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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 >>1937875
>>
Should I just cave and get Gals are superior and just train an elite squad of peasants via transformations to handle hidden valleys?
I like losing a government raid for Male Touch (and, I think story wise it's the best route for the Gals as a whole), but I keep hearing people say it's the easy path to take Gals. I'm kind of bad at the game.
>>
>first month
>random roving band "landed" next to base
>3 castaway girls saved
>7 total castaway girls halfway through feb
Aww yeah


>>1958158
Give peasants weapons that don't require skills to use. This is the weapons that scale off e.g. 65 + 35% of firing accuracy (meaning a 0 firing accuracy soldier still has 65 accuracy). And especially shotguns.
>>
>>1958158
Who cares what people say, give it a try. You might find it fun.
>>
>>1958158
Male touch has gotten better over time, truck rotogun turret is strong for how early you can get it and private hospital/medical box gets you early medical supplies and more infamy
>>
Gal smell
>>
>month 3 brigand with a gauss pistol
cool only 200 hours more before i can use the fucking thing myself
guess the damsels can use it as a dildo until then
>>
how do i deal with burnout after the first 6-8 months? i get overwhelmed with the inventory management and too many units
>>
GARAGES
FUCKING
WHEN
>>
>>1958175
Ratmen rowing bands spawn in groups of 6 iirc (some might spawn outside of your radar), so that single band that spawns in early months of campaign is something to keep an eye for. You can tail it with a transport. It can sometimes spawn later in the campaign too.
>>
>>1958375
Use both individual and global unit inventory presets.
>>
So I modded bounty hunting to not need rogue and now the missions are not spawning?
>>
>>1958652
>global unit inventory presets.
how to do?
>>
>>1958805
on soldier inventory screen F5 to save F9 to load
this also works on ships so if you're moving from smaller ship to bigger you can F5 to save ship inventory, x to empty it out and then F9 all your stuff from old craft
personal loadouts are S to save and L to load
>>
>>1958158
gals are superior is the canon route
>>
>>1958807
and P to preview, it's useful sometimes
>>
>>1958817
But it's a route with no future. The lesbians will die without men to sire their children.
The Quran is clear on this, men and women must work together.
>>
>>1959027
not a problem. there is cloning tech
>>
>>1959030
None of that gives +250 Infamy for fucking men.
>>
>>1959060
It should be negative, yes.
>>
>>1958158
Male Touch is a joke path, it's unfinished and offers no meaningful long-term benefits.
>>
>>1959265
Deletes a government raid for free.
>>
>>1959276
Only matters if you enjoy cbt and go thebes.
>>
>>1959283
You get a free raid once you hit a certain rank and before you get a tech to turn it off, right? And the raids are guaranteed score loss, so yeah, being able to switch that off is nice.
>>
>>1959419
They're also less loot, You can get valuable laser weapons from a raid.
>>
>>1959283
I'm pretty sure that kicks off when you build a base in Thebes regardless of whether you started there or not. Because it started for me after I put my third base in Thebes.
>>
>>1959265
The longterm benefits are only if you're going for the dr. x ending (sky knight armor) or if you go no codex (7 heroes)
>>
>>1959265
What makes a path "finished"? What paths are finished?
Do any of them offer more meaningful long-term benefits?
>>
>>1959541
I mean being able to recruit Hands early is a very good mid-term benefit.
>>
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I'm using OXCE 7.15.0, is there a way to speed up the quantity in inventory/manufacturing/research?
Especially in inventory, I need to sell those excessive items because my warehouse is over limit.
Do you guys use Soldier Diaries? This feature is bloated and makes my savegame files big. I'm in July and the savegames are 800 kb in geoscape (1 mb if in battlescape). If I disable Soldier Diaries, the savegames are 100 kb in geoscape.
>>
>>1959686
Scroll Wheel. There's options in the menu to do more or less per tick
>>
>>1959686
Game options -> Advanced -> OXC -> General -> Change values with mouse wheel
You can also right-click to transfer all/none.

Soldier diaries is one massive bloat feature, yes. Lategame saves in megamods grow to over 5MB and saving/loading takes a noticeable amount of time.
I use diaries. That history is what gives most personality to your soldiers and medals make up a considerable fraction experienced soldiers' stats, depending on mod.
>>
>>1959697
>>1959698
Thanks for the mouse wheel tip.
>medals
I can't find medal mods on mod.io.
Is the medal promotion only available in megamods?
I think I had it a long time ago when I played the Area 51 mod years ago (not available now because of some drama).
>>
>>1959720
I think there was a medal/commendation mod for vanilla but yeah, most megamods have their own.
Tracking stats for awarding medals is the main purpose of soldier diaries. No other game mechanic needs it. You can safely turn it off if you don't mind losing the soldier diaries.
>>
What should be my first expansions? How long should I wait until I make a base to just shit out xgrog or something?
>>
>>1959871
>what should be
preferably anything that expands radar coverage
>>
>>1959871
First expansions should be plantation bases with radar coverage. I recommend covering europe or north asia first, or you can go for a south asia base to try getting early race wins
>>
>>1959871
Start spamming bases as soon as you can make outposts and plantations
>>
>>1959874
>>1959875
>>1959878
I've been skittish to expand but the plantation and radar makes sense. I'm using the little bird right now and just got me some apples to make that wine so hopefully I'll be ok with money.
>>
>>1959882
Even if you can't make outposts, just shitting out a burrow and plantation gives you a base to put a radar down (hint: unless you are retarded like me you probably rush Radar fast to get Toppling Towers)
>>
>>1959883
>unless you are retarded like me
I'm only marginally smarter than an average Gal, so no.
>>
>>1959884
>marginally smarter than the average gal
Sir I'm going back to college, I'm pretty fucking dumb.
>>
>>1959886
Ha, fool that you think you are. I went back to college AND took out student loans.
>>
>>1959887
Jesus Christ. I'm just paying out of pocket.
>>
>>1959728
Is there a list of medals and the requirement to get them I can read online?
>>
>>1960007
Depends on the mod.
There's a section for them on xpedia and the in-game pedia as well.
>>
Is there a submod to remove the sewers from bases in Piratez? If not how hard would it be to make one?
>>
>>1960071
Seconding this. Base defenses would be many times more fun if it didn't include sewer hide and seek at the end.
>>
>>1960071
set debug = true in options.
strike ctrl+D and ctrl+K when the last enemy is playing hide and go grab ass in a sewer that would knock 90% of things out.
>>
>>1958158
Putting aside the question of why you care about this one mission so much when the benefits are so low, gnomes can do it too, in loader suits at that..
>>
>>1959871
One extra base will give you all the coverage you need in 90% of cases. One on Eurasia, one around mexico area; almost all flights are over those two continents, because that's where most of the cities are, mainly Europe. Don't fill it with crap, plan it around being a factory/refinery.
>>
Any new fanart?
>>
How does recon and expeditions work?
>>
>>1960481
>recon expedition
Essentially a lootbox delivery that takes a while to reach your base. Lotta storage space needed for each expedition. Once unpacked will give you some random loot and an expedition report which will give you a random country when researched. useful if you have extra space and want to get a head start on world lore or need a specific country for research (fuso, blackmarch, etc)
>expeditions
moderately big detection radius for an early "craft", also the earliest craft that can go to underwater missions
>>
>>1960490
Neato. Recons sound fun, maybe I'll get one set up.
I'm about to set up an outpost here and then some farming. Will probably set the runts on making booze or something. I'm in July but I was finally in the green. I cant help but feel I'm behind the grade though.
>>
>>1960596
Keep in mind you need a still for alcohol and for that you need an extractor. And the still can take quite a while to unlock through research.

In general rushing manufacturing isn't that strong early. Where it starts making a lot of money is when you get Chateau de la Mort unlocked and have a few hundred apples stocked up.
>>
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Warning bros, if any of you have auto update check turned on in OXCE
DO NOT UPDATE
OXCE 8.1 is not compatible with x-piratez N10 and the game won't even start, likely other mods won't work either until they update their ruleset to be rapidyaml compatible.
What does all of this mean? The next major megamod patch with OXCE 8.1 support should start and load game significantly faster, like 10x faster or more.
>>
>>1960596
For your farming bases, I heartily recommend rushing Bee Hives. They take for fucking ever to build, but they're incredibly useful on the defensive and will spawn bees even while under construction, give you a bunch of money in maintenance discount, and if you don't want to go for the Extractor and Still yet then manufacturing Animal Poison is more than enough for Runts to pay for themselves.
>>
I just acquired 2 Rogue Clones on the Chaos lottery. Jesus Christ, they're like instant veteran Gals that regenerate.
>>
>>1960803
chaos lottery?
>>
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>>1960742
I've been playing on it for hours.
>>
>>1960742
>mods won't work either until they update their ruleset to be rapidyaml compatible
Isn't that just another standard YAML parser?
I thought the old ruleset format was YAML compatible at least, if not 100% pure YAML.
>>
>>1960805
Chaos Saint path.
>>
>>1960803
Wait, rogue clones regenerate now? I don't remember them having hp regen
>>
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>>1960837
>>1960838
It looks like I'm a dumbass and I was playing on N10 and not N10.2 which caused OXCE 8.1 to crash on launch, false alarm.
>>
Wait how the hell am I supposed to do undersea adventures? Don't tell me I have the gals walk there.
>>
>>1961080
Okay, anon. I won't tell you.
>>
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>>1961092
>>
>>1961080
>Don't tell me I have the gals walk there.
You have to walk gals there. They can do the mission naked if you're fast enough.
Buy a Blowfish as soon as you can to avoid having to walk.
>>
>>1959698
Have you tried oxce 8.1? it has insane improvement for load times.
>>
>>1961080
You can just not do the missions. I don't unlock them until I can reach them with a vessel. You can get a Deliverator ridiculously early now, too, which is also improbably an interplanetary craft..
>>
Guys is there any submods that change the language into proper English, I've never been a big pirate guy so the slangs just confuses me, I can't differentiate between a weapon, medicine or a unit.
>>
>>1961217
filtered
>>
>>1961217
Time to learn, scallywag.
>>
What the perfect X-Files setup? Give me your oxce settings and recommended submods.
>>
>>1961217
you can't be serious
>>
>>1961413
I don't use any submods but I've seen a list once somewhere, I don't recommend the one that gives you more time before invasion the two years that you're given should be plenty of time.
>>
>>1960838
Implementation quirks.
https://openxcom.org/forum/index.php?topic=12367.0
>>
>>1961080
Missions don't despawn while targetted so just have some extra gals around and send it out. You need them anyway to avoid freshness depletion.

>>1961413
Randomize first turn enemy TUs, show weapon ranges, less dense smoke, everyone surrender, super bughunt, Hyper & trajectory, facility expansion pack

>>1961423
Yeah definitely don't use the extra year thing. 2 years is more than enough if you are moderately informed either by peaking through the tech viewer or googling things. The alien invasion isn't even a big deal, aliens are a midtier threat compared to cults with 100 soldiers that pelt you with enough sniper explosives over the end turn to rival WW1.
>>
>>1961423
>>1961440
>Extra time before the invasion
DO NOT use such a thing. The invasion is unironically a step DOWN in intensity in Files.
It will take literal years before a Muton or Ethereal even shows up on earth after the invasion starts.
The invasion is genuinely chill compared to the rat race of trying to hit all the prerequisites for progressing cult storylines in the first two years.
The aliens are well armed, but their body armor is terrible. Only the Gazer race are any trouble before Mutons.
>>
>>1961440
Super bughunt?
>>
>>1961508
Bughunt is an OXCE mechanic where enemies get marked on the map after enough time and few enough of them are around so you can find them on huge ass maps. Superbug hunt is a submod that forces it on no matter what after turn 30.

>>1961469
Yeah the actual aliens actually get tiresome, they aren't too difficult but you need to capture and interrogate like 30 engineers and medics to progress the tech tree.
>>
>>1961592
>you need to capture and interrogate like 30 engineers
Sure, but they are all colour coded (except Sectoids) and appear on literally every single deployment.
It's not like the cult shit where you have to capture the one specific guy, and if you fuck it up you're shit out of luck until the one mission they appear on spawns again.
>>
>>1961601
You only need one guy on cult missions to progress of which there are usually 2-3 in their high level missions and there's massive rewards in the form of promotions, weapon/armor upgrades, augmentations, ship upgrades, etc. Even when you aren't advancing you tend to pick up massive paydays on the order of 500k-1M in loot.

For aliens its like 6 months of the same missions chewing through useless interrogation results till you get lucky RNG to let you progress, and all loot is useless since your monthly income has long since ballooned to be like $30M which is impossible to spend. There's no feeling of progression, only grind.

