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Game:
>https://www.gog.com/en/game/xcom_ufo_defense
>https://openxcom.org/downloads-milestones/
Mods:
>https://mod.io/g/openxcom
>https://www.moddb.com/mods/x-piratez/downloads
>https://mod.io/g/openxcom/m/the-x-com-files
Resources:
>https://www.ufopaedia.org/
>https://xpedia.netlify.app/
>https://xcf.trigramreactor.net/master
>https://openxcom.org/forum/index.php

Last thread>>>>1893670
>>
>>1912791
it's oxcg not oxce dumbass
>>
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Anyone else hyped for XCOM 3?
>>
So has anyone bought dolls yet? Are they hot?
>>
Demonic alliance path when
>>
Is there a better way to get the catgirl ST suit than socializing or interrogating smugglers?
>>
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>have access to my favorite weapons
>after I already made a contract for better guns
Fucking Black Ops.
>>
>>1912972
Recruit a catgirl tourist (the catgirl tourists in peril mission is your best bet and is somewhat common) and strip her to get the ST suit
>>
>>1912988
>Fucking Black Ops.
but muh auto sniper
>>
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>>1912853
OpenXCom Extended
>>
>>1912855
not after what happened with XCOM 2 and Chimera Squad.
>>
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There goes my coordinator, and I have nothing to fight them with yet. Sad!
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>have to give up Gudrun to get Red Mage or Aurora
>can't get all three
>>
>>1913018
That isn't what the general is about
>>
anons, is xpiratez' class system interesting? having different unit types, is it better than original xcom's "regular soldiers", in your opinion?
>>
>>1913289
Unit types are different enough that they warrant having an actual squad composition instead of having 12 clones that all wear power suit with heavy plasma.
As far piratez goes every unit type except slave soldier has either unique missions or unique gear that makes them worth using.
>>
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Whoa, beginning research got some changes I see.
>>
>>1913289
I love it for the flavor. XCF agents are honestly so fucking boring after Piratez.
>>
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Yep, it's luckshitting time.
>>
>>1912855
I don't see it ever comming out, with Jake Solomon leaving Firaxis and the general state of the universe at the end of XCOM 2 and Chimera Squad. I would probably play it anyway, but i doubt they can top what they've already made.
>>1913289
Dealing with each class having different armors is a little annoying, but i think they offer great variety. There's enough unique gear for each class and special missions to make them feel worthwhile, they supplement your main force of gals quite well.
>>
Any advice for making urban maps less awful?
>>
>>1913538
Ayephones and wall destruction
>>
>>1912855
XCOM 3 would be on Cydonia
>>
>Bandit Caves
>a Disciple of Apocalypse gets stuck in those diagonal squares and will stay there forever, becoming essentially immortal
>>
>>1913668
Don't cockblock the diagonal entrances and they will move out
>>
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"Brainers pay for themselves", they said.
>>
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>bring 2 dogs into every mission
>just have them sprint into the thickest clusters of buildings and spam aye each turn
>every bad mission is suddenly 10 times easier
I really underrated dogs. They're actually better than aye phone carriers in some ways, since they're truly disposable, unlike any phone holder that can match a dog's starting 100 TUs.
>>
Where are the turn screens in the Piratez folder? The images that appear in "hidden movement" and "our/enemy turn" screens
>>
>>1913833
They do if you aren't retarded.
>>
Is selling glamour a bad idea?
>>
>>1914188
Do you:
>have enough for the next bounty badge
>produce enough glamour to fulfill the first option by the time you need it
if either is true then feel free to sell excess for extra cash. do keep in mind that if you plan on spying on ninjas you'll need quite a bit of glamour
>>
>>1913292
>>1913367
>>1913493
thanks anons, appreciate your opinion
as an aside, what do you think about nucom's/phoenix point's class system? is having classes like those better than having plain soldiers?
or rather, what is "the best" system, in your opinion?
>>
>>1914113
\user\mods\Piratez\Resources\Backgrounds\
or some other subdirectory under resources
>>
>>1913538
Dog sniffers, sense, and dynamite
>>
>>1913833
You can just edit their salary in the rules
>>
>>1914214
I'll speak for nucom/long war since I played that a lot.
There's a balance problem certainly some classes are simply not very good or are hampered by artificial restriction and this is the worst part about nucom. For example in EW vanilla support is widely recognized as the weakest class because it's stuck with assault rifle, if they were allowed to use shotguns they'd go back to be useable if not almost optimal.
Long war also has a problem of class longevity as example assault and engineers are OP early on but by the end game these classes are almost worthless.
The piratez soldier system doesn't have these problems, they're more flexible.
I can't really tell you which system is better, I enjoy both they fit their games respectively.
>>
Am I missing something or are SMGs (two-handed ones) kind of shit?
>>
>>1914603
Linux being the exception, of course.
>>
>>1914603
Nah you're right they're just kinda shit, mostly weapons for enemy npcs. In context of piratez very early game I can consider using something like spraygun or messer as alternative to shotgun for peasants but that's about it. In XCF I don't recall ever using smgs at any point of the game.
>>
>>1914605
Tommy Gun in early Piratez is incredible. But i agree otherwise.
>>
>>1914214
>as an aside, what do you think about nucom's/phoenix point's class system? is having classes like those better than having plain soldiers?
I don't think either system is 'better' inherently.
The nucom system is more rpg-like, with individual soldiers being more important, with the game being defined around class abilities.
Meanwhile oldcom is more of a numbers game, where the individual isn't as important. The gear you give your soldier matters alot more.
Nucom is a rpg/tactics/strategy game, squad sizes are smaller and the role of each soldier type is very strongly defined
Oldcom is just tactics/strategy, losing men often is normal and what a soldier can do is tied to what you give them on the loadout screen, not their class.

I think both systems are good. Oldcom let's me grind through 300 agents over the course of a Files campaign and i'll still come out on top.
Meanwhile, nucom lets me get really invested in my soldiers, play dress up with all the visual mods, customizing everything about what they look like down to the smallest details.
>>
>>1914603
SMGs are the smallest weapon category in the game and half of the SMGs that do exist are penalized by the presence of the "infiltration" tag, which makes them mediocre at best in general combat stats. They do tend to be among the better low skill weapons in infiltration missions though, since infiltrator shotguns are absolute trash and pistols lean much more heavily on stat scaling. Non-infiltrator SMGs like Tommy and Big Ben are pretty decent as night mission weapons (still kills things up close but isn't rendered useless on a bright/big maps like a shotgun or melee would be). They'd be good weapons for urban maps with unpredictable engagement ranges if you could actually get them before they become obsolete.
>>
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>>1914214
Hate it. The biggest problem with these games is how hard the difficulty drops later on and the ability system makes it worse. You start off with a couple soldiers that can't do shit and then those same soldiers turn into demigods. As soon as you start unlocking classes, you've basically won the game. OGcom has this kind of problem with blaster launchers and psionics but it takes way longer to get to. Both NUcom and PP make you too strong as soon as you've left the tutorial. It's also bad in that losing a squad in OGcom doesn't matter as long as you've done well otherwise and have enough money to replace equipment. Losing a squad in NUcom leads to you to waste time babysitting rookies. The whole system is unstable and you're always either too strong or too weak.

TLDR: Faceless horde of minions > RPG team
>>
>>1914645
I've been using a micro SMG on one of my peasant medics. Very lightweight, fits in the quickdraw slot and the high fire rate makes it quite dangerous when she needs to shoot something. Not a good weapon for general use, but it has a niche.
>>
>>1914500
>>1914618
>>1914671
thanks again anons, appreciate the writeups tremendously. sorry for shitting up the thread but i thought it'd be the best place to ask the veterans
>>
How do I capture those dudes that look like Gundams alive? Hit them with electric attacks?
>>
>>1914603
Hitman condemnation is pretty good.
>>
>cat path
>middle of may and still no suppressed pistols
Good god, I'm really starting to consider just donating a million bucks to the alliance for the tokens.
>>
>>1914603
Wdym the mini cougar and the death blossoms are gud
>>
>>1915295
Those are both machine pistols.
>>
>>1913668
ctrl D, ctrl K.
>>
>>1914853
Screenshot them please.
Dealing a single bleeding wound and then just punching them until they fall down will generally work.
>>
Are catgirls hopeless for storming bases?
>>
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>>1915372
There you go. They're robots, they don't bleed and are immune to poison dagger. And they're very armored so electric damage doesn't drop them.
>>
>>1914853
Just seduce them, they only have 25% charm resist and total 40 hp
>>
>>1915457
If you're faced with enemy that has both high armor and high elec/daze resist then chem damage is an option, for example ninja blunderbuss or death blossom with chem rounds can make enough dent in the armor so non lethal options start working without accidentally killing the target.
I used to rely on charm damage for these kinds of targets but death blossom/chem with slaver's cane does the job too while being more convenient to use.
>>
>>1914853
Chipping damage over a lot of small hits is likely to cause stunning, since the total stun will become bigger than the damage of a single hit. This is also why zombies get knocked unconscious so often when using crappy weapons.
>>
>>1915461
To add, this is normally a bad way to capture living enemies because they'll have a shitton of fatal wounds and die anyway, but for non-bleeding enemies that is no longer a problem.
>>
Is it cheating to check research times in the tech tree viewer?
>>
>>1915959
No, as much devs hate the tech tree viewer it's there to stay. It would be cheating to look at research time in your save file.
>>
>raider ship lands in my territory
>immediately go check it out
>see zombie trooper
>leave
This is the third time in a row. Aren't zombies a less than 1 in 10 chance?
>>
>>1916012
The chance you refer to is for the pink marker missions, ufo missions are generated on monthly basis so if game generates zombies in raider ships you'll get them all month long.
>>
>>1916012
The hyperwave should show the inhabitants of the raider ship as "unknown" if it's zombies, easy way to tell if you need a certain loadout
>>
How do I stop overusing heavy shotguns and RCF carbines?
>>
>>1916080
Overuse coach guns and blackmarch smgs instead
>>
>>1916080
Why stop? It's only natural to gravitate towards the optimal loadouts and both of these I'd call meta tier.
>>
>>1916080
Anyone with <100 firing should be using SMGs or LMGs because shotguns are awful for EXP gain, and anyone with >100 firing should be using one of the prize pistols since they all outperform the common tier rifles.
>>
>>1915959
Absolutely not, the tech tree viewer is practially mandatory with how labyrinthine megamod tech trees are. Seeing cost isn't cheating either because the game will tell you your progress after some days anyway.
>>1916087
>because shotguns are awful for EXP gain
Elaborate?
>>
>>1916107
>Elaborate?
The way shotguns work in openxcom is that there's the primary pellet that gives xp and everything else that doesn't, in practice what this means is that one shot of shotgun gains 1 XP at maximum even if you hit multiple targets.
>>
>>1916109
So what you're saying is they're terrible for acc training, but they can still give secondary stats through reaction training?
>>
>>1916111
I mean everything that grants XP trains secondary stats so I guess? I mean not sure if people know but you can fire or throw smoke grenades and train firing accuracy or throwing accuracy on unconscious enemies if you're obsessed about XP efficiency.
>>
>>1916113
>if you're obsessed about XP efficiency.
I'm definently not, but it's news to me that shotguns are garbage for training. I always thought they were good for rookies because it was so easy to score hits.
I do prefer the Blackmarch SMG these days anyway for people who can't aim, but HV Shotgun has been a staple of my early rookies for literally as long as i've played the mod.
>>
>>1916115
Shotguns are good for rookies because they're effective killing tools but not necessarily weapons that make your soldiers grow the fastest if that makes any sense.
I still prefer shotguns over smgs for rookies, being more effective at killing increases odds of your soldier survival. What's ultimately better is debatable and depends on many factors.
Every post I make assumes ironman playstyle but I know that is not the average, I'm sure smg rookie will grow faster in ideal scenario but it's hard to beat how dependable shotgun is.
>>
>>1916107
High damage per shot basically means you get less EXP per enemy. The difference was very noticeable when I switched my training kits from coach guns to black adders and bandit SMGs.
>>
My favorite earlygame shotgun is the rotogun.
>>
What determines good base placement? Just getting radar coverage on as much land as possible?
>>
>>1916206
Umm, well, your starting base matters of course in Piratez because of the region and country bonuses. But outside of that, i don't think it matters other than radar. I like to cover all land on Earth with radar, so no landing slips my grasp.
>>
>>1916206
The radar changes make it so you can pretty reliably cover the globe even with haphazard base placement, I put my bases in areas that generate training missions (romanica/ghostgates) and/or areas with beneficial events (latin empire, siberia, dark dominion, blackmarch)
>>
>>1916240
> I put my bases in areas that generate training missions (romanica/ghostgates)
Retard who hasn't played in a while here, what the fuck referred to here?
>>
>>1916246
Italy and if I recall India, respectively.
>>
What files do I have to edit to make bounty hunting a starting tech?
>>
>go Red Codex
>get Jim and a Slime Infestation
I'm editing them for the thing I can actually use as Red Codex. This is insane. Dio shouldn't give you off-codex things like those.
>>
>>1916431
Slime infestations happen multiple times in any playthrough with any codex, just deal with them.
Jim is not tied to any codex and not a problem either unless you misguidedly want to get rid of him. Just keep him around.
>>
>>1913289
They're pretty much all cheaper gals with worse stats, usually a lack of melee and strength. The only ones that are actually interesting are syns and chorts.
>>
>>1913538
Deploy Celine Dion album.
>>
>>1916087
> anyone with >100 firing should be using one of the prize pistols since they all outperform the common tier rifles.
Given that rifles don't have accuracy falloff when aimed, they really don't.
>>
>>1916479
A 120 skill silver snake beats the RCF carbine in damage/TU at anything other than blind fire levels of distance, which I consider questionable as a use case, unless your shooter has atrocious bravery. I'll grant you that black adder does lose to carbines merchant/emporium carbines at longer visible ranges, but the scaling pistols do not.
>>
>>1916506
Suppressed pistol fucks ass. For dedicated pistoleros I usually have them stuff a snake down their belt and drop in with the supp main handed
>>
>on stunning the heavily armored Automatons, and dudes in power armor
Some enemies in Rimrider Outposts carry Neural Whips, which can penetrate armor and safely stun heavily armored enemies.
>>
I had lokknars stunning marsec bodyguards but by all math accounts cattle prods can't hurt them
>>
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>>1916561
Armor usually makes the choice for me. The heavier armors tend to penalize reactions and buff bravery, while light armors tend to give tons of reactions. The difference is often big enough to swing the choice of which pistol to use. If it's heavy armor then I like having a second snake as insurance against inopportune reload timings, while the suppressed pistol has a big enough capacity for that not to be a serious concern. Them being one-handed is a really big deal, since it makes it easy to carry a 2-handed support weapon to round out your kit, which you can't easily do with a rifle/shotgun/smg/bow.

