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DISCUSS
>>
what happened to the previous thread?
>>
>>1443338
Probably deleted because there are no generals allowed on /vst/.
>>
>>1443342
why is 4chaim's moderation so idiotic?
>>
>>1443343
Because it's what 4chan users deserve.
>>
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Anyone have a screenshot of the research article where Illy--I mean Aurora is in a pirate get-up? I wanna try something.
>>
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>>
tranny mod
>>
>play enough xpiratez to get a feel for the lore
>star gods and their minions are corrupt genocidal psycho slavers who couldn't care less for life so they must be stopped
>we and our allies are corrupt genocidal psycho slavers who couldn't care less for life but in a good way though
kek
Dio is either really clever or really dumb.
>>
>>1443358
Is ok when humans do it.
Also you forgot the part we also work for chaos daemons or what ever
>>
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>>1443348
Here's the cropped and downscaled version if you need this specifically.
>>
>>1443358
you missed one important point
gals are hot and aliens are not
>>
I just unlocked something called "laslock shotguns" in piratez
are these any good? The description implies they're not.
>>
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>>1443389
really?
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>>1443389
Psionic Aliens pretending to be Gods slaving humanity = bad
Purple Bloom, an actual psionic God crushing humanity = hot
>>
>>1443393
catgirls are on our side tho

>>1443400
yes
>>
>>1443392
laslock shotgun scales with rank and fits in quickdraw slot
i gave it to El Admiral and she uses it to kill cyberdiscs
>>
>>1443392
laslocks are conditionally good, give it to well trained high ranking soldier and they're good otherwise they're not
>>
>>1443342
but this is also a general?? hello???
WAIT DON'T SILENC--
>>
>>1443358
>You are gal pirates because you are strong, enjoy killing, and get a life better than in the cities through all the pillaging you do.
>Mutants pay you protection money to leave them alone so you focus on the people who have all the cool loot instead.
>The higher up you go in faction hierarchy, the better loot you get, so you strike as high up as you can. Mutants even throw in some extra money and gear in for you because they don't like being pogromed
>Eventually piss off the colonial overlords and fight for supremacy so you don't die
Seems pretty straightforward
Making deals with demons for power isn't exactly smart but gals aren't smart.
>>
>>1443392
both laslock pistols and shotguns are great
>>
>>1443455
How do the laslock pistols compare with, for example, M-Laspistol or vanilla Laser Pistol? I never wound up using them because the 3-shot clips turned me off.
>>
>>1443459
>laser pistol
laslock pistol is more accurate and does more damage
>m-laspistol
Never used that one tbqh but laslock also does more damage
>>
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>>1443459
Different use cases, more or less. The laslock does massive damage in the hands of an elite gal, but she needs to be elite. The damage scales off both bravery and soldier rank, and it uses the sniper rifle accuracy formula, so an unskilled soldier can't hit anything and doesn't do much when she hits. The three-round clips also discourages its use as a sidearm. You want to use it more than a few times, you need to commit to carrying that ammo.
Meanwhile, the basic laser can be handed to an untrained peasant, and she'll be able to use it to some effect. It's very light, has a high ammo capacity, and can fire in bursts. If you have a bunch of them, there's no reason not to equip everyone with one. M-lasers are heavier and have much less ammo, but they're still useful and reliable weapons for anyone who can carry them.
>>
>>1443358
Difference between you and them is that eventually you civilize the slaves and let them be free, or join your crew.
>>
>>1443494
feet
>>
>>1443451
>You are gal pirates because you are strong, enjoy killing, and get a life better than in the cities through all the pillaging you do
Exactly what I mean.
Also it's not really the mutants but the world governments who are our biggest sponsors and set us up at the beginning and give us monthly protection money. Mutants contact us later.
>Eventually piss off the colonial overlords and fight for supremacy so you don't die
Not really. By that time we're so powerful we could literally just walk away. Probably smuggle ourselves to one of those luxury planets or something. We don't do that because we're psychos that would find that boring.
>>1443543
The star gods literally did all of that with Earth. Enslaving, "civilizing" and then "freeing". They even let them join their crew with marsec.
>>
>>1443543
On behalf of psionic aliens LARPing as a god, if you pick any of the codex paths other than Reject The Power.
>>
>>1443572
because this was written by an eastern european, things do not ever actually get better. one cruel master is exchanged for another and the drudgery of life goes on, perhaps with fancier or funnier hats.
>>
>Asylum Haunting
>Root of All Evil
Damn, this soundtrack is tight. What are those songs?

>>1443583
>things do not ever actually get better
But it doesn't seem like we're actually doing anything to make things get better. In fact, we're doing the opposite.
Organize and arm the mutants so that they can better defend themselves? First thing they do is a terrorist attack.
Broker a treaty between reticulans and humans? First thing they do with it is a new warship.
Destroy the factions and end Star God influence on Earth? Power vacuum created, one that the local govts (armed with nuclear weapons provided by us and the aforementioned reticulan warships) and the Mutant Alliance (who most likely will also have nuclear weapons and other weaponry also provided by us) will rush to fill. And we've done nothing to relieve tensions between those two.
>>
>>1443583
Can confirm. Am eastern european and find the setting comfy.
>>
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>>1443358
It reminds me a lot of Vampire Knight Requiem or Nemesis the Warlock
The gals aren't saints but arguably they're doing things on a lot more personal level than their opposition
>>
>>1443590
>But it doesn't seem like we're actually doing anything to make things get better.
Things are much better for your gals tho
the idea of "making the world a better place" isn't what this is about. It's about going from prisoners to a mad scientist to eventually becoming super powerful politically and physically
it's a rag-to-riches story, not a down-with-the-evil-system story.
>>
>>1443590
I don't think making things better is really a motivation there, other than making them better for your faction. Building a bright future for the earthlings everywhere after a glorious liberation war isn't really the concern, it's not xcom. The earth factions scramble for power when it seems like star gods can be beaten, and are happy to encourage removing them for their own benefit. Gals just like the power, money and the challenge.
>>
GALZ IS MADE FOR FIGHTAN AND LOOTAN
>>
>>1443462
M-laspistol is what you give to gals too low in rank or bravery for laslock
>>
>>1443590
>Damn, this soundtrack is tight. What are those songs?

The Avalanches - Frontier Psychiatrist, and Chrispy - Predator, respectively
>>
in xpiratez, what's the point of ballistic assault rifles?
>not any more accurate than SMGs
>not any more damaging than SMGs
>cost more AP per shot than SMGs
They're supposed to have longer range but their accuracy is so low, and they're so slow that you're better off just spraying and praying with SMG quickbursts anyway.

I spent a few missions using the standard AR (that uses the xcom AR sprite) and the battle rifle and it was awful. The only way I could win any engangement was to get into close range and use shiny niners which were somehow more effective than the fucking assault rifles
>>
>>1443653
Thanks!
>>
>>1443669
most rifles are decent generalist weapons. the aimed shots can hit the 100% accuracy breakpoint, the snapshots are quick enough that you can usually get one off (ex. bounding overwatch, reaction training-as-you-go), and most have auto3 for magdumping.
SMGs are good for short to mid-range dakka, rifles are better at mid to long-range where SMGs struggle to generate hits. this same niche can be filled by heavy automatics like Autogun/AMG and Gyro-Autogun/Smartgun; compare those to Heavy Rifle with /PS or /MAG ammo.
>>
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>can't handcuff the ghost I just tased into inconsciousness
>the ghost dies because I apparently can't stick it into a jail, animal pen or alien containment cell
This mod, I swear.
>>
>>1443669
They're significantly more accurate than SMGs at long ranges, but that's only useful if your gals can aim.
>>
>>1443694
>>1443682
>significantly more accurate than SMGs at long ranges
I feel like this advantage is moot since if you have a gal accurate enough and is shooting at long range, you want to use actual precision rifles like the actually named sniper rifle. I just wish I could find more those.
>>
>>1443694
or if you're actually staying at long range. if you're playing properly (ie always advancing) then you'll only spend a few turns at rifle range before something like a tommy becomes more effective
>>
>>1443669
>what's the point of ballistic assault rifles?
None, they're shit.
Well okay they have a niche they're basically sniper rifles for people without enough stats to use a real sniper rifle, the best part about assault rifles is unlimited range aimed shot and relative ease to reach 100% to hit with let's say rcf carbine. If you need a long range solution in hand of a noob that's what rifles are good for. For everything else smgs, shotguns, proper machine guns or sniper rifles are better weapons.
>>
Has anyone ever actually successfully looted the humanist weapon caches?
By successfully I mean without those fucking idiots killing themselves by shooting at their own massive stack of missiles
I have never seen them not kill themselves so far.
>>
>>1443712
Get to a spot as far away from the Avalanches as feasible, and Russian camp for a gajillion turns, hoping that they walk into reaction fire
>>
So I attacked a landed ship
it was full of mercs
It took half of my team to bring down one
so I wisely decided to steal the body and run
I also got a "weird thingie" weapon
But I can't find it to research it, nor can I find it on my base stores
wtf?
>>
>>1443742
When you abort a mission, you only get literally what your crew is carrying with them, or what's inside the craft. The "weird thingie" is a weapon your crew can't use yet, and if it's not in the research screen it's locked behind further research before you can know what it is and how to use it.
>>
>>1443742
That thingie is probably Hellerium Grenade, maybe you missed it among other explosives on your list, as for research it has some dependencies so cannot be research from the get go
>>
>>1443750
>>1443751
Oh I see. I guess eventually it'll show up on the research list once I get further along.
>>
I unlocked the fortuna but I feel like I was better off in the shadowbat
sure going from 9 to 13 is nice but the open ramp just cucks me constantly as I keep starting missions in full view of 2+ enemies all wielding AoE weapons and losing half of my crew on the first turn.
>>
>>1443783
Get yourself armored car or something. Fortuna is nice because it gets everywhere including sub and space.
>>
>>1443783
Fortuna does underwater/space missions and can hold a large unit. Get into the habit of spawning with a pre-primed smoke grenade. Have the upper level troops use an RPG.
>>
>>1443795
If I smoke the ramp will that stop them from reaction firing me to death on turn 1?
>>
>>1443799
they can't shoot what they can't see. if they're directly facing the innards of the craft you've got no choice but to shoot them, but otherwise smoking the ramp and waiting a turn is always valid.
if reaction fire is consistently giving you trouble, you can either use high REA units/outfits (ex. camo /pea, guerilla) with a high damage gun (ex. rocket, sniper, HMG) to win the reaction contest and kill the unit, or you can use a high HP/well armored unit (ex. chainmail w/ shield, crusader ss) to deliberately bait reaction fire and tank the hits.
>>
>>1443804
All right I'm gonna try smoking next time
>>
>>1443742
It should be in the base stores, only it'll be called by its actual name and not a "weird thingie".
>>
>>1443343
>why is 4chaim's moderation so idiotic?
ALL moderation is idiotic. Welcome to the internet... hell, welcome to reality.
>>
>>1443799
Honestly? Not reliably. Sniper units will still know where you are if a spotter saw you before the smoke went off, and though the get an aim penalty for not seeing you, some weapons just need to hit inside the hatch to kill half your team. Many enemies have at least some ability to see through the smoke. It'll help, but if the landing zone is really bad, it's sometimes better to just leave immediately.
>>
>stray shot hits the engines, which explode, detonating the pile
Welp.
>>
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I don't think I've ever seen a bandit camp mission that wasn't actually zombies.
>>
>>1443685
Have you not watched Ghostbusters? They need a ghost containment unit which I think you can build after researching the ectoplasm the ghost turned into.
>>
>>1443365
I specifically need the article, but the full art is also a nice bonus.
>>
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What do you mean, "war crimes"?
>>
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>>1443927
>he took the Syndicate deal before having the means to get out of it
>>
>>1443931
Nah, city raid. That'd be an insanely good score for the Syndicate wetwork mission, that one can easily get into the negative thousands.
>>
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Dio finnaly a made a thing that I draw like a month ago.
>>
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>>1443685
>ghost ship
>completely fucked, none of my guns can hurt them
>dog solos the mission
>>
>>1443959
>Now I'll be able to roleplay as Fabius Bile with tits, yay.
>>
>>1443717
>government reinforcements arrive to fuck up your score
>a single humanist panics and blows up the missiles anyway
>>
>>1443959
Now give it guns
>>
MiBs can't build their own bases...can they?
>>
>>1443994
no anon you are the MiB
>>
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What is the difference between the difficulty levels for X-Com Files. Is it the same as the vanilla game? Should I play on the easiest setting but with Iron-Man mode on? IS that the best balance?
>>
>>1443994
not anymore, I don't think so
>>
>>1443998
And then anon glowed in the dark
>>
>>1444000
never play modded games in iron-man mode
>>
>>1443994
In X-Com Files, I would assume so. But I've never gotten further into the game than MiB attacking MAGMA Labs. Since they have their own interceptors, I would say they do.
>>
>>1443994
You build the bases for them, then they show up with power armour and sectopods in mid-1997 and take them from you.
>>
>>1444005
*mid-1998 I mean
>>
>>1444000
Speaking of that pic...what is the point of the Mudranger? Its range is too shit to be of any use.
>>
>>1444005
>>1444007
Ah fuck, I hate these cunts
>>
>>1443931
I keep the syndicate deals just so I can fight the mutant alliance
>>
What is the best codex for a catgirl focused playthrough?
>>
They said you can't improve on perfection.
>>
>>1444023
They were probably right.
>>
>>1443984
>Finally found what IIIIIIII was loooooking for
>>
>>1444000
Old X-Com is much easier.
>>
xpiratez

