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File: rail_hiArc_test.gif (2.33 MB, 1024x800)
2.33 MB GIF
piecing edition
https://openxcom.org/forum/index.php?topic=12859.15
Also works on blaster bombs now (the horror)

>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
>>2395792
>>
>>2416996
>100% hit chance from that far away
This isn't XCOM
>>
>>2417071
its debug accuracy for testing obviously. He also made something like a functional air burst blaster bomb in the thread.
>>
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Hey guys, it's X-inc anon.
I updated my mod with English translation and upload it in OX forum. So you can check it out. feedback would be highly appreciated.

https://openxcom.org/forum/index.php?topic=13031.0
>>
>>2417141
does your mod have CQC scripting? I almost consider that standard now
>>
>>2417141
tell me about your mod
>>
>>2417243
Not him, but its something like mercenaries in 2300 doing odd jobs on earth post alien war

Looks good, if still in development
>>
>>2417141
Based
>>
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what did he mean by this?
>>
>>2417552
My guess is that beating enemies down always deals SOME hp damage. Its why cuffs are useful
>>
>>2417552
When you punch a cultist in the face, a sectoid tax collector appears and won't go away unless you give him tree fiddy.
>>
>>2417141
shill your mod?
>>
>>2418046
Why wouldn't he? Its an oxce thread
>>
>>2418047
anon i meant a literal shilling
tell me why i should be downloading this mod
i understand he already linked it
>>
>>2418061
Ahh, my bad. Its a sizable mod futuristic, post alien war with multiple sci fi elements including cyberpunk mods for troops.

I haven't played it too much, but seems decent
>>
If you were to rank all xpz soldiers, which are the best considering possible armors?

Is it gals followed by ogres?
>>
>>2418074
Gals are definitely high up since they are oldest. I'm still partial to SS though.
>>
>>2418074
For me it's:
Hero > Gal > Ogre > Lokknar > Peasant > Catgirl > SS > Gnome >>>> Bugeye
Mind you this is rating based off armors alone, not actual value of the units. I also didn't include syns or dolls since they don't really have armor per se and I haven't tried lamias yet
>>
>>2418153
>Hero
space hero catgirl? What good are those?
>>
>>2418153
Lokks are the absolute worst for me, basically a gnome that cant cast. Bugeyes make decent snipers and their flying armor is kinda nice.
Catgirls have nice melee with right weapons, they handle orbit missions better than humans. Humans are only viable in numbers.

For me its gals ~ ogres > neko > peasant > bugeye > gnome > lokk.
>>
>>2418201
Hero SS, not hero catgirl. Blood dragon is such an insane outfit and can be gotten fairly quickly if you beeline for demon god shrines
>>2418205
Lokknars are your expendable night mission/cave units, nightblade trivializes many infiltration missions because of the TU theft poison dagger and super sprint and is basically invisible at night and their massive reactions cap makes suppressed pistols able to kill cyberdiscs
>>
>>2418074
If it's just the armors you're talking about, it's only Gals that are really 'feature-complete' in that they have that little armor upgrade across every single stage of the game. Everyone else has that awkward period in your tech-up where they're still wearing last year's gear and you're eyeing up specific captures or tech gates to unlock the next tier up.
>>
Is there any possible reason why I might be able to research plastasteel in 2 of my hideouts but not my oldest hideout? It's frustrating, because I don't have any old earth labs yet besides the first, so if I cant find a way to let my main base research it, then I'll have to let one of my side bases spend a whole month or so researching it with their measly 2 brainers.
>>
Still patiently waiting for small hangars to be added to the main OXCE fork....
>>
>>2418775
Iirc they were, I've seen mods running them

I more want first person camera, colored lighting, and akimbo all rolled into 1 fork. There's epic shit being worked on, but its all in its infancy

>>2418712
Did you have plasteel at all bases?
>>
>>2418785
I did. I think the issue was that I missed making a workshop at base 1, but 2 and 3 had it. Regardless, I got lucky since then and got plasteel research from a gnome lol.
>>
>>2418785
>Iirc they were, I've seen mods running them
I though small hangars were an exclusive brutalOXCE (separate fork) thing.
>>
>>2418811
Small hangars are already possible within OXCE, the thing missing is that all ships take up the same 1 slot (i.e. conqueror will take the same space as battle cab). That might be what you mentioned BOXCE has.
>>
>>2418823
Yes, a "hull_size" variable should be implemented, to align combat craft with hangar sizes.
>>
>>2418069
If he cba to shill it then I cba to play it
His op is full of errors and eslisms too
>>
>>2418970
Ehh, i still welcome new blood, and plenty of effort was put in. New blood is how we get cool shit like the first person mode being worked on
>>
are any of these open xcom mods actually good or are all they all imbalanced crap like the original xcom that people are just playing for an extended nostalgia trip?
>>
>>2419138
I'm playing xpz for like 7 months straight, almost every day
>>
>>2419171
yeah but that might be simply because you have dogshit taste
is the game genuinely good, like at least battle-brothers tier, or does it just run on an old engine?
>>
>>2419177
only one way to find out, if you're that socially dense
>>
>>2419177
Battle brothers tier isn't very informative, tf are you actually looking for? You say you flat out didn't like vanilla so maybe you just don't like xcom? Also tf you mean imbalanced? Og xcom was pretty balanced, possibly even too easy..

Be more specific otherwise this sounds like a serious skill issue going on. You can't seriously call a game unbalanced because you fucking suck at it.
>>
>>2419138
What exactly do you consider imbalance?
>>
>>2419261
>>2419213
>Replying to low effort shitposts
Dude can't even be bothered to spend the effort to write properly, why not reciprocate with the effort it deserves?
>>
>>2419177
>battle-brothers tier
It's better, in my opinion.
>>
>>2419261
at the start of the game, you lose at least several dudes per mission because your gear is shit
but as soon as you get one (1), singular MC guy, the game is instantly over because you can just command all of the aliens to throw their shit on the floor, which only leaves a few terror units as the remaining threat.
Also, the blaster launcher is retarded and lets you blow up half the map right out of the dropship.
>>
>>2419295
The late game stuff is what it is. Some of the other mechanics are a little bit rocky on the highest settings.
>take one step, make a quarter turn, kneel, or shoot an enemy directly in the back with a plasma rifle
>enemy does a 180 and one shots character through power armor
>soldiers shoot with poor accuracy even with good chance to hit
but
>throw 1000 grenades with perfect accuracy
>no response from enemy
>>
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>>2419295
>the blaster launcher is retarded
>It's another the "mid-tier MIB ship is full of dudes with Blaster Launchers and Tritanium Shrapnel Rockets again" episode
>>
>>2419295
Ehh, the early game is literally what xcom fans live for so idk what to tell you, overcoming those odds IS the thrill, infact I almost enjoy early game better than late game

Psi is kinda true, but its setup as a reward you probably won't get til after a good amount of suffering. Mods also generally offset this, making psi more costly of whatever.

But the trauma of early game IS the appeal
>>
>>2419315
>throw 1000 grenades with perfect accuracy
>no response from enemy

try boxce
>>
>>2419562
Boxce is a good choice if you really, really need more difficulty, especially if its not just more idiots, but more nasty ai.

Honestly I can't wait for a few new things to be fully implemented, like the first person camera, oxce in general is developing a lot of cool shit.

https://youtu.be/dhbxsJmSAsw
>>
>>2419577
sadly no mod is balanced for it
a mod specifically designed around boxce would be pretty cool
>>
>>2419580
It would be great, but I'd almost say it'd need to be a ground up development. Can you imagine xcf of Piratez trying to patch stuff for boxce, akimbo, colored lighting, ect? Would probably take an entire patch cycle
>>
>>2419581
>Can you imagine xcf of Piratez trying to patch stuff for boxce
i am not sure it's even feasible
it would require a top to bottom balance reassement
making a brand new (mega)mod specifically designed around the gameplay and quirks of boxce would be the only way
>>
>>2419600
Ehh, I imagine its possible with some tweaks. Maybe increase intelligence here but lower spawns there, whatever.

It still would take like a 6 month dev cycle but its VERY doable. Big problem is this means a 6 month dev cycle of ONLY ai, and I bet some fans would fucking hate this, or run the risk of this if this wasn't appreciated
>>
>>2419581
It's doable for XCF at least, but definitely a massive time investment. That said, I wouldn't trust Solar with it either, this'd have to be some turboautist's sub-mod overhaul.
>>
>>2419057
where did i say i don't want new mods
i don't think it's a tall order to ask for a brief description of the mod considering it takes tens of hours to play these games
>>
>>2419716
Its directed at your stuff about esl and errors.