In this case, sniper on the samurai because medium armor isn't strong enough for closing in over long sight lines, and RPG on guerrilla because light armor struggles against enemies in cover. At some point I'd like to bone club some rats so my girls can carry additional supplies, but early game missions aren't long enough for logistics to be a serious concern.
>>
>>1916368
I assume he meant "generates training missions".
>>
>>1916468
Gnomes are interesting since tanks/walkers are really that good
>>
>>1916588
I prefer the high capacity of supps as a gun for reaction fire.
>>
Is there a mod that makes the AI stop playing keepaway?
I'm trying to chase Sarsnick and he refuses to give battle.
>>
>>1916753
Yeah, the ammo capacity and the weight are major drawbacks on the snake. The spare gun does help address the former, since you can swap to the fully loaded one for reaction fire, or dual wield and alternate between them, but it also makes the weight problem worse in the process. 7 fucking kilos. The thing weighs more than a damn RCF carbine.
>>
>>1916608
That i did, i know what Romanica and Ghostgates are.
I know there's events tied to countries but last i played we didn't have any missions associated with regions.
>>
>>1916824
OP of the romanica/ghostgate reply here, these two countries are unique in that having a base in them adds a very simple zombie killing mission to the monthly pool that doesn't scale up like other missions (meaning you always fight the same enemies). Ghostgate one gives smooth captives and romanica gives ol coins
>>
>>1916869
I didn't realize you got those even if you didn't start there. Are there other countries with "xcom base in country triggers" that aren't limited to month 0?
>>
in xpiratez...

So if i want to use voodoo, are the best recruits for it freaks? How much voodoo-power should i be looking for in the fresh recruits?

What about damsels?
>>
>>1917331
>So if i want to use voodoo
The new hybrid path might be your thing. Even before the path, hybrid voodoo was the only adequate mind control that's available fairly early on.
>>
>>1917287
Yeah, a decent amount at this point. The other areas I mentioned (latin empire, blackmarch, siberia, dark dominion) have (mostly) positive recurring events with a base present. Some are path specific like red revolution giving you laborers if you're on peasant route
>>
>>1916107
You can play without the tech tree viewer. All it changes is that the research progression, rather than just interrogation results, becomes a gacha. You research things not knowing if it will be helpful or not, and you try to assemble an efficient strategy out of what you pull. A lot of the time you get common junk, but sometimes you pull an SSR, and there's a built in pity system in that you can only pull each useless tech once. Research time units are your tokens for making pulls.
>>
>>1917331
Now this is a noob trap, hiring a fresh freak to be your voodoo user sounds like a great idea at face value but you should use one of your veteran gals instead. Having extra freshness from medals and nepotism makes a big difference.
>What about damsels?
Forget about them, just hire potentially hundreds of peasants and keep only the best, getting a 69 vpower peasant is pretty much guaranteed.
>>
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>get 10 brainers to research Back To School, fully knowing it'll take them 15 days, more or less, to complete it
>plan was to use those 15 days to give time for the other 10 brainers to clean the research list
>Back To School is done in 4 or so days

>the research list now
>>
What am I supposed to use to kill these humanist tanks with? They resist melee damage, they resist concussion rockets, it didn't give a shit about landmines. Bit tough for an early mission.
>>
>>1917654
Which tanks, the small ones or the Sitzkrieg one? The first ones should die from a HEAT RPG shot, the second one take two to four of those.
>>
>>1917656
A little one. It didn't give a shit what I used on it. It took no damage from anything until I stuck a 4th rpg up its ass. Guess I must have just been extremely unlucky.
>>
>>1917666
>4th rpg
You're using the DP shells? Those are more useful against groups of infantry.
>>
>>1917654
RPG/HEAT is the standard answer to enemy tanks that upgrades to rocket launcher/anti-tank rocket later but if these are not available or you're looking for alternatives the tank will fall to enough laser damage but you should consider heavy laser as a minimum against it, if you're forced to fight in close quarter hammer will destroy it or throwing hammers if you have good throwing users. At the high end gauss rounds or auto cannon rounds to the back are lethal enough but otherwise piercing small arms fire isn't too effective.
But of course nothing counters enemy tanks like your own tank, 2x2 are super strong in piratez and you should get one sooner rather than later.
>>
>>1917654
They might be resistant to melee weapons but a high strength gal with a hammer doesn't care about that
>>
>>1917654
>he forgot to bring his recoilless rifle
>>
>>1917331
>>1917337
If you pick anything but Gals Are Superior, you lose out on the best peasant voodoo armour.
>>
>>1917667
No they were all HEAT because that's all I had.

>>1917695
>>1917801
I don't have any of that shit.
>>
>can invade Mars and fuck off out of the solar system despite half the fun missions/plot lines not spawning
Sasuga, dio-sama. I didn't want to bother with red eyes or the witches or the smugglers anyway.
>>
>>1917983
>I don't have any of that shit.
Scratch that, thanks for the RR and rocket launcher, raiders.
>>
>>1917988
Huh? How's that even possible?
>>
>>1918106
I can't continue until I get scented message 3. I get the same witch quest over and over.
>>
>>1918163
Uh, are you sure that's it? You should be getting smugglers and most (if not all) witch quests without scented message 3.
Wait, what does scented message 3 even unlock? I can't think of anything except the pink ships and their magical girls plus soul gem farming.
>>
>>1918170
Unlocks other shit related to Aurora and Dr X/Eurosyndicate. Red mage also isn't giving me anything else to do, which is probably why I'm stalled.
>>
>>1918172
Have you built a spa for red mage yet?
You don't get necessarily get new/any shadowrealms missions every month so that stuff can take quite a long time.
>>
>>1918176
She hasn't asked for one yet.
>>
>>1918180
...
Your situation keeps surprising me.

The spa plot should pop up immediately once you have the red tower built, UNLESS you somehow don't have hidden desires and luxury spa yet. It must be researched in the base with the red tower.
>>
>>1918193
I have all that. Spa plot hasn't popped, red tower hasn't either. I have hidden desires and luxury spa.
>>
>>1918204
Wait how the fuck do you have red mage but not red tower? Just research the entourage that comes with her.
>>
>>1918206
I've done all the research on her I've could. Her measurements and all that.
>>
>>1918193
>It must be researched in the base with the red tower.
An actual, physical spa must be built in the base with the red tower too.
>>
>>1918219
aaaaaaaaaaaaa I'm getting tired of opening xpedia every time you post.
Red mage plans to move in should've been unlocked at the same time as red mage's measurements. I guess you haven't done crypt of the technomancer yet? Do you have a black mask?

>>1918224
Yeah but anon seems to be pretty far from that. Wouldn't hurt to build the spa in advance though.
>>
>>1918234
I have a black mask (and a light mask), technomancer mission has not spawned.
>>
Looks like things not spawning is a recurring problem. I started in Romanica but I didn't get any training missions, Bandits are still spawning cars and trucks and I'm Crime Lord rank, the Factions aren't spawning bases and neither are the Ninjas
>>
>>1918245
You can get certain early game shippings all the way to the end and the whole ninja war is optional nowadays.
Secret bases won't get established if you dominate the airgame. I think only rimriders have one-ufo base missions without any preliminary flights.
>>
>>1918271
So I should let the Jetfighters be instead of killing them?
>>
>>1918311
Ninjas require a specific set of events to happen before you can escalate into a full war. the attack on government won't happen if you're shooting down all of their crafts; I think it's a crawler or APC that initiates it
>>
>>1918319
>I think it's a crawler or APC that initiates it
They deploy both, yes. And I've been killing them both.
Thanks for the tip!
>>
Ignore ninjas. Ignore demon gods/codex. Ignore voodoo. Same result with much less effort.
>>
>ignore fun
What did he mean by this
>>
>>1918465
I'd never ignore demon god shrines, herder's staff is the best stun weapon in the game
>>
>>1918271
>ninja war is optional when dio has made it start automatically upon game start for ages
Ok
>>
>>1918688
> -infamy per month, when you're generally flooded with it
Ok.
>>
How do I win the aircar race? Last time I played, you just had to point a battery-fitted aircar at it and boom. Now fast stuff doesn't have enough range and higher range stuff isn't fast enough.
>>
>>1918688
Turns out he is actually capable of changing his mind when enough people complain for YEARS
>>
>>1918813
A lot of the time you can't, it spawns with random remaining time between 1 and 4 hours and if it spawns with minimum time you probably can't reach it even with the fastest possible aircar.
>>
>>1918813
go gold, use hawk
>>
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>>1918813
Build moar base
>>
>>1918813
Stick a base in southeast china, stick a base in south africa, put airspeeders in both bases. Bam, done.
>>
XCOM Files would be such a great mod if it didn't have the worst level design ever
>>
>>1919231
Ah, a fellow victim of a vampire castle.
>>
>>1919231
caves caves caves and fuck you more caves
>>
>>1919231
Elaborate a bit on that, anon. I agree that there's a few levels that are like running your nuts across a cheese grater, but the vast majority of the games missions uses the same fucking tiles as every other megamod?
>>
>solar keeps sharting out pointless missions for his donutsteel side plots instead of fleshing out the tftd part of the mod
it's so tiresome
>>
>>1919231
>worst level design ever
>shittest weapons balance and progression
>infinite bloat
>beyond infinite grind
>>
>>1919499
>donutsteel side plots
which one outside of zombie boobs?>
>>
>>1919559
The beasts subplot, and the ghosts subplot.
>>
>>1919560
>the most pointless subplots are Solar donutsteel
should figure that
>>
What's the minimum sort of firepower or cutting gear I can use on the escape vessel in Escape Tower?
>>
>>1919704
That depends more on unit stats than items, a very strong gal can probably cut open the door with a battle ax but why bother. My preferred strategy is to equip any flying suit on a gal, get hammer make a hole in the roof and not the door and just drop a grenade in that hole.
Of course you could use explosives on the door but that will destroy the stairs and that kinda sucks.
>>
>>1919709
Well you see the reason I ask is that because of my excellent and inspired skills at balancing risk and reward, the only real option for this mission is one lokk'narr with strength 38. I have some high-ex but ideally I'd like to not blow the mage into red paint. But it's that or an auto-ax.
>>
>>1919729
Steam hammer is supposed to be a solution for weaklings looking to break walls and such, never tried it maybe it'll work?
>>
>>1919731
Don't have one. But I'll try it next time.
>>
>>1919729
Str 38 is more than enough for normal hammer and a stun rod or something.
>>
>>1919737
Seriously? Well okay then.
>>
>>1919739
Btw the mage/noble is usually outside the craft.
>>
>>1919745
I found that out too, but the commando inside made opening it up worth it. Kind of crazy a goblin can bash it open with one hit from a hammer but not with an auto-ax.
>>
>>1919816
Hammer is a dedicated terrain destroy weapon, auto-ax is just more powerful chainsaw.
>>
>>1919449
It's not the tiles themselves usually (except cave missions, FUCK cave missions) but how everything comes together in the end.

