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/oxce/ - OpenXCOM

>OXCE?
OpenXcom is a free open-source game engine for the original 1994 X-Com: UFO Defense (aka UFO: Enemy Unknown) and 1996 X-Com: Terror from the Deep games.
OXCE extends OXC modding capabilities and is home to megamods like X-Piratez, X-Com Files, 40k ROSIGMA and more.

>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 (XPZ)
https://mod.io/g/openxcom/m/the-x-com-files (XCF)

>Resources
https://openxcom.org/forum/
https://www.ufopaedia.org/
https://xpedia.netlify.app/ (XPZ)
https://xcf.trigramreactor.net/master (XCF)
https://www.ufopaedia.org/Hidden_Features_(OpenXcom)
https://www.ufopaedia.org/Ruleset_Reference_Nightly_(OpenXcom)

Previous thread >>2143007
>>
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Do we appreciate noobs posting their scuffed retard campaigns or not?
Asking for a friend
>>
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>>2167488
yes
that said, wtf I even get something that can shoot early ground vehicles?
I have car with cannon but it dont have enough ammo to do anything
>>
>>2167488
Of course, half the fun of xcom is seeing people getting rekt.
>>
>>2167490
I don't know how people shoot stuff down before the little bird, the gunwagon needs nitro to catch rogue couriers and the little bird is set once you loot an HMG off the highwaymen
>>
>While wandering in the nearby town you spy a poster. This mad fool will pay YOU for the "luxury" of sitting in a septic tank. You show your crew and they laugh at this crazy things people will do in this twisted world knowing no such Captain of theirs would take on such a ridiculous offer.
[Gain +$150, Lost -50 Infamy]
>>
>>2168034
Does your hideout have septic tanks?
Do mutants even poop?
Or is the hellerium sludge literally just shit?
>>
Playing xpz and my hideout got taken over 12h before any troops arrive there, any cheats I can do to prevent that? Tried parking a ship nearby but it didn't see anything. Don't have previous saves.
>>
>>2168336
managed to delay it with some save editing
>>
>>2168336
Only build bases on the 1st of the month, so you have a full month to build shit and get a garrison situated before there's any chance of attack. That's not even piratez, that's just how openxcom schedules base attacks.
>>
Im in november. Any research I should have right now? Also what are some workhorse guns?
>>
>>2168434
You should ideally have workshop + personal labs + sickbay and potentially even library by november, and if you have a codex you should have your menace craft already and be working towards making real interceptors
>>
>>2168434
Basic ass garrison forces can roll with Heavy Shotguns and Homefront Rifles for quite a long time.
>>
>>2168434
>light sniper rifle
>tommy gun
>rpgs
for base defense, arm peasants with landmine frisbees, fire grenades, and coach guns with phoenix rounds

>>2167984
i don't even bother with airgame until i have aircars

>>2168336
build on 1st of month, use this layout or something
[access lift][trap room]
[trap room][outpost]
dogs and peasants can hold it no problem
>>
>Red-Eye Cooperate
>Red-Eyes Reject

halp
>>
>>2169080
enjoy your missile strikes anon
>>
>>2167459
I want X-Com Files without the bloat
>>
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>>2169102
I don't know what this loli wants. I don't understand the meaning of my choices.
>>
>>2169080
>>2169108
Do you have an idea of what ending route you want to go for? Cooperate is an ending (albeit unfinished) and reject leads to a couple other potential endings
There's also classic cydonia should you regret your choice now
>>
>>2169112
I didn't even know there were different endings.
>>
have played a bit of oxce and am familiar with some of the general mechanics and strategies. that said, I installed xpirates and the warhammer 40k mods and I am getting my ass handed to me so hard. any tips, particularly for the 40k mod which seems exceptionally difficult
>>
>>2167459
>last update in June
it's over isn't it?
>>
>>2169131
the 40k mod is often obnoxious and has a ridiculously downwards difficulty curve
>>
>>2169103
uhh so final mod pack?
>>
>>2168657
I tried trap rooms once and I remember them being annoying more than anything, but that was a few years back. Gonna give them another try.
>>
>>2169149
Dio's PC exploded or something.
>>
>>2169149
he got drafted to fight on ukraine
>>
>>2169149
he ran out of smokes
>>
>>2169149
taken by samosbor
>>
>>2169080
>>2169114
in the short term: cooperate with loli, the govs get mad at you and you'll get attacked at your hideouts more.
reject loli, and she'll send missile attacks against your hideouts.
pick your poison
>>
>>2169187
I'm using them for the first time and I like them. They're a completely empty room with no vents or cover for the enemy. I wish they also blocked the sewers but I hate the sewers to an extreme degree.
The traps themselves don't really seem to do that much to most enemies besides maybe inflict bleeding. Just the fact it's a great killzone is enough for me to use it.
>>
To use the drill do I just need to stack extractors until I have enough workshop space?
>>
>>2169469
If you keep all your initial facilities you only need an extra extractor + hangar/vaults to use the drill
>>
>>2169194
That reminds me: any discord/matrix niggers here with updates on him? Did he got that new toaster finally or what?
>>
>>2169149
>3 whole months since Dio made anything worse
we're so back
>>
Should I sell the airbus thing? I was thinking about getting that helicopter instead. I need the littlebird for now so I can actually intercept things.
>>
>>2169889
with 2 batteries airbus can fly anywhere
I fucking hate early game because you really want some extra hangar space and you can't even build fucking garage
>>
i should kill myself
>>
>hyena mount
Holy fucking SHIT. Mine eyes are truly opened at last. This thing fucks.
>>
Is there an easy way to get Riot Shield or is it all getting lucky with those fucking shield rats and, unless you're lucky, later with megapol?
>>
>>2170046
No, that's about it.
>>
>>2170101
Aside from Barb and Pyroman armor there aren't really shields before Riot Shield, huh?
>>
>>2170046
You can get lucky with gambling or get the research from military police (humanist arsenals are chock full of them), but yeah, shit sucks
>>
>>2169352
Neither of those matters in the slightest. What matters is what route unlocks and what you miss. Armor, weapons, unit types, vessels, transformations, base facilities, that kind of stuff. Not missiles that you can shut off easily or small amount of extra loot hauled to your porch.
>>
Can anyone redpill me on Xcom files? To me it seems like an agent simulator, i do see the appeal but idk how to feel about the game.
>>
>>2170259
Think of XCF like a mega-expansion to vanilla X-Com and less "finished" than X-Piratez. You start with agents even shitter than OG rookies and end the game with ubermensch supersoldiers. Besides the aliens (all of whom receive megabuffs and will push your shit in), there's other shit you can or need to deal with: zombie plagues, reptilians, ghosts, TFTD stuff, MiB, extradimensional critters, etc.

Early game is fun when you're raiding alien collaborators with looted rifles, and mid game is nice to explore the extra content, but late game can be a fucking slog. Plus, it's a bitch to replace veterans when they inevitably take plasma to the face. If you really want to do XCF, go to the forum and find mods to make it less of a pain in the ass.
>>
>>2170145
I forgot military police.
But that still is luckarino
>>
>>2170290
>>2170259
Xcom Files is basically being government black bag boys.
You start off expected to taser most people and provide token assistance during supernatural events (showing up and leaving a lot of things is an acceptable response to avoid penalties).
In many ways, it challenges xpiratez in soul but it also is a more painful game in many ways.
>>
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>>2170345
>more painful game in many ways
People shit on Dio, but at least he gives you stuff to blow your stacks on as you progress if you make a big oepsie woepsie and lose 20 gals at once.

