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Modding => Released Mods => XPiratez => Topic started by: eharper256 on September 14, 2024, 02:18:27 pm

Title: XPiratez Information Compilation, Starter Guide & NPC Guide (N11 UPDATE!)
Post by: eharper256 on September 14, 2024, 02:18:27 pm
As I'm that guy who automatically writes guides and summaries for things as I go along (I have several Steam Guides for that reason), this topic links to a big 26 32 page compilation of information to help you with playing XPiratez!

Testimony from the Mod Author themselves:
I had a lot of fun reading your guide myself, especially the Captains' descriptions, it's really rewarding when the love I put into making the mod gets returned and spread around :) It's also probably the best researched guide I've seen, I didn't see a single false claim.

Last Updated: 03/04/2025 for the new N11.2 patch
Get it here: https://drive.google.com/file/d/1qmALl2Xud7xOIjLpRXaf_Xz6IfusINrA/view?usp=sharing (https://drive.google.com/file/d/1qmALl2Xud7xOIjLpRXaf_Xz6IfusINrA/view?usp=sharing)

Notably Includes:
>> All of the Starting Locations and what they give in one place (events & regional bonuses too). Updated 10/04/25.
>> Captain Ideas, Aspects, and then each as a whole including all of the types. The events and bonuses in summary that they get. Updated 20/10/24.
>> All four Codexes and their bonuses in summary. Updated 02/04/25.
>> Craft and Interceptor Progression. Updated 19/04/25.
>> Recruitment choices comparison for routes (i.e. Male/Gals/Cats/Peasant/Sectoid). Updated 10/04/25.
>> Reference charts for shields, armour terminology, and captain progression. Updated 16/11/24.
>> Details about Bounty Hunting, and all the potential prizes, with my personal ratings of each. Updated 16/04/25.
>> Hints and Tips for both newer XPZ players and some more advanced ones as well. Updated 21/04/25.
>> Suggested Tech-Tree progression chunks for the early game. Updated 10/04/25.

Includes a lot of my thought processes on each of these as well as pretty formatting. :D

If you think any of my thoughts are horribly off-base, feel free to let me know and I'll add corrections.

If you want a FULL look at ALL of the Dr. X/Aurora/Red Mage/Witch Princess NPC plotlines in detail,
with HOW-TO's and implications of the different branches and rewards, this is not in the main guide due to massive spoilers,
but the N11 version of this can be found AT THIS DOCUMENT INSTEAD (https://drive.google.com/file/d/1C38xtlxlF4kg8hXsO7sFUDNaIJKuVc1N/view?usp=sharing).

(Last updated 18/04/2025)

Additionally, the online XPedia is WAY out of date (2 years or so), so here's a re-compiled one for N11:
https://drive.google.com/file/d/1x4q6Y85TWucgCbajoDbKvWYSdJ8rx5Sf/view?usp=sharing
When it opens on Google, click the Down Arrow to Download it and place in your \Dioxine_XPiratez\ root for the images to work.
Recompiled 02/04/2025.

Finally, there is also a Weapon Comparison Excel Sheet (now a bit outdated~ 11/09/24):
https://docs.google.com/spreadsheets/d/1eFMsh58jxKg9YgsLlsvEX9mg4qCC34Ck/
This includes comparison between fire modes (Snap/Aimed/Auto), Damage expectations, accuracy, and range, catagorised by weapon type, and presented in the order I found a copy of that weapon.
This is INCOMPLETE, as I obviously haven't tried everything.

Hope you all find it useful. ;D
Title: Re: Info Compilation Document
Post by: Delian on September 15, 2024, 12:11:51 am
>N9.5.6
But there's N9.7.7 out now hehe

>increase base storage capacity by 18 Tonnes
1 unit of storage space doesn't equal 1 ton. It's got more to do with volume than weight, but even then it's never been clear how much of what it's supposed to be

>Gnomes are fantastic pilots
No, they really are not. For pilots, the only thing that really matters are reactions and firing skill. Gnomes have 130 firing cap, but only 70 reactions, which is worse than ubers with 100 reactions and 120 firing. The best are outlaw catgirls with 131 reactions and 130 firing caps.

>Samurai Training Book. Pretty great for Peasant army
Wrong, it's the best for catgirls, because the book allows you to instantly buy Fuso Plate Armor for catgirls, which is otherwise a mid-late game tech.

>get instant access to Fireball Launchers
Researching countries is easy, researching Contact topics is hard. In other words, no, you don't get instant access to those.

>free research for one cowboy related item.
The Sheriff's Handbook can be researched continuously until you get all its topics.

>Flame Cannon Uses Chems to reload
No, it uses Hellerium.

>Non-Profit Lab
Lazy-ass (later through Voodoo: Excess), Rational or Progressive captain. Mage can't get it because Might disables the lab.

>but gets some unique ones
Ultimate Captain gets no personality-specific events, except one. Every month there's a 63% chance you get 666 score and 666k funds. Should also mention that this captain can't progress through any advanced Dr. X storylines.

>Illusion & Destruction Magic
Excess, Illusion, Destruction. Each codex gets 3 types of magic, not 2.

>Admiral Outfit has 40% resist everything
31%

>EL FUEGO
Is sub.

>It’s bad
Each ground battle with the Little Bird starts with extra 12 Glamour, which also gives +144 mission score at the end, assuming you finish before any decays. There are many other crafts that bring extra glamour or other items with them, but you don't mention these important bonuses.

>so not sure when this is used
The whole point of Piranha is that you can obtain it very early if you have enough tokens. I use it extensively because with a trained nekomimi pilot it's untouchable.

>Carries 24 (!)
You know what also carries 24 hands? CONVOY. It's my favorite ground transport and you can get it super early. You never mention it tho.

>Below shows max on-spawn stats
The recruitment max stats are basically meaningless, so I dunno why you're showing those. What matters the most are the gym training stat caps (the stats you can reach through passive training in the hideout), and the final stat caps, the stats you can reach with enough ground battle action.

>36 accuracy lol, and that is the MAX
Again, those stats don't matter at all. You don't show what the actual stat caps are.

>the online XPedia is rather out of date
The mod zip file comes with Xpedia 2.1.zip file. You're supposed to extract it, and then run xpedia.bat to run a local version of xpedia.
Title: Re: Info Compilation Document
Post by: eharper256 on September 15, 2024, 03:40:54 am

Thanks for the feedback, but it's good it's only fairly minor stuff. Will amend and update for tomorrow, but it's now 1am lol.
Title: Re: Info Compilation Document
Post by: Psyentific on September 15, 2024, 01:27:02 pm
I really like your rundown of the aspects and personality types.
Title: Re: Info Compilation Document
Post by: eharper256 on September 15, 2024, 02:15:02 pm
I really like your rundown of the aspects and personality types.
Thankyou, glad you like it! ;D

I've just updated the PDF with corrections just now. May need to F5 it if viewing online, or download it again.
Title: Re: Info Compilation Document
Post by: Vakrug on September 15, 2024, 10:12:48 pm
Great work!
Can I, please, request a "What to do with with Dr. X" analysis? I know, this is tough request, I tried to figure that out on my own with mediocre results.
Title: Re: Info Compilation Document
Post by: Delian on September 15, 2024, 10:17:33 pm
>But Lazy-Ass shouldn't get it either
Yeah, you're right. Lazy-Ass doesn't get the required Odiousless Captain. Sorry about that.

>I've intepreted ?Leave-Me-Alone? Captain as being the Ultimate Captain
The way I see it, they are:
None-of-the-above Captain=Odiousless Captain
Doesn't-Like-This-Game-Captain=Classless Captain
Leave-me-alone-Captain=Flawless Captain
All-of-them-Captain=Ultimate Captain
But I was also wrong here in that, besides that one special event, the Ultimate Captain also gets all the events of the Flawless Captain, which are quite good. Plus some events related to the idea you get from researching a codex.

>I went straight from Airbus to Big Bird
I don't think anyone uses Big Bird, because in the beginning you only have 2 hangars. So you gotta use 1 hangar for a vehicle with weapons, and one hangar for a troop carrier. And for a troop carrier, the Big Bird doesn't have enough range. Basically, AIRBUS can get farther and faster (reach more mission sites), which is more important than having more crew space. Once you get more hangars, options expand, but until then, Big Bird is a Bad Bird.

>I entirely ignored Ground Stuff other than as prequisites. At the early stage, Convoy seemed useless as I had like 9 hands total.
I mean, GUNWAGON is the earliest interceptor you get and with a Nitro it takes care of most early-game bandits. Only got 9 hands? Try putting them on Hyena Mounts then. Or fill the craft with dogs. CONVOY is slow, but nothing beats a whole platoon of units lol. You know, some armors bring glamour on a mission? Even 2 Glamour each? Put 24 of those on a Convoy, and that's 48 extra Glamour per mission hehe. Or WINTER QUEENs with their 5k credit chips, or BRAINERs with Personal Database. Greed pays~
Title: Re: Info Compilation Document
Post by: eharper256 on September 16, 2024, 12:06:37 am
SNIP Stuff on events
Jolly good, at least I got some of that right lol. :D

I don't think anyone uses Big Bird
  :o I used it for MONTHS (like March Year 1 to Oct Year 1, and sold the Airbus. From Germany area, could reach all but Australia, and about 1/2 of South America, so it could nearly everywhere. Then went Catgirls path, and around June it it moved to my second base in Japan for the beta team whilst Firefox became my main transport. Bought a second Airbus briefly in second base to do the X-Lab mission, though that wasn't a huge priority since I already had books from Mutant Alliance Favours since they were always spamming me with missions.