For example, Red Dawn manors and outposts. Sniper/spotter means that as soon as you hit someone, every enemy on the map knows where you are. This might've been interesting if the same mechanic didn't let them SEE THROUGH SMOKE, so there's no good counterplay besides having snipers in the back and rookies in the front. But wait, there's 30+ enemies per map, so you're going to run out of meat shields before they do.

Basically, the levels themselves are fine, but there's a lot of poorly executed mechanics and too many enemies for you to effectively deal with. Red Dawn in particular would be fun if they were stronger and more accurate, but spawned maybe half as many guys per level.
>>
>unlocks: No Loli
>>
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>>1920083
This is not a problem unique to Red Dawn
>levels themselves are fine
No, overuse of Z-levels is the bane of XCF, I absolutely refuse to ever play through Exalt HQ ever again.
>>
>>1919704
Gal with a hammer.
>>
>>1920128
>Z-levels
>Exalt HQ
You mean, Syndicate HQ?
>>
>>1920142
The office tower with the eyeball guy yeah.
The actual HQ is even more cancerous but for different reasons.
And don't get me started on the Tower of Apocalypse.
Or the Doom subplot final mission.
Or...
>>
>>1920142
But Exalt HQ is still super cancerous, too much shit to clear, with way too few dudes, you get 8 guys to cover like 10 floors including the basement maze and no convenient chokepoints anywhere.
At least with the office tower you can punch a hole in one of the upper floors and plink away at the bad guys 9/11ing their way outta there one by one.
>>
>>1920151
>Tower of Apocalypse.
Why, yes, I do enjoy having so many enemies on the map the game lags and the turn takes well over 6 minutes, how could you tell?
>>
>>1919231
You are about to discover there's practically no custom maps yet and every mod uses the same community tile set.
>>
>>1920128
>overuse of Z-levels is the bane of XCF
nigga that's literally the entire point of xcom gameplay
>>
>>1920157
that's the apocalypse fort, the tower is what comes later

>>1920151
>doom final mission
doesn't really have much going

>The office tower with the eyeball guy yeah.
A real shame because it's such a nice concept. Osiron Golden Academy is the same.problem in that mooks literally drop 30 floors to engage you so you can't actually do the sweet floor-to-floor action.
>>
>>1920159
Then unsubscribe me from it.
There's a difference between the added complexity of assaulting/defending a multi-floor building/ship, and having a bunker with an extra hidden maze floor added solely so that the last Cyberweb Sphere can go hide there and waste an additional 10 minutes of your time, or a 30 floor building with nothing but stairwells inside.
>>
>>1919499
there's still updates? What's incomplete, the ghosts arc and what else?

> instead of fleshing out the tftd part of the mod
fairly certain the lasoth factory raid is meant to the end questline.
>>
What's the concealed recoilless rifle supposed to be?
>>
should rename this thread to xpiratez thread
>>
>>1920249
Why now, when most of the recent discussion preceding your post was about Files?
>>
How do I get Gudrum, Aurora and the Red Mage? Getting Aurora or the Red Mage means gifting Gudrun to one of the two, which will piss off the other
>>
https://steamcommunity.com/sharedfiles/filedetails/?id=3390392037
>>
I'm playing a game with a shitty tacked on turn based grid strategy mode and its really making me want to play X-Com. Is there anything new in the way of mods since I last played Long War several years ago?
>>
>>1920261
You can keep Red Mage and Dr. X without any tricks. Gifting Gudrun to Red Mage is just one of many routes through their quests.

Dunno about the new red-eyed brat questline, haven't played it. Figure it out and share your findings!
>>
>>1920339
Can't say I've kept up with nucom mods but if you liked long war stay away from long war rebalanced it's an entirely different game that's nothing like original LW.
>>
>>1920384
I don't even have chimera or whatever their new slop was. I thought there might be more mods/updates to XCom 2 since that was the more popular title.
>>
Sir this is a Wendy's.
I ask you to vacate the premises and seek out a nuxcom thread instead.
>>
>>1920387
There is LWOTC but as far I can tell that's just LW2 updated for the new engine.
>>
>>1920083
>(except cave missions, FUCK cave missions)
Piss easy when you discover existance of dogs. Even a fresh hired dog for 10k can be taken to caves and defeat every enemy you might encounter in them. Also, all of them can be ignored basically after doing it the first time.
>For example, Red Dawn manors and outposts. Sniper/spotter means that as soon as you hit someone, every enemy on the map knows where you are.
I don't really see how this is a level design issue. I agree that it's really fucking annoying.
>>1920151
>The office tower with the eyeball guy yeah.
This level is only annoying until you discover you can shoot the windows on every floor and the enemies will reveal themselves as they try to drop down. Only the mechs might give you some trouble here but if you shoot out 2 tile windows on literally every floor, eventually they will be spotted aswell.
>The actual HQ is even more cancerous but for different reasons.
One of the most annoying levels in the game, yes, because you are forced to wear dogshit armor and bring only 8 guys.
>And don't get me started on the Tower of Apocalypse.
I didn't have any trouble with this at all, what part about it made it hard for you?
>Or the Doom subplot final mission.
Not much happening on this one either
>>1920162
>Osiron Golden Academy
This one has problems because the building is far too large and far too tall, and given it isn't made out of glass you can't easily create alternate drops for them to come down.
>>1920166
>having a bunker with an extra hidden maze floor added solely so that the last Cyberweb Sphere can go hide
Yes, the Cyberweb military installation attack is quite possibly the most annoying repeating mission in the entire game, and Solar should drop it's mission ignore penalty to sub 50 immediatly.

I am not here to argue that XCF map design is good akshually, but i don't think it's AS BAD as you guys are saying.
>>
>>1920393
I should also add that i think far more damning for XCF map design is how many of the games missions (especially in the closing stretch) are just retextured alien bases from vanilla.
You literally play through the exact same map in the lunar colony arc three times in a row, with the only difference being the enemy count and variation.
Also also, alot of the 'level design' problems in Files just boils down to Solar saying 'you are not allowed to skip this mission'.
>>
>>1920395
Oh and the Vampire Castle is as bad as they say, i will never even try to argue in favor of that one.
>>
>>1920393
>I am not here to argue that XCF map design is good akshually, but i don't think it's AS BAD as you guys are saying.
I find XCF map design bad not because some maps are conceptually annoying but because some maps are poorly balanced for tactical play with extremely exploitable weaknesses in enemy behavior. Partly because of map geometry but mostly bad map nodes.
>>
How rare is chaos dagger?
>>
>>1920400
>some maps are poorly balanced for tactical play with extremely exploitable weaknesses in enemy behavior.
No disagreements here. Alot of maps have the Large Scout syndrome where a single guy walks back and forth between two positions. The most notable map i can think of here is probably the Tasoth Factory, which is comically easy when you learn there's only ever one enemy roaming the base at a time, with the rest of them being on that walk back and forth behavior in predetermined locations.
>>
>>1920442
If you keep running demon god shrine you'll find one, it's not that rare.
>>
The "Experimental Weapons" thing from White Dragon is missing.
>>
Have an itch to play with Brutal AI, can anyone recommend some medium-sized mods for this?
I'm thinking of trying another Rosigma guard run, but I'm open to other suggestions
>>
>>1921377
Be warned: Since Brutal AI can make enemies come out instead of hiding like little pussies, it can make some mods easier.
For me, a retard, this is not a problem (and sometimes the increased volume of enemies assaulting you makes it harder), but for some of the pro-gamers here who think Jack Sparrow of Xpiratez is not enough of a cock and ball torture session, it can be a turnoff
>>
I am having some trouble getting scented message 1 to proc, I have all the requirement skills (based on xpedia) - Earth's Satellite Network · ? Hulls and Drills · ? Purple Ribbon · ? Capitatory Tax · ? Rank: Brigand Is there something else missing?
>>
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>>1921599
it isnt guaranteed and cannot fire until july. maybe youre just unlucky
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>>1921477
From what I've seen, the biggest problem with BAI isn't that it makes enemies expose themselves (though this is in part an issue), it's that it makes them tend to group up in predictable locations (usually whatever corner you're being shot at from), which makes AOE and indirect fire weapons extremely effective.
>>
I am in second year April so I am a bit worried, can't be that unlucky right? well I guess it IS Xcom but still...
>>
Scented Message 2 calls for Wasteland Priestess, who apparently calls for Reject the Power?
>>
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>>1921613
codex doesnt need her for the dark star, only reject does. the external pedia doesnt display it on the dark star entry but dark star is a get one free from each codex.
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>>1921654
>external pedia doesnt display it
And internal tech tree viewer is useless here.
Also, whatever "not your business" is, it's not letting me get the third tier of White Dragon stuff.
>>
>>1921660
play the game more and xpedia less. the third white dragon prize is disabled because it doesnt unlock anything yet
>>
>>1921666
>play the game more and xpedia less
There's a LOT to do, and I don't know if I have the time to random walk.

