>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.>Gamehttps://www.gog.com/en/game/xcom_ufo_defensehttps://openxcom.org/downloads-milestones/>Modshttps://mod.io/g/openxcomhttps://www.moddb.com/mods/x-piratez/downloads (XPZ)https://mod.io/g/openxcom/m/the-x-com-files (XCF)>Resourceshttps://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:>>2451096
First for sweaty jumpsuit sex with busty rookies.
it's incredible that as much as dio hates catgirls, they're still amazing
>>2464977The xeno armor stays *on*
X-Com Files 4.1 is finally out. Anyone who actually cares has already been playing the dev version on github for months, but whatever
>>2465147What's new?
>>2465154more bloat
>>2465156amazing, how does he do it
>>2465106my only wish is for there to be some more options for them in the tech tier between guerilla and neko combat armor (that are actually craftable)
>>2465166true, but a handful of naked catgirls with shivs can easily carry you through to midgamethey have their place in the menagerie
>>2465154Silly sniper buffs, commendations for air combat are a thing now, new map types, and a bunch of QoL stuff. Nothing super noteworthy.
>>2465106why does dio hate catbitches
>>2465185They weren't his idea and he hates that they are popular.
>>2465183>>2465147>still can't outright buy veterans yet>all you can do is buy a lottery ticket once a month to maybe get a guy you want>still easier to randomly hire random fucks at jobcentre and screen them>>2465185it was a donation reward/requestthey're still insanely good despite the nerfs
>>2465187>>2465186damn who donated for ugly ass snakes
>>2465198Xcom 2 snekfags, of course.
>>2465199>>2465198>donate for vipers>get lamias as a "fuckyou" from diosuch cruelty
>>2465201this is what snekfags deserve, desu. based schizo
>>2465202>denigrating snakepussyyou niggeryou interstellar nigger
>lost a heavily equipped interceptor downing a bomber but got the plasma spitter parts I neededacceptable loss, I think.>>2465106They're still the only unit that has piloting outfits, I use them alongside a gnome for optimal interceptors
>>2465222I'm pretty sure the latest schizonerf saw all pilot suits do nothing for pilot skills anymore.
>>2465226>OXCE variable for armor stats to affect piloting skill>the only mod I've ever seen utilize it decides to stopShame.
>>2465227anything to hurt catgirl enjoyers
>>2465226In true pirate fashion I will continue to believe it to be true and not do any verification whatsoever.
>>2465227From the Ashes will save us...
Dio is simply anti-anthro.Lamias and nekomimi are furry-coded.
>>2465246batgirls when
>>2465226>latest schizonerf Nah, it's old as shit. Still a schizo move, believing people would be willing to paypig (especially beyond homeopathic $5 or equivalent) without asking anything in return. >v.N13 28-Jun-2025 The Summer Pain >Piloting Bonus removed from Cat Pilot/Ace suits because it was counting towards Trainings criteria
>>2465250I can't believe it's been more than a year ago already. Maybe my time perception for xpiratez is so dilated from the glacial release cycle.
>>2465251Pace has decreased a lot since 5 or so years ago. I remember how quickly we went from J to K to L. Though, honestly, people who want monstergirls in the game are just furry coomers. The only thing I'd be willing to paypig (were I not a poorfag) would be craft size implementation, to make small hangars usable.
>>2465250I'll give Solar credit for simply stating outright that he'll gladly take your money but he doesn't do requests.
>>2465248>peasants in the Batglad armorDo tell.
>shade vampire bite is a better knockout tool than almost everything elsecrazy how good it is, I was able to knock out a black knight with it
man fuck pogromsi should have just grilled a gnome
What are some optimal base layouts?
I kinda wanna start a new piratez file but it took me like 3 months to get where I am in game. Surprised there isn't a mod or anything that trims the grind.
>>2465698just put the game down and come back in 5 months when you've half-forgotten the early game
>>2465710It speaks volumes about the state of gaming that waiting 5 or so months to play a mod of a very old game has more potential for fun than anything new being made today.
