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File: 1695862908126.png (605 KB, 1125x750)
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>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:
>>2451096
>>
First for sweaty jumpsuit sex with busty rookies.
>>
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it's incredible that as much as dio hates catgirls, they're still amazing
>>
>>2464977
The xeno armor stays *on*
>>
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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
>>
>>2465147
What's new?
>>
>>2465154
more bloat
>>
>>2465156
amazing, how does he do it
>>
>>2465106
my 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)
>>
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>>2465166
true, but a handful of naked catgirls with shivs can easily carry you through to midgame
they have their place in the menagerie
>>
>>2465154
Silly sniper buffs, commendations for air combat are a thing now, new map types, and a bunch of QoL stuff. Nothing super noteworthy.
>>
>>2465106
why does dio hate catbitches
>>
>>2465185
They weren't his idea and he hates that they are popular.
>>
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>>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

>>2465185
it was a donation reward/request
they're still insanely good despite the nerfs
>>
>>2465187
>>2465186
damn who donated for ugly ass snakes
>>
>>2465198
Xcom 2 snekfags, of course.
>>
>>2465199
>>2465198
>donate for vipers
>get lamias as a "fuckyou" from dio
such cruelty
>>
>>2465201
this is what snekfags deserve, desu. based schizo
>>
>>2465202
>denigrating snakepussy
you nigger
you interstellar nigger
>>
>lost a heavily equipped interceptor downing a bomber but got the plasma spitter parts I needed
acceptable loss, I think.
>>2465106
They're still the only unit that has piloting outfits, I use them alongside a gnome for optimal interceptors
>>
>>2465222
I'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 stop
Shame.
>>
>>2465227
anything to hurt catgirl enjoyers
>>
>>2465226
In true pirate fashion I will continue to believe it to be true and not do any verification whatsoever.
>>
>>2465227
From the Ashes will save us...
>>
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Dio is simply anti-anthro.

Lamias and nekomimi are furry-coded.
>>
>>2465246
batgirls 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
>>
>>2465250
I 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.
>>
>>2465251
Pace 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.
>>
>>2465250
I'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 armor
Do tell.
>>
>shade vampire bite is a better knockout tool than almost everything else
crazy how good it is, I was able to knock out a black knight with it
>>
man fuck pogroms

i 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.
>>
>>2465698
just put the game down and come back in 5 months when you've half-forgotten the early game
>>
>>2465710
It 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.
>>
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>>2465618
Don'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).
>>
>>2465618
For xpiratez I do a few things:
1. Put living quarters right next to the hangars
2. Put my extractor/prison cells/other annoying layout rooms away from the hangars
3. Put base defenses between the hangar and plantations in my plantation bases
If you have units spawning in the hangars then that's usually from not having enough spawn points inside the base in my experience
>>
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I finally gave up and used save editing to unlock necropirate research
>>
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>>2466023
I can't believe you've done this. I can in fact believe you've done this.
>>
>>2466034
It 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.
>>
>>2466044
there are a couple more ways to find toxiguns than just ghouls, don't worry about it
>>
>>2465896
I'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 down
2. My impressions on that priority list are, in order of highest to lowest:
- Radar rooms
- Burrows
- Living Quarters
- Plantations
- Bunkers
- Hangars
3. 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.
>>
>>2466189
I forgot to mention that sickbays, onsens and spas are also pretty high in the spawning priority - I believe around burrows level
>>
>>2466189
got 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
>>
>>2466258
very cool. interesting to see my general intuition given concrete form, thanks anon
>>
>>2466268
yeah you were spot on
>>
>>2466258
Just 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.
>>
>>2464946
I'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)
>>
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>>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 rooms
The trap rooms and bees take care of most things up to government crackdowns.

>>2465766
Those two actually survived. I guess they spawned there because I only had one burrow and an outpost built at the time.
>>
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>>2466340
Interestingly, 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
>>
>>2466337
I 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 craft
2. 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 slaves
3. Third base is the B-team base, usually peasants and lokknars. Triple hangar base with prisons in it for overflow from the main base
As 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
>>
>>2465106
So as someone that never played any mods of this, which is the mod with the catgirls?
>>
>>2466380
xpiratez
>>
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Any tips on grinding gnomes better? Other than clearing out as many bloat subjects as possible first.
>>
>>2466505
You'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?
>>
>>2466632
The 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)
>>
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>do shit charity mission
>nab easy tavern/land deed
always be nice to gobs, i guess?
>>
>>2466679
Smalls are Dio's chosen people, so yes.
>>
>>2466679
>>2466682
honestly, dio is retarded for not 100% capitalizing on the recent popularity of goblin girls
all 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 aircraft
Ok trying rosigma was a mistake
>>
>>2466834
this 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
>>
>>2466834
hulks are terror missions, that's basically it
you get one a month and it's better to touch and dip than to let it despawn
>>
>>2466834
Ork 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.
>>
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>>2466834
MFW every single "first time playing ROSIGMA" post ends with this exact line.
>>
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I finally found a toxigun
Industrial printers soon mateys
>>
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>XCF
>haven't played in a few years
>MiBs suddenly have tritanium shrapnel rockets, blaster launchers, and a plethora of Gauss and Plasma weapons
I don't remember it being like this, I thought these fuckers were restricted to low-end laser and mass gear at the most advanced, and tritanium-fed Black Ops guns as their standard. There's even (still) an entire lore article about the MiBs seething that the ayys won't let them have the cool toys, what the fuck happened.
>>
I wanna go gold/grey for the meme. Fun path in piratez?
>>
>>2467176
sol got mad that people were making fun of mibbas and buffed them as an "eat shit"
>>
>>2467381
>Gray
You want to go peasant or male path if you want to use think tanks, otherwise just do whatever you want to
>gold
It's a free-for-all, gal route has some gold specific stuff but otherwise there are no limits
>>
>>2467381
>for the meme
>fun path
meme/fun path means chaos route, which is opposites (all ideas in one captain)
>dumbass/grey codex
>soreass/gold codex
>lazyass/red codex
>hardass/green codex
the chaos gods realize that you're a fucking retard and reward you with insane missions
>>
>>2467636
Chaos saint is the only way I play this nowadays. Maybe I'll try the no codex male meme route people are shilling here next time, never tried that.
>>
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>>2467664
>no codex male meme route
>>
>>2466841
Simply dont go to a base or hulk unless you have a team up for the task. Which you probably dont have in month 1 or 2 if you're entirely unfamiliar with the mod.