That kinda attitude isn't really congruent with wanting that, I want that, so I'm not going to be so harsh to new modders unless it's real criticism.

Besides the mod is already described in thread, in Link, and in the github. If you can't read, why play xcom?

>>2419711
True, Piratez is an IMMENSE undertaking unfortunately.
>>
>>2419757
i don't want to play a mod laden with eslisms and mistakes and i don't consider it illegitimate criticism
the mod is barely described: nobody has said shit beyond a vague premise and nobody has given meaningful comment
i like the premise
>>
Gonna drop a hot take.
I miss voice acting from modern xcom, I like my dudes feeling alive instead of the silence of the original.
>>
>>2419806
Play the 40k mod then. I don't, especially given how often there's little movements.

Plus i think depersonalizing helps more, you don't really view anyone as a person UNLESS they distinguish themselves somehow
>>
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>away from xcomfiles for awhile
>checking changelogs
>new buildable vehicle - AIRCAR
>oh sweet, an antigrav flying car I can use for stealth missions and undercover shit, right?
>wrong
>it's just a 4-person shitbox troop carrier with zero subterfuge functionality
For what conceivable fucking purpose would you ever use a 4-person vehicle this late in the game that doesn't even let you use it for undercover missions?
>>
>>2419980
My guess is its a piratez reference. Xcf has had a habit of including these

As for stealth, I don't imagine a flying car is stealthy because flying car in 2000s
>>
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>>2420528
>As for stealth, I don't imagine a flying car is stealthy because flying car in 2000s

I figured you could fly it most of the way to the destination then drive it normally on the road for the last stretch of the trip, a lot of the early vehicles use similar mixed mode of transportation abstractions in the lore (fly on public airline -> rent car near destination, etc) and as far as design goes, I'd say it could do a combination of using hybrid holoprojector tech and some light actual mechanical transforming to pass as a normal vehicle.

Might play around with actually making a submod out of this later, a stupidly elaborate, fast vanity project vehicle for mid-late game infiltration missions sounds fun.
>>
Anyone play using the mobile version? Does it feel comfortable at all?
>>
>>2420760
Mobile is usable, but mouse and keyboard as better. I think some of the most complicated stuff like hit log checks aren't usable, but like most other functions work just fine.

Ultimately pc is better, and I suppose if you connect a usb keyboard and mouse its onpar, but its certainly serviceable otherwise.
>>
>>2420760
I mainly play mobile and transfer my save to pc when I feel like it. PC is better, but not by much. Almost everything can be done using mobile controls, and whatever cannot, like right clicking on the inventory screen on armor to immediately access the pedia, doesn't require too much more effort. Almost every menu has toggles for ctrl-alt-shift buttons and left-right-middle mouse clicks. It's extremely feasible and arguably superior due to how comfy it is to have the game in your phone. That said, it isnt always clear.

For instance, to look at the pedia for an item in inventory, you need to select it, then select the button that has 3 bars. On pc you could just middle click. To drop an item you selected without find an empty spot in the inventory grid, just click on your soldier while the item is selected and it goes back. On PC it would be ctrl+click(quickly putting something into a soldier's inventory is accomplished the same on PC). It's not very difficult at all, despite how I might make it sound. I actually think the mobile controls are insanely good because of how much of the game is playable with just mouse, and how many extra shortcuts are available for mobile controls. Try it.
>>
I know that you are supposed to use smoke grenades and I've seen people do it on youtube, but I don't fully understand specifics.
I get that smoke blocks enemies line of sight, but doesn't it also prevent your units from hitting the target? Is it better to throw smokes at your feet closer to the enemy? I wish there were more tutorials for this game beyond just 'press settings button to open settings'.
>>
>>2421314
You don't have to use a single smoke grenade that is just XCOM propaganda.
>>
>>2421314
>doesn't it also prevent your units from hitting the target? Is it better to throw smokes at your feet closer to the enemy?
You can still fire through smoke fine, it doesn't stop any projectile. As for placement, assuming vanilla i generally put it between myself and my objective.

On turn 1, smoke the end of the ramp, as it gives best spread (and stay inside ship) as for going out, on feet works, but its key point is its to cut off enemy vision. It COULD be directly in front of you, it COULD be just beyond an alley or building you use as rally point, it COULD be really far out across a field because there's a ufo across the map with no cover. The ruling principle is its to cover your ass when physical cover CANNOT. Which means some engagements don't REALLY need smokes, they just benefit from being able to shoot through smoke without overwatch penalties.
>>
>>2421314
Smoke grenades are proactive rather than reactive, they're best used when you don't know where the enemy is and don't want to take reaction shots exiting the skyranger. If you try to smoke up after an enemy spots you, you're bound to just get shot instead. And lastly, smoking an enemy's position just gives THEM cover to move, forcing the enemy to come closer to the smoke on your side improves the odds of successful reaction shots since they spend TUs to walk closer
>>
>>2421417
They CAN work when you know where enemies are, and are perhaps even recommended especially for capturing (mods in particular since ufos are too cramped to benefit from smokes as much)

With limited range weapons, tazers, melee, pistols, shotguns, ect, or just snaps, its a big benefit as it allows approach without being shot to shit to get into a more comfortable range.

Though too much smoke CAN backfire. Melee enemies like chrysalids benefit from smoke since they can ambush through smoke the same way, and night missions are less advisable since vision is already garbage, and smoke everywhere cuts your vision just as much. You want it to cut enemy vision, not yours, so having a scout through smoke helps utilize it, as well as strategic placement. If an entire map is smokey, it basically makes all combat rng bs, and that only benefits whoever spots first

>>2421317
This guy is clearly a troll. Its possible to beat vanilla xcom without smokes, but smokes are better for survival than armor is . Not learning smokes will cripple a modded run, even when some enemies have thermal vision.
>>
>>2421422
>Its possible to beat vanilla xcom without smokes, but smokes are better for survival than armor is
NTA. Back in the day, I beat X-COM and TFTD and never used smokes, but it's also possible that I was just a retarded child at the time. I don't know anyone else who played the games and used smokes either, but that may have just been from assuming that the AI would cheat and know where you were without LOS.
>>
>>2421490
In TFTD dye grenades are bugged so if you used them and it felt like they did nothing that's because they did do nothing.
>>
>>2421491
Yeah, oxce fixes that bug.

Modded are where smoke really shines, xcf fighting cultists who outnumber you 5 to 1 is extremely difficult without a smoke screen involved

>>2421490
I'm assuming it was low difficulty, or benefiting from bug to switch to low difficulty. Otherwise there's just so much chance to get reaction shot killed from an unseen enemy.

Smoke cuts fatalities by like 50% at least
>>
>>2421314
In vanilla, stepping out of the Skyranger only to get instantly reaction shot feels bad so you smoke the entrance to your Skyranger, wait one turn, then step out. This is important enough that it outweighs the massive disadvantage of stepping into and out of smoke. Smoke also lets you partition the battlefield into small maneagable chunks so you can focus your entire force onto a small portion of the enemy and don't get shot at by the entire enemy army at once. This is applicable to vanilla but is excessive over-optimization outside of some niche situations. With the megamods, using smoke to partition the battlefield is very useful as you're often massively outmatched and without cover.
>>
>>2421686
>massive disadvantage of stepping into and out of smoke.
Its really not, in vanilla, if you go through smoke and spot, its mutual surprise, so you won't get reaction shot walking through assuming you both aquire vision of each other on same turn.

Bigger issues managing tu if smoke is everywhere, since it's impossible to manage movement with tus for reactions when you have no idea where potential conflicts might be.
>>
>>2421686
>massive disadvantage of stepping into and out of smoke
hiding in the bongcloud and stepping in and out is literally the main strategy lol
>>
>>2419980
xcom files is the pinnacle of cool idea but with awful bloat
>>
What is the one thing you hate most about original xcom?
What is the one thing you like the most about nuCom 1?
What is the one thing you like the most about nuCom 2?
>>
>>2421943
About original?

Fuck man.... besides the obvious bugs or whatever, very minimal. I guess it was lighter on diversity of equipment perhaps.