IMO the cults are overdone and XCOM operations should be smaller scale with the progression to an army of agents being after the alien invasion start.
>>
>>1961424
Interesting, thanks.
So the old parser was quite a bit more loose with syntax correctness. I can already see where some of the speedup comes from.
>>
>>1958158
>but I keep hearing people say it's the easy path to take Gals
The truth is the game is pathetically easy even on the highest difficulties. The challenge comes from burden of knowledge. Once you understand how far an enemy can move and the general layout of maps, difficulty plummets. Once you start to understand the more complicated things like what tiles enemies can spawn on and the waypoints AI will walk between, you casually begin to one-turn and two-turn fights. It's incredibly easy to reach this point since nobody makes their own maps and keep recycling maps from other mods.
>I'm kind of bad at the game.
Start to pay attention to patterns. If you see an enemy start a game on a tile, remember that. If you see enemies walk up and stand behind a door, remember that. You eventually just know where all the enemies are without having to check. The AI in OXC is not very functional, just learn where they spawn, where they like to walk, where they like to stop, and how far they can threaten you. If you do that, you can't really die or lose anyone.
>>
>>1958158
You can take tanks to the hidden valley, so long as they're driven by a peasant.
>>
>>1961641
>The truth is the game is pathetically easy even on the highest difficulties
I would love to see how you handle ninja outposts or larger bases 6 months in then.
>>
>>1961930
Not that anon, but I do have a question regarding the ninja war - I kinda put it off for a long time and only really researched it by the time I was already rocking hell bombs. But anyway, the month after I researched it, I was able to blow away the mobile ninja fortress that spawned... and then nothing. Did I fuck up? I was looking forward to a big war with the ninjas using my late-game setup, but did I inadvertently end the war by doing this? I didn't even get to see a ninja outpost, much less their HQ and now I'm kinda feeling I blue-balled myself.
>>
>>1961934
You can't escalate the ninja war until you allow one of their APCs to attack a local government
>>
>>1961935
No, I've already done that, and researched *Pirates vs Ninjas*. It even spawned a mobile ninja fortress (not crawler with the integrated seagull launcher - the actual big boy mobile fortress), but I blew it up rather than let it (probably) set up a base that might have been the HQ.
>>
>>1961948
Well, it's a 100% interrupt chance of stopping base creation if you shoot that down and if you didn't get the special research for defeating the ninjas then you won't have any other bases spawn
>>
>>1961953
fugg :DDDDD
>>
>>1961953
It's probably too late but I'm gonna try to salvage this by editing my save file, removing pirates vs ninjas from my researched list and then research it again. Let's see if that will spawn a new mobile fortress next month.
>>
>>1961956
barring that you could try to make the "ninja HQ destroyed" research available as a research topic and enable the chance for mobile fortresses to appear in the future
>>
>>1961934
Ninja war should really be forced on for the difficulties between John Silver and Jack Sparrow, just not as early as Jack Sparrow. It's the only thing that really puts pressure on the player aside from an unlucky year 2 star god retaliation on your main.
>>
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Guys I think my xcom 8.10 is broken, it loads way too fast. This breaks my workflow.
>>
>>1961956
Update on this, but basically it didn't work. I also tried to change the settings of one other hideout on the map (a merc base) and turned it into a Ninja HQ. Uh, this kinda worked? I mean it's there on the map now, but it isn't really spawning any ninja ships, so, not really. tl;dr for other anons in the thread - don't be too eager to shoot down ninja ships, particularly crawlers or you'll break its quest chains forever.
>>
>Conqueror Power Section
>Hellerium Fuel Capsules: 250
Is this for real? This has to be a typo right? 1 fuel capsule is 50 Hellerium by itself, this much demands 12,500 in total. The other recipes for the conqueror are hardly of the same scale in cost. It takes my 300 runt dedicated factory 172+ days just to craft the capsules by themselves, not to mention where the fuck I can get that much hellerium
>>
>>1962808
>where the fuck I can get that much hellerium
I thought an extractor allowed your runts to generate it infinitely. And there's research that allows you to automate it without spending runts on doing that (at the cost of some workshop space)
>>
>>1962845
It is, and even with the higher volume recipe, 12500 hellerium would take 300 runts another 200+ days to produce...
>>
>>1962857
Well, it's not like you're in a hurry, right?
>>
>>1962859
Well, I kind of put it off to the very end and I literally have finished the entire tech tree with really nothing to do, and the game is suggesting I have to wait at least 1 full year to finish this one section...
>>
>>1962862
dont worry, next update will make it even longer
t.dio
>>
>>1962874
DIOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
>>
>>1962857
You don't have fuel pumps at your interceptor bases? I'm always flush with hellerium since I have runts extracting it at every interceptor base
>>
>>1962903
Not really, I've never needed such an absurd amount at any given time. I only really have one dedicated hellerium pump working at one airbase with a cap of 80 runts, that is outside of my dedicated factory of 300 (which is always swamped with other shit I want to craft), and it was more than enough to fuel all other airbases, itself, and the hellerium needs of the factory itself.
>>
>>1962862
At this point you should be swimming in money so just buy the hellerium to save the time. Or just buy the capsules directly if you have market of wishing.
>>
>>1962808
>Is this for real?
Yes, people complained about it for years but only thing dio has to say for it is.
lol
lmao
hope you got factories pumping hellerium
bottom text
>>
>>1962808
You're going to want a bigger factory. Or just take your time. You can also score a bunch of fuel capsules from some space missions.
>>
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Redpill me on whether i should go govt pistol with slayer rounds or the silver snake as a sidearm
>>
>>1963283
The answer is Scoped Magnum
>>
>>1963283
Structure-neutral seems almost more radical than structure-radical.

Under it, any bullet-firing sniper rifle is a doctrine-radical assault rifle. 37mm Rifle would be a good example.
Also things like Custom Snipin' Gun or XG Sniper Rifle could be considered doctrine-neutral assault rifles.
>>
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>>1963283
Gnome Autogun (or any other light machine gun) is a doctrine-purist structure-radicalist assault rifle.
More so than Alpha Rifle which absolutely cannot deliver volume of fire. Unless you take "volume of FIRE" literally and load it with 40mm B-Napalm.
>>
>>1963283
Precision Pistol or suppressed pistol are better than Silver snake due to having more ammo, they are otherwise statwise almost identical for avg shooter but for your best shooters they'll do slightly better due to reactions/firing scaling higher with awards.

Slayer Rounds are usually a downside against anything armored and unarmored targets should not be a problem either way. 20 armor (basic ninja level) is enough to make slayer ammo basically net neutral.
>>
>>1963482
I use slayer rounds for stuff like bandits and zombies with the linux. It's useful for one tapping annoying fuckers.
>>
>>1963283
If you're going to butcher a meme like this at least put some effort into it and try to have it make sense.
>>
>>1963517
Only zombies really have enough health to be worth the effort of managing two different ammo types IMO and they are better handled by shotguns anyway.
>>
>>1963534
Yeah, it's just a stop until i get electric ammo for the zombies.
>>
Can anyone tell me is it having a lot of money at the end of the month or lots of money at the beginning of the month that causes these awful events where I'm losing 300k and 500k because I'm too rich?

I went full plantation spam and I my base maintenance is negative 3.5M atm, not sure if ending with a low bank account would actually help me or not.
>>
>>1963544
You want your money in primarily hard assets like gold or alenium because ninjas will steal your money.
>>
>>1963544
>a lot of money at the end of the month or lots of money at the beginning of the month
Yes.
I mean I'm not sure if the monthly events are rolled before or after your monthly income is added.
But the same solution applies regardless; don't keep too much cash at hand.
>>
>>1963283
Silver Snake unless you're a low bravery coward. Slayers are better in Black Adder than magnums imo.
>>
>>1963547
I get that but I can't avoid surpluses due to infamy and plantations.
>>
>>1963560
It only ticks for money you have at the end of the month iirc
>>
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Not focusing brainers too hard and just spamming plantations has paid off. This is start of june, 36 plantations running. I have 14 brainers atm and personal labs are coming online this month so I'm not far behind on research anyway. Economic snowball is real.

>>1963562
Cool.
>>
>>1961641
I'm glad I don't have your depth of understanding because it sounds like your knowledge is ruining it for you. Fortunately for me, I'm dumb and apparently better off for it.
>>
I've just had a new type of contact pop up: rimriders. Their mission is 'setting camp'. Should I shoot them down or is this like a probe and you're supposed to let them land?
>>
>>1963714
Once that ship lands the base is already made, you can assault the lander for some goodies if you want
>>
>>1963714
Shoot them down if you can.
They will set up an actual base if they manage to land. Even if you clear the landing site afterwards.
>>
>>1962874
:DD:D
>>
>>1963547
There's also inflation flavoured event which just poofs a million or two with no mention of ninjas.
>>
What's your favourite let's play series? Personally, I still annually watch: https://www.youtube.com/watch?v=P_VrpVKbaeM&list=PLRfiHzJlHo4Mfo6mcRff-rI3SHuQFRdEy
>>
New player here, should I get OpenXCom Nightly or Extended?
>>
>>1963721
>imagine not wanting to do rimjob riders base for all that sweet loot early
>>
>>1963946
Extended is mostly for modpacks, base openXCOM is more than enough for the regular game
>>
How do you do one early on? Just take a convoy of 30 peasants with RPGs you don't mind losing? I just tried one with a mennace full of my A team and none of my troops have enough armor to survive a single gauss rifle shot and the enemies keep saving enough TUs to 180 noscope anything that tries to kill them
>>
>>1964183
Meant to reply to >>1964058
>>
>>1963946
Extended adds more QoL features and some optional gameplay settings, but like anon said it's primary adding functionality for mods that won't do anything in unmodded game.
>>
>>1964183
bring an airtruck with two tanks and just annihilate everything with tank shells, with two snipers taking out shields as necessary
>>
>>1964184
What >>1964250 said works. Basically when I said early I didn't mean at the start, but rather some times faster before you get the tech to make them. Nuclear lasers are quite far but you can (and should) have tanks much earlier. Also melee works on anything, and so does taking potshots from safe locations.
>>
>>1964058
Early? I'm at the start of my third year and they only just showed up. Are they like smugglers and you might just get an early bonanza if you're lucky?

>>1963720
>>1963721
They landed, I raided the landing site, didn't get a base.
>>
>>1964506
>They landed, I raided the landing site, didn't get a base
Oh? Has that been finally fixed?
>>
>>1964506
>didn't get a base
fwiw the base allegedly does not affect your infamy so even if it does exist you aren't penalized
and by "didn't get a base" you mean "scouted with a craft for several hours" or "didn't see one on the trip back"? Because the former is necessary to actually spot it
>>
>>1964519
Ah, good point. I keep forgetting that base radar doesn't detect enemy bases.
>>
>>1964522
Yeah, outside of specific facilities (like the mess hall or outpost) and end of month detection, you need to bring a craft close to where it is and wait several ingame hours. The base should be almost exactly where the transport landed
>>
>bored of samey battlescape gameplay
>bored of geoscape airgame and tech waiting
i kept waiting for 1x1 hangars and garages but i think it might be over for me
>>
>>1964572
Copy the mod that does it from xcomfiles
>>
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>>1958143
>https://mod.io/g/openxcom
>direct downloads gone, replaced with obnoxious account-driven "Subscribe" button
reeeeee
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>>1964673
What do you mean? There's still a "download files manually" option on the right of the screen, below the "Creators" section.
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>>1964698
For whatever reason the scroll bar in that section wasn't loading in my usual browser, I'd never have guessednit was a script error without your clarification. Thanks for the save.
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>>1963562
Update: I think this is wrong, got docked 1.5M from skyninja hacking despite ending the month with close to nothing. Also got multiple -1000 skyninja point penalties but not sure if that's due to high income or high score.
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>ethereals attacked my sudaca listening post
fuck, these guys don't even have personal armour and only a couple heavy plasmas
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update when
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Does disabling things like tanks or turrets without destroying them provide any benefit? Thinking primarily of early game stuff like highwayman guns or armored cars.
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>>1965188
no, there's no reason to capture any of that alive
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>>1965188
I don't think you can even take those "alive" as it were. You still get the wreck.
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These cunts rolled up to my farm and keep tanking my landmine dogs. I think I'm fucked here
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>>1965412
That's why you have lokknars/catgirls with poison daggers, they can take care of anything that landmine dogs and peasant nuns cannot
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>>1965412
I'd bought a handful of infantry lasers for emergencies when I lost the last farm and wouldn't you know it, they're juuuust barely enough to take down those fuckers
Still, lost an entire base worth of troops, so not much of a win
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Has anyone ever managed to finish Guns of the Patriots without the ammo stockpile being blown up? Do you get anything cool?

>>1965415
Thanks for reminding me that I need to make those. Why lokknar though? Awful TUs means they can't really run up on people well.
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>>1965488
NTA, but they're way, way easier to get in bulk than catgirls, which if what you are looking for is "Garrison a shitty farm base" is important.
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>>1965495
Just use hands? Unless you're not on that path.

Early game I just have a single squad I rotate around to any base that sees a retaliation mission in its region.
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>>1965488
>Do you get anything cool?
It's just Seagull missiles. By the time you're doing Guns (nevermind able to clear it flawlessly) you've probably already got access to better craft missiles like Stingray, Lancer, Medusa, etc.
Honestly not worth the trouble, just blow shit up and enjoy the panic chain.
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>>1962808
IIRC you can buy the capsules outright from the market of wishing if you have access. Otherwise just buy all that shit, you should be a gajillionaire by the time you reach that point. Also there are several ways to reach cydonia without the conqueror iirc
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>>1965537
When I start running a Pred, that's entirely where my supply of Seagulls comes from. Don't really see the need for bigger missiles when I generally just want them to stop fleeing targets or providing an initial burst.
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What's the best vehicle for gnomes? I'm enjoying my anti-sectopod gnomedisc, but it's made of paper.
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>>1965621
Sectopod or Tanks
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>>1965488
It is possible but every method is highly risky, you can't let the enemy panic so until you get to the bunker you have to go non lethal. Once you can close distance to the bunker you can use elite troops with melee weapons to clear up bunkers or fire gas explosives inside it will kill people without exploding the missiles.
Either way it's hard and one stray reaction bullet could end your entire elite squad, I've done it once and got like 50 seagul missiles out of it but didn't feel like it was worth the risk again.
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>>1965488
Nightblade outfit makes you run faster. It doesn't take long until you start getting Avenger either, and the more I use it the better I realize it is.
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>>1960071
it would be less of an issue if more buildings blocked sewers imo every "defense" building should do it but very few do
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>>1962857
Just buy it.
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>>1965910
I remember in one of my runs I bought 300m worth of hellerium just to be hit by a -250m ninja terror hack a day later which killed the run. I was left in unrecoverable death spiral due to money. Negative money meant all factory projects were stopped and nothing could be started even if it had 0 manufacture cost.
>hurr durr should'va bought gold bars durr
It was the first time these negative events were introduced so I was caught with pants down, at the time it was not common knowledge.
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>>1965907
What's funny is I think the sewers make base defenses a lot easier in actuality. Enemies walking around down there are barely a threat and probably won't pop up somewhere for 10 turns. If sewers didn't exist then more enemies would be funneled into attacking you in the first 5 turns which is where the real difficulty is.

>>1965776
I've had it blow up just because some humanist dude decided spraying autofire within an inch of the missiles was a good idea.
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>>1965537
>By the time you're doing Guns (nevermind able to clear it flawlessly) you've probably already got access to better craft missiles
Is that normal? I distinctly remember doing that mission *for* the seagulls.
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>>1960071
>If not how hard would it be to make one?
Get mapview2 and learn map editing.
https://github.com/kevL/OpenXCOM.Tools
It should be fairly self explanatory but here's a tutorial
https://openxcommods.weebly.com/mapview-2.html

Find all the base facility map files in \user\mods\Piratez\MAPS\
I think they're the XBR ones. There's 161 of them.
You might want to doublecheck the rule files for terrains: to ensure you got the right files.
Once you know what you're doing, edit them all and put the edited files in a submod.