You can also just go and check it out and then leave if things look too dangerous to handle. Negative score for one month isn't the whole world (although beating a single large ship can net you 900 score so taking one -500 isn't that bad either).

Pick your battles, train up and gear up.
>>
>>2467664
>no codex male meme route
If you want the true meme experience I suggest starting in thebes on JS for the true dante must die difficulty
One suggestion I have is that you should opt for a personality with the unbreakable trait, it makes one of the required blessing events much more likely to fire
>>
>>2467688
>starting in thebes on JS
DO NOT
THIS CREATES MUSTARD GAS
>>
Tell me about that one random unit that carried you hard or was always impressive.
For me it was a random peasant sniper who joined. Her aim was true and her tits were iron helped a ton during the early to mid game always taking out threats from half the map away.
>>
>>2467732
I had a gal-turned-shade who has died like 5 times now but they've been instrumental in capturing VIPs because of vampire bite
>>
I'm trying to give this another try
It seems sort of basic in terms of the gameplay on the battlefield. Like my options are primarily shooting or else blowing shit up with grenades/rockets or finally capturing with the stun rod

I'm not complaining but where's the fun? Or is the fun pretty much 'see if you can make it back alive with no casualities'

please fucking tell me that tanks and hovertanks remain useful late game
>>
>>2467842
vehicles are fucking amazing from the moment you get them
>>
>>2467381
gold codex
jackass captain
gal recruits
use pirate weapons
the gold codex can unlock a "grav cannon" which shoots all sorts of exotic cannonballs (fire, gas, chem, nuke, etc) and can be used in space and underwater.
put your base near the eastern end of lake balkash, near the dzungarian gate. this will allow both lamias and turanic hyena riders from events.
>>
>>2467842
you're pretty correct in broad strokes. 'optimal' battlescape gameplay means you're always either scouting terrain to find enemies, or moving to kill a spotted enemy. there's lots of ways to spend TUs that aren't killing but they're mostly faggotry or gimmicks.
>I'm not complaining but where's the fun?
the 'fun' is laying down 3x autoshots with the tommygun to rack up the kills, or watching a 30-round burst from the minigun turn a building into swiss cheese. the 'fun' is setting up reaction fire with an RPG and waiting to see who dies.
otherwise it's a very granular menus game with lots of inventory management and a big research tree. it cultivates a very specific form of autism.
>>
>>2467854
>it cultivates a very specific form of autism
a tagline for 95% of the threads on /vst/
>>
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what the fuck is that? Is that supposed to be a floater?
>>
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>>2467884
>those filters
>>
>>2467889
the text in openxcom is completely shit this was the only one t hat was tolerable
>>
>>2467892
I've never had a problem with it but consider getting this mod:
>https://openxcom.org/forum/index.php/topic,1713.0.html
>>
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>>2467884
>>
>>2467892
Odd. Could you post a screenshot of said shit text unfiltered? This might be some other kind of weird issue under the hood.
>>
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>>2467972
no filter
xcom soldiers added for comparison
>>
>>2467977
Yes, it's a floater.
>>
Is there a lose condition other than my bases being destroyed if the aliens attack them and I lose the battle and if I fail the final mission

>>2467980
Thanks
>>
>>2467842
You can say that about every turn-based tactics game out there, so I guess your complaint is about TBT games in general.
>>
>>2468067
Get negative score two months in a row.
>>
>>2468067
IIRC all the game over conditions are
>negative score two months in a row
>negative funds two months in a row
>lose your last remaining base
>lose the final mission
>>
>>2468071
>>2468072
Doesn't seem too bad unless I fuck up majorly
I did my first terror mission at night like a retard

>>2468068
I suppose I was trying to play it a bit like nu-xcom
I'm starting to enjoy it a bit more. I think I was just put off the first 2-3 times I tried it since it felt a bit like I was stumbling around to happen upon the aliens and both our accuracy was shit
>>
>>2468072
Losing all funding nations is supposedly a lose con, but Russia never ever flips.
>>
>>2468084
Grenades are the way to go for most rookies as a means of effictive engagement at distances over 10, autofire the rest. Smokes for concealing your pijama wearing rookies are the means to get into those engagement ranges.
Fire anyone under 50 firing acuraccy its not worth training when you can hire more replacements.
>>
>>2464946
How are we killin MERCs, lads? The trench guns aren't cutting it. Also, I'm struggling to get a looted jetfighter for researching the Tiger. Is it just a matter of luck with Necroplane Recycling?
>>
>>2468410
Mercs are weak to voodoo. If you can't do that, laser them until they die. You can get super-charged lasers from Jack relatively early, and hydra lasers a bit before that
>>
MERCs are weak to running out of ammo.
>>
>>2464946
Is this stupid fucking whore going to randomly appear in side missions until I kill her? She is immune to Overwatch, she only becomes visible when she attacks, and flanking her only works on occassion. Plus the game doesn't even tell you you can do that. Fuck Firaxis.
>>
>>2468793
This is the boomer X-COM thread but yes, she's going to keep showing up if you're in her region and may not show up in a mission until you're revealed. Bring her weakness every time you can
>>
>>2468796
Sorry. I saw no other X-COM thread in the catalog and I thought this one is for all the games.
>>
>>2468803
>>2468793
it's fine, no one really cares if you wanna talk about nucom since its generals died