As for nucom why engage in that because this is an oxce thread, and there's a divide between them for a reason. I guess skill roulette was amusing because I could make a unit who could fire 4 times in a turn, but generally I'd say it actually fell back in design by trying to pander to fucking normies

2 was worse in some respects. And I'm extremely bitter that the fucking extraction command somehow fucking moves arbitrarily if you accomplish all objectives , because your fucking pilot is a traitorous, and it doubles down on marvel capeshit. It was 2 steps forward and 2 drunk steps sideways into a muddy ditch

I think oxce modded is better than 95% of xcom 2
>>
>>2421943
>What is the one thing you hate most about original xcom?
Chained link fences deflect bullets.
>nucom 1
Removed all the tycoon elements.
>nucom 2
It does very little with its own setting. You don't feel like you're resistance hiding out, you feel like the Advent are morons who can't find you.
>>
>>2421952
I kinda feel like piercing bullet protocol is potentially close to fixing this, if bullets could puncture fences and still hit.

Also considering its 10 years younger and from the 90s, it gets a LOT more fucking leway
>>
>>2421943
>What is the one thing you hate most about original xcom?
probably the predictability of the AI
>What is the one thing you like the most about nuCom 1?
the music and audio design is quite good
>What is the one thing you like the most about nuCom 2?
soldier (visual) customization is fun

i feel like im the odd one out in these threads for actually thinking nucom is pretty good
>>
>>2421943
>What is the one thing you hate most about original xcom?
Micromanagement hell, especially in megamods. Having to play up dress up doll with every individual soldier gets real tiring even with all the qol, loadouts, presets because any qol gained is immediately lost with a loadout for infiltration or space or underwater or outfits without hats or outfits with hats the bloat is off the charts.
>What is the one thing you like the most about nuCom 1?
MECs, HWPs or SPARKs don't provide nearly as much utility while being 10x as awesome.
>What is the one thing you like the most about nuCom 2?
I honestly don't know, I don't feel like it was an improvement over nucom1 I don't like vanilla wotc or long war 2. I guess in long war 2 you really fell the advent oppression and how insanely intricate behind the scenes geoscape gets but it makes the mod feel like a job, a really fucking hard job where you aren't even being paid.
>>
>>2416996
Does the original game from steam work on windows 10 now? or do you need this
>>
>>2422303
Yes, but its dogshit using it through steam native dosbox , openxcom extended has plenty of quality of life improvements.

So unless you hate yourself, or are AUTISTICLY purist, nobody uses dosbox setup. At minimum they use openxcom, and usually openxcom extended, since dosbox is just an objectively shittier experience. If YOU WANT a shittier experience, be my guest, but nobody who actually plays x-com doesn't use openxcom or openxcom extended.
>>
>>2421943
Aspect Raito(sic)
Nothing
Nothing
>>
Thoughts?
https://www.youtube.com/watch?v=WxLUZ1omFA8
>>
>>2422803
I suppose I've seen worse looking xcom likes, but I'm not eager to pay EA
>>
>>2419177
It's more like a fun sandbox that's pretty self paced
It's super easy to get some game breaking stuff early on but conversely a few missions are so ball bustingly MMO raid level hard, including the final level, that it balances out in a weird sorta way
>>
Is dagonizing agents worth it? Does it block any transformations?
>>
>>2423187
>Is dagonizing agents worth it?
no
>Does it block any transformations?
no
20 sanity is not worth it stick to the tactical neural implant + martial arts + bio enhancement + flight training > helix knight setup
>>
>>2416996
>get the crave for some xcom
>don't want to play current xcom, too heavy and expensive, and it's just for a couple of days
>try og xcom, browser version
>get stomped on mission 2 in easy mode
fuck but i feel like a brainlet. And i didn't have any armor, to boot
I want to get openxcom but the site isn't working for me right now. Are the 40k mods worth it btw?
>>
>>2423257
You probably didn't use basic tactics.

Manage tus, more tu better reaction odds

Use smokes to obscure yourself to avoid fire, like smoke at bottom of ramp turn 1

Flares are essential for night missions

40k is pretty good, but different balance than vanilla
>>
The problem with smoke is you're never really sure if it worked, and it's far worse for you than for your enemies.
>>
>>2423305
For vanilla, if you are past 3 tiles of freshly applied smoke grenade, you are certain to be covered. Modded gets more complex with stuff like thermal, but if you GENERALLY think smoke is worse for you, you aren't using it correctly.

Everyone whos ever saying "smoke bad" isn't good at xcom, or is just trolling.
>>
>>2423319
>Everyone whos ever saying "smoke bad" isn't good at xcom
Beating jack sparrow, superhuman, ironman but apparently I'm bad at xcom, got it.
>>
>>2423324
I'm definitely calling that a lie lmao. Beating jack Sparrow and seriously thinking smoke is useless is some bs.

I swear this thread occasionally gets infested with trolls trying to delude newbies so they suffer
>>
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>>2423358
OK
>>
>>2423366
This is why I think you are lying.

There's no way you did that AND think smoke is useless. Incompatible.
>>
>>2423448
Smoke isn't anywhere near as good in xpz as it is in vanilla xcom. I don't use smoke either and get by just fine.
If you were doing peasant or ss only run, yeah smoke is nice to have, but Gals and Ogres are so tanky, and Loks and cats have such high camo that it's really not a must like it is in vanilla
>>
>>2423457
So now yall are insisting its JUST about piratez balancing???

Yes, its far less effective in piratez, but seriously thinking smoke is more detrimental to you in vanilla is crazy talk.
>>
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>>2423464
Somewhat recently I completed both UFO defense and TFTD in completely vanilla way and I never felt the need to ever use smoke grenades.
Not saying smokes are useless but retards like you make it sound like they're mandatory when they're really not.
>>
>>2423466
Mandatory no, but many seriously try to act as if they are pointless for newbies to even ATTEMPT using, even for turn 1 ramp smokes..

Its possible without sure, but its perhaps the best defensive tactic available for vanilla, and I'd recommend it as day one advice for newbies
>>
>>2423319
I think the problem is you can't determine which enemies are under the effect of smoke and which ones can still see you.
>>
>>2423487
In piratez maybe, but with bootypedia, it tells what units have thermal, and you can calculate what works

Outside mods with that, 3 of smoke from smoke grenades is kinda universal to stop vision, so if a unit is behind that, they can't see you . Or more simply, if you can't see them, they can't see you

Though even with thermal you can brute force it with more, like red ops from xcf. Sure its less efficient, and breaching THROUGH smoke sucks because they have a vision advantage, but it can still wall off volley fire on their turn.
>>
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ron paul /xcom/
anons i have a question regarding gameplay of a hypotetical game. i though /xcom/ would be the best place to ask
which one of these you'd say would be the most "fun"?
>topdown/isometric battlescape like xcom, but it's real time with an option to pause the game and give orders to the squad
>topdown/isometric battlescape like xcom but it's "real time turns", you press the "play turn" button and the game enables real time for X seconds, where you can't do anything. after X seconds the game pauses automatically and you can give the squad orders that they will carry out in the next "real time turn". you can only give orders during pause.
>FPS tactical game, every soldier has time units and moving, turning the camera, shooting etc consumes the time gauge. after the gauge is depleted, next unit (or enemy) can move
>FPS tactical game in real time, you control one squad and can give basic orders to other members (go to this spot on the map, assist this member, attack this enemy). you can freely switch between squad members and assume direct command(with cooldown).

i'd appreciate everyone's feedback
>>
>>2423670
>rtwp
Always has been nothing more than an error made either by developers who don't know what they want to achieve (historically rare) or clueless publisher meddling (more common)
The rest of those ideas seem even worse, I would not consider any of them seriously. I believe all of them have been tried in AAA or at least AA scope but all have been total flops or forgettable at best which is why you don't see a lot of them. For example the last one immediately gave me Cliver Barker's Jericho flashbacks. Ew.
>>
>>2423697
i feel like real time with pause isometric game could work if it wasn't halfassed and designed by competent people
>>
>>2423670
>topdown/isometric battlescape like xcom, but it's real time with an option to pause the game and give orders to the squad
UFO: After-something series by Altar Games.

>topdown/isometric battlescape like xcom but it's "real time turns", you press the "play turn" button and the game enables real time for X seconds, where you can't do anything. after X seconds the game pauses automatically and you can give the squad orders that they will carry out in the next "real time turn". you can only give orders during pause.
That's basically Combat Mission.
>>
>>2423697
>>2423716
thanks anons, appreciate the input
>>2423718
yes i know things like that already exist, i'm just asking what do you think about systems like these
>>
>>2423670
rtwp is good if you're directly controlling one unit and just giving orders to other units occasionally. Neverwinter Nights did this iirc. If you're giving orders to too many units too often then the game turns into a slideshow and it may as well be turn based (see: infinity engine RPGs unless you have an all fighter party or something).

