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Messages - Dakkdakk

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16
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: February 14, 2020, 08:54:47 pm »
I don't think piratez's werewolves work that way, I think so, at least. I always thought they were just feral beastmen.

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XPZ Strategy/Tactics / Re: The Newbie Guide
« on: February 14, 2020, 03:54:20 pm »
Yea, you can get random assault cannon ammo from gambling, and you can craft them pretty early on if you get the animal poison research, which is now much easier to get due to a random event.

Also, here's another tidbit: Since you can now get small ship engines from nurse ships, you can sell those to make a quick buck real early in the game when you're hurting for money and still haven't got to X-Grog. You can research it, sure, but you won't be able to do anything with them until you get a fair bit deeper into the game, and they're worth a fair bit.

Another thing: don't ignore your starting chainsaw, it doenst cost all that many AP to use, and it can be dodged, but if you use it from behind, its basically a one hit kill against basically anything that isn't armored, meaning its an excellent way to take out zombies early on, and anything it doesnt kill, it will wound badly, causing loads of bleeding and shock. Later on you'll get access to rippers (the one handed chainsaws from fallout) and heavy chainsaws, which are exactly that. Give those to a gal with lots of energy, TUs and melee skill and you can butcher anything less armored up to church warmaidens, just don't try to use them against lobstermen..

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XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: February 14, 2020, 03:46:46 pm »
As a safety measure to keep auxilia from dying, can't auxilia be turned into another unit type that can survive every hazardous environment? Kinda like gals with no spacesuits being turned into pods or boxes in missions gals can't go into.

It would be good to see auxilia getting upgrades like dogs got, though. Maybe getting the same treatment dogs got with named dogs and such.

It'd be cool if we could do something with beastmen megapol captives. You can turn wolfmen into slaves, and then into slave soldiers, but they just turn into humans. I'm not much of a furry person (brrrr), but it'd be cool if we could turn them into werewolves through the workshop after you research the necessary stuff, maybe combat drugs and zombie juice.

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XPZ Strategy/Tactics / Re: The Newbie Guide
« on: February 13, 2020, 06:57:48 pm »
Pffft, what am I, some sort of health and safety inspector?

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XPZ Strategy/Tactics / Re: The Newbie Guide
« on: February 13, 2020, 03:17:37 pm »
+1 for adding notes on leather whips. They're an excellent way to train throwing (and reactions, IIRC) early on. You can easily stun most unarmored enemies with 1-3 whips, you can use it at a distance of 2 tiles, and its pretty accurate. Also, since its technically a ranged weapon, you can whip downed enemies on the ground for extra skill gains, and to make sure they get to the ~ghostyface~ state of which they won't normally recover and will end up dying after a good amount of turns pass.

One extra tip: try to get data on the nations of the world (some are necessary for some  important research, like rogue fields, death realms, fuso), capture and research enemies like tough girls, savvy girls, guild reps and drifters, as they tend to give data on nations. Government docs are also pretty good for this. You can also pay for expeditions as a sure-fire way of getting that kind of research, with the added benefits of getting expedition caches.

Extra tip +1 of flaming doom: flamethrowers are fun. Fire damage negates reactions, lights up maps and damages morale like crazy, causes a good deal of stun and will set people on fire, dealing health and stun damage over time unless your target happens to be highly resistant to it, that is. Just don't do it to anyone you really want to capture, since I don't think there's a way to actualy put out the fire other than waiting it out. Unfortunely it falls off in usefulness against most late game stuff since pretty much everyone who is seriously armored is also highly resistant (or immune) to fire, and since most flamethrowers fire in an arc, it won't work well during base raids.