how is 2 anyway? still haven't gotten around to playing it
>>
>>2464946
Has anyone run a Pigeon in Xpiratez? If so, how was it?
>>
i aint clickin that
>>
>>2468847
it was kinda meh, the issue with early awacs is that you don't have the planes to catch most shit anyway, and the issue with late awacs is that you should already cover most of the globe in radar stations anyway...
>>
>>2468850
I guess you can use it to get extra personal data by deploying it on easy missions.
I fail to see how giving up a hangar for it is worthwile when you can use the pirate radio/radar earlier and its mandatory early research.
Xpz more than any other mod needs a way to cram multiple utility vehicles into a single hangar or 1x1 hangars.
>>
>>2468892
the former is moddable right now and you can do it yourself with one line
>>
>>2468892
>Xpz more than any other mod needs a way to cram multiple utility vehicles into a single hangar or 1x1 hangars.

Using this right now.

https://openxcom.org/forum/index.php?topic=13056.msg176611

>This submod adds a new research topic, Contacts: Garages, available after researching the V8. It allows the player to turn small combustion vehicles or battery powered cars into a 'stored' item, then turn those stored items back into the appropriate vehicle, for only 5 runt hours each. For the player with few hangars and a lot of cars, this will let you swap around what you have available much faster than selling and repurchasing the vehicle would. Stored vehicles cost 33 storage and have their monthly maintenance cost halved. I recommend using F5 and F9 on the vehicle equipment page to save and load loadouts, since any vehicle placed in storage is gonna forget what you had loaded on it. Likewise, any equipment or weapons will be unloaded before being stored, same as if you had sold the vehicle (since as far as the game is concerned, you are getting rid of it, and in return being given an item which can very quickly be craft into a new vehicle).
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>>2464946
Can anyone post their main/research base layout? I have built myself into a snafu and I have no idea how to reconfigure and optimize without being out of commission for a month in-game.
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>>2469057
If piratez you will be renovating the base mid game anyway because hellerium plant saves a bunch of building slots.
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>>2469089
I wish that were a thing in XCF besides all of two buildings.
>no, you HAVE to keep the old science lab, where else are we going to keep our slide rules and beakers?
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>>2469089
Oh shit nice. However, how do I go about renovating without essentially pausing production and research while I deconstruct and rebuild?
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>>2469134
You can plan ahead. For example I like to dedicate 2x2 plot and use it for buildings which are easy to replace like vaults + extra extractors, that way you loose a bit of runt and storage space only so not too bad. You have to plan ahead for that though, so for the first timers the base renovation will be painful since you don't know this.
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>>2469134
>without essentially pausing production and research
You don't. If a base is going through a rebuild, it's going through a rebuild. Just get it done.
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>>2469134
Most times you'll be forced to take downtime and work on the renovation, some rare cases exist like being able to upgrade large quarters to luxury quarters without rebuilding (but you can't hire/transfer anyone during this time) but generally you'll be at a severe need for space in your main base so things that can condense functions like the metagenic plant or hellerium plant are very useful
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Regarding hangar space. I added two damaged hangars to starting base and it make for much nicer early flow. It still cost 125k to renovate them.
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>>2469134
Simple: you edit your save file
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Would it break XPiratez if I cheated to get two codexs for both the sake of it and to do Chaos Saint content?
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>get 14mm armored car
>stuff gobbo in it
>steamroll shitass missions

blaze it
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>>2464946
Where the hell is my Looted Jetfighter?
You said there would be Looted Jetfighters, Eggman!
Seriously where do I get one???
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>>2469522
Bandit airfields or necroplane parts recycling.
Neither is guaranteed.
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>>2469525
What can I do to get interceptors online without it? I've been in the recycling mines for months!
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>>2469527
Stick with the early non-jet interceptors and just accept that you won't be able to shoot down anything fast for a long while or try to beeline for hellerium interceptors which IIRC shouldn't need jet parts to unlock. I went straight from Buckaroos to Swordfish in my current game.
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>>2469522
just keep recycling necroplane parts and they'll accumulate

