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File: Xpiratez.png (1.21 MB, 2480x3507)
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Watcha Playing ?
>>
v.M3 28-Nov-2021 The Planet of Rust
- OXCE update to v.7.1.4 20-Oct-2021
- New Enemy Mission: Early Air Banditry version
- New Mission: Precint Under Siege
- New Enemies: Mohawk, Ogre Convict, Highwaymen Scout Quad
- New Enemy Crafts: Ninja Bomber, Thunderbolt
- New Crafts: Incinerator, Raiding Party, Daredevil
- New Craft Weapons: 2x50mm AA, Viper Rockets, Divebombs (IB), Avalanche (IB), Heavy Plasma Charger
- New Armors: Refractor (SEA), UAC Space Suit (SEA), Armored Car *14mm, Polar Outfit, Nun (Peasant)
- New Weapons: Ghetto Gun, Stop Sign, Napalm Nades, Govt Pistol
- New Ammo: Mortar Shells/Acid, Longbow Acid Arrows
- New Trainings: Gun-Kata, Officer (humans)
- New Feature: Spy on Ninjas
- New Feature: Starting bonuses depending on geographical region and contry
- New facility and vessels Pedia backgrounds by OAK Group
- New 3x3 mapblocks for most huge maps by Solarius Scorch
- Multiple bad ending videos (different for each lose condition)
- Gfx improvements by Brain: Manhack, Blue Armor line, Assault Suit, Tornado hand obj.
- Gfx replacement: Smuggler Catgirl (Doll - SmoleVN; corpse inv - Alunvirae; sprite & corpse floor - Osobist)
- Establishing new Hideouts is a bit cheaper now
- Some facilities can now passively detect enemy Hideouts nearby
- Flattened mind control power curve a bit
- Improved abilities of Runt and Wench outfits
- Ninja raid skip/abort penalty reduced
- Less Ninja interceptors, more APCs
- Reduced Ninja interceptor radar ranges
- Ninja base construction (after the first base) is now randomly delayed
- Added global labels (by OAK Group)
- More Music
- More Sounds
- Moar Events
- Moar Loar
- Moar Features
- Boring stuff & other Bullshit
- Lots and lots of minor fixes
>>
Seems like there's an attempt to balance the ninja shit towards an easier early game, so there's that for those complaining.
I'm still on a previous playthrough so i kept stuff on L. April year 3, about to start higher studies.
>>
anyone have a clue what the location specific starting bonuses are?
>>
>>855672
Country bonuses:
Your starting country is researched for free
The Confederation: 1 govt pistol, 3 big iron, 50 big pistol rounds (6 shots), 10 glamour, -150 infamy
Eurasian Autonomy: 1 baby nuke, 1 uranium weapons documentation, 1 govt fine
Iron Tribe: 8 junk piles, 30 necroplane parts, 50 chemicals, 50 scrap metal
Eurosyndicate: 6 super maids, 6 maid outfits, 9 gothic raygun clips, 3 energy weapon parts
Blackmarch: 1 gnome
Romania: 6 crusader SS armors, 6 peasant nun outfits, 6 olde swordes, 6 quarterstaves, 1 golden cup, 1 golden cross
Nordfederation: 5 young ubers
Central Province: 75 sectoweed
Fuso: 3 fuso swords, 3 sudoku blades, 6 fans, 30 fuso knives, 20 glamour
Death Realms: 20 chitin plates, 10 animal poison, 10 spider silk, 20 demon skulls -75k dolaros
Hidden Expanse: 3 flak tower kits
Ghostgates: 24 slaves, 24 slave maids, 4 slave gladiatrices, 4 slave lashers
Rogue Fields: 5 govt fines
Theban Hive: 12 assault clone licenses, -600 infamy
Kingdom of Canada: 50 cultural wealth, 15 personal databases, 10 glamour, 3 govt personal codes, 1 exquisite lingerie
Cali Republic: 50 mutant porn, 50 glamour, 50 crack, 50 hideout cleaning bills
Dark Dominion: 3 arcane books, 2 esoterica
Latin Empire: 1 old earth books, -50 infamy
The Technocracy: 20 optronic parts
Pirate Straits: 3 hoes
Turan: 3 turanian gals
Steel Pact: 10 metal ores, 1 prepper box
Red Revolution: 10 workers
None: 2 lokk'naar scriptures, 3 grrrl guides, 6 free techs: animal poison, spider pilk, monster teeth, monster eye, luxury fur, chitin plates, +50 infamy
>>
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>>855672
the what?
>>
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>>855682
>Rogue Fields: 5 govt fines
>>
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>>855682
that doesn't look balanced at all
>>
>>855941
It's probably balanced around good/bad/cheesy base positions, with radar circles and enemy looking for you in mind.
>>
>>855941
>>855955
>X-Piratez
>balance
>>
>>855682
do it also give starting lore and country contact?
some are pretty good
>>
X-Files and 40k/ROSIGMA mods of course
X-piratez is 2silly4me also i dont like having w*men in my squads
>>
>Lets make a mod that requires 100 irl hours to finish
Bravo modders, bravo
>>
>>855962
>100 irl
i wish
>>
>>855962
>100 irl hours
Funny man
>>
>>855958
It gives lore, but not contact.
>>
is green still the weakest and most boring codex?
>>
If anyone is starting a new run, how's the early game now? How much ninja faggotry got nerfed?
>- New 3x3 mapblocks for most huge maps by Solarius Scorch
Also what does it mean?
>>
>>856144
>- New 3x3 mapblocks for most huge maps by Solarius Scorch
Some big map blocks in some maps by Solar. Pretty neat in Piratez but that giant farm filed can fuck right off in XCF.
>If anyone is starting a new run, how's the early game now? How much ninja faggotry got nerfed?
I played form the start on M2.02. And Ninja bases were a problem. Also faction bases are multiplied like rabbits compared to other mods.
>>
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> nerfed ninjas smg
THANKS GOD! You can't believe how painful was attacks ninjas with smg, too many shots hit you anyway, damn.
>>
>>856214
>Also faction bases are multiplied like rabbits
Bad luck. I'm yet to see one near the end of year 2.
>>
Been playing Nord's new mod xchronicles and it's pretty unique so far. Will say though that its more of a melee focused mod initially. Also he's been soliciting help for his tl.
>>
>>856789
What difficulty?
>>
>>857089
4th. If memory serves, faction base spawn chance don't depend on difficulty.
>>
>>856117
It got zombiefication a few versions ago, lets you make your gals revivable.
>>856414
I feel it works against players as much as it helps, but it was deserved. This gun deals the same damage as a full-sized boarding gun with good accuracy, and it had twice the rate of fire.
>>
Can you stack up resistance items, or should I be working on just getting as broad a spread as possible?
>>
>>857398
You can but it's multiplicative not additive, and there's a cap, the second number is the cap which means you can't go lower than that. So if armor has 50 choking res and you wear a gas mask it doesn't do shit.
>>
why is there a 2 hour tutorial on how to get and install openxcom? should i just use openxce??
>>
>>857494
if you planing to play Piratez of other megamod, OXCE is required to run them all.
https://www.youtube.com/watch?v=3tajiuNmNDE
>>
>>857494
people are stupid and sometimes need really detailed instructions
>>855358 will do if you aren't a moron
>>
>>855628
Nice. Piratez has come a long way.
>>
I think I'm gonna wait a few days before checking the new version since there are still bugfixes coming. Like yesterday it was M3.1.1, today morning it was 1.3, now I see it's 2.0.
>>
>>857776
At least nowadays he releases hotfixes regularly.
Back 3 years ago, you had to wait for the next version in order to get shit fixed, or rely on somebody uploading the corrected files.
>>
>>855962
Normie take.
>>
I seem to be stuck with the mystery patron quest, is there anything else to be done after the black pyramids mission? Should i wait for some later thing to spawn, or is there something in particular i should research to go on?
>>
>>859274
There are 3 patron missions, wait for the other 2 to spawn.
>>
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To my absolute, gobsmacked, fucking surprise, the mobile version of OpenXcom is not only not pure shit, it's actually really good. The only issue is that some geoscape shortcuts are janky. If Merdian adds contextual toggles and long-press shortcuts for middle and right-click as he already did for the battlescape, I'd be completely comfortable playing it.

>>855962
>100 hours
>>
>>859508
How the hell?
Surely you need a big-ass screen for it to be workable.
>>
>>859665
Consider how many pixels old computers X-Com was made for could process.
>>
>>859665
My current phone has 1080 x 2400. Not 100% sure but dos oldcom was 640 x 480 (unless my memory fails me and it was even less, it's been a quarter of a fucking century).
>>
>>857776
>>857848
Now we are at M3.2.0
>>
What's the best way to do the ninja airfield assault? I don't have access to Krazy hanna yet.
>>
>>859871
I wouldn't do it without vehicles stronger than car and/or heavy firepower. Also flying armors can help vs assasins (assaults still can fly and fuck you up) That is the basic airfield. The 2 stages one is cancer central.
>>
>>859871
Chainmails and convoy filled with gals is absolute minimum, I'd wait for armored cars. You need heavy fire to clear first line of turrets and something to open pillboxes with.
>>
>>859508
Afaik Meridian wasn't the one to work on mobile port. Still, with SDL it should be easy to implement.
>>859841
Original is 320x200.
>>
>>859905
Ah, good old VGA. Damn I'm old.
>>
After taking down a fighter that comes out of a merc base to defend it, how long do i have until they get a new one? next month?
>>
>>859841
>>859813
I was thinking less pixels and more the ability to accurately tap things.
>>
i have openxcome, piratez and the steam ufo defense game files, im tarded how do i mash them together to play openxcom and piratez
>>
>>860327
Nevermind, i can already tell it's not that long. Ten days in the same month and it has already respawned.
>>
>>860649
Piratez come with win64 OXCE prepacked, so if that's your system, you don't need your own OXC. Just drop your UFO folder files into UFO folder inside piratez directory (it has text file with a list of subfolders that should go there), apply patch from here
https://openxcom.org/downloads-extras/
just in case, and you're good to go.
>>
>>860649
1- i'm guessing you got piratez (the whole shit in a .rar file) here
https://www.moddb.com/mods/x-piratez/downloads/dioxine-xpiratez-m3-the-planet-of-rust#downloadsform
2- extract to whatever folder in your pc. The whole thing, with many subfolders and whatever.
3- see how there are two folders there named UFO and TFTD? Now look at what you got from Steam, pick the folders UFO and TFTD and copy their content inside the folders UFO and TFTD inside wherever you decided to extract piratez.

And done. Run OXCE from the .exe you got there, in the Mod button you can pick to start a new game in UFO, Terror From The Deep or X-Piratez.
>>
>>860671
>>860672
ty pals i got the game up and running