>it doesnt unlock anything yet
DIIIIIIIIIOOOOOOOOOOO
>>
why half the soundtracks added in rosigma are of such garbage quality? extremely loud and the bitrate is so low i can hear the crackling like a goddamn hand-held recording of a pirated movie in a theater.
only mod ive played that has a problem like this
>>
>>1921672
Just as the Omnissiah intended.
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>>1921698
it's literally the audio files themselves, not my system or the in-game playback.
do i just have to replace them? can the audio files just be deleted safely?
>>
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Fuck Sectoids with their forcefield bullshit.
>>
Why no catgirl gymnast outfit with martial arts?
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>Siberia Base spawns again
>realize I forgot to research the Russian Files
>plan to skip it, I already did that mission
>remember the Supersoldiers have good stuff when captured and robbed
Load the ship, girls.
>>
>>1921995
this is live footage of my peasants trying to wrangle the last conscious reticulan in the vats
>>1922285
more nuclear lasers is always welcome, that's probably the most reliable way to get them since smuggler ships rarely carry em
>>
>>1922469
Rimjob riders got tons of these, but you have to have it on the map. Dunno if their outposts behave like normal bases, but if they do you could attack, get some loot and withdraw as much as you want.
>>
>>1922469
>this is live footage of my peasants trying to wrangle the last conscious reticulan in the vats
Pro-tip, start moving the stunned bodies to the central room right from the start. You'll have much easier time managing them.
>>
>voodoo initiation requires day witch, which requires voodoo initiation
>>
What value do I have to change in the game files to make bounty hunting unlock on game start?
>>
>>1923007
You get her from socializing. You're not a no life neet, are you?
>>
>>1923007
Just take a walk anon
https://xpedia.netlify.app/##STR_PSI_INITIATION_EVENT
>>
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>>1923031
in the piratez.rul file, you need to go to the bounty hunt entry and delete the line highlighted in pic, to make it researchable without requiring a high captain rank.
>>
>>1923031
>>1923242
Bounty hunting has too high of a power level to be a month 1 tech. The scaling pistols rival Authorized Dealer guns in power, which you need rank 3 and considerably more tech to unlock.
>>
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What good ranged weapons & armors should I be focusing on for my gals for early/mid game I'm in like month 7-8 (and I suck) I've been mostly making due with the golden marksrifle/smg & silenced pistols. also whoever said to use dogs early made life very good; it was much easier.
>>
>>1923419
your armor options are metal/chain and tac vests/armor. both lines have their merits

for guns it depends a lot on what you have been able to scavenge. some missions you will want to dip into your raygun ammo and CAWS, others your rcf carbines and heavy shotguns will be enough. my best advice here is dont be too conservative, and to use more grenades and javelins than you are. throwing weapons punch up almost as well as melee, without having to get in melee range.

you should be using dogs late game too
>>
>>1923424
My lineup right now is basically melee leader gal + 1 ranged gal + 1 thrower gal + 1 melee cat + 1 thrower cat and then a rotation of whoever gets injured for the last slot but i've been pretty conservative with grenades it just feels like a lot of TUs to do something I almost always could of done with melee/throwing.
>>
>>1923429
the benefit of grenades is they can be used without los and wont trigger reaction fire, and gals can throw them very very far.
>>
>>1923419
>>1923429
If you have low firing I'd suggest a two-handed weapon that doesn't have full skill scaling like a shotgun or an LMG, and SMG for training missions. At 100%+ firing you want to look closely at full firing scaling weapons. Pistols with skills can do very high damage and can be easily used alongside other 2-handed weapons like launchers, snipers, melee, large throwing weapons like javs/bows, or a machine pistol for close range.

Cat's camo armors are very good for how early you get them and how cheap they are, but the cat WILL die if you let her get attacked. Guerrilla Gals are also quite good for night missions in particular, and don't have the survivability problem of catgirls. Either choice receives a very big damage/accuracy bump on suppressed pistols. On units that have low shooting skills, their armor bonus to accuracy matters a lot less, because they're probably losing a low range and low scaling weapon. In which case, more durability is better, to survive close ranges. On high firing units, every point of firing bonus from your armor is extremely significant, because on full scaling weapons it translates to a substantial increase in expected damage and effective range.
>>
>>1923419
The golden weapons are generally very good, so you should use them if you have them.
>>
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>that realization that the TU formula means that any catgirl that gets over 150 TUs, such as via gravboots or blitz armor, will actually fail to recover full TUs each turn even at max freshness
>>
>>1923309
yeah, but I think in this case anon wants to enjoy the game more, so that takes precedence over balance on a personal level
>>1923464
even with herbalist and other freshness training?
>>
>look at twitch streams
>someone plays x-piratez
>they land on a mission ctrl+d/k
>I wasn't going to do that mission anyway
So you're not entitled to free loot? Hope you guys don't do this.
>>
>>1923464
That happens at above 300 TU, not 150. A 150 TU character will only start suffering TU drain at half freshness.
>>
>>1923507
>Hope you guys don't do this.
Never.
Even in the Vampire Castle.
>>
How do I start a new base?
>>
>>1923419
I use a self-charging laspistol for training. Put them in camo and just let them take a bunch of reaction shots every turn.
>>
>>1923430
The very first time I tried the throw anything, it was a throw of a flare into a warehouse courtyard. It landed two (2) tiles in front of her. I never threw anything since.
>>
>>1923572
Throwing has same LOS penalty as all normal weapons so throwing things at tiles your soldier can't see is always a crapshoot.
>>
>>1923507
Sometimes if a missions has taken really long, and I really want to be done with it, I might debug reveal the map and teleport my guys to the enemies.
>>
>>1923568
Go to your existing base. Top most button on the right is to create a new base.
>>1923572
You're missing out. Obviously what >>1923576 said is true, but to add:
Grenades that require priming must be on the GROUND in order to explode. If you fuck up a toss like you said, just pick up the grenade again and it won't explode.
Grenades are really good for a variety of reasons, the accuracy problem is resolved through use.
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> Start another guadsmen run in ROSIGMA with brutal AI
> Things are going well
> Get hit with a retaliation on my main base on the 3rd fucking month
> Tzeentch Demons and Rubric marines, because fuck you
> The devs also implemented a xpiratez-style multilevel base layout, so you can't bottleneck enemies
> It's even worse because both under- and above-ground levels are wide shooting galleries
That's a run-ender right here

Recommend me a codex/path (played gray with lazy-ass captain before) because Dio's bs is at least fun when compared to this shit
>>
>>1923507
I only do this in tedious missions.
>>
>>1923676
>ROSIGMA with brutal AI
How does BAI play with megamods anyway?
Is it even recommended to do? Is it harder? Does it function at all?
>>
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>>1923728
> The Good
AI actually utilizes all of their available tools, e.g. grenades.
Friendlies are smarter, less suicidal and will actually keep themselves quite safe. If they have lots of bodies around they might go on the offensive, but usually after half of the map is killed they chill out. This helps a lot in retaliation missions, but has a weird effect where each unarmed civilian will book it towards your craft's stockpile to pick up a rocket launcher.
AI is quite good at medium-short ranged combat. It will hide behind buildings, send out a scout to locate your soldiers, pop out to shoot and then retreat or advance to a safe position. It's the best part of the mod imo.
> The Bad
AI will camp, a lot. If it decides that it's too dangerous to approach it is quite content with sitting in a room for 20 turns. As soon as you approach it, AI will pop out to kill a few soldiers and retreat back
This gets even worse when you've killed 75% of the enemies - the remaining ones will pick a corner and sit in it forever. It is a strategically sound idea but is an absolute pain in the ass to actually fight. You are basically guaranteed to lose at least one soldier due to reaction fire or ambushes.
Camping should be remedied somewhat by unit aggressiveness levels, but I suspect it either is not strong enough of a factor to matter, or it defaults to a low-confidence level where a bunch of orks decide that hiding in a shed instead of charging me or drowning me in dakka is a better option
If you play with default enemy counts you will regret it. At 75% enemy scale I amost never felt safe
If your craft lands near enemies and you can't kill them all - get ready to lose 6+ soldiers to a grenade/machinegun burst/rocket/melee unit. If you decide to spread out - same thing will happen as well

I feel like it is possible to have a fun time with Brutal AI, but it would require a whole new megamod balanced around an enemy that actually knows what it is doing.
>>
Do ninja jetbikes have literally 1 hit point? They're made of explodium and I'm only using 25mm.
>>
>>1923507
Not sure why you are telling people how to play a single player game. There are a ton of filler missions like Ratman Cache that are pretty much just bloat, maybe they've beaten the game before and just want to skip to the new stuff?
>>
>>1923749
It's just a gal on a bike. All they have is dodge and that one time shield. Why don't you ride a bike and I'll shoot you with 25mm, what's gonna happen to you when you're hit?
>>
>>1923754
If you don't want to put time into clearing the mission then you could just not go there? Have we really reached the point where opening a literal cheat menu to skip missions is an acceptable behavior? What's next turning on god mode for all of your dudes because
>it's just a single player game bro
Xcom used to have standards, I'm sad they're gone that's all.
>>
>>1923756
I am, it's called a Piranha. It doesn't explode in 1 hit.

also why can highwaymen shrug off self-charging laspistol shots when they only have 10 armor and it deals 11 minimum damage?
>>
>>1923757
It's absolutely adorable how serious you are taking all this like it's some competitive game

I am not sure what this "standard" you are talking about, but last I check people used cheat codes even back in the 90s when xcom came out, sure the game doesn't have any but savescumming is certainly a thing.
>>
>>1923760
Not the same thing, compare pedia images to understand.
As for second, because default damage formula for guns is 0-200%.
>>
>>1923744
Great writeup, but do you recommend it? I thought about using it for Imperial Guard playthrough in ROSIGMA.
>>
One of the few joys I have left in gaming is grinding commendations for my best gal in PirateZ and seeing how absurd she can get
>>
>>1923769
I'd say yes, but expect to lose often
>>
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>>1923772
>but expect to lose often
I'm not afraid of that, i'll give it a shot.
Any opinions on picrel? Lots of talk about codexes and captain personas, but nothing about these.
>>
>>1923776
Can only vouch for IG, never played as marines. You basically trade access/availability to some gear/soldiers for other
> Guardsmen
Default, gets everything in different tiers
> Scion
Get elite soldiers with equipment comparable to Mid-Late guard, but afaik can only be recruited with kill tokens - early soldiers will be irreplacable for a long time
> Abhuman
Get abhumans - cats, goats, ogryns and squats immediately. Less access to guardsmen stuff like sentinels afaik
> Steel Legion
Mechanized focus, get better soldiers with better equipment and better transports, but you lose/delay access to some guardsmen equipment

Basically, if it's your first time - pick guardsmen, get a mounted bolter and sentinel. Valk is a death trap - use chimeras. Research melta since it's the only real way to hurt marines.
>>
Any tips on capturing VIPs in Xpiratez? I can kill them fine but when it comes time to actually capture them I have some issues doing stun damage to them
>>
>>1923768
>0-200%
Ah, not like melee.

>Not the same thing, compare pedia images to understand.
I raise you a Shark jetbike then.
>>
>>1923568
piratez now requires researching "establish new hideouts" before you can build new bases

>>1923788
depends a bit on the enemy and where you are in the game.
>bark with dogs until they panic from morale loss
>knock out with seductress
>stasis grenades
>hallucinogenic grenades
>rubber bullets
>stun minibombs
>shoot them until they bleed and wait until they pass out
>mind control and walk them into cattle prod range
>>
>>1923776
>Tactical
Jack of all trades, master of none.

>Assault
Get close and chop them up. They get access to better melee weapons and armors that facilitate melee combat

>Devastators
Stay away and shoot them up. They get better shooting armors and more powerful ranged weapons.

>Scouts
Lightly armored mobile dudes with an emphasis on sniping.