If you actually end up doing this, do publish your work on the openxcom forums. The community would appreciate it.
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What weapon do you guys use for captures in the midgame? I've been using stun batons since the beginning and its OK with 150 reactions but does feel like its falling off.

>>1966219
Air combat weapons are a really bumpy road. I was relying 100% on 14mm and 25mm guns until the second year when I got to around 60 brainers and started researching everything. The prereqs are really weird
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>>1966326
The Charm/Mind wands.
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>>1966326
Also narlock scepter, electric lasso or wand of peace if you're lucky to find one early. Neural whip is also good but you need research for that.
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>>1966242
Got it working. 20 maps down...
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>>1966365
Why not just delete the tiles with a ladder to the sewer from the facilities that allow it?
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>>1966367
95% of the work is just loading each fucking map with all the settings you have to go through.
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>>1966367
That could break things. Better not leave any unaccessible open tiles so there are no spawn nor patrol nodes
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No sewer mod finished:

https://mod.io/g/openxcom/m/piratez-remove-sewers-in-base-defense
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Brutal OXCE - Yay or Nay? Looks neat on paper, at least. Would be using it with XCF specifically.
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>>1966477
I would not want to use the improved AI feature with any XCOM mod that increases difficulty. You can disable that and use the other features though. XCF would probably be close to impossible with brutal AI on. Brutal AI is made for when the player is on somewhat of an even playing field with the AI, not for 12 vs 100 fights.
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>>1966477
as a guy who tried to enjoy boxce, nay.
you're better off just commiting to playing full ironman
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>>1965920
this is why you backup your saves
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>>1966912
I just save on 1st every month and keep current and last month saves just in case shit happens. It never did so far, but that's not the reason to not do it.
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>>1965930
i agree that the real threat from enemies in the sewer is less than if they just attacked you but the mere existence of sewers forces you to take certain precautions which means you're spread more thinly and is part of why they're so annoying
i can't say i agree with outright removing them although i do understand
personally, i would like it best if more was done with sewers
>some sort of pet "kraken" you can buy which lives below hangars to help defend and can't use ladders
>grates on more building types like flak towers and armored vaults
>more varied shapes of tiles
I would be totally fine with the increased tu cost to move through them being removed if you could more easily structure them to be defensible
i know it's impossible to add more or larger bases so there is always a strong incentive to never build defences but i do consider this more a failing with game balance
imo defences should be very important to secure bases in the early and mid game and later forgoing them to be greedy since you have more people should be risky
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New huge Rosigma release. Now with playable Chaos Cult.
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Tell me about what plasma/laser weapons i should use in the early/mid game in PirateZ
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>>1966937
They actually added evac tiles to the GSC base you deploy in the subway from.
The infinitely spawning enemies is still retarded. Necrons are borderline unbeatable, blind playthrough and they might aswell be unbeatable.
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>>1966931
desu its not like time progressing meaningfully hurts you except when dealing with ninjas in Jack Sparrow. Investing in defense and being 1-2 months behind in your teching isn't much of a penalty.

What annoys me most about bases is not being able to move buildings. I recall it used to be a feature but was removed because... modders can't allow us to have fun?

>>1966988
Whatever you loot really, you can't produce anything. You can check stats in quick battle and check the weapon damage calculator to compare them. There a specific enemy you're fighting?
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>>1966931
I don't like sewers because they turn a tense firefight into a tedious pile of shit.
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>>1966988
To a degree it, depends on what primary faction you end up getting as adversaries. You need a supply of ammo, so if you get Guild, you'll be using standard lasers because they'll 'donate' adv. clips to use. Get Academy, they're much more likely to drop self-charging laspistols early on etc. You generally will just use bullets and melee for a while, and you don't have to stop doing that, like, ever.
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>>1967342
There's a primary enemy faction? I fight both of those fairly commonly.

You do want lasers once you unlock space missions at least.
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>>1967352
I think he means what you happen to get missions for, which is subject to the RNG. Christ knows I was fighting almost nothing but Church for the first four months of my current run. Got, like, one guild mission, and nothing from the Academy except a couple of towers and the guaranteed 'here's some nurses with baseball bats'.
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>>1967352
>>1967551
The game selects factions that will appear more often to give runs some individual flavor. This can include Star Gods or Mercs.
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Lmao, this guy is truly blind to his autistic idiosyncracies.
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>>1967638
Aren't all modders?
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>>1967341
that's an issue with how they are not inherent to what they are
i totally agree that rn sewers are trash and exist just so two enemies can go stand down there and jerk off while you hunt them down but the idea is fine
imo they should exist to punish "poor" base layouts but the double movement cost means enemies can't even use them effectively and they are just a chore

a core probably insurmountable issue is how the ai works and because of that it might be best to simply remove them
i would like to try removing the increased tu cost and adding grates to more buildings to see if the ai can make use of them
>>1967299
being unable to move buildings is fine imo it just means you have to plan ahead although corridors should build faster to facilitate this
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>>1967667
>it just means you have to plan ahead
I agree this is the solution, but Piratez has so many facilities now that 'planning ahead' is a miserable experience.
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>>1967667
I've found that having the extractor next to the hangars really thins the number of AIs as much more enemies drop down and get stuck forever.

>just means you have to plan ahead
Oh great, not being able to move buildings is fine after you've played for 100 hours and have the mod memorized. Except by the time you play again the mod has changed and every path has different facilities anyway. And even if you can plan ahead there's really no good way to plan for the big 3x3s you get later

The biggest problem is hangars though. 2x2 slots are really a pain when interceptions often require 2 or more craft. And in the early game you don't have range so every base needs at least 1 hangar for coverage while later on you want all the hangars on a single base to simplify launching and managing craft. Someone should port the mod from Xcomfiles that has a 4x hangar space in a 3x3 and an advanced 3x hangar space in a 2x2.
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Vigilo Confido actually kinda sucked.
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>>1967709
that's just inherent to openxcom and the base size limitations
when you're maxing out your base you've maxed out your base and any sort of layout is going to mean swapping one facility for another
>>1967749
>there's really no good way to plan for the big 3x3s you get later
being able to move facilities doesn't change that unless you want to move them between bases
base management is a huge part of the game and imo it really isn't a problem you only really have to follow basic principles and put stuff you will never replace at one side and stuff you might at another
custom initial base layout is a must though
>The biggest problem is hangars though.
yeah i agree that hangars are annoying
idk if it's possible to have "small craft" and "large craft" with multi hangars capable of holding many "small craft" and then single hangars which hold only one "large craft"
it would give a lot more purpose to weaker crafts and maybe people would even use all the early game trash dio wants us to despite never having the hangar space to do so until it's irrelevant
i can well imagine it's pretty hardcoded though with the way interception and the geoscape works
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>>1967902
>idk if it's possible to have "small craft" and "large craft" with multi hangars capable of holding many "small craft" and then single hangars which hold only one "large craft"

That's exactly what the facility expansion mod does for xcomfiles.

https://mod.io/g/openxcom/m/reworked-facility-expansion-pack-for-x-com-files
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>>1967933
then i would love to have something like that in piratez
is it just as simple as
>provides facility: garage x2
>provides facility: hangar
and then craft tagged with
>garage
>hangar
anyway it would make a lot of shitty craft far more appealing which would be great because right now it's absurd to spend an entire hangar on a craft worth less than the monthly maintenance
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>>1967947
I think the only restriction is that they are mutually exclusive, so your aircraft couldn't go in hangars (sensible) but your bikes also can't go in the hangar (kind of annoying but bearable).
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>>1966991
Croons got overbuffed after being a joke for years.
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>>1968006
yeah if it works how i think it does then it will always be that way
at minimum 1x1 garages for land vehicles would be really nice in piratez because i just can't see why anyone would buy a car
it could be a good way to expand early game radar coverage too by having many slow vehicles sit on the map, if dio gave them enough fuel and radar
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>>1968208
>why would anyone buy a car
If you want to raid bases to kidnap potentially highly skilled individuals who spawn near the elevators, the v8 lets you send a team of elite retards to go on a looting raid.
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>>1968028
I have no problem with their stats being high, but having the threat of infinintely respawning, high-stat enemies hanging over my every turn while im struggling to try and figure out how to destroy even (1) turret on a Necron Monolith is just insanity.
Nevermind that one time where ten tombs appeared at the start of July in the first year of the game.
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I'm not sure but I think this might be considered bad luck
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>>1968516
you can clearly still fly out of your base
will the ninjigger rape train show up earlier if this happens ?
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>>1968644
They tend to spawn more bases around their main base I think so I might be in danger.

I guess there's nothing stopping me from shifting my main troop base to another one and using this just for research and manufacturing though.
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>>1968312
>infinintely respawning
Now I want a Tamriel/TES mod for OXCE.

Just for this mod.
https://www.youtube.com/watch?v=S4rXsrZRchQ
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Huh, never seen these guys before.
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>>1968752
You can always bait out interceptors and return, they take some time to rearm. Annoying, but not run-ending.
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>>1968955
>not your business
Well you clearly shouldn't be seeing that info page
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>>1968955
And you never will. Way of the sword can give you multiple researches of enemies that don't appear anywhere
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>>1968957
Have you seen Jack Sparrow? Last game I quit when there were 20 bases on the map across india/china/australia by mid july. I can play around one but if they start putting up more I basically need to assault them immediately.
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>>1969325
>Playing on "torture my balls" difficulty
>Complaining about ball torture
You have noone to blame but yourself.
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>>1969411
If you're even moderately experienced in the mod then its the only thing remotely challenging. Everything easier has no time pressure so victory is practically inevitable.

Its unfortunate that there's no toned down version of the early ninja war. Like it could start on month 4 rather than month 2 for the second hardest difficulty.
>>
piratezfags, how do I unlock voodoo initiation?
>depends on day witch and seek out the desert witch
>day witch depends on voodoo initiation
>seek out desert witch requires dark star which requires some sort of chain of events that I can't quite understand how to trigger
first playthrough
>gray codex
>john silver
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>>1969723
You get dark star when your codex awakens by event and you can research it again. Play on and you will get it eventually.
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>>1969521
People asked for that with ninja war, but Dio was so fucking adamant about Ninja War that he doubled down on it till even the people close to him revolted.
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>>1970359
Should be easy to mod though, its just one or two events right?
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>entire jungle map is gassed except the bit we're standing in
Sucks to be you, I guess.
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>>1970464
My favorite trick is to bring a bombard with gas shells in They Came From The Sea
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>>1970464
>still having to go out in that smoke to find the enemy that's immune to gas
Beware, for the suck spills
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>>1970509
The trick is bringing someone with good ThV, ideally 100%
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I don't get craft weapons in piratez. Some guns work on some craft and not on others despite both saying they take guns. Some weapons I don't know how to use on anything despite them being in my craft weapon pedia. Some weapons I have and can use but ammo looks like it will take 3 months of research to access.

What crafts with what weapons am I supposed to use early game to shoot things down with restockable ammo?
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>>1971014
Now that there's early game traffic things like LMG/HMG(hand slot) or RPG are actually not bad when firing from little bird.
But imo aircombat really begins with aircar and some sort of light slot weapon, usually 25mm, 30mm or 50mm cannon depending on rng and what you can get your hands on, most often 25mm cannon is the first really reliable craft weapon. If you're desperate airballls are actually not that bad but require a good pilot to land and there's a good chance you'll blow up your target instead of crash landing it.
If you invest into early underwater missions and you get lucky a looted oscillator is an all game long workhorse with infinite ammo.
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I hate how ground/helis/non landing craft taking up an entire space
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>>1971049
Maybe one day, soon, anon. XCF already has a submod for it. Piratezxs can't be that far off.
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Is there a way to easily debug base defense gameplay? Like force spawn a specific type of base attack UFO? Very clunky to do with save edits.
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>>1970694
what gives 100% thermal vision?
just finished making some shiny new chromebacks
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>>1971376
Not much, to be honest. I think it's just Chort's loli form.
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>>1971378
I have no idea who that is
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Bugeye's have 80% TV which is more than enough. They also have 20 night visibility so you'll see pretty well.
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>>1971349
I'm just spitballing here, but maybe if you wait until there is a ship that's heading to attack your hideout, save the game, then edit its type and crew in the savefile? It's what I would try at least, having no prior experience.
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>>1971138
Weird, you'd think with how much DNA the two share that conversion between them would be a 30 second Notepad++ job.
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>>1972115
It could also just be a case of no one who has the skill/experience to do it can be bothered at the moment, who knows.
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xpirazez
is there are way to sell prisoners in a different base once you're on the overloaded screen? hate that I either have to reload or sell off an engineer that I'd rather research
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>>1972262
have to reload to sell at other bases, I generally just make sure to empty a few slots for important prisoners before starting missions
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>>1972262
If you alt f4 on the post-mission prison sell screen you will reload to an autosave and have until the next hour to do any prisoner transfer or selling. Might only work for ironman, not sure. This also allows you to put prisoners into robbing/slaving/pimping since the manufacturing screen will immediately "consume" them
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>>1964991
in vanilla? that's gg.
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>>1966477
impossible on large enemy fights so XCF is out of the question
would be great if oxce implements ways to de randomize enemy placement but nobody would want to rework the maps anyways.
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>MAG munitions removed

what the hell dio they were neat
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>>1974457
so add them back
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Any midgame tips for Imperial Guard in ROSIGMA?
About halfway through the year, all your enemies start being power armored, have power armor-like protection, or bottomless health pools.
The difficulty ramp is crazy steep. One month it feels like the roster goes from regular ass dudes to chaos sisters, space marines and various daemons with hp and armor like crazy.
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>>1975821
you can rely heavily on vehicles and heavy weapons to kill anything not indoors and can often flatten most structures from outside too
cqc is hard as the guard though if you can't bait or flush them out with flamers or bombs it gets very messy
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>>1975821
Hotshot las clips in high quality lasguns will make mincemeat out of chaos marine armor
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>>1975979
I'm dead long before i get the chance to hammer anything repeatedly.
My guardsmen are made of paper, and everything i fight is made of steel.
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>>1975981
long las is also great cheese
indoors is still a problem and explosives don't always work but it's just what sucks about the guard
don't sleep on shotguns
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Does old xcom/open xcom have hit percentages like xenonauts?
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>>1976697
Yes, but terrain is a major factor so you could have 80% hit chance and it strikes a random bush anyway.
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>>1976706
Oh, so it's the same?
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>>1976697
Yes (no)
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>>1976697
the percentage is the chance that the soldier can minimize penalties and take the "best" shot but they can still miss even when it reads over 100%
unlike nucom where it's literally
>this is the chance to hit
there is more going on since there's an actual ballistics simulation although that can be frustrating at times
what it really means though is that shots can be both easier or harder than the percentage shown for example shooting someone in the face might read lower than is truly likely whereas shooting someone over a fence, past a tree, and through a window might be much less likely
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>>1976697
Not quite. It shows you accuracy percentage, which decides how tight the spread of your shots will be. It doesn't roll hit/miss like modern xcom, it's more like Phoenix Point, except instead of poligon-based 3d it uses simple voxel engine to trace the bullet trajectories.
>>
>>1976706
>>1976723
>>1976750
>>1976758
That's really interesting, thanks anons. I figured it would be a dice roll like every other game.
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>>1976697
110% chance gets you the actual maximum chance to hit with the lowest dispersion. Below that the range of shots you can take increases and what shot you actually make is rolled randomly within that range. In practice 100% will almost always hit because most targets will have some decent amount of width for the shot to hit them even if its not perfectly accurate. This also means that you're noticably less likely to hit something you're looking at from the side because most humanoids are not as wide a target from that angle as from the front.

