[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip / qa] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/vst/ - Video Games/Strategy

[Advertise on 4chan]

Name
Spoiler?[]
Options
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File[]
  • Please read the Rules and FAQ before posting.
  • There are 182 posters in this thread.

08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
[Hide] [Show All]


Happy 18th Birthday, 4chan!

Janitor acceptance emails will be sent out over the coming weeks. Make sure to check your spam box!


[Advertise on 4chan]


File: 1610785785126.png (786 KB, 3840x2160)
786 KB
786 KB PNG
discuss new patch m1
>>
Want to get into xpirates, i really do, but I don’t know what the fuck anything is or means.

With The XCOM Files (Comparing because also long ass total conversion mod) its grounded near to what the regular game was- you’re still fighting the aliens but just have to start from the beginning of the project two years early. But XPiratez has no point of reference. It’s a total fantasy setting.

Oh, and is it somehow longer than the XCF? My vet playthrough clocked in at 166 hours. Heard it’ll be almost 250. How do they make enough good content for it to be enjoyable the whole experience?
>>
>>746264
>but I don’t know what the fuck anything is or means
That's kind of the intended experience. In lore you're just a bunch of random mutants who escaped laboratory and find an old base and they don't know what the fuck is going either. The writing on research topics shows this as you get higher tech the reports from your researchers gets more sophisticated.
>How do they make enough good content for it to be enjoyable the whole experience?
The endgame content is missing, estimate for x-piratez is about 400 hours and it doesn't get very dull until the very end where there's just not much else to do but grind materials for a very expensive project needed to complete the game.
>>
File: 1603013145815.gif (204 KB, 640x400)
204 KB
204 KB GIF
From last thread:
The latest version sets a limit of 3 libraries per hideout, so you have to scatter your research in all your bases, but I prefer to have most of my research in a couple of bases.
If you also don't like this change you can revert it by opening the file Piratez.rul and changing the value of the string "maxAllowedPerBase" in the relevant section for the library (starts with - name: STR_LIBRARY).
You can do this for any facility.
>>
>>746264
If you can defeat mercs and any medium to large Star God warship, you can do Cydonia. It just takes a shitton of time to build the Conquerer and get star god codes.
>>
>>746219
Man, this update looks huge. Not looking forward to starting over but I might just for it.
>>
>>746283
Thanks for the advice. I think I’ll take the dive. Don’t think I’ll be able to beat it though if its 400 hours... i’ll at least try to have a fun time along the way.
>>746411
Star gods? Oh shit, what the hell am I getting into...

Does anyone have advice for the early game? Do I use these flintlocks or melee weapons? Should I go after every single one of these ufo, er, well, cargo ships? And when do the terror missions start?
>>
>>746540
There's a reason Flintlocks are your starter. They take too many TUs to use, aren't too accurate and the accuracy drops off fast. They are usable early on against early unarmored opponents, but you have better options. Melee is great in this game, so don't be afraid on trying that. Throwables are good too, i used the hell out of molotovs in my playthrough early on but don't be afraid to try and see what works for you. For range, shotguns are good for starting up and building your stats, try and see which ones you can salvage.
Don't be afraid of trying and seeing what works for you, this game starts much more forgiving than oldcom. Your mutants can basically shrug off damage from early civilian weapons, and you have better nightvision than regular humans.
>>
>>746540
>>746568
As for terror missions, early on the penalty for not doing them isn't a big deal, you are better off not showing up instead of doing the old land and leave.
>>
File: jigoro.jpg (21 KB, 236x282)
21 KB
21 KB JPG
>>746540
>Get into the Pirate mindset. You're not a government spec-ops team, you're here to fuck around and get loot!
>Fumble through it; piratez is very forgiving by xcom standards, especially on difficulty 2
>Read the bootypedia, read the research reports. You don't know jack shit, and this is how you're going to figure out what the heck is going on
>For early research, start with Visit Town/Call a Meeting -> Pirate Style -> Our Culture/Who's Who -> Violence/Cunning
>This will unlock !Bounty Hunting!, !Warehouse Wars!, X-Grog and Contacts: Merchants
>Spread your brainers out, you want 2-5 brainers on any given project and as many brainers as you can afford
>>
sus gnome is now official
>>
>>746540
learn the hotkeys, some things are not available with mouse
https://openxcom.org/forum/index.php?topic=6424.0
you can play blind, but if you want spoilers, Q on geoscape and MMB on research topics open tech tree
score directly makes money in this mod, this is part of the reason why brainers have high upkeep (basically they pay for themselves by doing research)
you can skip early terrors (marked as freelance) if you're not comfortable with fighting large groups of well-armed enemies
don't start on first or last difficulty, they are bad for different reasons
you can minimize interception window by pressing a button on top left to automatically follow target around the globe
hurting civilians gives negative rating until you research them, and generally you want to capture easy targets alive to research or sell
NEVER sell apples
>>746568
>shotguns are good for starting up and building your stats
FYI only the first pellet counts for stat training, also if it misses, you don't get exp even if the rest hit.
>>
>>746264
both are are in similar timeline
>x files end with player failing
>star gods rule the earth by proxy
>x pirates start
>>
>>746689
>FYI only the first pellet counts for stat training, also if it misses, you don't get exp even if the rest hit.
Yeah, but you get that first hit. In true X-Com fashion, untrained rookies can't hit the broad side of a barn, and they don't get XP for missing.
>>
>>747358
pretty sure missing reaction fire still grants +REA
>>
>>747358
I have no idea what you're trying to say here.
>>
>>747498
I'm trying to say that shotguns are good for training because even untrained troops can use them effectively.
>>
>>746394
Go Gray and get the Dream Library
>>
>>747498
I think the way shotgun code works is that first pellet acts like a standard bullet but rest of the spread is somewhat random, so this also means that if you get a hit with a shotgun it is guaranteed to grant soldier experience. And also the fact that even with like 30 firing skill it's not unreasonable to have >100% odds of hitting that one pellet on an aimed shot.
>>
File: unsettled.png (93 KB, 235x257)
93 KB
93 KB PNG
>april, year 1
>two extra large craft w/ radar circles slowly wandering around the area my base is in
>>
How is the early game different now?
>>
>>747503
But if only the first pellet counts for training then wouldn't that mean the shotgun is actually worse for training than most other guns?
>>
I did some math regarding the mint, it seems the default jobs are worse than chateau de la mort, is this right?
Chateau:
>25k sell price
>600 job cost
>400 hours
So the dolaros/runtHour is (25000 - 600)/400 = 61

Mint, blue to red:
>75x200 = 15k sell price
>4k job cost
>1k for the consumed silver
>260 hours
dolaros/runtHour = (15k - 4k - 1k)/260 = 38.4

Purple to blue: 58.2
Silver to purple: 53.8

But ones that require additional research are great:
Gold to silver: 76.9
Red to plastic: 91.5
Ore to Obsidian: 142.3
Obsidian to gold: 346.1

So are casinos just better for most of the game?
Are the low tier mint projects only useful for building casinos?
>>
>>747615
First impression: a slower, more relaxed start at lvl 2, AI seems to act more plausible in battlescape.
>>
>Jack Sparrow no longer gives a universal flat aim and armor buff.
Definitely for the best. It really fucked up the balance of the game.
>>
>>747710
if you're a minmaxing autist yes otherwise not really, I think you need 11 hits to get maximum possible experience and even then you roll +2-6, shotguns are extremely effective anyway just because they're slightly worse at training on paper means little
>>
>>747739
Look, if this anon >>746689 is right and only the first pellet counts for training then you've just been speaking nonsense the entire time. Do you not understand this?
>>
>>747750
The only way you get no training from shotgun would be if first pellet misses hits ground and rest of them hit a stray target you weren't even aiming at. That's something that happens very rarely and it doesn't change the fact that shotguns are good for training.
If you still pretend I don't know what I'm talking about go ahead use black adders for training or something.
>>
>>747750
Shotguns are good for training because they get a flat addition to the skill roll, typically 50+FIRING*0.5. Thus, an unskilled user will still be able to score lots of hits with them. Compare to something which just uses FIRING, an unskilled user will struggle to gain skill because they never land any hits to begin with.
>>
How fucked am I if I start this while having only ever reaching mid-late game in vanilla
>>
>>747794
that's about where i always trail off too, it'll be fine
>>
>>747794
I've never played vanilla, never had any problems. I doubt too much vanilla knowledge would carry over anyway.
>>
File: Screenshot.png (207 KB, 1373x905)
207 KB
207 KB PNG
>>746219
>discuss new patch m1
Boring!
Discuss every development you'd want changed on the off chance some madman might do it
>>
>>746264
ngl, you sound like that freakshit autist on /tg/
>attack everything, learn from failures
>you're pirates- you want to capture people for ransom
>melee is good now

CTRL-clicking makes you sprint, just remember you need energy for melee
>don't sell the hull or small key in your hideout's inventory because that will probably destroy your game
>>
File: los MAGOS del TIEMPO.jpg (62 KB, 500x500)
62 KB
62 KB JPG
any fa/tg/uy worth his beard will be able to understand "you space pirate now, wat do?" and know what this game is about
>>
>>747842
thank fuck you aren't in charge of shit
>>
File: You.png (189 KB, 416x413)
189 KB
189 KB PNG
>>747842
>>
>>746568
>>746572
>>746624
>>746689
Thanks for the advice. I’ll try my best to get into character (without HRT) and live more freely.