>Primaris
A different flavor of Tacticals
>>
>>1923788
Are they human? Use charm. Are they alien? Use the cattle prod. If either option fails then strip their armor and beat them over the head with a cane
>>
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>>1923790
Looks like this. Again, compare to pedia image of ninja bike.
>>
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>>1923798
Oi. Quit cherrypicking.
>>
>>1923780
>>1923794
Only Primaris and Steel Legion have a large amount of stuff that is only availible to their path? If i read correctly that is. The other paths are just earlier unlocks for certain playstyles?
>>
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>>1923802
Here's pirahna in game. Totally the same as literal gal riding a flying bike. If you REALLY wanna draw similarities ninja jetbike is more or less the same as hoverbike you can use in missions.
>>
>>1923814
You are trying to draw a comparison between in-game models limited by an ancient game, to a similar vehicle that we can't see the model of. If hoverbikes were similar we'd be able to intercept with them.
>>
>>1923788
Deal one bleeding wound with a knife.
Hit with stun or charm until they fall down.
>>
What do felinids look like in rosigma
>>
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>>1923827
No one can save us from this grim dark future. NO ONE.
>>
>>1923507
I don't, but I do wish Dio would reduce dogs' day camo. Pirate dogs don't need it and it just makes quickly beating trivial day missions that much more troublesome.
>>
>>1923818
No we wouldn't because pirate gals are not batshit insane like ninja gals.
>>
>>1923676
>Recommend me a codex/path
Gold codex, Gals Are Superior, Jackass Captain
>>
>>1923788
Gal using Seductress armor. If it's a cold place (like the Siberia base) give them shawls.
>>
>>1923676
Green, Male Touch, Jackass.
>>
>>1923810
Kind of. Basically the primaris is giving you access to stuff from Rosigma Space Marines. So technically yes its unique stuff.
>>
Anyone know the source to all the songs in Xpirates? Where is it located in the file location because I cant find them there
>>
>>1924075
Yeah but what i meant is that the other paths outside of SL/Primaris, just have 'Unlocks:' while those two paths have a bunch of 'Required by:' topics. It seems the others just give you early access to a certain playstyle, while picking Steel Legion and Primaris is required if you want their specific set of stuff. Atleast, that was my reading of MMB'ing through the Tech Tree Viewer, because i can't make Xpedia parse 40k/ROSIGMA. It just gives me XCF no matter which install i use and i don't get it.
>>
>>1923810
>Primaris and Steel Legion have a large amount of stuff that is only availible to their path?
Yes. For example, the Tactical strategy will eventually get you most (but not all) of the Devastator stuff, but it will never get you any of the Primaris stuff. And viceversa.
The Primaris and SL are their own thing in their respective factions.
>>
>>1924103
\user\mods\Piratez\SOUND
>>
How to clear cache on XPedia? I fucked something up and now everytime i open my .bat it gets stuck parsing the files forever.
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>>1923309
Who asked?
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>>1924402
Me
>>
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>>1924392
anyone?
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>>1923242
Okay, is there any way to just skip that gay shit and make it a tech that unlocks at game start?
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>>1924591
delete the dependencies to make it researchable at game start with 0 requirements. change cost to 0 and it will research in one day without any brainers assigned.
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>>1924392
First of all, you should never be running the bat unless you're regenerating your xpedia after a game update.
In the future, export your xpedia and just open the exported static html file.

There's a cache wipe button on the landing page right next to the export buttons, but if you can't get the landing page to load, you have to delete the indexedDB manually. Delete the whole DB, not just the cache key. You can do this in your browser console, see pic.
>>
Is it me or is the gunplay in UNEXCOM really weird? The XM177 is more accurate than a full-length M16, and your first sniper rifles never hit anything
>>
>>1924738
>your first sniper rifles never hit anything
Skill issue, maybe? What's their accuracy formula?
>>
>>1924694
>First of all, you should never be running the bat unless you're regenerating your xpedia after a game update.
I was trying to make a html for ROSIGMA.
>In the future, export your xpedia and just open the exported static html file.
Yes, i was trying to.
>but if you can't get the landing page to load, you have to delete the indexedDB manually. Delete the whole DB, not just the cache key.
This worked, thank you.
I still can't parse ROSIGMA though. It gives me errors i have never seen before.
>>
I did the bank mission to finally get a gnome, what do you use these little gremlins for?
>>
>>1924931
Hovertanks/Discs
They have insanely good stats for vehicles in general
>>
>>1924931
They're excellent vehicle pilots like the other anon mentioned, they also make excellent fighter pilots due to their bravery/firing stats
Alternatively, if you haven't scrapped the mining suit then give it to the gnome, it's very powerful and the drill can cut through walls with ease (also works on vehicles or enemies if you're bold enough) and it is hands down the best aquatic suit you can have with LC-rend ammo
>>
So if I cooperate with the brat does that mean there's no tome of life from winter palace? What else is locked?
>>
>>1925060
Some Red Mage and Gudrun things, particularly the latter as an unit, including her sword and armor.
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>>1925125
Huh seems like the brat route is the way to go if you don't want to bother with all that hk/missile nonsense. Shame about tome of life though.
>>
>>1925141
Her route is missing a plot critical mission (namely, the one where you rescue her from her captivity) but you get Soul Dolls as a reward.
What they are, or how to use them, I don't know. Artificial gnomes? Syns that can use Voodoo? I honestly have no idea what to do with them.
>>
>>1925190
Do you know what happens if you decide to keep Dr.X for yourself first before handing her over to Red Eyes Directly? That option scares me because I think it might break the quest line but I figure I would ask anyway
>>
>>1925246
If you continue researching Aurora, she tells you about T'Leth and other things she needs. This allows you to continue Aurora's quest line without annoying her AND keep Gudrun for yourself.
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>>1923776
Hi guys its me again, i started ROSIGMA IG with BAI.
I've got some questions because i literally can't find information about this mod
WTF are the special officer abilities for? They are supposed to be commands but i can't figure out what each one does. There's nothing on the in-mod paedia for it either.
There's a riot suppression mission and there's some clearly jeanstealer looking people fighting in the 'allied' group of units, am i supposed to shoot those too? They literally have the Tyranid insignia in various adornments.
It's only april and i have spotted an Enemy Base-9, meaning theres atleast 8 others. Is this normal?
It's really hard to keep score positive? I do my best to shoot down everything i can and complete most missions, but the first 3 months have all been slightly negative so far. Picrel.
It's normal to lose like, 3-6 guys per mission as Guard, right? Flak Armor doesn't protect from fuck all.
>>
>>1925285
>clearly jeanstealer looking people fighting in the 'allied' group of units
If they don't flash blue, they're loyal Imperial citizens, regardless of how many arms they have.

>Is this normal?
No. "Enemy bases" in Rosigma go from random Renegade Guard outposts to full Chaos Marine fortresses.

>It's really hard to keep score positive?
The enemy bases are killing your score.

>It's normal to lose like, 3-6 guys per mission as Guard, right? Flak Armor doesn't protect from fuck all.
Yes. Welcome to the Imperial Guard. It doesn't get any better, and Carapace Armor is a long ways out. Spam Entrenching orders and reaction fire walls.
>>
>>1925291
>If they don't flash blue, they're loyal Imperial citizens, regardless of how many arms they have.
I'll stop shooting them then.
>No. "Enemy bases" in Rosigma go from random Renegade Guard outposts to full Chaos Marine fortresses.
I am not used to having to assault bases so early but i'll load up my Chimera and go check out some of those i know and see if i can explode them.
>Spam Entrenching orders
What does it do? I can 'entrench' on each guardsman, idk what it does. Officers can give 'dig in' order, idk what it does. What does it ACTUALLY do?
>>
>>1925323
>What does it do?
Increases the chances of an attack doing zero damage, or being dodged.
>>
>>1925328
Both the officer command and the individual guardsman ability?
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>>1924931
They are very cute and innocent. Everybody should have some gnomes in their base!
I will also use them with loader armor as heavy weapon platforms before I get vehicles and transports for them.
>>
>>1924931
Basic 'soldier: x' descriptions usually mention what they're designed for. This includes Syns if you look at the illustration.
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>>1924952
>they also make excellent fighter pilots due to their bravery/firing stats
Their Reactions are SHIT, don't do this. Use cats. Hell, gals and lokks are better pilots.
>>
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>>1924780
Like this, forever
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>>1925285
You only lose less guys if you are running one of the special types like Abhumans or Special Operations so you can get elites early

Guardsman however as said are pretty much on the lowest totem pole and yes losing IG is pretty much expected. Just try and make sure to get ready for heavy armored units because the Lasgun is about as effective as punching a Chaos Space Marine.
>>
>>1925457
That's why you shoot that Marine with 20 Lasguns in full auto.
The Bolt weapons need Kraken rounds to get anything done, and those rounds are locked behind a building that requires a base of its own and are expensive. Las weapons don't.
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>>1925457
Think i might be cooked either way. Im bleeding like 10 guys per mission now and its only late april, 40000.
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>>1925468
>10 guys per mission
As the Imperial Guard, this translates to a crushing Imperial victory
>>
>>1925474
I get the meme, but when i can't cultivate any veteran soldiers this is looking increasingly grim as the enemies escalate.

I'll probably play it out. I might lose from score, but atleast then the defeat will have been honest.
>>
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>>1925481
nvm
there's no way im gonna pull out of this nosedive in one month, i gotta restart and play better
>>
>>1925489
As is tradition. Learn, die, live again. You'll get it eventually. Rosigma is the other mod that you've got to learn new techniques and things to be effective.
>>
>>1923827
Normal Guardsman sprite but it has Cat ears on the helmet.
Also a bonus to melee and night vision.
>>
Rosigma is literally just bad game design.
Why does half the early game enemy roster have massive AOE weapons that also turn your men into zombies?
>>
>>1925588
You got unlucky and got Nurgle. Followers of the other Gods are less annoying.
>>
Looks like Gudrun's Biotech Lab is better placed in the dedicated manufacturing base instead of the main, research base.
>>
Just reinstalled piratez in a long while and in the settings there is a crashed/landed button setting. What does it do?
>>
>>1925701
Pauses the game when a vessel lands in radar range. Turn it on; no idea why it's off by default.
>>
What's a good way to refresh your freshness on the field? I know there's a boomasaurus carrying grog but he might be a bit too big for the job, I need someone to help me refresh my Voodoo and Seduce users, any good tips?
>>
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>>1925438
Ok, i need actual XPedia tech support. I cleared my cache which allowed me to try and parse stuff again, but now it literally doesn't detect XCF or Piratez.
When i try to parse 40k/ROSIGMA i get errors and never even reach the landing page.

It used to work correctly when installed like picrel, and i even made an XCF html this way. But now it doesn't work and i am at my wit's end.
Is there a forum i can post about these problems?
>>
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>>1925705
>no idea why it's off by default
To force you to wait at a slower timescale if you want to catch the landing ship, so that you can relax and appreciate the downtime.
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>>1925775
Fuck off Dio
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>>1925723
>Is there a forum i can post about these problems?
If you go to openxcom forum or one of the matrix servers there someone will probably help you.
>>
>>1925775
Finish the WIPs DIOOOOOOOOOOOOO
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>>1925617
Nah the rest do too. Slaneesh and Tzeentch just straight up turn your men into Daemons, which is not lore accurate, I'm pretty sure.

You cannot turn a Steel Legionnaire into a lobster or a Daemonette.
>>
>>1925705
uh
its back? i remember dio was butthurt about it and removed it from options
>>
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>>1926019
>the literal God of Change can't Change something into something else
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>>1925559
Lame, thought they'd use Piratez's catgirls
>>
>>1926019
I lost a riot suppression mission against literally the last enemy because it was a Tzeentch (I think so, anyway) chaos witch who in two turns created an unstoppable horde of Blue Horrors from the locals and a few of my men.