FPS where you control one unit of the squad and jump between them sounds like it would be fun, and I can't think of any games that have done that for some reason.
FPS game where you can only turn the camera around so much in a turn sounds like it would be frustrating to play.
>>
>>2423723
>If you're giving orders to too many units too often then the game turns into a slideshow and it may as well be turn based (see: infinity engine RPGs unless you have an all fighter party or something).
Yeah. Except turn-based has better pacing in those cases and feels much less janky to play.
>>
thanks.
honestly the more i think aboutt it the less confident i am about anything
>>
>>2423257
On turn 1 enemies have full TU, so leaving the ship on turn 1 is basically a death sentence as they'll get a huge amount of reaction shots. Always smoke the ramp before leaving. Turn on the "show remaining TU" option in options. Reserve TU for your own reaction shots.
>>
>>2423670
What does Ron Paul have to do with anything? Also if you're planning on making a game and you have to ask basic questions like this, you're never gonna make it. You make the game you want to play, that's how solo game devving works and is successful. If you don't know anything about the genre, you fuck off and make something else you actually want to play, not do this lame LARP where you pointlessly ask people their opinion on game mechanics.
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>>2423876
>What does Ron Paul have to do with anything?
just an old meme anon, don't worry about it
but anyway thanks for your input, appreciate it
>>
https://openxcom.org/forum/index.php?topic=3319.0

This seems interesting, how come I've never heard of it before?
>>
For crystal skulls can I carry them anywhere in my inventory?
>>
>>2424387
I think it has to be in one of the hands for the script to work, but I may be wrong. Never really tried to put it somewhere else.
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>>2423866
>Reserve TU for your own reaction shots.
I feel like reserving *some* TU and hoping to get lucky reaction shots is seldom a reliable choice. You might sometimes get an enemy walking straight into your field of fire with the last of their TU to trigger reaction fire from your low remaining TU%, but that's an exception not the norm.

If you rely on reaction shots you gotta split movement into two turns, with half of any fireteam spending an entire turn worth of TU covering for the other half.

That's how I feel about it in general terms. Of course there is some situational variance between different mods, like if you have a piratez catgirl pistolero in stealth armor you can just have them stand in any large open space without thinking about tactics much.
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>>2424573
Kinda, but if an enemy advancing is unavoidable its better. Unlike nucom, relying on reactions is generally a bad idea overtaking cover and making pot shots, but its useful when you can't realistically advance and avoid being shot on enemies turn

Its good to plan for, but any safe alternative is better.

Also remember more tu is better reaction time
>>
Does anyone know of a game like XCOM, with the same kind of overall strategic game, but the battles being real time instead?
Even better, if they were like frozen synapse, where you could give simultaneous commands to all your units and have to watch them executing them?
phantom brigade has the kind of tactical battle that i mean, but instead of mechs and a "campaign" i want xcom.
>>
>>2424743
The UFO Afterthing series is probably your best bet. Afterlight's the only one I played much of, but there are three. You get less dudes with that though.
>>
>>2424743
I don't know about it being "like" xcom, but that (...frozen synapse, where you could give simultaneous commands to all your units and have to watch them executing them) sounds hella of a lot like vandal hearts 2 for the PS1.
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>>2424743
>a game like XCOM
>but real time battles
>phantom brigade has the kind of tactical battle that i mean
Huh?
>>
>>2424763
it is turn based, but only in so far as each "turn" is a few seconds where everything happens at the same time.
you give all your guys orders, the enemy gets their, and then it all plays out.
you have to predict what the enemy will do and command your guys accordingly, and you can't stop to change your orders once the turn plays out.
for example, if you wanted for one of your mechs to turn around a corner and melee and enemy, because he is currently moving towards that corner, then it can very well happen that your mech moves around, melees air and gets blasted by a shotgun, because the enemy predicted that you would do this, and deliberately ordered his mech to halt and fire in that direction right before the turn ends.
>>
>>2424763
>>2424769
also, if you don't coordinate properly, your mechs can easily shoot each other or run into each other and the bigger mech rams the smaller one through a building, killing him.
>>
>>2424758
The one on Mars sucks, you have way less guys
>>
>>2424763
>>2424769
>>2424770
AAAND, i think such mayhem would be nice for an xcom game, where players are usually accustomed to lose units to bad decisions.
>>
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>>2424769
Alright, I understand.
So it's simultaneous turn-based (not to be confused with simultaneous turn-based as used in the context of bump combat roguelikes) with distinct decision and execution phases.
Wish there was more established terminology for different turn systems. At least japs tried to come up with catchy marketing terms (ATB) when they did something different.
>>
>>2424769
>simultaneous turns
putting the 'based' in turn-based gameplay
>>
>>2424774
the terminology is perfectly clear and orthodox if you just ignore rogueniggers, who are habitually wrong about everything
>>
>>2424808
Okay, let's ignore rogueniggers.
There still isn't any well-established terminology for what we're talking about.

Wikipedia for example would describe it as: Simultaneously executed games (also called "phase-based", "We-Go" or "Turn-based WeGo")
Never heard of that shit, WTF even is wego. Phase-based also applies to other concepts in turn-based vidya, for example systems with forcibly separated movement and action phases.
Simultanous turn-based is least more on-point. But it makes no distinction between short and simple roguenigger type systems vs ones with longer turns consisting of paused planning followed by realtime execution.
>>
>>2423723
>FPS where you control one unit of the squad and jump between them sounds like it would be fun, and I can't think of any games that have done that for some reason.
It's really only in the very obscure Ghost Recon and Rainbow Six franchises, wouldn't expect you to remember those.
>>
>>2424820
"simultaneous execution" is what I generally use. Dominions and the like. Whether or not that gets reported to you as a thing you can view in 'real time' is fairly irrelevant.
>>2423723
I used to play Enlisted a bit. WW2 thing. Aggressively freetoplay, but genuinely pretty fun moment-to-moment gameplay. Main thing with that was everyone is a squad, and the AI handles whichever members of it you aren't driving. Honestly super satisfying for that reason, since you feel like you're killing a shitload of guys.
>>
>>2424957
>simultaneous execution
Like, getting a doublekill off death row prisoners?
>>
>>2424820
As another anon mentioned, Dominions is a good example, further the AGEOD games are a prime example.
>>
>>2424820
>Never heard of that shit
m8
>>
>>2423257
>>2423301
>>2423866
aright, been playing a bit for a couple of days, and made some progress. Smoke is useful, truly, but managing actions is the key. Is there a way to manage TU individually or is it a squad wide thing?
the 40k mod is quite unforgiving, but fun. Failing a couple of missions early on fucks up the whole thing, now I'm facing Chaos marines every time with only scouts and might have to start from the beginning. Guards are shit
>>
>>2425188
You have the buttons to the left of your character's health, stamina, etc bars for managing TU. They're useful, but you'll mostly need to be doing the maths in your own head to properly maximize your units' TU.
>>
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>only 2 gals and a gnome operational
>game is throwing a million missions at me

For being super soldiers these bitches sure do need their beauty rest
>>
>>2425037
Yes? I had never been exposed to this "wego" term before reading that wiki article.
>wego
>igougo
I don't even wanna look up where these originated, it sounds painfully like millennial internet slang from late 90s that I had missed back then, thankfully. Otherwise I might have been using it.
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>>2417141
>Work in Porgress
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>>2425445
Those are decades-old well-established terminology, dating all the way at least from the days of tabletop wargaming and D&D.You complain about about a lack of established terminology, and then turn around complain about that same terminology when you do hear it, saying that you've never heard of it before. Crazy.
>>
>>2425491
You make some good points.

So it's common in tabletop context? I avoid that like the plague.
>>
>>2425496
It's common enough that searching for igougo and wego turns up hits in the /v/, /vst/, /vg/ and /vrpg/ archives, and nobody ever felt the need to explain it or ask what it means. After all, how many articles on actual real video game design do you read? Probably none at all. Video gaming media is all surface level, you're never going to stumble across a youtube video or PC Gaming magazine article of Julian Gollop saying "So I weighed the relative remits of IGOUGO aganst WEGO and decided on this because..."
>>
>>2425522
>its common enough to be everywhere
>youre never going to find it unless you read up on video game design (except from pc gaming magazines)(???)
Getting mixed messages. But it seems quite rare to me if searching a huge archive like /vg/ only gets a handful of hits.