>>747849
>>747855
Yeah, well, normal X-Com isn’t exactly forgiving, neither was x files really. You can’t blame me when my three high explosive specialists Ted Kacynszki, Rico Rodriguez and Commander Keen (actually a sergeant at his time of death) all blow friendlies up after failing a 75% throw. On 3 difficulty.
>inb4 bitch for not superhuman
Yeah no my first OLD xcom game was Apocalypse and that was the biggest bullshit I ever dealt with, not going to repeat my mistake. I play it on ironman regardless
>>
>>747938
Xpiratez is the easiest xcom game excepet for nucom.
>>
>>747715
Best mint is red to plastic, which is unlocked later.
But yeah, it's about as good as Chateau, but with basically unlimited chips instead of apples.
>>
>>747842
>make brainers stop stealing syns
I dunno what you're on about, according to .wtf it's item required project, not item destroyed.
>chrysalid-centric zombie mission
Friday town, or whatever that red mage bounty quest is called, exists already.
>a flame, smoke or stun mine
mumbleball
>a flamer pistol
hand flamer
>>
>>747849
I'm against the term "freakshit", I think we should go back to calling them special snowflakes, but the critiscisms are no less valid. Playing weird races because you can't roleplay a personality beyond race and class and you need to be the most special person in the room is incredibly disruptive and selfish.
>>
>>748032
Oh wow, I always thought you guys were being sarcastic.
No, that's idiotic- ignoring that DnD is amateur theatre refusing to touch 80% of the races because it might trigger anon is insipid
>>
>>747611
Bite the pillow, anon.
>>
>>748035
I'm sure the other players appreciate having to spend fifteen minutes explaining that your character can be trusted every time they meet an NPC because you had to play a 1/4 demon just like the guy on your favorite twitch totally not scripted "let's play". I'm sure your GM appreciates you showing you don't respect him or his setting. I'm sure they're really impressed by your heterochromatic member of an evil race that is actually good (What a twist!) with a tragic past.
>>
>>747710
Not for that reason, I don't think. A gun with a higher rate of fire can potentially hit more, but most guns have neither the volume of fire nor the accuracy to match a shotgun's average hits per turn. Definitely not at the point of the game where you first get shotguns.
It might be worse in the sense that it's too effective at killing unarmored targets, meaning less things to shoot at. A holdout pistol or a black adder would probably be better for pure training.
>>
>>748035
>D&D is amateur theatre
>one of the crunchiest systems out there
>renowned for dungeon crawling murderhobos
>fucking theatre
You're one of those post stranger things fake nerds, aren't you?
>>
>>747985
>I dunno what you're on about, according to .wtf it's item required project, not item destroyed.
I'd guess that the brainers used to steal syns, and Dio already made them stop.
There are already literal flame, smoke and stun mines too.
>>
>>747949
I feel like oldcom was actually easier than nucom in some ways. It was a lot more rare for a small slip to cascade into a huge string of failures that ended the whole game. You had more soldiers on tactical missions, and rookies could be more useful if you had high-tier weapons and armour for them. You could even make money on equipment sales after every country had dropped their support.
>>
>>747855
The thing I don't understand is why on the second or third month my score drops into a bottomless pit and dies, taking my run with it. I'm doing all the missions, even the terror missions and while I barely squeak by on those, I do well on the rest. But for some reason my month score just tanks.
>>
>>748062
You still needed one country to support you, all countries rescinding support was an automatic gameover. But Russia was all but guaranteed to never agree to diplomatic talks because of an error in the globe's map (fixed in openxcom) so you could make the laser rifle factory and make bank.
>>748112
You need to research high score stuff ASAP and every vehicle you do not shoot down (which in the beginning is likely) accumulates, bases that show up also cause sudden score drops even if you never detected it. You are also probably avoiding infamy, you should be going for infamy in the beginning too.
>>
>>748112
Most flying or sitting UFOs (green civilian ones and govt are exception) eat your score simply by existing and, on top of that, if it's faction UFOs running missions, they damage your score even further if you don't stop them.
Check your graph tabs for whether there's high UFO activity somewhere beyond your radar.
From what I understand the last update added ninja bases in early game, and aliens building bases always cost you a lot of points. I don't feel like restarting to test it out, but usually you can unlock bounty hunting missions early, and they net you a healthy addition of points every month.
>>
Anyone doing no codex run? How is it?
>>
>>748118
Don't forget excavations, those just cost oodles of points if you leave it unless that was changed now from the change to the fork because simple mining shouldn't cause massive harm to you.
>>
>>748250
I doubt it was changed, since now there is a pop-up telling you about "resource wars" and how stopping the excavators is your job.
>>
>>747715
I actually messed this up, chips are not sold at their face value, but less, so it's even worse.
>>
>>748223
Why would anyone want to? Playing with no codex crafts sounds incredibly dull, and using the same crafts over and over is dull enough already.
>>
>>748498
I already played with every codex so it sounds tempting but I already played so much piratez I sort of struggle to find drive to go for another run.
>>
>>747615
Feels more benign and gradual. Enemies seem to behave more realistically. Money seems to be tighter, which is good.
>>
>>748055 (check)
Fake nerdism is indeed a real and interesting phenomenon. Wouldn't even necessarily call it all bad.
>>
>>748512
If you're so bored then do something else. I dunno why you'd try to cure your boredom by playing the same game in a more boring way.
>>
>>748536
Discussing D&D but never actually playing it is peak real nerdism. Fake nerds actually play D&D in real life with their friends. Those posers.
>>
>>748559
That's just being a grognard
>>
>>747938
Vanilla X-com was pretty forgiving though, you can kill off an entire Skyranger full of crew multiple times (minus the escaping pilot) and still win the game. It can feel pretty devastating to lose your best men to a random explosion or mind control, but in the long run it doesn't actually matter. You can win Cydonia with mostly rookies, and tech progression is linked to a very short tech tree powered by loot that is easily grabbable, while simply intercepting UFOs should be enough to keep you from losing the game.
>>
>>748702
but on the battlescape level, it's a fair ways into the game before you can even get personal armor. everything before that has a pretty good chance of killing a jumpsuited rookie if it hits.
>>
>>748536
Let's apply this to a different hobby where you won't possibly see yourself resembled in the posers. Say somebody is always going on about how much they love biking and you yourself actually do love biking. They clearly don't know anything about biking at all. They're adamant in swearing by extremely shitty brands of equipment. They are extremely vocal about the "correct" technique which is always something so retarded that it could only be proposed by someone who has never ridden a bike. Worst of all, they are always looking down on people who actually participate in the hobby. Would you want to go biking with that person? Would you want to discuss biking with that person? Would you want to interact with that person at all?
>>
How good does throwing scale later on?
I'm 2 months into the game and javelin/bows have been pretty reliable for me but what weapons are down the line that scale with throwing
>>
>>748809
There are some weapons that get insane bonuses from throwing, don't feel bad about relying on that.
I'm close to finishing year 2 and javelins are still my go to weapon for underwater missions.
>>
>>748809
Throwing is a bit situational, but useful when those situations come up.
There are several short-range weapons that get huge bonus damage from high throwing skill. Bows are generally worse than guns, but they're still usable, the fact that they fire in an arc can help you avoid enemy fire.
>>
>>748765
So what? Just buy another set of rookies to send into the meatgrinder. Just because you feel bad when they die doesn't make the game any less forgiving. Experienced troops are nice to have but they are not essential, and if you care that much you can just send rookies ahead to scout and eat plasma.
>>
>>748809
>How good does throwing scale later on?
Good until mid game on the ground but underwater throwing can be used forever, it's rather overlooked.
>>
>>749041
Never used throwing much myself. What throwing weapons are good for underwater? They have pretty limited ammo, don't they? And no reaction fire.
>>
>>749049
Javelin is the all rounder for shitters and once your soldier is good they can use sunblades also carry a pike for unlimited melee that doesn't suck and plenty of stimms because using throwing drains stamina pretty fast. What's really limited for throwing weapons is the range but underwater missions tend to be rather close quarters anyway.
>>
>>749049
i think shirukens have reaction fire
but yeah javelins are pretty strong just need stamina
>>
>>749080
Nice pic.
>>
File: x specfiles.jpg (35 KB, 458x458)
35 KB
35 KB JPG
>>749112
yes
>>
>>749054
Ooh I like that pike idea. Will work great for blue crab fuckers that can't swim.
>>
>>749119
those guys resist everything but cutting.
>>
>>749181
Yeah but pikes are armor piercing so it should in theory even out a bit. Also I can stab them and they can do nothing to me (unless they pick up some ranged weapon). Gonna put it to use this run to see how it will go. Now if only I could decide which codex to go with this time.
>>
>>749049
>pretty limited ammo
Shredder has infinite ammo and tons of damage.
Disk of death also has infinite ammo and works like a short range guided missile, but it's situational.
>>
>>749224
Good point. I guess javs->aqua javs->shredder + pike will be a good setup for underwater until xg rifles become available. Gonna try it.
>>
>>749221
always gray
>>
>>749221
my personal favorite is gold and I think green is just total dogshit, gray and red are fine too
>>
>>749245
I just did gold in last version and although I agree it is the best gonna go with another one this time. I guess grey it is. I wish green got boosted some more.
>>
>>748062
That "difficulty" comes from character focused design.
One soldier dies, BAM, now there is no one trained in difficult art of pulling the pin from smoke grenade.
One soldier eats dirt? Now 2 guys panic. Except it leaves only one to finish the mission and not 5 of them.
>>
>>748809
Doesn't throwing determine the accuracy of thrown grenades? having high STR and Throwing should just mean you can lob dynamite across the map and kill everything right?
>>
>>748809
They scale well though you can go on just fine ignoring throwing weapons past the early game. Stuff you can get early on like the Shredder never stops being relevant because every point of scaling can make a difference. The short ranged ones like magic cards and lasers stars also scale especially hard for their TU cost. With enough stats they become essentially high damage SMGs that never miss.
>>
>>749356
Yeah having a beefcake or two pitch grenades downrange from cover is safe and deadly as long as you don't mind the disadvantages of spamming explosives like destroying loot and spreading smoke. Gas grenades don't damage loot and are extremely deadly but a decent chunk of stronger enemies are resistant to them.
>>
>>746219
how do I win haunted forest missions , everytime I play them the fog just slowly makes my team go crazy and the zombies never die. How do I kill them?
>>
>>749872
use spears to poke downed enemies to death. guns also work, but often miss.
>>
>>749872
Move fast, finishing in 5 turns should be good enough. Or skip it, the reward is not worth the risk.
>>
>>749872
To kill zombies, shoot them until they die.
>>
>>749872
Go fast or beeline research to gas masks. The reward is 25 hellerium so not worth risk if you can't do it.
>>
>>746219
>missions
Ok
>>
>>746219
anyone know how to get little bird fuel?
>>
>>750461
Buy chemicals?
>>
>>747615
>how's the early game
shit sells for less, can't expand as fast, you lose crafts from random HKs around the globe, gambling nerfed to require tokens, ninjas spam bases to ruin your score, every patch adds more things to research but brainer cost is the same and brainer slots got nerfed, what else?

