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what codex do I pick?
>>
Whichever you think looks coolest.

I liked Red but it doesn't give chainmail anymore so probably not worth it.
>>
>>669895
Stupid cumbrain go back to /d
>>
Am I fucked if I picked green?
>>
All codices are usable. I'd go with gray or red, gray have strong mind control, and red have pretty strong melee weapon and a bunch of non-flying late-game melee armors.
>>
Gold or Grey if you want to win
Green for hard mode
Red if you want to do some hilarious shit with explosives and melee weaponry
>>
On my first playthrough so haven't quite used them all to properly compare/contrast, but it seems like there is not much of a difference really. Green seems to be slightly weaker, and grey used to be too but got busted astrosensorium now to compensate.
>>
>>671023
There's difference in lategame tech available, and 3 electric ships you get from shadowmasters differ depending on which codex you pick.
>>
somehow I never got a "hideout search orders" and thus cannot do the x-prison mission, any ideas of how to somehow force a academy attack? or cheat myself in such a item?
>>
>>671553
edit your inventory in the save file
>>
>>671553
Their spawn rate goes down compared to early game, but they still should spawn occasionally, just wait.
What you're looking for is two-level academy troop transport looking like a truck with big + on its roof, shoot it down and finish the ground mission.
>>
>>671962
yeah that's what I was thinking but the damn things never show up, it's always the runabouts or cutters or civvie cars, I am on like blackbeard difficulty too so I feel like maybe there should be more shippings and more varieties in them than there actually are? also on version L9 too if there's some bug with it that I am unware of. my guess is maybe since those flying ambulences come as a precursor to crackdowns that maybe issue is I am too good at shooting down the other craft that scout for them.
>>
>>672373
They are both the scouts and troop transports for early academy attacks. The thing with their spawn is that they have a few guaranteed spawns early on, and if you miss them there, all what's left is praying to random or save editing.
>>
what's the most profitable thing for my runt to build when they're not making apple juice? X-Grog? Also what should I do with scrap metal?
>>
>>672859
It largely depends on how far into the game are you, which buildings you have on that particular base etc.
If you mean early game with starting base, then grog is the best infinite production backup, and you can probably make something out of sectoweed if you have weed plantations researched.
>what should I do with scrap metal?
A lot of production needs it, but then it's abundant. If you're starving for free space, sell s o y lent first as it take a lot, leave ~40-50. With scrap metal, again you can leave 100-200 and sell the rest.
>>
>>672859
canteens o' wisdom are massively profitable with a dedicated factory base making them and plantation bases running weed plantations to feed them
>>
First time seeing star gods, and it's a pogrom.
How fucked am i?
>>
>>669895
Red = Fighter
Grey = Mage
Gold = Thief
Green = Healer
Pick your favorite
>>
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>>674999
Get back in the Grlranger and just take the score penalty.
>>
Do you use peasants?
>>
>>677900
Yeah they're underrated, they can be core of the army that's cheap and very expendable and will have no problem being accurate with easy to fire guns like shotguns or smartrifles, total trash at throwing or melee though. Alternatively with gold or gray codex and gal route they can become most powerful voodoo units in the game, you can mind control everything including star gods and sectpods. They can also make good vehicle drivers for tanks especially since they have naturally high bravery that can easily be increased with training.
So sure peasants are great, they just fall off after legion armor as direct combat troops.
>>
>>677900
not outside of base defence where theyre usually the only units garrisoning production or storage bases
i look after my gals well enough such that i never need them on actual missions
they arent bad if you can be bothered to train them up but they die too easily for me to ever be bothered
they make good snipers
>>
>>677900
I used to use them before Dio decided to add ranks (and upkeep increase) to them, after that I figured I may as well only use gals on most missions.
It's still worth it to get a bunch in mid-game and throw them on training base to fetch reticulan elder on that peasant-only mission, and they have good voodoo potential.
>>
This Dark Ones pogrom went pretty well. Not for the civilians, maybe, but at least I avenged their deaths.
>>
>>677900
They have a niche role as psi blasters just like cock'narrs have a niche role as cave runners, but now that they count toward the promotion/upkeep hands on deck it's pointless to use them en masse for anything.
>>
Just had a pogrom with mercenaries, they resisted all damage(including being hit with a claymore) and one of them killed my boss gal in one shot through platemail in melee range. Thank god for save scumming. Am I just not supposed to fight them yet? If a strong melee gal with a high damage sword can't penetrate the shield, I can't think of anything that can.
>>
>>679793
Mercenaries are 2nd strongest faction in the game, if your squad doesn't have energy weapons don't even try to fight them just take the penalty for pogrom and take off.
>>
>>679793
>mercenaries just raped me
>Am I just not supposed to fight them yet?
what do you think?
>>
>>680059
This is the kind of mod where "oh you're just supposed to do X when fighting Y and you'll have no trouble" is the standard, so it's worth asking.