i have four eclipses now

i want zero eclipses
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>>2469532 (You)
>or try to beeline for hellerium interceptors which IIRC shouldn't need jet parts to unlock
Nevermind, upon closer inspection hellerium craft (including Swordfish, my beloved) does require jetfighter parts as a prerequisite so that's a no go.
The second option then would be to go for codex-locked battery craft. Scarab, Snake and Scorpion are all decent interceptors, and so is Shadowbat if you can get a reliable source of missiles. These should all be available (depending on codex) as soon as your anomaly collapses, which hopefully shouldn't be too far in the future if you've been at this for months.
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>tentacle pit
>"captain you absolutely have to send ME alone no one else and i have to be naked"
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>>2469579
She knows what she's doing.
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>>2469579
She's an expert. And the gnome solo missions get even better.
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>rat in wall mission
>game refuses to tell me where the last one is
This seriously wants me to spend how many turns mining away every possible wall?
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>>2469750
At that point I just hit Ctrl+D Ctrl+K.
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>>2469772
DISHONORABU
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>>2469407
done this before and it didn't crash or anything. (though maybe the events exclusive to the cheated-in codex didn't fire)
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>>2469791
>>2469407
>Would it break XPiratez if I cheated to get two codexs
>events exclusive to the cheated-in codex didn't fire
just from browsing xpedia, shitloads of events have "not[x]" tagged in order to (not) trigger, so you'd probably have to check and edit every entry to make sure that choosing one codex doesn't cuck you out of other stuff
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>>2469794
the way to do this is to NOT unlock the "gold/red/gray/green codex" and other hub-type techs, but instead give yourself the individual techs directly unlocked by the codex like zombie beauty or whatnot.
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Is there no use for engineered biomatter? I've been hoarding the stuff thinking I could turn it into something further down the line.
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Well it finally happened, I finally found some necropirates on December 28th of year 2
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>>2469750
Bughunt mode would activate if only one is left. So there's more.
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>>2468911
I swear Dio is waiting for some rando to finally break down and paypig him to implement craft sizes for the small/large hangars. There's genuinely no other explanation for not implementing something everybody agrees would make the game better.
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>>2470213
>lascannon car
Lack of necropirates doesn't seem to have slowed your tech.
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>>2470241
how much money do you think it would take?
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>>2470250
Since it involves adding a new variable (craft_hull_size or something like that) for every potentially available craft, and integrating into OXCE, along with a lot of balancing, I think $200 might be required to convince him.
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>>2470255
i would do this if i had money
but i have no job................
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>>2470241
Assuming Dio and Solar are lockstep on this subject (which they are on a lot of things), they're both waiting for OXCE to formally add a better, cleaner version of the implementation featured in BOXCE. When that will be is anyone's guess.
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>>2470382
Who's the main dev on OXCE? Meridian?
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okay fuck this
i've gotten four burning towns in the last four months (now currently nov 1st year)
what suits can i make to actually take advantage of this burning bag of dogshit?
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>>2470514
You will have injuries no matter what unless you go in fully shielded or with exosuits. smokey gear and heavy suit should have the best burn resistance for early armors. flying armors work for avoiding the fire itself but the grav harness is extremely susceptible to imp fireballs
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>>2470514
I leave it alone till I get armored cars, which depending on your research order, can come earlier than even heavy suit
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>>2470514
That suit wasteland stalkers come with is pretty good. But its just for m*n
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>>2464946
Can you even get Gnomes without starting in Blackmarch?
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>>2470688
If RNGesus wills it, yes. Note that the Blackmarch Gnome doesn't give you sci books
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>>2470688
Protip: you can start anywhere but if you put up a base in blackmarch soon enough you'll still get free gnome.
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baka oil that muton ass up.
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>>2470483
I believe so. If he isn't the head, he's at least the most front-facing dev.
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>>2470688
You absolutely will get gnomes in every game no matter your choices
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I don't care for gnomes (wow, lokks but they can carry even less, big deal), but I do wish that syns were just a tiny bit more common than they currently are.
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>>2470689
The initial recruit doesn't. The ones who show up later via events do.
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>>2470846
Gnomes are the best fighter pilots you can find, their bravery stat means you'll always have the fastest approach
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>>2470846
>best vehicle pilots
>best fighter pilots
>cool solo missions
I love them.
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>>2470846
Gnomes are absolutely top tier units beyond such early game woes
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>>2470688
As long as you put a base there by the end of February, then you get two guaranteed researchable/recruitable gnomes in March and April. Then there's a small chance you'll get another one each month.
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>>2464946
What are your favorite midgame interceptor builds? I'm talking like Scarab/Snake tier stuff that you get after cloaking devices.
>mfw trying to install a bioplasma projector on a scarab
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>>2465156
>complaining about XCF bloat
>in the XPZ subreddit
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>>2471336
Hol' up. Those are red codex craft and bioplasma is green codex. Wut?
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>>2471340
Scarab is available for both red and green codices, you're probably thinking of Scorpion.
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>may
>gated by necroplane parts and soon also books
>1 million flights uninterceptible with 0 ammo heli
>haemorrhaging score
Uhh feeling kinda over
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>>2471521
Most traffic in xpz doesn't affect score, it's mostly bandits + resource wars + pacification missions that do. In may you should be able to shoot down every bandit thing besides the thunderbolts and the score from looting cars/trucks/pods should be countering that score loss
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>>2471552
>resource wars affects score
Fuck I've been avoiding shooting down all those government extractors because I thought it'd hurt my score, you're telling me I need to down them anyway?
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>>2471565
Nope, you simply need to land at their landing site twice to get them to fuck off. I think it's said in the message the colonel sends you when they start appearing, and you only get penalties for shooting down govt craft, not craft operated by govt
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>>2471565
Only craft type matters, not faction that runs the mission. For example it's possible to get govt crafts piloted by zombies and if you take it down you'll get same penalty. Extractors are free to shoot, if you then do the mission in non lethal way you won't even get penalty for killing govt dudes.
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>>2471577
fuck i need to reead better this kinda changes everything
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>>2471552
>you should be able to shoot down every bandit thing
What should I be intercepting with? I only have a little bird with 10 ammo left, should I have something else? I think i'd have something off codex ideally? But it took 20 more workshop space than I had
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>>2470760
>I believe so. If he isn't the head, he's at least the most front-facing dev.
I wonder if he's paypiggable. Dio is, Solar isn't.
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>>2471588
Build second extractor asap because it will be some time before you will be able to get codex craft. If you have any necroplane parts you can recycle them for more 14mm ammo.
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>>2471588
This is more of hindsight advice atp but you want to prioritize rogue couriers and highwaymen pods, both of those carry ammo and weapons like the hmg that you can slap onto the other slot of the little bird, save ~15 rounds for those
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man FUCK zero g
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>>2471810
Is this why the ayys are always invading?
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>>2471810
zero-g love
zero-g love
four three two one zeeeeero-g love
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>>2471810
>stuff as many SS or peasants into UAC suits as possible
>set up lasgun firing line
simple as
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Can anyone explain to me what's the use case of the incendiary rocket? Vanilla or modded this thing just appears ass, deals almost no damage sets things on fire sure but it never seems to be the right answer to anything.
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>>2471848
some men just want to watch the map burn
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setting up my shekel outposts
>green scribble = door
>blue x = where i plan to put cannon defenses
wanna avoid crossfire, but this is my general layout
i fucking hate base defense and want autistic opinions
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Watching gobbos and doggos nail metro missions really warms the heart.
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>>2471932
Actually no wait, they fucked it up because a spider was trapped behind a 1x1 cell, so they all went insane. Gas the slavs, R1b war now.
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>>2471937
>R1a
edited:sorry
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>>2471912
I place my hangars on the left, living spaces and radars next to the guns but looking into the hangars for quicker dog delivery. Your set up seems fine to me, I just always found best pratice was to place hangars on the left with a clear path to your dudes to avoiding sewer sweeping. Rushing cars is also a gamechanger for me to get through the sloggy base defence missions quicker.
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>>2471912
>moneymaker base
>2/3rds of it is costing money
Bro, just don't launch any ships from it and you won't need to defend against anything*