Sol's approach: "Well...you can spend a hundred thousand...ONCE a month...to MAYBE get a soldier that's decent...and it will take your workshop two weeks to process the request." Even when you're the richest and most powerful military force on the planet, Sol still forces you to hire fresh agents from fucking JobCentre.
>>
>>2170259
good idea but obnoxious and overly punishing for not knowing what is going to happen
>>
>>2170259
It's about huge ass missions where you have to use a tiny number of MiB agents to do shit like fight invisible one-shotting ninjas and neocommies (wasn't yeltsin supposed to take care of that?) and american megacults and some other shit and then you go through these difficult time consuming missions until your brain starts to melt from all the fucking bloat
>>
>>2170636
If only you were the MIBs. Nah, you have to fight them. And they're individually better armed, trained and equipped than your dudes, despite having the same "sponsors" (the world govts)
And then there's the cults. And the zombies. And the monsters. And the ghosts. And the intraterrestrials. And the deep ones.
Note that we haven't even talked about the aliens.
>>
>>2170643
>Note that we haven't even talked about the aliens.
That's because the actual alien fighting part of XCF is the most boring one of all.
>>
>>2170646
No the most boring is storming the mansion and the ninja base and monster invasions
>>
>>2170651
>>2170646
Early aliens are absolute kino
>>
>>2170652
Sure it's peak when you drop into a chaotic ufo crashsite with the local military.
But the endgame is just UFO Defense with some added stuff and it's pretty dull.
>>
>>2170651
how do you even beat the ninja base? I've got swarmed to hell and only heavy savescum made me come out alive
>>
>>2170656
I just drop the game because it gets so tedious at that point with so much pointless shit tacked on, then I restart a year later
>>
>send the lokknar squad to every single mission that doesn't require captures
>now have a bunch of 120+ aim and reactions murder machines
Crazy how much that initial reactions buff made them
>>2170656
Proximity grenades, dogs around corners to bark stunlock, more proximity grenades
>>
Xfiles is such a shame because early aliens are kino but there is just too much crap and the mod is outrageously punishing for reasons which, as said, make no sense.
>>
>>2167459
That's a man in drag btw.
>>
>>2170684
duh, no woman could survive 250 missions
>>
>>2170684
He's a big guy
>>
>>2170684
Have SS gone too far?
>>
>>2170643
Your sponsors are like two drunk guys in the Illuminati.
>>
Should I sell the littlebird for the bigbird? Hanger space is at a premium and I want to use something else. I'm hesitant to sell the aircar yet because of stealthmissions.
>>
>>2170946
Big bird is a transport vehicle, little bird is an interception one. I'd replace the little bird with angry bird but ideally you want to keep one ground interceptor until you have a reliable air one
>>
>i wonder how bad mercs are
>oh
>>
>>2170946
Little bird is basically something you get early for intercepting very close enemies and then you will basically want to sell it for Angry Bird or another craft.
>>
>>2170946
>>2170946
>Hanger space is at a premium
I fucking hate that, I gonna mod so I start with 4 hangars next time
heck starting with 4 hangars(2 damaged or something) so you can renovate them would be great
>>
>>2171055
Honestly just a mod to reduce the hangars to 1x2 would be quite enough.
>>
>>2171088
that doesn't help early game, now progress is slower so you get hangars later which is annoying as early game would greatly benefited from player being able to actually field more crafts(for radar coverage or even sending 2+ gunwagons to fight something)
>>
>>2170966
Yeah, they all have expert/master spotter+sniper on top of excellent stats so you will get firing squaded if you can't get up close (or mortar them from behind cover)
>>
>>2170946
build another hangar if you can. you want to be running seperate short-range & long-range transports, as well as the requisite interceptor. try building another base, too.
>>
>>2171093
My main concern with the early game is that there is no training center.
>>
Sold the little for the angry but I saved. We'll see how it shakes out. I got a new hanger upcoming. My other base is a plantation base but I think I'm going to throw some runts there. I have another extractor going up so I can finally get this faggot tiny drill going. Its december and I'm eternally worried I,'m behind the curve.
>>
>>2171088
I would rather have different types of hangar, which some other mods do. A garage for small ground vehicles only, a helipad for helicopters and maybe small hovercars, a runway for planes, and then some fancy pants thing for spaceships.
It would make cars and necroplanes so much more useful since not only would you have the slots to use them but they would be space efficient.
>>
>>2171313
Don't give Dio ideas, he'd lock those hangars behind research.
>>
>>2171338
As soon as Dio puts them in the game any retard can just remove the 'only for Necroplanes' or 'only for cars' tag.
>>
>you csn rob armor off people
I'm just realizing this now.
>>
The AngryBird can't mount weapons?
>>
>>2171563
It can mount ground or hand weapons but *not* anything heavier. Machine guns, cannon, chain gun yes, 25mm/oscillator/etc no. If auxiliary slot is left open it can also equip divebomb weapons
>>
>>2171568
Fuck, I don't have any of those. I just hit the one year mark. I need sectoweed for my onsen. What should I have going on right now?
>>
>>2171571
If you have any sectoweed at all I recommend setting up some weed plantations in a secondary base (they are built over regular ones) to produce the sectoweed you need, it takes 12 weed per plantation
Ideally you should be working towards having real interceptors, if you're fortunate enough to have gotten the workshop researches done you can get the ship junkyard contact to buy ground weapons (14mm chaingun et al) and at least start getting some infamy from shooting down cars/trucks. Your goal is to get to the point where you can use codex craft (locked behind car thieves and entrepreneur rank) and acquire craft weapons from highway houses, landed UFOs, or diving for USOs so you can shoot down and loot the bigger targets like freighters
>>
>>2171338
i would be ok with that
>>
why dio hate kot
>>
>>2171871
Short answer is that they're mostly not his work. Originally developed as a submod.
>>
>>2171871
he took money for including them into the game and he hated the fact of it but need money, a literal male prostitute who sold out but hate it
he is just that petty
>>
Well I figured out my problem mounting weapons to the angry bird.
You see, this isn't the angrybird at all, this is the bigbird.
I will now commit suicide.
>>
>>2171871
Extreme russophobia (based, I know).
>>
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>>2171949
phobia?
>>
>>2171953
Phobia, hate, depends on who you ask.
>>
>>2171871
too strong for their statline/cost
now, don't mind me over here with my 200 reactions lokknar having 100% melee evasion and a chaos dagger that does almost 200 warp damage
>>
>>2171960
He's Polish. It's definitely hate.
>>
>>2172026
#goblyfe
>>
>use a Lokk team for underground missions exclusively
>use a catgirl team for surface missions at night
>SS for space missions and underwater missions
>gnomes in vehicles
>rest is gals or peasants
I do this and I've never felt 'punished'
>>
>old earth metro disallows nightflyer armor
son of bastard bitch prostitute
this mission is so fucking ass
>>
>>2172247
you don't get anything valuable from it either, it's completely safe to ignore
>>
>>2169112
>classic cydonia
You don't always get that. I found that out the hard way.
>>
What are hybrids good for? I have one and they have some sick night vision but I've never seen them do good at using their psionics.
>>
Is scavenging worth it?
>>
>>2172531
It is mostly memes, you get scammed a lot as jackass captain, but having bases in the right areas can potentially net you stuff like heroes/necroplane parts/shitloads of scrap/chemicals
>>
>>2172531
>>2172571
Some more concrete info:
>~14% chance of a successful expedition per base per month (21% chance to fire per region and 67% chance of success)
>loot pool is universal but certain regions have higher weights to specific loot (pacific has double the odds of having a hero compared to everywhere else)
>potential source of rare recruits, magical goods, or raw resources
>>
>>2172571
>having bases in the right areas
egssplain
>>
>>2172604
While not entirely scavenging related, having bases in specific regions/countries is beneficial. The different regions for the extra scavenging chance (as mentioned in the post above yours) and country-specific events mean you get way more value out of a base than simply maximizing radar coverage. Here are examples I use:
>latin empire has monthly reoccurring events that give you glam/cultural wealth/databases and rarely noblewomen
>blackmarch has low chances of a gnome appearing each month
>siberia has low chances of granting ice ladies, who are extremely good peasant units
>romanica and ghostgates spawn training missions, former giving ol coins and latter giving smooth captives (no more infinite damsels, sadly)
>>
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>bandit camp
>nice an opportunity to train some rookies
>arrive
>41 zombies
>equiped with mostly uac carbines and scoped carbines
>completely run out of ammo
>run out of reserve ammo too
i have never been so glad i bring self charging laspistols just in case something like this happens
>>
>>2173090
What's with the fires?
>>
>>2173098
Lasers ignite fires and the battle has probably been going on for long enough for it to spread. Though the bigger fires might be from molotovs.
>>
>>2173090
Always bring more guns and ammo than you need. Always. Medkits. X-Grog. Grenades. Explosives. Melee weapons. Rocket launchers. Mortars. People don't need to carry it around, but all of that shit should be sitting in your craft for use if you need it.
>>
>>2173098
>>2173134
molotovs and fire grenades becuase fire is good against zombies, isn't it?
plus it was night time
>Lasers ignite fires and the battle has probably been going on for long enough for it to spread.
this caused some of the little ones
>>2173150
i used to bring a ridiculous amount but then a grenade landed in my craft and deleted it all so since they i take a more reasonable amount
but there are always a few panzerfausts, at stuff, extra ammo, and rifles
>>
currently clicking through the xpedia trying to figure out what capt'n to go for; am i right to conclude the first batch of personalities unlocks unique buildings and tons of events, good and bad, the second all get non profit lab and different transformations but less events, except thief for some reason, and the third batch gets the lab, the living pods but only very few events? Is there a way to compare then without studying which of them gets which event? are the buildings worth it delaying the events from choosing a personality earlier?
>>
>>2173157
Cattle prod makes them go down very fast. Melee in general is very good vs zombies (except funkys and strixes, you don't want to melee them). Also melee needs no ammo, you could simply bait them to come to you and melee them to death with reaction attacks (obviously don't do that with rookies).
>>
>>2173171
There's a caveat to going past the first personality test and it's that specific personalities lock you out of certain routes (notable one being priest captain is the only one who can go the humanist Dr. X route), first personalities get reprobate which has all options
>>
I don't have enough little faggots for this underbase mission. If I miss it do I lose out on the mission forever?
>>
>>2173380
Which underbase mission is that? The one where a gnome tells you there's a level below your base?
It's only rats. A couple gnomes with shotguns should be able to clear it easily.
>>
>>2173380
yes
>>
How do I use the anomaly? I don't see it anywhere else in research or manufacturing unless I'm blind.
>>
>>2173535
Once you research it you just wait until it stabilizes, this will happen some time during the month after you research it
>>
>>2173387
Oh. just got the message as you posted that.
Man I've been on a serious littleboy capturing spree lately with all these church ships. Good thing I have more storage because these engines and shit take up a lot of space.