>>
>>680059
>>680254
I thought they had some obscure vulnerability to charm or chem damage that I wasn't exploiting. Not really going to find out until I can kill one and load him up on the ranger, which isn't happening for a while.
>>
>>680642
A non obvious way to deal with mercenaries are blowpipes, they deal bio damage and huge stun damage and they're the lowest tech weapon that's actually effective against them aside from straight up melee weapons, the range on blowpipe is really limited but I was shocked how well it works, that weapon is very underrated in general.
That said there are three ways of dealing with mercenaries, laser or plasma weapons since they have no resistance to them, a 2x2 tank and just overpower their resistances with big firepower or mind control since their voodoo defense is very low.
>>
>>680658
Meridian's Autogyn fucks them up. Mind damage in general just melts them.
>>
New update soon, bases get unique tiles
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>>682151
And UAC bases.
Lookin' good.
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>>682228
>only cover near the entrance is a bunch of probably explosive barrels
Yeah, real "good".
>>
>>682453
>explosive barrels
at least they're not explosive missiles like in certain other mission
>>
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Hope you like it
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>>682603
It looks like any armor'll stop it. The civilian genocide gun, would work great if you were on the other side of pogroms I guess
>>
>>682603
all of these shotgun type but not quite shotgun types fucking suck because of the way shotgun spread code is handled, anything below 100% accuracy generally gets horrible spread and is super unreliable
and that reaction formula for accuracy ugh, this looks cool but I can see it being total trash in reality
>>
>>682638
What about UAC rifle ? This shit is lit, especially at close range. In XCF with TT ammo, this rifle saved my ass a lot.
>>
>>682643
I really didn't like it in piratez but I sure did see a lot of praise for it in xcf. The only multiple spread gun that's not shotgun I liked was XG sniper rifle but that's because you acquire it so late and by that point your troops are all really good so spread is a non issue.
>>
Is this a reference to something specific? I'm not up on my Doom lore.
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do they rape human men?
>>
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>>683277
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>>683277
There's definitely some risque lore
>>
>>683277
it depends on how you choose to interpret what attacks like bad touch or rod of bliss do.
>>
>>684260
Shotas don't count. They exist to be sexually bullied by amply-endowed muscular women.
>>
>>683235
It seems like this is heavily influenced by Heavy Metal
>>
How do you stop your dudes from shooting in overwatch
>>
I adore this game, but, I always wished the gals would be stereotypical, lean busty babes, and not hulking musclewomen with shoulders broader than mine. Small price to pay for the best game in its' subgenre.
>>
>>685764
right click the "0" button to clear your time units, you can't reaction fire without time units
alternatively equip a weapon that doesn't have a snap shot, reaction fire can only occur with snap shot or melee
>>
>>685770
gnomes being ugly is the worst part
especially when theyre cute in the codex
>>
>>685770
That's why i can never take seriously the guys crying about the mod being coomerbait.
Not counting the bootypedia entries all the regular gameplay art is ugly as shit.
>>
>>677900
As a buttplug for missions where casualties don't matter. I mean i use them as suicide bombers.
>>
>>686308
You complete and utter monster. That's why you have dogs.
>>
This game really needs to be streamlined. I get so sick of having to reequip my gals for different mission needs.
>>
>>686373
That's why I designate outdated crafts to do many different loadouts because it's far too much of a pain in the ass to have 1 crew to take care of everything. At very minimum I would have a main team, underwater/space team and infiltration team and that covers most of the conditional missions.
>>
>>686373
You know about saving loadouts, right?
>>
>>685764
>how do I stop myself from playing competently
>>
>>686387
I had an underwater team, capture team and kill-everything team on my last game but you still need to be dozens of hours into the game before that's doable.

>>686423
Yes but it doesn't solve the problem since tech is constantly advancing and crew needs to be rotated.
>>
>>688714
Do you let your RPG gals shoot in overwatch?
>>
>>685764
right click this to make gal lose all TU and thus not overwatch
>>
>>685764
Alternatively, right click hand that don't have rocket launcher to mark it as preferred overwatch weapon, a white dot will show up marking this
>>
>>688863
>you still need to be dozens of hours into the game before that's doable.
the game is kind of hundreds of hours long so it's not such a bad thing
>>
>>685770
Its funny the only good looking heads is the ones hiding the eyes with straight hair bangs.
>>
>>669895
Honestly I just pick based on what ship it gives you. You often have to wait so long for the good shit it's not worth having by that point. you will have good shit no matter what lategame so get something that's useful now.
>>
new patch is out
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>>689571
Noice
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>>689571
>New game reccomended
>>
>>689707
Apparently you can delete the "ALIEN STRATEGY" section from an existing save to benefit from some of the new additions.
>>
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Every time
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>>689707
> Enemy Hideouts overhaul (support by Solar); REQUIRES NEW GAME TO FULLY WORK
Who gives a fuck
>>
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>>689859
Why does Dio do this?