* certain exceptions apply
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>>2472094
Not even that guy, and that is absolutely not true.
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>>2472106
It is, though. Whenever a retaliation mission is triggered, the region of the interceptor's home base gets extra weight in the RNG, not the region where the shootdown happened. But random is random. Retaliations are manageable and there's only a couple of things in Piratez that bypass the normal retaliation mechanic.
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>>2464946
How do you refuel the damn Scarab?
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>>2472151
You micromanage, pause the rearming of the bioplasma until the scarab finishes charging and then re-enable it
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>>2472175
I love the bioplasma idea but it's such a pain in the ass mechanically. Why the fuck can't ships refuel first, then rearm?
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Busting open a rusted door just to get covered in spiders is really ass.
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I get so feed with AI crap(even the new slightly less sucking one) that I got some old gimp version and started replacing it with random pictures of cats.
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After a decade, I finally finished XCOM 2. Absolutely loved it, and I'm going to try some of the older XCOMs now. I've heard good things about xpiratez.
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>>2472612
OG xcom is great but its vastly different to nucome outside of broad strokes
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>>2472612
>>2472618
I don't think it's THAT much of a disparity. Classic X-Com has more expendable soldiers/craft compared to nu XCOM, but also gives you more resources to toss into the fire. The biggest change is switching your mindset into realizing literally every one of your dudes can die at any moment because they're retarded, and that nothing is worth more than achieving your goal (whether that's extracting out of a too spicy mission, capturing a high value target, or leveling the map because fuck going door to door when you've got Hi-X and rockets). War crimes are a good time in the classic game, suicide bomber rookies are a valid tactic.
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>>2472580
I get sneed.
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>SINISTER DEVICE OF DOOM
GO. AWAY.
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>>2472942
Great things are in your future if you're red codex.
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.I got up to plasma weapons and got a bit bored
I'm tempted with X-Com Files
Only thing I care about is a lose condition in terms of 'you should have known this 20 hours ago'
I've no issue keeping multiple saves but how is the mod in terms of fucking the player over for not having meta knowledge of the base game
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>>2473151
doesnt really have that at all

you also can totally bypass base invasions by just keeping your interceptors up to date
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>>2473151
The only thing you need to know about XCF is that captures are very important, otherwise it's pretty cut and dry as to what you need to do. Good luck, commander.
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>>2472580
Pretty easy to do considering how much old fanart there is of the puma sisters.
https://www.youtube.com/watch?v=LrBm8yjCkrU
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>>2473168
It pisses me off that caps are so easy and fun in XPZ despite being way more optional than XCF. It really fucks my shit up.
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Zero Space Missions are the best way to get Syns right? I want to get as many as I can and the junk piles have failed me.
>>2472942
I got one, too bad I went Gold.
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>>2473449
Yes, space missions are the best bet. You can even savescum the type of space mission if you truly want to synmax
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>>2473280
tell me your tips on caps maxing
i tend to avoid capturing people because my gals end up getting shot
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>>2473280
It can get tiresome in piratez too... I always used to go overboard with captures during the "MUST ACQUIRE SLAVES" phase and in the end had way more than I ever needed to the point I couldn't even free all of them before finishing the game.
Thankfully research progression has gotten better and that's no longer necessary.
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>>2473450
Thanks, I don't know how I lucked into getting this far without lasers or having the gear to fight the MERCs yet (I don't know how to get through their Synth gear) but I'm hoping to get robowives to make things not as rough, the Captain will get to watch.
Oh yeah, I've yet to see a single Guild Engineer.
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>>2473452
>my gals end up getting shot
My method:
1. Get as many gals lined up behind the door/corner as possible with their gear/TUs loaded.
2. Identify all dudes in a room and plan paths to avoid running into their LOS
3. Send armored gals with stun rods running in there to at least stand next to each dude to lock down reaction fire
4. zap from side/behind, Cats are good for dashing around zapping remnants since they have high TU/reac
5. get everyone to cover, have one gal cover any other entrances into that room/area