The Church doesn't want you to know this but the boys at the landing sites are free, you can just take them.
>>
>>2173180
that just runs the obvious risk of getting mauled
i generally use zombies as target practice (although with shotguns and heavier stuff than uac rifles) because they aren't very threatening and it's a great way to train peasants so they stop being useless and start actually helping

i do need to start making dedicated melee gals but i don't have any good armor yet and i'm not really sure which early game armors are good
obviously i've been using melee a lot anyway but not against real enemies
>>
>>2173604
You won't have good armor for quite some time, but you can substitute this with melee evasion. Pirate outfit has very good evasion for example. Just make sure you have good reactions to not get shot while running for the kill.
>>
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>Devil's Reef
Why didn't I listen?
>>
>>2173694
Hubris gets us all, son. Did you try it before satchels?
>>
>>2173714
I got the satchels, but it was still shit and ass.
>>
>>2173718
Just camp start position and bring lots of javelins. Once most of deep ones are dead carefully move to take out aquamen, finally kill lobsters with pikes.
>>
>>2173694
I've ignored that mission every time, just ain't worth it
>>
>>2173788
>Just camp start position
No, it's dangerous. I've seen them climbing the central elevator to stab you in the back.
>>
>>2173822
That's why I keep one or two gals down there with pikes one floor above bottom one. They reaction rape anything coming that way.
>>
>>2173679
it's (generally) getting shot i'm worried about and idk how ranged evasion works
i know melee evasion is detailed on the armor itself as like 0.4*rea + 0.2 mel or whatever

is there a way besides firecrackers to reduce enemy tus before engaging?
>>
>>2173892
Some weapons damage TUs as well, including pike. When in doubt go anal. As for getting shot, just hide behind the few rocks at the top and you'll be safe from most of enemies. Always javelin those with ranged weapons first. You can still get hit by aquamen because they lob their shots thoughbeit. Shit happens.
>>
>>2173694
Think of all the lobster soup you could be cooking if you won.
>>
>>2167459
Has anybody here got openxcom to work on Linux Mint? I'm having trouble. I can run the appimage, but it doesn't ask or detect the files when I run it.
>>
>>2174017
Nevermind. I figured it out. For any anons having trouble here's what I did. I downloaded the Linux AppImage from the site. Then I used innoextract from the terminal to get the files from the GoG version of X-com Ufo Defense. Then I put the files listed here in a folder titled UFO. It was really that easy. I guess I need sleep.

https://www.ufopaedia.org/index.php/Installing_(OpenXcom)
>>
are there any vital missions i have to complete that require non-ubers? I'm currently running a mostly uber only roster
>>
>>2174101
Underground missions are usually smol only. Some infiltration missions are non uber but you can bypass that with looter armor if you can handle stat penalty. And if you go chaos saint pretty much all witch quests are non uber. Also there are gnome missions like demon bait to farm skulls/essence or tentacle pit.
>>
>>2173718
I tried it before satchels once and I realized quickly that it was a ctrl+D, ctrl+k mission.
>>
all these cool necroplanes and not a fucking reason to use them
>>
>never beaten x-piratez, last played ~3 years ago
>just recently remembered it
Say I wanted to use a team of only goblins, gnomes, and ogres (and goblin/gnome vehicles, you know damn well I am bringing a bombard) is that a stupid fucking idea or actually viable? Would it be better to do a standard Gals start in Blackmarsh for free gnomes and just stop using gals when I get enough goblins/gnomes/ogres? Should I do it on a Male Touch or Peasant run instead?
>>
>>2174561
You'll want gals for the Dr. X stuff but I don't think they're needed for anything else. As for route I'd go with peasants or maybe bugeye route, revolution HQ is just stupid strong
>>
>>2174576
blackpill me on revHQ pls
>>
>>2174577
>3x3 building, you need a separate base for it but it IS the base
>200 crew, 25 prisoner, 32 training slot, 50 workspace, sturdy against missiles
>3% GLOBAL detection
>any UFO spotted by any radar you own is permanently detected
>>
>>2174576
I was looking for an excuse to try peasant revolution, I suppose this is a good enough opportunity. Can always grab Bugeyes later, I did want to try out the Think Tank since I don't remember that from the last time I played, but it says it needs a man or a bugeye to drive it.
>>
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Drawing is fun

Drawing Battlescape sheets for sprites is not fun
>>
>>2174581
Just to emphasize: That 3% detection is shit for catching things. You will absolutely require other radars in order to reliably detect shipping. The big benefit is that once you've spotted something, you keep track of it forever.
>>
>>2174699
I hate that this incredible thing is only on peasant path. It should be available for all. Like put it in some mid/end game building like alenium chamber or something, so you have to work for it but when you get it it's no OP shit just qol.
>>
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>swarm of HKs
I hate that shitty brat.
>>
>>2174809
The eye of horus sees all, anon.
>>
>>2174875
That was added not too long ago, wasn't it? Is it route/captain independent or does some shit block it?
>>
>>2174903
You need to do Dr. X's residence for the tome but it's otherwise route agnostic
>>
>>2174905
So no brat correction and no black tower, huh. Pity, I was planning on going red mage this time since I never saw the expanded shit she got some time ago.
>>
>>2170946
Sell the Airbus for a Big Bird when you have access and can feed it, as it takes you from six deployable soldiers to twelve. Little Bird you should keep around as your interceptor until you can pick up the Piranha from the coin rewards or you have the requisite weapons to mount on an Angry Bird.
>>
Is it worth putting dojos in my side bases so I have girls who can actually fight?
>>
>>2174942
You can do this but I prefer to build a training base early (third base usually) dedicated for this. Then whenever I plan to make new base I hire staff some time ahead and put them through all trainings so they're not rookie fresh when new base is ready. This base gets the spa and red mage later on, also good for backup researching cheap topics since it gets all the healing rooms and witch cave and hellerium plant and shit.
>>
>>2174942
I favour the onsen, which also cuts down on training downtimes, but it's not a bad idea.
>>
>>2174942
i put a dojo in every base to keep the peasant garrison and interceptor goblins training constantly

it's worth it when the crackdowns inevitably happen
>>
Good gun progressions? I have all these firearms and I'm not sure really what I should be using. I'm mid year 2 and I'm using homefront rifles and boarding guns. The bow still fucks. researching firearms right now, I know I can craft better ammo at some point.
>>
>>2175093
Year 2 staples are like tier 3 linux smg, smartgun, custom shooty gun, super shooty gun, custom snipin gun, most of the shit you get after advanced firearms topic is good.
And if you're lucky and looted these somehow, precision laser and autolasers fuck too.
>>
>>2175126
>>2175093
i didn't even progress much on guns beyond custom/m-lasguns and rushed vehicles for year two

two cars/tanks/copters on every mission i can
>>
>gold codex anomaly researched in january
>got a human hero recruit in february
damn, this run is insane
>>
>>2175093
If you're going cat path, I recommend getting everyone on golden marksrifles as early as you can. They really shine on cats or lokks with guns skill > 100 who can just sit back and pick things off with with 100% accuracy and 0% chance of being fired back on

If you aren't on cat path, they're still nice, it's just hard to get them and the ammo for them reliably
>>
>>2175155
did you just copy my run?
im in june now, and exactly that happened to me
>>
>>2175192
Maybe the cosmic RNG seed is fixed today. Are you also getting absurd amounts of freighters landing?
>>
>>2175195
yes. but dont be too spoiled after a month or two they are all gone
>>
>>2175161
About paths, are you only locked into one at a time? Or can you do them all? I never really understood that.
>>
>>2175236
Locked in to one for the run. Fairly early on in the tech tree you get a bunch of researches at once, one for each path, and researching one disables the others. They mostly just determine your bread and butter unit for the early-mid game, but each one gets some exclusive tech too. Catgirls 4 life gets you easier access to golden guns, some catgirl exclusive armor, and some nekomimi ships as an example.
>>
>>2175252
I did male touch, did I fuck up? that was the only one I had. I didn't know. I DIDN'T KNOW
>>
>>2175539
NTA but male touch is not bad after all the buffs they got. Private hospitals + basically no govt crackdowns + frequent special bugeyes is quite powerful, and siding with gudrun gets you pureblood soldiers and special armors
Some routes require extra tech to reach, bugeye and cat being the main offenders.
>>
>>2175093
dont sleep on electropulse munitions
>>
>>2175547
Well I know for my eventual next run. So I just ignore the research basically? Bit of a trap unless you know.

>>2175618
My catgirl with the golden pistol cleans some serious house. That pistol has great range and TU economy.

I just cleared a raider arms factory after some delicious save scumming. 3rd base up, threw a buckaroo there so I can clean up more of the skies. I think I'm ready to get a B team up at another base. Will take another hanger however. So I guess this other base will be my other base plus whatever garbage I feel like putting in it. I put big storage because I'm running out in other places, will be a good place to stockpile ship engines and the like.
>>
>>2175637
>So I just ignore the research basically?
Yep! Research options with the ?Question Marks? around them mean it's mutually exclusive, so check the tech tree viewer to see what it excludes
>>
>>2174588
Only downside (size aside) is it requires a large amount of scrap metal.
I really oughta try a Revolution run myself...
>>
>>2174942
Might be better to have a specialized training base instead and just ship trained personnel out of it as they come up in skills, but I'm not your daddy.
>>
>>2175539
Male Touch is great and also soulful. remember Male touch is the only path where the Gals acknowledge they need heterosexuality to be happy.
>>
My problem with male touch is that there's 0 unique things only slave soldiers can do. Every other class has something only they can do, a mission that only allows certain race but not slave soldiers. Anything slave soldier can do a peasant can do just as well.
Worthless path for masochists only.
>>
>>2175787
its the gay path
>>
The Cat with the Golden Gun
>>
>>2176076
I give my catgirls golden rifles. I'd give them nekomimi swords too but I don't know how to make them, they seem to be cat path exclusive.
>>
QRD on Golden Guns?
I know they're from space but other than that it's kinda shit I hear about but mostly leave alone
>>
>>2176165
They have good scaling and damage armor, they're pretty solid in early to mid game if you can acquire them. Personally I like golden pistol because it feels like an smg and is a decent sidearm for someone carrying grenade or rocket launchers.
>>
>ctrl n lets you take notes
well fuck, no more notepad for me
>>
Got my first MERC pogrom. I should just not go, right?
>>
>>2176224
Are you facing the -1000 for the Mutant Alliance agreement?
>>
>>2176224
I wouldn't
>>
>>2176230
Yeah
>>2176240
Okay. Sorry muties
>>
>>2176224
You should go anyway to see any targets of opportunity at landing site. If there aren't any just evac. That is of course if you have anything to hurt them with.
>>
>>2175787
>Anything slave soldier can do a peasant can do just as well.
Their main benefit over peasants is having way better base stats and the trainings from male route give them a fair amount of TUs/bravery/melee they were otherwise lacking, unique SS units like zone stalkers or apostates also get hero transformations and end up being very strong (heroic+indestructible and heroic+alacrity)
>>
>>2176404
The fact Peasants might start not even able to hold a gun and a bandage is pretty spooky before you get trainings and facilities.
>>
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>research mech suit
>fuck yes this shit is gonna be so tight
>put everything on hold to slap one together
>field it
>it's a walking trashcan
>>
>>2176574
It's a walking wall that can tear down other walls, use it as such
>>
>>2176574
A walking trash can that ignores small arms fire.
>>
>>2176574
wait til you get Junkmaster power armour
tee hee hee
>>
Year two and in March, just realized I never built a workshop.
Man I really am Dumbass captain.
>>
Should i recruit this gnome already or resesrch it more?
>>
>>2177875
Depends on your research strategy. Are you getting library from mutant alliance? Do you care about needing to get rarer sources of specific researches? Are you on no codex route and absolutely require shadowtech from them?
>>
>>2177875
Researching it is incredibly slow and inefficient, worth it only for no codex run or if you somehow acquire one late into the run and you have ton of brainers.
>>
>>2177883
>>2177884
Recruit it is. I need another pilot anyway
>>
>>2174550
>all these cool necroplanes and not a fucking reason to use them
Hopefully the OXCE devs unfuck their shit and add 1x1 hangars to the game.
>>
>>2177875
Research it more is generally the correct answer. It's rare to get a repeatable research.
>>
>>2174550
i think there is too much focus on early manufacturing
>>
>>2170259
Extended early start with some great mission and the worst bughunts on the whole modding scene.