>>
What do you do with workers?
>>
>>690021
You buy a shitton for more storage space
>>
Firecrackers are hilariously good early on holy shit
>>
>>677900
Yeah. They're really expendable, really cheap so you can just filter for good stats with little cost, have good outfits, and a luxury spa base can pump out fully trained peasants by the dozen. And unlike Lokk'Narr they don't require you to build around them and wipe their asses if you want them to be your main force. You can just slap them in your transporter alongside anything and expect them to perform.

>>679793
>>680642
Doing landed merc ships isn't a tremendous deal early on if you have hard counters like mind control or bring some seductresses. You really need to bring your A game however if you want to do merc progroms or hideouts however as they bring serious weapons and will drop grenades, minibombs, and hover tanks all over your face. Merc captains and commanders will absolutely brutalize everything you send at them in a melee duel except for the most veteran of the veteran gals and lokk'naar in dedicated melee outfits.
>>
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this could use a piratez edit but I'm no artfag
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>>685770
>not hulking musclewomen with shoulders broader than mine
>not
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>>688876
Shig never knew this
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>>689862
What do the new hideouts look like? Worth it to not have to do generic xcom bases again.
>>
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>>690978
You don't have to restart, just open your save in notepad, find alienStrategy: section and delete all of it, including subsection - that will force mission table regeneration next month.
>What do the new hideouts look like?
see >>682228
>>
Doing the siberian mission and jesus fucking christ there is a zillion tanks down there.
Is there some glaring weakness i'm overlooking, or am i just suposed to slowly get through all of them?
>>
>>691394
HOPE you gotta few mininukes or dragons to clear the drop zone
>>
>>685801
>reaction fire can only occur with snap shot
really? i remember some of my soldiers reacting with autofire
>>
>>691405
You can also reaction fire with quick burst. Which is the snap shot equivalent for full auto weapons.
>>
>>691394
They have one glaring weakness, they die if their hp drops to 0.
>>
>>691394
Best way to fight enemy tanks is to bring your own, 2x2 are VERY good and you should use them as soon they're available. If you think that 4 gals are better than 1 2x2 you're doing it wrong.
>>
>starting the temple raid mission segfaults the game with no error message in log
>but it just worked fine
>thonking.jpg
>after trying the different things the culprit was found
>apparently having lok-naar scriptures, queued for research, causes the game to crash
>and it only happens with that one mission, next mission can be started without problems
That's some strange shit, and the log not being helpful is even more strange. Usually it plainly tells you the reason why the game crashed.
>>
>>691394
I never bother with that shit unless I have a BFG.
>>
>>691494
Well bug-report that shit, anon.
>>
How do you organize and equip your teams? Specialists or generalists?

I use pretty much only gals. I tend to build most gals around a different heavy weapon - rpg, acid cannon, battle axe, grenade launcher. Also usually a dedicated javelin/nade thrower. Everyone gets a melee capture weapon (sometimes wands later on), knife and pistol/smg as backup. Also a small healing item and at least one normal and fire grenade. On larger crafts the gal with the lowest bra is a dedicated healslut. Gals mostly wear durathread/metal, chainmail/plate or night/sniper suits.
>>
>>691904
Most of my squad carries a very generic loadout, an easy to shoot gun like shotgun on smartweapon, healing item and a hallucinogen grenade, I stopped giving everyone a stun weapon because it's real frustrating to use with low melee stat, I don't like melee in general except for pike which becomes standard backup weapon for anyone who can carry it in the backpack.
Once some gals get really high firing score I may replace shotguns with sniper rifles or autocannons or some sort of specialty gun just for taking out anything too tough for shotguns.
So mostly I don't like special snowflake loadouts and try to stick to per armor loadout instead so I can quickly identify which soldier is good at which role, as early game example a gym suit would be a total rookie, tac armor someone good with guns, chain/plate someone good with melee and so on.
>>
>>691904
I usually have small teams with pistol/melee. I might swap a couple out for sniper rifles if the map is open and their transport is a good perch, or heavy weapons if there's vehicles, or prods if there's a juicy target, but basically all that shit stays in the van unless they need to go get it. An axe to the skull kills most things and I find there's too much gaudy shit that isn't actually any better than a basic sword and pistol combo. The entirety of psionics can go fuck itself for a start.
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>>691985
Psionics are good for capturing.
>>
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>>689859
IT KEEPS HAPPENING
>>
>>692010
So are cattle prods and I already have those.
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>>692033
Some targets are exceptionally resilient to conventional stuns and that's where voodoo stuns shine, either capture by mind control or seductress is far more useful than one might think.