ive played plenty of ufo defense before, but any times for someone new to xpiratez
>>
>>860829
Couple things I can think of, difference wise from early XCom:
Early on, you generally have better night vision than your opfor, so it can actually sometimes be worth AIMING to do night missions. It's not universal, but against humans, before you get armoured up, it's a real edge.
You absolutely want max out your researchers as early as possible. Yes, they're fuckin' expensive and the upkeep on them is scary, but researching stuff provides infamy, which is the score used for your funding, so it kinda evens out.
For low skill chumps Shotguns are great. Melee is great in general.
You probably wanna avoid letting dudes into your organisation for the first run.
Use q q to look up shit on the techtree. There's a shitload of research, so it saves a lot of hassle. Back To School is, I'd consider, the end of 'early game', but don't feel you need to rush it.
>>
>>860829
Did you play OXC or original? There are some gameplay differences, like extra movement options.
In any case, open and read in-game pedia, it explains things.
>>
>>860829
>.
Don't try to do zombie missions early on. I think there's like a 5% chance that you get zombies in your mission.
>>
Last version of piratez i played was J2, pretty amazing how far its come. the random events are neato.
>>
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>>861124
>>860829
>ive played plenty of ufo defense
x piratez is big and long
there is more shotguns in this mod than weapons in ufo defense
>>
Where can I get a power armor parts?
I try to get knowledge from a guild engineers, but it's long run. Damn, i almost got power armor parts from a Marsec bodyguard , but i'm always capture first, at least trying to do so. My second screwed up, the first was take a green codex for first run.
>>
>>855962
>wtf why dey have so much content tho fr fr no cap
>>
>>862117
Kill or enslave/rob power armored people, that's about it. Marsec bodyguards appear early and they're not particularly rare. If you're not lucky with getting them, your other bet is goblin's bounty challenge.
>the first was take a green codex for first run
I wouldn't call it a screw up, early charger laser makes your life easier, and you get the fattest early-game troop transports.
>>
So it seems 2.0 is the stable version, new run then. I like the new geoscape tracks, especially hymn to aurora. Very piratey that one.
>>
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>>862117
just find it
>>
>>862117
Don't worry about it too much, early power armor aren't worth it.
>>
>>862805
Human power armor unlocks a lot of good techs.
>>
>The smuggler cats are using using the new sprite
Didn't even notice it in the patch notes. I guess the catgirl units are right around the corner then.
>>
>>863546
oh, you are right, it is required for cybernetic interface which opens up a whole lot of shit. My bad.
>>
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>>862146
I'm will be honest with you, i don't see any Marsec bodyguards unless it's massacre. Because, Ninjas really get dominated this planet. Well, i was found a hidden guild base, and i have enough power to assault and rob it.
>early charger laser makes your life easier
It's opposite, actually. 5 from 10 ships just survive enough to escape. Another half just kill my ship. 6 damage with 50 ammo is too weak for my opinion, maybe increase ammo capacity to 100 will be good, but now even a 14-mm gun looks better.
>But charger laser don't need ammo and very accurate.
I know, but it's not easy to stop ninja's bikes. Maybe i was just don't lucky enough.
>>862317
lol
>>862805
Game force me to make a space adventures. And you need power armor tech for space suits. So i'm flying to the space mission with a human hero and rich girls, all have a trophy space suits. Mission with zombie-soldiers on the space station was tough, because a RPG Anti-armor rockets don't make any damage to them. How i over it mission? Battle axe and a lot of saves...
>>
>>866538
Use better pilots. Your pilot's accuracy matters a lot, especially when fighting small and/or dodgy crafts.
The main benefit charger laser offers is the ability to ground as many civvies as you want for FREE.
For space missions, there are multiple laser options. M-lasers for mutant alliance tokens, military supplies for goblin's, laser pistols and shotguns from contrabandists, looted lasers, eurosyndicate deal in worst case. But yeah, armored zombies are tough and ax is your best bet.
>>
>>866538
All zombies are vulnerable to electric damage, cattle prods/lassos/ shock-a-fist/or even stun batons super early game are all good options. Also electro damage skips half armor.
>>
Anyone else playing UNEXCOM? I've been playing for a few hours the last few days and I'm getting severe FOMO from the alignment system. I went USA/Mercenary, and I can't shake the feeling that I chose the weakest path. It seems like all of the US weapons you get are just worse than the ones you start with, unless I'm missing some hidden stat that's really obvious to people that have 1000 hours in modded xcom.
>>
>>866538
>ninja bikes
all you need is fast craft with acc and dodge bonus and good pilot
>>
>>867750
USA has shittiest starting weapons, with an exeption of grenade launcher, that shit is good, but after researching USA Heavy Laser Weapons, you'll get a fucking elerium flamethrower that can spit out flames like it's a napalm run, also it kills sectopods with ease, bot practically useless in alien bases/base defences. Other weapons are pretty good too
>>
So what does the Boldness thing for piloted craft actually do? Dodge and Accuracy are really obvious, but boldness is ???
>>
>>867826
how fast craft approach enemy target
>>
Is there any way of displaying what your final resistances are? The armour lists the base for that outfit, but after all the various fans and towels and radiator shirts have been added up.
>>
>>870344
Besides picking up a calculator and doing the math no.
>>
>>870346
Fair enough. Do two different 80% res items stack like 1 * 0.8 * 0.8, or like 1 * (1 / (1 + 0.25 + 025))?
>>
>>870357
Anon here mentioned about how the percentages work:
>>857485
>>
>academy outpost mission in the first month of a new game
>it's zombies
I noped the fuck out when I saw the Chrysalid.
>>
If i see a Sky ninja fortress flying a round, does it automatically mean that it's going to build a airfield somewhere?
>>
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>July first year, have a ninja airfield + outpost on map since february.
>Go for shipping in north murika
>3 interceptors, run the fuck away, check area later
>ENEMY-HIDEOUT-5 found
Where the fuck is 3 and 4 then?
>>871763
Most likely yeah,
>>
What do you get when you go no codex?
Just the ninja cd weapons?
>>
>>872256
you get some gnomes, a nobldewoman, material for a better airbus, and some other junk. theres an easter egg for seven heroes if you go male touch and stop targetting civilians by the end of year 1, but you need quite a bit of luck for that
>>
Is X-Piratez any good or is it just for cumbrains?
>>
>>872512
It's fairly chill and easygoing as total conversions go. There's none of the frantic Do Everything Perfectly Or You're Fucked that xfiles has. I like it for the development from being six hobos with bats and a stolen van to being High Queen Laserkill of Plasmadeath Mountain, Who Controls All The Skies.

Yes, there are titties. It's not a porn mod. The level of sexualisation is about what you'd see across, say, an issue of 2000AD. Which is fine, because that's basically what the mod is.
>>
>>872512
the worst thing about it is that everything is plastered in ecchi. Its gotten better, as most of the stuff is being migrated away from literal bottom of the barrel daz3d trash and into the world of real ecchi, but its still trashy and the main reason a lot of people shrug off the mod. The actual gameplay is pretty much a series of improvements over the original xcom, with a lot of variety and as of the past year or so a bunch of weapon tweaks to cut back on the massive amount of bloat the mod once had, so everything has its place and the mod supports a variety of playstyles, most of them viable all the way to the end more or less (some optional missions are very restrictive and will force certain people out of their shells, but can be skipped at virtually no consequence).

I would say that if you own a PC in a private room and can handle seeing nipples without being forced to masturbate, and also like the original xcom, and want basically that but with a couple years worth of a autistic modder adding features and making a big schizolore world to explore, you will like the mod a lot.
If you MUST coom and experience hypofrontality once you see naked or risque women, or if you don't really enjoy the x-com gameplay loop, you probably won't like xpiratez.

Honestly, if we were still in the era of Hobbe's wild ride maps and DAZ3d, I would only recommend it if you REALLY liked xcom, had already tried the sequels, and already beat xenonauts a few times and still hungered for more, but nowadays I would say its worth a shot if you own the original xcom games, and especially worth giving another shot if you tried it a few years ago and got turned off by the item bloat and disjointed mechanics.

Whatever you do though, don't enter the discord
if you must, don't look at anything besides the spoilers channel or the questions channel. Seriously, that place is a fucking cesspit.
>>
>>872512
I can't tell if it's a single anon pushing this shit or if it is just morons perpetuating a meme.
There's nudity in X-Piratez. It's easy to tell that it's purely about setting a tone in the story, similar to what you would see in metal hurlant/2000ad/heavy metal. There is nothing more graphic than you would see any day browsing this site. It is not a game that is just an excuse to deliver images to jerk off to, and i seriously have to question how fucking desperate someone has to be to take it that way.
>>
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i find these dudes compelling and would like to know more
>>
>>872564
>if you must, don't look at anything besides the spoilers channel or the questions channel. Seriously, that place is a fucking cesspit.
agree
it was fine some time ago when it was just some boomers hanging around and talking shit and stuff but as soon as some 'women' appeared it slowly starting turning into shit
>>
>>872609
I would say that x piratez lore is pretty strong
it also help play some x files before as some of it connect
>>
>>872624
Still better than XCF server.
>>
>>872624
>as soon as some 'women' appeared it slowly starting turning into shit
Wait, as in real, biological women? I find that hard to believe.
>>
Finally destroyed a merc base that had been a pain in my ass for over a year.

I guess i can expect a crackdown soon?
>>
>>873510
I don't think crackdowns come after you after dealing with a base, you need to shoot down their ships to do that, but correct me someone if I'm wrong.
>>
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>tech tree dead end
>no mid/late game alt ammo

supremely gay of whatever retard is incharge of this endeavor
>>
>>873560
I really don't find a use for SMGs, but as those go it isn't that bad since it gets a bonus from bravery.
>>
>>873588
The assault laser is pretty nice, and the Star God plasma subrifle is great. Most SMGs are pretty lackluster, though. I think they're mostly intended to be used by the weaker enemies, to make them less threatening.
>>
>>874065
smgs are a lot like shotguns. they have a forgiving accuracy formula that makes them better for low accuracy shooters, and put out a lot of low power shots. the assault smg is pretty good
>>
>>874295
I only ever used smg's in lokknar cave missions and even then quickly realised that shotguns are superior. Mini shotgun with nuke ammo/laslock shotgun/nuclear laser shotgun I forgot the name and I'm set. If I want to dual wield gun/melee magnum is all I need.
>>
>>874374
I personally like dakka so I prefer smgs
they are also usually have burs reaction shots which make them pretty good at mid range
>>
>>874374
My view exactly, shotguns are just better at their niche.
I'm now in love with the super shotgun. 55*4 and can autofire for low cost, fuckton of damage to destroy shields or bulletspongey enemies. Well worth the tokens for the master crafted weapon parts.
>>
They fix the beehives so you can actually USE the plantation for something while you've got one yet?
>>
>>872564
>Seriously, that place is a fucking cesspit
It seemed like a pretty cool place to me. Watching Dioxine rant about how much he hates Americans, governments, and homosexuals was entertaining.
>>
>>875533
>about how much he hates Americans, governments, and homosexuals was entertaining
Ultra based
>>
>>875533
A gentleman and a scholar right there.
>>
how is the warhammer mod?
>>
>>872564
>Seriously, that place is a fucking cesspit.
What are you talking about? It always seemed like a nice place to me. Dioxine is a fucking autist, but he's a diligent autist who gets shit done, so I don't see why you'd complain.
>>
hmmm, I wonder if the thread was posted about in the discord?
>>
>>860829
>ive played plenty of ufo defense before, but any times for someone new to xpiratez

Stamina is your most important stat
melee weapons with a weird accuracy value like 65/3 are easy to use but hard to master (things like baseball bats and machetes) and they will always have middling accuracy
MIDDLE CLICK ON EVERYTHING, GEOSCAPE AND BATTLESCAPE
the night missions are really really dark-holding spacebar is the default to make it light but there's a keybinding to make it toggle on
dynamite is as strong as an alien grenade, has a plus against terrain, can be made cheap and is readily available against armor. Love the dynamite.
XCOM had the weird quirk of making explosives destroy each other, piratez fixed this, pile it on
>>
>>875963
The nightvision's auto on at night, these days. Which is actually kinda bad, because you can't see when you're standing in the light. The default toggle key for it is scroll lock, which is awful and I suggest rebinding.

On which note, L toggles your dudes personal lights off. Never use your dudes personal lights.
>>
>>875614
Its pretty good, it even got submod if you are looking for some bloat, ROSIGMA is the name
>>
>>875993
Personal lights for armor without real headlights have an ambient lighting setting of 6 in PirateZ, so the light it produces is the equivalent of complete darkness and can't affect visibility.
>>
I have nv rebinded to space, because that key is used a lot. Also there's a setting in advanced options that sets lightning threshold at which nv is on automatically.
>>
>>875533
sadly he fall from grace and become simp
>>
>>876307
o nice
>>
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Love the new look.
>>
Constantly failing at x-com files and about to give up. I didn't think I was garbage at x-com, I have beaten TFTD on superhuman more than once, but I just don't get this mod.
>killing humans gives you negative score, you can only kill monsters like spiders/zombies/etc even if said humans are trying to murder you
>game pops up cult base missions where you have 4-6 agents and a van/helicopter against 20+ enemies on veteran, who are all super accurate and will snipe you from across the map with weapons you would not ever expect that from i.e pistols
>zombie missions
>metric shit ton of research but absolutely no guidance on what you should be researching other than the promotions
>game is EXTREMELY long, and failing+restarting takes an enormous amount of time just to get back to the part where you were having issues before, hopefully with some new knowledge
I need help, I need an early game research order or something, what kinds of weapons should i be using early game? There's so fucking many and you don't know their stats unless you research them. How do I get a vehicle better than the helicopter for more agents? I'm not even worried about having interceptors etc. for the alien invasion until I have the early game strategy secured.
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>>876761
>new
you mean old
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>>876788
>>killing humans gives you negative score, you can only kill monsters like spiders/zombies/etc even if said humans are trying to murder you
Non-lethal weaponry exist, though I'm honestly unsure if cultists and similar give you negative score or if it's reserved for abducted farmers and the like.
Other than that I honestly have no tips, it has been a while since I played x-com files and I sucked at it, didn't even get to the actual alien invasion part.
>>
>>876788
>>876813
>>metric shit ton of research but absolutely no guidance on what you should be researching other than the promotions
Actually I've got another tip, you can safely ignore most weapon research, only research the ones that are actually useful unless you absolutely have nothing else to research.
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>>876788
x files are simply shitty designed and you are suppose to either suffer and learn by playing or have guide and wiki open with research paths and use meta gaming or simply save scum
solar is worse at design that dioxine and much more easily triggered
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>>876815
>only research the ones that are actually useful
that is my problem, I have no idea what weapons are useful unless I research everything. I guess I could try saving the game and just running through a bunch of research to see if there's anything good out of what I have, then reloading and focusing on those weapon types. I just have no idea what weapons are worth getting or not. I saw some posts on the openxcom forums where people said the regeular "shotgun" is the best early game weapon and it two hits zombies with AP slugs, in my experience a zombie takes 4-6 slugs, and each agent can only fire 2 snaps per turn.
>>876818
that's kind of what i am feeling, I have played but not beaten The World of Terrifying Silence and that is a bit more structured, and also seems like a longer mod to go through. X-Com Files is all over the fuckin place, my research list is FULL of fucking unresearched things because there is no guide for anything, it's just "hey aliens are gonna show up in 1999 you better be ready"
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>>876827
>using AP slugs
>on zombies
anon, zombies have tons of HP but low armor
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>>876827
>I have no idea what weapons are useful unless I research everything
Don't you need to first find the weapon in a mission to be able to research it in case of the vast majority of the early ones? Just send an agent with one once or twice to see how effective it is and in case of melee weapons you can dismiss most of them. Certainly helps if you have at least a vague idea of what each gun is.
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>>876788
>killing humans gives you negative score, you can only kill monsters like spiders/zombies/etc even if said humans are trying to murder you
the only hostile humans you get a penalty for are the farmers, which you can easily take alive with stun batons once you have kevlar.