This is some weirdness where on certain angles you just can never hit even taking multiple 110% shots. I'm not sure how it works but its definitely a thing when trying to shoot very tightly around corners or through obstructions. Taking an extra step to be less obstructed is sometimes worth it.
>>
So, I've just ventured through a scout gate and stuff happened. I have 1 lokk along, and while she's lost her avenger suit, she still has the shield equipped and is coated in an odd light blue shield effect. Is this intended behavior, and what is this shield? Is it just purple under this shadowrealm color filter?
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>>1977693
I believe it's intended behavior armor just changes to AVENGER (S-SRL) version during the shadowrealm missions. The shield type is purple yes.
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HOW MANY TANKS DOES THIS FUCKING SECURE FREIGHTER HAVE
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>>1977741
Your first clowncar?
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>>1977790
Yes, admittedly, I'm only on normal diff. Unfortunately for them, it was also the first time I took my shiny new lascannon gnomedisc out for a testdrive.
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>>1977741
At least 4. There are a lot of power armor dudes too.
>>
>>1977741
>>1977793
This is why I always open with a Red Dragon into the passenger deck. There's still more than enough loot to run off with.
>>
Is there any missions which can spawn a provost? I don't feel like playing base roulette or dropping a 100 million on it.
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>>1978199
A cruiser or corvette may have one, but let me tell you from experience that 100 million is likely easier to come by than finding a VIP you need in the wild.
Start saving your money.
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>>1978199
There's a very fast craft called a 'hotrod' that always has a VIP and two other high level enemies in it. The hotrod slows down, giving your craft an interception window.
>>
Is it feasible to take vehicles on the cydonia run? I don't want to invest in a load of tonks and then find I can't reload them and/or recover freshness.
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>>1978303
freshness won't recover in between multi-mission campaigns but you can reload certain weapons during the pre-battle loadout that you can't during battle (for example, Tanks' grenade launchers). You can also normally reload most vehicles by simply driving them over your equipment stash and reloading manually, so there's that.
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>>1978303
Laser vehicles are probably viable, I used multiple laser hovertanks for humanist space missions and those were quite long
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>>1978303
Not really, you can take one if you really want but I wouldn't recommend more. Cydonia is very much anti tank especially phase 2.
>>
why is this the only game I play these days
wtf happened to me
>>
damn kummisar is op with mortar
literally allows me to fire every turn rather than every 2nd turn
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>>1978580
You can do the same with the runt outfit+gentle push and it doesn't inflict penalties like the kummissar outfit does
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>>1978580
Have you tried the revolutionary trick of bringing two mortars?
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I like how there's so many ways to stack bravery in xcomfiles and its completely useless except with one weapon.
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>>1978971
Try the BFG.
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>>1978973
Have no idea how to get that, I think I'm stuck in progression somehow. Hybrid and UAC plotlines haven't advanced and there's barely any aliens around. Also I can't figure out how to do the zombie mission where you have to protect a neutral mummy short of waiting till I have blaster bombs to nuke the place on turn 1.
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>>1978502
You like granularity, something direly lacking from modern viddy.
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>>1978976
>Hybrids
Just needs captures
>UAC
Which missions HAVE you done? UAC is typically the arms deal bust -> UAC office tower -> UAC facility -> UAC moon base at which point you get BFG and it ends.
>protect a neutral mummy
She's borderline unkillable. What exactly is the problem you're having? Just play it slow.
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>>1979327
>Just needs captures
I've used debug commands to check every hybrid mission I've seen (which is a lot they spawn like 10 a month) and none gave a capture that unlocked anything new.

>Which missions HAVE you done?
I think I've done facility, definitely haven't seen a moon base mission aside from MiB. But from what I can tell I have all of the UAC tech except code book and some of their weapons so maybe I'm just unlucky waiting for it to spawn.

>She's borderline unkillable.
She's died for me by turn 3 twice in a row. If I could play it slow with 18 supersoldiers with lasers it'd be easy. She starts out unkillable in the air but if her AI decides to put her on the ground she gets mobbed to death.


btw is there a conclusion to the ghost plotline or is it just the same easy training mission spam forever?
>>
>>1979327
>What exactly is the problem you're having?
NTA but the Vampires (the dudes wearing armor) are basically immune to anything I throw at them.
>>
>>1979526
Their armor can be penetrated by either high powered weaponry or your generic blackops sniper with high skill. It's their HP more than anything that is troublesome, doing 10-30 HP per hit is fine vs. normal humans but the vampire knights have around 200-240 HP. If you're brave (literally like 150+ ideally) pull out the kukri and stab them to shit from behind once they get near.
>>
>>1979526
Miniguns strip armor quite fast, unless it was changed recently.
>>
>>1978502
If you look past tits and silliness these mods are genuinely some of the best turn based content there is.
>>
>>1979730
I've heard people recommend armor stripping a lot on both xcomfiles and piratez but I've always found it kind of shit. For example the miniguns you talk about deal 5% of their damage in pre-armor stripping. That means to strip 50 armor you need to deal 1000 damage with your minigun. Or, put another way, each minigun bullet that hits causes each bullet afterwards to deal About 1.5 extra damage. That's not really a lot, especially when you realize that armor has 4 directions and stripping from one side doesn't help much if someone else is shooting from another or if the enemy turns around in the next turn.

The only exception IMO is chem grenades in Piratez because they are both guaranteed to consistently hit lower armor and you're usually using them to deal damage to 2x2 units that get hit 4x.
>>
>>1979757
>but I've always found it kind of shit
Because it is shit it's just that usually alternative is either just as bad or worse. Do you really want to bring seductress to a mission if you could bring a chem smg instead? Armor stripping is limited to capturing very high value targets like VIPs, armored gnomes, power armored dudes, anything that's hard to capture alive.
Stripping armor is generally a desperation move where you have no other options or just don't want to use them for some reason.
In XCF this problem is much less severe, most aliens don't wear heavy armor and stun rod works just fine and power mace later strips armor like crazy and you can capture anything.
>>
>>1979757
I agree that armor stripping kinda sucks but your example also mispresents it.

>deal 5% of their damage in pre-armor stripping. That means to strip 50 armor you need to deal 1000 damage with your minigun.
This is not how it works.
If you deal any damage to armor, you always strip at least one point. That's why large burst count with meager armor damage works well. A 30-round minigun burst could theoretically strip 30 armor if every bullet hits.
>>
>>1979783
Sure, but you'd have to be really outmatched and unprepared to consider chem, and if you're that outmatched what's the chance you've brought chem ammo?

The real issue is the problem with facing, you can sink 100 bullets into something and its armor is still pretty good because it just keeps rotating.

>>1979787
It's close enough given that the minigun in question deals about 23 damage. 30 hits means an average of 690 damage, and at that point the zombie vampire's armor will still be 25. And 30 hits is a shit ton for a weapon as inaccurate as the minigun unless the zombie has conveniently decided to place itself 5 feet from your face.
>>
>>1979757
As soon as I can get them, I always bring at least one chem mortar everywhere I go with my main mission craft. I don't start with it equipped on anyone unless I know for certain there's going to be some bullshit that needs mortared, but having it available is always a great reassurance in times of uncertainty. Same category as Recoilless Rifles and Hammers, basically.
>>
>>1979956
I keep the exact same 3 weapons stashed away as a "break glass in case of real shit", along with shotguns preloaded with buckshot for zombies.
>>
>>1980031
People really seem to sleep on the Hammer and it's derivatives. Everyone bitches about shitty early anti-armour, but my Pirate Queen once killed two humanist tanks in a single turn with it and you start the fucking game with one. She was, admittedly, on a hyena at the time.
>>
>>1980083
I don't know what I'd do without the hammer vs. shot down ships with turrets and the highway house gun in march. Also has saved me from mechtoids a lot.
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>>1979475
>check every hybrid mission
In order to finish their storyline you gotta get the Hybrid Controllers research, which depends on Hybrid Specialist, Hybrid Operations and Metapsychology. Hybrid Operations just depends on topics unlocked from interrogating early and mid-tier hybrids. You have to exhaust their topics basically.
>I have all of the UAC tech except code book
You get code book on the UAC moon base, along with the BFG. You need to have 'The UAC Threat' in order for the last mission to spawn. Check your tech tree viewer.
>She's died for me by turn 3 twice in a row.
What difficulty are you on? I never had any problems with this, but i am an ironman fag who plays D2. I typically go real slow in the initial choke to avoid ambush, but once you break into the big chamber the rest of the operation is free basically.
>conclusion to the ghost plotline
I last played 3.4 so idk if anything in the newest version, but there wasn't an ending when i played it back in november last year. Which annoyed me greatly.
>NTA but the Vampires
Black Ops sniper rifles can damage them through their armor, Recoilless Rifle is also capable of oneshotting basically any enemy in the game, without risk of blowing yourself up.
As a bonus, attached pic is bfg damage on 180 bravery, 104 psi strength soldier. Everything in aproximately 8-10 tiles gets instantly vaporized
>>
>>1979526
What tech level are you at, in terms of say, what your average trooper is wearing for armor and using for weapons?
>>
>>1979783
You can usually capture high-armored targets with poison dagger, it deals half damage as stun. Doesn't work on armored gnome tho, she just dies in one hit.
Also plate shield can, surprisingly enough, stun power armored foes.
>>
>>1979783
>anything that's hard to capture alive
Just use a herder staff.
>>
>>1980369
For hybrids it looks like I need chemtrails mission and for UAC I have UAC threat. Guess I'm just unlucky at getting missions to spawn, for like 6 months...

>What difficulty are you on? I never had any problems with this, but i am an ironman fag who plays D2. I typically go real slow in the initial choke to avoid ambush, but once you break into the big chamber the rest of the operation is free basically.
Superhuman. Tried going slow the first time, heard a lot of zombies dying, cheated with debugmode to finish and saw that I didn't get her winning on turn 3. Tried again rushing into the big room on turn 1 like a madman with Spartan soldiers in cyber armor for maximum speed, suffered 4 deaths and still didn't get her despite clearing most of the room by turn 4. I think it's just either horrific RNG or I have to nuke half the level on turn 1. Although... maybe I could rush to her in flying armor (so I'm safe), knock her out, then complete the mission in peace. Just unlocked it so I'll try that next month.

>I last played 3.4 so idk if anything in the newest version, but there wasn't an ending when i played it back in november last year. Which annoyed me greatly.
It does make for super easy training missions but yeah I wish the mission spam would stop. Like just have a placeholder "research this tech to disable the unfinished storyline missions" tech.
>>
Do MAG rockets ignore shielding? In Piratez.
If so, I should be using this against Sectopods and Hovertanks
>>
>>1980682
No.

Generally speaking it depends on the damage type and shield color, see >>1977708
>>
>>1980537
>Guess I'm just unlucky at getting missions to spawn, for like 6 months...
That can happen. I never got the Jarhead factory mission to spawn in my latest playthrough, so i never could unlock the recoilless rifle.
I'm honestly suprised you managed to do MiB moon base before completing hybrids or zombies.
>>
>>1980722
Looking at the UAC mission in the quick battle, can I take the BFG, leave, and do the mission again to get multiple BFGs? I assume its the only place to get one and if I finish it then it won't respawn. Un
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>>1980964
I don't actually know, you're supposed to either take the code book and leave or complete the mission fully. I don't know what happens if you loot the BFG and nothing else.
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>>1980964
Looks like it works the same way as any other Files mission.
It keeps respawning with a 33% monthly chance until it it is done. The UAC case has to be resolved, which depends on the base being destroyed or taken.
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>>1980092
>highway house gun in march
molotows
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>>1979757
Armor stripping is good on death blossom
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How does the lighting system work? On some tilesets it seems like flares light up a lot more of the world than on others, but is this purely cosmetic or actually affecting whether my units are in light/dark?
>>
>>1983498
a tile being lit or not is binary. there is a threshold for how much light a tile needs to be in light.
>>
>>1983498
All light sources radiate light of a certain intensity. These do not stack, the light level of a tile is the brightest light that applies to it. Visibility is binary, once the light level crosses an invisible threshold, that light counts as lit for purposes of seeing units on that tile. Dio has vehemently fought all attempts to provide actual ingame information about what this threshold is.
So yeah, it's cosmetic. A flare always radiates light to a set distance. Maps might have different ambient light levels, but this makes zero difference until the light crosses the threshold to count as daytime, and light sources do not stack.
>>
>>1983647
So this means that a flare which lights up a radius 6 in one tileset does the same for all other tilesets, regardless of what it may look like visually? That's how it seems to work for me but its hard to make sure.
>>
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>>1983718
There are 16 light levels, with 0 being max bright and 15 being full dark. Light sources produce their initial strength at their origin tile and drop off by 1 per tile from there. Any tile at or above 9 will illuminate units standing on it, making them a viable LOS target. Anything 10 or below will not be illuminated. In fact, X-Com soldiers produce the same light as an electro flare. Aliens don't see better in the dark, X-Com just has shitty light discipline. During daylight, all tiles are set to fullbright, essentially auto-passing this part of the LOS check.