>>
>>691904
I've been using specialized squads. Went the m*le route so don't have enough gals to fill out the squad constantly. Got through first year pretty well, my only problem is flying gals dying due to having no armor
>1 tank - armored car /w 50 cal right now
>1 scout - SS on a quad with a pike. Not amazing but very funny, and cheap to replace. Delivers LASSes and kegs of fun if it facing anything harder than civlians
>2 gal mortrar team on maps where appropriate
>1 flying archer with AP/stun arrows for those cross-map snipes
>4 tanky supports - strong gals in plate/chain with magnums or i-Guns and shields as well as a full compliment of grenades and a stun weapon.
>1 boss gal if available - with a laser shotty and a claymore(lethal)/quarterstaff(mostly not lethal) in full plate
>1 sniper gal - with a light sniper rifle or an HMG, 've been cutting this role out mostly as long sightlines can be hard to come by.
>1 advisor medic/psionic trainee - just a lmao with 5 bottles of vodka that mind attacks people inbetween healing gals that drop deep to him
>1 destruction specialist - high accuracy/strength gal in looter outfit with an AGL, LASS, panzerfausts, demo packs, pickaxe on belt. Just someone we keep safe that blows holes in things and people.

The last 2-6 spots are filled out by all-rounder gals or men with SMGs/M4s and some basic nades. Gals can get whips in this position.
>>
>>691985
>The entirety of psionics can go fuck itself for a start.
A seductress can one-shot an armored gnome.
A peasant with Ravenclaw Robes can one-shot a bank vault.
>>
>>692058
Flying girls are bullet magnets. I use flying suits for rocket launchers only, or to give mobility to one or two close combat gals.
>>
>>692058
>>692130
Archery sounds like it'd be pretty good for a flying gal, since you can shoot over obstacles, while most enemies can't do shit without line of sight.
>>
>>692133
Flying suits tend to come with lots of +TU and most of throwing stuff has fixed cost so they are great just for that, sunblades at 20TU on trained gal are crazy effective.
>>
>>691904
>teams
A team of the best gals on main base, B team of gals in training on secondary base, same B team covers underwater and space missions.
>equip
I look at starting stats for any new gal and appoint her to either melee or shooting duty. I tried to use dedicated throwers one time, didn't work out past early-mid game, throwing gets too weak compared to melee and guns.
Melee gals get a sword to help train their reactions, once it's maxed they switch to an axe. Magnum usually goes into second arm, high-ranked gals can get laslock pistols, gals in reaction-boosting armor can get justiciar.
For melee armor, experienced gals get plates or armored flying suit, while newer gals can get swiftsuits if I have spare grav units. In late-game they get blitz armor.
Shooters use shotguns in early game, then I switch them to looted AMG once I learn how to produce ammo. Later I switch them to smart weapons, and in the late game they use x-gauss or heavy plasma, depending on the enemy faction. They also get either poisonous or ghost daggers.
For armor, they use whatever heavy non-power armor is around, I can throw a few power armors on snipers sitting on the craft's roof. Newbies get assassin armor for the sweet sweet accuracy bonus.
For stun weapon, plate gauntlet is the best, followed by the handle. Gravball discs and magical girl wands(wands of peace or whatever) are better, but firsts you only ever get 2 of, and seconds are late-game.
Spare weight is used on grenades and medical items, looted advanced medpacks early, rum later.
>>
>>692130
>>692133
I've been keeping them on the landing craft's roof mostly, but usually I need their help early enough that the area around landing isn't cleared out yet and enemies focus her.

Also sometimes I get cocky when they run out of stuff to kill outisde and move them into buildings, which accounted for other half of deaths.
>>
>>692039
Seductress is arguably the easiest way to capture power armor units. Hell, it's a great way to deal with them even if you don't care about bringing them in alive
>>
>>693315
Most power armor targets are capturable with poisonous dagger. It's gnome what you need seductress for, because she has virtually no hp and dies from a single hit.
>>
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>>693389
I don't really get how you could kill the gnome with a poisoned dagger. The armored gnome has 100+ armor on all sides, 50% bio resist, and she can reaction fire with her drill that can 1 shot lower end power armor. Even without the jack sparrow armor boost, you'd need a good amount of armor strip her to get a decent hit in with toxi-lance, much less a basic bitch poisoned dagger. You can 1 shot her off a good roll with the high damage potential stun stuff like the powerball bat or the iron rod, but they can still take multiple good whacks before she goes down.
>>
>>693602
>Most
>>
>>693602
The point is that she has zero armor against the bio dagger and half damage is still enough to kill her.
>>
>>693609
But you, like, literally shouldn't be able to. Poisoned dagger has 50% armor pen, does 25 base+20% reactions with a 50-150% spread. Gnome has 50% bio resist which cancels out the pen so you'd have to hit 110 damage with the dagger without modifiers. Even an absolutely minmaxed Lokk Narr that is pushing 200 reactions would barely have just enough to do a few points of hp damage to her on their highest possible roll, much less do the 50hp damage necessary to kill her unless I'm misunderstanding how the game does damage calcs.