I'm fucking stuck on a tech tree again. Last bottleneck was main base missing a medical service, and when I did build it I got to research technomancer's body, simulacrum organs, learned how to repair syns and got dullahan armor, and that was it. Shortly before that I assaulted PRISS facility and got almost nothing out of it - a blue key to cydonia, a freed aurora (just a slide) and some kind of mars spaceship design which is just a drop pod of sort for very few crewmembers. The missions are becoming very stale - full set of underwater nonsense, MERC base supplies and crackdowns, a stargods messenger/escort/battleship, excavators, fighters and fusion cruisers of the gov (that last one sets me back over a thousand infamy if assaulted, fucking why), mutant cullings by SGs or humanists, villa, mansion, crackhouse, orbital depo, help the lokks against the nars or humans, eurosyndicate governor contract, bandit wartrucks, bogeymen, dark rituals, research bases, some repeating UAC missions and doom monsters trying to enter my bases. I skip half of this.Ninjas I have been letting loose lately, so I started to get small infamy points from gov, which now "feels threatened", but it is still a crawler or an apc every few days, making stops but not spawning any unusual missions. I remember they had pesky MiG airforce, where did that go?Saw an inside ot interstellar freighter once, crushed multiple bases and tleth outposts, had all the high ranking freaks from all factions.
>>2465618Don't put your hangars at the top of the base; the two units who spawn there, in the upper-right corner, are likely to die before your other troops can support them (or spend several turns doing nothing, while they wait for reinforcements). Don't put the hangars at the bottom either, since the enemy will likely run into said units, as they move towards the doors. Place them to one of the sides (pic from previous thread).
>>2465618For xpiratez I do a few things:1. Put living quarters right next to the hangars2. Put my extractor/prison cells/other annoying layout rooms away from the hangars3. Put base defenses between the hangar and plantations in my plantation basesIf you have units spawning in the hangars then that's usually from not having enough spawn points inside the base in my experience
I finally gave up and used save editing to unlock necropirate research
>>2466023I can't believe you've done this. I can in fact believe you've done this.
>>2466034It turns out actually I already knew but I forgot about it I also need a Toxigun which I also have yet to find (I've seen exactly two ghouls in my entire playthrough so far and neither of them had one), but unlike the Necropirate I can in theory get that one by interrogating enough people so I shouldn't have to resort to such means yet.
>>2466044there are a couple more ways to find toxiguns than just ghouls, don't worry about it
>>2465896I've been trying to gain intuition on how to influence the spawn points, and though I can't be too sure, I think I've come upon a few conclusions:1. There might be some sort of spawning priority happening that depends on what buildings you have. Girls are spawned from the top of your list going down2. My impressions on that priority list are, in order of highest to lowest:- Radar rooms- Burrows- Living Quarters- Plantations- Bunkers- Hangars3. I also know non-livable buildings have spawnpoints, such as armored vaults and workshops, but I believe they are very low on the totem pole because I've only ever noticed any spawns in them in my central barracks when I have upwards of 40 girls (and dogs) crammed in one place.4. Priority might be staggered between buildings. What i mean by this is that, for instance, it isn't necessary for the game to completely fill up living quarters to start spawning in plantations. Or, indeed, if you have multiple living quarters, you'll notice they both tend to have people in them, even if you have low population. This is much harder to figure out the specifics on but I believe this to be the case.5. There MAY be a bias as to which buildings get filled up first in terms of their position on your map. I thought I had an idea as to what this may be (I thought it would just be from top to bottom; left to right), but a recent game contradicted this intuition so I'm back to the drawing board.
>>2466189I forgot to mention that sickbays, onsens and spas are also pretty high in the spawning priority - I believe around burrows level
>>2466189got chatgpt to analyse the files to determine spawn priority, this is the version of xpiratez i use from nov 2024.A building contains spawn points with priorities, from 10 to 0. highest priorities across all buildings are filled first then next highest priority etc. the notation used is 10x1 to indicate 1 spawn point at priority 10, 5x11 -- 11 spawn points at priority 5.scroll to bottom:https://chatgpt.com/share/6a7bb4e0-092c-83ec-93aa-90d82d7792db
>>2466258very cool. interesting to see my general intuition given concrete form, thanks anon
>>2466268yeah you were spot on
>>2466258Just some general observations given this new information.- It's a good idea to keep your elites, in particular those who can do well while alone behind enemy lines (catgirls, fat power armored gals) at the top of your list because if you're attacked in a base with a defense cannon, they may find themselves trapped in the control room at the top, as I believe the vent ways are blocked off by grates (I guess you can always smash them open if it's a big gal with a big melee weapon).- Mass Burrows to quickly build out your base has a dangerous drawback of spreading out your toplisters (all of my elites, in my case) potentially 3-4 turns away from the front.- It's a good idea to treat a radar as a base defense and place it forward for the 1 high priority spawn- For those (like myself) having the problem that defensive armored cars in plantation/airbase bases keep spawning in the hangar, it may be worth keeping a burrow to override that priority.