How can i research the green flying backpack?
>>
>>1444074
uhhh what

desu
>>
>>1444017
no idea. Reject the power?
>>
>>1444074
Modern Personnel Armor -> Tac Armor + Grav Unit -> Hover Armor
>>
>>1443994
There's a lot of MiB shit that, as of my last play through a year ago, never seems to trigger, so who knows. I really wanted to fight an MiB Mudranger, that shit sounds hilarious.
>>
>a Dragonfly in Australia will reach neither Argentina nor the Congo
I really, REALLY need better transports.
>>
my middle mouse button is broken, is there any way to remap or is time to buy another mouse?
>>
>>1444017
Gold, so you can glamor recruit them
>>
>>1444211
Time to make an AutoHotkey script.
>>
>>1444211
It's hardcoded.
>>
>>1444211
Can't you set it that LMB + RMB click emulates mouse wheel in system mouse settings?
>>
>>1444211
>>1444269
>Time to make an AutoHotkey script.
this
>>
In x-com files, is there any reason to not immediately sell any wads of cash you find after you research them one?
It's not like you need to "extract" them like in x-piratez right?
>>
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>>1444633
Nope, wads of cash, money briefcases and money bags have no other use apart from selling for money.
Btw middle clicking on an item in the sell menu show you all the processes it can be used for, including ones you don't already know (they show up as '******' or somesuch)
>>
>>1444644
Good to know. Time to "sell" cash
I guess it's laundering?
>>
>>1444663
Bonus points -50 score actually if you buy weapons from the cults with their own money.
>>
>>1444669
And mostly redundant after Promotion 2
>>
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>>1444669
>get bitched at and lose points for buying cheap flashlights at a store down the road
>>
>>1444691
Welcome to bureaucracy, people with big stars don't like you stealing from them, and buying uncertified material at 1/100 the official supplier's price is theft.
>>
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>getting shit kicked in by shock mibbas
>notice that only the dog is doing any damage
>give everyone a chainsaw
>>
>playing XCF
>3-4 missions appear at the same time constantly
>about half disappear before I can get there with the car
is this normal?
>>
>>1445097
It is. It's why you should get another car immediately, so that you can attend to two missions at the same time.
>>
>>1445101
How many teams should I keep eventually?
Back in regular xcom I'd keep two teams and an extra team in reserve, and honestly if I have to equip, train, and outfit much more than that I'd go insane.
>>
>>1445117
2-3 bases, with at least 2 hangars per base. early on it lets you get better coverage with cars/etc. and later it gives you radar/airgame coverage.
>>
>>1444000
The best balance is probably playing on normal with intense save-scumming.
>>
>x-com files
>x-piratez
>XCOM Long War
>XCOM Long war 2
Why is every overhaul mod for this series old and new intent on making each campaign ridiculously long?
I have never ever finished a campaign with any overhaul mod. Has anyone actually finished an X-piratez or x-com files campaign?
>>
The Desert Eagle kills the shit out of MiB agents who knew
>>
>>1445241
>Has anyone actually finished an X-piratez or x-com files campaign
If the guys on the forums are correct no one finished xpiratez on a codexless run yet kek
>>
>>1445241
>Has anyone actually finished an X-piratez campaign?
A dude completed Cydonia to test changes and see the new ending, so I'd say yes?
>>
>>1445241
>Why is every overhaul mod for this series old and new intent on making each campaign ridiculously long?
because modders think more stuff = better without concern for bloat or time
>>
>>1445241
blame long war being a success and thus inspering the open xcom bloaters. LW is to xcom what brutal doom is to doom
>>
>>1445241
>I have never ever finished a campaign with any overhaul mod.
sounds like a (you) problem
>Has anyone actually finished an X-piratez or x-com files campaign?
I finished x-piratez like 6 times, by that I mean I built conqueror got to cydonia and saw the end screen with stats.
I've also cleared long war 1 like 10 times.
>>
Is this game fun? I've played some 'Terror from the deep' and it was pretty good and I love JA2
>>
>>1445287
Long war is older by a couple of years so you do have a point on the inspiration side.
Also a lot of these modders simply do not know good game design. Like the long war guys who went on to make Terra Invicta, but forgot to make it "fun" so it's kinda dead on arrival if it ever leaves early access. Not even a thread about the game on this board at this time and this is the one board that should eat it up.
I do enjoy and appreciate both xcom files and xpiratez though. Especially xcom files as that game tries really hard to simulate how much of a logistical nightmare it would be to start an international organization like xcom from the ground up. I also feel it gets too much hate that could also easily be applied to xpiratez.
>>
>>1443712
I've had success by storming the main building with fliers and just spamming the whole building full of poison gas.
>>
>>1445366
>I also feel it gets too much hate that could also easily be applied to xpiratez.
xpiratez has booba so people naturally go easy on it
>>
>>1445097
>>1445101
How do you all manager with just cars early game? I beeline right for the van. Its slow as balls, but at least I can field a 4-man opt instead of a 2-man suicide squad.
>>
>>1445444
The thing with X-com Files, and X-Piratez, is they're not really built with Ironman in mind. Constant save scumming is how you beat it.
>>
>>1445358
X-Piratez is certainly quite unique in tone
>>
>>1445444
The van is almost useless, go straight for helicopters and if a outpost is out of range of one of your bases just forget it and take the score penalty.
>>
>>1445241
If modders stop updating they become irrelevant.
>>
>>1445444
i immediately build a third hangar: two vans, one car

you can also preemptively park your cars/vans on other continents since they eat fuel very slowly and just wait for missions to pop up

better transport is always #1 priority
>>
>>1445366
>>1445541
I feel this is the main reason XCF is obnoxious, in xpiratez if you know what you are doing you can get a actual worthwile transport rather quickly, whereas with XCF it's even more of a slog to get your first actual skyrangeroid (that can't even reach globally). of course the problem with piratez is all the fucking missions that require one exact model of craft to go to and I need those hangars for fighters reeeeeee
>>
>>1445444
It's funny, until very recently, everyone advised to get vans as soon as possible. I'm not sure if it's one guy with a brainwave saying this every time. But it does make sense to use cars with extra hangars, especially if you're replaying the mod and can handle fighting with just two agents.
>>
>>1445557
Van is definitely better than Car once you get some coverage or park on another continent. The 4-man team allows for both more error room, more loadout options, and more map control.
>>
>>1445557
That one guy is right and if you have to ask then you definitely need the double force of the van. It's good newbie advice.
>>
>>1445613
I mostly use the vans for the undercover missions. They have a slow timer on the SL, and I load up with three dogs and a single agent. Use the dogs to kill everyone and the agent to stun anyone of interest. Its about the only reason to keep the crossbow around.
>>
>>1445630
A van in Egypt will not reach a mission in Australia before the mission despawns and you get a score penalty.
>>
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>>1445444
>>1445470
>>1445541
>>1445557
>>1445613
>>1445630
>>1445646
>>1445659
Where my Vanbros at?
>>
>>1445659
>A van in Egypt will not reach a mission in Australia before the mission despawns and you get a score penalty.
Oh so that's why my score thas been shit lately
I replaced all my cars with vans and didn't even look at their speed
I must be missing missions all the time due to the travel time
>>
>>1445470
partyvan posting aside, this anon is right and you really should beeline for helicopter or at least humvee
>>
>>1445459
speak for yourself shitter
>>1445444
the abort mission button exists for a reason, use it often. If a mission is too much for 2 guys to handle, simply extract.
>>
>>1445680
you should beeline labs first before helicopters. van and car are fine for the first couple of months
>>
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>one leftover cult manor changes color
>"hybrid embassy-5"
>>
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>>1445669
>being a van instead of a crappy 2-door car somehow causes it to move like pondwater across the map despite 99% of the "trip" being an abstracted public airline flight and neither car being good for off-roading
hate
>>
should I play x-com files or x-piratez?
I can't decide
>>
>>1445690
you can get helis on promotion 1, labs are walled by promotion 2
>>
>>1445459
I don't like savescumming during missions, but I WILL savescum to re-roll shitty deployments.
My head-canon is that I'm simply telling the squad to land somewhere else.
>>
>>1445708
If you want classic X-COM crossed with Tom Clancy and Stargate, Files is for you. Expect a lot of savescumming since it suffers from retarded map layouts.
If you want a Heavy Metal/2000 AD inspired sandboxy experience where the game is only as hard as you really want it to be, Piratez is your thing.
>>
>>1445714
shitty deployments are meant to be extracted, its like if you approach a base and get ambushed first.
>>
>>1445708
Definitely Piratez
>>
>>1445241
No but I'm still playing a campaign in xpiratez started 3 years ago

It's hard not starting again with all the new stuff added
>>
>>1445296
Holy don't you get bored midway?
>>
There's a very big early-mid section in xpiratez that's dull as fuck.
Somewhere around the back to school tech, when you start fighting mercs and most other factions start bringing bigger guns but you're not quite there yet. It's really a chore.
I wouldn't quite call it a difficulty spike, but more like a lagoon of boredom. Missions start taking longer, and research opens up from the beginner stuff, yet the pacing slows down because each individual research takes much longer to complete, and the game changers start having way more requirements behind them.
>>
>>1445791
True, it has been that way for a while
You don't wanna do the easy stuff, but the good stuff is not all that common and the missions take long with suboptimal gear
And you can't take down most ships yet
>>
If you're very thorough researching EXALT, the last thing the EXALT Master says is about the Arrow. But why do I want it? I can't buy weapons for it.
>>
>>1445791
On the flip side that's when you start unlocking power armor and tanks so you can mow through most missions pretty easily.
>>
>>1445704
It is weird that it's so much slower even though you get it for researching logistics.
>>
>>1445708
xcom filez if you're not a 14yr old boy who gets turned on by pixel boobs
>>
>>1445704
>>1445839
Always assumed it was due to the extra paperwork of moving extra ordinance the van accommodates through international airlines
>>
>>1445708
If you want something that more like a super version of the original X-Com, try XCF. It basically takes ever concept from every XCOM over the last 25 years and mashes it together into one long ass campaign. It also has zombies and ninjas.
>>
>>1445846
XCF has plenty of fat titties.

Fuck the undercover beach missions though, holy shit.
>>
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>>1445871
>undercover beach missions
Bring a whole pack
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Bats! My kingdom for some bats!
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>>1445882
>you can train bats in the gym

i'm wondering how
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>>1445787
Sometimes yeah I mostly play xcom or mods for the "I wonder if <insert idea> will work" often it doesn't and I will drop the run half way through.
>>
>>1445791
wow that is exactly the point where I'm at
every mission is like either too easy, or it's mercs and I can't beat them and I gotta bail.
>>
>>1445879
And watch as a tall blade of grass blocks your doggos from biting.
>>
Is there a way to add more armors to quick battle?
>>
which music mod is best?
>>
>>1445274
There's a new ending? I only beat the campaign once and it was the ending where the crew becomes bodacious space pirates.
>>
>>1446482
Cydonia is now a 5 stage cock and ball torture course.
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>>1446483
I'm currently playing a XCF campaign and I got Tormentors so it feels like I'm just waiting for VIPs. I might start a new Piratez campaign depending on if the changelog is enticing if that's the case.
>>
>>1446485
It's been a surprisingly long amount of time since the last patch so I think when it drops it'll be big.
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>>1446489
I'll just wait then. I can't remember if I've played the current patch or not.
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>>1446299
Is that what's causing that? I always thought it was a bug.
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>>1446491
Yeah the dog sprite is so short that tall grass will block its line of sight.
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>>1446489
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>>1446493
>>1446491
>>1446299