>>
>>693602
A real alternative answer to gnome capture is singing spear, deals warp damage and stripes massive amounts of armor while dealing almost no hp damage, after armor is down just use literally any stun method because after 3 hits she's likely down to 0 armor. Kind of high tech but at least it's more convenient than getting seductress in position.
>>
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How would (you) fix X-Com Files /vst/?
>>
>>693849
You can't it's fucked and as far I can tell it's exactly how the developer wanted it to be.
>>
>>693849
The weapon situation is fucked for starters, after 150-ish hours in, the only weapons worth using in progress order are the FN FAL, BO Auto Sniper, and Turbolaser Sniper with the occasional foray into machineguns just for laughs/variety. 500 fucking guns and you can count the ones ever worth equipping on one hand.
>>
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>>692022
And again. This is getting silly.
>>
>>694127
>either use a discord or redownload the whole fucking thing every time
I hate it.
>>
>>669895
What button do i press to check if a shot hit or if it did damage? I thought it was h.
>>
>>694315
ctrl+h, or ctrl + alt + h.
>>
>>694372
thanks
>>
is it possible to edit in a custom gal?
>>
>>694524
No, you cannot mod the mod.
>>
>>694524
Custom is which way? If you want custom stats, you can edit save with notepad. It mostly contains key-value pairs, here's the reference of what which key means
https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)
basically the easy way to achieve what you want is to replace one of the gals, as adding the brand new one can be trickier (but possible).
If you mean custom graphics, then the easiest way to do that is to replace
one of existing paperdolls, because otherwise you're up to a lot of file editing. The only catch there is that the images use 8bit palette instead of RGB.
>>
>>694677
I meant edit stats, I should have been more clear. This is very helpful though, thanks!
>>
Can't make an omelette without breaking a few eggs.
>>
>>695825
I don't remember the exchange rate of points for dollars, but I probably came out ahead.
>>
>>695827
Especially with the experience.
>>
>>695827
I think it's $333 per infamy point.
>>
>land on a Mutant Pogrom
>drive the armored car out of the Skyranger
>see this
Okay wow this mission can go fuck itself
>>
>>696551
This was the right choice.
>>
>>693849
Make the Gangs less annoying for starters
>>
>>694127
IT KEEPS HAPPENING
>>
>>693849
Make it self paced like piratez
>>
>>697153
Is Piratez truly self-paced? You can delay stuff from taking place (by not researching event triggers), but IIRC enemy difficulty will keep increasing in the background and faction spawns will occur.
>>
>>697179
It takes until like 3rd year before random crackdowns start raining on you, so while not truly self paced the game gives you plenty of time to get prepared.
>>
>>697197
>It takes until like 3rd year before alien invasion starts, so while not truly self paced the game gives you plenty of time to get prepared.
>>
>>697407
I feel like the real difference between the two is that X-Files is a lot more linear. Don't feel like going to the Durathread Factory? Tough shit, you have to clear it to progress. In Piratez, if you don't want to go fight the black pyramids, you can just ignore it for a year without falling behind. That particular questline won't progress, but there's always other stuff to do.
In X-Files, I've gotten into a situation where my scientists were sitting idle because I'd failed to capture the right kinds of cultists and rest of the tech tree was gated behind them. That never happens in Piratez.
>>
>>697547
Only real annoying bottleneck is technocracy datapads gdhzx
>>
>>697179
the first time i played it took me like a year to get beyond gear you can access in a week
i had absolutely no idea what i was doing, didnt max out my brainers, did hardly any interrogations and just spent ages using flintlocks, melee and stolen gear because i didnt know you could view the tech tree and didnt research key techs that move up tiers
i did max out on runts and had tonnes of money so i was using hordes of peasants for difficult operations or defence
it was tonnes of fun and i kinda lament that i can never experience that again but, yes, you can go pretty much at your own pace
when bad stuff does appear just run away or use looted weapons you cant easily replace
>>
>>697565
Not only. Like if you fail to spot that one boogieman swarm that drops shadow lamp - no x-plasma for you.
But yeah that fucking datapad is annoying, especially since there's no guarantee that you will get one from dropped hk. Or that it even will drop instead of blowing up.
>>
>>693849
- Decrease enemy numbers. No need to explain this, it's ridiculous.
- Have the gym upgrade reaction, so that you don't have to waste time training rookies in the battlescape, it's actually the most important skill (even more so that firing or throwing) yet the only way to increase it is with grind.
- A simple change would be to make it so that you know what you're fighting before you go do all those unknown lifeform missions. Radios exist and it's not unreasonable to expect to see the mission briefing beforehand instead of upon arrival. Just rename the missions to achieve this, it's not difficult. If only so that I know not to waste time sending the chopper to deal with a zombie mission that I won't bother doing unless I really need to train rookies. Being able to select your laodout in advance is just a bonus.
- I once had a playthrough where I never reached Promotion III until late 1999 because the Dagon mission just wouldn't spawn despite my first bade being in Europe. So cult missions definitely need to have a higher frequency.