This is, however, all vanilla material. The OXCE engine adds a lot of room to fuck around with this. Generally speaking, most megamods bring at least early-game enemies down to the player's level in terms of night vision, and work their way into the fancy shit from there. Rule of thumb: there are two shades on your soldier sprites. If the have the daytime sprite, they ARE visible. If they have the nighttime sprite, they MIGHT be visible, depending on what you're fighting.
>>
So I caught Dr. X.
Can I get a quick run down on what the various options provide? The tech tree viewer really isn't good enough to figure things out.
>>
>>1984223
>Prank her
This is more or less the romantic option. You can either marry her (which will trigger regular events that give you infamy and information) or knight her (this will make her become an auxiliary unit with strong stats)

>Humiliate her
If I recall, this zombifies her. You can either make her a Z-juice milk tank, or a vampiress. The latter is a powerful auxiliary unit that can be resurrected.

>Enslave her
No idea what it gives you, besides a Slave with high work efficiency.

>Sell her
You give her to Jack, who gives you a lot of Jack tokens.

>Banish her
Exactly that. You tell her to piss off. You get nothing.

>Give her to Aurora
I think this is incomplete. You don't get anything in return.

>Give her to the Red Mage
I think you need to do this to get one of the Red Mage endings.
>>
>>1984223
>>1984296
Yeah, essentially prank/humiliate/gift to red mage are the only ones that go anywhere. I think there's a little bit more to it than that, some shadowrealms stuff iirc.

Pranking is a good choice if it's your first playthrough and you don't feel strongly about any of the options.
>>
>>1984305
Worth noting is two things:
1- Keeping Dr. X (after pranking her) will piss off Saya if you romanced her.
2- Keeping Dr. X may open a path that gives you Humanist soldiers (more or less SS with good stats) and a SS (flying?) armor. However, this path is unavailable if you entered the Mutant Alliance (which you most likely already did)
>>
>>1984317
>1- Keeping Dr. X (after pranking her) will piss off Saya if you romanced her.
Oh I remember that. But does it actually lead to anything more than random events with Saya complaining?
>>
>>1984318
Unless something changed in recent versions all you get is some -infamy events.
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>>1984317
You only get those soldiers on male path sadly
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>>1984223
Prank into knight is how you start the alternate ending (meaning you don't assault cydonia), does require you to avoid mutant alliance like other anons said
>>
>>1980682
I use flechette rockets to remove shields. The raw damage is absurd.
>>
>>1984473
Shouldn't be saying that out loud, dio is gonna nerf it if he hears.
>>
>>1984473
>world's largest handheld shotgun in the world
will never not get a boner firing this
>>
>>1986244
So nice had to say it twice
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>Trying to skip mutant alliance and get sci books through a gnome instead
>94 researches later, still no books
I know I should have just given up and done mutant alliance a long time ago, but now I'm mad about it damnit
>>
>>1990535
You're better off just finding an esper for X prison, gambling on the gnome books or bookworm event is pure insanity
>>
>>1990535
never trust a gnome
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>>1990535
If a Gnome can speak about anything other than the Sci Books, she will do so.
>>
>the option to enable debug has vanished in my OXCE
fug, do I need to hunt it down in text files then
>>
>>1986244
>tfw no grape shot for the bombard
>>
Recently I've started playing Alien Takeover mod. Who the fuck thought that throwing 12 ufos at a player with no weapons on a plane while your arsenal consists of fucking knives and axes is a good fucking idea? Motherfucker even turned off tech finder.
there are submods that fix it but let me scream in peace
>>
>>1992595
What? an OXCE mod with ball-busting retarded difficulty courtesy of the mod-makers idiosyncratic tendencies? Say it ain't so
>>
>start new run
>can actually get cattle prods and tazoguns before authorized dealers now
god bless
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50/50 shot now of sci books or the last gnome tome
I don't like my odds
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>>1992785
putting all my money on gnome tome
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>>1992615
Alteast in Piratez and Xfikes you get guns from the get go. Your starting options for the game are
>dart pistol with no darts
>roomba with a knife
>crossbow pistol
>shittiest molotov in the history of xcom
>and a suicide vest
Also kinds funny that your bros have kitchenware weapons while your base of "freedom fighters" still empolys radars, jet craft and other fancy facilities.
>>
>>1990535
Now I feel kind of bad about getting them from my very first interrogation... and joining the alliance anyway because it was my first playthrough and I didn't know any better.
>>
>>1992785
All on gnome tome.
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N11 just dropped
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>>1994233
I literally just started a new run and had godlike early luck
son of a BITCH
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>>1994237
Just update. If it's early game I doubt you could see anything new yet.
>>
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>>1994233
>Enemy spotters won't spot you if they're neutralized in a single hit
HOT DAMN
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>>1994233
What does nerfing catgirls have to do with sniper-spotter behavior? Also nerfed their ability to dodge in craft. Dio really hates us.

New craft are sadly just more shitty early game planes that you'll probably want to skip over.

Zoomer armor looks pretty good for peasant runs.

Bad Company better have some really good loot now considering its practically a suicide mission for all of year 1.

Bounty hunts at rank 1 are a godsend. Getting to rank 2 often took until month 3 or later on Jack Sparrow because the month 2 ninja base nuked your score.

Pants say they give +60 stamina and TU regen per turn. That sounds fucking insane? Basically negates all freshness and/or HP loss penalties.
>>
>>1994288
>What does nerfing catgirls have to do with sniper-spotter behavior?
>expecting polish autists to have non-esoteric reasoning
>>
>>1994288
>New craft are sadly just more shitty early game planes that you'll probably want to skip over.
My guess is that you get these parts from the bandit airfield missions
>>
>>1994233
>new t'leth shit
Shit
>>
>>1994233
>reactions buff on craft dodge nerfed by 20%
Wait what, isn't this actually a major gamechanger?

>>1994288
>Also nerfed their ability to dodge in craft
I think this just means you now HAVE to train catgirl pilots because gals with their 25 lower REA cap won't ever reach high enough dodge.
>>
>>1994660
>Wait what, isn't this actually a major gamechanger?

If you had 25% dodge before now you have 20%. 5% nerf isn't that big unless you had 95% dodge before in which case it means taking double damage.

>I think this just means you now HAVE to train catgirl pilots because gals with their 25 lower REA cap won't ever reach high enough dodge.
Not really, it just means that ships which don't survive off high dodge are better.

Ships that have a lot of HP won't care and still work fine piloted by anyone. The catch is that these ships generally require more research investment, are more expensive, and end up grounded for days after any major shootdown.
>>
>>1994669
>If you had 25% dodge before now you have 20%.
And I'm assuming if you had 25% dodge before you now have 5%.

So you're saying it's multiplicative, not additive.
>>
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>>1994672
I assume that's what's happened here.
>>
>hallucinoids crash the game on latest patch
>okay, surely I can just skip this mission and go for later ones
>every underwater mission has been hallucinoids
DIIIOOOO
>>
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>hmmm, so we got that race that is basically super smart loli elves, lets generate some AI slop for it
>tags, huh?
>adult goth crazy -elven_ears -loli
>perfect
>>
>>1995020
I haven't seen anything to indicate gnomes should be elf-like, they're just batshit insane lolis.
>>
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>>1995046
>loli
>>
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>>1995020
>Dio begins replacing his deranged, incoherent piles of random 3D smut, anime fanart, and crudely edited Fallout screenshots with AI slop
Alright, better than the mess we have now I guess.
>he (or the people he's been getting this shit from) can't prompt for shit
Goddammit.
>>
>>1995187
I wouldn't be as angry about AI slop if he at very least picked one style. As things are now, it's still a mess of different art styles.
>>
>>1995020
>goth loli, emphasis on 'loli'
>prompts great value Harley Quinns
Make Dio walk the plank.
>>
>gold codex gets this very early on
zortium coupons redeemable this early is wild AND it has twice the refreshment as mess hall
>>
>>1995302
People have been bitching about gold codex for the longest time, I think people are wrong and it's severely underrated but popular opinion is that it's the worst one so I'm not surprised Dio wanted to boost it a little.
>>
>>1995305
It's been incredibly strong for me, the hawk was able to shoot down an academy hopper and I got an esper in may from it. Admiral outfit getting flying and this new facility are just icing on the cake for me
>>
>>1995302
Honestly have never liked gambling, too unreliable to get something good without savescumming. But a really good freshness recovery + free income is pretty great. How early can you get it?

>>1995305
Having tried all of them and codexless, Gold was definitely the weakest by far. It's advantages were all on the geoscape rather than tactical and those advantages became less relevant the better you understood the game and the faster you can develop yourself. Pleasure Den doubles up on that but I think 240k a month income per base makes it possibly the best now. Going up to 8 bases ASAP with plantations was already the best strategy economically and these are vastly better than plantations. A cool 1.92M extra income in a 1x1 spot that doesn't interfere with plantations is huge and you just slot it in next to the outpost.
>>
>>1995313
the hawk has always been golds greatest benefit
>>
>>1995305
It's been some time since gold got some love. Nothing wrong with that.
>>
>>1995325
>How early can you get it?
As soon as you can get social hierarchy, which is much easier these days now that human citizens is researchable
Red codex's facility can be gotten as soon as you have tools + fire, no idea what it does though
>>
>>1995348
red forge is a workshop with training capacity but no workshop service
>>
>>1994378
What did the xarquid do again other than move backwards?
>>
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>>1995302
The rest of new facilities
>>
>>1995373
Snipe your doodz from across the map and tank a crapload of hits.
>>
>>1995378
Is that superprison 3x3? Codex exclusive?
>>
>>1995020
Jesus. I guess it's time to troll around exhentai or AB for replacement art.
>>
>>1995378
>>1995352
>red gets shafted
Not surprised.
>>
>>1995390
2x2, plot exclusive, from what I can divine from research tree, needs denying fountain for Red Mage or Servanting Aurora
>>
>>1995378
>red codex gets a workshop with 8 training spaces
Ah yes, exactly what we needed. What do the other codexes get? A culture/casino/negative maintenance structure, a power plant (emphasis on the 'plant') part that blocks off parts of the sewers, and I'm sure Gray gets something too.
What does Red get? Shafted. That's what Red gets
>>
>>1995378
>can build hell inside your hideout
Are we the baddies?
>>
>>1995597
gray gets the astrosensorium
>>
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Eurosyndicate can go fuck themselves
>>
>>1995163
He wasn't saying the AI slop is good.
Just pointing out you're full of shit as well.
>>
>>1958143
I want to go full slut mode in the new version. which route would be best? I'm guessing grey and lazyass?
>>
>>1996004
Gold is the dumb bimbo route, but psi is generally slut-coded so I guess grey works as well.
>>
>>1996146
Except communion aka the slut voodoo is literally any but gray.
>>
>>1996146
>>1996148
ive read the local wiki and love clinic seems to be green codex, i dont know what to choose anymore
>>
>>1996213
I'd say green with aspect lewd so dumbass or lazyass.
>>
>>1996217
never played green so this will hopefully be fun
>>
So did anyone update mid run from n10? Are there any issues? Normally I wouldn't care but I was on aurora route which got new shit, so I kinda want to update to continue on 11.
>>
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Asking here because /g/ is full of jackasses. How's this motherboard and RAM combo? I need to upgrade my CPU, but only have 1K available so I have to stick with my PSU (750gold) and gpu and whatnot.
>>1996004
Always gold.
>>1996219
Green is stinky hippy, grey is goth lolita, red is tsundere tomboy childhood friend.
>>
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how does original Jagged Alliance 1 compare to OG XCOM?
>>
>>1996294
>Always gold.
i did a gold slave empire nowhere near endgame run already, lolita with mucle mommies is not really my thing, i guess ill try hippies in africa
>>
>>1995385
Wonder why I don't remember that. Probably has something to do with how rarely it appeared.
>>
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>>1996308
Not "loli" lolita, goth lolita.
>>
>>1996316
yes goth lolitas are supposed to be cute and petite, not huge bodybuilders
>>
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>>1996320
Ye of pitiful taste.
>>
>>1996280
I updated mid run and aside from a weird crashing issue with hallucinoids I have not had any other issues
>>
>>1996329
disgusting tranny looking freak
>>
>>1996280
There haven't been serious mid-run update issues in years. At most you get some funny free researches when you load an old game, so nothing that doesn't resolve automatically within a day.
>>
>>1996329
Woman vs tranny
>>
It's v.N11.0.1 now btw.
>>
>>1996954
Call me when Dio adds new hangars
>>
>>1996954
As usual reminder for newfrens, always wait like 2 weeks after a big update for Dio to hotfix all the little bugs.
>>
>>1997008
call me when the AI art gets replaced (or just improved)
>>
>i preach about "theres no hard requirements" and "pacing is relaxed dw about it"
>meanwhile i've restarted twice because i forgot to research recruiting, base building, and plantations at the start
i am going to fucking kill myself gals, i can't take it anymore
>>
>>1997102
it seriously needs someone to entirely revamp the pace and progression, the content is all there but shit like this is infuriating
>>
>>1997102
I only restart if I fail to get to car thieves quickly or if I fuck up the attempt to get 7 heroes on no codex (or get unlucky, tribals in catacombs is so many guaranteed blessings that not getting it early is rough)
>>
>>1997134
There's a reason to play no codex? I only fret about that and then pick red again because red is simply the best.
>>
>>1997378
there are a few, but its significantly weaker than any codex
>>
>>1997378
The extra money from selling the hull+drill can get you little bird extremely quickly, can get library without mutant alliance or luck, get 7 gnomes, and if you're male path you get 7 heroes if you have purple bloom's blessings and some other techs at the end of the first year, and pariah gives +10 to almost every stat for heroes and damsels
downside is that primal hunts are mandatory to get crowned and you have to get lucky with gnome interrogations to get shadowtech research
>>
>>1997428
Sounds like a lamer chaos saint.
>>
>>1997378
No Codex is the strongest start if you want to attempt Jack Sparrow. In addition to >>1997428 you quickly get the school bus which is an 11 capacity craft that is a lot less exposed than the airbus, and you get Old Earth Books which normally lock you out of libraries/extra brainer slots and midgame tech for months.