I mean, GUNWAGON is the earliest interceptor you get and with a Nitro it takes care of most early-game bandits. Only got 9 hands? Try putting them on Hyena Mounts then. Or fill the craft with dogs. CONVOY is slow, but nothing beats a whole platoon of units lol. You know, some armors bring glamour on a mission? Even 2 Glamour each? Put 24 of those on a Convoy, and that's 48 extra Glamour per mission hehe. Or WINTER QUEENs with their 5k credit chips, or BRAINERs with Personal Database. Greed pays~
Sure, I can see that strat working, though I'm all for elite small teams just to save on the admin overhead myself. I obviously took a weird tech route compared to what some do. Didn't have Hyenas until after my Flagship (and already had an Armoured Car at that point). Briefly had one girl ride one with UAC Chaingun for lolz.

Great work!
Can I, please, request a "What to do with with Dr. X" analysis? I know, this is tough request, I tried to figure that out on my own with mediocre results.
Haven't actually done the X-Stuff yet myself, but sure, I might add it when I do. Glad you like it!  :D
Title: Re: Info Compilation Document
Post by: Vakrug on September 16, 2024, 08:54:35 am
I don't think anyone uses Big Bird
The main usage of Big Bird is "Mansion Invasion" mission. Other large crafts allowed there are mush farther away in tech tree.
Glad you like it!  :D
And this is another tough request: analysis of allowed vehicles in special missions. I mean not just a long list, but some important and unintuitive use cases like with Big Bird.
Title: Re: Info Compilation Document
Post by: eharper256 on September 16, 2024, 09:54:41 am
The main usage of Big Bird is "Mansion Invasion" mission. Other large crafts allowed there are mush farther away in tech tree.And this is another tough request: analysis of allowed vehicles in special missions. I mean not just a long list, but some important and unintuitive use cases like with Big Bird.
Yeah that could be good.

I actually didn't unlock Manion Invasion until like Jan Year 2, so I could use Fortuna (and I could use my Firefox which I still have too). I see it also allows Snake and Shadowbat and Airvan; think this one is less requiring an Infiltration Vehicle like some of the bounty missions, just that it has to be VTOL, since you drop through the glass roof of the mansion (or at least that's implied in the map design). But yeah, it's another point for Big Bird. :D

It's just the outfits that are more limited. Fortunately again for me I had two Catlooters and my ace melee catgirl has an Unipuma with Nekomimi Blade and Spypistol as her default anyways, and a couple of Witch girls at this point.
Title: Re: Info Compilation Document
Post by: ontherun on September 17, 2024, 10:46:59 am
Dear  eharper256, thi is really great! Might i advice to chance the thread title in "xpiratez quick reference starting guide" or some thing? Please keep it up and updated, moreover, i'd be very happy if you please join the discussion in often in " Extended Piratez general FAQ/Strategy Guide (https://openxcom.org/forum/index.php?topic=4102.0)"!. Heavy loads of thanks!
Title: Re: Info Compilation Document
Post by: eharper256 on September 17, 2024, 09:20:58 pm
Dear  eharper256, thi is really great! Might i advice to chance the thread title in "xpiratez quick reference starting guide" or some thing? Please keep it up and updated, moreover, i'd be very happy if you please join the discussion in often in " Extended Piratez general FAQ/Strategy Guide (https://openxcom.org/forum/index.php?topic=4102.0)"!. Heavy loads of thanks!
Glad you like it. :)

Feel free to pin this document or add a link to the FAQ if you credit me, though that seems more like an extended Let's Play thread with extra tips at the moment? Me and a chap on one my discords have been keeping a few (https://media.discordapp.net/attachments/612020320211042324/1276204980612894792/image.png?ex=66eaf502&is=66e9a382&hm=22dc68a8aded763d6fbb3c35f6959422d852867ae588187f69e5c6a44669b593&=&format=webp&quality=lossless&width=1071&height=675) fun (https://media.discordapp.net/attachments/312645790080434197/1282461897270104187/image.png?ex=66eaa5f7&is=66e95477&hm=562104e5f32dbe4fa24ee04a09cd46e40b30258a451d57a4558fcd16a1495ef0&=&format=webp&quality=lossless&width=1067&height=675) visual (https://media.discordapp.net/attachments/312645790080434197/1282461898956210196/image.png?ex=66eaa5f7&is=66e95477&hm=9f79e7c5ed0922069651fb7467e44448cdc533f1cb7df525c9167f04dedcc3aa&=&format=webp&quality=lossless&width=1233&height=675) records for that sort of thing, though.

It's not purely starting stuff (and I'll probably add more as time goes on) so I think it would be a bit misleading to change the title to that for now.

Incidentally, if people are interested, I've also been doing a weapon comparison spreadsheet in Excel that I can upload for people who have it. Since this has been more popular than I first expected. It's obviously incomplete at the moment since I only add a weapon when I have access to it (right now, 120 rows of guns with all their stats).
Title: Re: Info Compilation Document
Post by: ontherun on September 18, 2024, 09:17:30 am
Glad you like it. :)

Feel free to pin this document or add a link to the FAQ if you credit me, though that seems more like an extended Let's Play thread with extra tips at the moment?
Sort of, i see more an hybrid between playtrough and a guide, kinda intercative, but i happen to like it  :)

It's not purely starting stuff (and I'll probably add more as time goes on) so I think it would be a bit misleading to change the title to that for now.

OK, a more straightforward title would be more easy to rmembre and searched through the forum  :-\

Incidentally, if people are interested, I've also been doing a weapon comparison spreadsheet in Excel that I can upload for people who have it. Since this has been more popular than I first expected. It's obviously incomplete at the moment since I only add a weapon when I have access to it (right now, 120 rows of guns with all their stats).

Oh, yes please!  8)
Title: Re: Info Compilation Document
Post by: eharper256 on September 18, 2024, 09:48:56 pm
Here's the Weapon Comparison Excel Sheet: https://docs.google.com/spreadsheets/d/1eFMsh58jxKg9YgsLlsvEX9mg4qCC34Ck/

Compares the Snap/Aimed/Auto/Damage including the Accuracy and Range and stats involved. Also includes lots of my thoughts about each one specifically and uses my usual colour coding (Purple S/ Blue A / Green B / Yellow C / Red D).

As mentioned above, not fully complete (I'm at late-laser tier right now, and I've been adding stuff as I've got it/used it). Will update it in time.
Title: Re: Info Compilation Document
Post by: John___Doe on September 19, 2024, 03:51:53 am
Here's the Weapon Comparison Excel Sheet: https://docs.google.com/spreadsheets/d/1eFMsh58jxKg9YgsLlsvEX9mg4qCC34Ck/

Compares the Snap/Aimed/Auto/Damage including the Accuracy and Range and stats involved. Also includes lots of my thoughts about each one specifically and uses my usual colour coding (Purple S/ Blue A / Green B / Yellow C / Red D).

As mentioned above, not fully complete (I'm at late-laser tier right now, and I've been adding stuff as I've got it/used it). Will update it in time.

Blackmarch.

I have to question the value of grades when they are so dependent on availability, which is highly variable in piratez. The combat shotgun, for example: often unused because by the time you encounter enemies with them you have something better, but it only requires Merchants to buy. If you do get one early it is probably the best shotgun you can buy (and buy ammo for). Similar case with the domestic shotgun: it has many superiors, but when your choices are the domestic and the ol shotgun, the domestic looks pretty good.

I do think you are significantly underrating the double barrel shotgun. 20x10x2 for 32% tu is basic security armor killing firepower anyone can use.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on September 19, 2024, 04:45:53 pm
Blacksmarsh is the first hub of Hexen II, so I'm always interchangably adding in an S or not lol. Which considering Doom is also referenced in XPiratez... well in any case my brain can't differenciate the two. :D

Take all the grading with a pinch of salt, of course. Availability is indeed a massive game changer, but since it's so random, I can't possibly use it as a metric for any sort of tier-based coding (well if I did I could only reliably look at weapons you could buy and the techs that unlock as such). Hence, it's entirely based on how I feel it performs stat wise in comparison to others of it's category with a minor pinch of "this is what it felt like on use".