- Solaris wants the game to be an old school game where you get better by trying and failing until you know the correct progression of research and know neat tricks like knowing which missions give you loads of money. Unfortunately it doesn't work out that way in reality because even reaching year 1999 takes 9001 hours and almost no one has time for that crap.
- Fuck zombies, stupid boring bags of HP.
>>
>>697407
>>697179
>IIRC enemy difficulty will keep increasing in the background and faction spawns will occur.
well yeah but it doesn't really matter because you don't have to fight them. Crackdowns are much less of an issue if you're not constantly annoying the factions. I've played a campaign with just 1 gal and 1 base, the game really doesn't hurry you along.
>>
Fuck it, i'm not going to reread all the numbers to see where the relevant one was.
Anyone remembers how you set up spray auto fire?
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>>701899
ctrl + shift or something like this
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>>701899
Use online bootypedia, if you search for "auto" it will search for contents of articles too and you will find that pinup you're looking for is #079.
https://www.xpiratez.wtf/
>>
>>701928
That was it, thanks. It actually came really useful.
>>701962
thanks for sharing, i've been mostly using https://xpz-wiki.uk.to/ which is a bit barebones but good for a quick lookup.
>>
Anyone had any luck with using camouflage? I have no idea what all the numbers on it mean and what the actual sight range of most units is so it feels the same as running out naked
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>>703632
no because everything scary counters it and anything that doesnt is harmless anyway
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>>703632
Camo is great at the start of the game then it falls off hard, let me explain how it works.
First of all the numbers always come in pair like "12/3" first number means camo during day vision and second is camo during night vision and the number represents how many tiles are deducted from enemy vision. For example standard human has 9 night vision, with 3 camo it means their vision would get reduced to 6 so with equal sight you would get 3 tiles where you can see them but they can't see you and if they can't see you they can't reaction fire back or really do anything. But as the game goes on more powerful enemies tend to have more night vision, scout/sniper code, spot which cancels camo or sense that just completely ignores it, camo is also worthless for melee. Considering everything camo is best used early game for scouting purpose, you either get a night ops suit that has 20NV and 5 night camo or a lokk narr in any armor and use the scout to lead your other squad members who are probably better armored.
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>>703770
What is human day vision?
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>>703788
Standard day vision is 40 for almost everyone, if there's exception you can find it in ANAL if you have examination.
>>
>>703632
Too much of a pain in the ass to count squares. I don't bother. I'd tather have more armor or more TU, which are always useful.
>>
I want to draw a 4 or 5 page Piratez themed comic but my mind always blanks when trying to come up with plots. Any ideas?
>>
>>697179
I find that after a point I lose because I get massive drops to score. This is apparently because any ship on the map that isn't actively being shot down causes you to drain score.
>>
>>704089
Slave Soldier from lowly laborer captured to a certified badass
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>>704206
>This is apparently because any ship on the map that isn't actively being shot down causes you to drain score.
This is true and this is why you should aim for world wide radar range as soon as possible.
>>
>>704089

Mage hunt by the locals and a crew of PirateZ extracting them before final justice with stun batons and electro whips.
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>>704206
It's more like any faction ship. Civilians and govts don't cost you points.
>>
>>704089
Gals respond to a pogrom and save some civvies
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>>704240
I know, but I just like the idea of being a motley band of swashbucklers operating out of a small base in the Carribean. Also managing inventory with more than one base is a massive pain in the ass with the shit ton of item bloat.
>>
>>704408
Other bases can be simply radars/weed farms, no need to store items there
>>
>>704089
Five pages of brainers "interrogating" an altar boy
>>
>>704089
Peasant girl advancing from random potato picker to mindcrushing Voodoo grandmistress.
>>
>secondary base
>mostly plantations
>but I also keep interceptors there because I do not understand consequences
>Guild raids me
>they have plasma weapons, I have shotguns and rifles
>manage to take out all the power armoured Marsec bodyguards with melee gals
>melee gals got nothing on the Guildmaster
>he just rips them apart
>can't use the enemy weapons because they're all ID locked
>I've researched hellerium grenades, though
>peasant grabs a grenade from fallen Marsec operatives
>Guildmaster's camping a tunnel, throw one into his feet from behind him
>not dead yet
>he moves, one of the dead gals at his feet had another stolen ayy grenade on her
>two other peasants and a gal nearby, their weapons can't hurt him but they tear down what remains of his shield
>sprint the peasant over
>take grenade
>pull pin
>not enough TU to throw, just drop it at his feet and run behind a corner
>the boom just barely knocks him unconscious
I lost 12 gals and was like two turns from losing the base. There's four survivors, three of them are peasants, and one of them was wearing a fucking wetsuit.
On the other hand, though, the Guildmaster survived. I got myself a VIP.