>game pops up cult base missions where you have 4-6 agents and a van/helicopter against 20+ enemies on veteran, who are all super accurate and will snipe you from across the map with weapons you would not ever expect that from i.e pistols
turn 1 can be tricky while you are on craft that has you spawn in the open. sometimes your spawn is bad and the best choice is to evac and try again later. taking cover is often more important that shooting enemies. dropping smoke turn one can help. fighting at night is often a very good choice against the human cults because you can throw flares to see them while they cant see you.

>zombie missions
bring shotguns (shot, not slugs), dont bring heavy armor.

>I need help, I need an early game research order or something, what kinds of weapons should i be using early game?
i go for vans, kevlar, intel center. other important techs are bio lab and bio enhancement. i also build a second gym minute 1 and hire more agents at the new month so i have a deeper roster.

for guns: shotgun, hunting rifle, m16, and your handgun of choice will be your mainstays until you get blackops. dont forget grenades, especially once you have bio enhancement.

one important thing to note: files is not a game for throwing away agents. trained agent are far stronger than rookies. training people up and keeping them alive makes the game much easier.
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>>876828
Slugs still do 40 kinetic, I suppose buckshot is 15x7 and a lot more damage, but it's also very close range. I assumed that fleshy unarmored enemies wouldn't reduce kinetic damage at all, is that wrong? Zombies in my UFOpedia don't have any kinetic resistance either, but I also can't see their health. I want to like this mod but it seems most of it is wasting time researching non-critical things and setting you back on the research race, or bashing your head against the wall to learn by failure and then restarting.
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>>876844
yeah but why you want shoot AP slugs from shotgun at longer distance?
early weapons should be pistols(because RoF), smg with burst reaction fire and shoots
your agents can't shoot for shits so you want fire at close to med range and plenty so few misses can't fuck you hard
15x7 is much better even if half projectiles miss than AP that miss(or even when hit unarmored targets) AP is to kill armored targets
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>>876843
huh, I guess the early missions where I was still using guns were only the farmers/homicidal maniac/etc, maybe I never tried shooting cultists, I had already switched to attempting to stun all humans at that point. I'll try starting over and this time rush the helicopter so I can have 6 agents, and focus more on upgrading my infrastructure until I can start getting the black ops weapons. My last game I managed to get up to the actual science laboratory, but I was losing agents left and right on cult missions because I was trying to stun them all with baton shotguns. If I can kill cultists and only capture the higher ranking ones, that'll probably be a little easier. Hoping I can get some sort of tank or HWP to draw fire early, as I'm one of the HWPfags who scouts and soaks with a vehicle to protect my soldiers and find enemies to hurl grenades at, and that's not really an option early game it seems.
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>>876848
An interesting point, I didn't think about how getting buckshot pellet hits will still train reactions, I haven't played a lot of mods so I'm not used to shotguns even being a thing. At least now I have some more direction on what I should be doing, I'll definitely use buckshot this time around, especially because I haven't really encountered anything I would call armored yet, cultists are running around in clothing. It's mostly the enemy accuracy and number of enemies that is my problem on those missions, I'll have to try more night assaults, I think I may be too used to the regular x-com strategy of avoiding night missions as much as possible because aliens see better than you do.
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>>876852
whoops i meant train accuracy, not reactions. Zombies are easy reactions training, about the only positive thing I can say about those missions
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>>876850
capturing enemies is good, but you only need one of each for progressing through the game (until much later). carry bandages to save the ones you down but dont kill.
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>>876854
Beretta is best early weapon
>large magazine
>great accuracy(for a pistol)
>great RoF
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>>876856
I plan on killing a lot more cultists this time around, I'll still capture enemies on easier maps like crop circles with just 2 farmers, or a single maniac going on a rampage or whatever.

>>876861
See, the openxcom forums people said it was the magnum because it hits very hard for a pistol, but I am thinking the higher magazine and lower TU's for snapshots on a beretta is gonna be the better choice. All the forums advice I tried ended up being terrible, like sniping zombies with AP slugs from a distance, or "have a dedicated melee agent with a chainsaw". While I do see how useful a chainsaw can be early game due to everything I have used it on has instantly fucking died, it's heavy as hell and takes a lot of TU's to use it, I feel like guns would be better, especially because I haven't reached a vehicle that holds more than 6 people yet.
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>>876867
just shot cultist and then patch them up
problem is that medical items wight a lot and have limited uses(most refill for free at base)
also yeah, early RoF is important especially against zombies and animals - just bring plenty of ammo
magnum is good but you need some skill to use it and its more against light armored human enemies
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>>876867
yeah
I used to play differently than people on forum and rely on SMG early
if you can get M3 early then you set as it have .45 ammo(32dmg) and burst reaction fire
overall x files are hardly intuitive, most early weapons are crap and not worth researching
you want take every mission for loot and exp(even if you just fly there hit something and abort)
you also want to expand your research abilities fast and get Osprey
https://thexcomfileswiki.github.io/#STR_OSPREY
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>>876886
That's exactly what I needed, 16 crew is a good number. Hopefully now I will have enough knowledge and combat skill to at least reach the alien invasion and see how bad it is, I know I will need multiple bases with interceptor coverage but I haven't gotten there yet, usually when I failed before I have two bases, one in the USA and one near Russia/India/China/Japan in the far east.
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>>876917
manufacturing is never profitable in files these days, and you dont need interceptors before the invasion, so the only benefit of another base is being able to build more facilities for scientists, and having another place to launch your troop carrier from.
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>>876919
>having another place to launch your troop carrier from
That's why I did it, I was noticing some missions were expiring before my vans could get there, so I set up a small second base with 2 more vans to cover a few things. Do you think I should just stay with one base for a while and ignore the things I can't reach?
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>>876924
with vans, you can keep them out on the map for quite a while to avoid missing missions. i get three hangars so i always have enough space for this. later you will want a second base because neither the dragonfly nor osprey can reach every hq, unless you are lucky enough to get the kitsune, but the second base i would not bother with until you need it unless you are swimming in extra cash and can afford the expense for more scientists.
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>>876931
Thanks for the advice, I didn't even think about just leaving a van or two away from base and keeping the base one ready for closer spawns, x-com files plays so much differently from the other mods I have tried, have to get used to these little differences
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>>854859
XCOM 2 is good
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>>876867
Pretty much the only reliable way to kill zombies early in files is using shotguns as everything else just takes a lot of shots to kill them
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>>877873
Same in piratez.
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>>877873
Dogs and magnum sworks pretty good as well
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>>878101
In piratez you can chop them to pieces, they have low reaction.
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>>878101
nah really
gals level fast and have high caps and good stats
you can use pistols or smg or melee weapons especially electric one
in x files your agents are guys who barely tie their own shoelaces and you need level them up(which is slow) and get transformation for them and die to enemy farts
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anons do you get any use out of these?
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>>876844
>slug: 40 damage
>shot: 105 damage
Yeah, if it normally takes two shots against an unarmored target, it's going to take five on average with slugs.
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>>878620
No, they're useless.
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>>878620
no, id rather use bigger guns, but theyre not bad with shiny niners if you get them early enough
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>>878620
they are good for small pistols and that is all
they could be good for some situations but desu I usually don't even bother with most of the stuff that need crafting
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Ok, real talk how would you fix xcf ?
For me, personaly
>add option to buy more expirience agients after promo 2
>cut half of the classic weapons
>Boost mission appearence rate by the mile.
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>>879113
too many to bother
x files whole design is utterly broken
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Hey wait what, so the second level ninja bases, you again start right next to them and there are turrets.