haven't played for a few patches, what the fuck is happening, i just want to grind ratmen for 6 months with 0 challenge like i used to, is this too much to ask
>>
>>750719
just increase points margin for lose condition
>>
>>749237
You can use slugthrower + HE rounds underwater too and HE does bonus damage underwater.
>>
>>749872
Pretty sure haunted forests wont't always have gas, its just that rainforests sometimes have plants that put out the gas, it is possible to complete them by sitting in your craft and taking a peaks to shoot but it can take forever if there is few zombies in corner on another side of map. But yeah there is not huge rewards from that so its not really worth it unless training troops.
>>
>>750832
it's not about that, just hate to see the mod turn into something like x division(the xenonauts mod) where it's less about the ground combat and more of how not to get raped by the bullshit air game (also forgot to mention missile strikes, JS is literally unplayable unless you rush the air techs as the first wave comes around june)
>>
File: congratulations.gif (576 KB, 220x166)
576 KB
576 KB GIF
>>751058
>JS is literally unplayable
good on you for realizing that one, not like the game openly warns you about it
>>
there's probably only a few dozen people in the world who actually play JS.
>>
>>752001
I finished the game on JS last big patch and it wasn't fun, starts annoying because you got to deal with missile strike bullshit then it's sort of fun when you stabilize and then it gets really tedious because there are so many enemies to cleanup. Piratez is best enjoyed on diffs 2-4.
>>
>XCF 2.0.
> Remaining starting cults become more active after 01.01.1999.
About fucing time.
>>
>have 2 ninja bases on map
>each spawn 3 jetfighters every few days or so if I intrude
>free firing, reactions and bravery (best on 3 pilot ships like fortuna or snake)
I almost don't want to go there and see what these ninja bases look like. I think I'm keeping them for a while. Bet it's gonna be nerfed in next version.
>>
>>755091
I once had a base spawn early game and it was right next to mine. Shot down anything I tried to launch. Complete game ender.
>>
>>751058
>JS is literally unplayable
Nigga, Jack Sparrow is supposed to be unplayable except by the most memey autistic game mechanics exploiters.
>>
>>755334
i just wish that there is custom difficulties setting where you have sliders for all this shit like enemies numbers, their stats, prices, research cost etc and boxes for check/unchecked for missile attacks, HK etc
>>
>>755290
Don't know the answer myself, but is the ninja base doable very early game? If so you could theoretically go there with expedition and flood it with troops. I don't think expedition would be targeted by fighters.
>>
File: 4Rookies and a dog.png (1.22 MB, 3507x2480)
1.22 MB
1.22 MB PNG
>>
File: 4 rookies and a dog.jpg (101 KB, 1024x706)
101 KB
101 KB JPG
>>755527
>>
>>755445
only the hunting party is invisible iirc
i've tried the assault to see the layout and you face 4 minigun turrets having literally 0 cover
unless you get 4-8 rpgs\recoilless rifles from nazi\spartan pogroms or gambling\lootboxes i don't see how it's beatable early game
>>
>>755387
Enemy spawn rates per difficulty are set for each mission separately. Research costs are independent of difficulty, and again, they are set for each research.
But a lot of other things are changeable with editing a few lines in ruleset file, see
https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Difficulty_Settings
>>
>>755712
Are those that big and scary turrets from ninja crawlers or smaller ones from apc? The small ones die pretty easily.
>>
>>755960
Gonna answer myself here but there are 2 (more?) kind of ninja bases apparently. Ones that spawn jetfighters and another that spawn bikes. The bike one is several small turrets and 2 big ones. Gonna do the jets one next.
>>
File: MiB.png (452 KB, 1213x583)
452 KB
452 KB PNG
>>
File: 1535326254763.jpg (34 KB, 652x437)
34 KB
34 KB JPG
>New XCF Mission
>Osiron fuckers evrywhere.
>64 enemies in total
>only 6 Osiron crates.
Thanks for Psi Scythe I guess.
>>
>>758369
Wrong thread mate.
>>
>>759840
You are an evil knife, trying to cut what is conjoined from birth.
>>
File: screen028.png (63 KB, 1920x1080)
63 KB
63 KB PNG
>autistic screeching in cockroach
>>
>>760748
love grinding those 5 times in a row for an hour each, skipping turns and training reactions then having to restart anyway because you just lost your A team on another mission like a retard
>>
>>760971
We've all been there... it reflects what life really is about in the end. You try your hardest, work your ass off, just to get offed by some unrelated fuck-up.
>>
So i just interrogated a smuggler negotiator. But how does the story arc advance from here, or is it even complete?

Same goes for the Aurora story. I've understood that i should find technocracy datapads, but from which mission?
>>
>>761919
>or is it even complete?
no the last tech you get is like "work in progress lol"
>but from which mission?
shoot down the hk-117 and there's a chance you'll find a datapad, it gets destroyed often so don't be surprised if it takes few crash sites
>>
Also, what is that "you are getting a video call from the red oni"-event?

Is it just a lore thing that the red mage has a crush on you or something?
>>
>>761952
I think it's a bug, and it's only supposed to show up once, to give you the tech that starts the questline.
>>
Goddamn this had better not trigger the missile strikes early, I'm not playing on Jack Sparrow
>>
>>762045
oh no no no no no
>>
>>762045
It doesn't. It just show you what come later. You still need to do transmissions and wait some time.
>>
>>762476
Oh, good. Yeah, I'm not touching Disruptive Transmissions until I got proper anti-air guns.
>>
File: 1613833137816.gif (33 KB, 300x250)
33 KB
33 KB GIF
>mfw can finally build robot army not only in xcf but also in xpz.
About fucking time.
>>
>>762662
Sure you can use robots exclusively, but why would you pass on the opportunity of using exploding dogs?
>>
File: confusion.png (225 KB, 372x340)
225 KB
225 KB PNG
>>762662
>>mfw can finally build robot army not only in xcf but also in xpz.
>>
File: screen3154.png (50 KB, 1360x768)
50 KB
50 KB PNG
>>762796
Because dogs don't have lasers
>>
>>762820
wtf are this shit?
>>
File: Assoult_Bots_01.png (68 KB, 864x749)
68 KB
68 KB PNG
>>762824
One of dio's crazy ideas.
>>
>>762839
its new armor or droids with breasts?
>>
>>762045
>>762047
Personally i've always liked this bit of cleverness exploiting that craft only need to land to complete their missions/tasks. So you can basically make an unmanned craft and slap a missile on it and voila actual missile volleys.
>>
File: jade.png (2.35 MB, 1920x1080)
2.35 MB
2.35 MB PNG
any wrestlingcels here who immediately think of xpiratez every time this gal is on the screen? or is it just me?
>>
>>762891
Basicly Red Codex exclusive. Made from sinster device of doom. Hit like tank and have shields.
>>
>>763434
I wish green got more love.
>>
>>763434
>Made from sinster device of doom
as a requirement to research or as a material to build?
If it is the latter you aren't going to field a full team of those
>>
File: Angelg_SRW_A_Portable.png (85 KB, 249x258)
85 KB
85 KB PNG
>>762839
Kind of reminds me of the Angelg without the things that make it angelic, neat.
>>
File: 1444588002982.jpg (476 KB, 1289x1266)
476 KB
476 KB JPG
>update the game to M
>after two in-game days, not even new month, ninjas attack my storage base
>there's brand new ninja type surviving direct mine hit
I hope that's not the sign of things to come.
>>
>>763787
I loaded a save file from old campaign where I had full tech, I force landed the flying base with tractor beams and oh boy that sure is a mean place to be. One of the ninjas with red shields has face tanked a x-plasma cannon while a different type of ninja dodged like 10 attacks in row from a syn that had like 160% chance to hit and in general all the new ninja things seem pretty ridiculous.
>>
>>763874
Assault ninjas (not new I think, were in L too) are pretty much low tech exalts. Assasins are invisible rape machines, better attack during the day, have 3 tile invis at night and are immune to sense. Medics have red shields and wield new cd weapons that are armor piercing and have autofire. Not sure if there are more.
>>
Oh yeah, and they sometimes carry aloha snackbar fun packs. Especially in crackdowns. That took me by surprise.
>>
>>763787
So wait, you mean to tell me the dev decided early game was too easy?
>>
>>763928
>immune to sense
What the fuck
What is sense even FOR if it can't detect invisible units?
>>
>>764483
Mostly at looking through walls? Units being immune to sense isn't anything new either, syns for example are sense immune too.
As far as I know nothing is immune to being set on fire and that instantly reveals any invisible unit so get your FAE grenades or rockets ready.
>>
>>764487
why these fags must hate fun?
>>
>>764488
dio must've been looking at his friend's xfiles mod and thinking "why does he get invisible assasins raping everyone in the early game and i don't"
>>
>>764543
Those two have basically been collaborating so much they're all but outright treated as a team at this point.
>>
File: screen000.png (58 KB, 642x502)
58 KB
58 KB PNG
>>764427
Why yes, Dio finally got to use some of the more advanced geoscape features of OXCE, so now you can have multiple enemy bases constantly spawning angry UFOs flying around eating your points. Also there's now guaranteed ninja base spawn on third month on difficulty 2 (in ruleset they count from 0, so it's third difficulty), so for now I'd advice first timers to play on second difficulty.
>>
>hanging up on Aurora
What do I need to research to stop provoking the missile girl?
>>
>>764609
desu I would not mind some lesser factions bases spawn with some sort of more primitive vessels flying around
>>
>>764614
Persuade HKs to land until you get lucky and get the one that don't always get destroyed after a dogfight, then clear the ground mission and grab the datapad there. You need to research it then, but it's protected by a research that you get from high-rank enemy interrogations, so good luck there.
>>
>>764543
Just how are you supposed to deal with ninjas in both games anyway? Presumably some dumb unrealistic tactic that the two chucklefucks think is a real thing. Or is it just a case of just dealing with unavoidable losses until you progress far enough that they don't appear any more?
>>
>>764871
In files, scout drones have anti-invis, i.e. they can spot ninjas from farther away than normally. In both games, settings enemies on fire breaks invis, and in piratez there's dozens of ways to set the whole map on fire.
>>
>>764946
So something dumb and unrealistic that the two chucklefucks think is a real thing, got it.
>>
>>765125
Just cheat if you're really that bad.
>>
File: 1603749450554.jpg (11 KB, 350x355)
11 KB
11 KB JPG
>>765125
>He doesn't like getting fucked in the ass by dogshit trial-and-error gameplay devised by people who already played the game 9,000,000 times
heh
>>
>>765198
My real problem with this is that the two are becoming indistinguishable Mods, I always had a problem with xfiles turning into this bizarre gunzo but now we strip out the comfy detective work for fucking ninjas.
>>
>>765206
>now
>>
>>765206
Yeah this ninja patch really makes piratez feel like xfiles which is a bad, BAD thing. I want piratez to remain being this sandbox xcom that's more of a do whatever the fuck you want instead of do exactly what dev intended or die type of mod.
>>
>>765389
This is made worse by the fact that lack of information is touted as a feature, so most of the challenge now is just figuring out exactly what the dev intended. This would be perfectly fine if you could easily absorb the price of making mistakes, but you can lose by month 6 due to sudden and rapid point loss with little opportunity for counterplay if you didn't already know to prepare for this.
A new player now stands virtually no chance of winning, and not through any fault of their own.
>>
>>765728
And you can bet it's here to stay, if there's one thing dio hates it is deleting content. Not saying it can't be balanced but I wouldn't have high hopes for that to happen.
>>
Honestly I don't mind the ninja stuff, it just needs to be toned down a little. Fighting nothing but bloody ninjas for several months in a row is shitty experience.
>>
>>764618
Man, imagine if there were base of stone age tribes and mad max bands to raid
>>
File: tacticals.jpg (106 KB, 1186x614)
106 KB
106 KB JPG
>>765778
i more enjoy low level fights and scavenging than high tech autism
late stage game is just tiresome
would kill for some good apoc/madmax/fallout style mod
>>
File: loseinfamy.png (38 KB, 766x596)
38 KB
38 KB PNG
>>765728
i just did that
>>
>>765783
low level fights with high tech shit are the best
love getting the bandit mission and then leveling the entire map with explosives or flying on a rooftop with mortars and dropping gas shells on everyone below
>>
>>765826
nah
I just like that early scavenging, looting and fighting
>>
>three giant slow UFOs spawned and just chill all over the globe for a couple of weeks, slowly drifting around
What are you supposed to do about that? They two-shot the HK.
>>
>>765999
Not sure what you're supposed to do about them early game but using late game JS save I had to resort to 4x plasma beam dragon to take it down, it tore down sabre like paper and my planes have ~135 reaction lokks piloting them. The slow flying very large is extremely tanky and you're unlikely to shoot it down with any early solution.
>>
>>765999
You can't do shit early game. They will most likely spawn a ninja base somewhere. Be watchful.
>>
>>766082
Agree. Always be watchful.
>>
File: screen3207.png (24 KB, 1360x768)
24 KB
24 KB PNG
Hope you guys hoard your xenoforces corpses
>>
>>766239
is it human only? as if someone is going to use them even if you give them a new power armor in every patch
>>
>>746219
I like some of the changes (being able to reject the Drill if you want to rush Research instead of Research -> Runts -> Personal Labs), but I feel like Dioxine nerfed how many Zax tokens I get and I want to help my jew brother take over the world.
>>
>>746540
Drop all starting weapons except the cannon ball launcher, mini bomb launcher, and ol shotgun from your craft, replace them with shit that gets more than three shots to the mag asap.