Fucking voxels man...
>>
Killing those fucking marsec heavies with axes feels great, gotta say
the fuckers are completely impervious to anything else I field normally
I need to get laser ammo ASAP, rushing into melee over plasma fire isn't a winning strategy
>>
>>1446596
Seductress outfit or wands of peace are pretty great against them
>>
>enemy called "shrine maiden"
>she's not wearing a japanese miko outfit
this is some bullshit
>>
Oni armor or neko samurai armor for cats? I don't really understand their difference.
>>
>>1446869
For most cases neko samurai is better, oni drains more freshness and misses out on the in built melee stun, the fear you get from oni is mostly worthless.
>>
>>1446848
Hellenic Greece had shrine maidens too.
Probably a dozen other notable cultures.
Gas yourself weeb.
>>
>>1446906
>weeb
you are aware that this is the mod that uses literal hentai pics for its art right?
And literally every single story character of importance is just an anime girl from some weeb visual novel or anime?
>>
>>1446929
>literally every single one
whose art is used for gudrun von dunst, faggot?
>>
>>1447034
>gudrun von dunst
>implying that's a character of importance
>>
>>1447034
my art
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>>1447034
She is from a fallout porn mod
>>
>>1445242
I used one to dome a Sectoid during my first "Air force shot down a UFO" mission, welcome to earth spacenigger
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>>1447157
Nothing better than managing to kill a scout ship of sectoids in your first month of gameplay due to lucky acquisition of a pair of hunting rifles and extremely favorable terrain.
>>
>>1447255
How did you manage to get one in the first month? I had to wait half a year for the air force to get off their asses
>>
>>1447255
it's a heck of a feeling finding out firsthgand how lethal the new ayylmaos are but then triumphing anyway. coming away with some plasma gizmos and alien corpses feels like a big win, now you have proof!
>>1447258
it's pure RNG lol
>>
>xpiratez
>craft has landed
>go in
>it's a literal wooden fort with doom enemies on it
huh?
>>
>>1447268
A bunch of the 'probe' enemies lead you to missions, rather than being a meaningful fight in their own right. Was the ship just a metal sphere?
>>
>>1447268
why of course, it's the doom fort
>>
>>1447274
I dunno what the ship looked like since I just went to it once I saw the green dot.
>>1447276
truly those demons are powerful since they can just make a wooden for fly
>>
>>1447258
Occasionally they do normal scout missions even that early on; they landed hardly a few hundred miles from my base, and I'd acquired the rifles from an earlier monster extermination after "requisitioning" mission critical gear from hunters on the scene.
>>
>>1447279
it's a flying steel ball that you follow to different strange happenings, like the doomed forts, or accursed farms, or cursed temples.
They're all mostly a pain and frankly kind of skippable after the first.
>>
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>>1447262
I try to get by through an excessive overuse of dynamite. That's if I don't get cut to pieces just stepping out to throw it. Also related: fuck Exobiological Contamination in Month 1.
>>
What makes Slave Soldiers cost 10k more than Peasant girls besides slightly better default armor?

>>1447279
In XChronicles it's all various magical flying ships for enemies until the Aliens appear.
>>
>>1447662
They have better starting stats iirc
>>
>>1447314
I suggest not to skip them. You can find UAC weapons, both conventional oens and plasmas/BFGs in there and the demons themselves are weak and serve as a source of important raw materials. Beware of imps, their firebals are a geniune threat.
>>
>>1447314
>flying steel ball

Of course the real truth is that the forts or farms or whatever are the actual "UFOs", and ones that you cannot ever crash because they're ultra fragile and even a tiny cannon shot will completely destroy them so you only ever do them as ground missions when they land. It's honestly fascinating how it's all janked together to make these kinds of missions.
>>
>>1447832
>wear heavy suits
Nothing personnel imps
>>
>to build onsen you need: 50 sectoweed
>to build sectoweed farm you need: 12 sectoweed
>total sectoweed in my hideout: 4
Welp
>>
>>1445241
If they had auto-resolve the shit would go a lot smoother. I know X-Files stops giving you shitter missions once you kill the shitter faction HQ. But you still have roughly the same amount of missions each month.
>>
>>1447860
Xenonauts having the option for you to just call in an airstrike on downed UFOs is such a great addition.
>>
>>1445680
>>1445669
There is still some use for cars and vans even when you get the helicopter & humvee. At some point, the cults will start throwing gangbangers and after-market MIGs at your transports. The car & van can let you travel undetected.
>>
>>1447870
Any word on Xenonauts 2, or is it vaporware now?
>>
>>1447883
It'll be out eventually, but whether it it worth playing by the time they've revamped it for the 20th time is a dicey call.
>>
>>1447855
You can loot weed from bandits and other shitty enemies. There's also the rare psychedelic farm terrain.
>>
>>1447662
Aren't Slave Soldiers also immune to combat stress?
>>
Xpiratez
Are air muskets any good?
Right now my main weapons are painbringer SMGs and regular ass assault rifles.
>>
>>1447957
>Are air muskets any good?
Okay underwater with the electric ammo, above water there's probably something better to use.
>>
holy shit orbital missions are incredibly confusing
Just went after some anti-shadowtech transmissions and now the entire crew are in rescue pods(?) and I can't see shit, and I don't even know where to go lmao
>>
>>1447972
Abort now. It's a bunch of zombies and some zombie troopers, which are a bitch to fight against in rescue pods.
>>
>>1447972
That's because you need 0-G suitable outfits (aka space suits); since you have none yet they default to that rescue pod. It has good armor but the built-in gun is kinda terrible.
>>
>>1447972
oh and look for the big pillar somewhere around the map, that's where the enemies are. You can also turn on the layered view to display the whole building instead of having to scroll through every floor
>>
>>1447972
Also, completing this mission starts questline that includes periodic rocket attacks on your bases so beware
>>
>>1447973
They're not zombies, usually it's evil robots from space
>>
>>1447914
true, makes them good on base defense, or at least better than untrained peasants
>>
>>1447978
>>1447976
>>1447974
>>1447973
well shit
I lost 10 gals and managed to complete it
but turns out I shouldn't have I guess?
Fucking rockets wtf
>>
>>1447986
Yeah losing 10 girls for that is not really worth it. You used to be able to just go there and abort to not suffer the -500 score penalty but that was gamey and got changed recently. Just try and research space suits asap
>>
>>1447887
I've seen the latest build and it seems to be what most people want, Xenonauts + In an engine that isn't ass to mod. Don't know what's taking them soo long.
>>
>>1447986
To stop missile strikes, you must research Recalibrate Shadowtech, it has elusive prereq Operation Snowstorm from Technocracy Datapad #1, it can be found on downed HK-117 craft, they swarm around your base before missile strikes.
>>
>weirdgal transformation
>77 dats wounded
is it worth it?
>>
>>1448076
I only ever make one. She does dr x duel and cruising counsellors.
Maybe for grey codex you can use them to do some magic, never been my style so dunno.
>>
>>1448076
77 days reduced by healing facilities so it ends up being around 20 days
They're good if you have some magic weapons that use voodoo mastery, like hellgun
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>>1448076
Kinda. They get some neat outputs, and are shit hot with magic-scaling guns. Bugeyes are better at actually doing voodoo though.
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>>1448136
>outputs
outfits
I can't fucking type today
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>>1448136
Bugeyes are not cute though, that's important.
>>
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>>1447105
The new art is AI.
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>>1447957
With the default ball ammo? No, they suck. You can develop incendiary, electric and gas bullets for them, and that makes them decent, but by then you'll have other options, such as crafting electric ammo for some other gun.
Their main shtick is that they work underwater, and in that role they're excellent.
>>
>>1448251
Hot damn. Is he going through and AI generating shit in order to get a consistent art style across all the bootypedia entries now?
>>
>>1447986
Congratulations, you just unlocked the next stage of Aurora's missions! Time to rush air defences!
>>
>>1448270
I really hope not.
>>
Should I finish my X-Files game before I start my Xpiratez?
I'm like 6 months from the invasion and managed to take down all the cults.
>>
>>1448281
At least get to the invasion and either handle it or die horribly.
>>
>>1447870
Do you still get some goodies from it? Because in XCom you can safely ignore the downed UFO unless you believe there's something of value that can be salvaged from there.
>>
>>1448011
>Xenonauts + In an engine that isn't ass to mod
All I hear is Xenonaut Files and Xenopiratez
>>
>>1448251
AI Art is just a more advanced form of what Dio and other modders already did. So maybe she IS from that fallout porn mod the anon was talking about, in a way.
>>
>>1448344
Give me AfterPiratez.
>>
>>1448281
The canon story is that you'll gradually lose the backing of every country, but limp on, making it all the way to Cydonia but still losing the war.
>>
>>1448347
It's very advanced, but I still don't think it looks good.
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>>1448356
Eh, rather have that than inconsistent art... which we will still get because AI sucks at making weapons and animals.
>>
The stolen artwork sourced from a hundred different places is one of Piratez charm points imo.
>>
>>1448333
You get cash instead of loot.
>>
>>1448251
IMO, AI-generated portraits like that are fine, it does their job. Anything else AI generates is shit tho.
>>
>>1448365
>stolen artwork sourced from a hundred different places
Pirated, even
>>
>>1448356
I meant that it's a more advanced form of taking/stealing someone else's stuff and using it in your work. I don't particularly like it myself but at least Dio doesn't go full retartd with it and still touches it up if he is to be believed.

>>1448354
Wait, who the fuck is the Solar Governor then? I thought it was our old buddy from Enemy Unknown.
>>
>>1443358
The governments are as bad or worse than the factions.
Your bounties are almost all work for criminal gangs.
DEMONS.

>>1443459
They're fucking shit because of the tiny magazine. I don't really like the shotgun for the same reason.
>>
>>1448396
>the Solar Governor
The Brain's replacement.
>>
>>1443669
Rifles of any type do not suffer a range penalty when aimed. Try using the UAC carbine or hunting rifle as starter rifles.
>>
>>1448399
So not only is the Marsian Brain as weak as before, now it can be and was replaced too. Meanwhile the cool guy Ultimate Alien who might have been unkillable in the original game too is still the same and keeps napping underwater.
>>
>>1448408
I think the UAC carbine is considered a submachine gun.
>>
>>1448416
Also the deep ones outnumber surface dwellers by a factor of 20.
>>
>>1443358
Star Gods are almost benevolent in their conquest when you compare the ending of the original to the XPiratez setting.

>>1448441
I hope Dio does something great with them.
>>
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>>1448251
I don't know, i kinda like the mix of random sources for the art, be it old 3dcg porn or fallout 3 mods or random art. Using AI art feels wrong somehow.
>>
>>1443459
Laslock/Shotguns are the earliest laser weapons you get that can reliably kill shit and with decent accuracy, that's their niche
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>>1448532
Fun fact: Dr. X is Dio's Fallout 3 OC
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>>1448572
She is very cute!
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>>1448489
>I hope Dio does something great with them.
I mean we kinda have almost everything we need to know about their masters the elder gods in the current game lore and terror from the deep.
It's just that someone (Dio) needs to actually add it as content.
>cause of the ship crash was probably shadowmasters not a solar flare
>the ultimate alien probably already awakened by now, but because it has a pretty amicable relationship with it's star god kin despite them calling each other heretics it decided not to do anything like in tftd
>new ending where we join them in doing some of their elder way shit which will most likely fuck over everyone else, especially the shadowmasters and probably most of Earth too
Unless Dio gets lazy and just reuses tftd ending kek. The bad end from tftd is way worse for humans too.
Also I'm betting the elder gods much more "chill" approach is ironically way more effective against the shadowmasters than the reaction from the star gods.
Could also be that we work for the shadowmasters and steal the ultimate alien's power or something like that. Turn Earth into a shadowrealm where we're the god.
This is just the feel I got from the current xpiratez game.
>>
I just unlocked incendiary ammo for my painbringers SMGs.
Is incendiary ammo worth using?
>>
>>1448680
samefag here, a fire resist of 35 means taking less or more damage against fire?
>>
>>1448681
Less damage; damage*0.35

Fire is a bit lackluster. It's good for inducing panic, hitting zombies and breaking golden shields but I guess that's it
>>
>>1448749
It also makes enemies evade it if they can help it, even if they are immune or can just go through it safely.
>>
>>1448596
>humans rounded up and used in vile breeding experiments
>a mighty pestilence is upon the land
>mother Earth becomes an Alien world and humankind is lost beneath a crawling horror
I mean all of that kind of did aready happen in Piratez. They didn't melt the ice caps, but they did kill six billion humans.
>>
>>1448680
Incendiary is mediocre in the normal SMG, better than normal in Painbringer. Either way it's good for night missions where even a miss will light up the map.
Fire bullets are good and piratey, use em!
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>>1448996
>gal gets pyromaniac condemnation
Oh well time to restart!
>>
>>1449011
>pyro
>bad
???
>>
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>>1448572
Then I guess it's fine for her to get AI art.