Oh well, guess it's just better to wait for the next version and hope that they fix the mission.
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>>880124
>hope that they fix the mission.
kek
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So I just got 5 govt fines for taking landed ordinator filled with zombies, wtf?
If you can't safeguard your own ships why are you bitching to me about it? Stupid pussy ass govts.
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>>880232
>implying zombies weren't the most productive gov workers
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>>880124
Yeah but just the shitty small turrets that you can take out with magnum shots. It's only really the 14mm chainguns that are a bitch.
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>Instead of regular rockets, it has to use gay-ass quad rockets instead.
kinda sad.
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>>880250
And why have you not supplied her with a magnificent hat?
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Just beat the base game on veteran, shouldn't have been looking at the wiki. Psi made it such a cake walk. By the way, is it possible to do a turn 1 win with blaster launchers?
>>
Nice stat gains
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>>875533 (check)
>rant about how much he hates Americans, governments, and homosexuals
Extremadamente basado
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>>875533
I get the hate for Americans and governments in general, but homosexuals is strange considering the obvious tranny and fag elements in his mod.
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>>880966
Like what?
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>>880966
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>>881011
>>881046
>really obvious anime girl self insert
>strong allusions to a general orgiastic atmosphere
>strong allusions to female homosexuality which everyone readily accepts
>strong allusions to male homosexuality which everyone readily accepts
You could find all of these by playing the game or reading the wiki.
There is way more. Like you could make a case for furry shit with some of the pics and almost outright saying your girls fuck beastmen.
I'm just saying if Putin's homo hunter death squads got him I wouldn't be surprised. So it's strange to me that he rants on Discord about fags considering his writing.
>>
just got dabbed on by spartans in a night mission, how the hell does spotter behaviour work?
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>>881262
If you are seen by anyone, they remember you for a few turns and can fire on you out of sight (or throw grenades across the map with pinpoint accuracy, mercs like to do that). You need to take cover to break line of fire.
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>>881219
I think you projecting to much anon
make yourself favor and go outside
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>>881979
t. fraternal kiss of brotherhood appreciator
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>>882422
i think westerners are gay and obsessed by their own faggotry
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>>882425
Just bros kissing on the mouth and holding hands.
Normal culture in the east :)
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>>882427
this
just manly men doing manly things
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>>882427
Yep, it do be like that
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>>874295
a lot of low power shots is good for training firing too
>>872029
What difficulty level?
>>872512
The gameplay is great and you won't find anything quite like it outside of openxcom(especially with regards to length and variety), but read the other replies in this post as well.
>>872575
>There is nothing more graphic than you would see any day browsing this site
kek, this is technically true but only so because of occassional extreme porn on blue boards
Piratez certainly has some interesting imagery, not that I mind. It is however worth noting that
>>872564
Fapping doesn't really make the experience any less great, Piratez just has great gameplay
t. /d/egenerate that has had several playthroughs of Piratez over the last 5 or so years
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>>873554
There are unprovoked crackdowns that just happen occassionally(nothing you can do to prevent this).
Shooting down enemy craft has a chance to spawn crackdown missions from the same faction. I believe killing ratmen leaders(and I believe similiar very high-ranking enemy leaders) has a chance to create crackdowns as well. There are hideout spotting/revealing mechanics as well.
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>>881219
>strong allusions to male homosexuality which everyone readily accepts
I don't remember any of that in x-piratez, could you explain?
>>
Just how much negative score does a single ninja airfield generate? I mean, i did a mutant pogrom, captured a few landed ships and did some missions but i still was -800 points.
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>>878620
they are useful against zombies and the doom demons (not chaingunners as they DO have some armor)
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>>882545
There is a batman and robin bit. It ain't even a "strong allusion" lol
Might be more idk I'm not a loremaster. I just like mixing my shitposts with a bit of truth.
I do believe Dioxine is kinda fruity though, but that's what makes him fun.
love how you accepted everything else lol
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>>882727
>love how you accepted everything else lol
Well, the girls are described as rather lewd in text, and female homosexuality is a not infrequent theme. Not sure about the anime self insert tho(Why would you self-insert as a girl, assuming Dioxine is male?)
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>>882770
I think the "knight of love" who brings you free platemail is some Discord user's Donut Steel.
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>>882539
2 John Silver. I only play on normal. Ninjas really shit out a lot of outposts/airfields early game, as soon as month 2-3. Maybe I got unlucky or something.
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>>882703
Not sure about airfields but every outpost costs 5 points a day, so 150 points per month, and each airfield will spawn several of those if you let them. All this shit adds up.
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>>882957
I thought ninjas got nerfed. Got a save at the begging of month 2 difficulty 3 and not really looking forward to ninja bullshit.
Bad enough I got a little girl from fate calling threatening to bomb me which did not happen a couple of updates ago
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>>882957
what the heck I didn't see that much ninja activity until 4th month or something like that on difficulty 4.
This was on M1 I believe.
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>>883032
I think there is some rng to it. The outposts spawn because the airfield launches the mission with apc's and crawlers. The game can roll other types of mission from other factions in its place. I might just happened to roll several of those in a row. And early game there's nothing you can do about these because you have nothing that could shoot them down.
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>>883067
early you could walk up to them as walking is completely invisible
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>>883072
Yeah, I can then walk to the big turret on a crawler and watch it tear me to shreds.
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>>883032
To add onto this I started an Ironman(Supermutant) difficulty 4 campaign on M2 and with a good mission load and taking almost every mission(mostly live captives) I think I had no or <2 losses before a ninja crackdown in ~july. I think this was also my first ninja encounter outside of easy ones with just ninja gals like saving narlocks.
>>883067
On another run I mostly dealt with ninja bases by just not doing anything about them.
For interceptors I either avoided the airfield or had a craft faster than the ninja interceptors bait them out(Shark Jetbike IIRC?) and lure them away. My recommendation for early ninja craft assaults would be doing them at night with plenty of light sources, while bringing lokknars or black cats as scouts. The shadowbat is particularly suited for this. For live captures melee weapons are very susceptible to being dodged, especially by anything higher than a ninja gal
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>>883141
Pirahna from Jack is good at baiting ninja bases and running away. You can get it much faster then shark jetbike. Also you don't need fuel for it.
And I would not recommend fighting ninjas at night. They have way better night vision and much better camo at night. I prefer to stay in craft and take potshots at anything that moves, and only come out to clean up the few stragglers.
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>>882912
yes and she is annoying cunt
dio simp for her
kek
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>>883286
>They have way better night vision and much better camo at night
Yes, but lokk and cats still have vision advantage(can see them from further than they can be seen by ninjas themselves). You spread light sources wherever you think ninjas might be and then do the "stay in craft and take potshots" you describe. the lokks and cats are for the immediate surroundings of your craft and such, when you have to scout darkness.
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>>883619
Interesting, never tried to do it that way. I guess I'll give it a try next run and see if it works for me.
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>>883876
Leaving yourself in the dark and putting light sources in far places in general is extremely powerful.
Decent ways to get lights are:
electroflares(low risk, can be removed, no smoke from fires)
bow with incendiary arrows(Very accurate, low risk of accidently shooting near yourself)
High risk of shooting near yourself unless the gal is very precise:
Shotgun with incendiary munitions, I forgot which one it was
Skorpion SMG
But any incendiary weapon with lots of shots and preferrably fairly inaccurate(to spread a burst) can be very useful, particularly for bogeymen & zombies where revealing yourself likely won't matter much(bogeyman have really high NV and I don't think zombies care about visibility like this?). That said using fire may create some clouds in the long run. On some terrain(e. g. wheat fields) the fire may also spread to nearby tiles.
>>
Threw everything to shoot down a star god cruiser and there wasn't a coordinator in there. Sad!
>>
y'know, i was originally going to complain how hard the Ninja airfield mission was, but now i'm trying to do a ninja outpost.

Those bigger 14mm Chaingun turrets, i only have a Hydra laser and a RPG with DP rockets. Is it even possible for me to destroy them?
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>>885518
the outpost is actually much easier, you just need an indirect method of killing the 14mm turrets. chem grenades work eventually, acid mortars work much better. rpgs work only after youve shredded the armor away (like with chem grenades), because the turrets have massive concussive resistance
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>>885522
... so i'm pretty much fucked? Is there any sort of debug option kill the turrets or anything like that?
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>>885525
You need the ap ammo for rpg and still it would take 3-4 direct hits to take one down. Lasers have small armor damage so you can weaken it with it. You can soften it with chem grenades or willie pete or even acid flasks. If you have lassos you can take it out with them too by standing out of sight at the end of turn and then hitting them once and running away. Of course you have to kill everything else on the field to do that, but it can be done. Basically until you get emp grenades/minibombs this thing will be fucking annoying.
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>>885525
>debug option
enable debug in config and then I think ctrl+shift+k, search the forums for useful hotkeys thread
>>
>>881219
>Putin's homo hunter death squads
Anon, I don't know how to tell you this, but Putin is a full flaming gaylord who only larps as a strong masculine moralistic manly man for the sake of his image.
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AAAAAAAAAAAAAAAAAAAAAAAAAHHHHHH I'M SO FUCKED
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>>880250
What is that? Some new hover bike armor?
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>>886775
I don't think it's in a game yet.
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>>886502
what happened anon?
>>
How easy is it to mod Open XCOM? What programming language is it written in?
>>
>>887226
It's written in C++, but you don't need to program to mod it. All game rules are externalized into text files with YAML formatting, plus there's a bit barebones scripting support.
Look at .rul files in mods, or in standard/xcom1/ to get an idea about how it looks like, and consult ruleset reference.
https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)
>>
>>885525
The higher tier ninja often carry EMP grenades, which should do the job even if you don't have the right kit yourself.
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>>887816
They are pretty rare on warriors though, so I wouldn't depend on them.
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>>887220
ninjas
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>>887220
What >>887846 said. Got the govt official defense mission, it was located inside ninja fortress range. I thought sending two escort crafts was enough but they shot down both of them and the troop transport. I sold almost everything just to get another transport ship and some weapons to replace the equipment I lost. Now I'm stuck making alcohol just so I don't go bankrupt the next month.
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>>888159
fuck ninjASs
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>>888159
You really need to learn how to bait their bases, bro.
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>>888159
>Got the govt official defense mission, it was located inside ninja fortress range.
Isn't it only a a -1000 hit? Either way it's not worth it to risk having a craft carrying non-disposable troops shut down at that score amount. I'm guessing on top of failing the mission getting shot down carries additional score penalties for getting your craft shot down
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>>888873
-2500 in mine, although I've not updated to M3 yet.
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>>889099
Ye it's -2500, my bad
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>>889099
2500 if you skip it, about 1300 if you show up and evac
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>>889099
Is this a higher difficulty thing or something? Because I'm almost halfway through second year and never saw that thing. Or do I have to do mutant alliance to have that thing, like faction pogroms? I don't have that since I got books from gnome.
>>
>>879113
>>879634
>real talk how would you fix xcf

Said it last time someone asked but:

>more high cover/buildings like in XCOM basic (everything about the game's design encourages you to hide behind the van and plink away with snipers- which sucks when the enemy gets the ability to squadsight grenades onto you)
>plinking away with snipers is boring as fuck in itself
>more early midgame missions around the cult outpost tier so you're not stuck assaulting the same boring safehouse in the same inexplicable wasteland constantly (and would you look at that, because there's no cover the only way to safely approach the thing is plinking everyone to death)
>freshness only takes affect on long, annoying missions and makes them even LONGER
>>
>>880250
>>882545
>>881046
Oh my fuck, is Dioxine himself in the thread? I never even considered that lol

Hey! If you ever see this, stop randomly rotating between "it's meant to be silly :)" "It's meant to be hard" whenever you have to justify doing less work, ya narcissistic fuck
>>
>>889349
is dioxine in the room right now anon?
tell me where he did touch you?
>>
>>889343
nah
that is not enough
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>>889349
I remember witnessing the discord discuss threads on 4chan back when /vst/ first became a thing and he basically said that he views us as the same as the pond scum on the OXC forums, but racist and better at english, and that anyone with any good ideas would come into the discord to share them. This was also back before he simped out and the entire thing and it was like, 4 channels of various boomers hanging out.
>>
>>890238
>4 channels of various boomers hanging out.
good times
>>
>>883559
>dio simp for her
Sad, many such cases. Still playing the game, though.
>>
i think i hit the point i've seen mentioned here, when the endgame stops throwing you much new stuff and you're stuck on a long grind before cydonia. Mercs and star gods are the only factions that are kinda challenging.
I'm seriously tempted to just drop this one and start a new game.
>>
>>892138
story of every big xcom mod, innit?
>>
>>892138
yeah
i feel you
>>
>>892140
Well, there aren't THAT many big mods.
>>
Is there some sort of a bug or is it just ridiculously hard to get a positive score? I destroyed a ninja airfield, did a terror mission succesfully and some missions too but i still got a -4245 score. When i used the debug mode to reset the alien activity for the month i got a positive 1445 score.
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>>892483
So you only scored 1.5k points in a month? That's way too low. There's probably another airfield somewhere with outposts spawning missions left end right.
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>>892542
There weren't any other bases or outposts, i checked that with the debug mode's reveal craft and bases option
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>>892894
Are you not shooting stuff down and looting it? Ignoring missions? Not maxing out research ASAP? That seems really low.
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>>892138
I've played the game a whole lot and feel like I could do difficulty 4 Ironman at this point, but I never actually went to Cydonia, it's just not an interesting goal to me. Maxing out research completion feels far more interesting to me. I was never tempted by factorios rocket either. It's not a big deal though imo
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>>886775
It's going to be added in the next version, also peasents will be able to use it as well.
>>
>>893066
Hell, i haven't even begun on the rocket, i hope it doesn't take that long.
The thing is, the game is great at giving you better material little by little, but once you get close to the end standing with top gear most battles become so easy it's not even funny, you just steamroll everything in front of you with zero effort.
>>
>>893590
>once you get close to the end standing with top gear most battles become so easy it's not even funny, you just steamroll everything in front of you with zero effort.
Fair, but that late you can ignore most missions as well
>>
Hey I never played X-COM, only have a vague idea what it is and sounds cool. I downloaded GOG version of X-COM - UFO Defense; should I just boot up and play GOG's version of the original, or is there a better way to introduce myself to this series?
>>
>>895099
the original is a good intro,be sure to give the official manual a look-see too since there's no tutorial like in firaxis scom games.
i'd also recommend OpenXcom sourceport since it adds a bunch of graphics features without changing the core of the game.
>>
>>895099
yes play the OG version
its rather straightforward
the 2 most famous mods for open X COm are fucking huge like you can't even imagine
>>
>>895221
>>895224
ty fellas
>>
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>>895099
You should get OpenXcom. The original DOS version has some bugs.
>>
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Piratez is so fucking cool but I think there's a bunch of micro shit that goes over my head. I get this anxiety while playing it, like a bad month or even a bad mission is going to fuck up a 200 hour save. I can't keep up with the frankly insane amount of content it has.

I'm watching Russians play it on youtube in the late game and they're doing shit I didn't even get anywhere close to. Tanks launching nuke shells into downed craft and killing 15 enemies at once and shit.
>>
>>896464
Only thing I can say is don't worry about it so much. As far as xcom mods go, it's about the hardest one to outright lose. Although the goddamn Ninja bases have updated the calculus on that a certain amount.
>>
>>896471
>Ninja bases
See I've heard horror stories about this shit. How bad is it?

Another big problem I had when I last played was running into bottlenecks on major research milestones because I neglected to capture a fucking yeti or some random NPC, and the relevant missions wouldn't spawn for half a year.
>>
>>896476
If you can work out how to bait the interceptors out without losing ships long enough to get a landing craft down, then they're actually not completely awful so long as you can get them before they get upgraded. The tier1 and tier2 ones are fine. The tier3 is a giant fuckin' two-part slog.