Extra extra +2 tip of watery wetness: don't ignore underwater missions once you start getting them, even if you have to go skinny dipping. Get yourself some gals (gals have pretty big lungs under those boobs) 2 or 3 oxygen tanks from the market (just have one gal carry one tank and service the others), some crossbows and bolts and some melee weapons, then go murder all the fish/underwater zombies. The reason for this is that you can potentially find yourself a crashed USO from t'leth (an alien sub) and get yourself LOADS of aqua plastics, an otherwise rare and expensive resource that is used in lots of useful midgame stuff.
Fish are pathetic and are unlikely to even damage naked gals, and zombies are sitting ducks against anything that can move on the Z axis, just go to them, stab a few times then go up one Z level and they can't touch you. Worst case scenario you'll run into sharkmen, troglodytes and evil psychic jellyfish, so if you see any of those, just run away, since its not worth the effort unless you're properly equipped, specially if you see the jellyfish, seriously, just run.

Super extra phallic tip of shootyness: don't ditch your starting assault cannon. Its actualy a powerful and versatile weapon that can load different kinds of ammo, allowing it to be useful against almost anything. Give it to a gal with lots of shooting skill and she can murder most enemies from afar. It stays relevant well into the game even after you get grenade launchers and auto cannons due to the ammo variety and ease of production.

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XPiratez / Re: Instant lose Jan 1 2062
« on: February 12, 2020, 03:25:43 pm »
So you can basicly lose to RNG events and lack of good missions due to negative infamy?

Yes and no. Yes because its possible, no because its so absurdly hard to lose that way that you'll prob just get killed way before you have any chance to lose due to low infamy. The new random events don't affect your infamy enough to actualy harm you in any significant way. Actualy, the most annoying random event I've got is the fungus infestation one.

Here's a tip: Keep yourself finantialy afloat and dont do pogroms until you research *the mutant alliance*. Before that point, pogroms are completely optional and won't generate bad score if you ignore them. If you do try and fail a pogrom however, thats about -500 or worse infamy. Also, keep your research going and get more brainers, as research is actualy the very best source of infamy for a looooooong time.

After 10 or so runs spread across 5 or 6 different versions, I've never had a game in which my score was at risk due to lack of good missions. Mission variety has increased a lot in the last releases, meaning its even harder to have a run in which you get no good missions.

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XPZ Strategy/Tactics / Re: The Newbie Guide
« on: February 12, 2020, 03:18:39 pm »
This is a pretty decent guide, if rather pigheaded in regards to some topics, like solarius pointed out. Also, the reason people tend to think ninja gals have better NV than you is because they have better night camo values, meaning they're gonna see you before you see them at night.

One suggestion: research money bags and purses to get access to gambling as soon as possible, the stuff you can get from gambling can give you some pretty great tools for the early game. Prepper boxes are also pretty good for this. Gambling overall is an amazing source of research material.

If you get yourself a tommy gun early only, research it immediately. You'll likely have contacts:merchants by that point so you'll be able to buy them off the black market. Tommy guns are pretty accurate for what they are, have very large clips and have enough killing power to get through church warmaiden/guild security armor. It also has quick burst, allowing for multiple shots per reaction, and a pretty great low ap option for when you need to put multiple holes in someone. Its not a weapon to snipe with, but its aimed shot isn't all that AP expensive.


23
XPiratez / Re: A thread for little questions
« on: February 07, 2020, 08:31:54 pm »
Like people said, use the shark, you'll be able to have a look before engaging. I ~think~ you could take down a hunter killer early on by having a skilled lok'narr piloting a shark bike being escorted by slower craft with decent weapons, like a shadowbat with that one 100% accurate weapon that uses seagulls.

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XPiratez / Re: [MAIN] XPiratez - K2 - 2 Nov - Ice Ice Cool
« on: February 04, 2020, 03:01:34 pm »
Ohhh yea, my mistake, I mistook the megapol prison mission for the xprison one.

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XPiratez / Re: [MAIN] XPiratez - K2 - 2 Nov - Ice Ice Cool
« on: February 03, 2020, 09:57:50 pm »
The worst you'll prob find in Xprison missions are megapol enforcers and the huge monkey guys with shields and batons, those are pretty tanky, but can be taken out easily using tech blades and other stuff you'll likely have by that point.