For whatever reason, I don't think I ever used the DB much, and I've always found I highly value good range on shotties unless you can one-hand them with a melee weapon.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Rokksta on September 20, 2024, 11:45:23 pm
Starting Locations:
Blackmarch: Only in the first 3 months you will get a gnome 100%. Afterwards it will be a 7% chance per month
Theban: its a trap. The 12 clones are amazing, but you will get up to 3! goverment raids per month. You will lose the game if you don't know what you are doing.
Central Provinz: Its useful if you want to start your farming game as fast as possible

Siberia has a 7% chance per month for an ice lady

Bioplasma projector needs to recharge 1,5 months, which could be bad of you don't know it.

Don't forget the Overcharger! You can put it on the turtle or even 2 of them on the worm. Afterwards the worm will become a useful interceptor and it has still enough fuel to go around the world.

Peasant Revolution: The Revolution HQ is also more then 2 Dojos and also has some Workspaces for moneymaking. It also has the hidden function that ufos will stay visible even after leaving the radar. This building is amazing and the true strengh of this path. You will also get many events per month with free recruits. But peasents in itself have low strengh, so their usefulness is limitet

I was shaking my head after reading that you have only 2-3 bases in mid game. Get 8 bases as fast as possible in early game and fill them with farms. Your funds will thank you.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on September 21, 2024, 01:12:37 am
Hm, some stuff I didn't know here, so thanks, will update tomorrow.
>> I've gotten 11 gnomes by year 2, month 7, on Blackmarsh (and also +2 from Mad Gnomes, +1 Cinderella Project) so guess I've gotten lucky RNG.
>> Theban: Yeah I got that the governments didn't like you but wiki seems to imply it's a 1-off Ordinator attack. Hmm.
>> CP: Fair enough I guess.
>> Sib: Will add that.
>> BioPlasma is 1.5 months reload? Really? :o
>> Yep, that's valid, though as mentioned before I'm purely comparing base stats or else things get super complex consideration-wise.
>> True, I kinda ran out of space in that section.
>> Huh... I still only have 5 bases, and only 3 are significant (2 intercept bases). I've always made way enough cash from Infamy, loads of Courtesans/Exotic Dancers, Power Stations in each base, and constant Chateau Le Mort production in one base to cover all costs to point of not even needing to sell loot and wanting to buy gold (about 10 Mil a month net profit right now, and I've just finally started on Casino too with those spare chips). Japan base has 1 farm just so it can have bees for base defence and poison production lol.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Vakrug on September 21, 2024, 09:55:08 am
Bioplasma projector needs to recharge 1,5 months, which could be bad of you don't know it.
Pro tip: Go to vehicles management screen and disable "Bioplasma projector" by clicking on it. This will stop it from recharging (but saves already stored charges) and allows vehicle to refuel. Wait until vehicle is refueled. Go back to management screen and enable "Bioplasma projector" again. Now it can continue to recharge while vehicle is fully operational. So there is no major downside for 1.5 month recharge time.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Rokksta on September 21, 2024, 10:43:47 am
>> Theban: Yeah I got that the governments didn't like you but wiki seems to imply it's a 1-off Ordinator attack. Hmm.
Only the first attack is one and 100%. In the following months it will roll 3-times up to ~25% depending on the difficulty. If i read correctly you will lose 2 of these rolls if you go male path and reject the power.

>> Huh... I still only have 5 bases, and only 3 are significant (2 intercept bases). I've always made way enough cash from Infamy, loads of Courtesans/Exotic Dancers, Power Stations in each base, and constant Chateau Le Mort production in one base to cover all costs to point of not even needing to sell loot and wanting to buy gold (about 10 Mil a month net profit right now, and I've just finally started on Casino too with those spare chips). Japan base has 1 farm just so it can have bees for base defence and poison production lol.
Yes, but how many apples und courtesans you have depends on luck so i don't like it. More money is always better, especially in early game. Of course i will fill up the workspaces in the main base first before expanding.

Pro tip: Go to vehicles management screen and disable "Bioplasma projector" by clicking on it. This will stop it from recharging (but saves already stored charges) and allows vehicle to refuel. Wait until vehicle is refueled. Go back to management screen and enable "Bioplasma projector" again. Now it can continue to recharge while vehicle is fully operational. So there is no major downside for 1.5 month recharge time.
I didn't know that. Thanks a lot!


The weapon spreadsheet is more or less right, but the domestic shotgun is an good stun weapon in early game because of the rubber bullets. It is my standard loadout in non-lethal missions. You can also shoot many times on an armored enemy on the ground without them dying to train your soldiers. I use it until i get the assault shotgun or until i can produce stun darts
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on September 21, 2024, 12:06:05 pm
Updated the guide with the suggested changes.

Also added Triton (wasn't sure when to place when I wrote the section before, but my game started seeing Reticulans in Year 2, Month 4, so I've added it now), the fact that S. America can spawn events if not in a country, and clarfication on a couple of other sections.

Also, can someone let me know if Crab uses the old Lightning sprite? Not able to build one at the moment but when I know more about it, it will also go in.

The old link will continue to work but will require an F5 if you view it online, or a re-download if you use it offline.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on September 22, 2024, 03:31:33 pm
Updated the Excel spreadsheet with a section on Throwing weapons, and Voodoo, as well as adding a couple of extra guns in general.

Underwater and Primitives section added to as well.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: ontherun on September 24, 2024, 02:29:17 am
Updated the Excel spreadsheet with a section on Throwing weapons, and Voodoo, as well as adding a couple of extra guns in general.

Underwater and Primitives section added to as well.

Good to know! Would be possibile in next update to have the bounty prizes tier, please? And also some kind of guide on bulldings that can be upgraded and/or built over?
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on September 24, 2024, 08:36:08 pm
Updated the Main Document with much more clearly written points on the bonuses of each Recruitment path, making that section 3 pages rather than 2. I might also do the same for the Codexes at some point (and elaborate on Reject Codex).

Good to know! Would be possibile in next update to have the bounty prizes tier, please? And also some kind of guide on bulldings that can be upgraded and/or built over?
Wish I knew the latter myself. :D

The Bounty Weapons are already on the list (that I have). Do you mean adding a full list of bounties in general and tiers of them?
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: ontherun on September 24, 2024, 09:00:25 pm
Do you mean adding a full list of bounties in general and tiers of them?

Yes :)
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Iazo on September 24, 2024, 10:09:18 pm
Double Barrel Shotgun should be purple, not yellow. Especially since you rated Coach gun as purple, what.

It's INCREDIBLY effective for when you get it, and it's your loss for sleeping on it. It also allows you to punch way up, against any moderately armored HP sponge like werewolves, other mutants, zombies, and .6g ammo makes it the ultimate corner camping weapon, even against personal armor.


I also have a super-big beef with your starting location rankings. Turan green (? ? ?); India purple(? ? ??!!?) Cali green (?!?!?!?!)



Javelin. Yellow? What the...... You rated an arcing *gaussian distribution* weapon that you can throw 3 times in a turn for 90 damage each with a trained gal ... yellow.




Your advice is incredibly unorthodox in some cases. It's completely fine and reasonable in most circumstances, but then there are some insane curveballs you throw in that make me wonder if we are playing the same game.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Rokksta on September 25, 2024, 12:28:09 am
The rewritten recruitment paths are much better. Thank you for writing this.

You have still forgotten the 50 workspaces in Revolution HQ, so its more like 15 buildings in 9 spaces  ;D

One thing that should be told is the salary. Gals have the highest salary and can ruin your economy, if you recruit to much.
Peasant/SS: 2.500,-
Cats: 25.000,-
Gals: 40.000,-

Since the Over-buildable buildings were asked:
1x1: Crew Quarters, Vaults, Security Corridor, Burrow, Outpost, Living Capsules, Love Clinic, Trap room, Fire Pit, Gas Chamber
2x2: Hangar, Large Quarters, Large Vaults, Plantation
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: ontherun on September 25, 2024, 04:09:02 pm
@Rokksta: thanks for the info!

@forum moderators: please make the thread a sticky one?

Sidenote: this guide do not applies to the old version prior to the N6 which introduced the cat path, see here (https://openxcom.org/forum/index.php?topic=4133.msg164120#msg164120).
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on September 25, 2024, 04:23:26 pm
Stuff <snip>
Yep fair, as I did already point out, ratings are always subjective. I was considering just removing them, but I know some people find this sort of thing useful. I'm also always happy to re-evaluate stuff.

A few people have said DB is great so I'll raise that. I rank Coach Gun as really great for that effective range that even lategame shotties don't have, whilst still getting to use the Mini-Shotgun bounty prize shells too. I've even used the coaches later in the game purely as something that delivers reliable incendiary for the Poison Subway missions with the Slimes (flamethrowers are really not that reliable). For me, it was kind of mostly transitioning from the Coach into Smart Shotgun because that range is so valuable. Higher Accuracy at higher range also means that the Coach trained many of my troops' accuracy really quickly. So yeah, I really won't shift on how mighty the Coach is.