Anyways, the original point remains untouched. There isn't a well-established term. Wego was just one of many listed on the wiki page for timekeeping systems. The games aren't listed as such. Not by their devs, not by their marketing or storefronts, not by wikipedia, not by their communities or user tags.
>>
Lamias don't really seem to have a use case and the paperdolls are aggressively ugly. I skimmed the tech tree and they don't get many armors either. Is there any role for them? Naked sneks can go in smol race missions but I don't see why not just use gnomes instead.
>>
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I'm a total noob to xpiratez, got any tips?
>>
>>2425676
Play the base game first if you are not familiar with it.

Then GO IN BLIND because that's the best and something you can experience only once.
Go in, and go in, and go in like the US Marshall and his three daughters.
>>
>>2425687
seconding this, your first blind xpiratez game is special and you should experience it to its fullest. learn the controls and how the game plays from vanilla first and once you think you've got it, just dive right in and accept everything that happens.
>>
I think I'm incapable of not savescumming
>>
>>2425813
and that's okay
>>
>>2425813
Savescumming doesn't have to be a negative thing. I enjoy replaying fun fights to try out different dumb things in many games.

But if you're savescumming your ass out of every setback and inconvenience, that will diminish the experience. But it can also save a lot of time, so, ehh, whatever works for you.
>>
>>2425813
If I savescum I know I'm going to win 100% of the time and that's a little boring but you do you m8 don't let other people tell you how to enjoy your game.
>>
>>2425868
winning and losing only has any meaning in xpiratez in the first, say, year of a run. past that, any and all setbacks you experience is just that - setting back progress towards an already inevitable win (or, more likely, you quit the game before finishing).
>>
>>2425674
They move at regular (4) TUs in 6/8 TU terrain. That makes them a godsend in deserts
>>
>>2425674
>Naked sneks can go in smol race missions but I don't see why not just use gnomes instead.
Lolis aren't expendable.
Do sneks have anything over gobbos?
>>
Whats special about Damsels?
>>
>>2426091
The DILDOs generate a purple chip every mission in their default outfit and if I recall have transformations that regular peasants don't have access to.
>>
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>>2425813
Finding out the contents of boxes and other containers isn't determined by the RNG on item spawn but on RNG at the moment the task to open them finishes severely damaged my enjoyment of the game.

Finding out that going to the Craft Preview screen ticks the RNG made it even worse
>>
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>all my gals losing their fucking minds because they havent stabbed something in 5 turns
>cant find the last fucking guy
>bug hunt mode turns on and its some fag stuck on the other side of the map in a dense forest

Its times like this my rose tinted goggled get a bit more smudged
>>
>>2426643
In such situation I either suck it and send someone all the way back or just say fuck it and press ctrl+d, depending on mood.
>>
>>2426643
There should be a toggle option to consider a fight "won" if bug hunt mode is on and neither you nor the enemy have seen each other in X number of turns.
>>
>>2426697
>>2426643
just leave?
>>
>>2426643
>>2426697
There are settings to tweak how early bug hunt mode comes on and how many enemies need to be left alive for it to happen. The default xpz values for those are a little harsh imo
But if it's late game or it's a mission where I'm running around in armor way above the intended level for the mission and I'm in no danger anyway, I'll ctrl+d, ctrl+x like >>2426663
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>>2426535
There's a savescumming setting just for that.

Well, shit.
>>
>>2426080
>Lolis aren't expendable.
True, but those smol races only missions have enemies like giant rats, vampire bats and ratkins while gnomes have gal-like health pool. But yes I bring lokks as bait along too.
>>
>>2426535
I reroll the arcane/mystery boxes or whatever spawns simulacrum parts, getting one completed is not happening otherwise.
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>>2426894
Sewer and old metro station missions are smol only too.
>>
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>>2426714
I'm not taking an L on a fucking Vampire Castle mission 40 turns in because there's a single ghoul embedded in an inaccessible 2x2 cell -3 Z levels deep in the dark and surrounded on all sides by ten fucking feet of bedrock.
>>
>>2427005
what does H do
>>
>>2427011
>>>/h/
>>
>>2427018
oh dear
>>
>>2426714
>just lose the mission bro

how about no
>>
>>2427064
>ctrl+d, ctrl+x
just win the mission bro
>>
>>2425674
Dio added them out of spite really so don't expected anything good from them.
>>
>>2426697
Actually good idea. There should be button with Claim Victory when this happen.
>>
>>2427634
why does he hate snake bitches
>>
Am I missing something here? I have 70 workshop space exactly, using my drill says it needs 70, but when I try to use it, it says I dont have enough
>>
>>2427702
it needs 70 space, which means you actually need 71 space to assign anyone to work on it.
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>>2427706
no...
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>>2427707
worry not dear anon, the lowest level storage building adds 5 workshop space iirc
>>
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Stupid ass Shambler trapping himself on a iceberg
>>
I can now make fatties - are there other late game guns that are worth making/buying?
>>
>>2428308
mp lascannon for anything fatties can't handle
>>
Does my startpos matter in XPZ?
>>
>>2428327
its basically the only mod where your startpos matters lol
>>
>>2428327
beginner? if so, all you really need to know is do not start near the Theban Hive.
>>
>>2428337
why not
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>>2428338
it causes some early gov't raids on your base that will absolutely rape your shit and possibly end your run, almost definitely if you're new to the mod.
>>
>>2428308
I like snuffy and splatty a lot. The sniper is obviously useful and has two snap shots and shotgun is something you give to psi rods if you use that strategy so they won't hurt your team mates much if they get mind controlled.
>>
>>2428308
You give an MP lascannon to your power armored ogre/hero and watch them melt things, it's basically necessary on the black sun missions because hanabus will erase you from existence unless you do the same to them first
>>
>>2428621
Piratez endgame missions are all such an unfun dogshit, I swear. It's part of why I never bother to play after higher studies and just restart.
>>
>>2428621
Eh, I don't really use MP lascannon much. Didn't need it in the nazi moon base.
Just have it as backup weapon on chorts. And even that choice was just "hmm these gals can carry a lot but they have no inventory, what's heavy and doesn't use ammo"
>>
Where can I meet academy provost and/or a guildmaster besides MERC.com pickup point?
>>
>>2428905
Both appear in an academy base.
>>
>>2428910
What's that?

Only ever had SG, MERC, rimrider or Tleth bases
>>
>>2428923
Every faction can build bases, including the Academy.
>>
Wow I hate base defenses
>>
I wish a building turned the basement goo into something that immediately puts whoever steps on it to sleep. Think the pink deserts
>>
1st airfield in Xpiratez, was it worth losing all my peasants and damsels for that shithole?
>>
>>2428925
Hmm so which academy ship I shouldn't shoot down for them to plop a base?
>>
>>2428973
Uh, no? But now you know to bring something vs. the turrets.
>>
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>waiting for MIBs to step up their game
>four MIB outposts appear within weeks of each other
Oh lawd have mercy, the harvest is going to be bountiful next season.
>>
>>2428973
the intended reward is usually kind of shit, the only thing even halfway decent you can get out of it is the mig-25. horizon I think it was called. the only reason I like doing the mission anyway is because it can give you tons of score
>>
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>armored car parked right in front of the ramp
How convenient
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>>2428905
Besides faction bases, hotrods and high tier ships carry leaders. I don't recall ever seeing a guildmaster in the wild, but I keep racking up provosts from Academy ships like science vessels.
>>
>>2429011
Huh. I stomp science vessels regularly and there's never a special looking dude or gal there. They dont wear assault armor?
>>
>>2429011
>provosts from Academy ships like science vessels
Are you sure that's not a scientist? Because I can vouch for anon >>2429058 I've done science vessels like hundreds of times and I've never seen a provost there.
>>
>>2428992
You won't prevent a base. When you see a cruiser it's almost certain a top tier vip will be there.
>>
>>2428992
When the swarm of ships appears, a base will pop up the moment one of the ships land. And the ships are generally so numerous and powerful you're unlikely to shoot them all down.
But attacking the landed ships will get you a fuckton of loot AND you still got a base full of score, so double the loot.
>>
>>2429009
>miss
>reaction fire kill half dozen peasants
>>
>>2429261
they wont be expecting the tactical reload after that
>>
Is it a bad sign that enemies with blue shields are starting to get common and the only real ranged answer to them that I have is the Arena Slaughter Cannon? Am I behind the tech curve?
>>
>Airbus + Big Bird
>Airbus + Lil bird
>Big Bird + Lil bird

Which should I go with?
>>
>>2429647
Keep the airbus, it gets range extension mods