It becomes a bloated mess that can only be save scummed as soon as you get your first enemy base.

Early on, Meridius and Dioxine were really tight and you'll see this reflected in several factions being "prequels" to factors in xpiratez.

It is fun and really crazy to go from vanilla to xfiles, albeit it will spoil you for a lot of community maps that other mods use as it's a kitchen sink mod.
>>
>>2178135
>Meridius
meant solarius
>>
>>2170646
nah the new additions are fire. Even sectoids are fun
>>
>>2170656
ltierally the same way you beat vanilla bases

you park the fuck out of the entry
>>
>>2178140
ah the WACO strat
>>
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Has anyone played "The World of Terrifying Silence" mod for TFTD? It seems interesting, adding a fair number of weapons and enemies to the (imo) limited roster of TFTD but keeping the theming. However, I can't find a very clear overview of what's been added/changed. I booted up a game and you start with a catalina armed with depth charges as your basic plane and genuine spear fishing guns as rifles, so I think it might be even more brutal than TFTD. Can anyone with some experience weigh in on it?
>>
>>2178353
You also start with a basic fighter called the Cormorant.

>what is different
I believe the ayys establish bases more often. Countries that left the project because of excessive alien activity can rejoin if you get rid of the aliens.
There are armored tasoths.

That's about it. It's not really a megamod.
>>
How do you nerds do your bases. I have my workshop going up and two other bases, one being the plantation base and the other is storage and probably more fabrication. Do i me the lab in the same base as a workshop for researching? Or is just having one enough?
>>
>>2178387
My initial base is research+main troops, second base is the fodder base, next 4 are plantation/hangar bases, last two are the manufacturing and second research base
>>
>>2178387
First base is research, except the second base is a plantation base, the third is manufacturing/extractor base, the fourth is storage, the fifth is hangars One extra for the dildos/princesses and one more for the special troops (gnomes, syns, destroids, xenforcers). All have a crew and all participate in missions.
>>
>>2178388
>>2178390
Guess I'll figure out how I want it sized up. You use the big living or storage quarters at all?
>>
>>2178393
>big living
oh, absolutely. main base + research + manufacturing all get large quarters, 175 bunks is huge
>big vaults
I used them once but the ease of getting land deeds invalidates the need for them
>>
>>2178353
Basically it takes X-Files' early game and makes it TFDF specific. Meaning it's pretty sweet if you enjoy pace.

It's not a "WOAH" mod, i believe 100% of the content is community sourced. It's really a guy's try at his "dream TFTD".
>>
>MERCS
>Mission:Secret base
Should I be worried?
>>
>>2178464
Nah, it's fine. They're gonna set up a base, but you can just not go there until you're ready. It'll eat at your score every month, but it's not a serious drain.
>>
>>2178472
The only time I ever fucked with mercs was a years ago save and they turned the entire map into a sea of fire. Fuck that. Can I bomb it? I aint going in there.
>>
>plantation base invasion
Bee's mvp, holy shit.
>>
>>2178478
In theory you could get a suicide bomber with a nuke pack to hit the central controls but good luck getting near to that room without getting reaction fired to death (or just plain pummeled)
>>
Car thieves get. Even though I had a crapload of events with bad infamy I still made out in the next month. Right in time to see my base invaded again by sky ninjas. It's fine, I have an earlier save if dog rushing doesn't work. Workshop soon. Id like to get a combat team in every base now to handle crackdowns. Fuck the sewers, they shouldn't exist.

Speaking of cars the aircar seems more cool but the van is bigger. I'm torn
>>
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throwing a poison gas grenade into a packed room is so fucking satisfying
>>
>>2178576
>escape tower mission
>gal in flying suit moves to the roof of the aircar
>destroy roof tile with a hammer
>prime and drop poison gas grenade
>mission complete screen
>>
>>2178538
The aircar is better if you plan on intercepting civilian traffic, the big benefit is access to the blowfish so you have a reasonable vehicle for underwater missions and don't spend half the month traveling there
>>2178576
There are so many satisfying things in this game
>firing an 85mm tank shell into a crowd of enemies
>chain killing enemies with a nightblade's poison dagger
>overkilling an enemy so badly they get vaporized from existence
>>
>>2178593
>>2178538
Aircar will also win races ~90% of time.
>>
>>2178387
I can't figure out a good layout for a full weed plantation to get the max number of plantations
>>
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>>2178598
Don't know about best but I just did this and it worked out.
>>
>>2178600
I usually do something like this but with four AA instead of one farm.
>>
even with a radar and three flak cannons, govt crackdowns seem to slip through
>>
>>2178387
Early game is 1 main base + 7 rushed and expendable moneymaker bases.
One hangar in every base to allow early global sky domination with crappy low-range interceptors.
Main base is the only mission base.
Eventually the do-it-all main base expands into 2-3 research bases and 2-3 manufacturing bases.
>>
>>2178609
That is to say one weed farm, I know you need the one farm to keep up the bee hive.
Side question, what does the 'armor' entry in a weapon mean in the analysis menu?
>>
>>2178651
It means how resistant the item is to explosions when it's on the ground, higher armor value the more resilient the item is.
>>
>>2178393
Big living quarters are if I recall more efficient than every other living quarter (including luxury condo?), so yes.
Big vaults, however are eventually made obsolete by armored vaults.
>>
>>2178662
Also bigger vaults can be temporarily replaced by workers.
>>
>>2178387
Base 1 research + troops.
Base 2 plantation first, then prison and eventually casino
Base 3 storage first, then moneymaking + casino
Base 4 training + secondary research
Base 5 dedicated research
Base 6 dedicated moneymaking, gets mint
Base 7 hangars
Base 8 factory, plant, print, surgery, fusion, 2 lux condos and whatever else I can fit in

All extra bases start as plantation bases until I have the cast to finish them. Also it's not a strict order, sometimes one base is built faster than others when it's needed.
>>
>>2178855
>until I have the cash*
>>
I am sick of crackdowns.
>>
>>2178593
>overkilling an enemy so badly they get vaporized from existence