You want to max out on brainers when possible: they make up their cost in tech progress which turns into profits from being able to take more missions with higher quality rewards and captives to sell.

Take captives when possible, even if you don't need them to research, they sell for more than they're worth in prestige dead, and some shitty early captives can be robbed for bandages, which are your most portable medical supply early on.

As soon as you can do so, start producing X-Grog to sell, but favor Chateau la Mort (do not sell apples, keep them!) and Hellerium Distilling (when you get it).
>>
>>748040
They'll pass by.
>>748498
You get gnomes for free, and you don't need to build an extra work space early game to use the codex if you reject the power.
>>748223
For the reasons stated above, I see the temptation in it but I love my green codex quite a lot anyway.
>>
File: screen000.png (116 KB, 1680x1050)
116 KB
116 KB PNG
Jesus, ninja bases are such a slog. It would be fun as a one time thing, but given that there's like 6 guaranteed spawns on higher difficulties, this is just sadistic.
>>
>>766299
>Hand lost -144
Are you doing ironmutant?
>>
>>766300
No, I just try to not savescum ground missions. Veteran gal wearing full plate being oneshotted from the front in melee with a hammer is bullshit tho.
>>
>>766303
I admire your restraint.
But you are absolutely correct that that is bullshit.
>>
File: 1631492287333.gif (1.34 MB, 498x280)
1.34 MB
1.34 MB GIF
Got a mercenary base in June, how am I supposed to deal with that?
>>
File: care to find out.png (433 KB, 1280x696)
433 KB
433 KB PNG
>>766270
That's a Syn icon.
>>
>>766423
Just ignore it. Avoid its airspace. Maybe it'll go away on its own.
>>
>there's a ninja raid in Siberia
>send the trucks
>immediately after, an event gives me the location of an enemy base in Siberia
>right in my flight path
Well never fucking mind then.
>>
>>766473
just move around it
>>
>>766647
Trucks are slow as fuck, by the time he bypasses it the mission will despawn.
>>
>>766463
huh
i thought their gimmick was being a high mobility glass cannon
>>
>>766473
You can use hunting party transport to avoid detection. It's only 8 gals tho, so not really suited for terrors.
>>
>>766423
>enemy bases in June
I've never seen an enemy base before.
I don't even have a good build to follow.
Fuck I'm bad at this game
>>
>>766711
Nothing strange in early bases. You just need to know can you take them or not. Merc you most certainly can't for a long time. But if you luck out on church base you can do it quite early with just magnums or something since it's only gold shields over there.
Since you're new don't bother with faction bases until midgame (bring 24 troops craft and proper weapons and armor). Do other things, monthly points hit is hardly noticeable if you do other things.
>>
>>766711
build as in which research one should go for?

the only "build" i follow is to buy 1 brainer immediately(sell hellerium and a security corridor) and then try to cap the brainers asap.
>>
>>766711
You can let it live for a while, it only costs you 10 points per day and small tip for supply missions(1-2 per month on average).
Now ninja bases, for whatever reason, cost you 15 points per day per base, and they spawn outposts that also cost 5 points daily. and then, after a dozen of months or so, ninja bases get upgraded to cost 30 points per day for additional fuck you
>>
>>766843
Presumably
because of the engineered war between pirates and ninjas, there's propaganda that makes their successes all the more onerous to us.
>>
>ninja raid
>first run from like 6 updates over
>send like 4 gals on airbus because they only available
>though fight, just hiding and swarming with cutlass and then using captured heavy rifles
>then there are turrets
>then lack of freshness hit
>packed few rifles and runaway like little bitch
>>
>>746540
In early game, shotguns are king, with the Heavy Shotgun being the best all around except on weight, and the AP shells it gets keep it competitive into the midgame. Once you get access to RCF Carbines though, you'll be set for a general service weapon for a long time. Pay attention to the modifiers on the Bootypedia page for weapons as well, many weapons scale up with the user's stats.
>>
Is this a bug or a feature? When your interceptors get targeted by enemy HK, only the one which was a target gets pilot experience, even if others get to fire.
>>
>>768409
one of the numbered tips has this explained
the ship that lasthits the enemy gets the experience, i assume this works on both attack and defense

btw what a great game design choice was to lock the articles explaining vital game mechanics behind the random research that also yields random fluff articles half of the time
just go on the offline wiki or open the 'pedia in a custom battle and skim through all of the tips
>>
>>768498
>the ship that lasthits the enemy gets the experience
Usually that's not true, every ship gets the experience as long as it fires at least once. I didn't know that until somebody pointed it out in one of these threads.
So maybe that's the expected behavior when you get attacked.
>>
>>768599
i think it got changed to last hit only like 4 patches ago
>>
>>768657
I dunno, I looked at source briefly, at it doesn't look like it
https://github.com/MeridianOXC/OpenXcom/blob/oxce-plus/src/Geoscape/DogfightState.cpp#L2513
>awardExperienceToPilots()
>if (_firedAtLeastOnce && !_experienceAwarded && _craft && _ufo && (_ufo->isCrashed() || _ufo->isDestroyed()))
_firedAtLeastOnce works like you would expect it to, it's set to true inside fireWeapon function at line 1702.
>>
>>768683
you can always ask dio on discord
>>
What I found out about pilot experience is that it's more optimal to use a craft that uses the most pilots, if you have craft with 5 pilots all of them will gain the same xp for same kill it's not split up it's shared.
>>
>>755091
That's why I've been doing >>768779 this playthrough. Though I've decided to keep just one airfield alive, the two of them would spawn to many timewasters sometimes when they synchronized their rng.
>>
>>768813
Fuck, messed up quotations. But you get what I meant.
>>
>>765728
>A new player now stands virtually no chance of winning, and not through any fault of their own.
>this is somehow a bad thing

Zoomer moment.
>>
>>768855
If a playthrough didn't require such a great time investment, I'd agree with you.
>>
>>768855
Having a railroaded tech tree pretty much defeats the point.
>>
>>769081
>railroaded tech tree
wrong thread?
>>
>>769235
I assume you've never played Xcomfiles.
>>
>>769256
>xpiratez thread
>xpiratez discussion
>muh xcom files
Show us on this doll where did Solar touch you.
>>
>>769286
Bit weird to complain about xcomfiles entering the conversation now after all this time.
>>
>>769305
I mean, you complained about tech tree without specifying the xcom files, replying to a discussion about last xpiratez additions.
>>
>>769348
It's not my problem reading the quote chain is too much effort for you.
>>
>>769364
Quote chain is talking mainly about piratez. Your problem is that you're obsessed with xcom files, so you try to shoehorn it everywhere.
>>
>>769348
It's literally two quotes above the post in question, you have no excuse for not noticing what the conversation is actually about and continuously sperging out.
>>
>>769757
It's literally talking about piratez, you autistic faggot. Just admit that you've made a stupid mistake and stop embarrassing yourself.
>>
Started new patch and so far I like it
I started playing on mid difficulty but reduced sell prices hurt my autism and there were ninjas fucking my shit everywhere
so started playing on 2nd one and its fine
2nd one is now designated difficulty so its fine
>>
File: 1572489966144.png (217 KB, 640x480)
217 KB
217 KB PNG
>ninja assassins throw hi-ex
DIOOOOOOO
>>
>>769925
lmao
>>
>>769375
Uh Anon, I namedrop xfiles by name >>765389 and the Anon you are chastising is naturally continuing that conversation.
>>
>>771418
Retard
>xpiratez is becoming more like xfiles
>I agree, I want xpiratez to remain like xpiratez.
Retard
>>
Another bug or feature question, i'm still getting pogroms (freelance) after joining the mutant alliance, is this normal?
>>
>>771914
yes that's normal
>>
>>771418
kek, don't bother, you should had noticed the "conversation" died the moment the xpiratez faggot made it obvious he just wants to get the last word in, no matter how inane, in order to "win".
>>
>>771938
Win what? Only shitposters do that when arguing on this site because they do not care what people think about them, their entire purpose of shitposting is to drain people's energy. Copying that style is the worst possible way to actually argue.
>>
>>772107
Derailing thread by posting explicitly off-topic shit is shitposting in itself though.
>>
>>772107
Yes, you're a shitposter. Glad to see you admit it. Dunno why you're trying to save face so hard when anybody can scroll up and see that they were talking about xcomfiles.
>>
>>772155
People were talking about xpiratez tho, only a ESL retard like you would think otherwise.
>>
>>772252
literally nobody said this you enormous faggot
the two mods are being compared, the prior conversation cannot exist without xcomfiles as context
>>
>>772301
>having something as context is the same as having it as a topic
So you're literally retarded. That's sad.
>>
>>772305
>more things that nobody said
>>
>>772309
>nobody said him that he's mentally handicapped
I'm so sorry...
>>
File: 1624249623804.jpg (877 KB, 1080x1528)
877 KB
877 KB JPG
>>772317
>nobody said him
>calls others retarded
>>
>>772305
The whole point of that reply chain is that the ninjas from xfiles was put into xpirates, not neccesarily exact copies but they mimic the same pattern as xfiles. Since the two modders are the only two conversion overhaul modders and they work together frequently there is no ambiguity that the conversation continues to include both mods implicitly.

Unless you do not read the thread or the reply chain and just go off the bottom most replies while ignoring everything else.
>>
>>772320
Piratez had invisible enemies since forever tho, you'd know it if you actually played something other than files. And we're not discussing the entire reply chain, but one anon who complained about research tree in files replying to posts about piratez.
>>
>>772328
Do you even read threads you reply to Nigga?
>>
>>772329
>moom look I'm so edgy and cool, I have no argument but calling him a nigga means I win the argument
kill yourself, waste of oxygen
>>
>>772335
Nigga is an affectionate term, outsider.
>>
Let him have his "win". He's just going to carry on shitposting otherwise.
>>
>lively x piratez thread
>lest see what anons discuss
its this shit
>>
>>773136
>hello, police? there's no fun discussion in my thread
>post the fun things yourself
>me?
>>
File: screen032.png (377 KB, 1920x1080)
377 KB
377 KB PNG
>>773142
>when you grab javelin and destroy plasma toting flying big ass disc
>the spearchuck kind of javelin
>>
>>773146
Big disc is made out of paper, you can penetrate it with basic firearms or burn with a flamethrower. Javelin is unable to reliably penetrate infantry power armor, for example.
>>
>>773215
pointy sticks are pretty good, pike is like a melee javelin and that gets through just about anything
>>
When a shotgun type weapon does armor damage is it applied per salvo or per pellet? Like for example golden stormcannon shot has 10 pellets, does it damage armor (up to) 10 times per salvo?
>>
>>773475
Per pellet. Stormcannon is still useless unless you get one early game and it's your only 0-G weapon.