Codexes do eventually get better stuff but its all mid to late game and never really needed to beat the game.
>>
>>1997454
Just start in latin empire for old earth books.
>>
>>1997462
anon mistyped. reject gives both old earth books and science books. old earth books are needed for a few things, but science books let you rush back to school
>>
>>1996213
Mod the mod. Forge your own slut path.
>>
>>1998174
Or just edit your save to give you both green and gold.
>>
>>1998187
Can't you just go chaos saint?
>>
>>1995597
>>1995397
This update finally motivated me to try something other than Red.
>>
I don't like Green. It requires me to get my Gals killed to zombify them.
>>
>>1998477
i prefer to frame it as recovering gals who got killed. sustainability and recovery is one of green's themes.
>>
>>1994233
Where the fuck are the 1-square garages?
>>
>>1998481
I'd like it if it was that, but the zombification process says that the Gals lose something by reviving in this manner. It's different from the Sivalinga resurrection process.
>>
>>1998328
Chaos saint doesn't give you all codices, it just opens a bunch of events.
>>
>>1998187
>save editing to add multiple codexes
That doesn't work as welll as you think.
Research disables take precedence over research unlocks. With multiple codexes you lock yourself out of their mutually exclusive stuff rather than unlocking them.
>>
>>1994233
>pedia image improvements
Uh oh. Anyone got a comparison?
>>
>>1998440
Dumbass + Grey is always fun
>>
>>2000892
i will never play dumbass again after getting CBT cucked for 3 years
>>
>>2001232
what
>>
>>2001451
In dumbass you can't get analytics unless you pass several rng checks.
>>
>>2001462
Isn't that bypassed by taking grey?
>>
>>2001467
Like how?
>>
>>2001476
I dunno but I've never had problems
>>
>>2001479
You got lucky. Codex type has nothing to do with it (I just double checked by looking at script chances). Even with spa built there's 20% chance you won't get it.
>>
new bugfix version is out
>>
>>2001488
>>2001462
What do you mean, it's a random monthly event to unlock analytics?JRVWE2
>>
>>2001775
dumbass gets a different facility instead of the analytics room to provide the analytics function, and it requires completing the CBT chain of events which is rng
>>
>>2001775
Pics or it didn't happen.
>>
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>scorch is adding lamias to xcom files
>>
>>2001543
>hallucinoid crash fixed
Nice, time to resume my playthrough
>>
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JIM was a...hat this whole time?
>>
>>2001543
>moddb is down
Of course it's right as I get an early gnome.
>>
>>2001889
pretty sure he meant he was adding it to xpiratez
>>
>>2002267
>scorch
>piratez
>>
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>>2002290
>>
>>1994288
Spotter-sniper is one of the hardest counters to catgirls in the entire game, and the main culprit behind their midgame being total ass. You spend a fuckton of money on a holosuit or something only for your catgirl to get one tapped from across the map by some retard with a carbine because you reaction fired an approaching dog and the enemy highrolled their sniper check. It made catpath absolute ass by the midgame and I'd gladly pay 5 TUs (5 melee cap doesn't matter, nobody was capping melee on catgirls anyway) to mitigate the that kind of situation and also be able to shoot mooks without wondering if my expensive elite unit is going to get instakilled by a grenade from behind full cover.

Also re-enables a lot of ranged melee weapons for stealth use and, if "neutralize" includes knockouts, allows stealthy stun baton takedowns.
>>
>>2002806
Huge buff to sniper rifles as well, especially the Python HSR. You might actually want to use guns other than the suppressed pistol/omega rifle/golden guns on catgirls now.
>>
>>2001995
how do you have so many guns but your gal still has the starting clothing?
>>
>>2003339
because its a base defense
>>
>>2001995
>wearing jim as a hat
LEWD
>>
>>2003339
What >>2003343 said, that was a base defense and that's a fresh recruit I hadn't gotten around to using in a mission yet
I still have shit armor, the best I've got is some gals running around in plate armor and a cat in a loader suit, everyone else is in catical armor or heavy suits
>>
>>2003339
You guys don't equip fresh recruits?
>>
>>2002806
You can get around spotter sniper by spotting yourself with a cat and then calling in a mortar strike. If anything cats are the easiest to avoid spotter sniper, both your spotter and mortar cat can either be umipuma (invis 5) or camo (most enemies are 5 or less tiles to see you), then you just sit atop your vessel and spam multiple mortar shots every turn. Use the hotkey to remove all TUs from your team at the end of the turn so they don't reaction and missions are trivial.
>>
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I feel like I am doing something wrong. October, Shit tons of things to research. Working on my Flagship right now.

Gold, Gals, Dumbass.
I don't have a ton of bases, and I only have 800k to my name.
Tiger is my main interceptor right now, 18 brainers. Year 1 October. Working towards Cap Log 2.

Is there anything I should really start doing? I feel like I'm behind on firepower on battlescape.
>>
>>2003764
How's your library progress? A lot of the advanced firepower you can make yourself, battle or geo, is behind getting back to school
with gals you can mostly bruteforce engagements with a poison dagger and a decent sword. if you have runt capacity for manufacturing you can have them make bullets for your looted guns
>>
>>2003764
by that time i basemaxxed with tons of weedfarms to farm cash
>>
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>>2003768
I just need Mutant Alliance to get Librares going unless I decide to go Dr. X, but thats a long ways off I think.
>>
What bothers me the most is the whole setup of "we are pirates and are going to loot civilian shipping" yet its impossible to catch or shoot down anything without a lot of rng and the stupidly expensive brainers untul dozends of hours into the game, either move the pirate theme back to the point of the tree where you can actually be one or give me something to shoot down shit, i never won a single engagement with the little bird, its either to weak or too slow
>>
>>2003764
>Tiger is my main interceptor right now
you should have codex craft by now, which are much better and more importantly faster.

if you are struggling on the battlescape, you arent using enough looted guns or throwing weapons. grenades solve almost every problem.
>>
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>>2003781
I saw that and made my fourth base something like that. Might have to do that more in the future.
>>
>>2003788
I don't have any missiles or similar for the Codex craft other than Craft Harpoons. Mutant Alliance has been very stingy with its bounty hunts.
>>
>>2003784
Dr. X is difficult to get without proper interceptors, espers are quite rare in the pre-airforce stage and require some game knowledge to locate
Right now, as the other anon has said codex craft are your best aircraft. You'll need a good pilot but hawks with ramjet cannons from rogue fields warlords can serve as an effective interceptor base
Missiles from the mutant alliance or authorized dealers are expensive and you won't really need them until you can start manufacturing them yourself
Since you're gold codex I recommend getting pleasure den researched and built in every base, it's a very efficient income building exclusive to gold codex and each one pays for a couple brainers' salary
>>2003785
>i never won a single engagement with the little bird
little bird is the king of the early ground engagements, with an okay pilot it can take down bandit cars, bandit trucks, hoverpods, couriers, helicopters, and ground patrols. it cannot chase thunderbolts and will get annihilated by black talons/armored patrols, so avoid using it there
>>
>>2003793
snake can mount missiles, light, and heavy weapons, hawk can mount one heavy. you got the flame cannon from your codex, which is a heavy that shoots hellerium. you should be using it.
>>
>>2003815
Gold doesn't get Snake, you are thinking Bat, and I just got the Hawk now. Was working on other things.
>>
>>2003709
That sounds like a good way to get expensive mortar catgirls killed by sniper AI, prior to the patch. Meanwhile a gal or an ogre can do the exact same job without dying in one shot to ol carbines. Catgirls make good scouts in any path, but catpath implies you are using catgirls as a main force, which means they need to be able to attack things without being blown up by a hellerium grenade from the other side of the map.
>>
>>2003838
Only directly hitting an enemy gets you spotted, wiping everything on the map with with an explosive AoE like a mortar doesn't.
>>
>>2003789
Runts should be making either Chateau De La Mort or Canteen o' Wisdoms from sectoweed at this point. Make sure to start your plantation->sectoweed farm upgrade on day 1 of each month so its finished by the end and you get the end of month bonus for having the regular plantation.

In general money and base development snowballs, so if you do what ever you were doing this time and instead get your brainers slightly later you could have the surplus invested and compounding over several months. Of course also doing more missions and shootdowns also helps, 1 or 2 hangars on bases so you can shoot down easy targets across the world would pay back quickly.

Ideally you should have 8 bases by the end of the year fully sectoweed farming and investing the surplus in research facilities and more space efficient income generation (runt production). For secondary bases the facilities for brainer are sickbay (1), mess hall (1), library (1), Analytics Room (4, req 350 personal databases).
>>
>>2003897
I will have to keep this in mind in case this run peters out.
>>
>>2003897
>For secondary bases the facilities for brainer are sickbay (1), mess hall (1), library (1), Analytics Room (4, req 350 personal databases).
Forgot, there's also surgery rooms with 2 brainer space.
>>
>>2003901
I guess the question is, how many deployment/interception bases do you recommend?
>>
>>2003902
I don't have a perfect answer for that, and it also depends on your craft range since eventually your interceptors can cover the whole world. But assuming your first three bases are north america/europe/east asia then hangars in all of those three are well justified. Assuming you're using Piranhas early game like me you can then cover about half of adjacent continents for each base, so bases in those continents merely need detection.

Also, in the very early game, using Little Birds gives extra glamour which also gives extra points. This is a good way to get more value out of shooting down bandit cars and crap.

One very useful tip is that you can quick-replace a plantation with a hangar by building the hangar ontop of the plantation, this gives you the $100k refund and makes the hangar available very quickly.
>>
>>2003887
I've been spotted for throwing grenades, let alone using direct fire explosives. It's my preferred method for doing highway house. I'm pretty even hitting an enemy with a 0 damage normal smoke cloud spots you.
>>
>>2003926
Grenades never get you spotted. I have run dozens of missions in XCF where I spend the whole map in smoke with all of my troops carrying 6+ dynamite spamming them at cultists, using rats and bats to spot. Grenade launchers or similar "guns" will reveal you if the projectile directly hits the enemy causing them to flash. If anything is reacting at you its because of that or because something saw you.
>>
>>2003929
Tried it with debug and it seems you're right. Being able to just bomb your way through sniper maps like that is a game changer, since getting 1 hit downs on a lot of stuff isn't realistic.
>>
>>2003926
>>2003929
At least in xpiratez, I have never been spotted for throwing grenades. This is just a catgirl in holosuit standing in the middle of an open field with all eyes on her, chucking grenades into the distance.
>>
>>2003764
its fine don't worry
>>
The scorpion is my favorite codex craft but the anti-synergy it has with camo units is terrible.
>>
>Rosigma
>Imperial Guard
>my dudes, who are supposed to be high quality troops from their home planet, can't hit the broad side of a barn from the inside
Haul that Planetary Governor out and fucking shoot him.
>>
>start 40k mod
>first mission
>drop pod explosion when opening kills one of my soldiers and injures another
>my sisters can barely hit things 10 tiles away
>half my girls are carrying the wrong ammo because different bolt mags have the same graphics and I have absolutely zero of the autistic knowledge to know what a mephisto pattern bolter needs
>but it doesn't matter because the storm bolter turrets ontop of the drop pods can fire accurately across half the map and shoot 25 times per turn

I don't get a lot of this, is there any kind of beginner guide?
>>
>>2004283
that's the normal reaction to playing rosigma for the first time. it actually gets worse. rosigma is kind of ass. i would only recommend it if you're a diehard 40k fan, just because 40k fans are used to playing shitty games.
>>
>>2004283
>drop pod explosion
Even if other races can have it, the drop pods are safe to use only as Marines, and even then don't put Scouts in them.

>sisters can barely hit things 10 tiles away
Accuracy dropoff is a bitch in Rosigma. Same with base accuracy. They're supposed to get better with training.

>mephisto pattern bolter
It's either Elohim mags, or Godwin-De'az mags. No choice but to hover over them to find out, the graphics are identical.
>>
Is Termicator armor worth it over anni cat edition? It seems a bit worse defensively in exchange for a couple of rockets.
>>
>>2004563
I think the main selling point is that it's a power armor that boosts VP. If you aren't planning to actively use that then losing the 25 firing from annihilator is pretty much never worth it.
>>
>>2004563
Blue shields can be helpful with stopping mind attacks compared to red shields but otherwise I like annihilator better.
>>
>>2004778
Voodoo cats are underrated. The ones that roll high get Bugeye tier voodoo stats, with vastly better TUs, and all their good armors have free VP for whatever reason. They should be holding a Hellblade instead of a Blood Ax in fanart.
>>
>>2004563
Blue shields are a godsend against high end humanists, warp weapons are absolutely devastating
>>
>>2004369
I was looking for more of a general beginner guide to the mod to explain how things work. Obviously I figured out these things once I ran into the problems.
>>
>>2005301
What do you need help with? There's a LOT to Rosigma.
>>
In the Trawell That Ends Well mission, can you steal the golden guns being carried by the neutral catgirls if you knockout or kill them?
>>
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long time xcom fan
first Files run
not reading spoilers or guides
ironman fodder only

>shotgun blasted first turn
>later missions mixed success capturing unruly farmers
>doggos best members
>great success plinking and flaming 50 beetles
>xcom parks van in center of factory
>shotgunned from balcony directly above
>ski resort mission
>fill cabin with smoke but only have one sport rifle
>pick off about 6 assailants but dog is sniped and cabin shot up like the alamo just before we can recover weapons
>deep ones mission
>bow directly to face of ethereal looking Dagon cultist
>he returns deadly reaction fire
>researching like crazy but bad guys teching up much faster
>infiltration mission, see two robots and one terminator looking Red Dawn
>directly send an armor piercing shotgun round into him
>he returns deadly reaction fire from what looks like a super shotgun
>pack up the van and leave

The game is a work of art. The flavor text makes me want to brush up on my HP even though I have a decent grasp.
>>
>>2005410
Yes.