Wild gnome in master blaster outfit + magma glove. Not the most practical setup but it's so satisfying seeing her just erase enemies.
>>
>>2178478
Seductress hard counters mercs. Just flash your tits at them and they go down.
>>
>>2179109
14mm to the back counters most mercs.
>>
>>2179109
Trained up Bugeye possession also pretty good.
>>
>>2179109
>Seductress
So they have an use beyond putting power armor dudes to sleep?
>>
>>2179109
They're also surprisingly vulnerable to the blowgun. It's not a hard counter, but it's something every gal can carry in a pocket.
>>
>>2178892
Same, in my current run I've had monthly or biweekly crackdowns when I would have one every 3 months in my previous run (which had a fucking dungeon, mind you)
>>2179024
I wish the range on it wasn't so short, my recent deletion-level overkills have been my nightblades melting people out of existence with poison daggers or the chort warpclaws removing people from existence
>>
>>2179341
I mean you can farm succubus or just deploy them on normal missions if you're a madman. The charm attack is strong in general.
>>
>>2178593
>There are so many satisfying things in this game
For me, it's any big AOE that triggers a cacophony of the glorious mess of death sounds including JC Denton and wilhelm screams.
>>
>>2179341
Sluttery is very satisfying to pull off but since they can't sprint it's kind of hard to use them.
>>
>>2179699
Getting a guns of the patriots mission and firing a rocket into the warehouse.
>>
i need cheap very early version of hangar
call it landing pad or makeshift garage, make it cost extra upkeep(you outsource all maintenance), have negative workshop space, whatever
just give me some early hangar capacity
>>
Whats the deal with Slayer rounds?
>>
>>2179923
More hp damage, shit vs armor, shoot them at animals or zombies but there are better things you can shoot animals or zombies with.
I wouldn't bother except maybe if you're using linux then you can switch ammo vs these enemies.
>>
>>2179923
They've existed in the game for very long time but nobody likes using them, it's just a fancy name for hollow point ammo. If target has no armor it's easy to kill anyway so why bother with specialized solutions? Even then things like electric ammo or shotguns do the job even better than slayer rounds.
I used the big iron/slay for a bit and it's alright but wouldn't call it anything more than a gimmick.
>>
>stargods
>sway local gov
Does this actually work every time? They've been working over North Africa for like 2 months now.
>>
Is the party goer mission just a massive fistfight or am I missing something here?
>>
>>2179946
The only way to interrupt is to shoot down the initial escort (5%) gunship (10%) heavy gunship (15%) or courier (50%). I believe you can also have it happen in an area with zero sponsors so nothing happens beyond a small infamy loss
>>
>>2179960
Pretty much that's it.
>>
>>2179970
Well, at least I have some raider gals to recruit now.
>>
>>2179988
Ah, raider gals? Lucky. Sometimes it's fucking bogeymen, who are both useless and can shred gals barehanded, since they have claws.
>>
>>2179921
Just mod hangars to 2 craft slots.
>>
>>2179991
Could be worse. Could be ghost gals.
>>
>>2180030
Dio was a merciful god and deleted zombies from the enemy list in a party.
>>
>>2179923
if you have a gnome / are on the golden codex run, you can get the linux with 64 damage slayer bullets at which point they pretty reliably kill even 30-40 armor units (unless they have good pierce resistance)
but on most guns its pretty shit, the only other use i can think of is one shotting dogs in night time bandit camp missions to avoid sniper-spotter detection in the early game
>>
I’m tired of doing the same shit over and over and deciding between red mage and red eyes to hitch my wagon to. Which one is more fun? I’m leaning red mage, reject red eyes and kidnap Aurora. I’m grey/dumbass.
>>
>>2179921
Also an early training spot.
>>2179923
Higher damage against lightly armored targets, shit performance against armor.
>>
>>2179991
I had to sell a bunch, I didn't have the room. I really need to get another prison up but hey, 5 free gals out if this so it's not so bad.
My next step after making some metal armor is to make a bunch of ap rounds. Ninjagal crackdowns are a pain in the ass and shottys aren't cutting it. Speaking of which I have another because I missed a fugitive search. Least its just the academy.
>>
>get an academy esper in may of y1
>couldn't even interrogate her until fucking november because I never found any young ubers (even going to pogroms and using socializing to fish for one)
fug
>>
shot down an envoy, but how do i deal with the resident sectopod?

should i just kidnap a star god and leave?
>>
>>2180924
Can you
>get through 500 strength blue shield
>actually kill the damn thing once shields are down (probably with a heavy lascannon)
if so, go ahead and fight it. otherwise just bonk a star god with a quarterstaff and leave
>>
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>>2180926
alright, smash n grab
>>
>>2179991
>useless
Free demon essence
>>
>>2180924
>>2180993
You can't do much with an early star god capture, they don't unlock much of anything until the highest tier of research is done.
It's risky to fight sectopods without a red shield but strip down shield with laser and follow up with anti tank rocket works as a relatively low tech solution, maybe even rpg/heat will do if you high roll.
>>
>>2174679
Fuck Yeah, I love the designs for the X-Com Enforcer. Keep up the good work dude.
>>
Should I go full retard and have my first or second exp be a six hangar base for all the fucking retarded craft you need for this game?
>>
>>2181489
You can do that but can you even afford that many crafts? 3 hangars in main base and secondary base with 3 hangars usually covers up most of what you need early on.
>>
>>2181495
3 hangars in main is too much long term. Also you generally want at least one base with 4 hangars so you can launch a 4-ship attack group without needing to fuck around with tedious UI bullshit to get them together.
>>
>>2181495
>how do you afford that many crafts
Hunt party x 6 and just subtract each time you get a new vehicle.
>>
I did one raider arms factory but sold my convoy for a blowfish. Is it worth doing them again?
Also i need a bigbone for friggin alchemy.
>>
>>2181689
Big bones can be harvested from certain butcheries.
And to your first question: how much of a pain in the ass did you think it was to do the first one?
>>
>>2181898
Not terrible but not fun enough to grab another convoy. I guess I don't really need anything from it. Already researched the rockets from there. I guess the stock is a nice 600k but that's what I have sectoweed for.
Looks like I got my first zero tolerance policy too. Score was still fine. Big sad.
>>
I'm not using grenades enough me thinks. How good are the gas grenades and the like? Also smoke.
>>
>>2182262
Grenade launchers/mortars are much better generally. TU costs for priming grenades are kind of excessively high and you tend to have less soldiers you want to play grenade toss games with than vanilla x-com
>>
>>2181689
>raider arms factory
I do one, capture the raiders in heavy armor, and never again. I for one am quite against the whole map detonating because of a stray shot
>>
Are flaktowers a wise investment?
>>
>>2182335
Do you have necrodefenses or a way to farm 25mm reliably? Yes. Otherwise I just wait for flak cannons since they have a base defense component and don't need flak kits
>>
Armor with INVIS doesn't trigger sniper/spotter bullshit, right?
>>
What's the deal with damsels? Worth it as a troop or straight to the brothels?
>>
>>2182345
oh it does, sniper/spotter shit is inescapable
>>
>>2182360
i always recruit them and us them as party vanguards
>>
>>2182417
I believe they changed it fairly recently so that if you oneshot something with a ranged attack, it no longer spots?
>>
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>>2182417
>>
>>2182262
Given that grenades (compared to other weapons) are less skill reliant, they can be very good for what they're meant to do (obviously setting something that won't burn well on fire with an incendiary grenade is a waste of your time). The more specialized launchers are better, but if you don't have them...I mean, even a molotov is great at what it does.
>>
>>2182262
>gas
Situational. A lot of low-tech enemies (bandits, deep ones, civilians) are extremely vulnerable to gas, but others are completely immune. On the other hand, you can make your gals immune with the right gear. Bring them to any mission where you might encounter lobstermen.
>smoke
Many enemies see through it better than you, and others have sniper-spotter powers. It sometimes works, it might be worth having one guy spend a turn to cover the Menace ramp, but never rely on it.
>chryssalid gas
Like gas but even more situational. Good against chryssalids and zombies (and gals) but that's it.
>fire
Kind of weak compared to just using regular grenades, but fun. Useful for light if you're getting outranged during night missions.
>chem
Supposedly powerful against heavy armour, but feels kind of weak in practice compared to just using more dakka.
>>
>>2182262
I think grenades are kinda crap takes almost entire turn to throw one and you don't even know if it blows up what you wanted until you click end turn.
On the other hand I've read opinions on forums that grenades are so OP they should be nerfed or removed from the game so i dunno, people generally think they're either shit or OP so that means that they're perfectly balanced.
>>
>>2182557
>grenades are so OP they should be nerfed or removed from the game
That's probably people who met the mercs for the first time.
>>
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Dio's cooking again
>>
>>2182667
More love for ayy lmao path?
>>
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I see grenades and other delayed thrown explosives as a last ditch effort in situations where you can't do anything better.
I've always felt that they're too hard to throw accurately for what they are.
When a single attack takes a whole inventory slot (or more) and doesn't resolve until the end of your half-turn (though at least you can see on the minimap how badly you missed), it should be more precise, predictable and reliable than the xcom arcing trajectory thing.

Mortars are fucking great though despite having many the same downsides.
Guess I'm not any good at expressing or even understanding my thoughts.
>>
>>2182489
the problem with that is that almost all weapons do 0-200% damage and even sniper rifles can do 50% of their damage which is usually not enough,
also shotguns make you spotted unless they kill with a single pellet, and from my tests, hitting a tank / car with an rpg will spot you even if it destroys it since the vehicle is 4 tiles i guess it counts as 4 hits..

>>2182262
funnily enough timed grenades never cause you to be spotted so they are good stealth weapons
>>
Just use the...what is it? The Chinese Dragon? If the whole map is dead who is gonna spot your dumb ass?
>>
>>2182489
Yeah, but outside of early humanists you likely aren't killing a spotter in time. You just need to ensure you have a way to break line of sight if your unit gets spotted or alternatively have your unit be the spotter for your snipers and only use them to take out non-spotters like dogs
>>
the fuck do i do with hero blessings?
>>
>>2183262
Combine 69 of them into offering to purple bloom, which gives MA bounty tokens and some storage space (and is needed to resurrect people with sivalinga stones)
>>
>>2182345
>>2182417
>>2182522
>>2182557
>>2182637
I think what hasn't been said about grenades, and it ties with another poster asking about invis, is that standard grenades (ones that you have to prime + throw -- this excludes black powder bombs, stick grenades, etc which are jury-rigged throwing weapons like javelins) DO NOT interact with sniper/spotter, which means that one very good way to utilize girls with holosuit/cats in unipuma is the grenadier+open area scout role. They can toss grenades and kill enemy scouts with impunity so long as they stay far enough from SPOT-ting enemies.

It's important enough to repeat that NOT all "grenades" are implemented this way. Make sure they're the type you "prime" and then "throw". This, coincidentally also includes stuff like mines and dynamites, which you can use with deadly effect.
>>
>>2183278
I still think the thrown projectile grenades are good as long as your only concern isn't spotter/sniper and reaction shots. Molotovs can make a mockery of enemies that you can't do much harm to otherwise.
>>
>>2167459
DESU when I play xcom now, I just play xcom files for a week until I get filtered by not understanding what to do next. I enjoy it, and refuse to look up guides.