Speaking of which, disupting communications apparently now nets -500 points even if you just drop by and abort. Apparently current meta is either not researching whatever triggers them until you've got spacesuits or savescum for UAC suits from boxes.
>>
>>773509
Don't you get random events with an equally massive infamy penalty if you haven't researched 0-G missions at that stage of the game?
>>
>>773509
What triggers the transmissions actually? Never figured it out. Some event probably since it's not that obvious from looking at tech tree. Anyone knows for sure?
>>
>>773509
But if you complete the transmission, you unlock missile strikes.
>>
>>773527
From my experience it seems to be time gated, I've seen disrupting transmissions as early as late first year and at that point I didn't really touch any space topics yet.
>>
>>773565
Some timer is most likely there, but something else must start it, otherwise transmissions would fire at the same time always.
>>
>>773643
I believe most missions have a chance to spawn so it won't be the same time every time, this can also lead to large variance for each playthrough it's not unusual to wait months for a specific mission type to show up.
Instead of speculation maybe it's possible to dig out this info out of a ruleset? Not sure how important this information would be anyway, I find it basically impossible to be ready to clear it the first time it shows up and simultaneously have air force ready to fight off missile strikes.
>>
>>773661
Well yeah, that's why you delay doing the mission (first timers get burned, we've all been there). Unfortunately I have no idea about xcom file structure and shit so no idea what to look for, hence my question.
>>
I cant into research in this patch boys
>>
>>773807
Why? If you went gold/gray than the changes barely affect you. Red/green get it more difficult, I guess best to rush dr x to get biolab for research base if you don't get dream library.
>>
>>773825
dunno
i miss some fag interrogation/item research and just stale
it wasn't like that in previous patches
>>
>>773827
getting stuck in the tech tree because you miss one thing is a pretty common thing in this mod
>>
>>773827
Look up tech tree, see what you need and get it. Unless it's some rng lategame crap like implosion bombs or something.
>>
File: screen008.png (46 KB, 1920x1080)
46 KB
46 KB PNG
>>773836
>Look up tech tree
nah
I don't look at tech tree I play blind and listen to gals advice(they are very smart)
>>
>and listen to gals advice(they are very smart)

do we tell him?
>>
>>773827
There's a few things that you can luck into, but otherwise have to look for. What's the tech level you're stuck on?
>>
File: sexy books.jpg (349 KB, 545x900)
349 KB
349 KB JPG
>>747505
Even if the mats have now been changed from pillow books to mutant porn, managing to build it when it can still be relevant still seems iffy.
>>
File: einzbern.jpg (100 KB, 600x800)
100 KB
100 KB JPG
>Illya is Princess Aurora
>Rin is the Red Mage
>Sakura is the Purple Bloom
>Saber is just some random Bootypedia image
>and it's not even the original Saber

Yeah "King" Arthur, get fucked.
>>
>>773973
>Illya is Princess Aurora
Except for that random time she is Kaine
>Sakura is the Purple Bloom
Purple Bloom is BB tho
>>
>>773960
Actually it changed again to books, but 200 not 777 so still doable.
>>
I have a feeling that I fucked up somewhere in my walkthrough.
>okt 2601
>no ship guns
>no armor
>-261k
>all that despite a fact that i did't lost a battle
This is my third attempt on starting this game and it looks like most unsuccessful so far. Do anybody have advice on strategic planning in this game? I use a wiki but still feel myself like I missing something
>>
File: screen037.png (234 KB, 1920x1080)
234 KB
234 KB PNG
>>774209
what difficulty?
you need to unlock missions and invest heavy in brainers and runts to produce alcohol
also do you ransom prisoners and sell loot?
maybe you have plenty of cash in engines and shit?
>>
>>774209
Play on second difficulty, third difficulty and higher have considerably harder early-game geoscape in last patch.
>no ship guns
You can follow the UFOs by minimizing the interception window, you can catch armed ones on the ground like that if they land.
>no armor
That's normal, your gals have 20 armor all-around, so it's not like you're naked. If you luck into early chitin plates, you can get early decent 30 armor. Otherwise warrior armor is available early (30 def but a bit of stats reduction), and red codex has a few suits of decent armor.
>-261k
Not sure what you meant there, literally -261k sounds too extreme. But overall the difficulty ramps up a bit at first autumn, more UFO flights mean you start losing rating if you don't intercept them. If you don't have interception yet, compensate by being more proactive, hire more researchers and unlock more mission types, especially bounty hunting.
>>
>>774209
The most reliable way to get early craft weapons is to research !Highway House!
>>
Or research underwater missions asap for a chance of oscillator (pretty good chance but still rng dependent) which is infinitely better that everything else until lascannons.
>>
>>774559
this mission is a death trap most of the times, unless you get a lucky spawn
>>
>>774559
I never actually got my first craft weapon from that mission, there was always some better opportunity earlier by just following a ship, using codex craft weapon, finding oscillator underwater or just researching hanna really fast.
>>
>>774676
Krazy Hanna is quick to beeline. I do it evey time just for the mortars.
>>
Has anyone here ever used a bombard?
What are your thoughts on them?
At a glance looking at the stats they seem underwhelming and not worth the effort
>>
I have to wonder why x-piratez is still a mod, it's obvious that theres an audience for this stuff so why haven't the devs made into a standalone game and made some money off it? Or really anyone else?
>>
>>776226
>why haven't the devs made into a standalone game
dev is just one guy, there's no way he has the money or will to make an entire game like this from ground up
>Or really anyone else?
do you know what's the usual response to piratez from normies? "lmao it's just a porn/fetish mod" and then they ignore it, it's a niche thing and no big budget production will ever make something like this
>>
>>776071
I use them in humanist villa to blow everyone up in 1-2 shots. And if you unlock hellerium shells then in rescue raynerd you can blow up walls of the prison along with the guards saving time and you don't have to bother with breaching tools to get to that panic room with one doggo.
>>
>>776344
>"lmao it's just a porn/fetish mod"
and it's a good thing
>>
>>776344
normies don't know a single game of this genre besides the nu-coms, who cares about what they think?
there are enough autists to buy the indies, look at battle brothers, the devs had planned to make 1.0 a final version and go on with their next game, but BB sold so well they've scrapped their plans and released 3 DLCs

so in theory it could sell but as current players, do we really need a standalone xpz? i'd assume none of us are zoomers who care about muh graphics.
now, the battlescape engine is obsolete, despite the oxce team's efforts to add new shit to it, it's still a 30 year behemoth without the basic features like simulating ballistics.
if there ever was a reason for a standalone game it's this, but looking at his game design choices he's not a fan of slow paced faggotry like you'd play in ja2 and more of a run and gun fast paced hi-risk-hi-reward style enjoyer, which doesn't really need too accurate of a simulation.
>>
>>776380
>look at battle brothers, the devs had planned to make 1.0 a final version and go on with their next game, but BB sold so well they've scrapped their plans and released 3 DLCs
BB devs are fucking faggots tho
>>
>>776380
>without the basic features like simulating ballistics
>he doesn't know
>>
>>776380
>who cares about what they think?
Well I mean even people who enjoy xcom files or 40k mods tend to dismiss piratez as just a porn mod with no substance to it, which is a shame because they're missing out on some great fun.
>>
File: give a fuck.gif (1.71 MB, 460x211)
1.71 MB
1.71 MB GIF
>>776802
It's their problem.
>>
>>776802
>even people who enjoy xcom files or 40k mods tend to dismiss piratez as just a porn mod with no substance to it

Don't take the shitposts around this board seriously, piratez definitely seems like it draws the most attention of all mods
>>
File: Hoverbike_01.png (39 KB, 516x630)
39 KB
39 KB PNG
What do you guys think ?
>>
>>776993
Oooh, is that a flying upgrade for assault bike? I like it.
>>
File: fm0o7bc7.jpg (86 KB, 516x630)
86 KB
86 KB JPG
>>776993
Looks good. The only strange thing I notice is bright outline on a side view, compared to diagonal view. Wouldn't it look strange when it moves and switches views?
Also a lose pixel.
>>
>>777042
Thanks, I try to fix it if I can.
> Also a lose pixel.
Some screenshot quark, but I'm surprised that you saw that one.
>>
>>776802
More like hope it is a porn mod, the actual porn mod is just two encyclopedia entries and unconscious bodies covered in mayonnaise.
>>
>>777070
what's the integrated gun on it? i don't really use the bike as by the time you get it both weapons on it are outdated
>>
>>777444
I once took down a sectopod with two bikes raping his rear with autoaxes. Bikes are huge upgrade over cars and are great for leveling new gals safely on easy missions.
>>
>>777492
huh I always assumed it was shit and never tried it, next time I should try out every item I previously considered shit and maybe I'll get surprised
>>
>>777492
it's sounds less impressive when you realize 2 bikes equal 8 normal crew slots
>>
>>777526
So do cars or tanks or hovertanks or mechs or xec's, your point? Vehicles are useful. Simple as.
>>
>>777510
That's the mistake I made when playing for the first time, I completely ignored vehicles. They are all useful in their own way, even shitty gyrocopters have their uses. So long as you don't go hunting mercs with armored cars or something and expect to survive.
>>
>>777568
a single tank is great for covering the entrance on an open ramp craft like the menace and then eating the reaction fire on disembark. other than that i don't see how it beats having 4 gals
>>
>>777582
This, I've been using armored cars and then tanks exactly like this with the Metallo.
>>
>>777582
>other than that i don't see how it beats having 4 gals
the gun, vehicles make MUCH better use out of any heavy weapon in the game, 4 gals with vulcan miniguns are much worse than 1 mech with vulcan due to how TUs/accuracy works and then of course there's stuff like 60mm tank or hovertank/lascannon which is a better anti armor solution than almost anything gals can carry
anyone that says 4 soldiers are better than 1 vehicle either has never used one or simply has no idea what he's talking about
>>
File: HoverBike_Paperdoll.png (63 KB, 1290x681)
63 KB
63 KB PNG
bump
>>
File: screen029.png (26 KB, 1920x1080)
26 KB
26 KB PNG
she must be fun at gal parties huh
>>
>>764871
Set the map on fire, simple as.
>>
new patch boys
>>
Wtf already? I didn't even get to higher studies yet. He's fast.
>>
>- Little Bird +missile slot
Which means you can put a thruster on a fucking helicopter now for a jet powered choppa lol.
Also, what does "- New misc mapblocks (x3)" even means?
>>
Is xpirates still horny for some fucking reason or did they calm down
>>
File: screen002.png (26 KB, 1680x1050)
26 KB
26 KB PNG
>assassin just casually comes and throws hi-ex at a lone gal
>explosion is big enough to wound the assassin herself on the edge
>gal didn't even spot her in bright daylight (took a screen with debug on)
That's just silly.
>>
>>780138
keep the reddit speak on reddit
>>
I haven't played xpiratez in a long while and I noticed that you have to go deep into the research tree to hire new gals, are we forced to use peasants now as filler until gals are available?
>>
>>780407
"Le reddit xddddd"