>>2464946I'm always bewildered when playing Xpiratez as to what I should do for a second base, or even just whether I'm building my main base incorrectly. I was thinking about making my second base into a brothel or something. I also don't know how many aircraft bases I should have maintained (it's september year 1)
>>2466337>>2465618 This is my standard layout that I use just to get a base up and running.>3 (weed) plantations>2 hangars>bee hive>outpost>burrows>trap roomsThe trap rooms and bees take care of most things up to government crackdowns.>>2465766Those two actually survived. I guess they spawned there because I only had one burrow and an outpost built at the time.
>>2466340Interestingly, the datamined priority list gives us a maximum number of girls before people start appearing at hangars. Outposts seem to have 4 slots, burrows 2, normal living quarters 7. These are the usual living space buildings I set up for my second tier bases like farms, usually 1 outpost + 1 living quarters. That suggests I have an upper limit of 11 slots before I start getting shafted with bad spawns.This is my optimized farm setup btw. I want to maximize the productive facilities and minimizing the empty 'wall' space, so I finally did away with traps. The first living quarters ends up being the main battleground, with enemies usually walking straight down the middle of the corridor by turn 2. The garrison is amply equipped with melee weapons to ambush them there, while those that spawn in the adjacent outpost/living quarters take potshots. The outpost in particular is good because of its centered door behind which I can set up something like a heavy machinegun on kneel, and have a second girl open the door to autofire at max TU
>>2466337I play on the difficulty below JS and this is what I do:1. Main base is primarily a research base, you don't get more mainframe facilities until late game. I also have my A-team there and 2/3 hangars for craft2. Second base is usually my manufacturing base. Initially it's just a burrow+plantations but it gets upgraded when I have alchemy researched and starts processing captives into slaves3. Third base is the B-team base, usually peasants and lokknars. Triple hangar base with prisons in it for overflow from the main baseAs far as interceptors go, it's mostly what you have access to. Ground interceptors have to be at every base for full coverage, aircars/piranhas have 1.5 continent range, codex craft/jetbikes are global. It's mostly about what you can handle with your current tech, for instance a single snake or jellyfish can handle all crafts slower than runabout speed but you'll need real interceptors or shadowtech if you want to hit bigger targets. Dodge craft like piranhas and jetbikes will get banged up a lot more with pilot nerfs so it's a good idea to have several that you cycle through
>>2465106So as someone that never played any mods of this, which is the mod with the catgirls?
>>2466380xpiratez
Any tips on grinding gnomes better? Other than clearing out as many bloat subjects as possible first.
>>2466505You've got the idea there, the main way you debloat it is to do old earth metros for the books and clear out the fall of earth logs and raid civilian ships until you get the laser weapon parts they're smuggling (energy weapon parts/laser lenses/etc) and most importantly just keep working at it, odds of you getting what you want from them is usually less than 1%
two questions>does "gives one for free" bypass "depends on" requirements?>does "unlock" bypass "depends on" requirements?
>>2466632The answer is the same: there's no consistent rule.
>>2466632"Gives for free" ignores any research prerequisites but may have a prereq of its own (gnome giving shadowtech requires cloaking device, for instance)"Leads to" means it's part of the next research but may not unlock it if there is some other tech that unlocks it (eg human mage unlocks voodoo but voodoo doesn't require a human mage)
>do shit charity mission>nab easy tavern/land deedalways be nice to gobs, i guess?
>>2466679Smalls are Dio's chosen people, so yes.
>>2466679>>2466682honestly, dio is retarded for not 100% capitalizing on the recent popularity of goblin girlsall he had to do was gobbomaxx
>try rosigma, saw a neat video with all the gameplay options>second month, ork base spawns, try and go there and find a wave of vehicles and mega armoured nobs>>half-novice sisters just about have bolters>>>ok i'll tank the -score then clearly meant to come back later>leave and kill aircraft, neat a few hundred score>on the way back a space hulk spawns>>-500 score penalty for despawn>despawns in the time it takes my troops to return from the aircraftOk trying rosigma was a mistake
>>2466834this was my experience as well, this mod seems like some cheese simulator where youre expected to know everything going in and exploit everything to win
>>2466834hulks are terror missions, that's basically ityou get one a month and it's better to touch and dip than to let it despawn
>>2466834Ork bases don't do much, and are a source of good training missions if you shoot down the trukks the bases spawn.Bolters need kraken rounds to penetrate anything thicker than a wet t-shirt.Autoguns with AP rounds are better than bolters. Yes, it sounds like a joke, but it's not.At no point the game tells you any of this.