>>2183414
I love grenade spam, but I usually take folks alive, so yah know, that doesn't always work. My general build is some kind of SMG/rifle, two grenades, and something to capture and something to make sure you don't die when shot, like bandages. I also do pistols for lighter raids, cause less chance to outright kill, but for some mods, you NEED basic military weapons for some encounters, like xcom files zombie swarms. Mini shotgun used to be my go to for that, got the job done okay with proper planning and patience, but took too long, lol. Now I just stock on actual pumps. Mini has a tighter spread cone, I believe, but that's not worth.
>>
For me, grenades exist only for the enemy to fuck me up due to the awful sniper spotter system, breaking line of sight wont do shit when they can just materialize a grenade below your feet from the other side of the map.
>>
>>2183414
Yes, thrown projectiles, including the grenades are good in their own way. I only emphasized the point that they do still interact with sniper/spotter in case a wayward anon's catgirl gets vaporized by an entire battalion of mercs while throwing a stick grenade from the middle of an open farmland.
>>
>church cutters can sometimes have a beastmaster+chryssalid
>find this out after a chryssalid books it out of the UFO towards my armored car (which was thankfully the one it sensed and not the gals ready to breach)
actual jumpscare, jesus
>>
>>2182667
>ugly literal bug men instead of cute women sprites
grim
>>
please tell me the assault bike is good
>>
>>2184683
I think it's mostly a meme, by the time you unlock it feels obsolete.
>>
>>2184685
>>2184683
locking it behind power armor seems ridiculous
>>
>>2183775
spooky
>>
are regeneration chambers used for anything or can i sell?
>>
>>2184850
>do you have a lot of it?
>do you need the money?
if yes to both, then you can sell

alternatively, right-click and middle-click to see what you can use it for
>>
>put blood dragon outfit on hero
>now he has 170 TUs and can literally sprint across the map to punch people
insane outfit
>>
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>>2185058
Seriously, this is a bit ridiculous. 2/3 of his kills have happened in the past 4-5 missions, he can cut a fucking cyberdisc in half with a nekomimi sword, and his reactions are so high that he can sprint at anything and kill it before it can even react
>>
I hate how hard it is to get a fighting vehicle in xpiratez, the sky is littered with loot but I'm way too slow and badly equipped to even catch yet alone survive someone. Money is running low
>>
>>2185314
great my second base was seized because everyone was wounded there
>>
>>2185333
>second base was seized
fucking how? dogs, peasants, and trap rooms make defense a joke

by the time crackdowns start, you have bees, rockets, and flak cannons
>>
>>2185348
no money for bee hive, all 5 peasants were wounded and i forgot dogs
>>
>>2185333
>>2185393
Even with a handful of dogs and peasants, you could still let trap rooms do 90% of the work.
>>
>>2185411
my plantations are there to make me money not to waste space with trap rooms
>>
>>2185333
almost lost my second base to a zombie invasion year 2, 30 mine dogs didn't cut it.
i advice niggas to invest in WP mines and send whatever chryssalid grenades they have to auxiliary bases if you are in year 2
>>
Is that zeppelin any good? Or just rule of cool?
>>
>>2185617
>20 crew, 4 large unit slots, can go to mansion invasions
not bad honestly
>>
>>2185058
>>2185090
Yeah, fast melee with full regen is the most powerful character archetype in Piratez.

Blood dragon is good but still nothing compared to a syn. The armor is too squishy, and their speed/damage potential is also lower than syn's.
That's a really good hero though, I think he has some unique TU traits? My blood dragon heroes have around 180 TU whereas my younger syns have 200+ TU similar to Edwin, with veterans hitting 240+ TU.

Another thing about these overpowered melee blitzers is that averaging a lot of kills per mission pushes their commendation development above others, making them progressively MORE overpowered compared to everyone else as time goes on. My syns usually average 5-10 kills per mission over their career, with the ratio dropping lower as they reach seniority and I shift priority to newer units.
>>
>>2185655
>That's a really good hero though, I think he has some unique TU traits
Sure does, male route + gold alacrity gives him somewhere around 40 extra TUs/energy among other bonuses, he won't be able to compare to syns or chorts for melee but I can use this to farm commendations that'll eventually make him another all purpose killing machine like gals are (and he completely trivializes most terrestrial missions, which is nice for quality of life)
>>
>>2185090
>blood dragon
Mark IV style mothafucka!
>>
>>2185662
Another nice thing about blood dragon (compared to syns as well) is that it works in shadowrealms. Acquiring any kind of SRL armor is a pain. For the longest time you're just relying on gnomes' naked loli powers or maybe avenger lokks.
>>
>>2185617
Everything in the game is good in its specific use case.
>>
>>2185617
>>2185819
The zeppelin's niche is anchoring it on the world map for years to serve as as stationary radar station.
But that's less useful now that Dio buffed radar ranges on everything. 8 well-placed bases are enough to cover the globe until you get global radars.
>>
>>2185829
Maybe I am a shitty player, but wasting a whole hangar on a radar seems like a waste
>>
>>2185842
You realistically only need about 5 bases to build everything you need and there are 8 slots. It maybe a waste but it doesn't matter there's more than enough space for some waste.
>>
>>2185842
The opportunity cost is not much, think of each zeppelin hangar as one less plantation.
>>
>>2185847
And at the point of time where zeppelin radars are still useful, you're probably not using more than 2-3 bases.
>>
>>2185853
Well I used zeppelins late game to cover up gaps between radars but that was a long time ago before things like revolution hq existed so I'm not really sure how are people using zeppelins now they went through a bunch of changes.
>>
>>2185860
Nowadays everyone gets a lategame radar with global range, so you don't have to go with peasants to eventually enjoy the QoL it brings.
And Dio just recently buffed all radar ranges so zeppelins are no longer even a midgame necessity, but they can still be useful for filling radar gaps with unorthodox base locations.
>>
>>2185842
You may be a shitty player.
But since you probably only need:
1 base for research
1 base for sallying
1 base for troops
1 base for dedicated response in Eurasia
1 base for dedicated response in the Americas
A single hangar can be spared.
>>
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>>2185875
Replace troops with manufacturing. I am piss drunk.
>>
Whats up with this it burns mission? Do I need to complete this for something? I got a nice golden shield from my codex and the wasters have their enviro suits. Do I neeeeed to do this?
>>
>>2186093
Oh wait, just kill the imps and it's over. Alright ez enough.
>>
>>2186093
I don't think it's required for anything but completing you should net a few million dollar safes so it should be profitable.
>>
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>star gods set up a base in iron tribe with my main base inside of the radar range
well, shit. I guess this is karma for abusing blood dragon. I was able to solo a star god cruiser with blood dragon, maybe I can do it with a base too
>>
>>2186152
post the resultant horror
>>
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>>2186188
I've been testing to see if it triggers base defenses when I launch craft but I've seen no response yet, maybe I should just hang out with the ayys for a bit
>>
>>2186152
I feel you're pain. I have MERCs in north africa. I made a save where I poked my head in to see what I'd be working against. They have gauss tanks, not to mention it took me like 4 gals to even get a look inside.
This shit sucks man. Guess I live with it for a while.
>>
I scoffed at all those shambler hunts. Little did I know I needed that giant bone they have. Just fuckkin kill me.
>>
>>2186195
It does but all you need to do is launch something and immediately cancel. It triggers base defence and it's on cooldown so it won't fire again for a few weeks.
Or use it to farm piloting xp if you can reliably shoot down fighters.
>>
>>2186152
How strong is blood dragon
>>
fucks sake these hwps can take a beating
>>
I got a faust. Worth replacing it with a pachyderm?
>>
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>>2186354
You get these insane stat boosts, hp regen of 10% current freshness, martial arts, a ranged bio attack that only costs 1 freshness, quivering palm (a meme attack that puts 999 fatal wounds on an enemy), and full heals after every mission
Essentially this means your hero, who already has very high stats, now has more reactions than virtually anything and won't draw reaction fire unless you're very low on TUs (which you'll have so much of that sprinting up to a sectopod, cutting it to pieces, and sprinting away won't put you below half)
>>
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>>2186607
And that's without transforamtions and condemnations
>>
>>2186590
you do need a pachy eventually for space shit
>>
>>2186195
This is surprisingly common, like 1 in 3 of my games has me either inside the circle or immediately next to it.
>>
>actually finished a mansion on turn 20
>cardinal was hiding in the sub-basement epstein tunnels
fuck that was some tedious bullshit
>>
Is there anything special for cats in the cat route? I plan to go gold codex for glamour printing and creating a catwarrior army but I'm not sure if I want to be tied to the cat path otherwise.
>>
>>2186616
Looks like it can hold more troops and is faster. I think it's locked out of some missions which is it's tradeoff. Tempted to snag it.
A part of me wants that pirate zep because its cool but its slow. Then again I still have that starting car in my other base so w/e. Only thing giving me pause is the hellarium reliance
>>
>>2186740
hellerium supply is never an issue in xpz
>>
>>2186755
O, well fuck guess I'll pull the trigger.
>>
>>2186755
Disagree.
Hellerium supply, like any resource, is not an issue as long as you're paying attention to it: Monitoring the situation and being frugal if your resources are limited.