Stfu

I was ignoring this mod all this time because i could tell that it's some fetish shit. I was just asking if it stopped being so cringe. Guess not.
>>
File: shut up virgin.png (459 KB, 541x609)
459 KB
459 KB PNG
>>780545
>>
>>780529
Yes. It's not that deep though. Call a meeting, visit nearby town, loot distribution, recruitment, diverging paths, gals are superior.
It'll be farther if you go with male touch, but then you can hire slave soldiers early.
>>
>>780529
You should grab a few peasants early for an early peasant-only mission with basically FREE industrial scanners and various loot, if nothing else.
>>
>>780545
>"Le reddit xddddd"
>she said while reddit spacing like mad
you're the cringe one here
>>
>>780550
god ana is perfect
>>
>>780605
you can also bumrush an early pogrom with an expedition full of peasants. normally i don't bother as it means keeping a hangar and a full barrack of peasants on a payroll but might be worth it on high difficulties just for the weapons loot.
>>
Anyone here with experience with updating game mid-run? If I simple copy save to new version I'm pretty sure I won't see the new mission type until starting new game. Any way to fix that?
>>
>>780798
mission pools are updated on per month basis so it should be fine, the tech tree and some early research could be a bit broken but it usually isn't a big deal
>>
>>776071
I take one with gas shells to any deep one missions. Anti-hellerium bombard on a zombie mission is a beauty too.
>>
>>779695
What's the kukri/falcata-like knife on the right? Never seen one before.
>>
>>780955
Chitin sword, you need to do cockroach primal hunt to make them I think.
>>
Have anyone used green codex armors? They look like a jackpot of bad design
>can't run and -30 TU
>drain freshness
>require transformation into a weirdgal to wear in a codex that doesn't need weirdgals
red codex armors, available in green, look like something from a different tech level in comparison.
>>
>>781511
Green codex as a whole just seems terrible, bio suit is just something that was implemented years ago and it's really fallen behind in terms of usefulness but some people still swear by it. I believe with enough bravery it can actually start healing freshness but I still wouldn't use it just because of all the other penalties.
>>
>>781525
Green codex have some nice things, like crystal skull with proper combos and early craft weapon with unlimited ammo. But armor is not among its strong points, at least at a glance. Maybe it can work well enough with metagenic plant and its damage scale from HP.
To get to standard -1 freshness per round (-1.99 should be enough due to rounding I think?) you need approx 140-150 bravery, so maybe freshness is not that big of an issue, at least compared to moving at half of regular speed.
>>
>>781541
>crystal skull
how does that work exactly? I never used it
>>
File: crystal skull.png (7 KB, 516x181)
7 KB
7 KB PNG
>>781608
I haven't got to it yet, but supposedly you hold it in inventory, and it apply listed scripts to any attack with weapon that don't use ammo. It's percentage of actual damage dealt, modified by your bio resistance.
It drains your hp and morale a bit, but I think it should work just fine with either simulacrum or regenerating armor, or vampiric swords.
>>
>>781629
And for a comparison, blood ax in red have 25 time drain and 50 energy drain.
>>
>>781629
Do ranged weapons without ammo count for these types of scripts? Or is it only melee (throwing?)?
>>
>>781511
how come it's bad design? you want no penalties for the amount of damage they allow you to tank?
>>
Okay nevermind. Did some testing since I found one skull in underwater wreck some time ago. It does work with ranged (tried advanced lasgun) but you have to wear it in the other hand, when it was in the belt it wouldn't work. So yeah, some one handed unlimited use pistol to swap with a dagger + skull seem like cool thing on a syn/chort or something else with vampirism and/or regeneration.
>>
>>781652
You have to move in front of your team to tank damage, like a normal tank do. There's no use in being unkillable if the mission is over by the time you reach UFO.
>>
File: screen030.png (34 KB, 1920x1080)
34 KB
34 KB PNG
Did some more testing, this setup works very nice. Will work even better once I train my syn some more. Shame I have only one syn and one skull (not green).
>>
>>781736
Something like shredder would probably work even better against squishy targets, since it has flat TU cost.
>>
>>781743
Yeah shredder would be nice, though energy cost would add up pretty fast and syns already have shit regeneration so I would have to waste slots for drugs/liquid cool. Also it's 2x2 so to use melee/whip I would have to drop it to the ground (or use different armor).
Btw I just learned that skull doesn't work on zombies.
>>
>>781752
Found out last I played that sunblades/laser stars are actually really nice provided you have capped throwing.
>>
>>781732
even if you don't move at all, you can operate a weapon that doesn't need moving, like sniper rifles or a mortar without fearing that two guys across the map throw a pair of hellerium grenades under your feet with an accuracy of an olympic thrower thus ending your pirating career
>>
>>781756
You can use harbinger armor for that, which is available earlier, doesn't need codex or rare materials, and doesn't require insane bravery to not burn your freshness.
>>
What's our opinion on battle flag and astrocaster nerf/change?
>>
>>782258
never used them
>>
>>782258
I feel like it's slighlty better now because it can be used to make turn 1 less painful in some scenarios, will probably never use it anyway though.
>>
>>746219
Great game, great patch.
>>
i think dio is not sane anymore
>>
>>782641
>anymore
>>
>>782658
you are right but his condition worsened greatly
the gossips that he is broke af and starving might be true
>>
>>782641
what happened this time
>>
>>782665
my uncle works at nintendo and says Dio is getting truckloads of hoes and booze delivered
>>
Have any of you figured out some unconventional way of making money? I mean aside from obvious stuff like capturing enemies alive or making alcohol/materials/tanks etc.
I just find myself to be short on money all the time in this game and I'm wondering if I'm missing something.
>>
File: screen031.png (39 KB, 1920x1080)
39 KB
39 KB PNG
The ninjas are trying to nuke you now. Would be funny if Dio added some JS only events where they are actually successful, like if you don't research barrel of nuke soon enough you get your base nuked, just to fuck with JS autists :^)
>>
>>783649
how far are you in?
on what level are you short on money?
>>
>>783720
they would eat it, bitch about it and still be playing
>>
>>783738
I meant this as a general question, I'm not currently playing the game but I am short on money in my runs until I get a factory that shits out tanks and it is a long time to wait until money stops being a problem.
>>
>>783752
plantations, pimping
>>
>>783752
Are you overexpanding? 3 radar bases can cover about 70% of the globe. What else do you need money for?
>>
>>783649
Get all the rating you can to cover your upkeep. Produce moar alcohol, my first three bases are not specialized in production, but each house 90-100 runts producing money while they're not busy with ground teams or craft maintenance. Don't skip luxurious missions like mansions or burning city.
>>
>>783649
Maybe it's not your income that is lacking, but your expenses that are excessive?
Craft weapons in particular are quite expensive, sometimes you might operate at a loss without earning back what you spent to take down a ship. You shouldn't use anything but light craft weapons if those will do.
>>
>>783833
>Are you overexpanding?
I want to use up all of the base slots so maybe? What usually ends up happening is that I have my main base, a research base, three manufacturing bases and then just hangars or something for remaining ones. And base building is expensive as hell, not sure how it could be avoided.
>>783872
>but your expenses that are excessive?
I tried to reduce those as much as possible by using mostly looted guns and using runts for as few things as possible to maximize uptime on money making but it's always short. I don't use missiles or ramjets or other expensive stuff for crafts.
But really this isn't what I'm asking for, what I'd like to hear is if someone used for example the prospector craft to gain extra ore from missions or some outfits/crafts that give extra glamour and make money like that or some project that makes money but isn't as obvious as alcohol and stuff. Maybe some extra way of making money just doesn't exist.
>>
>>784090
If there is some new way to make money then I don't know it. Looks to me like you build too many bases too fast. Canteens of wisdom, alcohol, chemicals, whores and casinos for passive income, slavery too.
>>
Are shotgun HEAT shells supposed to deal plasma damage?
>>
>>784502
yes
>>
>zombie mansion
>red mage's zombie mansion assault
>two terrors
>save the reynerd
>bank robbery
>dr. x prison
>and assorted civilian and ninja crash sites
>all in one day
I WANT OFF THIS RIDE
>>
>>784558
Prison is only 6 gals or so, so do it with one terror, then red mage. The rest is optional so no big deal.
I once had winter palace and x mansion at the same time along with other stuff, and right after I did siberia base, where most my gals had freshness problem and with hovertanks completely out of freshness. Good thing these two stay on map for quite a while.
>>
Don't know if it's a new thing or not, but the first thing that I noticed with the new version after a year of not playing is that now taking your Gals on a mission generates wounded time like in LW1, instead of simply reducing Freshness and incurring some incremental stat debuffs along the way. Who the fuck thought this was a good idea? Why did the old system need to be changed. I can not put my finger on why exactly this pisses me off, but I hate it.
>>
>>785166
There was that one faggot who thought camping for 100 turns in a craft is a reasonable way to complete missions so people got pissed off and implemented anti camping mechanics and now we all have to suffer with the awful freshness mechanic.
>>
>>785169
I was aware of the Freshness mechanic as a whole (which was already redundant considering Gals lose morale every turn they are in play, this was already an anti camping solution), but if I'm not mistaken it used to be that the blue bar would deplete the longer a mission goes, but you could still take Gals that didn't have 100% freshness on missions if you were strapped for recruits (as you are in the beginning months of the game). Now, from the little I played it seems that if you lose as much as one point of freshness you get at least one day of wounded time. Even Long War was more lenient with this stuff by allowing you to take fatigued troops one time before they got wounded.
I know they moved the recruit peasants research to be available since the beginning, but still, this seems limiting as hell and frankly a bit too drastic.
>>
>>785179
>Now, from the little I played it seems that if you lose as much as one point of freshness you get at least one day of wounded time.