Just load for bear because the high-tier ninjas do not fuck around, and bring a shitload of chem so you can plink the big turrets down from hard cover without them immediately murdering you.
>>
>>896481
That sounds like cancer, do they start spawning immediately?
>>
>>896484
Not entirely sure. I know it's not immediate, but it's fairly early. Was pretty late in year1 before I found any in my most recent game.
>>
>most popular mod Is some reddit cringe le wacky coomer space pirate shit
So these are the strategic Patricians of OG xcom
>>
>>896491
i got you anon
but ts actually good
sutprisingly
>>
>>896491
>muh coomer mod
Retardus maximus
>>
>>896491
Its popular because it was the first big overhaul.
X-files and 40k mods are way better than X-piratez and without the cringe setting or writing
>>
>>896491
"Le coomer shit" is what keeps retards away, and I wouldn't have it any other way.
>>
>>896491
It wouldnt be so bad if you could play as other factions like Spartans or Humanists
But instead you are stuck playing as mutated women
>>
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Is the 40k mod updated often? Keep meaning to try it as a more streamlined alternative to pirates.
>>
>>897504
Yes, there is also a submod that adds more stuff called ROSIGMA
Plus you can choose if you want to play Speehhs muhreens (with possible chaos path in mid game), IG or Sisters of Battle
>>
>>896491
You're trying too hard.
>>
>>892894
>debug mode's reveal craft and bases option
What's the hotkey for that? Just had a precipitous score drop this month and I don't see shit, so wanna check myself.
>>
>>898449
In debug mode press Ctrl and 7
>>
>>897096
>Spartans or Humanists
These are the 2 biggest faggot factions though
>>
>>900477
Humanists are the faggots, spartans at least have female scouts.
>>
>>897096
>>896491
40k mod is actually pretty good. Go fuck your mother. X-Piratez is fun.
>>
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>>900512
>dioxine still won't let us convert spartan scouts into trained peasants
>>
>>900477
>These are the 2 biggest faggot factions though
Thats why they are cool
>>
>>896491
Take your buzzwords and wojaks back to >>>/v/
>>
>>900582
>or battle maidens
>>
I read a comment on /vr/ awhile ago that said that this game can be beaten in 2 months. Now I feel like until I get a time close to that I'll never be able to feel the sense of accomplishment from winning, because if I take significantly longer than 2 months that means I'm doing something wrong and I suck.
My motivation to try this game out has been lost. Help.
>>
>>901011
2 months of real time anon
>>
>>901011
Shit, I've beaten the game a couple of times on Jack Sparrow and there's no fucking way to finish within two months in-game time unless you edit the mod. The luckiest I ever got was a star god coordinator landing and a merc captain right after in week one.
>oh shit, blue robe right fucking next to me
>bashed the nigga in the head
>cheesed it back to the boat and bailed
Still took years and years to win because I never got some fucking zombie or voodoo research opening up. Besides that, there's no way to research everything you need to research within two months.
>>
>>901011
Two months of PLAY time, anon. Somewhere around 1400 hours.
>>
>>901033
>>901171
>>901179
lmao fuck I should have specified that I was talking about OG XCOM (with openxcom to fix bugs) and not xpiratez, and that the guy was talking about in-game months.
>>
>>901195
eh
its possible but luck based
why you even want to speed run this?
are you preparing for transition or something?
>>
>>901221
I don't I just have autism about doing things wrong/sucking at games when I feel good about beating something but then someone else is saying that it should be beatable at a fraction of the time.
>>
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>>901227
lmao anon
do you walk to grocery shop or do you match the world record in running?
you can beat OG UFO in one sitting, just play it
when you played it last time? do you even know what you need to do to beat it?
>>
>>901233
Never played it before. Was thinking of trying it out because the gameplay from what I've seen seems a lot more appealing to me than the nu-XCOMs, which I've played before several years ago but eventually got tired of.
>>
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>>901235
>Never played it before
>Lets speed run it
anon...
>>
>>901238
alright yea it's absurd as fuck. I get hung up on shit like losing the precious sense of accomplishment/other great experiences and I didn't realize the absurdity of it until now.
>>
>>901227
being sub-optimal =/= being bad
most of the fun plays and strategies in games are suboptimal
>>
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>Average number of battles required to finish X-piratez is somewhere between 500 and 1000
Do people really? I get that its a cool mod but putting 200+ irl hours into it is something else
>>
>>901341
It's one of those things you have to try out for yourself. And 200 hrs would barely get you to the midgame, maybe.
>>
>>901441
>It's one of those things you have to try out for yourself
I already sank over 100 hours into X-files and 40k mod.
I cant imagine sinking even more into another megamod
>>
>>901227
The amount of luck required to beat OG xcom 1 in two months would be astounding. You would need to breeze past ALL of the techgates for the correct enemies to spawn in the first 20 days, then roll a very lucky series of ships that would allow you to interrogate all the aliens needed for Cydonia. A more reasonable amount of time for someone who isn't taking estrogen-tier is like 6-8 months.
>>
>>901442
Unlike X-Files, Piratez is actually enjoyable past the first ten.
>>
>>901567
I dunno, it kinda becomes a slog if you get unlucky and can't unlock shit.
>>
>>901572
This has never happened to me before endgame.
>>
>>901584
I once didn't unlock more voodoo until after I had gotten cydonia codes from star gods and was just sitting on a guildmaster and a couple of cardinals, then I couldn't advance the red mage bullshit because who knows anymore. The questlines are jank as hell.
>>
>>901587
you can buy captives for the voodoo req after the saya prize.
>>
>>901587
You can't unlock voodoo on the easiest difficulty because the wasteland sorceress event won't fire. Otherwise it has something like a 80% chance to fire on every month past getting the prerequisites.
>>
>>901590
You can't buy all the required captives.
>>901593
I was on Jack Sparrow. I've never played easiest difficulty. I had one pirate with a shitload of legendary medals, I got lucky with one of the original 6 and she steamrolled the game.
>>
>>901601
You can buy noblewoman and she can give you voodoo. No idea what you're talking about.
>>
>>901634
You obviously can't read.
>>901587
>MORE voodoo
>had gotten cydonia codes from star gods
>red mage bullshit
It was some fucking zombie or unbuyable monster or VIP I needed to advance shit and get interrogation. Then you need a handful of smuggler negotiators and they never pop up and you can't just interrogate one and get everything, you gotta do the mission four or five times and god forbid she dies to friendly fire or some other bullshit plus there would be years where I wouldn't get the mission thanks to the mean time to fire. In that game, I had already started building the final ship and I had around 60% of the tech tree discovered. The lack of advanced voodoo made shit a slog and it got to the point where I would just level the map from the transport and be done with it just to get points.
>>
>>901654
Lol you absolutely can get everything from a single smuggler negotiator as they don't get deleted after research.
>>
>>901666
Got deleted for me. I figured it was changed in the most recent patch.
>>
>>901681
probably a bug that happened to me when i was rearranging my base and deleted a workshop
>>
>>901654
seems like you were at about the point i'm in now.
I'm guessing it is technomancer what you were missing, but then that only locks you out of the endgame codex armors. It doesn't seem to be necessary to finish the game at all.
>>
>>901948
He said he couldn't interrogate. Interrogation isn't blocked by any hard rng. You can (and should) easily get it way before school graduation. So unless that was like 20 versions ago and things got heavily changed I have no idea what was blocking him.
>>
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dio is triple vaxed guys
>>
>>902248
uh-oh, guess the mod will never be finished
>>
>>902406
rip Dio
[i]
>>
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First time I actually used them. Turns out they're pretty great vs everything not heavily armored/piercing resistant. Huge snapshot range, very accurate, has auto. If you get it early game from gambling or shit it's absolutely fantastic. Built enough to rape church guys with them, it's been fun.
>>
>>902248
isn't dio a russkie? i hear the russkie vaccine isn't as deadly as pfizer's
>>
>>905015
Polish, isn't he?
And I'm pretty sure that's because the russian vaccine also doesn't, y'know. Work.
>>
>>905015
he is polish
get 2 moderna and 1 plizner
>>
since no ones posted it yet, piratez update
https://www.moddb.com/mods/x-piratez/downloads/dioxine-xpiratez-v-m4-peasant-revolution#downloadsform
main things are a peasant route as an alternative to male touch and gals, and fewer nnja bases. stop targeting civilians no longer requires crowning, so mag7 is much easier to get
>>
>>905108
The fuck is mag7?
>>
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neato
>>
>>905141
I heard you get seven heroes to join you if you do stop targeting civilians before the end of year 1, i think >>905108 means that
>>
>- Standard rocket launchers/RPGs no longer work in 0g
Why would recoilless systems *not* work in 0g? Does he think rockets need air to burn their fuel?
>>
>>905429
because space is full of aether
>>
>>855682
anyone got a list of regional bonuses?
>>
Where the hell do I find a "The Teachings of Night"? I've been saving up for a Dream Library for fuckin' years now, and finally have enough pillow books, but I've no idea where to get the other shit.
>>
>>905881
demon god cavern missions, i think
>>
>>905846
https://www.xpiratez.wtf/en-US##STARTING%20BONUSES

>>905886
this is correct
>>
Just got to school graduation recently, not sure if I want to start a new game on M4. Also not sure if I want to upgrade mid campaign. I'll probably skip this one.
>>
>>905151
>buff to flame gun
>lil ilya light slot
Decisions, decisions.
>>
>>906069
You need alacrity orb to make more ilyas. You're better off using them for displacer.
>>
>>906076
I suspect by that point there will be no more need for them. I just use them to help take down shit in the early game, I normally get enough parts for better shit pretty quick.
>>
i am not impressed by new peasant route
>>
>>906091
Looked around at pedia and it seems it's just a male route but with peasants with some unique condemnations and very early game armor.
>>
Any worthy/useful sub mods for Piratez?
>>
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>>906104
there is that one with cities lore
outside it not really
my personal is to switch on alarm for landing ufos and to change race flags
>>
>>906111
Don't do cities lore. It has a shitload of errors and typos, and it shits up early game captures with tens of useless flavour "techs".
>>
>>905846
Arctic: 6 tribal outfits, tech human polar outfit, +450 infamy
Antarctica: 6 tribal outfits, tech human polar outfit +700 infamy
Siberia: 8 luxury furs, tech ushanka, +200 infamy
North Atlantic: 6 tribal outfits, tech sea transport, +450 infamy
Europe: 3 rare earth elements, tech rare earth elements, -50 infamy
North America: 5 vodka,tech uber wheat, +200 infamy
South America: 10 each of red pepper, devil's pepper, egglant, orange, coconut, tech what do?, +450 infamy
North Africa: 6 beer, tech swag items (golden ankh, amphore, golden cup, golden cross, crown, ol' coins, diamond), -50 infamy
South Africa: 3 blowpipes and 24 blowpipe darts (3 shots each), tech monster hunting, +200 infamy
Central Asia: 777 capitulatory tax, tech necropirate, +200 infamy
South East Asia: 10 each of mutant fish, mutant egg, pumpkin, tech mutant egg, +200 infamy
Australasia: 20 explosive cannonballs, tech sea adventure, +450 infamy
Pacific: 1 hero, tech the deep ones, +700 infamy
>>
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>>855682
>Theban Hive: 12 assault clone licenses, -600 infamy

Pretty sweet deal imo, they come with aqua suits too
>>
>40k
Is the player decently equipped to deal with all those imposing-looking chaos marines, tanks and robots that appear from the very start?
>>
>>897611
Arbites, Primaris and Grey Knights too with the latest updates.
>>
>>907304
Yes, just equip everybody with AP Sniper rifles
>>
>>906327
What are assault clones? Just a class of peasant?
>>
>>908445
peasants with really high stats and a special commendation. still pretty squishy, but early aqua suits are good for a lot of missions you'd usually never bother using them for. thebes is one of the strongest starts because of them
>>
>>876788
Don't play this mod. It's very unfun. It literally never gets better.
>>
>>908504
sadly this
it can be fun sometimes but its seriously badly designed
>>
Has anyone got compiled 40k mod?
>>
>>908606
Download links for 40k mod, version 031 is latest:
https://openxcom.mod.io/40k

ROSIGMA add-on/expansion submod:
https://openxcom.mod.io/rosigma
Compatible with latest 40k - 031 version.