But no one else.
>>
>>1443358
Key thing though:
We're former humans, so we have the right to be as we please on our planet. Even humanists, Guild, and Academy have more of a right to the earth than the foul xenos.
Two: Star Gods are glowies, and thus even if they had any legitimacy they'd be invalid.
Though technically you can play the entire game while being a very good person who never enslaves anyone, and be a philanthropist who produces goods the community needs and sells below the prices the Guild/Academy/Church sell for (judging by the fact that we can sell unlimited quantities, we must be undercutting the market).
>>
>>1443392
Given what you have to compare with them at the time you get them (Gothic raygun(s) that you will have, probably, six mags for at most) and the infinite ammo las pistols that are mostly useless except as backup weapons), they're very good.
Laslock pistol is relatively accurate, laslock shotgun is a laser shotgun.
Main downfall to both weapons is small mag size and expensive ammo.
Obviously you drop both once you can build your own laser weapons, but you need to go to Siberia for that IIRC and that mission is probably quite a ways out if you just got laslocks.
Super self-charger (Jack's prize) is probably the next better thing you'll get personal access to, and that's expensive even though it's infinite ammo and has a plasma bayonet).
>>
>>1449013
people see freshness drain and they instantly assume it's garbage
freshness was a mistake
>>
>>1449047
Freshness is a mistake, especially when Dio decides a mission with three phases that will require at least ten turns each (optimistic) is a good idea.
I'm pretty sure you can turn freshness off in config or something by editing some line with 'mana' in it, but I can't remember how you do that.
>>
>>1449047
>freshness
what is freshness anyway
>>
>>1449050
garbage feature nobody asked for
>>
>>1449051
same could be said of the spotter enemy ability
>lol your soldier one-shot some low level grunt? Enjoy being grenaded from behind a house
>>
>>1449050
Something that was added because Dio got mad at people camping. Never mind is a very boring and slow way to play anyway.
>>
>>1449057
The thing is there already was an anti camp mechanic called combat stress, why do we need two?
>>
>>1449059
isn't combat stress the same as freshness (and morale in XCF)
>>
>>1449067
No it's not, combat freshness drains your morale each turn but you can easily regain morale by killing someone. Freshness/sanity once lost is pretty much unrecoverable except for killing yourself with cigarettes or that green drug thing in XCF.
>>
>>1449050
It's essentially a secondary form of composure (while morale is composure in the short term, freshness is composure in the strategic sense: if you've been on a lot of deployments or a long deployment with no time to rest, your nerves will be more fragile than if you've had R and R).
When freshness runs low, you start losing morale, which eventually leads to unconsciousness since low morale causes stun.
>>
>>1449079
It also reduces energy regen, which is the most annoying part. Morale comes back after you panic once, but once your energy regen's tanked you need to start getting into drugs to solve it.
>>
>>1449086
Just smoke your cuban cigars bro
>>
>>1449086
>once you panic once
Problem is Freshness consistently drains morale, and once it or morale bottom out you start taking stun damage.
I've lost more missions to everyone passing out than gunshot wounds.
>>
>>1449122
stop being a camper
>>
>>1449123
I have.
But the problem is, as I stated before, if you're on a three phase mission, and you've spent (optimistically) ten turns a phase...your gals are already snapping from morale shocks and freshness drain, while the enemy labors under no such burden.
>>
>>1449122
>lose missions to people passing out because you ran out of freshness and morale for long enough to die of stun
are you running 20+ turn missions as a matter of routine? are you so retarded that you can't pack a water bottle? are you trying to overwatch creep every mission instead of closing to melee as khorne intended?
i have literally never had more than a few of my gals pass out and that's always because they got hit with a stun weapon or a gas cloud
>>
>>1449125
Don't you get freshness potions nowadays between each phase?
>>
The biggest problem with freshness is that it was created to solve a problem that doesn't exist.
Dio basically already stated the real punishment for slow play:
You only get so many hours in your life, so playing faster benefits everyone.
>>
>>1449129
so where do we go from here
>>
>>1448855
>humankind is lost beneath a crawling horror
I actually took it to mean humans went extinct.
>>
>>1448596
Why would we join the Deep Ones?
>>
>>1449171
Not really the deep ones, but their master.
This is based on dreams of the deep so if it happens it wouldn't surprise me.
Shadowmasters did the same thing and no one really questions them
>>
>>1449171
have you ever had Deep One pussy before?
>>
>>1449179
Yes. It was fishy. Wouldn't recommend.
>>
In X-files do I need to make a choice to share or not share the Alien Gardens tech. Or can I leave both unresearched indefinitely. And what do I get besides pissing off the council if I share them?
>>
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>>1449179
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>>1449171
I wouldn't join them, but if there was Contacts: T'Leth that let me buy sonic weapons and pet lobstermen, I'd definitely go for that.
>>
>>1449223
>exchange batches of female captives (Academy Nurse, Young Uber, Guild Hostess, DILDO etc.) for a random selection of deep one goodies
>>
Dio also needs to tie up the Dark Ones subplot.
>>
>>1449129
By that logic you shouldn't play at all
>>
>>1449270
Hell mission to assault the forge and slay Blazko, the avatar of Destroyer when?
>>
>>1449196
I think you just suffer a one-time monthly point hit...but I didn't play much further to see if there was an effect further down the road.
>>
>>1449277
>Blazko, the avatar of Destroyer
A named Dark One character?
>>
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>>1448368
There's enough material in Heavy Metal to cover most portraits.
>>
>>1449523
you just know
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>>1449196
You can leave them unresearched but by then you should be starting to snowball and the points won't matter as much. Unless you're playing superhuman.
>>
>>1449275
False:
Leisure has an innate value, but there are only so many hours in the day, between obligations, work, any passions that produce real value, leisure, and any other concerns, you have, in most cases, sixteen hours or less to allocate.
Finishing five missions in an hour is way better than two in an hour.
>>
>>1449569
Not if you don't have fun rushing, and instead have fun being careful and methodical.
I'll take 1 mission I can do on my own pace and doing what I like to do over having to rush 5 missions in the same amount of time.
>>
>>1449569
Leisure isn't measured in missions per hour
>>
>>1449615
then your soldiers get frustrated
>>
>>1449627
They shouldn't be frustrated
in fact, rushing and not being cautious is what should frustrate them
>>
They're not building mansions. I'm not gonna get those Ninja Scrolls!
>>
>>1449631
They are literally untrained women barbarians
They just wanna kick ass and chew bubble gum
>>
>>1449634
>They are literally untrained women barbarians
all of my gals spend all their free time in the dojo after I force them to go trough shakeup training, mma training, militia training, and personal attention training (which I choose to believe involves whips and other disciplining tools)
>>
>>1449636
it's in their genes
they are part [REDACTED]
>>
>>1449043
>Two: Star Gods are glowies, and thus even if they had any legitimacy they'd be invalid.
We are also glowies in every possible path and way of playing so this is extra funny to me.
>>
>>1449621
It is not, but you have limited time per day, and too much leisure has diminishing returns. I've started having a lot more fun with X-Piratez now that I play half an hour or an hour a day at most.
>>
>>1449700
>>1449700
>I've started having a lot more fun with X-Piratez now that I play half an hour or an hour a day at most.
same desu. given how the midgame can really grind on it's comfy to play just a few missions at a time
>>
>>1449700
>>1449741
I've just made a habit of CTRL+D & CTRL+K through all repeat encounters and bother with new missions only. I'd feel bad about it but the mid game is awful and before I did that I was just ready to drop the game.
>>
>>1449747
and miss all that reaction training? commendations? heck no buddy
>>
>>1449747
Why not just skip the missions?
>>
>>1449747
I only ctrl+D and Ctrl+K when the game is pulling some bullshit.
>>
>>1449752
this
>>
>>1449752
>-999999 score
no thanks
>>
>>1449776
The absolute worst penalty you can get is -2000, for skipping either the Eurosyndicate wetwork mission or the snakeman pogrom. The Eurosyndicate deal is optional. It's really not that bad.
Hell, even if it was that bad, you could still ignore every other month.
>>
>>1449752
Depends on what you're skipping.
When I'm red, I usually do a 'show up and shoot/snatch' with my scorpion for almost any mission, because if they're easy prey it's free money and if I get lucky and a pilot or something is next to my craft, that's sexy.
>>
So what are decent chassis builds for AI units in X-com Files?

I've been experimenting and only found uses for the laser outrunner (ghostbusting) and small drones (scouting). Don't really have the alloys to splurge on all the different versions of tanks right now just to find out they're shitty.
>>
>>1449821
Yes but what if they shoot you with some heavy gauss? Then you just got FUCKED -200 score hands lost
>>
>>1449828
Small Flying Drones (can be found early on as loot in OSIRIS missions) basically allow you to scout and fight melee-only monsters with utter impunity very early on, they just need awhile to actually learn to shoot straight.
>>
INFECTED
>>
>>1449832
Are any of the tanks decent?
>>
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>>1449700
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>>1450037
When I play piratez it's 10+ hours a day, every day until I'm done. Which usually means I can go start to finish in about 2 weeks.
>>
>>1450037
>not mainlining uppers and playing openx for regular 72 hour stretches until the local militia breaks down the door to your favela shack and has their chaplain perform an exorcism on your undead corpus