This doesn't seem right though, are you sure you aren't just going into cold weather with really bad cold weather outfits and taking a point of damage from cold? Even 0 freshness troops should be deployable as long they didn't take any health damage.
>>
>>785179
>it seems that if you lose as much as one point of freshness you get at least one day of wounded time
No you don't. It would be unplayable. Works like always for me.
>>
>>785195
I have just played a couple of missions to check and it seems you are right. It is weird, though, I didn't recall seeing any warning message about cold and I usually take notice of these things. But yeah, it seems I was simply being retarded, disregard my previous posts
>>
>>785179
There's nothing about that in the changelog. Either it's a fun little secret Dio left for you to discover, it's a bug, or you took damage without noticing.
Most likely the third option. Probably landed in a freezing environment without cold resistance and everyone got frostbite.
>>
>>785179
let me guess, you've deployed in a cold climate wearing something with more than 200% cold damage and forgot about that?
>>
>>785216
I can't check anymore but this seems to be the consensus.
>>
>>785207
Cold weather messages are not automatic, they are just text in mission descriptions. So they are (or at least should be) present for fixed mission sites, but for crash sites you should watch for geoscape texture it's on.
>>
>it's another "you WILL eat ze hi-ex and lose a gal with no possible counterplay" ninja airfield assault episode
I mc fucking had it, I'm modding this shit out of the game the next run.
>>
>>785462
just wear a heavy suit bro
>>
>>785540
Gals will probably die to cutting damage in that case. CD weapons deal cut damage and ignore a large chuck of flat armor, and there's always more ninjas with cutting and stabbing melee weapons than with concussive ones.
And another problem is that heavy suit is side-grade that would require brainer-days for an armor that is overall worse than plate mail.
>>
>>785462
Doing airfield without vehicles is a pain, and I'm talking about something heavier than a car.
>>
>>785550
>overall worse than plate mail
heavy suit is much better at stopping bullets or explosions, it's not unreasonable to eat a rocket to the face and come out only with a scratch while plate mail would just die instantly
they're both good but they serve different roles
>>
>>785553
I'm doing it with a tank. It does its work quite good, but it can't spot. There's always a single assassin that throws hi-ex at a nearby gal, even if she's completely alone and a tank is further up front.
>>
>>785557
As far as stopping the bullets goes, plate mail is good enough to stop most non-gauss kinetic weapons. Imo at that stage of a game additional resistance against plasma and laser is a lot better. Eating a few shots from CAWS won't kill you, but reticulan plasma gun or occasional cyberdisc can.
But i agree about explosives, direct hit of RPG rocket is usually enough to instakill plate armored gal.
>>
>>785564
Direct hit of RPG rocket is usually enough to instakill pretty much anything not shielded because these things are insanely powerful for their worth. I mean come on, even specialized researched anti tank rockets don't have armor piercing of low tech cheap store bought rpg.
>>
>>785606
yeah the standard rpg/heat is fucking insane, what the fuck were they thinking that it needed such buff?
>>
>>785622
Probably something along the line of "player tanks are broken, we need something that can penetrate their armor". And it's pretty good at that, one RPG hit can deal more than half of tank hp worth of damage.
>>
>>785628
I've had a situation where I was doing a heavy freighter and my tank took something like 10 rockets from the enemy tanks before falling over, soon after that I did humanist villa with another tank and a rpg just one shotted my tank. It's bizarre how powerful it is compared to other explosives you face.
>>
Fun fact: the huge turrets ninja bitches use can take 4 rpg hits in the face and still live. That's double bullshit.
>>
all explosives deal 50-150% dmg
RPG\HEAT has 100 dmg, 0.4 arp and 20 dropoff\tile
assuming a 4x4 unit, on a minimal roll it deals 50+30x3 damage. should barely scratch an armored car even with its armor pen.
on a maximum roll it's 150+130x3. armor and resists tank the same amount of damage no matter if it rolls low or high, but that is why high rolls seem especially destructive. desu it's more of a problem of 4x4 units taking quad damage from the explosives.
>>
File: qui.gif (218 KB, 232x198)
218 KB
218 KB GIF
>you now have to build red tower in a base with luxury spa to further the quest line
I fucking wish I knew that earlier.
>>
>>785747
After all the research building nerfs you can fit spa on you "research" base, and have enough space left for a casino. But it sucks, red mage fits so well on main base since she can handle a lot of services in one place.
>>
>>785462
Bro it's one gal. It's not like you have a capped one at that point in game. Baiting them with dogs/peasants/slave soldiers is an option too.
>>
>>785865
That's probably what I'm gonna do next time, but right now it would take like 2 fucking months and total base remodel to do that. Had to replace second hangar in main base for spa. That sucks because of all the micro from moving shit around this causes. At least at some point I can go back because it seems that spa is only needed for 2 things.
>>
>>785880
I remember at one point you could just freely move buildings around your base but that was just too much fun so it had to be removed.
>>
File: jews.gif (763 KB, 500x275)
763 KB
763 KB GIF
>>785885
Let me guess: some discord tranny was bitching about it or something?
>>
>>785865
I'm much earlier in the game, does the casino need to be in the same base as the red tower?
>>
>>785891
The spa, not casino.
>>
>>785894
Thanks.
>>
>>785887
Sadly I don't remember what was the reason.
>>
>>785207
the messages that used to warn about cold weather are broken somehow
>>
File: rip.jpg (379 KB, 840x1575)
379 KB
379 KB JPG
>>785879
It was 3 gals out of 4 airfields, dead to the same bullshit hi-ex out of nowhere. For a comparison, 2 other dead on the same 4 missions were to an instakill from a ninja with a hammer (ouch), which was me not taking enough time to slowly clear the final buildings, and an extremely messy pillbox clear, where a gal ate seven shots from a kustom smg and a poison gas grenade, and which again was totally on me.
>It's not like you have a capped one at that point in game
Actually early-game is where you get most of the condemnations, because the larger your team becomes, the less work each individual gal gets to do. The top gal joined in september, the bottom in march, and you can see the difference in participation/kills ratio.
>>
>>786318
i never liked explosives especially with big range
>>
File: works as expected.jpg (674 KB, 1680x2100)
674 KB
674 KB JPG
>>786298
wdym?
>guild warehouse
>run into a nearby building on turn 1
>there's a funky zombie inside
It would be hilarious if he was camping near the door.
>>
File: scale_1200.jpg (80 KB, 700x526)
80 KB
80 KB JPG
>>785679
You can make it hit only 3 squares of 2x2 unit by setting the blast radius to 1, it would become a "+" shaped explosion. Which would make sense for an armor piercing grenade, it's supposed to concentrate the blast in one place.
>>
File: 1633023245671.jpg (153 KB, 792x596)
153 KB
153 KB JPG
is x-com files discussion allowed here? does anyone else here even play it?
>>
>>787277
Sure, you can try, but usually people around here complain about it instead of playing.
>>
Have anyone used weapons from the second level of white dragon rewards? Are any of them worth 2k tokens and high price tag?
>>
>>787313
I once tried the better minigun. Other than that lol no, by the time you unlock this you have lasers and xgauss and better.
>>
>>787277
Technically this is piratez thread, but I don't care. I never played files but I plan to try it out once I'm done with this piratez run.
>>
>>787313
They all look cool if they were available much earlier, by the time I can afford the white dragon stuff it's obsolete.
>>
>>787348
Justiciar and black march rifle were available much earlier as a standalone weapons, before the white dragon was introduced. Right now justiciar is still good when you unlock it, it only gets outclassed by best magnum bullets and x-gauss pistol.
>>
>>787378
I guess they would if you made it a priority and just tried to get it as soon as possible but I'd rather just convert the databases into data disks for faster tech tree progression.
>>
>>787277
pretty sure the only reason this thread started as a piratez one was because last one was started for all openxcom mods but still ended up being like 90% piratez posts.
I don't think most people would be opposed to posting that here, discussion is slow enough and having two separate threads seems ridiculous.
>>
>>787693
we can just add in the next OP that other openxcom mods are welcome too
>>
>>787785
No generals on /vst/! You have to at least pretend that these are all standalone threads.
>>
>the biohazard UAC vaults
>the entire team is wounded even tho they were wearing the gas masks, one gal melted alive
>here's a data reel, don't spend it all in one place
trolled
>>
>>787914
I think you need chem resist here, not choking (or maybe both?), smokey works fine.
>>
>>773973
Eh, i'm fine since Salter is godness of Justice of something like that
>>
Anyone did new shadowlands? I saw a lost soul there but it died after winning the mission with a bugged str_something_something message afterwards. There are recipes now that uses them, how do I capture them alive?
>>
>>787934
I checked the ruleset, and poison gas enviro effect deals smoke (choking in piratez) damage. You still need chem resistance against ooze, because when these fuckers hit, they hit hard.
>>
>>746219
I like reject the power.
>>
>>788059
What does it give, CD weapons?
>>
>>788050
Good to know. That would explain why smokey worked best for me since it has 50% resist to both and you probably won't get better protection until much later.
>>
>>788061
There's the new green codex armor with better protections, hermit.
>>
>>788064
Nobody plays green though. Actually I plan to play it next run so gonna try it, thanks.
>>
>>788059
what exactly it give?
>>
File: prison.png (40 KB, 1151x402)
40 KB
40 KB PNG
>>787996
Just did the introductory mission, and also got the missing prison message (in form of STR_BLAH_BLAH). Apparently the game wants to place shadowlands enemies into prisonType 3, but there's no facilities with such type at all?
Given there are other messages for unused prison types and no facilities, like there's no fish tanks in game, but it looks like a bug since IIRC shadowlands enemies should be capturable?
For reference, type 0 is default prison, and type 2 is animal cages.
>>
What's new in 2.1 and 2.2?
>>
>>789175
got to moddb and click more
but to spoonfeed you here you go:
v.M2.2
- New craft weapons: Divebombs (DV, MS), 14mm Chaingun (L)
- Newly recruited Heroes start with the Heroic condemnation, providing some extra bonuses
- Some rebalancing
- Map fixes