Helis are useless
>>
>>2429231
I saw this behavior before I started recycling enemy bases, but I never saw academy doing it
>>
>>2429633
Blue are nasty. EMP weapons are an early solution, and voodoo pros casting shield overload come shortly after
>>
>>2429676
Should I just ignore early game intercepting
>>
>>2429678
EMP doesn't do that much to blue shields, most accessible solution is just to wear it down with lasers
>>
Havent played Xpiratez in years, why has he replaced so much art with AI slop?
>>
>>2429062
It's not every time, but I've absolutely seen a provost on a science vessel before. Probably a smaller (or maybe no chance) of them being there if you shoot it down vs force it to land or catch it with it's pants down.
They're also, at least sometimes, on the !Campus Carnage! mission if you have those unlocked
>>
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>>2429705
I'd prefer decent gens over crude FO3 screenshots and MSpaint edits, but a lot of the shit he's throw in is absolutely "it is 2023 and I don't know how to prompt"-tier.
>>
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>>2429696
I was just about to post that emp does 250% to blue shields and using lasers on them is dumb, but it turns out I was thinking of red shields
>>
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>>2429737
>daze, chem and bio bypass blue shields, but do 0 damage against machines
>most blue shield users are machines
>>
>>2429730
Daz and shitty fallout screenshots is SOVL compared to baby's first gens
>>
>>2429750
DO pack a spell tome with shield overload

Also electroswords feel almost uniquely good, are they secretly op?
>>
>>2429705
It's funny how the mod was filled with mishmash of random pictures from even more random sources and it was fine but once AI slop was put in it stood out like a sore thumb 10 times worse than any image beforehand.
>>
Sex with catgirls
>>
>>2429737
>burn and heat are two different things

Huh
What is heat then, if burn is fire?
>>
>>2429890
Heat is environmental effect, like being in a jungle, fire is what you get if you're hit by a flamethrower.
>>
>>2429750
>daze, chem and bio bypass blue shields, but do 0 damage against machines
Ahem, chem does fine against machines. You just aren't using enough of it.
>>
>>2429750
>the fucking annoying turrets at priss site are easily killed by warp damage
>dio gives them purple shield
He likes to troll people.
>>
>>2429851
Calm down gray codex
>>
>>2429851
>Also electroswords feel almost uniquely good, are they secretly op?
It's a strong melee weapon but op? Nah.
>>
>>2430206
It's like in a sweet spot. Claws are strong but a bit slow. Cutlass is fast but hit and miss if stats are off. Plasma is slow and plasma. Beam sword is low damage sometimes. Medical slicer is mid. Vibrosword is good but an early item. Vampiric is meh. Everything else is either too slow or too weak, but with electro I enter a room with 4 star gods and they start their turn as heaps on the floor.
>>
>>2430366
the problem with medslicer is that it scales off bravery, which means it's only really good on gnomes
>>
>>2430385
And admiral outfit.
>>
Does anyone have any interesting submods for XPZ
>>
>>2430967
yeah
>>
>>2430418
codex-specific...
>>
>>2430967
I made an entire suite of personal use submods. A submod removing the negative penalties from condemnations, one adding certain workshop recipes, one overhauling the damage of most of the weapons in game to be less lethal, making handheld shields deactivatable, making catgirls all start with random japanese names...
>>
The "shoulder launcher" is actually just a gun, isn't it?
>>
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>t'leth

Ok I thought I was done with this bullshit back in TFTD - I still am. Back then I could comb through lvl2 at my own pace, but now freshness is a stiff limiter. I figured I should rush the surface access - got it. But then the battlefield is too complex downstairs, at least for the number of people I can suit up into something decent.

Which means the battlefield should be simplified. And I can make two to four backpack simplifiers from the soviet plutonium. I expect vertical simplification first and foremost.

Now, the question is the delivery, and placement. Is there an inventory in a technovator scarab drone? I can buy dolls but I'm not comfortable sending them one way (but I might). And should I wait for syns as non-expendable part of the team?

And does it blow - up? Or up and down?

And do the bases have items or loot that are important for tech tree?
>>
>>2431212
yes, scarab drones can carry a single landmine's dimensions of items.
>>
>>2431216
Horizontal? Thats no good
>>
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>>2429730
>decent gens
Dio have no time for that.
And I used to think that Dio actually had decent taste.
>>
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>>2431212
>And should I wait for syns as non-expendable part of the team?
If you're planning to bring syns underwater, also wait until you have armor without massive electric vulnerability.

>And do the bases have items or loot that are important for tech tree?
Nothing plot-critical IIRC. Just some deep one stuff.
>>
why does xpiratez have like a million early game weapon types that you replace within a month
>>
>>2431256
why not?
>>
>>2431256
So you can have a fun noob experience just testing random shit you don't even have researched yet
>>
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>>2431248
Yeah, this definitely falls into the latter category, a half-step removed at best from the first round of "Will Smith eating noodles" memes.

You'd think this mod would be a functionally perfect use case for AI art integration; it's free as dishwater, requires an absolute shitload of individual "candid scene" art assets, and the creation of a few custom Heavy Metal+Anime LORAs to maintain a consistent asset style should be a comparatively simple affair, one pet autist with a decent workflow and the right kind of OCD could knock this out in a month.
>>
>>2431268
There is one (1) AI fag who posts in this thread and his slop is just as shit. Knock this out in a month my ass, Dio will spend over a year to do this himself or this doesn't happen at all. No one else can be fucked to do it because it would have happened already otherwise.
>>
>>2431301
>no one else can be fucked to do it
That's the surprising part for me, but I'm not familiar in the slightest with Dio's dev cycle or his network of supporters.
>>
>>2431268
There's already plenty of models for heavy metal magazine style.
But the problem with models is the same as AI in general: >90% of it is slop.

It's just the curse of the generative AI. People who have zero useful talents flock into it, excepting it to be a cheat code that lets them stop sucking. Then they spam their garbage, lacking the intellectual faculties to see that it is garbage.
>>
>>2431256
You have to arm early game enemies with something.
>>
>can buy super charging lasers from Jack
Oh yeah baby! Now my problems are going to have problems with me.
>>
>>2431497
14mm antitank rifle carried me until roughly 1/3 of tech tree
>>
>>2431301
That is mainly because dio is absolute cancer to work with. He should change his name to Toxine as that would fit him better.
I guess its effect of spending decade+ on discord but still.
>>
Wow these lamias really are ugly as fuck
>>
>>2431773
Good maybe we won't have any snekfuckers this time around.
>>
Whats a good early game solution for turrets when I've got next to no RPGs?
>>
>>2431919
I assume you mean the zeppelin ones and such? Hammers. Throwing hammers if you don't have good stamina/strength/tu gals to wield normal ones.
>>
>>2431919
Have you considered running away?
>>
>>2431919
Flamethrowers. Sneak a camo paint cat at night right next to it. It should go down in a single turn at full TU (two volleys)
>>
>>2431941
But...I have no catgirls
>>
>>2431919
Gal with anti-tank hammer. Grenades and molotovs. Shooting it with a gun with the biggest damage numbers you can find, a deagle can slowly kill a zeppelin turret. Or just run away and come back with proper guns next time.
>>
>>2431965
Gal/peasant with camo paint can probably do the same job if you move her to the edge of flamethrower range. Or if you instead have long range flamethrower just plink at it over several turns with it.
>>
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>Found a whole crate of these in June combined with my gals in aggressor armor
>Even found ammo for the GL