Unless you mean something else with compiled.
>>
>>908684
i dont want to buy original xcom man for openxcom
>>
>>909010
Just pirate it
>>
Just fuck my shit up
>>
>>909010
It was released in 1994, with no copy protection to speak of. If you don't want to pay five bucks for it, then don't.
>>
>>909056
Bystanders in hideout defense?
>>
>>909073
I think prisoners exist as items on the map, and can get caught in explosions.
There were a lot of explosions. I've heard that ninjas have suicide bombs now, and though I didn't get a good look at the bombs themselves, their effects were very clear.
>>
>>909080
Yeah, ninja assasins have aloha snackbar fun packs in crackdowns. But I think it doesn't go off if you manage to pick it up in the same turn.
>>
>>909073
Workers spawn as unconscious civilians during defense, and can wake up and go look for a blaster launcher to make your day more fun.
>>
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>>905108
That's just what male touch should have always been. Where's the munchkin route? I want to be forced to jump into pogroms with unarmored gnomes or mop up hallucinoids with Lokks that drown in two turns.
>>
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>when Blowfish engines explode hit by a fucking musket ball
>>
>>909849
Kek, didn't even know it was possible. Muskets are +50% armor. Must've been a perfect damage roll or something.
>now your survivors have to carry the thing home
>>
>>909880
happened two times
Now I never shoot from this death trap
>>
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>>909849
happened to my Turtle, entire top section 'sploded
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>>910388
>>909880
>throw grenade on some funky pumpkin field
>whole field explode killing every one bandit on iy
>>
>>909849
I feel like all the battery crafts are intentional trollling. They're practically designed to cause random deaths.
>>
>>910486
Nonsense. Snake and shadowbat are good examples of secure battery ships. Unless you mean the garbage before shadowmasters.
>>
>>910553
Yeah, I'm not counting shadowtech ships.
>>
Is there a way to mod XCom Files so the cultists only spawn inside the buildings during the cult missions?

I know I should just "get good" but I'm tired of aborting missions with a bad spawn or having to savescum beforehand from the geoscape. The early game is slog trying to keep my guys alive so I don't get fucked in 99
>>
>>910750
if you're on any difficulty higher than 3 there will be cultist spawns outside. there's not enough spawn locations inside places apparently
>>
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ninjas
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>>910825
M4? Only 1 airfield? I had 2 in september in M3. Looks like an improvement.
>>
>>910940
yeah
you should switch
its really better
they also grow slower
>>
>>910750
percentageOutsideUfo
>>
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>>911088
Nah, I'm in midgame now with tanks and bikes and custom lasguns for everyone. Ninjas no longer concern me. But good to know anyway, will try new run at M5.
>>
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>>910553
>>
There's another ninja base in Canada, and a Mercenary outpost on the north pole. Also, judging from the base numbering, I'm still missing a few.
I think I'll finally have tanks by next month, though, so I might actually consider trying to clear some of the smaller ones.
>>
>>911219
Be sure to keep 3-4 outposts for target practice. Each spawns 3 ninja bikes every now and then. All you need is craft with basic shields and accurate weapon like oscillator and the more pilots the better. Super fast firing/reaction/bravery training.
>>
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>ravenclaw robe still locked behind Gals are Superior
>>
>>911232
all you need is convoy with 3x14 mm
and you can roll over them
>>
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>>911236
the kittens look like that?
damn good
>>
>>911309
Huh, nice idea with the convoy. I assume the armor make you take no damage from bikes?
>>
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>>911374
you take some but not much
>>
>Xpiratez virgin
>three weeks in
>distress beacon
>land in scorching hot desert
>three peasants, three starters
First round, huge explosion in front of ship, massive wall of dust. One of the peasants goes insane, the other goes beserk. Send third peasant around side of dust wall, hoping to see what’s going on. Gets hit with rocket and goes unconscious. Sneak an Uber up through the tree line, more rockets, unconscious. Pull other two back for defensive hold. End of turn, more rockets, the two distressed peasants fall over.
Might just dust off, fuck the peons.
Hate to lose my melee Uber and her chainsaw though.
This is giving me TFTD vibes, totally unfair early game, love it!
>>
I'm completely new to open X-COM
Which is the ideal vanilla+ mod?
>>
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>>912689
Yeah, sometimes the best move is to just leave. As you play the game more, you'll get better at evaluating whether a fight is worth it.
>>
>>912725
Just play vanilla first. OpenXcom fixes all the bugs the original DOS release had, and adds a lot of quality-of-life features.
>>
>>860839
>> You probably wanna avoid letting dudes into your organisation for the first run.
What about revolutionary peasants?
>>
>>912938
That appears to be ALSO an extra challenge option.
>>
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>>855682
>>906167
i used to just smack my first base somewhere in the balkans but now i have no idea.
>>
>>912725
none
play vanilla
then you can try final mod pack
>>
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oh no
>>
Back in 95 I used to do roomie training missions, trap an alien in the sky ranger and let them sit there while my soldiers jogged around the landing craft while overloaded, threw stuff back and forth, walked into smoke clouds, shot trees, and even “got their shots” which was lining up and stepping in front of “doc” to be shot with the starter pistol, then healed if they got a bleed.
These missions did wonders for my stat gains.
I’m new to open x-com, starting into xpiratez, I see that there is Ctrl-E to let you know who still needs experience. Is this engine similar to the old one, you get stat gains in the things you use? I’m a little confused because in the missions I’ve done so far, the gains or lack thereof don’t seem nearly as bound to in-map actions as they were in the original.
I’m sure I could google for the answer, but trying to play unspoiled, and searching for that specific and mechanical of an answer, I’m sure to see things I don’t want to.
So, xpiratez training advice please?
>>
>>913426
https://www.ufopaedia.org/index.php/Experience
https://openxcom.org/forum/index.php/topic,6459.0.html
If you want to cheese easy exp, knock down an enemy, grab non-lethal weapon, stand on top of him and aim at the same tile you're on. For bravery training, skip turns until your gals start to panic.
>>
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i love this thing
>>
Not sure what I did, guessing it was when I messed up video settings and hit the reset to default button.
Previously when equipping characters it gave me a little number telling the the weight of carried gear over their age limit, eg 32/47
Now it’s gone and I’m not seeing anything listed in the options windows to get it back:
>>
>>913573
I also lost the little indicator giving me hit chance when I put a cursor over an enemy.
>>
>>913578
I found morestatsininventory by manually editing the config, didn’t ring the aim one though
>>
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>>913573
>>913578
you playing vanilla?
>>
>>913623
Nope, x-piratez
And some of the options that hitting “restore to default” changed are greyed out by the x-piratez rule set and it would not let me change them back via in game options, rather than try to dig them all up and manually edit them into he config I just deleted the whole folder and started fresh.
Lesso: don’t hit the restore to defaults button in options if playing piratez, it restores them to the vanilla defaults, not the piratez defaults.
>>
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some of the green cars really look stylish
>>
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i dont care if it sucks: that feelio when male path
>>
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>>913426
>Is this engine similar to the old one, you get stat gains in the things you use?
Most of the things you listed do nothing in XPiratez. Frankly, I'm not sure if some of them ever worked in the original, or if they were just placebo.
Instead of going into why they do nothing, I'll just try to list everything that DOES give you experience.

>hitting enemies with attacks
Trains whatever skill your weapon is set to train. For some weapons this is obvious, and some others mention it in the description. Hitting friendly units doesn't count.
>attempting reaction fire
Trains reactions. If it hits, you also get weapon XP for that.
>healing units
Has a chance to train bravery.
>succeeding a panic check
Trains bravery. Just taking a long-ass time in a mission will eventually make your soldiers panic, so that works in a sense, but it causes other problems. You generally shouldn't wait just for training.

On every mission where a soldier gains XP, they also get some points to secondary skills that aren't trained by other activities, like strength and time units. In XPiratez, there are some special armours that increase these stat gains (generally with fuck all armour value)
You can also train soldiers at training facilities at base, which trains several skills, but not all of them, and only up to a limit.
Oh, and then there's commendations, which are like achievements for your soldiers. They're separate from normal skill training, but they give pretty good bonuses, so you should read about them in the 'pedia when you get them.
>>
>>914065
Not that guy, but will having the hand in +XP gear speed up training as well, or only in-mission gain?
>>
>>914068
No, only in-mission gain.
>>
In xpiratez, is Europe flyover country?
Started my first game in N America, got a landed ufo every day or two and a few event battles, had like 20 fights under my belt by end of Jan.
Restarted because I fucked up the options so bad I just started from a fresh install.
Went Europe this time. By end of Jan I’ve had five ships actually land so I could fight them, and one event.
Shippings keep coming in from the Atlantic, and continue right on past me, I usually get low of fuel and return to base over Siberia or Alaska.
I know that the lore says Europe got nuked hard, but it also said the syndicate was the richest local power… where is all the traffic?
>>
>>914116
no, thats just rng. piratez is very swingy like that.
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oh vey
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>>912725
I went straight to xpiratez.
>>
40k mod
Any way to reduce the frequency of voice responses to movement orders without removing them entity? I’m glad the did voices, but I down want to hear the same three cycle through 900 times per combat.
>>
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>>914340
good choice
enjoy
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>>914065
doggos also are the best at delivering primed bombs
>>
Is it possible to reaction melee with a bayonet or gunbutt? seems to default to punch
>>
>>914826
From my experience, it works only if you wear armor with no built in melee option at all.
>>
>>914412
https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)
>unitResponseSoundsFrequency
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>>914762
What does “use special item” do with an attack dog? First outing with one and there is a weird button up in the corner.
>>
>>915039
You can sniff for enemies which have moved.
>>
>>915039
>>915049
same functionality as the ayephone
>>
I appreciate all the xpiratez answers guys, trying to stick to the in game pedia and you folks for my first run through.
So, killing vs knocking out seems to vary from mission to mission which one gives you points vs costs you points.
Is there a good guideline to know which you are supposed to do in a mission other than just taking notes for next time?
I just had a mission against a brothel, so I stunned the hoes, thinking they are probably just exploited… and lost points. Guess I should have just capped the bitches, but that seems antithetical to the lore around my group of gals.
>>
>>915138
Live capping only costs you points before you research them, once you interrogate at least one of them you will gain points for it in the future
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>>915138
Nah, you did the right thing. Killing hoes also costs points.
Most civilian types give negative points when captured, but at the same time, any enemy you've already researched always gives 10 points. So, after you interrogate the first hoe, you'll gain points for any future ones you capture.
>>
Savescumming makes you hopelessly shit at this game.
>>
>>915369
Pretty sure that applies to most games
>>
Get my first non-starter Uber
First fight I use her in is actually rescuing another castaway
She gets bit
Once
By a cockroach
As it walked past her
Like, as a second thought
“Bitch, you cost me 2extra ap to divert around your ass” <nibble> <keeps walking>
He then walked into LOS of my jumpy musketeer and died to reaction fire.
19 days in the hospital
From a roach flippantly taking a taste
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>>915532
inexperienced gals are pretty fragile
low stats, low HP
>>
I know some of you also play Xenonauts so I have a question about. What it the difference between X-Division and Xenophobia? Is the former like X-Com Files with more a prolonged early game and the latter one like The Long War with altogether expanded experience? I didn't play both of them so I am confused what to choose. I played the vanilla a few years ago and dropped around midgame being bored.
https://www.youtube.com/watch?v=_s3bHp4ce34
>>
>>915633
>dropped around midgame being bored
so you want play thing that bored you but longer and with more grind?
>>
>>915633
X-division is bloat upon bloat upon bloat, the very definition of modder autism
Xenophobia is like a vanilla++, adds interesting stuff but doesnt go overboard
But i think there is no version for the most recent version of Community Edition so you will need to downgrade your game version. Or download it from rutracker that has game+mod.
>>
>>915671
So you recommend Xenophobia if I haven't finished vanilla before, right?
>Or download it from rutracker that has game+mod.
That's what I'm intended to do.
>>
>>915668
That's why I'm asking. I'm looking for the stuff fancy enough to help me going through the grind.
>>
>>915709
Yes i recommend it, there is much more weapons diversity, more tech and gadgets. Overall something to make the vanilla boring progression more fun.
>>
>>915758
Thanks, have a gungirl.
>>
I'm looking at the 40k mod, is ROSIGMA worth downloading as well?
>>
>>915824
Yes, just don't choose additional subdoctrines if you want to be less confused. It's worth at least for diverging mission and enemy types.
>>
>>915824
Try both.

ROSIGMA got some new things, mostly for Guards, Sisters, Arbites and enemies.

Guard has Strategies now, like Abhumans or Scions. With Penal troops, Squats, Beastmen, Krieg and new weapons.

Sisters start with Novitiates and some more armor tiers. They get Drop Pods if you don't like their starting transport.

The campaign pacing is different, there's Tzeentch and Genestealer cultists running around. Orks have like a dozen new units, Flashgitz, Deffkopters, Weirdboyz etc.