And your gals do get some decently lethal weapons early on. You can take out even mercs using the humble assault cannon, though it'll prob take more than a single shot. And don't neglect melee, as you can take out enemies in power armor simply by having a gal swing an axe or a hammer to their backside a few times. You can also get the krazy hannah contact going before you get a workshop, too, meaning you get access to RPG's, mortars, light, medium and heavy machineguns, all which are pretty damn deadly against anything short of maybe the star gods themselves.

And yea, if you're careful enough, you can have nearly all your gals be castaways, greatly lowering the overall upkeep. It just that I didn't really pay attention to the spike in maintenance due to using lots of peasants, since I didn't really use them much until now.

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XPiratez / Re: [MAIN] XPiratez - K2 - 2 Nov - Ice Ice Cool
« on: January 31, 2020, 10:08:59 pm »
Honestly going for peasants or slave soldiers atm is something you do to get access to different armors and... Flavor, I guess. I agree that including them in the ranking system pretty much removed the main advantage you got for using them, which is lowered maintenance costs. Sure, the freshness system added a different variable, but its still a minor thing.

Maybe just remove peasants from the ranking system? The stat difference between them and slave soldiers is enough to justify slave soldiers having ranks and counting towards gal ranks, IMO.

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XPiratez / Re: [MAIN] XPiratez - K2 - 2 Nov - Ice Ice Cool
« on: January 29, 2020, 04:29:57 pm »
It seems like SymbolicFrank's complaints are meant to be directed more at xcom than xpiratez itself. One thing you need to understand is that, even though Piratez is such an expansive spaghetti monster of a mod, its still just a mod running on an extended version of the original openxcom, and so it cannot stray too far from the core UFO:EU gameplay. You can certainly bend it in some ways and create interesting things, like turrets, units that occupy 4 tiles and units that spawn other units, but only because there was a possibility for those things in the original game engine, IE you're still bound to the original framework provided by openxcom.

This means many (but not all) of your suggestions aren't stuff thats easily implemented or even possible to implement within the current limitations of the engine. Yes, it would be great if dio had a team of developers, the money and the skill to fully realize every crazy idea that we think would make piratez incredible, but this is a one man(woman? Mutant? Mutant with tits?) project mostly supported by Dioxine's own drive that sometimes gets aided by some donations, and thats also limited by the confines of fan created software put on top of a decades-old game.

Now, if its mission variety you're looking for, it increases greatly as you advance into the game, specially with as the different tiers of bounty hunting, undersea, underground and space missions show up. Yes, piratez has a slow start, but its absolutely worth it if you have the patience break the workshop and bounty hunting badge barriers.

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XPiratez / Re: A thread for little questions
« on: January 24, 2020, 01:34:47 pm »
I don't remember if you can bring dogs into mansions, but if you don't have aye-phones (which you should prob have by that point anyways), their sniff power works pretty much the same way. Gals with sense are the easiest way to go though, since you don't have to waste TU's on anything, just be careful with the ocasional shotgun carrying mansion dweller.

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XPiratez / Re: [MAIN] XPiratez - K2 - 2 Nov - Ice Ice Cool
« on: January 16, 2020, 10:33:19 pm »
Indeed. Its kinda like those people who trace official sonic art and then claim it is their "original character" and berate anyone who for whatever reason use said character in other art. I'm not trying to belittle the contributions Hobbes' has made to openxcom and/or the xcom modding community, and I do agree with his point, on principle, its just that Xpiratez and other mods that get donations are free to download and use, just like Hobbes' stuff, the fact that people like the projects and wish to donate doesnt convert those mods into "paid content".

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XPiratez / Re: A thread for little questions
« on: January 15, 2020, 03:59:28 pm »
You still aren't that deprived of laser weapons tho, since you still have smuggler contacts to get yourself some basic but rather useful energy stuff, and you can easily save enough stuff to equip a decently sized team off a single pogrom against guild exterminators/mercs. I also do feel the eurosyndicate deal is more a flavor thing that brings more downsides then upsides, since by that point you'll likely have enough extra loot to compensate.

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