Turan is great but those potential theft events do make me cringe. I was poor for a lot of the earlier months of my playthrough, so I could see a random 500K theft just ending my run in that case. I'm happy to raise it to A-Tier though. That also affects the India rating; I was constantly being annoyed with running out of storage as well early on, so all these starting slaves are just a nice economic boost. Not to mention not having Gladiatrix as a prerequisite really annoyed me for a while (ended up savescumming Raider Boss interrogation to get it~ I have still never even seen a Church Beastmaster by mid year 2*). Cali, again, good lord 375K of early debt is not something I'd want, and catgirls, if you want them, are not too far on the Catgirls route.

Javelins... okay I'm not sure why they were C-Tier lol, will shift that, they are at least B-Tier. Problem is, Combat Bow overwhelms it, needs less strength, and has far better range, still gaussian, still 30 TU. Javelins almost immediate availability is nice mind, though it's only +5 prerequisites more for C-Bow. Aqua Javelin came to me when I already had Survival Bow. Also, making a giant chart like this, and the damage curve being some tiny numbers of the wiki mean I will miss that on occasion.

*= This is actually probably my only complaint with XPiratez; like heck am I going to go through to aggro of finding and capturing high-tier enemies 50 odd times for stuff like Academy Secrets and such because the RNG decided that the Esper was going to give Hint #69. No RNG, we save at 20 minutes to midnight and we will retry until you get it right. :P I really wish those kind of things had some kind of priority.

The rewritten recruitment paths are much better. Thank you for writing this.
You're welcome.

I've added the workspaces with next version (not pushed yet). It's just I had to find a creative way to get it in the space. I will have to see if we can get the salary and over-build info in there somewhere, thanks for that.

@Rokksta: thanks for the info!

@forum moderators: please make the thread a sticky one?

Sidenote: this guide do not applies to the old version prior to the N6 which introduced the cat path, see here (https://openxcom.org/forum/index.php?topic=4133.msg164120#msg164120).
Thanks for the sticky nomination.  :D

I do mention its N9.5.6 in the title. Yes, I still need to update, though I recall being insanely confused on the last time I updated when I suddenly couldn't buy Chemicals (as the Pharmacist had been added). ::)
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Iazo on September 25, 2024, 04:43:06 pm
Quote
Javelins... okay I'm not sure why they were C-Tier lol, will shift that, they are at least B-Tier. Problem is, Combat Bow overwhelms it, needs less strength, and has far better range, still gaussian, still 30 TU. Javelins almost immediate availability is nice mind, though it's only +5 prerequisites more for C-Bow. Aqua Javelin came to me when I already had Survival Bow. Also, making a giant chart like this, and the damage curve being some tiny numbers of the wiki mean I will miss that on occasion.

If you try to conform the weapons to some stats and rate them just on that, unfortunately you will miss a few subtleties.

Combat bow cannot even be compared to javelins. They do not fit in the same role. You are basically, I dunno, comparing the laser tommy to the heavy laser (Speaking of, yeah, you missed the fact that precision laser has a 50-200% damage roll, so you comparing it to heavy laser is another subtlety that bit your butt. A cat or a bugeye with a precision laser is a goddamed murder GOD, able to extract almost double the damage of a heavy laser. I rolled my eyes at that comparison, but forgot to mention it).

Back to combat bow. The damage component, or toHealth component of most combat bow arrows is RANDOM. That means, that the bow will do damage UP to the rolled power. The typed POWER is gaussian, but the actual DAMAGE which you should be interested in above that is not.For this reason, you should think of combat bow damage as aprox 0-100%, with an average of 50%. The math is more complicated than that because of course it is.

Javelin does not. Damage outcome is gaussian. You are looking at a true 0-200 roll with a very serious clustering around 100%, which makes javs extremely reliable at delivering predictable amounts of damage when you need it.

For another, Javelins can be used underwater, and they are extremely awesome at that. Further, Javelins fit in 1x3, and they can be backpacked and retrieved when appropriate, and fired onehanded, even by gals who are otherwise riflewomen, or heavy weapons operators, or melee specialists, or, especially shotgunners, who will likely find themselves at the exact ranges that javelins work. Combat bow is a commitment to 2h, in a strategy of plinking and bleeding, it is not an oportunistic tool of guaranteed death at range 11.

And finally, you really have not lived until you throw 4 javelins in a turn from hyenaback.

Edit: Re: Coach guns.

Ok, so. Shotguns are not rifles, nor are they SMGs. They are shotguns. For this reason, your insistence to hyperfocus on range misses two stats. Shotgun choke and shotgun ammo spread, respectively. Unfortunately, the online pedia does not seem to track these stats at all.

The point is that accuracy and range matter for ONE pellet. The rest of the pellets cluster semi randomly around the one. In principle, with poor choke and high spread, a long accurate range leads to one pellet being delivered, while a high choke and low spread can render even comparatively poor ranges on shotguns meaningless.

Not saying that is what happens, but you are hyperfocusing and treating one stat as the beall endall stat and missing the point.

On a more personal note, I would rate shotguns against their emergent stat I would call 'stopping power'. When an enemy turns a corner you want your shotgunner to drop him dead right then and thereon reaction, not compete with SMGs at delivering mediocre damage at midrange distances.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on September 25, 2024, 06:11:01 pm
No need for any eye-rolling, I have precisely one successful (and still in progress!) game. Of course stuff will be missed!!

I do appreciate you pointing this out. If there's not enough data, strangely enough, we will end up with flawed conclusions (funnily enough, science is like that).

Again, yikes that's a subtle difference when you look at the wiki, and one with zero context (literally just a tick). :o

As you say, no in-game or wiki data for chokes, so we therefore can't base spreadsheets on that (if someone wants to datamine all the choke data for me go ahead, but I don't have that time!)

Unfortunately, I just have many more Heavy Lasers than I do Precision Laser (actually I have precisely 1 Precision Laser, and 2 cells for it lol). Nothing has dropped any in a while, not to mention to mention I'm the kind that goes (sigh "guys we can't have this many zero damage rolls!" lets reload the save). If there's one feature of New X-COM that Old X-COM should back convert, it's predictable damage and less RNG influence, IMHO. If Dioxine added Gaussian damage and to-hit to every weapon tomorrow I'd be the first person out there praising the shit out of that. :D

Yes, I do hyperfixate on range a bit. But I think it's understandable; more range is more safety and more time saved, and with how it progresses, you are constantly in danger in XPiratez, and I want to get away with less than 10 save reloads in a single tactical, and most enemies wiped out before round 10 if I can help it. I only get 3-4 hours of play a day after work, I don't want to spend it all on one Mutant Pogrom.

In any case; I will add some changes based on this.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Delian on September 25, 2024, 06:14:54 pm
Damage outcome is gaussian.

Pyramid, not gaussian ;) (you'd need 3 rolls for gaussian distribution)
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Iazo on September 25, 2024, 06:22:51 pm
Man, just saying, reloading your game repeatedly is no way to play the game, and git gud as them kids would say.

You will form very bad habits, and are ABSOLUTELY get horrible skews in your results by playing that way. You will take way more chances. And value your unit's lives a lot less.

Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on September 25, 2024, 06:45:58 pm
I'm pretty sure it's the traditonal X-COM way to hover over the quickload whilst praying to the RNG gods. :D

When I was young, I had much more tolerance for surprises in games, but then I also had much more time to spare.

I don't reload anything when it's clearly my tactical error in judgement, or if it's a few misses here an there. I've turned up to several missions and gone "nope" and just left. I have a few casualties and I have no problems with that.

It's just when stupid shit happens; like the entire squad surges out and everyone misses all their 90% chances. Or like, a no-armour enemy survives a full barrage of autofire, and you're like "I don't have the TU's to waste on that shit". Or, as I mention, a rare interrogation that I may not get another chance at in weeks NOT giving me the correct info for VITAL progress. That's just artifical difficulty and dragging out needless hours and it can go die in a fire.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Boltgun on September 26, 2024, 11:58:16 am
Play the way you want as long as you have a good time. My current campaign is at difficulty 1 and I reload a lot in the battlescape because I keep forgetting to double check TU costs or energy.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on September 26, 2024, 01:25:38 pm
Play the way you want as long as you have a good time. My current campaign is at difficulty 1 and I reload a lot in the battlescape because I keep forgetting to double check TU costs or energy.
Yes precisely; if you love to go Ironman, go Ironman. If you love to reload every time a shot misses, do that. As long you're all having fun at the end of the day, that's all that matters. :)
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Vakrug on September 26, 2024, 02:11:12 pm
If you love to go Ironman, go Ironman. If you love to reload every time a shot misses, do that.
The difference here is that "Ironman" player have rights to speak about game's difficulty and overall balance, while the latter don't.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Rokksta on September 26, 2024, 02:29:05 pm
The difference here is that "Ironman" player have rights to speak about game's difficulty and overall balance, while the latter don't.
Thats like saying Jack Sparrow Players don't have the right to speak, because the game is balanced on Davy Jones
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Iazo on September 26, 2024, 03:22:33 pm
Thats like saying Jack Sparrow Players don't have the right to speak, because the game is balanced on Davy Jones


Well, you'll be happy to find out that Dioxine does not balance around JS.