And yet, you can experience shortages even in lategame where you have more resources than you could ever need. When you dominate the skies with an armada of hellerium-powered craft sporting a full loadout of the most expensive hellerium weapons, you stop paying close attention.
>"what do you mean hideout 7 is out of hellerium? i just sent them a ton a while ago!"
THAT'S HOW THE GAME GETS YOU.
>>
>>2186790
>THAT'S HOW THE GAME GETS YOU
Dio likes you lull you into a false sense of security, see >>2183775
>>
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>>2185539
zombies can crackdown?
>>
>>2186805
Oh yes. AFAIK (could be wrong) they only attack early if they do (before you do the black pyramid mission) so there won't be any lategame zombies in base attacks, just a lot of zombie troopers.
I've lost an early plantation base to them in year 1 (I think) but whatever it was meant to be expendable. Ideally not expended but shit happens.
>>
homefront rifles are so good, possessed soldiers just melt
>>
>>2186833
tommys uber alles
>>
>>2186805
They're led by vampires.
>>
>>2186208
l...lewd...
>>
>>2186982
>>2186208
think of all those damsels in a firing line, armed with plinkers, waiting for the shambling
>>
>>2186607
Holy lel, so it's good against everything but zombies?
>>
There a list anywhere of what transformations lock you out of what? This shit is for the birds, I can’t keep it in order.
>>
>>2187315
There are a couple major downsides:
>It has 20 base armor. Your hero will fucking die to a sectopod/cyberdisc cannon or a strong gun with auto shots
>it cannot be used in space (for what should be very obvious reasons)
>your resistances in it aren't great, anything that drains freshness or TUs will stunlock your hero
zombies are fine because your hero has such ridiculous evasion that he'll never get hit if he has energy to dodge
>>
Can I just straight up replace the airbus with the faust? Or will this fuck me over somehow?
>>
Do slaves and workers user the prison? Or do they use the bunks? I'm trying to get rid of a burrow and it says in use.
>>
>>2187469
You only need the airbus for x-prison and you can just buy a new one if you desire
>>2187472
Neither of those use bunks or prison slots. Check that you have enough living space, storage, and beast kennels open to replace the burrow (the last one is likely it, research or butcher your live creatures+robots if you haven't already)
>>
>>2187475
Thanks. I have a bunch of shotas stashed and some randoms from scamming and spoofing and was wondering where they were taking up space. Going on a butchering spree so hopefully that will free up what I need.
>>
I HAVE THE BONE
The BIG BONE
Finally, I can get alchemy done. I could have just cave hunted for it lamo, lamoing right now and not screaming into the void.
>>
>>2187509
I spam a dozen big bones via cave hunting because they are great earlygame way to grind that killing by daze weapons condemnation.
>>
>>2187509
I could swear butchering a shambler, which is a fairly early mission, gave you a big bone.
>>
>>2187738
It does. Corpse also works.
>>
>>2187509
That's how you know you're pirating right.
>>
>>2187738
It does, guess who avoided all those shambler missions but like the first one I got?

Also
>ghoul town
What a miserable missions. Do I get anything useful here?
>>
>>2187823
You need one scientist alive. Other than that nothing unique, some castaways usually and other captives.
>>
>>2187823
>Do I get anything useful here?
It's mandatory for progression to do it once, you cannot find ghoul scientist anywhere else and it's a critical topic for completing the game.
Past the 1st time? It's just money and MA tokens, it's fairly profitable mission but highly annoying I usually only do it once.
>>
>>2187823
It IS probably the most miserable mission of all time, but even it can be fun with the right gear.
>>
>>2187823
I usually just find the nearest ghoul scientist, prod em with the prod, and run away. it's not even a dangerous mission with smokey gear, just horribly tedious
>>
>>2187322
No, but in general rule terms:

- Basic training locks you out of other similar basic trainings
- For gals the main thing to consider is whether you're a blitzgal or not
- For cats there's 3 classes
- For bugeyes there's 2 classes if you're on their path.
>>
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>>2187825
Aside from the ghoul scientists here's what I got in a quick battle.

If you have good ThV its a really easy mission.
>>
>>2188220
>4 freak gals
Were rewards buffed at some point? I don't recall it ever giving me that.
>>
>>2188223
Its random who you find there. I'd much rather have normal lunatics, freaks suck.
>>
>>2188672
If you have savescum on, you can just reload until you get the stats you like.
>>
>>2188725
All freak stat caps are below normal gal, so you'd have to roll until multiple stats start above the cap to make it worth it. Savescumming for hours is stupid.
>>
Do peasents get any good gear or is it tac vests until way down the tech tree. I want to use them but theu are konda useless. Like damsels are the same thing.
>>
>>2189974
There's plenty of good armor options for peasants, early on it's runt, militia, tac vest or durasuit, mid game you get legion, defender, sicarius and endgame triarius is good enough to send to cydonia. They also have specialty armors, ghostbuster or ravenclaw for voodoo, aqua suit is decent underwater and in that one witch quest.
All game long there are a bunch of good options.
>>
>>2189974
Aqua suits make peasants one of the best underwater units, they won't ever be tanks but they can still be quite useful
>>
I remembered I got some free assault clone like the first week of the game and now like a year and a half in I was able to recruit her.
Holy hell, this bitch cleans up.
>>
>>2189974
legion gear lets them clean up well
>>
>>2188214
I can remember the cat girl shit. It’s the peasants/damsels stuff I can’t keep in order, does magicenne training lock you out of anything? I don’t want to fuck up my gnomes.
>>
>>2191442
Blocks some minor captain shit and gladiator which you can get on gnome if you grind some str first.
>>
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in oxce, let's say i have a research that's "good". when i cancel it, is the progress lost?
>>
>>2191849
Yes
>>
>>2191849
Yes. if you need to dedicate research to something else, remove all researchers from it and don't cancel it
>>
>>2191853
thanks anon
>>
>>2191866
thanks, appreciate it
>>
>new base was seized after 5 days and investing 600k before i could even put any people there
thank you dio
>>
>>2191879
This is why you always build new bases on the 1st day of the month.
>>
>>2191885
And to immediately ship people to it. An outpost can house people until you get more permanent living space
>>
>>2191897
the outpost was building, it takes 10 days...
>>
What does the garbled knights of cydonia text say?
>>
>>2191879
Alt f4
Edit funds to add back replacement funds
Build base again
>>
>>2191905
crackdowns cannot target hideouts made after the month ticks because they're generated for the month in advance, I have never had issues with hideouts being taken as a result
>>
Finally have the golden hawk and can now shoot down proper shipping and BOY there is a big jump up from the usual shit I'vebeen going after.
Nabbed some wolfmen, a pigger, and them some werewolves which I'm going to tame up.
Might stick one in my plantation base to be a nice beatstick. He can keep the reaper company.
>>
>>2192639
The hawk is an insanely good ship, if you're lucky you can nab an academy esper as early as may by shooting down a hopper with it
>>
>>2191879
>>2191905
if you build on the 1st, you can have two trap rooms, an outpost, and a full staff shipped there by the end of the month
>>
>>2192114
thats what i did
>>
>>2192733
I JUST DID. Going to take the A team there and collect the little mynx. Man its nice to shoot down all this junk now. I'm researching space missions so now I'll pick up that pachyderm. Might replace the faust wholesale, not sure yet.
>>
>>2192114
>>2193381
cheating
>>
>>2193576
how do they know i built a base in there before anybody moved in and be able seize all of the investment in an instant before they've even started construction on most of it?
>>
>zombie mission
>everyone is flying

cant spook me
>>
>>2193914
>how do they know i built a base in there before anybody moved in and be able seize all of the investment in an instant before they've even started construction on most of it?
Because a retaliation mission UFO flew close to it or a scripted crackdown happend, what's there not to understand? Don't fucking leave a base after construction, build room for fighters in the same month as opening it or shit like this happens.
>>
>>2194042
the base existed for 5 days before it was assaulted, not a single room finishes building in 5 days
>>
>>2194067
>>2193914
missions proc at the start of the month, which is why you wait until after the stroke of midnight to start a new base

that's 30 days to stock it with defenses
>>
>>2194070
how can crackdown missions target a base that doesnt even exist yet just to strike it at the end of the month?
>>
>>2194075
They can't. The bases which are targetted for Crackdown in a month are selected when the clock ticks over from the 30th/31st to the 1st. If you build your base on the 1st, you are outright guaranteed at least 28 days before any attack (or ANY event targetting that base) is possible. Once it's shown up on a maintenance bill though, it's fair play.
>>
>>2194090
so if i hadnt built the base on the 26th the crackdown wouldve targeted my main base instead?
>>
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>>2194100
>built the base on the 26th
i hope you picked dumbass captain
>>
>>2194100
Correct.
>>
>>2194132
i see a new meta of me building an empty base at the end of the month to stop the rocket attacks
>>
>>2194270
I believe it's essentially a roll of the dice for anything that's not a detection mission triggered crackdown. Once you can afford to throw away half a mil on a fresh base each month, you're likely to have enough developed bases that it won't reliably get hit.
>>
How do I move my access lift if I change my mind? Do I gotta edit some shit?
>>
Xpiratez is a great inspiration for a Sci-Fantasy setting.
>>
>>2194774
Yeah.

Look up the base's name in your save file.
Facilities are on a simple x/y grid with coords 0-5, starting from top left.
Take care to not mess up the whitespace as you edit the file, it's syntactically significant.
>>
>>2195160
Welcome to the world of Heavy Metal. There used to be a big collection on /t/ but it’s easy enough to find.
>>
>>2195160
yep
its pretty great, kind of shame its wasted on dio
>>
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>>2194100
built my farming base on the first of the second month after cheating me money back, got attacked by 35 people/dogs the month after, and stormrats a week later, thank you dio
>>
>>2195862
...and a demon attack
>>
so i guess there is some gimmicky way to do the tentacle mission, wtf is one supposed to do on it.