I feel like a god
>>
>>2432095
Felt the same when I found CAWS with AP
>>
Anyone here plays jack sparrow? Did the difficulty ever evolve above building 4 overcharged radars to stop missiles or is that still the way to go? I haven't finished a jack sparrow run in years and I'm getting the itch again.
>>
>>2432318
>missiles

is this a real threat? I remember the mechanic being explained but then it never happened
>>
>>2432337
>is this a real threat?
On jack sparrow very much so, outside of that not really.
For jack sparrow at month 6 you will get a guaranteed missile strike and if you're not ready it will repeatedly bomb your base until it's mostly rubble, this is why you build 4 overcharged radars as this is a 100% guarantee of stopping tier 1 missiles.
For all the lower difficulties the missiles only show up after you successfully complete a space mission I think it's called disrupting transmissions. HK-117 will start spawning and start looking for your bases but by that time you can probably shoot them down and never see missiles.
>>
v.o1 19-Jun-2026 Reincarnated In Another World But Everything Here Is AI Slop
- OXCE update to 8.6, 26-Apr-2026
- AI art project, major overhaul of Bootypedia/cutscenes to replace random images with stuff more aligned with my vision and less cringe (mostly by myself, some by Marza).
- Fix: Armor resistance no longer influences damage to shields (probably)
- New missions: Easy Work Camp (male path only), Lamia Enclave Raided, Endless Mansion
- New weapon: Cursed Pistol
- New armors: (thanks to Solarius & Brain) Lamia Hoplite, Lamia Bronze, Lamia Tac Suit
- New facility: Tactical Center (thx to Magic Skeleton for suggesting it should be Captain Soreass building)
- New maps: Commercial (1), Forest (1, by Solarius), Port TFTD (1, by Solarius)
- New commendation: Airgal
- New training: Runesmith
- Hidden Expanse, Rogue Fields and Cental Asia start buffs
- Weapon piles no longer spawn in Shadowrealms and some inflitration missions like Mansion and Terminal Terror
- Shadowrealms missions now despawn even if targeted, timers shorter
- Harvester & Revolution HQ somewhat more expensive, Peasant Revolution gets some negative events
- Rolled back Little Bird nerf, but +1/3 cost to research
- All the necroplanes from Bandit Airfields now available from Necroplane Parts Recycling, but harder to build/research
- Spawner fix
- RMP fixes
- Minor fixes (thx to Flyte this month)
- Some updates
>>
>>2432403
Haven't had a chance to download it yet, but I'm guessing those new armors are to bridge the giant gap from chainmail->azure that sneks have at the moment?
>>
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Well its a bit better
>>
>all the images are eventually gonna be AI

The enshitification of Xpiratez
>>
>>2432496
based, fuck the unc nostalgia garbage with zero consistency
>>
>>2432496
There are only so many Heavy Metal issues.
>>
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Central Asia now gets 4 free sneks in Bronze Armor
>>
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>>2432796
>>
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>>2432799
Shielded lamias look like fun early game tanks
>>
>>2432818
Lamias are supposed to have decent throwing so it looks like prime javelin chucking armor.
>>
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>>2432824
Yeah they all start with good throwing, and some great bonuses
>>
>>2432796
Imagine if that area had a special lamia unit, like how Thebes has both a special peasant AND a special catgirl unit.
>>
Looks like Dio got rid of the free brainer ticket from the pharmacist
>>
>>2433010
>making researching even more tedious and slow
will this man ever stop?
>>
>>2433020
He will stop when the research tree is too big to be loaded into memory.

The bad news is that OXCE data structures are very lean.
>>
>>2433020
https://openxcom.org/forum/index.php?topic=12933.0

I just ended up downloading and using this, but cutting out the gay ezmode buffs and just keeping the early game research compression
>>
>>2433024
holy fuck i needed this
>>
>>2433010
I've read a little of the matrix conversation and apparently it was cut due to being a meta/knowledge check and to reduce the need to use tech tree preview for first time players, so that's a good thing.
>>
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>>2433023
It is not over until Earth becomes a hellerium Dune

Why stop at Mars?
>>
>>2433065
isnt the obvious choice then to just start with +1 brainer
>>
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>>2432403
>Tactical Center
1x1, 1 per base, 4% global detection range (Revolution HQ is 3%)
>>
>>2433113
*4% global detection chance
>>
Is there a list of base functions which enables manufacturing of every item that can be manufactured?
>>
>>2433176
See ##SERVICES in xpedia
>>
>>2433197
That is the list of all possible services. Not all services are needed for manufacturing.
>>
>>2432403
>AI art project
oh fucking fantastic, so it's going to lose ALL of the soul
>>2432593
pretty sure there is effectively unlimited anime art on the internet, it's not just heavy metal
>>
why do lamias have no FUCKING tus
>>
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I like the new snek stuff

Now if only they were cute(besides like 2-3 options)
>>
>>2433290
It's a short list, you'll figure it out.
I think the only exceptions are radar and prison type services.
>>
>>2433605
I think some of the slave creation recipes require some of the prison services to manufacture. Halfwits, for sure.
>>
>>2433818
No. I mean, the services litsed in xpedia cover a couple of different underlying game systems.
- Basefuncs for unlocking specific research/manufacture/facilities/market deals. Most services are just this.
- Storing specific units. Prison and Kennel services in XPZ. Not implemented a base function provider and thus they can't be used to unlock stuff requiring a specific base function.
- Hyperwave decoding. Hyperwave service in XPZ. Also implemented as a basefunc, but IIRC its ID is hardcoded to provide the hyperwave decoding capability.

Halfwit manufacture requires the dungeon service. The dungeon facility provides dungeon, dojo and prison services.

In any case, the xpedia service list is a very handy way to check them out and cross-reference whatever you need. Almost all normal services in XPZ unlock manufacturing.
>>
>>2433113
>4% global detection range
Finally a reason to not play the peasant revolution, gotta try out cats or bugeyes.
>>
>>2433854
Shame it's no fun allowed captain exclusive.
Btw does starting in snek providing region locks you from getting cats? Or vice versa? Because I heard they are mutually exclusive.
>>
>>2433854
>>2433860
Everyone gets global detection in the lategame anyways. And radar ranges are so long these days you don't even need it, it's just QoL
>>
>>2433862
>it's just QoL
A pretty big qol when ships slip between the one pixel between your radars and you keep getting spammed with interception windows. Enough for me to only play peasant revolution just for that one qol.
>>
>>2433862
>lategame
So never. At least for me. Because lategame sucks.
It's huge qol because it eliminates billion popups when ship goes on and off radars, and clicking ignore doesn't do shit.
>>
Guess I'll be waiting for the inevitable hotfix for O1 and then it's jack sparrow time.
>>
>>2433867
You can ctrl+click the ignore button on an craft alert to ignore it for real
>>
>>2433923
I know. It doesn't do shit because it resets when it drops from radar and appears again. Also fuck doing it for every single shipping in the game. There will be like a thousand or more during a run.
>>
>>2433860
>Btw does starting in snek providing region locks you from getting cats?
Nope
>>
What makes Lamias special exactly? The lack of crouch is brutal
>>
>>2434197
They move at 4 TUs in 6/8 TU terrain, like sands or sludge
>>
>>2434197
>The lack of crouch is brutal
You guys use crouch? All it does to me is block my los on a shot I could have taken otherwise and waste a bunch of TUs.
>>
>>2434247
Bro? You do realize that crouching has fairly significant accuracy boosts and also makes your profile lower, allowing you to use boulders and other half covers more effectively?
>>
>>2434258
>fairly significant accuracy boosts
15% boost may as well be placebo in context of this game. Crouching is a big waste of time.
>>
>>2434262
anon... you can use something other than pistols... open your inventory
>>
>>2434197
they are almost as ugly as the lokks
>>
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>>2434407
Thats why I just throw the Gal faces on them

Could be a bit slimmer tho
>>
If I'm upgrading saves from the previous edition, do I still need to open the save file and add the new mission types?
>>
>>2434475
No
>>
>>2434522
Bless. It's annoying.
>>
Gal smell
>>
Gnome smell
>>
DIRTY *breathes heavily* LOKK SMELL
>>
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I like to imagine gals get bigger as their capabilities increase until they are like 8.5 feet-tall.
>>
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>>2434426
>>
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>>2432403
>Reincarnated In Another World But Everything Here Is AI Slop
>>
>>2432403
>AI art project, major overhaul of Bootypedia/cutscenes to replace random images with stuff more aligned with my vision and less cringe (mostly by myself, some by Marza).
Has anyone made a comparison of the changes?
>>
>>2434634
I will check but it already was full of ai slop(extremely low quality)
>>
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THE POWER OF AI or rather ai force or like they say in germany künstliche Intelligenz waffe
>>
>>2434644
Thanks, if you could post each old/new image that'd be great. Or put them into a collage if you don't want to imagedump.
>>
>>2434661
eh, that is more of the effort than I am willing to spare
so far from what I can see, the new style is more anime-like(from lack of better description) than plastic porn like that was used before but its not especially good(even if its little better) and there is still plenty of previous slop
>>
>dio gave all the AI gals bush

Ok, I accept the AI slop
>>
>>2433866
>>2433867
Doesn't ctrl+ignore ignore a shipping for good?

And I don't get why you people make such a huge deal out of something so minor. I honestly don't remember ufo alerts ever being much of a nuisance. How do you play the game? Do you just spin the globe at max speed all the time? Most of my playtime is spent in battlescape followed by basescape. Anything that happens in geoscape is a small part in comparison.
>>
>>2434661
That would be a ton of effort

The new AI slop is much better than the old AI slop, although not all the old AI slop is gone(yet?)