Now, that out of the way, I didn't mean to start a holy war between saving and ironman, BUT I think it is fairly common sense that you need to note in your guide somewhere if you write a guide assuming saving and realoading, because thst ABSOLUTELY impacts the level of risk you, as a player, are willing to take while devaluing contingency solutions to almost worthless.

If you write a guide, assume the player does not play aiming to extract top tactical value from saving and loading, because that is not how the game was designed in the first place.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on September 26, 2024, 03:40:53 pm
I'll chop this discussion off now if we can, guys. Because I've seen this one before and it never ends well. :-\

I'm just here to present a guide, and help people, regardless of how they choose to play.

EDIT: Already ninja'ed by Iazo I guess. ;)
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Vakrug on September 26, 2024, 05:41:07 pm
I'm just here to present a guide, and help people, regardless of how they choose to play.
And that is why you should focus on objective stuff, not at "which gun is better". Main difficulty in XPiratez is not even "which path to take", but "what paths are actually available?" Good example is "Cats for life" path. If you are a new player and not follow update notes, you may never know that such path even exists, because it becomes available later at the game and gets invalidated as soon as you pick other alternative available much earlier. (Cough, cough... Gudrun paths... Cough, cough...)
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on September 26, 2024, 07:26:52 pm
Updated both the main document and the spreadsheet.

Main document now has two FULL pages of helpful hints and tips for starting out, as well as the Interceptor (Necroplane) section expanded quite substantially with more notes.

Spreadsheet now has a couple of extra things, updated the throwing weapons now I know more about them, and some basics for the Voodoo Rod which are still subject for change (can anyone confirm if these work the same as ye olde psi-amp? They have no damage stats on the generated wiki so I'm guessing so, and testing is inconclusive right now).
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Marza on September 26, 2024, 09:21:02 pm
Pyramid, not gaussian ;) (you'd need 3 rolls for gaussian distribution)
Pyramid distributions are still gaussian distributions; they're symmetrical with a mean and variance. To sate my professor's soul, one and even zero dice rolls are gaussian distributions as well, despite the former looking flat and the latter being unplottable.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Vakrug on September 26, 2024, 09:43:13 pm
(can anyone confirm if these work the same as ye olde psi-amp? They have no damage stats on the generated wiki so I'm guessing so, and testing is inconclusive right now).
I can just say that no matter which formula I use to calculate the success chance of a psi-attack, the obtained number never equals with the number I get when I press Alt.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on September 26, 2024, 10:32:07 pm
I can just say that no matter which formula I use to calculate the success chance of a psi-attack, the obtained number never equals with the number I get when I press Alt.
Yeah, ALT also reports a presumably entirely off number for Rod of Hellfire and basically most voodoo stuff from what I can see. Choking Wand is absolutely way better than it reports, Firebolts is way worse (well actually incendiary type damage in general always feels way weaker than the raw numbers imply).

Incidently, I've added "research Bounty Hunting early" as a tip and someone on my discord says that's gone in the most recent patch lol. Guess I need to update again.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: John___Doe on September 26, 2024, 10:39:44 pm
(well actually incendiary type damage in general always feels way weaker than the raw numbers imply). 

That's because most use the default fire damage, and the power of the weapon is actually a factor of its aoe. There are exceptions like Willie Pete grenades (white phosphorus) which do initial damage based on their power like most weapons.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on September 26, 2024, 11:21:06 pm
That's because most use the default fire damage, and the power of the weapon is actually a factor of its aoe. There are exceptions like Willie Pete grenades (white phosphorus) which do initial damage based on their power like most weapons.
Riiiight... no wonder then. Tip #80 only says stuff about targets on fire (which I always assumed was like a status effect added as a hit on top of the power, not the whole damage!).

Updated my version and discovered bounty hunting now needs rank 2 (!).

I'm not sure how to feel about that actually, it would feel odd to me not being able to start getting tokens in Februrary... and seems like it's really clogging your ability to get early infamy, no wonder one of the guys on discord was having trouble with it, that's quite a difficulty increase.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on September 27, 2024, 01:57:36 am
Apparently I was bored, so I analysed shotgun choke data rather than playing the game this evening, go figure. ::)

Here's a dump of my findings, will update the spreadsheet eventually:


Edit: This was all incorrect as it was based on out-of-date documentation so it's deleted.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Iazo on September 27, 2024, 09:36:19 am
A mistake. You want high choke but low spread.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on September 27, 2024, 09:45:38 am
A mistake. You want high choke but low spread.
Not according to the programming notes literally in the documentation:
Quote
#shotgunSpread:  Defined on an ammunition type as a number between 0 and 100 with a default value of 100.  With shotgunBehavior: true, this is approximatley the percent of pellets after the first #that will hit the same tile/target as the first at the maximum accurate range.
#shotgunChoke:  Defined on a weapon type as a number between 0 and 100 (or higher) with a default value of 100.  Used only for shotgunBehavior: true, acts as a percent modifier to the 'accuracy' of #the pellets from shotgunSpread - 100 means only the shotgunSpread value defines the spread pattern, 0 gives maximum possible spread regardless of the shotgunSpread value.
Higher spread means more pellets hit same target, choke is merely a % modifier to that initial value.

Admittedly, it does sound counterintuitive, but the numbers also match. The Domestic has a 70 (x0.7) choke, the Police has 110 (x1.1), for example. This is then based on the shells having 15-45 base spread in most cases. (with the shells in that previous example we end up with 25 * 0.7 = 18% chance for each pellet to hit on the Domestic, or 25 * 1.1 = 27.5% on the Police).

A low spread, say 15, plus high choke, say 130, in the documents, just means that the atrocious base spread of the shell is mildly mitigated from 15% to 19.5%.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: zombieguy223 on September 27, 2024, 10:12:18 am
Not according to the programming notes literally in the documentation:Higher spread means more pellets hit same target, choke is merely a % modifier to that initial value.

Admittedly, it does sound counterintuitive, but the numbers also match. The Domestic has a 70 (x0.7) choke, the Police has 110 (x1.1), for example. This is then based on the shells having 15-45 base spread in most cases. (with the shells in that previous example we end up with 25 * 0.7 = 18% chance for each pellet to hit on the Domestic, or 25 * 1.1 = 27.5% on the Police).

A low spread, say 15, plus high choke, say 130, in the documents, just means that the atrocious base spread of the shell is mildly mitigated from 15% to 19.5%.
I'll preface by saying that I don't fully understand how shotgun spread actually works, or whether higher or lower spread results in more pellets hitting the target.

I think that lower spread results in more pellets hitting based mostly off of the XPedia entry for .6g Buckshot (https://xpedia.netlify.app/##STR_BUCKSHOT_HV) suggesting it has a tighter grouping (20 shotgunSpread) compared to the standard .8g buckshot (35 shotgunSpread). There's some discussion in other threads on this forum about it, but I still couldn't fully understand how it works.

Other discussion here:
https://openxcom.org/forum/index.php?topic=6541.msg102313
and here (I think this is from when the code used in OXCE was being written):
https://openxcom.org/forum/index.php/topic,4834.0.html

And I believe this is the section of code in OXCE that handles the spread calculations:
https://github.com/MeridianOXC/OpenXcom/blob/oxce-plus/src/Battlescape/ProjectileFlyBState.cpp#L783
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Iazo on September 27, 2024, 12:45:50 pm
Ok, I asked the developers because this is really getting in the weeds. So far it seems that the documentation might be wrong because it does not seem to describe what the code does.

That said, the code pretty strongly makes an argument that how you calculate it is wrong. It is not simply choke*spread, it is choke*(1-spread)
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on September 27, 2024, 09:36:00 pm
Thanks for finding the relevant code snippet, I didn't have that available of course, so:
Quote
secondaryImpact = proj->calculateTrajectory(std::max(0.0, (1.0 - spread / 100.0) * choke / 100.0));

I plugged this into Excel to do the calcs, and double checked with Windows Calculator on Scientific so we can correctly honour the brackets:
If it's high Spread and High choke (lets say 50 and 120), it will be: ((1.0 - 50/100) * 120/100)= 0.6
if it's high spread and low choke (lets say 50 and 70), it will be ((1.0-50/100) * 70/100) = 0.35
if it's low spread and high choke (lets say 15 and 120), it will be ((1.0-15/100) * 120/100) = 1.02
If it's low spread and low choke (lets say 15 and 70), it will ((1.0-15/100) * 70/100) = 0.595

std::max is usually a function to pick the largest/maximum of two values in C++. CalculateTrajectory is using voxels to trace paths as we might expect. Earlier in the code, CalculateTrajectory is used to create the origin point of the shot using the units accuracy. std::max here is always going to return the calculated figure since it's greater than zero, but since we're referring to the old CalcTraj for the origin point, I'm guessing this is showing the maximum possible deviance between 0 (i.e. hitting the same place as before) and X (what is generated here).