>>2473460
>"MUST ACQUIRE SLAVES" phase
Blame Dio for giving us a voluminous hoard of smelly rags to deal with. Someone's gotta do the laundry.
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>>2473522
Addendum: later on, you have to use other methods like fart bombs, voodoo, seduction, and stuff like the persuadotron and mind control to steal elite mooks without mass casualties, especially when they're rocking shields.
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>>2473271
No, I mean random pictures of real cats. So if anyone complain, I can joke that they prefer fake boobs over real pussy.
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>>2472580
>>2473271
we need to make a /ocxe/ piratez picture replacement mod.
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>>2473730
>step one: download every heavy metal magazine from the 20th century
>step two: download all of masamune's artbooks/doujins/whatever
>step three: ????
>profit
That's basically all you have to do, but that's a lot of busywork.
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>>2473730
He's got entire artbooks that are basically just grrl guides, but you'd never get consensus on what to use.
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>>2473738
consensus be damned, all we need is an intrepid anon to do the first image replacement and it will all flow from there.
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>>2473738
Dude loves his chicks with guns.
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>>2473740
And whatever this is. Gold codex, maybe
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>>2473742
Gnome pilot, maybe.
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>>2473745
I forget how many books he put out. They're all weird and of varying degrees of quality.
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>>2473746
Case in point. That's a bad case of lordosis.
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>>2473747
more like oh my lord!-osis
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>>2473746
totally forgot that masamune shirow did drew hentai
also noticed that he's really into black dudes
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>>2473752
probably the most fitting so far for the main gold codex entry
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And if what Masamune drew doesn't fit, AI can whip up something, hopefully
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>>2473826
I actually don't hate the AI art, because it's cohesive and looks like it took effort to get the right outputs. [Spoiler]Plus, as a collar enthusiast, I'm fucking feasting[/spoiler]
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>VIP: Meridia
No. No no no. Not like this.
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>>2473826
now we are getting somewhere
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>>2473738
This one?
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>>2473952
>looks like it took effort to get the right outputs
In Piratez? It's literally the first thing Dio got from a prompt and using a basic bitch model with no refining or anything. It looks completely out of place with Piratez aesthetics and most of the art has clear AIisms.
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>Jun 2603
>Academy Frigates are everywhere
Kill me.
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>>2474008 (Me)
I meant *2602
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>>2473985
Yes, in Piratez. Have you even played it in years? The latest sloppa additions are finally adequate with recurring original characters and consistent style that doesn't look like 4 years old stable diffusion. It's still painfully obvious sloppa, but it's no longer complete garbage.
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>>2474015
>Have you even played it in years?
I'll be honest, no. Last version I played had Aurora's path as a demo.
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If you somehow run out of Heavy Metal mags, there's still countless anime fanart to use.
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where do you find Heavy Metal mags?
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>>2474037
NTA but The old ai was really hideous. Current one are more anime style and almost good enough but still cause allergic reaction in me.
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>>2474129
Internet archive
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Defender armor looks so fucking ugly compared to Chainmail/Full Plate.
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>>2474037
Might be worth a new playthrough again at some point, Aurora's path is finished and its final mission is excellent for CBT enthusiasts.
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>>2474517
Which one is defender again? Isn't it one of the blue armors?
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>>2474517
At least Assasin and the flying suits are both cool and large improvements to their lower tier counterparts.
Jugernaut is also bitchin.
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>>2474517
the armor from monster hunter?
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>>2474604
I can't be bothered to work for her as she annoys me greatly.
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Is there any reason in particular to leave a 2x2 space open in my main base? Or am I free to slap down 1 space buildings wherever?
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>>2474833
Yes. You can use this space for whatever you need atm but it will be very useful later.
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I recently got back into xpirates after I took a break with it. How is the Aurora path is it complete or is it still being worked on?
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>>2474974
>>2474604
>>
>star wars xcom is actually good