it's like you even want to live past 30
>>
>>1449830
>right click to look around
YOU HAVE SPOTTED THE ENEMY
>review enemy type
>Middle click
>enemy has a fuck off weapon and is facing toward us
>hit abort
>enemy has fuck off weapon and is facing away
>peek out
>no one covering him with a fuck off weapon
>run up and stun him or stab him
>fuck off
Dio does give you that advice pretty early to L, M, R everything.
>>
>attack a zombie ship with my gals
>success
>at the end of the mission, got 5 gvt fines worth 500k
Huh?
why? Are these zombies working for the governments?
>>
Is radical that bad of a commendation?
Like sure it has penalties, which sucks, but on the other hand, being able to play as a Katana Samurai is pretty cool.
>>
>>1450162
I'm not sure whether that's like, they're Zombies contracted by the government or they're former Government Agents who got zombied.
>>
>>1450163
your soldiers will usually get so many different condemnations that it'll likely cancel each other out, I had no problems with high levels of radical
>>
>>1450162
The explanation I've heard for this is that even if government people are not present on the ship, the government still doesn't like you stealing their shit.
But yes it's dumb it shouldn't be this way but just the way rulesets work the loot is tied to the ship and not to who is actually on board so you get fined even if you fight zombies.
>>
>>1450173
>>1450167
Oh, I see. I guess it was a govt ship, and the loot has nothing to do with the crew.
If I had seen govt agents I would have bailed, but since they were zombies I didn't even realize
>>
>>1450175
If you're feeling really cheated, just cheat in the money to pay the fines.
>>
>>1443400
Name ONE thing The Star Gods did that was bad. That's right, you can't.
>>
>>1450162
Yes.
How it works is that almost any mission has a chance to spawn with zombies instead of regular enemies. This includes the "government business" aircraft. Normally, you get a score penalty for shooting it down, more penalty for any government personnel you kill, and then yet another penalty as fines stored on the craft as "loot". The zombies replace the government crew, so that's fine, but the other penalties still apply.
Why are the zombies there? Feel free to come up with your own explanation, because the game certainly isn't telling you.
>>
>>1450177
How do you cheat in a specific amount of money? AFAIK you can use debug to give you 99999999 but not a specific amount like the 500k I lost on this.
>>
>>1450198
Save files in openxcom are stores in plain text, you literally can open it in a notepad find money and give yourself as much as you need.
>>
>>1450163
Nah. Max level requires a whopping 250 kills with ninja weapons, and gives you -5 morale per turn and -3 health. That's not good, but it's also not a serious issue for someone with 250 recorded kills.
>>
>mercenary mutant progom
>my best weapons are still heavy rifles and painbringers smgs
Well fuck
What is the earliest weapon I can get that can kill these fuckers in 3 shots instead of the 6-7 my heavy rifles (painbrings don't even do damage)
So I can at least look up the research path to get there
>>
>>1450201
Oh, interesting. Didn't know that.
>>
>>1450205
Against mercenaries piercing is really bad they have good resistances, laser plasma bio or cutting works well.
>>
>>1450163
You can offset all penalties except the freshness regen loss from pyromaniac.
Don't know what the actual stats would be for someone with all condemnations maxed out though.
You can look it up and design a "build". Like don't go capturing bandits with your strength fighters.
>>
>>1450212
I do have access to chem ammo and electric ammo, would either work?
>>
>>1450218
Not really if those are your only options better to run away and just take the penalty.
>>
>>1450221
Welp.
I really need some laser stuff. Running into melee doesn't seem like a winning strategy in a progrom, they can two-shot someone in chanimail+shield from the front.
>>
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I've been playing this game for a decade and only today realized that you could engage UFOs with multiple fighters.
>>
>>1450198
>>1450201
>>1450210
You just have to find your current funds and edit them to be (current value) +/- (value you want to add or subtract).
>>1450237
F in chat. I don't know how you'd take down some of the bigger feckers without multiple missile runs.
>>
>>1450225
Running into melee isnt a good strategy against Mutond in general. They're more robust than you.
>>
>>1450225
>>1450221
>>1450218
I'll be honest, I use AT rockets on Mercs if I can't sneak up behind and plasma bayonet them.
>>
>>1450273
MAG rockets will also shred mercs and their hover tanks.
the earliest regular gun that i was able to get a reliably supply of that could reliably kill mercs was the reticulan plasma gun. early lasers just don't have enough power.
>>
>enemy can throw a grenade from behind an entire 3 story building on top of the little hole in the ship to kill my sniper hiding inside
>this isn't a miraculous shot, enemy will consistently throw grenades without line of sight over the entire length of the map to hit your troops
I don't remember vanilla x-com doing this.
>>
>>1450337
Ah mercs.
>>
>>1450339
I think the mod has filtered me with that. It's just too annoying to die from enemies with clairvoyance. I don't mind if the enemy can clearly see me, but an enemy on the other side of the map hitting something none of its allies can see is too much.
>>
>>1450359
Also I did check with ctrl+d to see if there was any enemy with line of sight to my guys, somehow.
There wasn't.
>>
>>1450360
If they have the spotter tag they continue to "see" you for a few turns even if you keep out of sight. They must've saw you at one point when you popped out to take potshots.
>>
>>1450337
>I don't remember vanilla x-com doing this.
That's because it didn't, sniper/spotter code is a OXCE feature. The only real way to fight against it is hard cover, while the enemies have maphack on your units they will only attempt to fire if they have actual line of sight or arcing trajectory viable for a grenade. Think about it this way if you couldn't make a shot or throw a grenade at some spot the enemy can't either, they cheat but it's not complete bs and counterplay is possible. That said mercs are incredibly hard to fight when you're undergeared and the grenade spam is exactly there so you DON'T fight them too early. Mercenary has another weakness to be exploited if you can't fight them straight up, namely mind control.
>>
>>1450366
>>1450379
Is there any submod to disable this sniper spotter shit? It tilts me to no end when they do this shit.
It's one thing for the enemy to be able to see what other enemies see (like the player, who can see everything, and make shots beyond LoS as long as you have somebody else looking at the enemy)
But it's another when they can just light up somebody for more than one turn.
>>
>>1450380
Just don't fight mercs until you can survive hellerium grenade blast and/or have a craft without openings to take potshots from and/or have some bugeyes to fuck them up with voodoo.
Also fyi spartans also have spotter thing but they are way less dangerous then mercs.
>>
>>1450383
>until you can survive hellerium grenade
what armor will give me this much resistance?
>>
>>1450385
It does 96 concussive damage. I'd say the earliest gal armor to give you good chance of surviving would be heavy suit.
>>
>>1450385
Heavy suit can do it if you're lucky/the grenade doesn't hit you directly.
>>
>>1450237
I was in the same boat until about a year ago, I thought putting max focus on air superiority tech and training ungodly skilled pilots was the only way to keep up.
>>
Xpiratez is ultimately a hopeful story about how no matter how hopeless your situation is, you can always fight on if some dog is on your team.
>>
>battle starts, the enemies are all inside the target building and I spawn in close proximity
And then one bastard sprints to the other side of the map. Four turns hunting him down, which gave the people I stunned inside the house time to wake up and start the cycle anew.
>>
>>1450579
>not ctrl+d, ctrl+k when the AI decides to waste your time
You get what you deserve.
>>
>>1450692
>cheating
nah
>>
>>1450579
I like to leave a rookie/peasant/etc. as a babysitter with a stun prod or a whip whenever I've got a number of captives. There's usually somebody who wakes up but if they do they can be immediately re-stunned.
>>
Uhh
I kinda skipped the briefing
what am I supposed to do at the x-prison mission?
I can't seem to get past all the locked doors
>>
>>1450727
Get the pickaxe and make your own.
>>
>>1450731
Oh, now I see the pickaxe! Thanks for the clue
>>
>>1450734
If your gals are really strong you can often just punch walls, doors, prison bars, most of anything in that level.
>>
Based dog sitting on the corner of the map making me genocide its panicking owners, truly man's best friend
>>
>>1450735
punching is pretty great, very overlooked even in vanilla
>>
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>>1450727
Once you break out of your cells, search the first floor for an office-type area. There's a crate on the ground with Dr X's Database inside; make sure to come home with the database if you aren't clearing the map.
>>
>>1450727
>>1450731
>>1450735
wow
that was quite possibly the most boring mission I have ever done in an x-com mod
The literal only threat was the gals going insane for some reason (freshness?), despite being unharmed.

I had to buy a damn airbus again for this shit
>>1450756
Also I almost left the database, had to run back to get it, thanks bro
>>
>>1450735
The pickaxe is much more reliable.
>>
>>1450768
Did you evac out of that mission? You missed out on a heap of loot, it's best to just kill everyone on sight during that mission it helps with morale problems too.
>>
>>1450773
I assumed I was supposed to evac
but I do have an autosave to go back
not sure if my patience can handle scouring every level for the last remaining nurses to kill
>>
>>1450782
This mission is kinda tedious to finish but it's a 100 something life support systems and a bunch of other good shit so it's worth it.
>>
>>1450784
Welp
that does seem tempting
guess I'll just go back and finish it properly
>>
>>1450727
Wasn't there a battlescape keybind that brought up the briefing blurb?
>>
>>1450794
I think it's CTRL + B
>>
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Any real reason to build this? 23 brainers sounds great, but is there any actual research locked behind it?
>>
>>1450797
>is there any actual research locked behind it?
none this is just more lab space
>>
what was that medieval-fantasy themed mod made by extremely ESL slavs called
>>
>>1450797
It's a pain in the ass to get the materials for it, I'll tell you that.
>>
>>1450802
x-chronicles
>>
>>1450817
that, thank you
have you played it?
is it playable?
>>
>>1450819
it's playable, but I didn't try it for long.
Basically did the first mission, and checked out the magic weapons in the custom battle thing.
I'm still running trough x-piratez so I didn't really have time for it.
>>
>>1450797
Can you click anal so we can see what services it provides?
>>
>>1450819
NTA, but I didn't like it.
Your dudes don't scale at all with mission XP. Every single enemy has shields that activate on guns, which are all you have early game. This means every single enemy is a bullet sponge. Capturing them alive is also very difficult, yet still something you need to do because research is locked behind them... I think. I never reached that far.
The premise of modern weapons vs fantasy creatures is interesting, but it soon devolves into modern weapons against bullet sponge fantasy humans, and then fantasy weapons (of your own make) against fantasy creatures.

tl;dr it needs a lot of work. Maybe it'll be good in a few years but right now it's not worth the time.
>>
>>1450898
Too bad Xcom can't accomodate a system where you can figure things out by repeatedly researching corpses.
>>
I can't believe the x-piratez dev added an event that steals your money if you have too much.
Like seriously bro? Why?
>>
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>>1450942
landian supernova is canon in x-piratez

you angered the money by hoarding it
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>>1450942
The game warns you in a tip that keeping cash as sellable items is the most secure way to keep cash.
>>
>>1450952
Inventory space is not infinite. I have a lot of money cause I sold shit due to running out of space.
>>
>>1450960
money can be used to buy more storage space. build a warehouse base. store your garbage there.
most of the money stealing events barely even matter by the time you can trigger them though. the ninja ones that take half of all your money are retarded but rare enough to not even be a significant problem when there's a million different ways to make money and not really a lot of stuff to spend it on.
>>
>>1450960
You can literally make a base and fill it with vaults if that's important to you
>>
>>1450972
>>1450971
>just build a storage base bro!
It's not like I could do that when I finished the mission and it said "you're out space, sell some shit!"
>run out of space after a mission
>sell shit
>time passes
>money stolen before I can figure out what to spend it on
>>
>>1450976
Umm well it's not like you were using it anyway bro
You're not even investing it on anything to generate more money, it's just sitting there

Stupid!!!!!
>>
>>1450976
ok. i really don't know what you're getting all defensive for. it's not like we haven't all been in this position before. now that you know what the problem is, and now that you know what the solution is, you can do what you need to do to solve the problem.
>>
>shadow channel 34
is this a reference to something?
It mentions some guy named akabur and patreon.
>>
>>1451022
>akabur
IIRC that's a guy who used to make porn games?
>>
>>1450976
>run out of space after a mission
>sell shit
>"Wow, I sure wish I could increase my storage space to not have to do that, but all I got is this giant pile of money. I don't see what I could possibly do with the tools given to me."
>>
>>1450960
Workers.
>>1450976
Very weird.
I've had it happen after like a month, or if I've had like >10$$ million.
THe trick is that events are rolled monthly, so unless your cash was already above the threshold (usually >4$$ million) you aren't going to hit with the event this month.
If this happens to you again, I'd recommend pointing it out to Dio. The stuff's supposed to happen if you horde for a while to encourage you to take some financial investments.
>>
>>1450898
>Every single enemy has shields that activate on guns, which are all you have early game
You have batons, knoifes, and after a bit of research, explosives. Also smoke grenades.
>>
>>1451022
It's a character of Akabur who still makes shitty porn games.
Dio stole a ton of art from the guy so I guess this is his way of paying back kek
>>
>>1450039
But anon.... what about your job?
>>
The idea of two glowies sneaking up on a chubby little sectoid and tasing him is such a funny mental image.
>>
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>>1451372
>tasing

punching is much MUCH better if you have melee 70+

i have two agents whose portraits look like this, and their only job is to run into UFOs with kevlar+shield and punch whatever is inside
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>>1450039
you can't finish xpiratez in 140 hours
>>
>>1451371
When I had one I played on the job on my laptop but I'm a NEET now.
>>1451380
Maybe you can't but I can.
>>
>>1451374
Same, by volume I'm pretty sure I've beaten more sectoids unconscious or dead in melee than shooting them.
>>
>>1451374
It's even better with the way CQC works
>smug ayy confidently peeks out of the UFO to shoot x-com glowies
>gets punched in the face by "raction fire" and passes out
never ceases to be funny
>>
Are some ayys programmed to always save enough tu for reaction fire? Or do they get free a reaction shot?
I ask cause I keep seeing this situation
>ayy approaches
>shoots my guys a couple of times
>end ayy turn
>my turn, I shoot at the ayy
>the ayy gets a reaction shot off
Why doesn't the ay just use all his TUs to shoot on his turn?
>>
https://www.youtube.com/watch?v=tAZseYdRYLA
>>
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>>1451423
The enemies act pretty much randomly. This often means they make poor decisions, but on the other hand, you can never anticipate what they're going to do.
The pinnacle of military deployment approaches the formless.
>>
>>1451423
Enemies never get free tus, openxcom AI is just programmed to save tu for reaction fire most of the time.
>>
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>>1451423
Can't confirm due to being new to the code but it appears OpenXcom ayys will reserve TU when patrolling.
>>
X-piratez:
What gives a faster reload; assuming you have your two-handed rifle in your right hand slot:
>rifle mag in r.leg slot
>rifle mag in r.shld slot
>rifle mag in Q.D slots
>rifle mag in belt slots
I've been assuming it was in the r.leg or r. shoulder, but I realize now that the random forum post I read this about is like several years old, plus the forum doesn't exist anymore so I could be remembering wrong
>>
>>1451427
>>1451444
I think that's kind of silly, if the Ayy is seeing you, it should either shoot it all or use it to move into cover, ending your turn with a snap shot worth of TU in front of an enemy looks silly
>>
>was going to hire 50 runts
>accidentally hire 50 hands
uhhh
well shit
>>
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>>1451456
When you pick up ammo or any item that's in your inventory it will display TU cost to move to any slot, example on screenshot for reloading purposes it will cost 6 TUs to move ammo from right leg to the gun in the right hand + reload cost of the gun.
So in terms of reloading speed for a gun in right hand the speed priority is left hand(2TU) > QD(3TU) > left shoulder/belt(4TU) > right shoulder/right leg(6TU) > left leg(8TU) > backpack(20TU)
To be perfectly honest you reload guns so rarely and this saves so few tus this rarely needs optimization, as long the ammo is not in the backpack it's probably fine.
>>
>>1451457
Well that's 'patrol mode', so it's if they haven't detected one of your units left. There's also 'ambush' where they try to move to near where you are without being seen -- usually a small move that uses few tu although doesn't seem to reserve time explicitly, 'combat', try to move into l.o.s. and shoot you, and 'escape' that moves them into cover.
https://github.com/OpenXcom/OpenXcom/blob/master/src/Battlescape/AIModule.cpp
There's more depth than you might assume, such as:
// don't throw grenades at single targets, unless morale is in the danger zone
// or we're halfway towards panicking while bleeding to death.
>>
>>1451467
Thanks for the info
>o be perfectly honest you reload guns so rarely and this saves so few tus this rarely needs optimization
But I like feeling tacticool by giving everyone
>2 extra clips for main gun (never used more than one)
>a handgun (this one is actually useful, at close range, a powerful handgun is often better than whatever main gun I'm using
>2 extra clip sfor handguns (never used even once)
>a knoife or a sudoku blade (occasionally useful inside buildings)
>1 frag, 1 smoke, 1 incendiary grenade (never used it, it takes so many tus to prime and throw I never manage to do it)
>a medic item (used occasionally)
>a bottle of alcohol (used constantly to heal)
>happy pills (never used)
I get quite unhappy when the main gun is too heavy and I can't give everyone the full tacticool kit
>>
>>1451471
There's also a neat little feature which (I think) prevents the AI from throwing a grenade directly after you reloaded a save due to being hit by a grenade in a previous timeline.
>>
>>1451463
start playing dangerous and get them all killed. the lucky ones will distinguish themselves.
>>1451456
QD to Hand is the quickest inventory action in the game, Belt to Hand is right behind it. shoulder and leg are slower than belt. for each hand you should use the same side leg and opposite side shoulder, otherwise you will take another 2 TUs.
>>1451473
>tacticool inventory
use your melee weapon and sidearm to hit different niches from your main gun and change up your grenade types (chem? gas? molotov?) for more diversity in damage types
>>
>>1451473
Clips for main gun purely depend on the gun, its mag and rate of fire. With a plasma gun that has 32 single shots and shoots 2-3 times a turn, you won't need spares on vast majority of missions. Assault and battle rifles normally would need no more than 1 spare. Hunting rifle? Need 2 spares minimum, more on longer missions.