Chaos has Alpha Legion, Night Lords, Chaos Squats and Sisters. Some are more of a pain in the ass than other enemies.
>>
do peasants and the like count towards Gal officer salaries? so if i recruit 30 lokknaars will i end up having to pay high tier officer fees for gals?
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>>915908
If you hire 30 peasants and 10 gals rank up you will pay more for that 10 gals.
>>
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Quick rundown?
>>
>>915992
Expected game mode,
Bonus extra challenge with useless slave dudes
Bonus extra challenge mode with useless peasants.
>>
>>915992
gals
>classic route, let you hire gals in large numbers
>male, let you hire male soldiers, harder but more similar to x com
>revolution, third way, focused on peasants, hardest
>>
So is piratez just generally slower paced?
I’m in March
I have not expanded radar range
I do not have vehicular weapons
I have not started a second base
I feel like if this were vanilla I would be way behind the invasion advancement and already on a losing path. Here though, all the funding governments seem to love me and think I’m doing great.
>>
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>>916081
what difficulty?
>>
>>916081
The most important thing is to hire more brainers, and to get enough money to afford the upkeep on your brainers. So long as you can research, you can make a comeback even if you fall behind a bit.
>>
>>916000
>>916003
Are the non gal paths that bad if you don't recruit from the market?
Last time I played I got easy reinforcements from young ubers and captured raider scouts.
>>
>>916196
no
I barely hire people in any route
but it wary based on difficulty and if you save scum or play ironmem
>>
>>916196
Now it's easier to get gals regardless of path since you can just spy on ninjas and use spy honors on young ubers.
>>
awright. theban start - peasant rev - green codex - davy jones. wish me luck.
>>
>>916196
Yeah, I've been playing an Ironman Male Touch game, and it's not too bad. Having gals die is a more serious blow than it is normally, but you get enough to maintain your A-team so long as you're not wasteful with them.
Raider scouts are slightly worse than normal gals in the latest version, but not so much that you'd notice.
The worst part is probably the Ravenclaw Robe being locked behind Gals Are Superior.
>>916323
You can just recruit the young ubers though. Spy honors give them extra stats, but not more gals.
>>
How to deal with canny gals?
>>
>>916098
>Difficulty?
Yeah that may be it. I used to play ufo on the highest setting, plus a little harder than that thanks to some utility, iirc. This time I’m the second difficulty, the one that said fair, I was taking it easy on my first run through since it’s been like a decade. I’m probably used to a much faster pace being required just because I was playing at a higher level in vanilla and now I’m playing the mod on babby’s first strategy game level or something.
It’s finally picking up a bit, I’m getting things that look like old mustangs trying to shoot down my airbus, so I got a Big Bird, expecting it to have weapons… meh.
>>
why isn't the main mod listed in openxcom.mod.io?
>>
>>916450
Same with ninjas, light everything on fire
>>
>>916450
i use smoke/fire extinguishers to sneak to take gal and loot and run away
>>
OpenTFTD. Didn't think to build an interception base on the opposite side of the planet in preparation for the second month, so now I'm stuck watching alien activity climb up where my interceptors can't reach them. Just sending out a transport to hopefully detect and assault any landed crafts, but no success so far.
>>
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>>916605
>>
>>916457
Contacts: Car Thieves gives you access to an aircar with a light weapon slot, and We Need Craft Weapons leads to a couple options to get some light weapons.
You can also go for Daredevil and Buckaroo, but their weapons are going to be weaker.
>>
so i get to the point where money don't really matter and I just wait till tech research
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>>917049
>wait till tech research
Build more lab infrastructure
Hire more brainers
>>
>>917049
build moar research bases
>>
>>917049
i just dumped a hundred million to get a provost so i can finally get to do all the plasma research, basically the only big thing i'm missing
>>
>>896804
>X-files and 40k mods are way better
Not sure on the 40k front because they play pretty damn meh unless you love the lore, but X-files is trash to actually play. I love the concept but the pacing is just awful, and its only gotten worse over the years.
>>
>>917115
I think he was trying to make a funny, given files and piratez are the same setting.
>>
which early/mid techs do anons prioritise?
for me, its gyrocopters, armoured cars and AA base defences.
>>
>>917153
Cars and chainmail/heavy suits. The new 14mm car is fantastic.
>>
Alt-Ctrl-X is awesome for after I’ve equipped my crew, to dump the rest of the crap back into stores.
Is there a reverse hot key or button that I’m missing? To dump everything from stores into a craft so I have everything available while equipping?
>>
>>916355
Is green good now?
>>
>>917153
>Gyrocopters
How do you use them?
>>
>>917153
no idea
i play mostly blind
>>
First xpiratez play through
Second difficulty level
Beginning of April
Two pics
Question in the next post
>>
>>917808
Without spoilers, how fucked am I?
>>
>>917809
You absolutely cannot take that with two gals and a van. If nothing else you've no way of shooting it down.
>>
>>917809
is this a ninja fortress?
>>
>>917950
Looks like it, but the radar is too big (unless that was changed in M4, I'm skipping that one).
>>
those lokk cavern mission are nailbiting early on
>>
>>918092
>nailbiting
?
I send at last 1-2 dogs so they can sniff enemy.
Giving Loks shotguns and Slayer armor also help them a lot
>>
>>854859
>Open the thread expecting a variety of mods.
>It's all just Xpiratez
I'm sure it's a decent mod but I expected more mods getting some spotlight.
>>
>>918117
eh
they are niche
>>
>>917153
bounty hunting in January
>>
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Do the spotlight then. If I got a reply on a different game (Xenonauts) then why more related posting wouldn't work out.

By the way, was there at least a discussion about C&C themed mode? These would work for both GDI and NOD since both of them work just like PMC. GDI is responsible before UN Security Council or something like that and NOD gets it support from rebellious regions. It can even be played around levels of tiberium infusion where blue zones are more lenient but give less money due to shortage of tiberium and yellow zones are richer but harder to "please"? Implementing the shift of zone color would be another dimension to the mod's balance but I lack the idea to work it at least on paper.
>>
>>917711
>put a lokk'naar in the copter
>fly a few layers up
>destroy enemy with accurate machine gun fire
>get shot and die in one hit
>>
>>917808
>>917809
Just ignore it.
>>
Are there any new notable mods or major updates to existing ones? Haven't been keeping much track for about a year at this point.
>>
>>917711
sick reaction shots and dropping landmines
>>
get the hot fixes if you're doing the peasant path anons
>>
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Starting guns in Xenophobia are fun but some of them are useless as it's impossible to tell what kind of alium it's going to be on site. Stechkin and AKs are really good with 5-shot bursts and make really good use out of the suppression mechanic. I'm still wondering about the role of HK 51 and G3 when 53 and FAL are also present. One more question: Are researches meant to be that slow? I built the second lab and projects still have "bad" speed.
>>
>>918480
The research speed changes with time, buts its always a good idea to have a lot of o research facilities
>>
>>918483
What number of labs are we talking about? Should I fill my interceptor bases with labs to the brim?
>>
When do you drop your second base in xpiratez?
I feel like with all the varied facilities I’m going to need a lot of specialized bases to properly carry out functions and have access to things
>>
>>918484
I havent played Xenophobia in years, usually 2-3 labs per base should be good iirc
>>
>>918555
I usually do it when the main base has mess hall, max brainers, some barracks built and second extractor + runts. My second base is usually the plantation + prison base, third is for storage.
>>
>>918607
That’s exactly the point I’m at, and researching the plantation and seeing it was 2x2 is what made me come post this question. Thanks for reassurance.
Gonna make my first base the primary soldier training center/strike team base.
>>
friendly reminder to change
>oxceUfoLandingAlert
from false to true in Piratez_Globals
so you are informed when UFO landing
>>
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kots soon
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>>919154
Is there a non cyka blyat version?
>>
>>919042
So does that warn you about landings globally?
Does a landing you don’t make it to cost you more points if you know about it, or is the penalty the same even if you never knew it existed?
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>>919174
not yet
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>>919204
>So does that warn you about landings globally?
no its a alert like in case of you spotting enemy vessel
its just QoL - you get alert when ufo you spotted and see land somewhere so you can react
if it land outside your radar range you don't see/don't get alerted
>>
>>919213
Ah, okay, so it’s to reduce fuel usage ghosting around behind every contact hoping they land, with this you can just wait to see if they land, then scramble the airbus. This whole “not able to shoot stuff down” thing just feels weird
>>
>>919233
You still want to ghost them outside your radar coverage
its just pause and alert you that craft that you currently see on radar landed.
>This whole “not able to shoot stuff down” thing just feels weird
wait till you meet Hunter Killers
>>
>>919042
I still have no idea why are the openxcom modders so against having that option on, dare to even mention it in any discord and you'll see some autistic shit.
>>
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>>919270
autism
I mean they are modders, on their own discord
what more clues you want?
>send gals on party
>its party with 25 raider gals
>slap them all and send home
>problem with lack of ubers solved
now I need separate base in Australia to put them
>>
>>919273
Australia as a prison base, fully staffed by recruited or enslaved prisoners as hands/brainer/runts/workers would be very nicely thematic. Bravo anon!
>>
>>919270
It's to force you to spend time just waiting and looking at the slowly turning globe, so you don't burn out doing constant missions. Dio is doing it for you. You just don't understand his vision.
>>
>>918555
Once I have 2-3m in bank, and while I'm getting there I unlock and build expensive buildings in main base. So usually it have to wait until summer.
>>
>>918625
your first base is special because of the old earth lab, so it will always be a research base. eventually you will want to move troops and craft to a different base so you can cram in other facilities
>>
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>>909849
i should have listened
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>>919540
you should
I warned you that use of electric cars will lead to destruction
>>
Forgive me /vst, for I have sinned…
I just savescummed for the first time in xpiratez.
It’s April, I just got my first base raid, and my defenses shot it down.
I reloaded to let them in.
What is my penance?
>>
>>919655
Immediately ransom all of your captures from the base raid. No research, no robbery or enslavement.
>>
>>919655
delete save
>>
>>919655
Demolish your entire base.
>>
>>919655
just play however you like, who cares about save scumming?
>>
Why is a shotgun with slug shells so accurate in x-com files?
>>
>>919665
Accepted, thank you.
>>919673
Harsh, I just wanted to see what base layouts looked like in the mod before I build my second base. That lift door is a pain in the ass, next base I’m going to put it on the other side of a hanger and use the hanger as the choke point into the main base, much cleaner killing field
>>919674
I’ll use lots of grenades.