>>
>>704871
Better than me, my defence is still a bunch of dogs and blood hounds
>>
rip
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Aw yeah
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This is actually new for me. Multi-ammo guns? What dark magicks did Dio need to cast to make X-Com support this?
>>
>>705899
As far as I know he stole that concept from xcom files, they have that OICW rifle with grenades. How it works I can't tell you, I'm sure someone on their discord would explain if you asked.
>>
>>705899
That's been in oxce for at least a few years. The only problem here is that a gun can only have 3 fire modes and a melee attack, so grenade launcher has to replace something, and that something can't even be melee attack.
>>
There's actually a fourth one hiding in the fog of war.
Fuck this pogrom.
>>
>>683323
>>684260
>>684266
based
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>>706132
reminded me of my last run
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>>706132
They're made of paper, just hit them from around the corners so they can't shoot back.
>>
>>705899
It was in X-Files in a while as acoustic shotgun.
>>
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>X-Files
>1999 second month
>Aliens already has like 3 bases and 4 colonies.
>>
>>703632
I use those mutant alliance invis suits on lascannon gals to stop tanks counterattacking them.
>>
>>704089
Tour of base including prostitute prison and slaves just standing around holding things because shelves are hard. If you can't think of something funny happening in the brainer lab, you have no business drawing comics.
>>
>>706505
Let me guess, you didn't finish cult questlines in time.
>>
>>693891
yep
i tried to argue with solar about it but he is turbo sperg
>>
>>704206
just edit the value for lose state and increase it like 5 times and you can play as you like
>>
>>698232
>zombie mission
the whole arc is fucking waste
boring slow and only danger if you fuck up becasue you snooze on it
heck that can be extended to some other life form missions too
>>
>>707420
I recall a thread on the forum in which he defended the bafflingly late/hard to acquire cult weapon acquisitions techs; he's somehow under the impression that by the time you could ever dream of getting said tech, you're not already drowning in the guns it provides by way of shooting up said cult, to say nothing of Black Ops acquisitions being cake to acquire in comparison and objectively superior.
>>
>>707425
>zombies are made when aliens abduct dudes, implant them with parasites, and return them to Earth
>wait, no, zombie parasites are an ancient earth organism and basically just discount Goa'uld with a hellacious growth cycle
So, did the aliens just find these things on accident while documenting Earth fauna and start putting them in people for laughs, completely unaware of the underground empire the parasites belong to?
>>
>>707437
it would make more sense if they wer nazi zombies and it was nazis from dark side of the moon planting them
>>707428
yeah solar is total sperg and not only about this
don't get me wrong i really like from rags to riches gameplay but he takes it into retarded measures and in wrong way
early human weapon should come in packs with some branching paths(maybe) so you get some batches early(like choosing a organization sponsor etc)
>>
>>707420
>arguing with solar or dioxine
lmao, I tried once and never again
>>
>>707451
that wasn't pleasant experience for sure
but desu that is waht to be expected
you don't do this kind of work with no mentall issues
>>
>>707454
Oh I don't disagree but any speak of changes is always brought up with severe pushback no matter how retarded the topic is and god forbid don't even mention removing something from the game, that gets them to maximum levels of autistic rage.
>>
>>707460
yeah I was suggesting changes to zombie arc for solar and believe me - it was like i could see a mushrom cloud happening in poland from uk
for explanation zombie arc is his OG work
and the weakest
>>
>>707463
>zombie arc is his OG work
The lactating ghouls tipped me off.
>>
>>707481
Wait, whose OG work? I though the big zommy milkers were only in XPiratez, not X-Files.
>>
>>707495
https://thexcomfileswiki.github.io/#STR_STRIX
>>
>>707495
zombie arc in X files is Solar OG work
which explain a lot
>>
>>707505
Wow, this is fucking retarded.
I mean, in Piratez, it was possible to just take it in stride. A zombie with huge tits isn't that out of place, when the troops you're sending to fight that zombie also have huge tits, and are dressed in stripper sailor uniforms. I just though X-Files was trying to be more serious.
>>
>>707558
>trying
well maybe but not very succesfully
>>
>>707558
xfiles and piratez are more or less interchangeable
>>
>>707558
>X-Files was trying to be more serious
At some point, perhaps, but around the time you're a year and change into the game things rapidly go from cryptid hunts and esoteric cult busting to ghostbusters, psychic zombie waifus, rampaging robots, reptile-men living inside the Earth's core, and moon nazis. Though really the first tip-off in retrospect was how godforsakenly silly/stupid most of the achievement/trophy placards were, like the "Senior Agent Commendation" or something like that, which is depicted as a male stripper with a pair of pistols.
>>
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>>707636
*one pistol
>>
>>707558
I think he reuses the assets, since Dio and Scorch both borrowing graphics to each other, and lor-wise the strix is the same.
>>707636
>Though really the first tip-off in retrospect was how godforsakenly silly/stupid most of the achievement/trophy placards were, like the "Senior Agent Commendation" or something like that, which is depicted as a male stripper with a pair of pistols.