Same with clips for secondaries. Dart pistols and justicars often do get through one or two spares, as these guns can magdump in 2 turns and quite often do.

1-2 grenades are a must, though incendiaries and smoke are very situational. I'd go with one or two explosives, a gas grenade (doubles as smoke if needed) and stun or knockout for captures (using those a lot, slavery yay).

Medic item is almost mandatory on everyone, especially in squads below 12 or so, that can save you a good chunk of deaths and also recovery time.
>>
>>1451473
Meanwhile my typical inventory is gun medkit and a shuriken, no reloads unless it's a single shot gun but I tend to rarely use these anyway.
>>
Wish Apocalypse wasn't so fucking ugly.
I know they're supposed to be organic, but ayy ships look like literal shit.
>>
>>1451483
>use your melee weapon and sidearm to hit different niches from your main gun and change up your grenade types
You're right I have like 100 chem grenades and 50 poison grenades and I don't equip them. Now that the new batch of weapons has arrived (finally, I can use lasers!), time to review the loadout of everyone.
>>
>>1451483
>start playing dangerous and get them all killed. the lucky ones will distinguish themselves.
I just fired everyone that had less than 40 str lol
>>
>>1451490
If you've slept on hallucinogen gas grenade I highly recommend them, basically guaranteed panic on any 400% choking target(most civilians) leaves the target helpless and then lying in smoke so they don't get up when stunned. And if you fuck up and hit yourself with it you won't hurt yourself too much, might even train bravery from a panic resist.
>>
>>1451496
>hallucinogen gas grenade
I don't have many of those, only like 12, but might as well use them
>>
>>1451496
gas weapons in general are fantastic once you roll out gas masks. gas grenades become smoke but better, gas rockets/etc. can safely be aimed at your squad or your feet.
>>
>>1451473
you can't call it "full tacticool" if you're not handing anyone with a back slot a LASS rocket, panzerfaust, or full-sized rocket launcher depending on their strength.
>>
>>1451561
>depending on their strength.
honestly everyone is so fucking weak
(or maybe weapons are too heavy in the game)
Trying to give anyone the full standard kit you'd expect any soldier in real life to carry is usually too much.
>>
>>1451566
Majority of smaller items must have a weight of at least 3 or else the throwing formula gets a bit silly, this is especially true for grenades and people already complain a lot about grenade spam.
>>
>>1451569
>and people already complain a lot about grenade spam.
How do people even do "grenade spam"? It takes pretty much your entire turn to throw 1 grenade, and it usually does shit damage compared to just shooting the enemy 3 times in the same amount of TUs
>>
>>1451570
Grenade spam refers to enemies throwing them at you, if grenades had a weight of 2 they'd have map wide range for most units.
>>
>>1451571
>Grenade spam refers to enemies throwing them at you
oh I see
most enemies that use grenades can already throw them across the map anyway but I see the point
Feel like the throwing formula should be changed, you can already throw heavy shit at very huge distances but I guess it's hard-coded or something.
>>
>>1451570
>How do people even do "grenade spam"
pre-prime the grenades before the mission starts, especially if they won't go off in inventory
>>
>>1450205
If you have Meridian's gun, it makes them a joke
>>
>>1450942
You can buy gold bars at a pretty low loss.
>>
>>1451374
Good on your boys keepin them space nonces in check
>>
To prevent the cult battleship from tanking my score, do I need to terminate the cults or merely attack their HQs?
>>
>>1451708
Have to cripple them. It's alright if you ignore mansions and whatnot, but you have to destroy the main base and research the topic.
>>
>>1451709
They're not building mansions. It's April of 1998 and there's not a single mansion anywhere.
>>
>>1451712
sure thing radarlet
>>
>>1451712
Go for a drive.
>>
>>1451739
>>1451743
I'm literally flying around the world in Skyraiders and nothing pops up.
>>
>>1451745
Drop anchor, retard.
>>
>>1451712
They're there.

Hint: they get angry when you get too close.
>>
>>1451746
No, I mean, I thought that if I flew over enemy radar coverage they'd immediately scramble those MiGs.
>>
>>1451749
You have to get really close for that to happen, it's a lot easier to drop anchor for a few hours then move to the next spot.
>>
>>1451712
>April of 1998

You don't even need mansions. You can easily get all of the shit from cults after terminating them and contacting their suppliers. The only thing you can't get afterward is ninja scrolls, but the Black Lotus HQ is fucking packed with them, so it's a moot point.
>>
>>1451753
>ninja scrolls
And I only need one if I recall.
>>
Thirty zombies is not "an animal attack" you fuckers.
>>
>>1451760
>zombies
>be me, x-glowie commander
>finally get trough the red tape to get some smgs for my crew
>equip everyone with them
>animal attack!
>it's 30 zombies
>smgs don't do shit
well fuck
>>
>>1451760
>>1451833
zombie hordes are fucking nice for powerleveling rookies though

chainsaws for melee or miniguns for acc
>>
>>1451847
yeah, but I don't even have rookies to train yet
I have like 12 agents, a car and a van.
>>
>>1451855
get a helicopter or humvee
>>
>>1451868
That is my intention, now that I know the van is slow as fuck
>>
>>1451423
>>1451444
They get free weapon reloads, however. I've been reaction shot 3+ times with double barrelled shotguns so many times...
>>
x-piratez
Bounty challenge research
who should I challenge? Jack, alliance, or zaxx? Or should I not challenge anybody?
>>
>>1451968
Zaxx for gnome (for for example sci books), alliance for reticulan elder (voodoo prereq)
>>
>>1451481
god damn casuals
>>
>>1451980
I lucked into both of these already
>>
>>1451968
If you don't have Military Supplies yet then go Zaxx. It's also the easiest one.
>>
>>1452039
>If you don't have Military Supplies yet then go Zaxx
All right, that's the one I'll go for then.
>>
>>1451833
>>1451855
Remember to always pack a few shotguns in the van just in case it's zombies. Try to have an even mix of rifles, SMGs, and shotguns in your squad. Later on you can add melee and heavy weapons into the mix.
>>
Actual footage of my guys during the Temple of Dagon raid

https://www.youtube.com/watch?v=6GtdgaEwAsE
>>
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Seems like the game's trying to tell me something.
>>
Can a good soul repost the X-Piratez wiki?
>>
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>>1452190
After much deliberation. I think whatever place this was can go fuck itself.
>>
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>>1451712
Another victim of the foolish decision to remove early-midgame AWACS.
>>
>>1452226
https://xpedia.netlify.app/##HOME
>>
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>finally get stock of uac plasma guns, mass drivers, lasers
>all outclassed by my gigantic pile of hideous sonic weapons
>still have to use autosnipers for range
>>
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>>1452524
XCF weapon progression is pretty fucked in term of plateaus, every playthrough of mine in the last several years goes like this, standard weapon-wise:
>starter trash
>SMGs and low-end assault rifles
>the glorious right arm of the free world, the FN FAL
>large timeskip
>BlackOps Autosnipers and Smartguns
>fucking huge timeskip
>Turbolaser Sniper Rifles with X-COM Assault Plasma sprinkled in as applicable
The other weapon tiers are basically joke items and NPC gear as far as I'm concerned.
>>
>>1452559
XCF progression is pretty fucked.
!Socializing! lets you get people you might have missed, including important people like pilots.
Even Pirates will give in and let you buy high value hostages at a certain point.
>>
>>1452559
There are also plenty of just fucked weapons. You can get the Mateba relatively early and there is no reason to use any other full size pistol until the Pulse Pistol.
>>
>>1452559
Why even have so many weapons if you're only going to use like 6 or 7?
>>
>>1452638
blame /k/fags for being mentally ill and needing 10 different rifles that are almost the exact same thing for muh immersion or whatever
>>
If you shoot out a vessel that turns out to be govt, do you take a score penalty if you leave it alone?
>>
>>1452647
no i think you're fine if you don't go to the mission
>>
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>>1452642
Solar isn't even /k/, he gets befuddled regularly by firearm enthusiast posts regarding reality versus game performance and didn't know the term "gun porn" until someone on the forum told him what it meant. The man just likes bloat, regardless of what form it takes.
>>
>>1452642
Gun variety is nice and costs you literally nothing.
It wouldn't make sense if the Slavs were using NATO shit.
>>
>>1452647
Yes you do get penalty for crashing it, -500 points for govt fighter and -1000 for ordinator even if you don't go to the crash site.
>>
>>1452654
What does the Ordinator look like? I crashed a green, medium sized (I think) ship with laborers on it and I thought those were govt.
>>
>>1452656
Green ships are civilians and these give a little bonus infamy nothing to worry about, government ships have red and blue lights on them, govt fighter should be in your shipping ufoapedia by default so it should be obvious once you see it.
>>
>>1452659
Oh that's in there by default?
I'll have a look.
>>
>>1452656
the green ones are civilians. the ordinator looks like a star trek ship when you crash it.
>>
>>1452647
you take the inital loss of score for shooting it down but there's no added penalty for letting it despawn
>>
Quick
after 3 hours of gamplay I killed everyone in the merc base except the commander
how do I knock him out
I have
>gas
>tasers
>cattle prods
>a really stronk gal
I had better stuff in my base but forgot to pack it in
>>
>>1452683
All of these options suck, mind control mind charm or bio are good he has such high hp pool he's unlikely to die from bio.
>>
>>1452684
>>1452683
Bio is great on these guys. I've been saved by poisoned daggers against them so many times now.
>>
>>1452638
The bloat isn't too bad of an issue since the guns all suit different tastes and playstyles, and it's incredibly easy to autosell junk loot and filter out the ones you don't even want to see.

The first issue is progression since you'll get obvious no-brainer guns like the autosniper that scales with your soldier.

The second issue is that most enemies don't have enough significant resistances to encourage damage type swapping. When is the last time you used an acid pistol or disruptor rifle? Even human soldiers with decent armor will keel over with one gas grenade (in spite of their sprites showing them with gas masks).

Variety is nice, but Solar needs to do more with what he already has.
>>
>>1452683
Ctrl+D/Ctrl+J: IRL a commander would surrender if all of his troops were dead; getting ransomed is better than being held down and beaten until his armor fails.
>>
>>1452683
>gas
immune
>tasers and cattle prods
50% damage resist
>a really stronke gal
he's stronger

you really don't have good options here
>>
>>1452683
Hit him with something that penetrates his armor so he starts bleeding and then beat him with cattleprods until he falls over.
>>
>>1452688
>>1452684
Oh well, I do have a secondary base to attack

>>1452687
Or I could do this. Makes sense too.
>>
>>1452693
>>1452688
>>1452685
>>1452687
I did it!
I shot him with 500 lasers until his shield was down, then hit him with cattleprods
and then he surrendered on his turn lol
I wonder if he would've just surrendered if I had done nothing but press end turn
>>
>>1452735
IIRC getting shot at and/or being hit for zero damage does still help cause them to give up.
>>
The cults are more speedbumps than actual threats. They stop being a threat halfway through Promotion 2, let alone Promotion 3.
>>
>spawn at the right angle to put an RPG into a Guns of the Patriots warehouse
>Feels good, bro.
I don't give a shit about the loot, I never stay for these anyway if I can't frag the guards fast.
>>1452735
>shield down
No no.
You MUST start a bleeding wound.
After that, you just blanket party him until the bleeder makes him unconscious.
>>
>>1452656
Laborers are just civilians. Actual government people are guys like military police and agents.
>>
>>1453028
civilians are worth a small score penalty when you kill them though
>>
So I've taken the large prison pill.
>>
>>1453079
Now time to fill it with who- I mean exotic dancers.
>>
>>1453079
I have decided that storage rooms are a waste of space. All my gear is now carried by minimum wage workers and slaves at all times.
>there's some wagie carrying a box with 90 silk lingerie somewhere in the hideout
>>
>>1453091
Storage rooms are worthless until armored vaults because Extra AA is sexy.
>>
>>1453079
>not filling your hideout with hotels and making it a resort center
bro it`s like you despise money
>>
In XCF is oct 1997 a good time for promotion 2?
>>
>>1453158
A bit late, but not by a lot. Workable.
>>
in piratez, are any of the chainsaws good?
I tried a mini-chainsaw but it felt less effective than a barbed knoife
>>
>>1453160
So what would be a good time? I feel like I got cucked by "cool alien gadget" and it feels like this gate is pure rng.
>>
>>1452683
>>1452684
seconding what the other guy said, VIP's basically DEMAND seduction to cleanly stun
>>
>>1453189
Only auto-ax on assault bike is usable, rest is crap.
>>
So I got a bounty hunt of level C
and it basically went
>so this guy has life insurance, and we'd be really sad if he died
they sounded really sarcastic so I thought it was an assassination mission
but I'm actually in control of this pest control guy
Am I supposed to protect him for real? If so why did they write it so sarcastically in the briefing
>>
>>1453196
damn shame, the "loli chainsaw" sounded fun to use
>>
>>1453197
You're supposed to clear the mission for him. Use his gas ammo to kill deep ones.
>>
>>1453191
About July. You then build a Lab immediately (or as soon as possible) and staff it fully as soon as you can. You need the scientists.