This is assuming a fair bit and I'm quite an amateur coder so I could be horribly wrong.Or you know, I could have just spent an hour wasting my time lol. Let me know if the devs get back to you! (and if the notes in documentation are wrong, shoot them for me as well since bad comments are the devil and any dev should know that)  :P

Edit: Number 3 is correct! Thanks to the devs for confirming
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Delian on September 27, 2024, 11:23:33 pm
Which means that higher final decimal is bad

Higher decimal is good. 1 = 100% accuracy.

calculateTrajectory(accuracy)
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on September 28, 2024, 12:47:06 am
Hence me giving three possible conclusions, since I don't know which is right?  ::)

I really feel like everyone's out to get me here or prove me wrong here for some reason. I don't give a monkey's about being right. I'm just trying to make sure I get accurate info for an accurate guide. I enjoy taking murky waters and turning them into a blue lagoon via guides. :D
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Iazo on September 28, 2024, 12:50:18 am
Well, from being a bruteforce barbarian and shooting many, many shotguns, I can tell you with some certainty that high choke and low spread makes the shotgun shots all go roughly the same way. The reverse ends up with you basically just spraying randomly in front.

You can test this using the sawed off shotgun, the DB shotgun, .6g and .8g.

A sawedoff with .8g will pretty much just shoot EVERYWHERE. A DB with .6g will clump the shots and they'll go pretty far all in one direction.

Otherwise, you'll just have to trust the 'a guy told me' source. Or not.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on September 28, 2024, 04:23:42 pm
Otherwise, you'll just have to trust the 'a guy told me' source. Or not.
Yep, I'm defo inclined to believe you, and your option is certainly intuitive. It's just that's it's super weird to find all these notes everywhere implying it's the opposite. :o

In any case, I've also done an extra addition tab ready for the weapon chart, including the choke values with that weapon formulae from the code (above) included and assumed as gospel. Not released as of yet, I want to add more stuff before I throw it out just on that. (I mean, it's relatively unimportant in the grand scale of things).

Something absolutely goes out of whack past the maximum range for shotties, though. Not sure if something was changed for the newest patch; but I really swear Smart Shotgun has turned absolutely dire at longer ranges where it used to be very good.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Meridian on September 28, 2024, 09:33:07 pm
Ok, I asked the developers because this is really getting in the weeds. So far it seems that the documentation might be wrong because it does not seem to describe what the code does.

Documentation updated: https://openxcom.org/forum/index.php?topic=4834.0
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on September 28, 2024, 10:09:22 pm
Documentation updated: https://openxcom.org/forum/index.php?topic=4834.0
Thankyou very much!  :D

Good to know it ~IS~ supposed to be less spread that's better. :)
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on September 29, 2024, 09:38:21 pm
BIG main guide update, now with quite a bit of expansion to what each Primary Captain and Codex does in much greater detail.

As a result, the captains section now use 3 pages total, and each Codex gets it's own page.

There's also images for each Captain, Codex, and Route, mostly from the game files. Because everyone loves pretty pictures.

Yes, the images for the codexes are tomes from Age of Wonders 4; I tried to pick ones closest to the in-game description of the ascended codexes. And also, yes, I don't use the direct image for the captain class in question because actually I wanted the document to be SFW for people. I picked ones that fit that captain's theme or were from a related topic.

I'll do the updated weapons spreadsheet soon (TM).
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Psyentific on September 30, 2024, 02:05:56 pm
recycling (pirating?) graphics from other games because they fit is perfectly in keeping with the x-piratez spirit
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Rokksta on September 30, 2024, 03:53:52 pm
It looks nice. Good work  :)

But the Catgirl Tourists and the Cultural Exchange are not Cat-path exclusive. They are the cheap ways for the other paths to get some catgirls. I would not advice to use it on the cat-path. Cultural Exchange is best used on the Gal-path.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Fugazza on September 30, 2024, 06:34:08 pm
Might be useful for the guide, but... using the Zeerust Carbine Grenade Launcher can train Throwing on a gal. Maybe it's common knowledge, but I just realized it
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on September 30, 2024, 08:49:36 pm
recycling (pirating?) graphics from other games because they fit is perfectly in keeping with the x-piratez spirit
The modding spirit in general; can confirm, am modder. :D Though I do love AoW4 as well and it has lots of pretty book pictures (https://minionsart.github.io/aow4db/HTML/NatureTomes.html?type=tome_of_roots) that are fairly easily available.

It looks nice. Good work  :)
Thankyou. :)

But the Catgirl Tourists and the Cultural Exchange are not Cat-path exclusive. They are the cheap ways for the other paths to get some catgirls. I would not advice to use it on the cat-path. Cultural Exchange is best used on the Gal-path.
Yes, you're right. It's just you get the Nekomimi tech prequisite wildly earlier on the route (and not need to gamble on interrogations or discs). Maybe I'll reword that a bit, but it's fairly minor.

Might be useful for the guide, but... using the Zeerust Carbine Grenade Launcher can train Throwing on a gal. Maybe it's common knowledge, but I just realized it
Interesting factoid I guess. I assume the Alpha Rifle does the same then. I wouldn't really count on it as a dedicated throwing trainer tool though, reloading an underslung grenade is a reasonably high TU cost. Javelins or Shuriken (or spears) almost certainly take that cake.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on October 01, 2024, 09:34:37 pm
Weapon Spreadsheet (https://docs.google.com/spreadsheets/d/1eFMsh58jxKg9YgsLlsvEX9mg4qCC34Ck/) updated with the shotgun changes and a few extra guns.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Fugazza on October 03, 2024, 10:34:29 am
Weapon Spreadsheet (https://docs.google.com/spreadsheets/d/1eFMsh58jxKg9YgsLlsvEX9mg4qCC34Ck/) updated with the shotgun changes and a few extra guns.

Don't want to be an ass, but... I can't tell the weapon tiers. Colorblind as fuck, sorry! Excellent work, tho. I do enjoy reading the guide. Everyday I learn something new, or recheck something.

Edit: Maybe an extra column with the Tier?
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on October 03, 2024, 11:40:51 am
Don't want to be an ass, but... I can't tell the weapon tiers. Colorblind as fuck, sorry! Excellent work, tho. I do enjoy reading the guide. Everyday I learn something new, or recheck something.

Edit: Maybe an extra column with the Tier?
That's fair enough. My one old gaming buddy sees both red and green as blackish so always said to me for most circumstances it's fine as long as red and green are not "adjacent" tiers, but I guess that is only the one type of colour-blindness.

I have used filled in box conditional formatting symbols before to help one other chap (i.e little box with four segments) but for some reason, those always get removed on Google Sheets which is notoriously bad for conditional formatting compared to Excel (I make these on Excel and then upload them to the drive).

Glad you're enjoying it, that's the main thing! :) The tier's are all kind of subjective in any case and you can usually come to the conclusions yourself with the descriptions.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Iazo on October 07, 2024, 12:17:38 am
You really should exchange Domestic Shotgun from Red to Green and Ol' Shotgun from green to red.

The reason being that domestic, as bad as it is, is much better than ol' shotgun for obvious reasons, not least of it being allowing three snaps per turn. This makes it decent for lokks in caves when you might not have military shotguns, or even for rats in caves. Or spiders.

It is really not that bad. Whereas ol' Shotgun is reallly really bad.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on October 07, 2024, 07:37:44 pm
This is kind of why I put that big pink disclaimer up top for this version. Take ratings with a big pinch of salt.

However, it's a valid point, so I knocked Ol Shot to C and put an extra note on Domestic. When I saw my first Domestic, I already had 2 Coaches, which are wildly superior, except for the utility niche of rubber shells.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Nikodemos on October 08, 2024, 09:04:26 pm
There should be a mention regarding countries spanning more than one region. Ex. Turan is half in Central Asia (ew), half in South-East Asia. Ghostgates has a small eastern portion in South-East Asia (useful for tax evasion hehe), and Thebes has a tiny coastal sliver in Europe.
Regarding Siberia, there's a 25% event for a one-time Ice Lady in the first four months (once you get one, the script stops), in addition to the recurring 7% one.
And the -$500k event in Turan only occurs in February. From then onward, it's just the -$100k one (though it does have a high trigger chance).
Oh, and you're using a Grey codex image for Lazy-ass, which is Green-aligned.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Rokksta on October 08, 2024, 11:09:41 pm
Well, the guide is getting more and more fleshed out. I can see, that you have written down quite a bit of my advices, which is nice. Thank you for that.

With that said I don't like the tier lists, because it will be very different depending on playstyle and difficulty. But it is ok to keep it. It is your guide with your advices.

On another note I am missing the Shark Jetbike on your guide. You can get it very fast (if you have the money) and it will be one of your fastest vessels.