I just slogged through with an smg and electropulse munitions
>>
>>2196941
You go naked and kick their shit in.
>>
>>2196946
... so that was it, i considered it but didnt try. It doesn't help that the explanation of the pure innocence move doesn't explain shit
>>
>>2196954
That move is a noob trap. You don't use it, you use the kick.
>>
>>2196954
and if you don't want to get your little girls anywhere near tentacles, tk projector is also a great option (albeit dangerous in confined spaces)
>>
>>2196962
>noob trap
pure innocence is very powerful and can be a lifesaver if someone gets too close
no reason to not open up with it when going into melee
>>
>>2196971
I meant in that mission. It's worthless vs tentacles.
>>
>>2196978
it's never worthless

but for reasons unknown to logic, tentacle rape is not dangerous if the girl is in a lewd outfit (???) so admittedly the benefit of nerfing their reactions for a turn is negligible
>>
>>2197017
lewd outfits tend to have charm resistance
>>
>>2192120
They theoretically can if they randomly path over your hideout and detect it while aimed at another region (or technically you could build multiple hideouts in the same region but why would you). It's pretty rare but absolutely possible.
>>
>>2197346
that's exceedingly rare though, and we already solved that the anon who was complaining built his base on the 26th which is an unforgivable sin in any OXCE mod
>>
>>2197346
Does the system actually work like that?
>>
>>2195862
>>2195872
The fuck difficulty you playing on?
>>
>>2195862
Why the FUCK are your letters smooth? Where are your glorious and godly right angles?
>>
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>>2197548
objectively the best filter
>>
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>>2197629
>>
>>2197629
all pixel art filters are vomit-inducing garbage
>>
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should i follow and prevent the base? or is it better to attack the finished base?
>>
>>2197711
I don't think it's possible to prevent a base creation, when you've seen these ships the base is already there. You can still loot all the landed ships for big profit, I think all ships on this mission are guaranteed to land.
>>
>>2197713
followed the ship until it landed and they have fucking chryssalids its over
>>
>>2170259
Worth it
>>
>>2197711
unless you have a fleet of big flying cocks to shoot it down, you're not stopping a cruiser
>>
>>2197713
It is possible to follow them, pinpoint the location, and scout it with something like a V8.
>>
>>2198119
those chonkers always land unlike most of the other traffic i still cant shoot down because all piratez crafts are hot garbage
>>
>>2197448
If something is looking for a base then it can detect any base nearby. It's very rare since its only a % chance per hour and ships generally move really fast going to and leaving region they are searching but its technically possible.

Keep in mind that only ships on a mission to look for your base can detect it, not every ship on the map. There is an option in OXC to have all ships perform the detection check at all times but its not intended for mods like Piratez where random civilian traffic isn't supposed to invade your base. I'm not sure what happens if you turn that on though, its not a disabled option.
>>
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>>2197629
>>
>>2195229
>>2195689
The good news is that since it's just a kitchen sink setting you can make your own based off of it.
>>
>>2198207
Yes but can a ship that's already targeting a base just switch targets if it sees another base en route?
>>
>>2198361
The ship/mission searching for a base doesn't target the base, it targets a region. If it finds a base it creates a new mission targeting that base. Otherwise it just goes away.
>>
>>2195160
Mutant Chronicles anon
>>
>>2198977
Nani?
>>
>guns of the patriots
>attempt #4

it all blew up again
>>
>>2199143
I love those missions.
I just throw or launch a grenade/rocket in and enjoy the 20 free kills before leaving on turn one.
>>
>>2199143
If you want to have any chance of recovering the missile silo you have to start non lethal so enemies don't panic and then you must risk your own soldiers clearing up the depot itself without guns.
Possible? Yes but highly risky.
>>
>>2199143
Do it on purpose. MASTER OF THE COLLATERAL DAMAGE
>>
>>2199414
>start non lethal so enemies don't panic
Or take it slow. If the rate of friendly deaths is slow enough, morale regen can handle it.
Oh and maybe avoid killing officers.
>>
Poison gas through the warehouse windows? What's the algorithm for gas diffusion?
>>
>>2198627
Oh yeah that makes perfect sense.
I'm too used to modern gamedev logic that would have implemented it in a much dumber way.
>>
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>star gods trying to bribe local govts again
my predators/krakens are getting tuckered out
>>
>>2199164
>Master of the Collateral Damage
feels good
>>
>>2199027
Mutant Chronicles, anon. The solar system is colonized but earth is a dump and hell is real.
https://1d6chan.miraheze.org/wiki/Mutant_Chronicles
>>
>>2199816
Or you can stun everyone. As long as nobody starts a firefight in the missile storage.
>>
Whats the best equipment to throw on gals and others? The bra or corset? Or stockings? Or whatever?
>>
>>2202964
I tend to go with radiator shirts as soon as I can make 'em. Three energy regen and a little extra plasma and heat resist is pretty good. Throw a bra or whatever in the top 2x1.
>>
>>2197629
lookin' good
>>
>>2202964
Space towel is something I use universally until I have exosuit armors, it prevents cold damage on lokknar's default outfit and gives you a few extra turns for gals wearing heavy armor in hot climates
>>
>merc base
>trader base
>pretty sure there is a stargod base by looking at shipping
OH BOY
>>
>>2203911
I've got an academy base and a merc base being set up, academy one eliminated eurasian autonomy in the first year
>>
>>2197629
>>2203198
using a filter should be grounds for capital punishment
this shit is so ass ugly and it tanks performance in my experience i don't know why you would ever use such dogshit and convince yourself it actaully looks better
>>
>>2203955
Yeah I've lost two so far. It's mega gay but I'm not able to crack the mercs right now, let alone the stargod one hanging around somewhere. I can probably make a break for that Traders one and get some tasty loot and captives at least.

For the cloaking device, that lets you take any craft to a "stealthy" mission?
>>
>>2204128
Zoomers can't stand the purity of raw pixels is what I assume.
>>
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618 KB GIF
>>2202964
I just find these to be too insignificant to be worth all the micromanagement. Surely death or two won't end your run?
>>
>>2204554
put it on a preset once and its there always
>>
>>2204417
Traders are probably the easiest besides the church, bring lots of rockets and one charm user for the guildmaster and you can basically level the place
As far as cloaking devices go, only craft with "undetectable" are truly considered undetectable for missions like the bandit airfield, the gray codex jellyfish is one example. Civilian or cloaking device craft will work for stealthy missions
>>
>>2202964
Zortrium jacket :)
>>
>>2204998
That works. I have a faust laying around and I'm going to grab a packy as I just researched some zero-g missions.
I realized the airtruck is also and sub and faster than the blowfish so I'm buying one of those and replacing it.
Looking up stuff about shadowtech now. It's all coming together what could possibly go wrong.
>>
It's June and I haven't had a single pogrom. I can't rank up because I need the fucking newspaper.
>>
What should I keep? I have all these pistols and junk laying around. I'm thinking of selling most of it at this point, I just got military supplies.
>>
>>2207206
Consolidate your weapon stocks into 1-2 per type and sell/disassemble the rest. I'd also recommend having stealth/infiltration weapons handy as there are a fair amount of missions that need them
>>
>aww yeah a smuggler, shot it down. Time to get some sick re-
>zombies
Why
>>
>>2207264
Better to have zombies rather than a jedi appearing out of thin air and cutting your tank in half
>>
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33 KB PNG
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>>2209500
Solarius was the rinfag all along? You guys said it was Dio.
>>
Please give corpses improvised melee/throwing weapon stats so that my gals can kill people with their enemies', or comrades', bodies.
>>
>>2209500
Is this the infamous spicy matrix server?
>>
>>2204128
>tank performance
Just don't play on an arduino
>>
>>2210486
I wouldn't be surprised if there's some weird jankcode that causes the shaders lag like hell on some systems.
The GPU code likely isn't subject to much testing, oversight and optimization because most of the game is drawn with a software renderer.
>>
>base defense in ROSIGMA
It makes the ones in Piratez downright pleasant in comparison.
>>
i want to get off the witch quest wild ride
>>
>>2213503
Take the lokknar nightblade pill, it makes the church+humanist quests a breeze when you are basically invisible in darkness
>>
What dictates the range zombies start rushing you from? I just did a mission where they were dashing from halfway across the map.
>>
>>2213699
Zombies have a SENSE of 40 in recent patches, they will bumrush the closest person
>>
>>2213701
I thought they always had sense?
>>
>>2213742
yes but now they have a leeroy tag
yeah, it's literally called that in code
>>
>>2213982
I could swear they did that in the pre-catgirl age. Zombie missions were excellent reaction fire training back then, a few gals with katanas could finish the mission almost without moving.
>>
>>2214387
In my experience they all had omnivision and leeroy but different aggro ranges. Funky zombies would always beeline you regardless of where you are, while normal zombies had a pretty short range of like 10-15m. In my latest mission most of the zombies on the map aggroed immediately, but it's also my first time playing JS, so I don't know if difficulty modifies them.
>>
Has anyone removed the ai art in Xpiratez in favor of the older art? I presume it's easy enough to do for some of the events/entries/etc that already had art for it before.
>>
>>2217160
all you have to do is download an old release and replace the files you don't want to see.

seriously if you haven't already done that you are just lazy
>>
>>2217356
>seriously if you haven't already done that you are just lazy
...or just complaining for the sake of complaining.
>>
Im playing xcom files, may 1998 and im getting my shit shoved in by red dawn. Ive tried doing night assaults and abusing smoke but I swear god every single one of the little shits have xray on you at all times and just know where you are the attosecond you deploy onto the map. Whats the strategy for dealing with red dawn, because clearly im doing something wrong here.
>>
>>2218951
Use hard cover against red dawn, smoke won't stop them from taking potshots. Missions like the durathread factory heavily rely on where your landing is, you're golden if it's close to the factory
>>
>>2218951
I find it that in megamods with all the sniper spotters and all the bullshit smoke only hurts you, I've played through entire xcom files without ever using a single smoke grenade. Not saying that they can't help but it is perfectly viable to go without them.
>>
>>2220696
Smoke has a strong purpose even when enemies have spotter/sniper and it's that it can prevent reaction fire. Hell, even if the enemy has spotter/sniper, forcing them to use squadsight significantly drops accuracy so you go from sitting duck to slightly moving duck
>>
>>2218951
Do another cult and come back with promotion 3 wearing full body armor with with mortars



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