>>1453197
Because his life insurance rates are through the roof, and Zaxx would be forced to pay out the wazoo if he died. It's better that he lives.
>>
>>1453200
>>1453201
Oh, I see.
Well, it doesn't seen too hard, just a bunch of lobsterman, and some losers with melee weapons
>>
>>1453205
Watch out for javelins.
>>
>>1453198
It does scale heavily on bravery, so a Gnome can do alright with it, if you choose to put a Gnome anywhere other than as a pilot/driver. Which is kinda a bad idea.
>>
>>1453210
I have a gnome with like a billion points in throwing so she's my archer
probably has more kills than anyone else
Gonna giver her one just for fun.

If she dies I'm gonna be so sad
>>
>>1453210
don't underestimate the utility of a flamer gnome with tac7g armor
>>
>>1453205
thats the relatively easy one. enjoy it
>>
>research complete
>accidentally press a button before I can read what it was
is there a place I can go look what the last thing to be researched was?
>>
>>1453205
And then it happens again but you're fighting 20+ crissalids.
>>
>>1453257
No, but you can check the ingame bootypedia for any unread researches. One of those has to be whatever you skipped.
>>
>>1453231
>>1453222
she could die at any moment by a sneeze. I would never put my funny gnomes in harms way
>>
>>1453257
>>1453272
why has no one suggested a research / production finished history log of sorts yet? Meridian please
>>
>>1453272
>>1453277
Welp, I guess I'm going on bootypedia dive
>>
>>1453189
No.
>>1453197
>thinking bankers would ever joke about being out of a lot of money if someone died
>>
>>1453277
Because XCOM is already held together by prayer and British Engineering.
>>
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Really enjoying XCF's integration of TFTD content.
>>
Man, all this research and manufacturing investment into gray spells really makes me wonder if this was all worth it. Feels like a lot of work to achieve something a gun can do as well.
At least I'll get mind control eventually.
>>
>>1453534
The one I got the most use out of was the EMP spell. Robots and vehicles are very dangerous and resistant to most other damage types, and other EMP weapons are a long way down the tech tree.
>>
>>1453197
Please! Goblin Zaxx is a legitimate businessman! If he wants you to kill someone, he'll tell you.
>>
>>1452650
>>1452642
>>1452638
solar is just hoarder with bad taste and terrible sense of humor
>like why SKS have 69% accuracy snap shots?
>because SKS sounds like seks
...
>>
>>1453191
just play it, see real terror of alien invasion when you are unprepared and underteched
you will replay it eventually and next time you will do much better
>>
>>1453569
Also EMP manufacturing is usually dependent on rarer and more expensive material.
>>
>XCF
>Not just getting 1994 start submod
>>
>>1453656
I tried 1996 once and that extra year alone completely ruined the economy side of things, I had basically infinite money by the time 1999 rolled around. I did like the relaxed mission pace though.
>>
>>1453660
>>1453656
What XCF needs is interceptors being unlocked with time even if all cults aren't dead.
>>
>>1453662
I've fortunately never been hamstrung by cult progression in that way, is there a particularly rare/tricky part that people get stuck on due to shitty RNG, or is it just general bad luck? I think Black Lotus is the most troublesome group for high-end captures IIRC.
>>
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>>1453278
Just look for the unread article.

...you did read or glanced at all of the initial articles, right?
>>
>>1453656
>>1453660
what xcf really needs is less missions, or at least making missions not cost score to skip
very quickly it's just not worthy my IRL time to go arrest a single fucking cultist, it isn't even good training for new recruits.
>>
>>1453680
>...you did read or glanced at all of the initial articles, right?
I did it on my first attempt.
Not on the current one
>>
>>1453683
When a video game, something that is inherently a waste of time makes you feel like you're wasting your time something went horribly wrong. Despite playing piratez for hundreds of hours I can't get myself to finish XCF even once, it's just so badly designed I just cannot enjoy it and I've tried like 5 times.
>>
>>1453699
Yeah, I really like the idea of XCF but the constant barrage of missions from the very start is just too much, it feels like a chore.

Like once you unlock promotion 2, "arrest 1 guy" missions and "kill like 3 crabs" missions should stop spawning. They're not even good training.
>>
>>1453701
The best part is that if you do all the fucking missions you end up with a midgame with nothing to fucking do. If you get lucky/cheese you can deal with all the cults and a bunch of other garbage before the invasion propper and you just sit with a thumb in your ass making durathread, or selling murdersaws.
>>
>>1453701
>"arrest 1 guy" missions
Unless something changed in the last year, I distinctly recall the first couple tiers of cult missions fading away by the time you start hitting outposts.
>>
>>1453660
That is one thing about XCF and X-Com in general, you either have no money or infinite money thanks to geometric funding increases.
>>
>Fuck off with farmer missions after a while and replace them with MiB
>Give us police gear/shit that SWAT uses during EXALT raid mission early
>Kill the guy responsible for ghost faggotry and Cancerweb missions
>>
>>1453732
Expensive alien steroids that instantly crank your agents' base stats would solve the excessive money issue and the death spiral issue at the same time.
>>
>>1453737
>Cancerweb missions

but i like dimension x
>>
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>>1453737
>ghost faggotry
.
>>
>>1453754
https://youtu.be/TaV1r341wYk?t=12
>>
>>1453754
You have to be ghostbusters. All missions are night time no matter the landing situation, NVDs are hard as balls to get at the time. The ghosts can only be dealt with via Electrica/Stun damage. You also need special buildings to contain and research the ghosts. Best part is that by the time you get it you can have Skyrangers, but most missions won't let you use them so you need to keep Land Rovers just for those dogshit missions.
>>
>>1453766
This is more accurate:
https://youtu.be/ynQsDFxTSU4
>>
>>1453767
As of the latest XCF, he seems to have completely removed the vehicle limitations for ghost missions, so at least there's that.

They're honestly not so bad if you just put a laser outrunner or two on ghostbusting duty since robots are functionally immune to ghost snot.
>>
>>1453775
They should have made them an addon mod, or added an addon mod to remove them. There is a lot of cost and score for not a lot of reward and for missions that aren't fun and don't make that much sense.
>>
>>1453728
Can confirm. By the time outposts and forward bases start popping up the 'arrest one guy' missions stop.
>>
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>capture cyberweb battleship
>council: "good jab faggot, now hand it over, you're banned from dimension x"
>>
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>>1453793
I was always more put off by how weird the zombie plotline goes, personally.
>>
What do you even get from the ghost plotline? Those weapons look like good long range stunners, but the ectoplasm for the ammo is a somewhat limited resource.
>>
>>1453800
https://xcf.trigramreactor.net/master/article/STR_BLACK_SPHERE
>>
>>1453804
Ahh, a whole additional lateral weapon tier to ignore.
>>
>>1453809
The fact that it requires an Imp. Lab is a big downside since at least the MAGMA Pulse is available a lot earlier. Though the fact that you can just buy them is nice.
>>
>Strange Life Form
>See 5 Zombies "Ah, it's one of those"
>Turn around, more, many more Zs
>ctrl+d before aborting, 32 motherfuckers
>>
>>1453816
But anooon you need to GRIIIIND those stats!
>>
>>1453816
I love turkey shoots like that, especially if/when its early enough that you're only fielding 4-5 guys with basic ballistic weaponry.
>>
>>1453829
And then they're in your face.
>>
>>1453816
Zombie missions are just reaction training episodes.
>>
>>1453830
Re-enacting the cover art to DOOM with zombies and dudes in black suits is half the fun.
>>
>finally upgrade to lasers and heavy armor so I can fight the damn mercs
>immediately after church fags start showing with anti-laser shields and laser weaponry that breaches my anti-pierce armor
for fucks sake
>>
>>1454123
Build a decoder and come packing accordingly.
>>
>>1454123
That one is easy to counter though, your previous piercing weapons are probably good enough for them.
>>
>>1454126
I'm researching hyperwave right now but it's taking forever.
>>1454128
Yeah, but it's a bit annoying that I don't even get a few missions of enjoying the laser firepower
>>
>underwater missions
I sure hope I get something better than the Calypso later on.
Also, do I want the Arrow and the Kitsune if I'm flying around in Skyraiders with MiGs on back order?
>>
>>1454174
Kitsune is really good for a long ass time, minus the fact that's it's layout is retarded. Arrow is kinda shit not gonna lie
>>
I made a mistake killing the cults. I lost an income source.
>>
Is it me or is Red Dawn not really not much of a problem compared to the other cults? Black Lotus, Dagon and EXALT are always up to some shit but Red Dawn seems to just mind their own business and not really do anything except build safehouses for me to raid
>>
>>1454250
Red Dawn is meant to be babys first cult kill, so they don't have much of a story line and are easy enemies.
>>
>>1454254
I would put dagon as the weakest, they are woefully equipped and although they do have asymmetric units like electric man and water shitbull I wouldnt say they make up for it, red dawn also have armored cars, sniper/spotter red ops with SVDs and the coordinator. For me its Black Lotus>EXALT=Red Dawn>Dagon.
>>
>heavy tac suit
>it'd cost a million bucks and a month to outfit ONE of my squads
Damn!
>>
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Update soon-ish
>>
>>1454352
For what, and what will be added?
>>
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I've managed to kill all of the mercs I hope, but the hovertanks are still around, if apparently stuck.
Thing is, I have nothing that harms them. Chem grenades and flasks seem to tickle them, and nevermind the guns. I have the gothic raygun, but only 4 mags, prob not enough to destroy them all, and chances are they're resistant to plasma anyway.
Any ideas?
>>
>>1454355
The shield is immune to chem. Drop the shield, then chem it.
>>
>>1454357
Huh. Thanks.
>>
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>>1454354
X-Piratez
A lot
>>
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>>1453798
>I was always more put off by how weird the zombie plotline goes, personally.

