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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.
>>
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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.
>>
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>>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.
>>
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>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.
>>
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>>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
>>
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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
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>>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.
>>
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>>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)
>>
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>>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.
>>
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>>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.
>>
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>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.
>>
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>autistic screeching in cockroach
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>>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.
>>
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>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?
>>
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>>762662
>>mfw can finally build robot army not only in xcf but also in xpz.
>>
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>>762796
Because dogs don't have lasers
>>
>>762820
wtf are this shit?
>>
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>>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.
>>
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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
>>
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>>762839
Kind of reminds me of the Angelg without the things that make it angelic, neat.
>>
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>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.
>>
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>>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.
>>
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>>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
>>
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>>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
>>
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>>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.
>>
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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.
>>
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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.
>>
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Got a mercenary base in June, how am I supposed to deal with that?
>>
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>>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
>>
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>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...
>>
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>>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?
>>
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>>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.
>>
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>>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?
>>
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>>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.
>>
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>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
>>
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>>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?





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