nyo...
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>>2475659
Oh hey there's a Rainbow Six xcom in development now, too.
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>finally unlock cool necroplanes
>oh wait nvm i can build corsairs now
for what porpoise
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>>2476172
As far as I can tell, there are some truly odd idiosyncracies with how a lot of these mod devs apparently experience the game when they play it themselves versus the experience of the playerbase at large. The closest XCF comparison would probably be Solarius's maddened insistence that the Mudranger is extremely cool and useful, and that cult arms deals are perfectly placed in the tech tree and totally worth it.
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>>2476184
i guess it's the difference between
>OH FUCK IT'S ALMOST YEAR THREE, I NEED THAT FUCKING FINAL PROMOTION BEFORE THE ALIENS INVADE WITH ANAL PROBES AND—
>OH FUCK IT'S ALMOST YEAR THREE, I NEED MY AIRFORCE AND LIBRARY AND REVENUE BASES AND THE STAR GODS INVADE WITH ANAL PROBES AND—
and
>yes, time to comfily explore the juicy additions of my latest update
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I need some low tech mod that rip funniest part of xpiratez and let you run bandit warband
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>>2476154
its pretty impressive how firaxis fumbled the bag on the IP and now everyones just making their own turn based squad tactics game
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>>2476230
at least they dunked it with vipers
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>>2476230
It amazes be that they fumbled both XCOM and Civilization. These are games where the core fans could patiently wait 5-10 years for a new entry so long as it's good. Chimera Squad was a forgettable spinoff and Civ 7 poorly copied a french studio's game. Somehow despite being bigger and more funded than ever they put out worse games.
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>>2476336
I'm sure everyone involved is NDA'd to hell and back,.but what I wouldn't give for a tell-all or to have been a fly on the wall during the "We're not making XCOM 3" board meeting that presumable immediately preceded Jake's departure.
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So I keep seeing these gigantic Vampire Armies rolling around on the map in Piratez, am I meant to let them run free? They just break up when I have them intercepted, I haven't seen any vampires yet so I kinda feel cucked here.
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Does anyone know off the top of their head which files are the godawful overly-loud ambient sound-effect tracks, for the industrial tileset and weed farm in piratez? I need them to be somewhere around half the level they're at now.
>>
maybe its just me, but XCF dogs feel OP as fuck.
the trained dogs with >100 TU just run in there and maul half my opponents army
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Downloaded new version of piratez. AI art fits thematically but loses some of the charm for sure. I can always put the old pics back in so whateverrr.
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>>2476211
>>OH FUCK IT'S ALMOST YEAR THREE, I NEED THAT FUCKING FINAL PROMOTION BEFORE THE ALIENS INVADE WITH ANAL PROBES AND—
>>OH FUCK IT'S ALMOST YEAR THREE, I NEED MY AIRFORCE AND LIBRARY AND REVENUE BASES AND THE STAR GODS INVADE WITH ANAL PROBES AND—
Stop scaring me, anon.
I'm on my first playthrough of XCF and I was told they'd invade by Jan 1999.
It's now Oct 1998 and I still dont have Promotion III because I spent half a year of ingame time to realize that I havent caught and researched some random fucking goon. I only JUST got Protomotion II.
At least I already cleared the Red Dawn and Cult of Dagon.
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>>2476456
You mean bogeymen?
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>>2476456
They're just score drains that take a shitload to destroy
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>>2476456
iirc if you let them run their course, they eventually make it to one of your bases and you get to fight a zombie-werewolf-vampire horde in a base defense format.
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>>2476551
owari da
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>have two hangars and an access lift
>enemy scout quad still fucking spawns deep inside my base
bullshitto
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>>2476456
Rowing bands?
Rats are for shooting, necros are for waiting til they land and saving 3 gals
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>>2476520
Same for me. All that old art was mix of good art and crap but was familiar and kind of nostalgic. Old ai crap was just ridiculously bad and took all my respect for Dio away. New ai crap is almost good enough but honestly it do nothing for me and I don't like it. It just feel uncunny.
>>
What sort of tech should i be prioritizin in ROSIGMA?
Also what do I do for money?
In my assasin run I am perpetually broke because of upkeep of 75 scientists and 2 bases, outpost is finishing soon so i can add some plasma generators.
I am able to keep up with missions as i have plasma guns, lascanons and mid tier requisitions aswell as mastercrafting but it feels like its going nowhere fast and the difficult missions ahead will spell my doom because of my poor financial decisions.
>>
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>>2476700
>It just feel uncunny.
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>>2476702
You ever heard of uncunny valley?
>>
>>2476695
you playing jack sparrow or something? that must be one hell of a flood of dudes
>>
>>2476551
The invasion timer is far less of a preparation check than the game implies - it will up the ante, certainly, but the invasion starts off at a plodding pace, you won't be seeing chrysallid terror missions and mutons shitstomping your base on Jan 5th.
>>
>>2474394
scut
>>
>>2476230
>fumbled the bag
?
>>
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>month 8, princess of war drops in
>200k shekels to hire
>you shitting me? this bitch better be worth it
she fucking was
>>
>>2476808
They revived a long-dead genre and then left it to wither rather than maintain their first mover advantage.
>>
>>2476845
>>2476808
>>2476230
all they had to do was follow the damn train
>>
>>2476845
NTA but they're confused by the idiom. The correct idiom is to fumble the ball. Bag fumbling is a modern esl invention
>>
>>2476807
????
Elaborate or/and explain

Also I found that hidden expanse is really comfy start especially if you sell the drill
Master Chief in demolisher armor, minigun plus ammo so you can arm gunwagon and 3 sets of base defense kits for sale. Male touch and you can start rolling
>>
>>2476808
>revive dead IP AND a dead genre
>have two major successes in a row
>shelve the IP for the next decade
>devs leave, now various studios making their own XCOM clones

they basically had a monopoly on the concept outside of indie games and now its gone
>>
>>2476917
oh yeah and to top it all off they shelved it in order to go all in on the next civ game and its biggest failure in the entire history of the civ franchise
>>
>>2476918
They were taken over by THEM. That should explain it all
>>
I am kind of low key pissed that you can not build over charged radar over normal one
>>
>>2476916
Scut stands for "it's cute!"
>>
>>2476916
>>2476970
https://elona.fandom.com/wiki/Custom_last_words
>>
>was finally maybe about to actually finish an XCF game
>quasimorph 1.0 came out
>now there's a new XCF patch
here we go again...
>>
>>2477052
I can't bring myself to finish my first xcf run. Last six months it's just been watching globe spin while waiting for new shit to trigger to get slightly closer to being able to launch final mission.
>>
I have a stupid question. Say I have a Gal in camo paint, standing in a 1 tile wide corridor. She is the size of a fridge, but has a bunch of camo value. Behind her is a peasant, who is wearing a basic scavenger outfit and has no camo at all. The peasant can't see shit, because the Gal is in the way.

If an enemy starts approaching down the corridor, does he see "through" the Gal, once he's in vision range of the Peasant, or will the Gal block LoS through her body even though the enemy can't see her?
>>
>>2477053
XCF endgame is a total slog. Felt cathartic to hollow out Mars with the BFG.
>>
>base invasion
>a couple walked into the sewers or the upper layer and now appear to be panicked and shooting walls every turn and now I must search every single wall while stunned captives die or get back up
Is there a submod or something that takes this shit out? This is stupid
>>
>>2477472
there is a submod that removes all sewers in xpiratez.
>>
>>2477472
Alternatively you could try a "everything surrenders" mod if this sort of thing bugs you in various mission types.
>>
>>2477472
Every base of mine has 10 or so dogs just to track down sewer rats.
>>
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>cleo gifts me three assault clones, fuck yeah
>completely identical stats, all of their names are just "'assault clone"
>that fluff text
damn
>>
>>2477269
You can test this by debug mode, it lets you act as the enemies too. You can also teleport the enemy units so it should be a trivial test to set up. My guess is that they can see the peasant.
>>
>fighting necropirate zombies inna urban ruins
>bossgal is wearing looted hi-tech hover armor with looted laser tommy
>advancing rooftop to rooftop, taking cover behind rooftop AC units etc
>enemy spotted
>don't want to expend looted lascharges on zombies
>reach for the throwing axes on belt
>hover up over the lip of the roof
>toss throwing axe at necropirate
>twice
>side-skim over the alleyway
>drop into cover on the roof of a gas station
>very piratey moment
>didn't screencap it
>>
I give up. XCF is too massive for my pea sized brain, there's unironically too much content and I feel overwhelmed.
Can someone tell me if the final mod pack is just XCF lite?