Because of the parasites and high level vampires running the show, I think it might be an homage to Necroscope.
>>
>>1454355
This nigga is hunting mercs with poison daggers and assault rifles
>>
>>1454402
Poison daggers wreck mercs.
I've basically gone full rambo, ambushing lone mercs on corners and closed rooms.
No luck with the disks, however. I can't even bring the shields down.
>>
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Well. No matter what I tried, I just couldn't stack enough damage on those things to destroy them. Sucks to leave after 40+ turns but no reason to try for the impossible.
>>
>>1454352
Damn is that for a new faction?
>>
>>1454510
Looks like humanist end game, Black Sun shit.
>>
>golden academy tower
>hybrid embassy

what the fuck?

do cult mansions evolve if you ignore them?
>>
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>>1454372
Neat, I was unfamiliar with that setting. Until now, my only point of comparison was considering them kroger-brand underground Goa'uld.
>>
>>1454365
If this is a preview of a new mission I'm not liking it, void harvest map is already like 10x too big and this looks to be similar.
>>
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Holy crap, chainmails are so good. Poor greys have no chance of hurting me.
>>
>>1454372
may be
>>1453798
its OG do not steal content made by Solar
I remember how butthurt he was when I suggested that it don't make much sense
>>
>>1454581
i wish there were more missions against greys
would love to kick their rice hat asses
fighting them and deep ones are really fun
>>
>>1454596
I'm torn between whether the early implications that aliens are at fault being dropped is a clumsy rewrite/plothole, or if the intent is deliberately that some sectoid scouts discovered a few zombie parasites while studying Earth, and then just started infecting abductees with them for laughs with no further plan.
>>
>>1454602
it would make more sense to make nazi vampires from dark side of the moon dropping parasites than sectoids
>>
>>1454600
Had tons of fun bodying the greys. Only dangerous ones were the guys with spore launchers. Turns out having greatly reduced reactions makes them a lot more threatening.
Extra fun was the elder just walking into the gals and getting his head bashed in on turn 3. Why did he spawn outside the base?
>>
>>1454633
he was coming back from peeping in nearby baths
>>
>>1454581
>haha spore launcher goes brrr
>>
>researching dossiers actually spawns the map
>bag a sectoid leader after arresting the hybrid hooker
>>
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what the FUCK do you mean manor FIVE?
>>
>>1454717
Reminds me of good old ninja days in piratez when you suddenly get interceptors up your ass and you discover faction base number 6 when you have no others on the map.
>>
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>>1454717
Have fun.
>>
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>XCF
>Remove ayy invasion, but occasional UFOs still appear
>Focus on strange life forms, cults etc (and don't tie everything to ayy lmaos)
>If game/modding ever allows it fuck off with cydonia finale
There, here's yo X-Files bro
>>
>>1454785
>If game/modding ever allows it fuck off with cydonia finale
Already possible, see Xpiratez and X-Chronicles.
>>
>>1454602
>no further plan.
I thought zombies were meant as a bioweapon. They sterilize an area, wait for them to die, occupy.
>>
>>1454365
HoMM2 Necropolis, home... At least until I revived everything up.
>>
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>>1454841
That was my thought too early on, mixed with "bio-engineered life-form made to produce Elerium from mundane elements", but it's a red herring; the zombie parasite is either a natural, if bizarre terran creature, or was introduced via unrelated alien tampering 6k+ years ago. Either way, they're utterly ancient and have nothing to do with modern Cydonian tomfoolery; sectoids mind controlling dudes to spread parasites around is just them being assholes for lulz or science, and is not the cause of the current major chain of outbreaks.
>>
I know it's supposed to be ironic, but a lot of xpiratez lore is just Writefaggot the Pompous syndrome. Double irony I guess.
>>
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>>1454853
I still think the zombie plotline is an homage to Necroscope. A lot of the biology matches up in the autopsies like the feeding mechanisms just being extensions of the parasite, the ability of each vampire to make their own controllable zombies, high level vampire lords running the show from their own hell castles, and other junk I'm forgetting.

Plus there's the lore fact that Necroscope vampires/zombies popped out of an extradimensional gate and have various government X-Com like agencies that try to keep them contained. So they're technically alien invaders themselves. Of course, you'd have to ask to confirm it.
>>
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>>1454839
Waiting for the next update to get butt fucked by the new Piratez mars mission.
>>
If I have an option to terminate a cult in XCF should I do it as soon as possible or is there some reason why I should hold back? It's apr 1998 for reference.
>>
>>1454983
No reason to wait, knock 'em out.
>>
>>1454276
While Lotus has harder to deal enemies I think like only 1 special mission forced me to play Night, and by that point I had NVDs.
EXALT has a regular 300 penalty night mission and just because of that they are on the top of my hate list.
>>
>>1454785
I'm honestly fine with the invasion. The mod just feels too frontloaded in it's current state.
You have this great variety early on of missions, goals and enemies and by the midpoint it's just fucking sectoids, fish sectoids and rock sectoids. And I fucking hate dealing with rock sectoids.
>>
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>>1455043
>it's another excruciating "SAVE THE UNDERWATER BASE!" mission with a fuckhueg despawn penalty and no progression trigger to make it fuck off
>>
Gonna be honest lads, if it wasn't for the ability to cheat with ctrl+d, ctrl+k, I wouldn't ever play neither x-com files or x-piratez.
There's just too much chaff missions, too many annoying gimmick missions, and too many labyrinthine missions in both.
I'm never ever doing an underground mission ever again.
>>
>>1455079
underground missions are made trivial by aye-phone/motion scanner
>>
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Holosuit or Saya?
What even is Saya?
>>
>>1455110
Saya is the woman in charge of the Mutant Alliance.

Unlocks a training and the ability to kidnap certain classes of enemy if you need 'em for research, if memory serves. But there's some intermediate steps to that. I remember it being kinda a pain and kinda not worth.
>>
>>1455110
holosuit is invisible outfit
saya is mutant waifu
remember to have just one waifu anon. having more than one waifu will destroy your laifu.
>>
>>1455127
Between Illya, Rin, Doctor X and now Saya you're really overloaded.
>>
>>1455132
>he isn't Dating FBB
>>
>>1455110
Saya for reticulan elder, so you never have to do that shitty mission.
>>
My kingdom for a ranged stun weapon that isn't the taser!
No, shotguns with baton don't cut it.
>>
>canon betarian lore is that they're engineering nerds that get bullied by all the other species
>canonically and mechanically exist just to get the shit beaten out of them and then bullied into doing your science homework
>>
>>1455156
Taser Cannon
>>
>>1455138
>not falling in love with your mother
>>
My main beef with XCF is that Ospreys don't have a per-kilometer 3% chance to crash, killing everyone on board.

It breaks the immersion.
>>
>>1455216
>SHIT cannon
Just use nades
>>
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>>1455225
>>1455216
>nades
>cannon

wrong
>>
>>1455156
I've been enjoying the BLUNT grenade launcher, kinda weird piratez doesn't really have an equivalent.
>>
>>1455227
if you give a pirate a blunt grenade she will try and smoke it
>>
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>>1455138
It gets so awkward.
>>
>>1455139
Bro, I'm >>1454581
I have elders for days.
>>1455127
Holosuits sound fun.
Finally making some progress in the mid game (?). got chainmails, tac suits, laser tommys and I've started production of grey spellbooks for my one weird gal, for when she finally recovers from the training.
>>
>>1455156
Harpoon gun?
>>
>>1455393
>works underwater
>decent range
Sold
>>
>>1455132
Is Saya based on anyone or is she an OC like Dr. X?
>>
Where do I get tritanium? My workshops seem unable to make it.

>>1455550
OC, most likely.
>>
>>1455550
>Is Saya based on anyone
This is just a pure guess and probably wrong but the underwater music in piratez is track from saya no uta visual novel, Saya shares name but that's about it otherwise they're completely different.
>>
>>1455864
It's weird dio used a name but didn't use an otherworldly horror waifu in his mod. Would fit pretty well.
>>
Is X-Com Files 2.9 backwards compatible with 2.8 save files?
>>
>standard tank in XCF requires alien alloys to build
that's some fuckin bullshit
>>
>>1456084
On the topic of XCF AI vehicle chassis, good god why did they even bother including the Gunship and Large Flying Drone models, they're either as difficult to build or harder than the Hovertank yet vastly weaker and less flexible.
>>
>>1455127
Why not? As far as I can tell, you only get a random infamy hit here and there. I had both and took Dr X with me to Mars and the stars. Left Saya at home to run shit.
>>
Can you go from start of Piratez to the end with cowboy themed weapons?
>>
>>1456220
Are there cowboy themed laser and plasma weapons?
Cause otherwise you'll get stonewalled by damage resistances.
>>
>>1456280
There aren't. There should be. Fusion ammo for big iron and ol' carbine when?
>>
>>1456289
I think it would be funny easter egg if the highest tier of research for example if you were to master all higher studies topic you would get option to get updated piratey equipment so like plasma cutlass, nuiclear muskets etc. I feel like the further you go into the game you feel less like pirates and more like space marines.
>>
>>1456291
It's funny that the modder does know that, and calls it out in the research notes for the pirate hat.
And then the hat doesn't actually change anything and everybody is still looking like space marines
>>
>>1456289
>>1456280
Laslocks are basically dueling pistols and shotguns.
I wish I was good at modding I'd make a space cowboy mod and add shit that may be good enough for Dio to want to add to the mainline.
>>
>>1456289
Pretty sure carbines get updated ammo types.
There's also the laser/plasma tommy guns. Not really pirate-y but as old time-y as you get.
>>
>>1456293
I do stick with the hat for anything with a hat slot. It's a good hat.
>>
XCF gives me the option of having either spiffy tech or a load of money several times. What makes them think I need the money?
>>
>>1456311
Imagine selling anything to M.A.G.M.A, the last thing I need in my life is Syndicate goons and cultists with tritanium ammunition and elerium bombs.
>>
>>1456326
>He doesn't use Pulse Rifles with Tritanium rounds that outperform lasers because he is scared of the Syndicate of all people
>>
>>1456336
There's zero reason to step away from Autosnipers at that stage, the damage and accuracy bonuses from being wielded by a decent agent are still too broken to bother deviating from, unless there's been a round of nerfs since version 27.
>>
>>1456361
Autosnipers are gay and the fact that you can get an invasion proof loadout a year before it happens is already really fucking good.
Also accuracy is not a problem if you just get everyone addicted to psyclone.
>>
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I'm not sure why but I've been feeling like my A team size is too small, what worked for me in piratez is having about 2.5x the amount of soldiers my biggest troop transporter can carry in rotation. It's middle of 1998 I got kitsune and currently have around 30 well trained people(all available trainings + max firing) + 10 ish rookies in my main base.
To keep it simple in a mostly ironman game should I ever stop training fresh rookies? How big should my squad size be once invasion comes around?
I think I mostly feel this way is because I've already got around 80 people killed and invasion isn't even close yet, in piratez I can get through full run with around 100 deaths.
>>
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>>1455951
I don't know specifically, but GENERALLY OpenXcom has very good save compatibility as long as you save on the world map and not in a mission. Unless Solarius did something like adding an event or item that's only available in the early game, that's also critical for research, it should be fine.
>>
>>1456280
Space Rangers' Lawpistol and Shotgun.
Laslock pistol is also kind of cowboy.
>>
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I'm confused about how interrogation techniques work now.
IIRC you used to have to break the person as a manufacture option, but that doesn't seem to be the case anymore? I got the research done. Am I supposed to just question engineers until the research pops up at random?
>>
>>1456406
Yes.
>>
>>1456406
>IIRC you used to have to break the person as a manufacture option
That used to be a thing but not anymore, now you just keep researching them at random until you get it which means most interrogations are much harder to obtain.
>>
>>1456407
>>1456408
But why? So much research is being gated by this.
>>
>>1456410
Dio seems to really like slowing down the tech tree progress is my best guess.
>>
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Damn, wish I had gotten this before I outfitted every base with omega rifles.
>>
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Are these guys tough?
>>
>>1456300
>I wish I was good at modding I'd make a space cowboy mod and add shit that may be good enough for Dio to want to add to the mainline.
Honestly if you could make that you could probably add it to xpiratez yourself and have your own version. Dio already stole almost everything so I doubt he's that retarded to get mad at you.
>>
>>1456472
Kinda, but you can get sweet loot from them. Allow them to make base, then raid it.
>>
>>1456531
>Ten years later people start stitching big mods into one huge megamod
Imagine your cute pirate schizos evolving into full-on space piracy
>>
>>1456538
>Allow them to make base
There's no actual way to prevent the base from being created, in my late game save file I intercepted the ship before it even landed and the base still got built. I think this is true for all base building ships, by the time you see it it's already too late there's no stopping it.
>>
>>1456586
iirc the base building come in waves that are part of a mission; if you intercept one or some of the ships before the final wave you can prevent the base from building
>>
>>1456311
It's made for bad players like me.
>>
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What's the difference between mastery and skill? Is it meant to say power?
>>
>>1456555
based trips, based 5s
a piratez-themed conversion for Terra Invicta would be the game of all time
>>
>>1456651
mastery = power * skill
>>
>Church has shields, lasers, plasma AND Chryssalids in the first half of year one and has built a base full of this shit
Yarr...
>>
>>1456679
faction weapons are appropriate to the mission difficulty. You won't find church with plasma or gauss rifles on a small runabout or cutter, or in church bootcamps
>>
>>1456679
but if you kill them and take their loot...
>>
>>1456375
>To keep it simple in a mostly ironman game should I ever stop training fresh rookies?
Nope. Make a bootcamp base to constantly train tons of fresh ones. Gym and psychic summer camp take fucking forever to finish.

>How big should my squad size be once invasion comes around?
Aim for 100+ and constantly rotate in new guys to buff. Better to have 100 decent soldiers than 50 elites.
>>
>>1456679
>going to a base in the first half of year one
No.
>>
>>1456679
Church base is doable if you have decent stats to catch lids and exalts on reaction fire, and decent ballistic weapons. Under their shields they're all glass cannons and piercing ignores them.
>>
>>1456682
>>1456698
>>1456817
>>1456858
I did lay the attack off for better times, it's just that it caught me off-guard since all the memery about early game in the threads and forums is reserved just for ninjas.
Also, are Piratez Chryssalids have hard-coded "sneaky AI" behavior? They seemed intent on hiding in the supply ship unlike other enemies until my crewmen would get into their attack range.



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