Also, does anyone know whats special about Krieg guardsmen? Can i do anything special with them?
>>
>>1926138
They're more resistant to smoke. You can make Grenadiers out of them, and that's about it.
>>
>>1926157
>You can make Grenadiers out of them
What does a Grenadier do?
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>>1926159
Krieg Grenadiers are the equivalent of Cadian Kasrkin or Stormtroopers.
>>
>>1926138
This just happend to me again and honestly whoever designed this can go kill themselves
You lose the entire mission in one turn becuase hte blue horrors fuckign explode on death spreading even more corruption. I will never play this mission again if i sense theres a fucking Tzeentch chaos witch present.
>>
>>1926276
You're supposed to kill the civvies first.
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>>1926019
You can however use their sacrifice to force through daemons.
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>>1926308
ALL of them? i'm on Brutal AI. I know there's some women inside who are chained up, but even killing those change nothing, all the locals are gathering around the structure because they know the last enemies are in there. All hell breaks loose and now theres like 15 Horrors running around.
>>
>>1926043
STOP TURNING MY MEN INTO TRANNIES AND SEAFOOD, YOU NON-EUCLIDEAN FUCK
>>
Doing a Witch Quest should disable it from ever appearing again. If I see Ragnarock one more time I'm going to scream.
>>
>>1926646
why, it's fun
>>
>>1926646
CTRL D + CTRL K my nigga
>>
Do you always place your elevator in the same spot?
>>
>>1926881
Not always, but i prefer top left corner of keypad 5, if you divide it into 9 2x2 squares.
>>
>Nurgle
Get rushed down by enemies who move faster than my reactions, get infected and die
>Slaanesh
Get rushed down by enemies who move faster than my reactions, get infected and die
>Genestealers
Get rushed down by enemies who move faster than my reactions, get infected and die
I know Brutal AI is supposed to be ball flattening session, but i'm getting my shit rolled by a fucking Genestealer cult. How am i ever gonna take on a fucking fortress full of Rubric Marines?
>>
>>1926881
Generally yeah, right in the center below the hangars
In the factory/research base it's in the top right corner connected to the sole hangar
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>>1926881
I've never really thought of good base layouts I just kinda let them flow naturally as I need them which makes them haphazardly shitty.
>>
>>1926881
I put it far left, right below the hangars
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>>1923507
I've never used this.
I admit that I'm not without sin: I savescam quite a lot. But to minimize the loss of girls. If it weren't for savescam, I would never have found out that chemical grenades easily take apart a Sectopod.
>>
>>1926881
usually i put them in almost most left top place
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>>1926923
>fast Nurglites
Lore accurate, just like all flavors of Chaos-corrupted SoBs and Skaven Hruud. Wait till the devs get to add Khornate Sorcerers, their magical flames are dangerous and tricky!
>>
>>1926043
>can't Change something into something else
This, he can't, since their iron will and faith protects them. He might try but then he fails and goes: "J-just as I keikaku'd, h-haha... My schemes are unfathomable to mere mortals!"
>>
>>1926881
Pretty much. First column, third row, so as to fit a hanger above it and surround both with living quarters. For bases with more hangers this involves more quarters and more defences.
>>
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>>1927175
Azariah Kyras approved.
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>>1927175
Nurgle wouldn't even be so bad if Poxbursters didn't have a blast radius the size of a postal code.
Only one has to get just close enough that his death cum explosion covers your dudes, and now you've got three more poxbursters inside of your ranks
because the mod devs, sadists that they are, decided that nurgle corrupted allies should turn into MORE poxbursters instead of just poxwalkers.
>>
>>1927209
>>1927128
>>1927000
I'm kind of curious as to some of your guys's base loadouts i'm >>1927090 this anon so I was curious as to what a more properly laid out base looks like this is my base for recovering gals and researching captured people but it feels a bit haphazard
>>
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>>1927281
here's an early moneymaking base layout of mine.
there's a beehive next to the access lift and the large prison is filled with as many courtesans as you can get your hands on.
>>
>>1927335
ultimately base layout doesn't really matter in ogcom, because theres no adjacency requirements or anything like that.
the only thing that matters is where your enemy spawn points (hangar and access lift primarily) are located, and how close important facilities are located to where a battle might take place.
i prefer hangar and lift in the top left corner, because that means they are at the top of my screen during base defense.
>>
>>1927274
I think fire damage doesn't trigger the explosion.
>>
>>1927383
I don't know the validity of this statement, but given i can't know if there's gonna be nurgle freaks at the function before landing, preloading all my guys with incendiary rockets, bolter I cases and other such devices is not exactly ideal.
Carrying the incendiary ammo as spares is also not great either because it means spending a turn unloading and reloading your shit which could be literal life or death on the first turn.
And the Imperium, despite spanning thousands of worlds and being host to trillions of human souls, did not think to manufacture some kind of a standard issue incendiary grenade.
>>
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I like to organize my bases around hideout defense. It's not the most efficient use of space, but boy does it make hideout defenses fun (and easy). The trap room entrances are placed at the top-right corner of hangars because there's a hatch there, which means I can move my troops freely in turn 1 without getting popped by stray bullets from across the map.

I like trap rooms because their top level is nothing but a pitfall, which means most kinds of hideout assaults, I don't even need to man the top level at all. The <mine> rooms are technically better for manually disposing of intruders but most late game ones are immune to them anyway - the best they could offer is alarm that someone is coming when they walk on the mines.

I know cannon defenses are strong, but I feel they're easily killed when they have a straight line of vision from the enemy - which is why I placed the 1 flak cannon in an angle to the 1 central trap room.

I chose to cooperate with aurora this run (and I imagine I will continue doing so from now on) so I don't actually have to build strong air defences everywhere, so I can concentrate my layouts on fighting hideout defenses.
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>>1927281
>>
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I went through like a dozen iterations of what "ideal" base layout should be and I can't say I have the answer but having a consistent layout across multiple bases sure is nice because if you defend a base like this once each subsequent defense is easier because AI behaves in a similar way.
Anyway I feel like position of the access lift should be in such a place that it won't disrupt a 2x2 building being made and rest doesn't matter all that much.
>>
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However there is one exception and that is a hangar base, to me it feels like this is a good setup because it allows for the most hangars while being protected by as many turrets as possible and turrets can shoot in both directions. The base also acts as hot spot for enemy retaliation mission, because I believe if you shoot down enemy UFO it'll try to track down base from which interception originated so a wall of turrets and setup like this more or less stops base defenses from ever happening.
>>
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>>1927338
crew quarters and storage places matter too
as its place where crew and items(including slaves spawn)
>>1927281
>>
>>1927274
cant you just mod this shit out?
>>
>>1927406
Maybe, but i'm not a faggot. I'll play this shit like the developers intended and complain that it isn't fun instead.
>>
>>1927481
Finally someone based in this thread, I kneel.
>>
>>1927404
>crew quarters and storage places matter too
yes, that is correct.
there's also something to be said about making defensive layouts. not so relevant in piratez because gals op, but in other mods having corner ambushes on defense can help massively
>>
>>1927481
that is gay
>>
is it normal at the start of piratez to just be sat around waiting for my gals to heal? there are mutant pogroms and stuff i just have to ignore because i can't possibly fight them with 1-2 gals and a bunch of early game garbage
>>
>>1927638
I think you're supposed to rush peasants and support them with only one or two ubers to prevent it
>Pogroms
Take the -100 infamy hit, that's all I'm gonna say
>>
>>1927638
You're supposed to reinforce your ranks with peasants and dogs early on until you get enough money to go all in on your primary troop type.
>>
>>1925588
I agree and it makes it completely impossible to keep your men alive.
>stray bullet hits your veteran soldier
>gets corrupted
>needs 50tu of healing to not turn into a zombie next turn
I have no idea who thought this was a good idea. The mod doesn't fix any of the fundamental problems 40k has always had and more vehicle weapons means you rely on them even more.
>>
>>1927638
use more dogs, and sometimes peasants. let them get shot instead of your gals. you need to be more conservative with your gals early because they are hard to replace and injuries take so long to heal.
>>
>>1927650
>>1927640
>>1927639
ok thanks i've been trying to capture as many people as i can but peasants are too slow and shit to do much other than shoot at things
is there any kind of time pressure in piratez? obviously in vanilla you can't ignore stuff but there's no ostensible reason why not here
there are so many options and things i really need to do that i'm very lost
>>
>>1927656
Now that ninjas are an opt-in experience you don't get skullfucked in may onwards and basically can play at the pace you desire
AFAIK only no codex male route has a time limit and that's for the absurdly strong event that happens in december of the first year
>>
>>1927638
like the other anons said, dogs are your best friend early game, if you move a gal into cover and throw a dog into the open 95% of the time they will take the shot on the dog. Dogs are also very fast and have good reaction so they can normally make it into melee to diffuse a dangerious mob
>>
>>1927666
i must have opted in by accident then because ninja bikes killed by airbus and i can't replace it but i'm pretty sure i've fucked everything up anyway so i guess i'll just restart
>>
update when??
>>
>>1927638
hire peasant fast and rotate gals and village girls for easy missions, having few dogs help a lot too(esp in base defenses) but bringing one to missions can save a lot of trouble
both village girls and dogs are expendable
>>
>>1927656
which version are you running?
>>
>>1927656
The only "timer" piratez has is something called random retaliation. Depending on your difficulty approximately 2 years after the game start each month rolls a a chance at a random enemy base attack at a random base which is pretty unlikely to ruin your shit but if you stay on single base for too long there is a chance something nasty will show up at your front door.
But by the time it happens hopefully you're either ready for it or you lose one of your secondary bases which can be rebuilt, losing old earth lab in your first base is something you probably can't recover from.
tl;dr there's a lot of time, no need to worry
>>
>>1927656
If you can blitz through some specific early techs really fast, you get a one-time score bonus. Also, starting from second year I think, the beastman cops will have better weapons.
Overall, taking it slow isn't a problem. You can skip missions as long as you turn a positive score at the end of the month.
>>
>>1927727
ninja bikes and several other hostile interceptors are time gated, as are some of the stronger crackdowns. actually losing to any of these is unlikely; in piratez as long as you have your starting base you can always come back, and defending your main base is always very possible even if you are well behind in tech.
>>
>>1927274
This sounds like the sort of problem that should be solved with prisoners equipped with explosive collars.
>>
>>1927656
I sandbag as a matter of course. Enemy upgrades are largely tied to your progress. I'm currently halfway through 2062 and still running a piranha with 25mm.
>>
>>1928038
Not a terrible idea overall, given their expendability.
But it goes back to the problem that you can't know Nurglites are at the function til you land.
Embarking an entire squad of Penitents with flamers would absolutely work if you are willing to sacrifice literally everyone, but if it's someone else you can just evac immediatly.
Also, as far as i know imperial bomb collars don't explode unless manually triggered, unlike chaos penitents who just explode on death.
>>
>>1928087
this mod sounds just fucking unfun
>>
>>1928088
It takes the mindset that
>it's 40k it's meant to be unfair
In the worst way possible.
Enjoy medics running 25 tiles then instakilling plus corrupting your units and your space marines having to run away because a random low level grunt tickled him with the "you will be a zombie next turn" gun.
I love the 40k mod when it gives me huge firefights advancing under cover and trying to flank with special weapons but this really is so rare and part of it is because of the ai but another big part is the lack of enemies and the fact they consistently spawn just randomly all over the map. Once I've disembarked the only real threat is my own lack of patience and unwillingness to simply level the entire map and advance 2 tiles per turn.
Terminator armor has become a joke too whereas I used to feel that marines were really shock troops very much a cut above everyone else. They can tank autogun fire all day but corrupting weapons and most melee weapons rape them.
I'm firmly in the "more enemies who don't individually one shot your guys" is more fun than "similar numbers to you and very deadly" camp, even if it's easier. Building veterans is fun and there can be missions which often spawn space marines etc to make them a necessity you can still lose.
>>
>>1928356
>They can tank autogun fire all day but corrupting weapons and most melee weapons rape them.
>Genestealers have entered the chat
I get what you mean though the balance is wonky as hell but its kind of fun to me that way.
>>
can't believe we're still using the shitty OP i put together
please, someone make an actually good pasta for the next thread, please
>>
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So does that mean I get glownigger crackdowns now and can I stop them later if yes?
>>
First time playing XCF, how the fuck do I progress? I've interrogated every cult member except a Black Lotus avatar but no HQs spawn and no new types show up. It says I need for example a Sorcerer of Dagon but I have never seen one and it's almost 1999. Haven't seen a new Red Dawn after Sailor in ages either, etc. Do you just repeat the interrogations or am I just fucked by bad RNG? Aliens are supposed to show up soon and I'm still using the shitty little bird helicopter because I can't get Promotion 3.
>>
>>1928489
You can stop glowies later
>>
>>1928489
How do I correct the brat?
>>
>>1928751
If you're talking about how I got that image instead of lewd things, then when you finish transmissions she now contacts you and you get to choose if you cooperate or not. Choosing not seems to be the old aurora plotline with hks and missiles and shit. This is the new stuff when you cooperate.
>>
>>1928756
She isn't corrected in that image though. What I mean is teaching her a lesson for messing with (You).
>>
>>1928762
Oh, I dunno then. Haven't progressed far enough to see if there is such an option.
>>
>>1928565
Are you hitting cult outposts and forward bases? Safe houses will only get you so far
>>
>>1928409
Genestealers are pretty squishy and die easily so they bother me a lot less than certain other units which do the same thing. It also would bother me less if genestealers were unique in this way because then that's their lore appropriate gimmick: they ambush you and punish being unprepared. Giving 3 out of 5 units corrupting weapons is just painful design.
>>
>>1928766
Everything that pops up. Still never get anything for Red Dawn or Dagon that has the guys I need. Is there some way to up the spawn? Radar?
>>
>>1928762
NTA, but that part and events after you free her from her captivity are WIP and therefore not in the mod so far.
She does keep messing with your shadowtech, which costs you money, but gives you Dolls in exchange. What actually happens to Aurora (whether you let her go or she joins your harem) is as of now unknown.
>>
>>1928783
>join harem
>for self insert female captain
...
gay shit
>>
>>1928790
The mod is full of references to lesbianism but that one was the one too many?
>>
>>1928793
well yeah, it was fun like 5 years ago, now its just tiresome
sorry for bitching
>>
>>1928795
>>1928790
Male touch is right there.
>>
>>1928799
i play revolution, also
>letting men in
>>
Having sex with men sounds pretty gay to me.
>>
>>1928779
Do you have cult networks/operations researched? If the answer is yes, then your save might be bugged because you should be encountering tons of those guys
>>
>>1928805
After days of being stuck, I got the mission where Deep Ones attack a beach town. One Sorcerer showed up. Definitely wasn't missing them, guess I had just abysmal luck. Unfortunately its almost 1999.
>>
the start of xpiratez is gay now. It used to be about setting up a little crime gang and growing it to be a thing people start paying attention to. Now you arrive at the hideout for the first time and you haven't even thrown the junk out before half the world is beating a path to your door to explain that you now work for them. Super sekrit base, not.
>>
>>1928779
Safehouse -> Outpost -> Forward Base -> HQ