Also, I pray that the 40k mod is not like this.
>>
>>2477472
Just hit ctrl+d (debug mode) then ctrl+K (kills all enemies) or ctrl+j (stuns all enemies).
>>
>>2478023
i think you will like x piratez
>>
>>2477053
>>2477453
That and XCF endgame barely gives you any new toys to play with. Prior to Promo 3, you've got a huge variety of different guns and your playthrough changes depending on what you pick up along the way. As soon as I get turbolaser snipers and power armour, my loadout stays the same until I research Cydonia. There are wacky unique weapons you can grab like the BFG and Neon Bows, but these are stupidly rare. You aren't kitting out a whole squad with them. There's also no point in using sonic weapons or dimension x warp weapons over plasma and turbolasers.

I'd say the other issue is that every subsequent mission after the Arbiter is just more of the same thing. Just mowing down sectopods and ethereals until you get to Cydonia.
>>
>guns of the patriots
>confeds show up on turn 5
>and every turn after that
fuck that was fast what the fuck
>>
>>2476701
>What sort of tech should i be prioritizin in ROSIGMA?
What you need for mid-tier + weapons (your interceptors will need lascannons) and then armor.

Mid-tier: Adamantium, Medi-kit, Promethium, Motion Scanner.
Can get some melta research in here, very good vs armor.

If you're playing imperial guard factions you'll want stuff like Regimental officers and missions (activates training missions) and Ogryn (if available).

Once you've research mid-tier a lot of good weapons, armors and crafts will open up for most factions you can play.

Can research whatever weapons look nice next.

Then Ceramite to unlock next tier of topics.

Then Grav/plasma.

>Also what do I do for money?
LOOTin, especially any large+ ships or space hulk have a ton of loot you can sell.

Most of the "ship related" (power generator) or "chaos related" (chaos shrines, sacrifices, warp crystals) bits and bobs you either don't use in any manufacturing, or only need <10-20 of total.

Lots of promethium can be sold too once you got a few ship loads in storage. You do not need 1 million+ sitting in storage for the first 6 months.

I know hoarders like to just save all corpses and guns they find but you really only need 1 set of main types of plasma/multimelta/heavy flamer/grav guns.

Save up on imperial (kill) tokens, you need these for a bunch of upgrades and troops.
>>
>>2478338
I've felt this in the opposite direction. I had been clenching my ass every turn trying to both secure the seagull warehouse without blowing it up while also trying to do it as fast as possible because the extra spawns will cause unknown variables that can cause the warehouse to blow up.

Been taking some extra turns trying to hunt down someone, almost certainly a dog, who refuses to surrender after I've long secured the warehouse. Fearing the worst, i had to retreat away from the warehouse and prepare to stage a defense. They don't appear at all for a couple more turns before I find a stray Humanist Leader who I somehow never found and apparently hid behind my frontline, ending the mission and snagging all the goodies.
>>
>>2473960
who's the artist?
>>
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>sci books after grinding out 80 gnome topics
finally
fuck muties
>>
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>>2478023
How far did you get in XCF?
>Also, I pray that the 40k mod is not like this.
Wish granted. It's just complicated and obtuse in entirely new and exciting ways!
>>
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>>2465185
2cute4dio
>>
>>2479741
>reality
No one can save us from this grim dark future. NO ONE.
>>
How many time could you be caught by the gals before they realize you might be doing it on purpose?
>>
>>2479960
If you're not attractive, a teenager, smart, or rich? Probably like 3 before they shoot you or toss you to the Lokk'Naar.
>>
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>>2480055
>>2479960
straight to the dungeon with me
>>
>>2479864
According to the lore the Felinids look like the Puma Sisters from Dominion Tank Police.
>>
>>2480083
40k lore only says that the Felinids exist, and that's about it. No mention of their aspect, but given this is 40k one can expect the worst.
>>
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>>2480055
>toss you to the Lokk'Naar
>>
>>2480106
gobbos cant snu snu
gobbos drain your balls until youre a withered husk
>>
So are wands just pretty much voodoo weapons like guns but with different effects?
>>
>>2480270
Yes, and they are the earliest source of certain damage types like mind. Wand of peace is also an early charm source if you're lucky
>>
No codex. Male touch. Year 3
Still no witch quests.
Going through the wiki, it appears that I'm missing the Red Oni event (which triggers the red mage research). Said event has no triggers mentioned in the wiki.
What am I missing?
>>
>>2480376
You mean this? https://xpedia.netlify.app/##STR_WIZ_EVENT_CONTACT
You need wizard infamy. But since I never played no codex I dunno how you do it on that route (if at all possible).
>>
>>2480376
>>2480383
Wizard infamy is needed for red mage to contact you and it's possible to get it on no codex. in fact, red mage is the ONLY source of summoning facility on no codex so it's necessary if you want to get certain items



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