This is weird too, since I saw this bullshit in their Alien Shooter 2 mod as well.
>>
>>707639
His other pistol is around the front.
>>
>>707451
can't speak about solar/xcf but from i've seen from dio and piratez, most suggestions around game balance/story were really fucking stupid. Can't really blame him for losing his patience and just shit on them immediately.
>>
>>707763
i rememeber some guy shitting dio discord becasue zombies killed some cat in some mission
>>
>>707765
...there are cats? Jesus. I've only seen pigs once in 200 hours or I wouldn't believe they were in either.
>>
>>707777
Yeah a black cat and it's prerequisite to researching psi/voodoo
>>
>>707779
Weren't you able to get those from rat cellars? Though I never managed to save one before the rats killed her.
>>
>>707795
Yeah but that rat cellar has 5% chance of replacing rats with zombies, the cat spawns on some other missions though it's not too hard to get usually but it really sucks when it cockblocks your tech tree.
>>
>>707765
the most blatant one i've seen was a guy complaining about the low capacity of prisons.
He had gone a whole playthrough without building anything more than his initial one.
>>
>>706132
the recoiless rifle cars work great against them provided the map isn't a cramped clusterfuck like that
>>
>>706156
imagine the chain reaction
>>
>>707763
Yeah, the discord can get really retarded as discords tend to do. The last time I was there months ago, there was a guy complaining that gals were too strong as units and should be harder to get when he hadn't even gotten past year 1 yet.
>>
>>707636
All of that is just like stuff you find in the X-Files theme, and I see no problem with having those little side quests be schizo conspiracy theories.

>>693891
To be fair, that's just because a maxed out soldier only needs one type of gun - the most powerful and long-range gun that also has auto-fire. He could make a billion made-up future guns with silly names that no one cares about, but people will still choose one gun.
>>
>>707558
I should warn you that the two most vocal modders about wanting openxcom being changed to allow more flexibility are these two guys, and one of them is not so subtle in wanting to make the battlescape into a more RPG-ish experience. meaning those stealth missions turns into actual sex and not just hilarious machinegun tits from austin powers.
>>
>>669895
Did x files update? Since the game takes so long I don't want to bother for just some minor changes.
>>
>>708812
1.9 was relatively not a while ago. You can get a Github version in Discord. 2.0v is on the way, but it will be a while, since Scorch what to add more shit and multiple endings. I working on extending osiron a bit.

Or here, if you don't want to deal with Discord autism.
https://github.com/SolariusScorch/XComFiles
>>
If I choose Gals are Superior, why do I get male reticulians from the MA? Seems like a oversight from dio
>>
>>708930
Do I actually need OXCE 6.1.1? Or will 7.0 work?
>>
>>709588
because there are no female rets
>>
>>709845
7.0 should be good.
>>
>>709588
Reticulan hybrids are androgynous enough that the gals don't really care about the difference.
You can give them female paperdolls yourself if you want.
>>
>>710229
Okay, since people complain about needing do to specific things to beat the game or at least not get screwed in 1999 what do I do so i don't screw myself?
>>
>>682638
Death Blossom had to get nerfed due to being the best shotgun in the game.
>>
>>670892
Red has explosives? All I got out of red was skipping the entire armor earlygame and never getting codex shit because it's all gated behind gay demons that never spawn and the utterly unfun experience of capturing Dark Ones alive. Fuck red codex.
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>>711399
>Red has explosives?
Yeah the chinese dragon.
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>>711406
I've never thought of a good use case for it, honestly.
>>
>>711410
Me neither, it's a good laugh weapon. For like actual demolition the nuclear demo charge is much more convenient.
>>
>>691904
Specialists are bad in piratez with very rare exceptions. It's one of my biggest gripes about the game. The "versatile" weapons AKA assault rifle stand-ins are blatantly overtuned/undercosted/easier to research while the specialized weapons have to pay an efficiency tax and take extra research to be better than the general-purpose in one particular aspect. You get stupid shit like snipers not being allowed to shoot more than once ever because they have longer range and do 25% more damage on their shot, or any MG heavier than the AMG being a strict downgrade. The whole game inevitably ends up revolving around the 15-25 range medium-damage infantry guns because anything else gets understatted so hard even if you had a composition in mind to use their niche they just statistically aren't worth it, with the designated exceptions like mortars I suppose. Armors suffer a similar problem. There's a few optimal picks and a bunch of really shitty ones that pretty much only exist to supply you with run gimmicks.
>>
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>>711333
First campaign might be rough, but after that, it's smooth sailing. Just try to research all topics marked "Affects game progression".
Try to capture all cultists, when you can. Despite someone would tell you, can have a chance to capture cult leaders, aside Cult bases. Although I gotta agree spawn rate for some missions is fucking weird in late game.





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