Keep up with your good work.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on October 10, 2024, 09:52:30 am
There should be a mention regarding countries spanning more than one region. Ex. Turan is half in Central Asia (ew), half in South-East Asia. Ghostgates has a small eastern portion in South-East Asia (useful for tax evasion hehe), and Thebes has a tiny coastal sliver in Europe.
Regarding Siberia, there's a 25% event for a one-time Ice Lady in the first four months (once you get one, the script stops), in addition to the recurring 7% one.
And the -$500k event in Turan only occurs in February. From then onward, it's just the -$100k one (though it does have a high trigger chance).
Oh, and you're using a Grey codex image for Lazy-ass, which is Green-aligned.
It's a lot of extra explaining and paragraphs for a relatively minor stuff. One of those fun things about making guides is know what minor stuff you can happily snip out; and here, I have zero lines to use before it gets knocked on to a third page for the starting locations, so some compromises were made.

Yes, I already explained that for images. I can't use most of the actual green ones since they have the habit of being naked or topless and we want as SFW as possible.

Well, the guide is getting more and more fleshed out. I can see, that you have written down quite a bit of my advices, which is nice. Thank you for that.

With that said I don't like the tier lists, because it will be very different depending on playstyle and difficulty. But it is ok to keep it. It is your guide with your advices.

On another note I am missing the Shark Jetbike on your guide. You can get it very fast (if you have the money) and it will be one of your fastest vessels.

Keep up with your good work.
Yep, Tier lists are very love it/hate it for everyone and that is always the case. Some people do like having them, though, so I always keep them even if they are subjective. I'm always happy to adjust tiers with reasonable arguments though.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: termidor on October 10, 2024, 03:32:31 pm
Would be good to add specific rank up requirements.

And looked at the gun excel and oh boy. The issue with making a tier list is that having a stated hierarchy make it very easily disagreable. Submachine gun at lowest tier is definetly one take to have, but a quick math analysis show on shorter ranges it soundly beat other low tier smgs, and that's without talking about size and weigth plus one handed usage. Domestic shotgun also is arguably more usable than birdshot against enemies  with some armour till mini shotgun research. If you want to have a systematic approach, I would recomend using the gun comparison tool to get a better understanding of relative weapon balance beyond gut feeling.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Psyentific on October 10, 2024, 04:47:17 pm
The most important stat for shotguns is damage. A shotgun is basically a save-or-die armor check; the target gets hit by 1d6 20-damage pellets and if it can't ignore 20 damage then it's going to die. Smaller damage (ex. birdshot) means less targets are vulnerable, bigger damage means more things are valid targets. The blunderbus, heavy shotgun and CAWS are all good against Uber Gal-tier enemies while the lighter shotguns are mostly good against normal humans.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on October 10, 2024, 05:38:51 pm
I'm not going to continue any debates about the worth of a tier-list. It's an already too long and rather unproductive discussion. If you hate it, please just ignore it. It will always be subjective. :-\

I'll consider adding the rank-ups and other tech milestones (captain's log etc.) though.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: deltarno on October 19, 2024, 01:17:10 pm
As someone who has started many playthroughs (and has yet to finish any), many thanks for these!  I hadn't known about the different starter bonuses for different nations, so this will help with the nations I've never chosen before.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on October 19, 2024, 04:28:32 pm
As someone who has started many playthroughs (and has yet to finish any), many thanks for these!  I hadn't known about the different starter bonuses for different nations, so this will help with the nations I've never chosen before.
You're welcome, glad it's useful.  :)
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Carcer on November 12, 2024, 09:18:42 pm
As someone who's been playing for a while (about a year) but is still learning stuff both your pdf and weapon excel sheet are very useful for me to get second opinions and stuff that I'm unsure if they're good or not. They're both also great for knowing the advice is current, a lot of other resources for the game are quite old and potentially out of date.

I was (un)lucky enough to get a base attack in late february and managed to get an assault pistol that I was surprised to be able to buy immediately after researching it. How would you rate them if thier only competition is ramshackle rifles, six shooters and the other early game junk?
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on November 13, 2024, 09:23:20 pm
As someone who's been playing for a while (about a year) but is still learning stuff both your pdf and weapon excel sheet are very useful for me to get second opinions and stuff that I'm unsure if they're good or not. They're both also great for knowing the advice is current, a lot of other resources for the game are quite old and potentially out of date.
Glad you've found it useful!

I was (un)lucky enough to get a base attack in late february and managed to get an assault pistol that I was surprised to be able to buy immediately after researching it. How would you rate them if thier only competition is ramshackle rifles, six shooters and the other early game junk?
Oh for sure, in the case you get it at that point, it's a solid weapon. Assault Pistol does have one thing that's solid, and that's super-rapid fire with very low TU cost. And early on, that's invaluable.

Basically, the sheet is ordered in the order I found things, so if you find something wildly earlier than the position I have it in the order, you can automatically consider it better.

Also, everyone has 1-2 early scripted base attacks, so it might be that rather than you being unlucky. If you got any Dr. X notes as drops from that time, it's the scripted one. So hang in there. However, another reason I say interception as soon as possible is important is that a good interception setup can stop further base attacks if your can stop aliens and factions finding the base again.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Psyentific on November 13, 2024, 10:03:46 pm
As someone who's been playing for a while (about a year) but is still learning stuff both your pdf and weapon excel sheet are very useful for me to get second opinions and stuff that I'm unsure if they're good or not. They're both also great for knowing the advice is current, a lot of other resources for the game are quite old and potentially out of date.

I was (un)lucky enough to get a base attack in late february and managed to get an assault pistol that I was surprised to be able to buy immediately after researching it. How would you rate them if thier only competition is ramshackle rifles, six shooters and the other early game junk?
Assault Pistol is a pretty solid shooter, I'd rate it on the same tier as the Shiny Niner. It's a solid A-tier or B-tier pistol that's mostly held back by issues common to all pistols (ie low damage leading to poor performance vs armored goons). Definitely a cut above the usual six shooter/rusty niner/domestic shotgun schlock you'd see in the early months, but in turn obsoleted by something nice like Super Sawed-Off or Holo-Spikey SMG. The Assault Pistol upgrades via manufacture into the Smartpistol and Mini-Cougar SMG, so it even gets a second wind later on that most of the other handguns don't enjoy.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Carcer on November 13, 2024, 10:07:40 pm
It was a bandit attack that had 4 stormrats in it, they were hell to deal with without proper grenades.

A note with the throwing hammer, by the time church beastmasters show up a single thrown hammer will destroy their armor, I otherwise found them very hard to deal with without blowing up part the ship they were on and losing a lot of loot. Might be too specific for your list but thought I should share it.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Psyentific on November 13, 2024, 11:04:16 pm
Have you tried anti-tank rockets MAG rockets for that? They're great at cracking hard targets without much collateral damage. Beastmasters only have 40 armor and they don't have any piercing resists, so shooting them works just fine as long as you aren't shooting into the shield's strong resists. Regular old Smartgun /PS or HMG /MAG bullets should chew them handily.

edit: the Church Beastmaster has yellow shields which are strong against the AT rocket's explosion but ineffectual against the MAG rocket's pure kinetic energy.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Carcer on November 14, 2024, 07:00:47 am
I did, but I felt I was blowing up too much of the loot.

A hammer is also much cheaper than a AT rocket and the chance of blowing myself up was nearly 0.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: termidor on November 14, 2024, 11:40:23 am
The thing with shields is knowing which type of damage to apply, specially those that bypass then. As it it a reasearch item I'm not going to spoil it, but for beastmasters in particular high powered piercing weapons ( for example light cannon, At rifle) counter then really hard.


Also in regards to the guide, I think it would be worth including two things on the reject the power path: gnomes can be farmed for all their research topics, and the second priest visit needs knowledge of shadowtech, Sivalinga resurrection (so purple lady is a hard require) and voodoo.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on November 14, 2024, 05:45:27 pm
Also in regards to the guide, I think it would be worth including two things on the reject the power path: gnomes can be farmed for all their research topics, and the second priest visit needs knowledge of shadowtech, Sivalinga resurrection (so purple lady is a hard require) and voodoo.
I do mention the gnomes can be used for research or recruitment. I did think about adding in the pre-requisites of Priestess; but I'm out of space for that section. Guess the CD guns aren't too important and could be cut, but something like that would have to go to any more info in that space.

One thing about researching gnomes in general is that whilst they're renewable and offer incredibly valuable tech... it can be really expensive in RP for the early game. Due to that 25 base cost, could be 37 if unlucky which is like 7 or 8 days gone even with 5 brainers which you might have at that point (as rejecting Codex means you're not even waiting for it to expand and implode for 2 months). So juggling when to research them is an interesting challenge I'd say. Guess I could mention this in the advanced tips section though.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Psyentific on November 14, 2024, 09:17:41 pm
The thing with shields is knowing which type of damage to apply, specially those that bypass then.
(https://i.imgur.com/YkwuGAy.png)
It's dangerous to go alone. Take this.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Carcer on November 15, 2024, 01:53:46 am
Is that counting damage absorbed (25% resist lets 75% damage through) or is counting damage taken (100% means it takes 100% of that damage type.)

Otherwise thanks that will be very useful!
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Rokksta on November 15, 2024, 10:36:02 am
Is that counting damage absorbed (25% resist lets 75% damage through) or is counting damage taken (100% means it takes 100% of that damage type.)