Don't kill friendly tourists, they'll join you. The Busy ones are only worth points if you lose them.
>>
>>2005343
I dunno, just like some general idea of what I'm supposed to be working towards, what to prepare for, what units are good.
>>
>>2003784
>he doesn't luckmaxxx on gnomes
April 1 sci books.
>>
>>2005506
I prefer the dr. x route where I get it in june and get enough money to expand all over the globe
>>
>>2004283
>drop pod explosion when opening kills one of my soldiers and injures another
As pointed out, drop pods are for Marines. Most sci-fi drop pods have parachutes on them, Marine ones don't.
>my sisters can barely hit things 10 tiles away
Base 40k does a lot to emulate the tabletop (or more accurately, Kill Team), and that includes the very hard limit on max range.
>half my girls are carrying the wrong ammo because different bolt mags have the same graphics and I have absolutely zero of the autistic knowledge to know what a mephisto pattern bolter needs
There are Human-scale bolters and Marine-scale bolters, each with their own ammo. If you need to be sure, they have different damage values you can check in the pedia, but your easy answer is that Sisters use the Godwyn-De'az with non-Astartes rounds.
>I don't get a lot of this, is there any kind of beginner guide?
1d6chan, plug anything you don't understand into it and you'll probably get an explanation of what it is. Also check the INFO tab in the pedia, that has hard stats for items.
>>
>sore-ass captain red codex
>mass mine out big rocks to forge rubies
>put demonic incursions into every base
Is this a good plan?
>>
>>2005492
If you're playing as Marines, your objective is to get your scouts to wear power armor as soon as possible. Arm them with bolters equipped with Kraken rounds. Then research better power armor and better bolters.
This will allow to fight armored enemies and take a shot or two without dying. An "Apothecary" is a medic.
The same applies to the Sororitas. Most of that applies to Arbites, except instead of bolters with Krakens you give them autoguns with penetrator rounds.
As for Guardmen, you need to keep your dudes alive until they receive a Veteran status (15 missions and 15 kills). Then research and manufacture Carapace Armor with Hellguns to give your dudes. They will become anti-everything.
Don't bother researching the corpses or the enemy guns. You don't get to use them.

>What to prepare for?
Chaos and Necrons. They units with lots of armor and weapons that hit hard. Chaos weapons have nasty side effects that will quickly kill your dudes (and are more often than not AoE), Necron weapons ignore most armor.
>>
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>catgirl bikini glamour got nerfed
>>
Never understood glamour
Is it just some currency/crafting ingredient you get for being fast in missions?
>>
>>2005949
It's used for a variety of pretty arbitrary things, and accumulated in a variety of equally arbitrary ways, like stuffing transports full of bikini girls, or slavery and pit fights.
>>
Where the fuck is the Reynerd in the prison break mission? I eventually used ctrl-d to look around and I still can't see him anywhere.
>>
>>2005949
It's mainly a mechanism for adding secondary objectives to missions. Fast completions, self-handicapping with certain outfits, or capturing certain enemies alive are the main ones. You also get some from events and story stuff, and can craft it at a relatively high price.
>>
>>2006004
basement level, one of the sleeping civilians. but you should just clear the map of megapol for the loot.
>>
>>2005573
I don't think the retaliation chance goes up with additional incursions so go for it
>>2006004
Basement like other anon said, I recommend having fusion torches galore because there's a megapol bastard in each tower that can't be accessed without torching/drilling the bars
>>
>>2006027
Bombard the wall with hell/fusion shells
>>
>>2005949
Its an invisible, undestructible item on the map that decays over time (through the use of a grenade style timer). Little Bird will add +12, some outfits add 1 or 2 each and other craft add a few.

First few months its fine to sell it. Afterwards use it to purchase decently-statted hands who come with a +2 stats commendation. There's a few facilities and items that require it so maybe keep a stockpile of 300 or so around after year 1 in case you want those and don't want to wait to build it up again.
>>
Wait, you can just make BFG batteries? That's kinda crazy.
>>
>>2006027
The bars weaker than plasteel walls can be destroyed by mortars and other similarly powerful weapons from above (if you have flying gals that can jump in and clear each tower's interior). Plasma swords also work I believe.
>>
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>>2005474
XCF is a treat if it clicks with you, but I'll say that even as a fan of it that there are some pants-on-head retarded design choices that make me very glad it's all so easily hand-edited. Your balls are commendable for diving in with an ironman run.
>>
>>2006423
XCF is pretty comfy as long as you aren't dealing with 140 cultist sniper/spotter hell maps or 40 scorpions in a desert snoozefests.
>>
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>workshop and dojo services in a single slot for less than half the price, and faster to build, and has the majority of the space of both
Seems like a pretty good facility to me, especially since it can be researched extremely early. This means you can already have your workshop lined up to start making stuff immediately as soon as you get the research done, which is pretty on theme for Red's fast paced combat progression. What I'm really wondering though, is if there's any especially important sequence breaking you can do. Sadly, almost everything is gated behind the workshop research. The only things I've seen that the service alone enables is researching Plastasteel, Tech Blades, Tech Cleavers, Vibro Blades, and Electric Nets. Also longbows, but at at that point you have durathread working, which means you have the stapler, so you basically have access to workshops anyway.
>>
>>2006629
It's just very boring compared to the other options. You're going to rush workshops anyway because all the tech to get workshops is part of captain's log 1, and once you have workshops it just becomes a vanilla building with training slots (who cares)
>>
>>2006649
Useful in production base which has no building slots to spare for training defenders and luxury condo is far far away.
>>
>>2006629
Anyone else find training to kind of suck? It's like the equivalent of doing 1 training mission a month.
>>
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>>2006629
There's some slightly juicy stuff in there.
>heavy machinery
Can wear unplugged power armors as soon as you find them (wasn't there a starting country for this?)
>piloted vehicles
Can make armored cars as soon as you contact krazy hanna
>plastasteel, ship engine
Menace research
>small ship engine
Can stop targeting civilian traffic almost immediately
>tinkering
If you already have all the prerequisites learned, you can start researching this the moment you research workshops, instead of needing to build the actual workshop first.

Nothing particularly meta warping, from what I can tell. It basically just lets you accelerate your research a bit by frontloading some early-midgame research/infrastructure sooner than usual. There might be some oddball stuff hidden in the recipe list.

>>2006649
Captain's Log is a meme. Log 2 is slightly relevant but the library requirement means it's RNG anyway.
>>
>>2007025
It passively gets your troops to 100 melee, which is generally useful and very annoying to train manually. Since the forge comes with training stapled to an efficient workspace facility, you'll be getting one in every base just for the income, so it should add up to a lot of free stats over time.
>>
>>2007025
Nah training is immensely useful, as example you need to staff garrison that will defend your bases somehow you'll probably want like a 100 troops or more split between 7 bases. It's a major pain in the ass to train 100 separate troops that will likely never see a single mission in their life, but between passive training and boosts like militia, mma, gladiator training etc. you can take a 0 missions 0 kills peasants to near stat cap stats.
Even when it comes to your main fighting force it's a decent help.
>>
Seeing as red is apparently going to be spamming workshops in every base, is there a useful workshop-specific moneymaking tech?
>>
>>2007288
its just a dojo with runt capacity. dont overthink it.
>>
>>2007288
Workshops arent really moneymakers so you'll need to pair it with something.
>>
>>2007282
There's enough trivial civilian shootdown to train basically everyone. And the problem with training at base is that it literally takes like a year for a soldier to get even half decent.
>>
>>2007331
Gym takes a long time to cap a soldier but getting to a good enough point only takes about a month, for peasants at least it's enough that they hit 30 str in gym and transformations take care of the rest.
>>
I think the forge is pretty good. Dojo spots aren't very good at pushing stats at high levels, but they're very, very good at quickly building up from low stats. Low rolled recruits, weaklings like peasants and lokks, or stats that don't get used very often like Melee, can get better than a free transformation worth of stats by just sitting in the garrison for a month. It lets you use transformations to boost units into their stat caps so that their mission exp is put to better use making them into elites instead of making them not suck. Also, mass melee training just is not practical without dojos, and red is supposed to be the melee biased codex.

However, a huge part of it is the timing. The red forge comes online in like, march. You won't get very missions, you won't have a very developed crew, and you might not even have the ability to shoot ships down. Getting a bunch of free stats for sitting around at this stage is very good, and having a facility you can slap down in every new hideout both for passive income and passive garrison improvement, is also very good.
>>
What's the command to search the manufacturing tab? There's so much fucking bullshit in x-piratez that I can't find shit anymore.
>>
>>2007574
Q
>>
>>2007344
secondary stats you can level easily, just send them as an extra on an easy mission and give them two shepard staffs or demon skulls to force a morale check
>>
>>2007501
I feel like red has lost its melee specialtized status ever since the chainmails got replaced with aggressor. The earliest red codex melee weapon is what, blood ax?
>>
>>2007501
>melee
>not used very often
I can tell you aren't a red veteran.
>>2007707
Yeah, red has been getting shafted but it was the most OP codex by far. There's zero point to take it now, though.
>>
>>2008432
None of the codexes' early bonuses are really great anymore. Codexless craps over them.
>>
>>2008480
Long-term lack of stuff doesn't hold up, though. The benefits are gone by month 3.
>>
>>2008480
As the other anon said, shadowtech/crowning being much harder to get in codexless is a major disadvantage, and red mage is the only source of summoning service for no codex
>>
>>2008488
Benefits compound over time, you don't need any codex stuff to survive just raw money and 8 full bases running 90 brainers.
>>
>>2008496
>money
On JS money is never an issue.
>>
My biggest complaint about red is that the main bonus (gal armors) is useless if you're not using gals. It's the only codex bonus that totally biases toward a specific unit path.
>>
>>2008670
By that I mean the free aggressor armors you get for choosing it. It's expected that every codex will offer high end weirdgal stuff.
>>
>>2008496
The only serious benefit of summoning is chorts, you need her for that anyway.
>>
>>2008674
Meant for >>2008493
>>
>>2008522
Money is always an issue you don't get 90 brainers by the end of year 1 by sucking dicks.
>>
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>>2008765
The fuck you don't.
>>
>>2008819
Can a Courtesan really pay for a Brainer in one year, let alone year 1?
>>
>>2008839
Well not on their own. It's still a significant chunk of the revenue stream though. That's just the base I have that has the most of them.
>>
>>2008432
It was different when you had chainmail. It was comically overpowered for the tech level you got it at, but it let you melee sweep missions very aggressively and get a lot of melee exp in the process. Aggressor is considerably more dangerous to seek melee engagements in, which compounds into later in the game when you have fewer melee-proficient elites as a consequence. Farming melee EXP just isn't that easy to do in any stage of the game.
>>
I've got to say, these fucking character/princess quests are designed like fuck. They keep offering forking options where one option isn't visible because of criteria you probably haven't achieved yet, so by the time it is achieved, the option is gone and you're locked out.
>>
>>2008819
YARR a harem fitting for a pirate king!
>>
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>>2009405
Hold my grog.
>>
v.N11.1.0

OXCE update to 8.1.1
Fix: restored missing loot for Void Catacombs after accidental deletion
Fix: rare bug of shields causing zombiImmune flag to not work (by zRrr)
8 new male soldier avatars (total 128)
16 new female peasant avatars (total 120), paperdoll tweaks
1 new Church of Sirius map
a few more civilians in Pogroms
New inventory picture for Reticulan Commando by Mikkoi
Ubers: Melee cap reduced from 130-133 to 125-130. Young Ubers: starting Firing -5.
Cats: max starting REA reduced to 100-110, min starting for cat warriors increased to 90
Lokk'Naars: fire resistance raised; big REA buff; +5 HP
Enemies: Lokk'Naar related and Ratmen REA buff
Dogs have lower BRA, enemy dogs can surrender, smelling costs less Morale
Airtruck: back door changed to a ramp, 1 BTX slot changed to LSX
Minor updates/improvements
Pedia fixes
>>
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>Dogs have lower BRA, enemy dogs can surrender
>Dogs have lower BRA, enemy dogs can surrender
>Dogs have lower BRA, enemy dogs can surrender
>>
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>>2009424
>enemy dogs can surrender
>>
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>>2009424
>Dogs have lower BRA, enemy dogs can surrender
>>
>>2009424
Lokks and Ratmen get a big buff to their already huge Reactions, because..?
>>
>>2009437
Seems like the main focus is making lokks less overshadowed by cats without nerfing cats any further. Ratmen buff to preserve underground difficulty, maybe. I doubt it's because of the dog nerf, since ratmen never surrender in the first place.
>>
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>>2009424
>Dogs have lower BRA, enemy dogs can surrender
So what's the catch?
>>
I am never going near a ratman rodeo without armor again.
>>
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>>2009424
>>
>>2009446
YOUR dogs have lower BRA as well, presumably.
>>
>>2009444
Cats are reeled in by their shitty armor choices and 10HP. Lokks get stealth for early game and avenger suits in midgame. You could argue cats get weebmail but lokks can wear it too.

>>2009452
It was never a really good idea. Flintlocks and shotguns are not funny.
>>
>>2009424
>Airtruck: back door changed to a ramp
damn, there goes my risk free zombie/exterminator missions (block the lift with a 2x2 and nothing can hurt you)
>dogs can surrender
bandit camps are gonna be much easier now, hell yeah
>>
>>2009532
Flying mitigates most or all of the risk anyway.
>>
>>2009424
>enemy dogs can surrender
Yes, easier bandit camps, but now my girls get less shooting practice.
>>
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>>2009424
The end of an era.
>>
Okay, someone more versed in playing XCF explain how I am supposed to endure year 1998.

I have the Dragonfly and using 8 people to raid cults is a fucking pain. How do I do it? There's like 40+ per raid and half of them are armored. Do I just get 8 of my best agents, give them sniper rifles and grenade launchers and hope for the best? Smoke spam and dynamite only works until I eat a few grenades/explosives myself. The spaces are wide open too, so I either spend 2 turns to get into cover and camp which risks me getting surrounded and torn to shreds or try to form something of a perimeter... which gets me surrounded and blown up.
>>
>>2009573
You're expected to have at least 3 XCOM bases and use osprey to raid cult HQs, with 16 people they are very reasonable to do.
>>
>>2009575
That explains it, it's in research right now. I have the 3 bases (4 even), my economy is great and I am demolishing every single other objective more or less, this explains why I feel always losing on action economy.