One of my dogs got shot, used my best gal to run in front of the enemies, bandage it up, and carry it to safety while under reaction fire.
Gotta save the good boys.
>>
>>919655
Nobody cares lol.
>>
>>919681
Seriously, in this mod of all things it's understandable. There's so much weird shit to experiment with and learn, it'd feel incredibly restrictive to iron man before you have a really good handle on it
>>
imo there's a difference between savescumming because you dont know wtf is going on and savescumming because you repeatedly do the same cavalier shit and press the undo button when gals start dying.
>>
>>919889
there's certainly degrees of savescumming, I remember watching a streamer at some point and he would never let anyone even get wounded because it would give him -1 freshness as condemnation
>>
>>919892
the fuck
he was save scumming on stream?
>>
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lost my Little Bird to raiders, i think we downed one another the exact same moment.
>>
>>920049
That's a landed ship symbol, not a crashed ship symbol.
If you'd just waited before engaging, it would have gone down on its own.
>>
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>>920074
damn..
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>>920049
check log > transfers
your crew if you are attacked should walk back to your base
all items gone tho
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>>920092
kek
where is the meme?
>>
>>920092
Post it already.
>>
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>Xenophobia
>got too lazy manning every land combat
>so just bomb crashsites
>barely built Migs for medium ships
>decided to actually man a land assault in February of the second year
>lizards in full plate
>my guys in Jackals with Lapua Magnum firearms
Should I give milkors to everyone?
>>
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>>920101
>>920157
The reason he didn't post it is that it was fucking nothing.
>>
>>920188
He was just caught with bad temper, I hope. People can't melt down on such low effort banter so fast, right?
>>
>>920188
Also I haven't seen seen heavy weapon crews in xcom mods. Rosigma for w40k claims to do that but I couldn't figure it out, everything worked the same as vanilla w40k for me. The only real system for me is making a gun shit ass heavy so you would need the second person to haul ammo, although it doesn't change the fact that the weapon operator would have to waste TUs on reloading.
>>
>>920194
He often seems mad, but I think it might just be the way he talks.
>>920199
Piratez actually gave gals with Runt outfits a special ability that lets them give TU to others, which specifically seems useful for reloading mortars faster.
>>
>>920205
Is he a trap by chance, or one of those RGB persons? I went to the discord server once, and he was responding normally even though a bit rough, but nothing like that.
>>
>ninjas build an outpost on top of my base
>try to assault
>turrets reaction fire three of my gals to bits as soon as I fire at one
guess it's bikes until I get better armor/EMPs
>>
>>920226
bikes can be detected and hunted anon
your choice is hunt party or pimp wagon
>>
>>920233
Learned that shortly after the last post. I also realized I have some smoke grenades and AT rifles sitting around. Here's hoping.
>>
>>920242
I destroyed the big turrets by smoking them and my positions and then shooting them with sniper rifles(high skill) and recoilless rifles
they are durable as hell a
I don't think so that AT rifles can scratch them
>>
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fugging ninjas
>>
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Why isn't it enabled? Was it bugged in M3 or something?
>>
Gonna jump in 40k
I’ve got xcom experience dating back to the mid 90’s
I’ll probably only get a single 40k play though squeezed in, I have plenty of other 40k games, and I’m liking xpiratez and xenonauts for my x-com engine itch…
Rosigma or plain 40k for the best experience?
>>
>>920247
Chem grenades/rounds are your friend against those fuckin' things. They have stupid armour and resists.
>>
decide to check ninja stronghold
>you start in OPEN FIELD with enemy 10 turrets aiming at you and ready to fuck you up
like wtf
>>
>>920661
Smoke?
“Ninja Vanish!”
Disclaimer: I’m a noon who has never done one of those missions and am just guessing, that would be the first thing I’d try anyway.
>>
>>920706
that was mine idea too
but then turrets just plow through smoke and my gals and i also get gas and firebombed
either they seen me or I was sniper spotted
should go at it when it was smaller
>>
>>920706
>Smoke?
Literally almost all the enemies except for civilians ignore smoke in one way or another.
>>
>>919154
>Illustrious leader
>any Catgirl, that served to the ranks of spacehero or higher, can go through this training to verify her status. After going through many battles, she becomes stronger, in both body and mind.
>+2 str
>+2 stam
>+3 HP
>+2 morale regen
>>
>>919685
because shotguns IRL are pretty damn accurate, even with buckshot. the long barrel really does your hitchance% good
>>
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>>919685
Considering their ingame usable range it's no wonder. IRL it's hard to miss from up to 10 metres even with a small ass pistol like Makarov. Take it a bit further and the smallest flinch of your grip can launch your bullet out of the aiming window.
>>
>>920706
>smoke
When i was beat mission against mercenaries, i see clearly how useful a smoke really are.
Because enemy still can see and shoot through smoke, but accuracy will be decreased. Well, i thinks so.
>>920759
Smoke sometimes have thickness, i'm don't know how to explain.
Crate of Violence make so thick smog, that you can't see any shit through. This explosive was help me in one hellhound hunt mission against ninja gals.
>>
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which mission to choose?
>>
>>920818
>do you want to get your shit pushed in by a nazi main battle tank
>or do you want to spend twenty turns with naked peasants punching sectoids in tight corridors
>or do you want a gnome
Difficult choices.
>>
>>920818
Bank always. You need some charm damage to take him alive comfortably. Seductress outfit is best. It needs to be researched now to be used though (this fucking change took me unawares). Can also be done with wench outfits on a high voodoo power gals.
>>
>>920838
don't have seductress and have zero skill in vodoo
>>
>>920838
>wench outfits on a high voodoo power gals
Really? Armour counts double against the Wench Bad Touch, so it seems like a bad approach.
>>920840
Do you have gals with high throwing? The gnome is resistant to electricity, but the electric lasso's damage can scale high enough to get through anyway.
>>
>>920832
I have some high trained peasants so i will probably roll with sectoids
>>
>>920841
I know about the double armor thing. I'm not saying it is a proper way to do it, just that it is possible, hence high vp, I did the math (and was the only way to do it for me because I thought I could just wear that seductress I got from the mansion like always).
>>
>>920841
>gals with high throwing
how high are we talking?
>>
>>920840
I would say ignore the challenge until you have the means to capture the gnome. It's not like you will be able to unlock B badge yet, you need lots of prizes bought for that now.
>>
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>>920854
I am like one and 3/4 year into the game
I have tokens
i avoided all progression techs
>had only one base invasion
>no nuke attacks
>>
>>920841
>but the electric lasso's damage can scale high enough
Uh, lasso has no scaling. 90 damage max at perfect roll. And gnome has 75% electric resist, meaning you will never damage him with that.
>>
>>920856
>i avoided all progression techs
Bad idea. Because of how missions are generated, when you finally research some progression tech you will probably wait literally many months until new things spawn, meaning you will be doing same shit over and over for a while.
>>
>>920865
yes and?
>>
>>920867
It's boring as fuck?
>>
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>>920868
well
some people like grind and numbers going up
>>
>>920846
>>920860
Yeah, it looks like I was wrong. I checked the Bootypedia, and the lasso damage doesn't scale. I really thought it did.
EMP would work great, but Seductress is probably easier to get.
>>
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>>920871
I guess. Carry on then.
>>
Base defense:
Friendlies spawn in rooms with living space
Enemies spawn in rooms with hanger space or access lift = true

Could not find it explicitly stated anywhere, but that’s how I remember Irma from vanilla. Anything else, or any exceptions?
>>
>>920876
Most friendlies spawn in rooms with living space, some are scattered. Rest is true.
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>>920876
some enemies with infiltration(like ninjas with mininukes) can spawn anywhere
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>>920876
If there isn't enough room to spawn all the enemies, they'll be placed randomly. Not going to happen if you have a hangar, but if the only entry point is the lift, they can spill.
>>
Anyone know what triggers the second wasteland priestess event?
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>>921207
you need to have sex with dioxine mom
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>>920363
Rosigma if you want a longer, more gradual ramp of witchcraft, heresy and mutation.

Plain 40k if you want a shorter, harder(?) and simpler playthrough.

If you're playing Marines there's not a big difference other than enemies, UFOs and missions.

If you're playing Guard there's more options in Rosigma.
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WHERE'S THE FUCKING WRENCH DIO?
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>>921554
Should have gone Male Touch
>>
>Charge laser removed from green codex.
Yay, trying to shoot shit down with little bird and a 14mm pew shooter!
>>
>BASE DEFENSE
>ninjas
>some gals spawn naked or in nightgown
>base defenses are cancer anyway
>ninjas carry fucking suicide bombs with them
>my weapons are not really adequate and they cut trough my troops like hot knife trough butter
its not fun, I may be filtered by this shit, should invest more in AA defense
how many canons I need to repel any incoming craft??
>>
>>921676
They get the fancy new bioplasma thing insted.
Btw has anyone tried it yet? How is it?
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>>921680
I'd focus on getting your crew's weaponry up to spec first. Later on you're rolling with enough Luxury Barracks and Armoured Vaults that those can take care of most shit on their own.
>>
>>921682
It’s a heavy weapon.
Lord know when I’ll unlock something that can use it.
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>>921808
shadowtech. scarab can use it
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>>921479
Lol, gradual…
>>Mission one. Three enemies, killed them without taking a step. Took me longer to figure out that I had to skip a turn to get out of the drop pods than it did to wipe the enemies.
ahh this is going to be a comfy training and base building thing, need to make sure I let the guys in real armor get shots in next time
>>Mission 2. What? I shot down a ship, how do they have buildings. What are all those glowey guys doing in that tower? Three turns later.. the whole map is burning and covered in smoke and my armored guy with the rocket launcher puts a missile into the tower before taking purple gooey reaction fire and succumbing to tzeenetch’s sweet embrace. Mission failed -579 score.
>>
>>921680
The meta option is to get like 20 dogs and outfit them with armed landmines.
>>
Is X-Com Files worth taking a look at? I like the idea but I don't want to waste time on a potentially bad mod.
>>
>>922356
For what it is it's okay, if it's your first megamod you should enjoy it but it's a huge bloated mess with lots of questionable design decisions and there's a reason anons so rarely talk about it. For reference that mod will take several hundreds of hours to clear, it's truly a marathon.
>>
>>922356
It's much harder with a bunch of actually shit design and graphics compared to PirateZ
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>>922356
It's allright, although late game felt vanilla and boring compared to XPiratez.
I know that Solar whant to add cults in late game, like give them intercepters and shit, and also add more MiB shit. But I dunno how it will play in the end.
>>
Is it worth trying to chase anything down with the Little Bird and the freebie 14mm cannon?
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>>922593
You can only shoot down super early game stuff with it, everything else including civilians will outrun it easily.
>>
>>922259
Hey it could be Chaos Terminators or Marines with Heavy Plasma.

Tzeentch cultists and demons are little shits with magic bullshit out the ass though.
>>
>>922593
to slow
its good for hunting rat bands tho - free exp
its also good for farming glamour
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>>922635
which crafts get glamour bonuses?
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>>922693
Bikes and little bird as far as I know
some clothes too like bikini
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>>922693
Once I was bored with doing missions and wanted to skip most of them so I packed the prospector with 12 gals all wearing bikini, just land and abort mission instantly you get 12 glamour + 4 metal ore that you can turn into 50k coins later. Obviously it's a somewhat late game strategy but it fueled my min maxing autism, I skipped hundreds of missions but at least I got something out of it.
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post bases
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>>922356
It's difficulty curve is confusing. You may go through early game even on hard just fine. Yet around just before Promotion 3, late cult activities where actually paranormal stuff starts to gain momentum (deep sea humanoids with Dagon cult, zombie hordes with leading vampires) it defeats you with mere amounts of battle you have to tend to. It would be ok in Xenonauts though, with ability to bomb land battles.
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>>922731
I hate access elevators next to hangars so much, they are like killboxes for both teams.
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>>922731
june
>>
Cant decide on my codex bros, I've been putting it off for a month. Feel like one of those retards who spends half an hour gawping at a menu.
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>>923002
>Red: Fighter
>Grey: Mage
>Gold: Thief
>Green: Priest
>>
My little bird got shot down.
I’m guessing that was a one of a kind?
At least I can stop sending runts into the tunnels constantly trying to scrounge more ammo.
>>
>>922731
When the Den is complete I’ll build a third hanger to complete the top, upgrade the burrow to a living quarters, and blow up the living quarters currently touching the lift.
My first base fight taught me that the lift is a shit connector.
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>>923323
you can buy another helicopter wreck and manufacture it again
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>>923355
Oh, cool. Thanks.
I was surprised to see the crew come home. Did I get lucky or is that a 100% thing?
If they always come home I may just have dedicated fighters that I don’t put gear on, so if the ship bites it in air combat I’m not losing quite so much equipment.
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>>923472
if your craft is intercepted by an enemy hunter killer and is shot down, your crew will return but all equipment on the craft is still lost. if your craft is intercepting an enemy and is shot down, you lose the crew
>>
>>923350
>single missile away from losing the whole base
I see you like to live dangerously.
>>
>>923886
Oh crap, dens are not resilient?
I have that backbone of alternating living quarters and storages specifically to avoid losing extra buildings to missiles.
I guess in my head a den is an upgraded living quarters so I assumed it would be resilient.
Thanks for the catch!
What’s my best resilient, defensible connector to the hangers? Don’t wanna do a vault and risk crap getting blown up. Just another living quarters? If there is a good building coming in the research chain, it’ll be a bit before I can afford the hanger anyway.
>>
>>924088
Flipped through the bootypedia and answered my own question.
The only things that are resilient are living quarter and vault variants.
Maybe a large living quarters to connect.
>>
After a month of basically no activity, I build an expedition to fill the hanger from my lost little bird, send it out… before it can even exit my radar bubble, this happens.
>>
Red codex seems straight forward enough, is there reason I shouldn't take it for my first time through?
>>
>>924547
red is good for the battlescape, less so for airgame. ilya requires spike rockets which are unreliable to find and getting through prizes competes with alliance favors. i dont like any of their stc craft. aggressor suits and rayguns are very nice to have early.
>>
>>924547
only downside of red codex are no mind control powers
>>
>>919211
This mod is getting gayer all the time.
>>
I took green for my first game because the charge laser was supposed to help with early game air fights and help your economy by letting you shoot down civvies.
They took the charge laser away from green. I got the codex almost 4 months ago and I don’t know if any benefit I’ve received at all from it. I did a bunch of medical research topics hoping that would turn up something, but no luck yet.
Wish I’d gone gold.
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Drawing is fun, especially when Dio guiding you every two minutes.
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>>924719
So... moonbase soon then?
>>
Red: unga bunga
Grey: witchcraft and a loli
Gold: I have no idea
Green: zzzzzzzz
>>
>>924728
Yeah, pretty much. Also new ending and some Zander lore. Dunno when he finishes it, but he ask me to draw paper doll for Dr.X





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