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Messages - Eddie

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61
XPiratez / Re: [MAIN] XPiratez - K2 - 2 Nov - Ice Ice Cool
« on: December 27, 2019, 08:36:44 pm »
Apparently you don't know that you can get freshness back from pillow books. It gives 6 freshness at the cost of 69% tu and 69 stun. The stun means you need at least 70 health to be able to use it. Each book has 5 charges and they replenish after combat.

62
XPiratez / Re: [MAIN] XPiratez - K2 - 2 Nov - Ice Ice Cool
« on: December 27, 2019, 04:58:37 pm »
You will notice a low freshness mostly in energy regeneration. Most noticeable when you use the Admiral de Corazon outfit, which burns 6 freshness per round. After turn 10 energy regeneration is so low you can barely move around.

63
XPiratez / Re: Bugs & Crash Reports
« on: December 21, 2019, 03:22:12 pm »
The blowpipe has been changed several versions ago and is of debatable use in it's current state. Damage now scales with stamina, and you get 36 damage at 150 stamina. The damage is good, but the range sucks now. After 5 tiles you loose 4 damage per tile, so at 8 tiles and more it is worse than a dart pistol with basic ammo.

Basically, you need to get so close for the damage to be good that you might as well just use melee.

64
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: December 19, 2019, 04:03:38 pm »
Some ideas that may be worth exploring:
Hybrids have a slightly better accuracy cap than gals. This could be raised a lot higher to create a new role for them on the battlefield: the glass cannon.
- Autoshot on weapons is usually of low enough accuracy that you will get benefits from a better firing skill all the way to 200 and more.
- High accuracy hybrids would get the most out of dakka type weapons, which tend to be heavy. This gives balance, as the hardest hitters of the dakka type are usually also the heaviest, but they are too heavy for a hybrid. The weaker and lighter dakka will then be more viable, since they become very strong in the hands of a hybrid.
- Hybrid outfits suitable for fighting usually have a penalty on voodoo, so you have to choose their role. You won't get a soldier that is good at voodoo and shooting at the same time.
- When balanced properly, all this gives you the choice to swap one of your gals for a higher dps, but more frail hybrid.

While thinking about heavy dakka weapons: For weapons with heavy recoil like a minigin, strength could be used as a skill modifier for accuracy. I'm pretty sure the ruleset supports that. And we already have armors that provide a strength bonus, to synergize with such weapons.

65
XPiratez / Re: A thread for little questions
« on: December 16, 2019, 07:37:18 pm »
Gambling is totally worth it. In short: reclaim the coupons that you can, sell the ones you can't reclaim.

How useful the things are that you get depends on your tech level. Higher coupon levels gives better things. There is a whole line of quite good weapons (golden) you can only get through gambling. It's gambling, so you will always get some junk as well.

If you gamble just to make money: I tested the copper and iron coupons, and for these reclaiming them and then selling the stuff gives you more money than just selling the coupons. This is on average, so if you reclaim just five coupons chances are it's lower. It should also be noted that gambling gives you a steady supply of apples.
Gambling is most profitable when the things you get are actually useful to you, since getting them from gambling is way cheaper then buying them. I found gambling the most useful when I need to equip troops for a newly established base.

Gambling can give you things way ahead of your techlevel or rare items you don't have yet but need for research. Here is a short list of things I find useful:

copper
- Maid outfit (research needed for Mansion mission)
- exquisite lingerie (you need a lot for seductress outfit)
- wrench
- old coins (bank bounty tokens)
- electric lasso
- boom fruit
- mine
- zombie juice
- vampire blood
- animal poison
- human space suit
- riot shield
- dart pistol, with basic or advanced ammo (basic ammo is extremly useful underwater)
- precision pistol
- combat shotgun
- crusader slave armor

iron
- all the useful things from copper
- old earth books
- Lokk'Naar scripture
- celatid essence
- Jack bounty tokens
- panzerfaust
- LASS
- knockout grenade
- all kinds of powerful explosives like, satchel charge, high explosive and barrel bombs
- aye phone (motion scanner)
- crazy Hassan flyer
- poison gas cannonballs (so useful for deep one pogroms)
- lynx smg
- painbringer smg

titanium
- boss armor
- doom slave armor
- grav harness
- vibro blade
- vibro sword
- bardiche
- super-self-charger
- demonic essence
- hypno panel
- stasis grenade
- rcf carbine electropulse ammo
- haxxor
- raygun
- omega rifle
- golden pistol
- bunch of heavy weapons like mortar, rocket launchers and grenade launchers
- and much more...

66
XPiratez / Re: Prisoner economics: enslave, sell or rob? (+gambling)
« on: December 09, 2019, 12:14:27 am »
I did some gambling to find out what the profit margin really is. 1000 chips will get you between 2 to 2.9 mil. Also, claiming the copper coupons and selling the stuff gives more money then just selling the coupons.

Bottom line, gambling gives you a little more than double your money back. So on the current patch robbing + gambling the robbed chips will always net you more money than selling a prisoner.

67
XPiratez / Prisoner economics: enslave, sell or rob? (+gambling)
« on: December 04, 2019, 08:14:05 pm »
I was thinking about what the best proceedings with prisoners is. Enslave, sell or rob. The robbery option assumes you then use the chips for gambling.

This question obviously depends on who the prisoner is. Raiders for example have such a low sell price that slavery and/or recruitment are clearly the best options. For your average tough guy or savvy girl the question is not so straight foreward.
The last few updates also changed the economics. Glamour was introduced, gambling was made less profitable. When gambling still gave ~4x the investment back, robbing was clearly better than selling. From my quick test gambling is now less than 2x, so sell vs rob is again an open question.

