alliance just gives you mutant files
and how do i get the mad gnome ?
The Mutant Alliance gives you the Sci Books you need to get Back to School.
The Mad Gnome is a random spawn.
Is the bounty challenge gnome a wild gnome or mad gnome?
A regular gnome, which is exactly the thing you need to get sci books.
The gnome is a lottery, and a bad one at that. She takes 15 brainer-days to research IIRC, and she has a large pool of useless tech.
>gnome tomes
>useless
Frick off, gnomes are the best.
Didn't know you could actually lose sponsors in this. Guess there's an actual game-over condition right there.
Kinda bullshit, too. I can't take out a mercenary base by january second year.
You don't have to, let it sit. 450 or whatever points per month is nothing, you can do 20k monthly by that time.
Right, except I lost support from not-australia because of that base.
Support gives pitiful amount of money, compared to manufacturing and booty. Like take the middle of year 2 for example, 2 casinos completely cover the expenses, while bonus from score alone is 4 times the country support.
And taking down the base won't return the country btw, it's dead, Jim. There's a research that stops countries from deserting in the future, Zero tolerance to zero tolerance.
lost screenshot
>Guess there's an actual game-over condition right there.
I don't think you can lose like that, in vanilla at least russia will never leave xcom project and you can play forever as long your score is positive.
Wasn't it one of DOS version bugs?
I have no idea, I've put hundreds of hours of piratez and I've lost one country only once.
Based ruskies.
It has to be a space issue. Check to see if you have free inventory space, and if the free hangar isn't actually taken by a ship that's flying off somewhere. And the workspace might just not be enough.
Has OpenXcom not fixed that?
37mil liquid funds?
Wow
I always stay below 1 mill, and sell crap of when I need to buy or build something more expensive.
It seemed to me like anytime I had cash on hand there would be events to siphon it away.
I think there is even an advice entry about funds being safer stored as gold and chips.
Is this just imagination and confirmation bias?
>Is this just imagination?
Nah, if you have too much money you might get an event saying how the crew is angry so you'll have to fork a few hundred thousands to appease them (and you will lose some infamy), or you might get an event saying how you were hacked and lost several million $.
There's a number of lategame events that take away money and proc based on amount you have at the start of the month. The chance is not that big tho.
Thread may die before anyone sees this…
I can’t build a hunter killer
I have the research
I have all the ingredeants, yes I scrolled down the list
I have a workshop at that base
I have an open hanger
I have 150 workspace and 100 runts
All the requirements seem to be met, it’s listed in my manufacture screen with a - not a + and I cannot figure out why.
Oh ffs I’m also
So I don’t stay liquid.
$200k to build
I was sitting on $157k
Thread die and hide my shame!
>play 40k/ROSIGMA
>try Marines, go Primaris
>trained supersoldiers have, at most, 54% hit chance
>bolter accuracy dropoff at range make it completely useless at standard rifle ranges
>try Arbites
>the Penal Legionnaire has more or less as much accuracy as the aforementioned supersoldiers
>the lasgun seems to do more damage than the bolter and it has far less accuracy dropoff at range
Huh.
I wish slaves get an update soon
What are the best early-mid interceptor aircraft and weapon combinations? I'm using pachyderm plus green codex bioplasma projector which is pretty cool but I only have one bioplasma projector so it's not a combo I can spam across the entire world.
The best early game strategy is taking down civilians with whatever you have available, and avoiding direct air fights with faction ships. Follow them until they land.
Then there are usually codex electric crafts available early, as long as you mass-interrogate civilians to get Shadowmasters. Scarab is great against early ninja threats.
Then there are interceptors with 50mm cannons and additional jet engines, you need to group a few of them together to avoid taking heavy damage.
Ok I just lost in July due to infamy going to the bottom of the sea. Any tips for next game? Seems like I really need a gun for my aircraft