v.M2.1.1
- Russian patches updated
- Raider mistress bugfix

v.M2.1
- New enemy craft/mission: Bandit Zeppelin
- New enemies: 14mm Light Turret, Raider Mistress
- New craft: Buckaroo
- New loot: Necroplane parts
- Zeppelin undetectable now, but is unarmed and cannot perform ground missions.
- Craft Rebalancing
- Craft weapon classes rework due to more crafts. Now 7 classes instead of 3 (not counting STC). Work in Progress.
- Related: Implosion Bombs requalified as Internal Bay weapon (only Devastator can use). Airballs as Divebombing.
- Related: crafts have adjusted slots which can sometimes carry multiple weapon types, depending on craft type.
- Adjusted V.DEF on T'leth creatures
- Minor fixes
>>
>>789179
Oh, I don't use moddb usually, and apparently you have to allow javascripts for it to display more button. Thanks.
>>
>cruising counselors is still the same as always
So what's the best way to do it, outside of using ctrl-j once and pretending that mission doesn't exist?
>>
>>789466
use a gal with good voodoo stats and outfit with high charm resistance and a reaction weapon that never runs out of ammo I found neural whip to be the best, stand near an elevator and just pass turns until the mission wins itself, this takes like 30+ turns
>>
>>789466
I prefer to use zapper and white dress. Then do what >>789489 said. Can take longer than that though so bring a cigar. Once you do winter palace wear polymakh cap and enjoy infinite freshness.
>>
>>789489
>>789534
Tried camping the lifts, 40 turns was not enough, but it's sure faster than running around the ship. Basically any melee weapon can work as reaction weapon on this mission, as long as you have high skill, since enemies are melee and can't deal any damage to you.
>>
>>789559
Well yeah, but killing them is a waste when you can have them all captured.
>>
I remember being able to kill unconscious enemies with sharp melee weapons way back but I can't seem to do it the old way in the latest version, was that removed or is there a different way to do it now?
>>
>>789466
Use the Saint.
>>
>>789636
You can use ranged weapons.
>>
>>789636
You can just shoot the tile the body is in or use any other targetted weapon like a hammer for example. Sometimes this does not work because reasons, and you have to pick up the body and move it one tile away before you can hit it.
>>
>>789726
protip stand on top of the corpse and then target yourself, this nearly always works
>>
>>789939
Oh wow it works. Wish I thought of that long ago, would've saved me so much micro. Thanks.
>>
>XG chaingun is auto x6 with 50% accuracy
Fucking rip, it's worse than HVAP bossar now. Wasn't it like x10 auto with 65% accuracy before?
>>
>>791187
Never used it so dunno.
>>
>>789466
>>789489
>>789534
>>789559
All this discussion came at just the right moment, thank you.
White dress and zapper really is the way to go here. Hell, even the zapper is kinda optional.
>>
>>791341
It is but you only need one hand for void palm, the other can hold anything, and zapper is the best here because it's unlimited and harmless and have decent range. Whips can also work but super short range.
>>
File: screen002.png (40 KB, 1680x1050)
40 KB
40 KB PNG
next thing she'll cast lockdown on my tanks?
>>
i've didn't played Xpiratez for over a 8 months, Dioxine added so much content that I don't see point continuing my old campaign, I'll never be able to interrogate stargod navigator and build Conqueror
>>
>>792464
M changed a lot of the early game in such a way things play quite differently, update came while i was quite advanced in my campaign so i decided to just keep playing on L, you can always just do that
>>
>>792464
Just start over, lategame is boring anyway.
>>
>>792464
When I start a run I tend to stick to the same patch until the run is over. But also I'm an autist who marathons the game and finishes run in like 2 weeks.
>>
>>792550
I have to agree, most fun part of game is struggling with budget, and dealing with equally shitty thugs using equally inaccurate low tech weapons while wearing nothing more than makeshift sailor uniforms.
>>
>>792427
yes actually
>>
File deleted.
>>792972
this
I wish we had version that don't dabble into high tech but stay at low tech when you fight mostly bandits, local warlords and shit
>>
>base defense
>enemy killing cameras make whole crew freak out
>which lead to their deaths making rest freak out
whom thought that is good idea
>>
Beginner here -
Decided to go down the Reject the Power tech, from what i understand i can sell the drill/hull now?
Just want to make sure i don't brick myself.
>>
File: v.gif (2.31 MB, 380x352)
2.31 MB
2.31 MB GIF
>>794257
You chose the hardest/most tedious path there is as a beginner. Do yourself a favor and reload earlier save before that decision. Or restart.
>>
>>794257
this>>794260
also choose gals are suprerior
SS are worthless
>>
File: ishgd.jpg (135 KB, 560x560)
135 KB
135 KB JPG
>>794257
>Decided to go down the Reject the Power tech
>>
File: 1619396198717.png (18 KB, 509x500)
18 KB
18 KB PNG
>>794260
>>794326
>>794333
what's wrong captains? scared of little challenge?
>>
File: pirate gal.png (374 KB, 927x1200)
374 KB
374 KB PNG
>>794340
its repetitive grind anon
were is fun in that?
>>
>>794340
Play green codex if you want challenge. With reject the power you at least get unique weapon set.
>>
>>794340
they have shitty armours, if they had equivalent of annihilator suit I could do it.
>>
>>794398
They have melee equivalent of annihilator as a guest armor from red codex.
>>
>>794492
how does no codex work again? I thought you wouldn't get access to any voodoo without a codex
>>
>>794493
You loose access to shitload of good stuff: codex crafts, armors, voodoo stuff and weapons etc. In return you get ninja cd weapons that you can't even manufacture ammo for and I dunno what else.
>>
If I want to play Piratez with the old early game is, L10 the best version for doing that, or would you guys recommend an earlier version?
>>
>>794659
If by old you mean no ninjas than yeah, that was the last version before them.
>>
>>794742
Yeah, but I'm just checking - there weren't other changes at some point that were also substantially controversial?
>>
>>794900
Oh, there's been some in most versions. Melee reactions and freshness come to mind.
>>
>>794900
depends on what you consider controversial, you could be going as far back as the patch that introduced HK behavior on ufos or even so far back that you start with bonaventura instead of the airbus
>>
>>794950
>>794957
Well I last played L1A1 and L2 and that was fine for me, so I guess L3, iffin' I find I absolutely can't stand melee reactions, then. Assuming there's even a way to still get L3, which it doesn't look like there is.
>>
>>795020
I have L3 on my hdd, if you can't find it anywhere I could just upload it for you.
>>
>>795022
Sounds great. Shoot me the link.
>>
>>795023
here you go
https://mega.nz/file/jHg0VIYD#KXqr10bDmPTVuOt-rQwqJP_KCEK-8hCi54XR696iono
>>
>>795028
Sweet. You're a king among men, sir. It's always nice to have options.
>>
>>794900
Yes, making it so that peasants and SS count towards gal ranking was pretty stupid.
>>
This makes me think, what are all of the dumb features piratez introduced? CQC, weather conditions, melee dodge, melee reactions, HK ufos, rank system, sewers in base defense, freshness and the list probably goes on. Why do we even put up with this bullshit, was there ever a new feature that didn't suck ass?
>>
>>795086
I like punching walls to get through.
>>
>>795086
>CQC, weather conditions, melee dodge, melee reactions, HK ufos, rank system, sewers in base defense, freshness
from all of this only severs are bad and mostly because base defense suck anyway
>gals have 15% chance to start with no armor in base defence
you missed that one
>>
>>795086
Only thing that suck out of those is sewers in base though, also current billion ninja interceptors which you cant avoid after they spot you in early game unless you use fastest ship which can only carry 3 hands.
>>
>>795095
you fly fast ship that scout and distract enemy crafts first
or use hunt party but its slow
>>
>>795098
Now after thinking about it. guess i gonna try to use empty starter hangar for hunt party and try to scout them before shit hits fan. Ideally i should have fast craft and hunting party, first one to spot where interception happens and second one to pinpoint bases, but lack of hangars is problem so i guess i just need to get tech earlier.

I assume interceptors orginate from bases after you get inside their radar range.
>>
>>795108
but you need locate their bases first
hunt parties are great for that
you can also use zeppelins as now they are undetectable by enemy but can't carry missions
>>
>>795110
Well i assume if i get interception in area, its quite likely that there is base there and thats what fast craft is for, i can still escape after interceptors start to hunt me and then i can check said area with hunt party, instead just randomly throwing hunting party in random direction with hopes that i get lucky to spot one.
>>
>>795111
you can use expeditions or other ground based with big radar
they are detectable by enemy but faster and have big radar
good idea to scout suspicious area
the biggest problem when you lose craft is that you lose all items and need reequip new craft with stuff
>>
>>795114
Still quite merciful that you don't lose your hands though, i rage quited my first attempt on current patch since i thought that all of my hands were gone and i was not aware of current early game "Boom your craft is gone" mechanincs.
>>
>>795118
yeah you only lose pilots when you engage enemy
in other cases they jump off and slowly walk back to base
>>
I think I found an OXCE bug.
When you have multiple interceptors following the target (as in, they reached the target and you minimized the interception window), they get number assigned to them, say 1, 2, 3, 4.
Then if enemy craft speeds up and a few of your crafts get left behind, the craft list is not properly rearranged - if they catch up later, the numbers will go as 1, 3, 5, 6, for example.
You can't maximize all 4 interception windows afterwards, so you have to disengage and reengage with all crafts to form a 1, 2, 3, 4 list again.
>>
>>795147
don't tell us about this, go to the proper forum on openxcom/extended and report the potential bug there.
>>
>>794900
That two month period in which you had something like a 40% chance for your starting gals to be ghost gals or repentias, meaning you only had one or two Escaped Lunatics
>>
Does finishing new mission type techs lower the amount of craft flying around the geoscape?
Seems like it will take me a while to get any craft weapons that aren't absolutely terrible like the improvised explosive balls that seem unable to kill even a crappy civilian car.
>>
>>796662
that was extremely dumb
>>
>>796737
no
it all have separate rolls
they just may fly outside your radar coverage(check graphs)
>>
>>796737
Tech tree progression and time change traffic, unlocking new missions does not.
>>
Is X-Com Files worth playing if I've never played vanilla oldxcom? I've played the shit out of XCOM Enemy Unknown (the new one), and the premise of XCF (build up from two guys in a car, tons and tons of conspiracies, et) sounds awesome
>>
>>798189
Coming from someone who played through 90% of it, it's a very long haul that will body you without experience. Enemy placements seem to be balanced around base difficulty so if you plan on going higher expect to face an absurd amount of enemies in certain missions.
That being said, I had a great deal of fun getting through all the story lines and doing some crazy shit with my agents. It's a major time investment if you decide to do it, but well worth it imo
>>
File: X-COMBus.png (519 KB, 910x676)
519 KB
519 KB PNG
>>798189
just play vanilla open old x com
it simple small game relatively short
if you like game play then try x files because its like 25 times more shit
its not perfect and have its own flaws but playing blind/ironman up to invasion was great fun(invasion wasn't because I was behind a lot)
desu I prefer x piratez - better written and flow of gameplay is better
>>
File: Spoiler Image (35 KB, 1604x998)
35 KB
35 KB PNG
ninja spoilers below
So I got curious about how do these bases look and this is absurd, I don't know what the fuck is going on with this mod but clearly dioxine seems to think that bigger=better and just makes 2-3 hour long slogs that are awful to grind through. This score screen is just for ONE ninja fortress and in the save file I borrowed there are three fortresses active and this is the blackbeard difficulty not even JS. This mission makes tftd cruise ship terror look like a fucking joke, I haven't seen anything this dumb since the winter palace update but at least that mission was optional, these ninja bases are constantly fucking you over and the amount of time it takes to clear them is just masochistic and this comes from someone who normally plays this mod on jack sparrow. I've had fun with this mod in the past but this can go fuck itself, the bloat is just too much. /rant
>>
>>799151
>5k
Holy shit, is this tier 2 base?
I'd say you're not supposed to let more than 1 of them to upgrade (outside of JS, where you get an additional base on month 2). They take at least 6 months after initial spawn to upgrade, and usually it's year to year and a half. Convoy, chainmails and two armored cars should be adequate to clear airfield with a few losses before it upgrades.
>>
>>799230
That's the biggest one, it's a 2 phases mission and takes about as much time as clearing entire winter palace. If you want to avoid it don't ever let airfields to upgrade.
>>
>>799151
agree
something wrong is going with him and him getting high on his own farts on his discord don't help at all
which is last build that don't have ninja autism?





Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.