So, what do you do with your prisoners and why?

My proceeding so far: Sell only when there is no other option. Enslave when the slave monthly earning x10 > chips value of robbery. Else rob + gamble.
The richer I get the more I lean towards slavery.

68
XPiratez / Re: [MAIN] XPiratez - K2 - 2 Nov - Ice Ice Cool
« on: December 03, 2019, 07:39:37 pm »
If your gal is standing in the same cell as the thin wall resides, she may get fired at.

I think the type of wall has something to do with it. I noticed some doors don't go all the way up, there is a small gap at the top. You will only see this when you take a first person look screenshot (F10).
The map that I tested this on was the Hawk. Here the doors on the lowest level have this gap at the top. Apparently the AI then calculates a valid trajectory for arcing weapons to the unit behind the door. As we all know bugged trajectories exist, and this is one of them. So the AI thinks it can throw grenades at the unit behind the door, but actually they all land in front of the door. Result for me was that whenever I had a spotted gal stand behind that door, there would be a rain of grenades.

Not sure if intended, but if the explosive is strong enough, this is some form of hack to get the AI to blow doors open. Only works for arcing projectiles though.

69
XPiratez / Re: [MAIN] XPiratez - K2 - 2 Nov - Ice Ice Cool
« on: November 28, 2019, 03:46:19 am »
The enemy actually can do more than you.
If an enemy with the spotter tag sees you, he will have map hack on your unit for 2-3 turns. He will still know where you are next round, even if he can't see you.
If you score a ranged hit on a spotter and he survives, this counts as him seeing you. Even if the enemy had no vision of the shooter.

70
XPiratez / Re: Bugs & Crash Reports
« on: November 23, 2019, 11:10:26 pm »
Monster hunter condemnation has STR_DEMON_TERRORIST listed as enemy giving the condemnation. I would have thought bogeymen were meant by that, but they are STR_DEMON. No enemy with STR_DEMON_TERRORIST actually exists.

71
XPiratez / Re: Condemnation bonuses and penalties
« on: November 18, 2019, 01:54:23 am »
You already get punished for hitting your friend. You just hit your own unit.
What I don't like is that now you get punished even if it did no damage.

72
XPiratez / Re: Condemnation bonuses and penalties
« on: November 18, 2019, 01:21:18 am »
I already have two 47% dodge Lokk'Naar without specifically grinding reaction condemnations.

I would say triggerhappy and street fighter are the easiest ways to get reaction for Lokk'Naar. My Lokk'Naar all have some level of triggerhappy already because of the way I use them. Night missions with easy enemies that have poor night vision. Sit the Lokk'Naar in the shadows and throw electroflares at the enemy location, kill everything with reaction fire. Best used with a Shadowbat.

For the bravery bonus, cavalier is probably the easiest way since the Lokk'Naar hemself doesn't need to do that much except be on the mission.
That beeing said, I don't enjoy grinding condemnations. But right now maxxed dodge it is the most powerful thing you can do to win air combat.


Just to make it clear, I really love most of the condemnations. Cavalier especially, since it really gives you a unique reward for saving everybody. But then there are the few condemnations that make your game unneccessary complicated and just kill the fun. Gal of steel is a good tradeoff for a regular gal, but for a pilot Lokk'Naar where every reaction point counts you have to avoid it like the plague. Meaning your pilot Lokk'Naars can't be the ones that drive your vehicles. What BBHood said is another example of condemnations taking the fun out of creative gameplay.

That is why I started this topic. Right now the need to avoid the negative effects of the condemnations make me feel I would rather play without the condemnations altogether. There is obviously a better way than to just remove them, so lets discuss what everyone else thinks.
Just for myself, I can easily write me a mod to remove the condemnation bonuses and penalties.

73
XPiratez / Re: Condemnation bonuses and penalties
« on: November 16, 2019, 08:02:28 pm »
I just noticed that condemnation bonuses also count for piloting now. So the 50+ dodge Lokk'Naars are back. And they even can get maximum approach speed now.

My proposed solution to avoid the invulnerability through maxed dodge would be to have a dodge bonus cap stat on crafts. Doesn't make much sense anyway that a Kraken has 50% dodge when a crew of maxxed Lokk'Naar are flying it. A sensible dodge bonus cap for the Kraken would be 20% for example.

To avoid needing a new variable in the ruleset, the dodge bonus cap could also be calculated from the maneuverability of the craft. For example 20% + craft dodge /2
A Kraken would then be capped at 20% dodge bonus, while a jetbike would have a cap of 45%.

74
XPiratez / Re: A thread for little questions
« on: November 15, 2019, 01:53:34 am »
With the multiple examples of how RNGesus can hate you, introducing more ways for him to hate you might not have been the best move :-D

75
XPiratez / Re: Score loss and enemy bases
« on: November 12, 2019, 02:31:57 pm »
My mistake, I'm not an experienced farmer.

So the economics of weed farming is:
Weed plantation on top of a plantation costs 35k, converting it to harvest 25k and the actual harvest 5k. From this you get 240 sectoweed, minus the 12 you needed to build the weed plantation. These 228 sectoweed you can sell for 500 each for a total of 114k. Subtract the operation costs and you get a profit of 49k, plus the 100k from the plantation if you farm correctly.

So weed plantations make your plantations 50% more profitable.

For comparison, on the four tiles of the plantation you could also build two extractors and two barracks to have 40 runts make and sell flame arrows, for a monthly profit of 230k. 300k if you have a still in the base and can make grog. Initial cost is way higher than for farms, but having 40 runts is also much more useful.

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