If the AI takeover is inevitable at least hes making it look better
>>
>>2434705
>>2434669
Yeah I've gotten the impression than anything more than shitposting is too much effort for most anons these days.
Factual comparisons of the sloppa are more useful and interesting than hot takes about it.

I'd do it myself again but I won't even have time to play this week.
>>
>>2434717
I mean, you can just open up the files dude, its not like its a big download

its a bunch of work that someone interested could discern in like 2 minutes
>>
Damn Lamias kitted out in bronze really trivialized those burning city missons

Just spear chucked the fuck out of those imps
>>
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Hate to admit it but the AI slop is not that bad.
>>
>>2434679
holy moly you just convinced me to start a new run after all
>>
>>2434933
He seems to be learning how to prompt.
>>
>1st catgirl tourist mission
>its 10 gorillion zombies, slaughter all the catgirls, I was way too unprepared

>2nd one happens months later
>come with 12 gals, heavily armored, fuckloads of shotguns
>its just like 14 rats

Mission RNG is nuts
>>
>>2432403
If I update my client will it break my saves?
>>
>>2432403
why is lamia bronze armor in the store from the start? I am still seething about my bugeye play through because i didnt get ANY clothing for months in the beginning
>>
I have never played Xpiratez or Xcom Files, what should I start with?
>>
>>2435684
base game, after that either is fine
>>
>>2435687
I played the base game with a bunch of QoL mods already, so that's not what I am asking.
>>
>>2435684
X-piratez is the better mod but if you're offended by tits you can play xcom files instead which is more in line with the original.
>>
>>2435694
No, I love huge titties. I heard Xcom Files has some issues like tech tree progression that goes nowhere/dead ends, and weird requirements to unlock some techs. Does Xpiratez have the same issue? What should I be aware of starting out?
>>
>>2435696
X-Piratez has a positively labyrinthine tech tree, but it's okay because it's badwrongfun in general and the time constraint to be up-to-date to certain points in the tree are much more lax.
>>
>>2435696
tech in piratez is way worse, getting cucked because youre missing items, ten trillion useless techs...
>>
>>2435696
>tech tree progression that goes nowhere/dead ends
Is that really the case? Pretty much everything leads to something even if it seems insignificant at first. Sooner or later you will research everything and have idle scientists, I don't think it's a real issue.
>weird requirements to unlock some techs
See above, those weird requirements are not dead ends.
>Does Xpiratez have the same issue?
To an extent but again I don't see it as an issue.
>What should I be aware of starting out?
Don't sell menacing hull or the tiny drill, don't read guides but read everything in the game. You can only experience the mod for the first time once, being lost and confused is the intended experience.
Don't start the game on easiest or hardest difficulty, pick one of the middle 3.
>>
>>2435696
The tech tree in Piratez is fucking enormous. Possibly moreso than Files, even. But also that doesn't really matter. You are under very little time pressure. Pretty much all the "Scarier shit shows up" thresholds are prompted by your own research. I think some of the "endgame" faction UFOs start showing up in year three or four, even f you haven't unlocked them by then, but if it comes to that you have clearly just been dicking around anyway. Files by contrast, you really want to have certain techs before the invasion kicks off.

Anyway, I would suggest going in blind to Piratez. You only get to play it for the first time once. The only thing I would say is that you definitely want to recruit as many Brainers as you can, even if the price seems daunting.
>>
>Just got my first armored car

Guess I'm on easy mode until I regularly see AT guys
>>
>>2435684
final mod pack
>>
Anyone know why I cant replace my still?

I have nothing manufacturing and all it says it gives is runt work space
>>
>>2435874
It provides still service that other facility may need, eg. if you have mess hall removing still would be impossible.
>>
>>2435880
Ah thatd be it then, thanks
>>
>>2435855
Already played with it, it's great.
>>
>bring ol revolver to shambler hunt
>0% chance at fan fire
>hit 6 times in a row
>awarded 5 lady luck medals
>>
>>2435917
I think Ive literally never used fan fire, never had a situation I wouldnt prefer to just use the TU to get in melee
>>
>>2435931
yeah, it's a bit silly, I think
>>
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I've had the MiB commander and Alien Vocabulary researched for over a year and the Arbiter hasn't showed up yet. I've literally got nothing left to research. I wanted to see if something wasn't broken with the game and if it would show up eventually, so I made a save, and I just let the time pass on the geoscape. It showed up in a month and a half. So
i loaded that save, and played seriously for a few months, and it didn't show up. The game is messing with me.
>>
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I love my snek knights
>>
>>2436010
if only they were actually this cute, huh?
>>
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>>2436017
Honestly I think I'm just gonna make a mod that replaces all their upper bodies with Gal ones
>>
>>2436024
you know what, I'd be fine with this.
>>
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I guess you need to save the file a right way
>>
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Turns out paint.net removes the built in palette in the file and fucks it up
>>
>>2436044
cool beans
>>
>>2436044
>mersnakeman, or reverse mersnakeman?
>>
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>Using black as a mask to cover hair works fine on the hoplite armor
>Just comes up as white on chainmail for some reason

This ended up being way more difficult than I thought it'd be
>>
>>2436083
yea, its a mess for some reason
>>
>>2436083
Palettes are fucking a nightmare to work with. I've had to use a combo of photoshop CS6 and GIMP+some custom OXCE plugins some guy made on the forums to actually make this shit marginally efficient.
>>
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Do you love slithering snake bitches?

Do you wish your frontline sneks could also be cute?

Do you wish that Lamias in XPZ didnt look like some kind of mutant hunchbacked tranny freaks?

Then look no further as I have the mod for you: Sexy Sneks - https://www.mediafire.com/file/g3qwtpykkjmgbb5/Piratez_Sexy_Sneks.zip/file

This took far longer than I wanted it to but I guess I learned some stuff about OXCE modding. I tried my best to stay as close to the original look of their gear as possible and picked whichever Gals I think are the cutest/hottest/most interesting to use as presets. I may come back to this and try to make them look more snake-y or just have original non-gal looks but for now this appeases me.

Lemme know if you notice any issues, I saw that because I changed the position of the sprite, the little avatar in battlescape is now positioned incorrectly and has most of their face and their tits in full view, which I think is funny enough to not spend half an hour trying to find out how to fix it
>>
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>>2436296
Nice. I'm an XCFag so I won't have a chance to use it, but I applaud every move made to unfuck bad mod dev decisions.
>>
>>2436024
this needs to happen
>>
>>2436296
amazing, sometimes things do happen
>>
>>2436296
Nice, anon. Now I can stop pretending this half of the update doesn't exist.
>>
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>>2436296
Looks pretty slick, nice work. For the avatar, there is an x and y offset setting you can tweak to pick where it samples the face from: avatarOffsetX and avatarOffsetY. I agree it's funnier to just leave it showing cleavage though

I'm trying something similar but in the more degenerate direction. The paperdoll, pedia entries, and little face display in the battlescape ui are all easy enough, but battlescape unit sprites look like they're going to be a real pain in the ass. I'm using ai sloppa for the paperdoll sprites but I don't think that's going to work for the spritesheet
>>
degenerate furry snakefuckers need to go back to nucom and stay there, preferably forever
>>
>>2435917
that % isn't chance to hit
>>
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>entire point of the update was to replace art with AI slop
>he didn't even replace all of it, so there's still no consistent artstyle
>>
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>>2436569
Yeah, it was a pain in the dick. On the plus side, you only have to edit the spritesheet once, and the game handles dynamic skin/hair colors (or, scale/underscale colors in my case) with text file edits.

>>2436612
Love you too anon <3
>>
Roughly what should I be rocking to be 'ready' for my first base assault?
>>
>>2436612
Agreed. But you gotta admit it is hilarious to see what really motivates these coomers.
Years of bitching and moaning about AI yet nobody actually does anything about it.
Then the moment you get lamias everyone's modding the shit out of them.
>>
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>Getting mad about coomers in what is basically the Xpiratez general
>>
>>2436696
thats most of /vst/ because the loud minority here has erection problems or something
>>
>frogposter
>retarded
Name a more iconic combo.
>>
>>2436613
Obviously, or he wouldn't have hit 6 times in a row.
>>
>>2436689
Without telling us which mod or which faction you're attacking it's impossible to tell.
>>
>>2436774
It was a church base, ended up going in with 12 gals in tac armor and alpha rifles and handled it
>>
>>2437134
Even the Chrysalis, which generally laugh at rifle rounds?
>>
>>2437146
Alpha rifle rounds are AP by default and seemed to take them down with enough volume of lead



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