Supporter of Dagon -> Disciple of Dagon -> Chosen of Dagon -> Sorcerer of Dagon
EXALT Infiltrator -> EXALT Goon -> EXALT Enforcer -> EXALT Master
Black Lotus Follower -> Black Lotus Footman -> Black Lotus Witch -> Black Lotus Avatar
Red Dawn Ganger -> Red Dawn Lad -> Red Dawn Sailor -> Red Dawn Coordinator

Some of these have alternatives, like Red Dawn Pioneers can work for the same step as Lad.
The four missions above are the recurring missions where each can be found, but there are missions that let you sidestep this sometimes.
Coordinator from Durathread factory or Avatar from Root of All Evil.
You will be forced to promotion 3 if you don't get there before the start of 1999
>>
>>1928902
This is a setting limitation of being an xcom game. You've always been dependent on infamy and government gibs from month 0, it's just now there's more lore explaining why then there used to be. The alternative is reworking the entire infamy system.
>>
Does shrouding reduce the frequency of missile attacks?
>>
>>1928902
That doesn't make any sense. It's always been explicit you are in a protection scheme with the govts.
They pay you money so you go fuck with the star gods and their minions, and leave their shit alone.
Why else would the govts be paying literally hundreds of thousands of dollaros out to you at the start of the game?
>>
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I can't start as anything except Dumbass Grey now. Fortuna is too good and voodoo is still broken as shit once you get reliable mindcontrols.
>>
>>1929078
for me it's the jellyfish crafts that can clean up chaff traffic without taking damage. you only need one to cover the globe too
>>
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>>1928088
It's the only game where I get to live out my niche fantasy of commanding a regiment of Steel Legion troopers but holy shit, the balance discissions are fucking mind boggling.
>>
>>1929078
is dumbass really that good for gray?
>>
>>1929078
>>1929079
>>1929098
Alright, who's got a write-up for captain personalities again?
We had a really good one in the last thread, and i was dumb enough not to save it.
>>
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>>1929078
>>
>>1929131
Ironically, I was doing better earlier in my reject run than my current grey run. Probably because I was being autistic about not joining muties again so I wasted several months just researching gnome over and over.
>>
>>1929078
Did Dio ever fixed the retarded rng in dumbass cbt fighting to be less retarded?
>>
>>1929148
>participate in "Dumbass CBT"
>it's not fun
Whoever could have guessed
>>
>>1929147
>Probably because I was being autistic about not joining muties again
I don't think I've joined the mutant alliance in years, x prison or sci books have been my mainstay and I almost never get past year 1 without library
>>
>>1929159
How do you find esper early?
>>
>>1928913
>You've always been dependent on infamy and government gibs from month 0
Not really I make a lot more money from grog
>>
>>1929163
Dumb luck, mostly. academy mansions have an esper, couriers and hoppers have an esper too but intercepting them early is virtually impossible so you end up hoping for a landing (academy hoppers start appearing in may and have a chance of landing, having radar coverage is vital to catching them)
>>
>>1929168
Oh, thought there was some trick I wasn't aware of or something but it's just rng. I almost never get lucky with these things.
>>
Can someone give me a quick timeline of what I should be doing and prioritizing in Piratez? I can't tell if I'm supposed to rush straight for the tiny drill and hull path or if I should do other stuff and establish an economy first but I don't want to waste 30 hours only to realize I've fucked up. I don't even know how to make an economy or anything which would be ok if I didn't feel like a complete fumbling retard with no milestones or way to gauge how much I'm fucking up.
>>
>>1929172
Codex is dependent on when you want the items/unlocks from it, a few let you get early airgame started or have early benefits like red's aggressor armor. keep in mind that the current codex process has you receive your items in the month after you research the anomaly so you want to plan at least 2 months in advance of when you want it
mainly you want to push for car thieves, workshop (and junkyard contact from workshop), personal labs, and sick bay. bounty hunts start later so you can go for other mission unlocks like underwater treasure and monster hunts
>>
>>1928951
It makes sense just fine if you consider that it could have been a racket started by you.
>>
>>1929078
Does Chaos Saint do anything special?
>>
>>1929172
I don't think rushing the drill path is worth it any more, and it wasn't that good beforehand. You can honestly just skip the entire thing and not lose much while focusing your research much better.
>>
>>1929172
You do you, but my two early game priorities are always Assembling the Bird and Contacts: Merchants. The former lets you participate in the air game to avoid points losses, and the latter lets you buy decent guns.

Then depending on what race I'm maining in the run, I'll unlock their armor trees. Then, the usual tech progression is

Workshop > Personal Labs > Library, by which point you're solidly in the midgame and should be more or less immortal.
>>
>>1929215
You're forced to do witch quests early, you get free recruits randomly and you can wear saint suit. That's probably it, can't remember anything else.
>>
>>1929241
> you can wear saint suit
What does that do?
>>
>>1929244
You get superpowers basically, but no equipment.
https://xpedia.netlify.app/##STR_ARMOR_SAINT_UC
>>
>>1929247
Ah
>>
>>1929166
The dependency is that your own crew will kill you if you go negative infamy.
>>
>>1929082
Mod your mod. It's easy to change weapons and enemies.
>>
>>1929238
>You do you
kinda meaningless when you don't even know what the options are
>>
>>1929842
Your options are your research list, anon...
>>
>>1929842
>when you don't even know what the options are
If you REALLY want answers, you can use the tech tree viewer (press Q on the Geoscape, or middleclick any research topic in the research screen) or otherwise, use xpedia.netlify, which has literally all information.

As for what you 'should be doing' in Piratez, one of the best qualities of the mod compared to the other OXCE mods is that it's open ended as fuck.
There's really only one soft and one hard lose condition in the mod, which is losing your Old Earth Lab before you can replace it as a soft loss, or having shit score twice in a row for a hard loss. Anything else, you can recover from.

But since you were asking for some real advice on what you should be doing, i will try and give some answers
Research: Extreme early, i recommend going for Contacts: Merchants as fast as possible, as this will allow you to purchase some actual firearms. RCF Carbine, Heavy Shotgun and Ol' Rifle being great options. Another good really early topic is Fire Walk With Me, which will let you manufacture Molotov Cocktails which are super useful.
From this stage, your research can take a variety of directions depending on what you want or need at the time. But the broad 'milestones' as you call them after this, is unlocking the Workshop, Personal Labs and finally the Library as the exit gate of the early game.
Economy: Manufacturing X-grog lets you create cashflow, but most of your early money will come from selling live captives and loot. Try and earn as much score as possible in order to get extra money from infamy bonus.
As a second step to making money, plantation bases like >>1927335 and >>1927401 are both a great way to make extra money.

I recommend as minimum that you use the tech tree viewer if you don't want to feel like a fumbling retard. The tech tree is labyrinthine to say the least.
>>
are there any squad tacticss games where everyone moves at the same time, but the game pauses automatically every few seconds and you can change/issue new orders?
>>
>>1929912
just play an rts and keep pausing the game?
>>
>>1929912
Frozen Synapse. X-COM apoc in real time and UFO afterblanks fit the bill halfway.
>>
>>1929842
Bumbling about and just researching things you think might be cool or useful is the intended first playthrough experience. And to Piratez credit, you're really unlikely to put yourself in a losing position just doing that. There's no real deadlines. >>1929860 has good general advice, although I would append a single thing: Slavery is good to get rolling early as well. It provides both storage and money, since slaves have negative upkeep. It's not a LOT of money, but giving you money is always gonna be better than constructed storage, which you need to pay for.
>>1929912
Laser Squad Nemesis?
>>
>>1930077
I used to have lots of slaves but really, I don't think any of the get-rich-quick schemes like slaves or pimping are actually worth the time and setup compared to just selling stuff the runts make and hiring workers. The problem is that you have to pay a lot to set them up in terms of runt-hours, or with a dungeon turning out garbage halfwits. It's not worth the cost unless you are planning around emancipation much later. Same with pimping or succ maids, they're not worth the runt-time and prison space when you could be running more workshop space.
>>
>>1930396
I once ran just a prison base with almost nothing but large prisons, and by the time I'd filled just one of them with dancers, the base was already paying for several other bases worth of maintenance. I'd say it's definitely "worth" it, if you take the time to grind it out.

And even if you don't, just the stuff you do end up turning into slaves and prostitutes by coincidence or convenience throughout a normal playthrough can add up and make your run just a little bit easier.
>>
slaves are for storage space and glamor, not so much the money
>>
>>1930437
And if you'd filled it with workspace, which would have been far easier? I'm not saying they don't provide profit, just that runts do that with more space efficiency and hence more profit per square foot.

>>1930441
Workers provide space. I'll grant you the glamour but how much do you end up needing?
>>
>>1930455
There's also a limit on how much workspace you can generate in a single base.

By the time you can start producing prostitutes, your biggest workspace item would probably be the printer. Then it's workshop, 3 extractors and then you're scraping the bottom of the barrel with either hangars or another building that only coincidentally adds workspace.