My previous 2?3? I've won just camping one of the shacks//stores in the cult manors and pure RNG.
>>
>>2009573
Ops research for all 4 cults gets you the 16 size transport.

Bio-enhancement line of research from red dawn tech progression gets you a lot of HP per soldier. Enough that taking a hit or two still lets you survive to be evaced.

Dynamite spam at night is full proof if you can avoid completely being spotted and therefor triggering spotter/sniper. Otherwise you're generally better going at day to make sure you can see all of them and pick off their strongest soldiers. Only like 1/3rd of your enemies are actually dangerous the rest just soak up your bullets and return fire with joke pistols or have knives.
>>
>>2009577
>Only like 1/3rd of your enemies are actually dangerous the rest just soak up your bullets and return fire with joke pistols or have knives.

EXALT are kicking my ass hard, man. I just can't fight their manor yet, I feel like I need to level the god damn thing. Red Dawn had like 60+? enemies last time so even their joke pistols finally killed me.
>>
>>2009576
If there's any other advice I can give is not to get too reliant on elite troops.
There's simply too many things in this mod that will kill you in 1 hit regardless of stats or armor. You should always have at least few sacrificial rookies in your squad for the vast majority of the game. It's fine to rely on elite agents during the cult years but it should still be like a 75% elite to 25% rookie ratio and during early alien years this can reverse or go to 50/50 ratio.
Only at the very end of the game you can reliably send all star crews to missions, that is if you're not savescumming each death.
>>
>>2009581
Yea, I am, making sure to train up the rookies and agents I get from the agent requisition tickets. Usually do the ol' 'here's a ton of grenades/hi-ex' and use them to breach and soak up reactions or pop smoke and drop on the front at the start for safety or in a few very rare cases ferry heavy ammo from transport storage to someone who needs it.
>>
>Dogs can surrender
Time to update
>Ubers have lower melee cap
Uuuh...
>>
>>2009580
The EXALT manor is actually easier than their bases normally since you don't have to deal with nades and shit. Go with shields and the best pistols you have (Mateba Autorevolvers if possible otherwise blackops magnums), you should be pull through.

Keep in mind you only need to beat 1 cult HQ to unlock promotion 3 which gives you advanced equipment that will wipe the floor with the other cults. In terms of difficulty:

Black Lotus: Easiest, has long sight lines to shoot things and an easy to deal with architecture. The assassins are always a bitch (though motion sensors can weed them out), but aside from that you just have to deal with the inevitable casualties in the first 3 turns when enemies rush you while you camp doors.

EXALT: Next easiest, plays like Black Lotus except the level is bigger and enemies are more dispersed. Meaning the difficulty is needing to be offensive rather than defensively dealing with being rushed immediately. The target is the Brainer (captured or autopsied) of which there is only 1 of on the map but if you get it you can evac with it and that's enough to count as a win.

Red Dawn: Absolute clusterfuck due to multiple armored cars on the surface and you need to escape to the under ground at which point its basically like Black Lotus without abusable doors. HOWEVER, all you need is a data disk carried by one of up to three coordinators and then you can evac. This can make it very easy if you get lucky on enemy spawn points.

Dagon: Totally open with the deep ones spamming you with their arcing attacks. Better off waiting for promotion 3 mortars which will destroy this level.

>>2009581
Before you can kill a cult and get promotion 3, just assume that everyone is a psi strength 2 weakling who needed to be weeded out anyway. Once you've ended a few cults and gotten the psi stat tech you can start leveling a real squad.
>>
I am now the proud owner of a wild gnome. I've never really used proper throwing weapons, what's the top option? Laser stars?
>>
>>2009650
They're ok. Also shredder or future bow. But gnomes have shit stamina so you won't throw too much.
>>
>>2009650
Regular ninja stars in the hands of a wild gnome are already ridiculous but yeah, laser stars are their top option
Like the other anon said, they don't really have the TUs or strength for heavier throwing weapons
>>
>>2009650
Those are decent, alternatively a future bow for the much longer range, although at that point you might as well just give them a gauss musket.. Gnomes unfortunately don't have the TU/stamina to be as good as you'd like. Consider some of the melee options like a photonic spear or the Magic Hammer artifact.
>>
>>2009650
The weird part about dedicated throwing soldiers is that they need to carry all the tools which gnome probably cannot.
You use shurikens like sunblades, fireblades, laser stars for short range, javelins throwing hammers/axes or shredders for medium range and bows for long range.
I guess the gnome can compromise by using bows and shurikens but it's best to have all 3 types if possible.
>>
>>2009526
Cats get very good stealth, but it comes at the exclusion of everything else (camo paint, holosuit, unipuma). Lokks get stealth+protection (shadow), stealth+flying (nightflyer), and stealth+melee (nightblade). Cats tend to be better scouts despite this, since speed is crucial when scouting.
>>
The weakness of no codex is that it can't go Chaos Saint.
>>
>First bandit camp since update
>Looking forward to seeing how much shorter these will be now that dogs can surrender
>Zombie'd
Alright Dio, that one was actually pretty funny
>>
>>2009991
Other than a small chance of rogue clones, does even that matter?

>>2009650
Whips use throwing and neural whips are some bullshit against a lot of things.
>>
>>2010068
Chaos Saint get more Rogue clones? I managed to get one before I really chose anything, didn't manage to recruit her till Year 2 Has been a fantastic unit to throw weight around.
>>
Is it worth rushing an early second base to benefit from the free Blackmarch gnome without starting there?
>>
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Forgot pic. I'm still not 100% sure what I want to do with her other than make her a generalist. Dare I even give her Chaplain training?
>>
>>2010077
What are you using the gnome for?

In general bases in Europe only open you up to shit events and European bases are more expensive than the rest of the world
>>
There's a mission in the game that I've never once seen because to have a chance to roll it you need to somehow get to february without ranking up once.
>>
>>2010294
there's multiple events for going 9 months without researching certain styles (violence, weirdness, cunning, survival), dio just loves his memes
>>
>>2010310
Where is he hanging out after the pisscord shut down?
>>
>>2010078
She's a generalist who can go on no-gal missions and that's her niche. Just get her in top-quality armor.

>>2010068
Witch quests?
>>
>>2010310
>9 months without researching violence, weirdness, cunning and survival
That's just suicide.
>>
>>2010439
Legion is really good, just trying to get other armors up and running. I'm always so confused on what to research next.
>>
>>2010078
no way purebloods can get these stats
>>
>>2010813
It's a Rogue Clone.
>>
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>>2010813
Veteran anything gets really good in decent armor.
>>
>>2010826
I see you're still doing your thing, gobbo anon. Impressive.
>>
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>>2010310
>going 9 months without researching certain styles (violence, weirdness, cunning, survival)
I hope that unlocks an ultra dumbass captain.
>>
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>>2010678
The events only fire if you research the opposite style only (i.e. weirdness but no survival, cunning but no violence), so it's still incredibly dumb but not impossible
>>2010813
Anyone can get decent stats if you use them enough, even slave soldiers
>>
>>2010853
Not gobbo anon, just had her from early on in a long campaign.
>>
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>>2010813
Rogue Clones get insane stats.
>>
>9 months without researching violence, weirdness, cunning and survival
but which of these is the least-worst?
>no violence
>loses bounty hunting, ballistics, tools & blades (no melee summary), smithing
very painful desu. losing melee summary blocks you off from a lot of other techs
>no cunning
>loses communications, merchants, gambling, cuisine, slavery, grog
probably not viable, your economy and expansion will be crippled because you can't build radars
>no survival
>loses skinning, gun training, chateau wine, medicine, smithing
not as bad as violence, still very painful. losing smithing still hurts a lot, losing sickbay hurts too.
>no weirdness
>loses spring cleaning, wat do?, ballistics
probably the least worst because it's not missing anything too important aside from What Do?
all of these can't get Captain's Log #1 without spoiling the gimmick
>>
>>2011150
There's actually no no-weirdness event in the first place. You have to go without one of the useful ones (and also no codex) for 9 moths.
>>
>basement rats quest
>flawless clear
>-42 points because 2 landmine dogs died
who recommended expendable dogs? fuck you, muh points
>>
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>>2011315
>Strapping a $3k landmine to a $5k dog to blow up a rat
Havin' me a fuckin giggle over here
>>
>>2011315
>using landmine dogs to the best Lokk reaction training mission
Also, you lost that many points because you most likely killed the cats that also usually spawn in that mission. They're useful if you want Theban Assault Catgirls later on, and you get easy Cavalier condemnations too.
>>
Is there a way to find or blow up enemy
landmines? Do they show up on aye-phones?
>>
>>2011382
They might be red +'s on the minimap.
Just throw a grenade at them.
>>
>>2011408
This, but you generally need stronger explosives than frag or he grenades. Basically explosives as strong as or stronger than the mine itself.
>>
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>>2011408
That was the first thing I looked at, but nothing on the map. This is the Raynerd Must Live mission btw
>>2011445
I laid into the area with an armored car for a big and managed to fuck up the terrain, but I'm not sure if I wound up destroying any of the mines.
In the end I just tanked some mines with the car, drilled through the wall, and conga-lined in. Worked, but I'm not sure if that was the intended path
>>
>>2011493
There's no good way to spot them, best bet is either stay off the hillside or clear them with a vehicle (tank is preferable but armored car works alright)
Megapol has no real way to shoot you outside of the prison so you can take your time getting to the front door and drilling/torching it open
>>
>>2011493
If the mines work as I think they do there, it means they are scripted similar to how Terramites spawn during Files.
>>
>>2011493
the mines on that mission are different from the mines placed by (you). (you)r active mines will show as red on the minimap mines. the mines on that map are part of the terrain, like the exploding plants in some jungle tilesets
>>
>>2012395
Do they do less damage too? Player landmines should be pretty lethal to armored cars.
>>
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What the crackers is this illustration.
>>
>>2011382
Just hover in.
>>
What am I missing about interception stance/speed? I'm using a rack of lascannons on a 'cuda, and according to the xpedia, it doesn't matter how close you get in terms of rate of fire. But it's flagrantly slower at long range in reality.
>>
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Smuggler catgirls don't fuck around, goddamn
>>
>>2012503
You're not reading xpedia correctly then. Those values rarely differ, they are not what defines the interception stance mechanics, they are in addition to that.
I think piratez has a few heavy craft weapons that impose additional speed penalty with careful stance, but mostly those values are all the same.
>>
>>2012658
Yeah they are crazy.
>>
>>2012658
>stealthsuits
>nasty weapons
>high reactions
>score penalty for killing
yeah, they're a real pain in the ass
>>
>>2012712
Extremely high melee evasion as well.
>>
>>2010360
Matrix https://matrix.to/#/!OCowXwPZZlqMRoXBmC:matrix.org?via=matrix.org&via=waifuhunter.club
>>
>>2010360
>>2012914
piratez discord was revived recently
>>
>>2013244
>discord
>>
>>2013244
Is that why the new update wasn't announced in matrix?
I'd kinda prefer to stay there than move servers again
>>
>>2013316
They'll be mean to some redditor troon or something and it'll be deleted again soon enough.
>>
>>2013316
I think the idea is that discord is for game updates and strictly on topic discussions while matrix is the offtopic wild west now.
>>
I'm afraid of matrix because every time I go there dudes with sunglasses and suits start shooting me.
>>
>>2013553
Fuck you, lol'd
>>
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The floor is lava lol
>>
>>2013244
And where? It's mentioned no where
>>
>>2013993
its now LGBT friendly and Dio can play to his fantasies of being hot lesbian freely
>>
>>2013993
https://openxcom.org/forum/index.php?topic=12558.msg170715#msg170715
>>
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Should I use the PS1 sounds/music/cinematics in Openxcom for my first
time playthrough?
I found these files:
https://openxcom.org/forum/index.php?topic=6032.0
I have heard that the PS1 music is superior to the original PC music.
From listening to some stuff on Youtube this seems to be the case.
I'm not so sure about the sound effects/cinematics but I'm assuming the PS1 will also be better there.

My other question is on what difficulty should I play?
I definitely want to play on ironman mode but I'm unsure of what exact difficulty to choose.
I'm considering playing on Veteran difficulty.
I am aware that I will get destroyed on my first few runs, I don't mind.
>>
>>2015951
difficulty mainly affects alien stats and alien count, I wouldn't recommend superhuman off the bat but it's up to you
and if you want to use the ps1 assets, go ahead. it might be less "authentic" but frankly that doesn't matter
>>
>>2015951
PS1 stuff is up to you, if you don't have nostalgia for sound blaster it probably sounds better.
Difficulty anything but beginner since that has a massive impact on enemy stats, superhuman is not that hard and in some ways easier than lower difficulties.
Just make sure you're using openxcom, not openxcom extended that's intended for mods and will not provide a vanilla like experience.
>>
>>2015951
>My other question is on what difficulty should I play?
If you have only played the original PC XCOM release, it had a bug that put the game on the easiest difficulty no matter which difficulty you chose.
Keep that in mind when considering your past experiences with difficulty.
>>
oh we're already at page 10
>>
>>2015954
I was just wondering about the PS1 stuff since I was scared there might be some stuff missing,
but it doesn't seem like there is so I'll use it.
I like playing the hardest difficulty on games so I'm kind of tempted to go Superhuman + Ironman but
I also feel like this could be a mistake.
>>2015955
I know, I'll be using Openxcom (non extended). You claiming that superhuman isn't that hard is tempting me
even more to go superhuman first time.
>>2015956
I've never played Xcom so I have no past experience with difficulty for it.
I'm not new to tactics/strategy games but I wouldn't call myself an expert.
>>
>>2015951
The difficult levels are not that huge of an increase, just slightly more enemies with slightly better stats. The only big jump is the first difficulty level which has halved enemy accuracy and armored compared to the second difficulty level. Otherwise difficulty depends a lot of RNG, low difficulty levels can still get an early game sectoid base attack for example while you could get lucky on superhuman.
>>
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>>2015993
Okay, I'm gonna try Superhuman & Ironman.
I got OpenXcom setup and now I'm reading Xcom's manual.
Thanks for the help everyone.



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