Another thing to consider is that prostitutes and later dancers are 100% passive income. Once you have them, they just keep making money, forever, without any input from you. Of course, the factory base producing refined goods for selling is the best profit generator in the game. But you need to continue feeding it resources. That is either grind on your part, or, you can eat into the same workspace count to generate the raw materials - but this is much later on. For most of the game, you'll only be refining the raw loot you steal and you have to keep upkeeping the factory itself so it continues working. That is, unless you eventually run out and resort to grog. That is fine too, and you can call it passive income, but at that point, (though I haven't done the math), it might not even compare favorably vs a large prison filled with prostitutes, much less dancers.
>>
>>1930467
Don't they take prison slots?
>>
>>1930492
yes, that's why I mentioned the large prison
>>
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>chaos forces assaulting PDF outpost
>you must help immediatly!
>land
>traitor veteran catachans
>can't evac because its a base facility and not in my vehicles
>lose everything

This mod is soul rending. Not only is it easily the least fun of the 3 mods that get discussed on here, it's also the least balanced one of them all.
It's the Nurgle Terror Mission problem, but i'm not even allowed to evac.
>>
>>1930519
>traitor catachans
You really can find everything on that planet: traitors from lowly cultists to Custodes (SOON, trust the plan), xenos of all kinds and even the God Emperor's strongest soldiers, some Craftworld Eldar.
>>
>>1930521
Is there a 40k equivalent to Mordheim where absolutely everyone travels to for wealth and adventure?
>>
>>1930521
Might be kronus, that would explain the presence of all the xenos
>>
>>1930526
There's such a fuckton of just playable factions in wh40k that the closest things I can think of is the Kaurava system from DoW: Soulstorm (9 factions plus some auxiliaries) or that planet from Gladius that has nondescript members of almost any faction you can think of duking it out on the surface (their numbers grow as the DLCs arrive).
>>
>>1930526
koronus expanse, setting of the rogue trader rpg
>>
>>1930526
Not for wealth and adventure, but the last time everyone was in one place was Medusa V.
>>
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>>1930519
IT'S ME AGAIN YOU GUYS
WTF IS THIS SHIT? NOBODY WARNED ME OF THIS. I JUST LOST MY ENTIRE TEAM AND GEAR AND NOW THIS HAPPENS START OF NEXT MONTH???
NOBODY EVEN WARNED ME THIS COULD HAPPEN AND I HAVE NO IDEA WHAT TO DO ABOUT IT
>>
>>1930441
this, storage space is the primary benefit and don't say muh workers, gazillion workers are not sustainable
>>
>>1930578
Have you tried playing the vanilla hammer mod without ROSUGMA?
>>
>>1930580
How the fuck do you run out of space unless you insist on only having 1 base?
>>
>>1930519
>equipment of man lost
is this some 5D ESL or have i been hitting the x-grog too hard
>>
Should I make sure that everyone gets XP early game or is that autism? Because keeping track of that is annoying and I'm not sure if it matters all that much
>>
>>1930664
It is ESL mod, but the 'equipment' reference here is that some maps have a unit that's literally just 'imperial cache', some immobile boxes that the enemy tries to destroy. You get penalized if they get destroyed.
>>
>>1930695
ctrl+e
i usually do that, it helps
>>
>>1930725
shift+ctrl+e for even more information
>>
>>1930728
didnt ask but thank
i will forgot but thanks
>>
>>1930578
I've never seen this happening
>>
>>1930741
It just happend again. A 10,000 speed contact flies to your base and when it makes contact that screen pops up. I don't know if it's because of the traitor guardsman fort next to my base. I can't get rid of it because its a max level base and it's veteran catachan traitors.
>>
>>1930787
Ok people, how do i delete UFOs from my save file?
This shit happend again again, destroying what's left of my HQ and basically ending my run.
I'm sick of this mods bullshit, can i just delete these missiles from the save file?
>>
>>1930787
Ctrl d, ctrl k
>>
>>1930787
What difficulty are you on?
>>
>>1930800
You can't select difficulty in ROSIGMA.
Unless i was supposed to edit things in the game files?
>>
is it even worth smashing the rocks? my runts are wasting so much time doing it for like <1% chance of a diamond or whatever
should i just sell the gems, jewels, etc? i tend to hoard them unless i need cash on the month end because idk if they'll be useful later
>>
>>1930910
imo, it is, if only because it costs money to sell the rocks anyway so you can decide which is more valuable to you at the very moment: hard cash or runt hours.

I also hoard everything, and only sell off items if I need cash in this order: Merch I produce (chateau, rum, grog) > Very large, expensive items I can't disassemble yet (ship engines) > Hellerium if I can't craft stuff with it yet > Money purses/bags
>>
>>1930912
it's 240 man hours to smash a rock which costs 5k to sell vs 220 man hours to make one grog i guess there itsn't that much in it and the benefits pay for themselves
do good looking rocks do anything? i can't possibly store them
>>
>>1930913
Feel free to sell them off. You only really need them in bulk later on for plascrete prefabs, but you can also just mine rocks > break rocks by then.
>>
>>1930910
Put em in a storage base, smash them later and use small rocks even later to make plastacrete for the factory.
>>
>>1930787
They're ctrl-d ctrl-k'ing you. They must be bored of you, you early-game content.
>>
>>1930910
It's generally better to sell everything if you can buy what you need later. You aren't really short of money but you can't store everything.
>>
>>1930927
>Put em in a storage base
shit, I didn't even think of that. way cheaper than selling them (500k to sell vs 150k + marginal shipping fee to store) and you don't have to mine them later
>>
I've gotten to the point of Piratez where I just want to research stuff in peace, without pesky missions or flights interrupting the clock. Like, I'm preparing power armor, I just got School Graduation, and I have all the codes I need. Everyone stopped being worth interrogating a year ago, and I got every bounty reward. Do I care about that bandit town, or that bounty mission?
>>
>>1930960
then ignore them? around the time you unlock pirate airforce, you can basically subsist off of the score you get from shooting down ships and nothing else. you can even ignore pogroms if you want
>>
>>1930960
you can always send some convoy with armored cars or just fire some big guns and leave
most of spawns have no infamy penalty so its safe to ignore them and you should get enough infamy from air interceptions and research to not bother
>>
It's October in 1st year, I finally have enough income and 1+ mil cushion to consistently build new bases. Is it worth it to get Mutant Alliance for a library at this point? I haven't had any Espers appear to get the books from Dr. X
Also, how do you get into the war with Ninjas? I've somehow managed to competely dodge them on my last playthrough
>>
>>1931060
If you're too good at shooting down ninja ships they won't trigger a mission called something like "ninjas attack the government" and if that doesn't happen then you can't start the ninja war. It's stupid like that.
>>
>>1931060
adding to >>1931063, you first need to beat a ninja attack on lokknarrs, which requires beating a naarlokk attack on lokknarrs.
>>
>>1931060
>consistently build new bases
Now that makes me wonder, how would piratez play with the infinite base slots mod?

Since piratez bases are moneymakers, you'd be well on your way to buying the world by year 3 even without doing anything but building more bases.
>>
>>1931227
>infinite base slots mod
would there happen to be a bigger base mod, rather?
>>
>>1931233
I don't believe there is one.
That would require a rather large engine overhaul. How would you even display it in basescape? You could do multilayered bases by adding a small floor control somewhere, but you can't implement that in battlescape without significant overhaul of all base facility maps and logic.
>>
>>1931234
huh, I guess that implies the battlespace has a hard cap in width and height?
>>
>>1931235
No. Battlescape can cope, there is only a practical upper size limits in terms of gameplay flow and fun, but it would take a lot of work to rework literally every single base facility map to have vertical connections and possibly redesign the facilities and spawnpoints to make interesting use of the added verticality.

With horizontal expansion IMO the harder problem would be just displaying it in basescape. The UI is very hardcoded (which is why FTA is such a big deal for adding new features that require new UI elements) and there aren't enough pixels to go around to expand the base display, it would require some jank-ass panning.
>>
I mean... you have 320x200 pixels of screen estate.
Each base facility sprite is 32x32.
It is physically impossible to fit more than 6 rows of them on the screen in any way. Displaying more would require panning. And it wouldn't be smooth modern RTS -style edge scrolling, it would be clicking on arrow buttons tucked in somewhere to move the display one facility row/column at a time.
The right-side menu is too wide for what it is, though. It might be possible to fit up to 8 columns of base facilities on the screen by redesigning the basescape UI.
>>
>>1927402
>because I believe
Any proofings? I've seen this claim regurtigated many times, but never from someone who actually knows what happens under the hood.
>>
>>1931237
could you just make facilities smaller so you can fit more of them in the OG sized bases?
of course you would still need to resize facilities on battlescape
>>
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>>1931330
Yes, of course. Just fucking redo all the base facility sprites as well. Sure, why not. 32 pixels is basically excess bloat, right.

But have you for a second stopped to consider how fucking ridiculous this is?

First of all you need a meridian-tier oxc engine programmer to make the engine fork to support this idea.
And you need a good pixel artist, because you can't just fucking shrink a tiny 32x32 sprite and except the outcome to be anything but shit. They have to be redrawn to be any good.
Then you need someone who knows the mapping tools and is willing to redo literally every single base facility map to fit the new system. Though I'm not sure why you want to shrink the battlescape maps, there should be no need for that.
And even then... it is completely useless as a general purpose mod, because it depends on modifying a shit ton of content. It must be a submod. And nothing about this is compatible with the normal game. Actually, at this point it would be less work to start your own mod from scratch than modding another mod's content to this extent.
Just because a nigga wanted bigger bases.

Considering the size of the oxc community, you better start learning all the necessary skills yourself.
>>
Huh, there's a v.N10.0.2 and it's been live for 3 weeks it seems. Why did nobody tell me?
>>
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>>1931541
>>
Where does lokk'narr Avenger armor come from?

>>1931259
Something in the game mentions interceptions being much more likely to trigger base raids than if a base doesn't launch interceptions. That's the source of the claim, what the mechanics are if any, no idea.
>>
>>1931723
Demon god shrines, 1 piece per every mission.
>>
>>1931728
Ah, I didn't unlock that mission yet.
>>
>>1931572
>>1931541
If anything he's right on time. Don't people always say wait for the hotfix?
>>
>>1931723
>Something in the game mentions
Fiddlesticks. We still don't have any proofings.
I challenge this claim because in my anecdotal experience of my most recent XCF run, the bases that got attacked never had fighters at all, and those that did were untouched.
Possibly because they were shooting everything down, so inconclusive.
I will try to use the fighter base concept in a future playthrough.
>>
>>1931949
Ah, good point. I'm not mad then. I assume he fixed all the STR_ fuckups at least.
>>
Do you ever escape being in the research hole? I constantly feel like I have too much to research along with interrogation and I have roughly 40 brainers (22 in main base then 3 bases with 6 each)
>>
>>1932160
Sure, about year 3, or earlier if you get rng blocked.
>>
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>>1932162
I think I'm just a few months past year 1 with gold codex. Also is there an easy way to find bases I thought my hotel + overcharged radar was enough but i've yet to see a single base show up
>>
>>1932167
there may not be any yet. if your radar coverage is good you will probably see either the swarm of ships establishing the base or the regular supply ship and fighter escorts
>>
>>1932170
one month like 4-5 guild dropships swarmed NA near my main base I did shoot down a decently expensive guild ship a few weeks earlier so I assumed they were pissed about that. Speaking of what is a decent midgame ship for shooting down shit I'm currently using the Hawktuah and the Neko firefox but they are not amazing at air control it feels.
>>
>>1932173
i think the base building mission has a small chance to fail, so maybe that was it

your best interceptors are the most advanced you can build yourself. the kraken is good for slow targets like science vessels but will be unable to catch many craft. missiles are very strong if you can afford them. remember you can intercept with multiple craft at once
>>
>>1932177
I don't think it can fail. By the time you see the swarm of big ships the base is already there.
>>
>>1932177
>>1932199
Base creation can only fail if you shoot down/landing assault the initial ship and that's a 20% chance, none of the other ships matter
>>
>>1932088
>That's the source of the claim, what the mechanics are if any, no idea.
>if any
>>
>>1932173
For midgame, I just train up cats and leave them on a piranha or shark. There's no floor to accuracy, so they literally cannot get hit by anything except fighters. Then trade up to a barracuda with lascannons. That will shoot down anything you need shooting down.
>>
>>1932203
The first ship is usually something like heavy gunship some time before the actual swarm. You mean taking out that one has a chance to prevent base?
>>
>>1932243
Correct, I looked at the secret base missions and there's a 20% interrupt chance if you take that single gunship out
>>
>>1931723
In UFO/XCF shooting down UFOs triggers retaliation against the base that launched the fighters, which comes in stages, and iirc if you keep shooting down the first stage (where the ayys are looking for the base) you can avert it indefinitely or until you let one slip into detection range.
>>
>>1932248
Cool. Will never do it of course because base missions and later base itself is best source of vips, but didn't know that.
>>
>>1932257
But a lot of bigger ships land too. Cruisers, Frigates and the like. You can assault those for VIPs and loot and since the gunship landed the base will still appear, which means more VIPs and loot.
>>
>>1932330
>Cruisers, Frigates and the like.
That's what I meant by base missions. Also I usually only go for cruisers because they are the easiest ones and with best vips. Weird but true. I only go for frigates and lesser if I have time and troops to spare.
>>
TIL you can actually set yourself alight with a plasma melee weapon.
>>
>>1932405
... how?
>>
>>1932592
not that anon, but the only way I can imagine this happening is if you hit a wall with a plasma sword, it will spawn a fire patch at your feet. if you end your turn right there, you will be on fire next turn.



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