Otherwise thanks that will be very useful!

Only the types with "Ignore" will bypass the shield and damage health directly (after armor). All the other types will be absorbed after multiplication of the listet percentage.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on November 15, 2024, 01:30:57 pm
It's dangerous to go alone. Take this.
This is a great idea actually, I'll make a version of this and add it to the guide.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on November 15, 2024, 06:09:44 pm
Okay, I've added an update to the main PDF, with the previously suggested progression requirements for Captain Ranks and Captain's Logs, and also a page with my redone version of Psyentific's brilliant shield chart idea.

I've flipped the colours so blue = bypass, green = good, yellow = less good, red = awful since I figure most often you're going to be referencing the chart to see what's good at killing it at a glance, but otherwise all credit to him for the idea.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Psyentific on November 15, 2024, 07:37:30 pm
Okay, I've added an update to the main PDF, with the previously suggested progression requirements for Captain Ranks and Captain's Logs, and also a page with my redone version of Psyentific's brilliant shield chart idea.

I've flipped the colours so blue = bypass, green = good, yellow = less good, red = awful since I figure most often you're going to be referencing the chart to see what's good at killing it at a glance, but otherwise all credit to him for the idea.
It wasn't my idea; I don't know who the original creator was. It was pinned in the discord back when that was still extant.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Fugazza on November 16, 2024, 12:51:29 am
A quick suggestion, maybe it can be a good idea:

A short cheatsheet on SHIELDS resistances, and some non obvious concepts like Camo, Sense, Pain Res, and XL targets (as some trappings state to be)
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on November 16, 2024, 11:44:53 am
A quick suggestion, maybe it can be a good idea:

A short cheatsheet on SHIELDS resistances, and some non obvious concepts like Camo, Sense, Pain Res, and XL targets (as some trappings state to be)
I literally just added in the shields chart (lol).

But sure, I also did an extra quick update on the same page adding in common terms seen on Armour; as you say it's fairly useful reference to have as well.

I included some of the standard values for that stat as well as the terminology. Though I'm not 100% sure on the normal Day spot distance~ 30 tiles sounds right but I could be wrong.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Psyentific on November 16, 2024, 02:18:09 pm
Pretty sure the daytime sight distance (and maximum possible) is 40 tiles
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Rokksta on November 17, 2024, 08:59:17 am
If you have too much time, you could make an armor spreadsheet like the weapon spreadsheet  ;D
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on November 17, 2024, 11:02:32 am
If you have too much time, you could make an armor spreadsheet like the weapon spreadsheet  ;D
I absolutely don't lol. I work full-time, see irl friends at least once a week, and maintain multiple guides and I should be doing work on various mods and stuff lol.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Carcer on November 20, 2024, 01:53:18 am
Am I blind or have you not done comparasions for some of the heavy weapons like like cannons, LACC or the various missile launchers?

No pressure of course if you haven't, just don't want to go mad looking through the weapon list endlessly.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Psyentific on November 20, 2024, 03:31:07 am
A quick rundown of various explosive weapons, starting at the more common and/or lower tier cannons:
A quick aside, but I will assume that all cannons are shooting HE instead of Piercing. You bring them for the boom, not the dakka, so they will be judged accordingly.

Assault Cannon: D-tier with Cannonballs, C-tier with other ammo. It's slow to shoot and slow to reload, so you'll usually only get one shot every other round. Pretty bad with the round shot cannonballs, but pretty decent with the explosive, incendiary, and chemical cannonballs. Cannon HE is the same 60 damage as a 40mm Grenade Launcher, but much heavier, less accurate, and slower to reload. Accuracy scales off bravery. Better used as armament for a Gunwagon.
Mini Cannon: D-tier, similar to Assault Cannon but smaller and worse. Similar mobility to the grenade launcher, but worse damage.

Spitfire: C-tier, a fun little shoota that sprays small explosions everywhere. More of an autogun that explodes than a real launcher. Typically seen in the hands of Spartan Heavys. Ammo belts can be worn on the head for true rambo style. Suffers from mediocre damage and struggles to penetrate mid-tier armors.

Light Cannon: B-tier, an average and reliable antipersonnel explosion projector. Can reliably chunk Osiron Security and other mid-tier armored goons. Slightly less damage than a grenade launcher.

LACC: C-tier, often seen in the hands of Osiron Security. It's like a Light Cannon mixed with a rifle, or a superheavy rifle with optional explosive shots. Special mention to WP ammo, good for lighting werewolves and ninjas on fire. Beaten by LC and other larger exploders, while the heavy automatics have better mid-tier kinetic shooting. That said, I respect its power to punch through Tac Armor and it has killed many gals.

Autocannon: Unrated, haven't used the oldxcom AC
Man-Portable Autocannon: C-tier, effective fire support but lacks mobility and punch. Can pretty much always put 3x autocannon shots downrange and the arcing fire helps it do so out of LoS. Park it on your flagship's roof and use it to demolish houses. Becomes B-tier when being used to deliver special ammo types: AC-GAS ammo excels against Deep Ones and Lobstermen (or unprotected humans), and rare AC-CRY ammo lights zombies, 'lids and vamps on fire.

Grenade Launcher: A-tier, genuinely one of my favorite guns. Never leave home without a grenade launcher (or two!) in your squad, and sprinkle your explosions around liberally. Park your grenadiers on elevated terrain, kneel for extra accuracy, and enjoy your budget artillery. The more exotic ammo types (shoutout to Black Napalm and 40mm Gas) help it stay relevant throughout the midgame, and later upgrades into Smart Grenade Launcher and 40mm Hellerium, Fusion, and EMP help keep it relevant even further beyond. It's single shot so you get to experience the tactile joy of reloading every shot, but the ammo is 1x1 so you can bring as much as you can carry.

Assault Grenade Launcher: B-tier, sidegrade to Grenade Launcher. Same damage, 8 round clips, better for frontline assaulting rather than fire support.

T-T Grenade Launcher: B-tier, upgrade to Grenade Launcher's indirect fire support role. More damage and more accuracy but without the exotic payloads. Would be A-tier if it had gas, EMP, and fusion shells.

Blizzard Pocket MLRS: C-tier, same punch as a Grenade Launcher in a meme-y package. Will yeet six rockets downrange and create some terrain gaps and smoke clouds for you to exploit, but struggles as an anti-personnel weapon.

RPG: A-tier, the other one of my favorite launchers. Never leave home without an RPG (or two!) in your squad. RPG /DP is an all-purpose problem solver that can be relied on to remove just about any battlescape trouble spot. I like to think of it as my "Bypass Encounter" tool. Its biggest advantage is the 1x2 ammo which can fit in the quickdraw slot and the belt slots; this allows it to reliably reload-and-snapshot or reposition-and-snapshot in most situations, so the RPG is very responsive for quickly putting a rocket on target. Upgrades to Advanced RPG.

Quad Launcher: B-tier, as seen in Commando. Slightly less damage than RPG and shares the same "reloads carried on belt" utility. Can pack 8 rockets while doing so instead of 3+1, but lacks the spicer ammunition to retain utility as the game progresses.

UAC Rocket Launcher: C-tier, mostly a mook weapon for doomguys. Similar 'portable light rocket launcher' niche as the RPG and Quad, but worse damage; only slightly better than the 40mm grenade launcher. Still worth using if it's your only rocket launcher.

Recoilless Rifle: B-tier, the complimentary weapon to RPG's "solves almost every problem". The R-Rifle does not produce any explosions which is why I put it in B-tier. Instead, the R-Rifle is a specialist weapon - This thing is your poor gal's lascannon. The basic R-Rifle shells deal slightly more damage than a Heavy Gauss with 40% armor penetration on top of that. If it's too heavy for the RPG to crack, get the R-Rifle. If it is at all vulnerable to piercing damage the R-Rifle will kill it. This thing is also the reason why you can safely discount the kinetic ammo on the mid-calibre cannons like LC and AC; in any situation where you would prefer a kinetic to an explosive you can skip straight to the R-Rifle.

Rocket Launcher: B-tier, the RPG's big sister. Suffers from larger ammo that must be carried on the back, so it's slower to reload and a bit more awkward to deploy. Generally able to fire every other turn in a shoot, reload & reposition, shoot cycle. Very killy, but not as mobile and responsive as the RPG. Becomes A-tier with upgraded ammo such as Anti-Tank Rocket, MAG, Gas, EMP, etc. When you absolutely need to remove a cluster of Deep Ones, Gas Rocket. When you absolutely need to remove a merc hovertank, crack the shield then use an AT Rocket.

Panzerfaust: A-tier, panzerfaust my beloved. Single shot, 20kg, fits into any empty back slot just like a sword. Same damage as the Rocket Launcher's ordinary ammo with 10% better armor penetration. A single shot rocket launcher that can be added to any gal loadout that can carry it. Arcing trajectory, so a miss usually hits somewhere nearbv. Sprinkle a few into your loadouts, they'll come in handy.
LASS: B-tier, as the Panzerfaust but RPG-sized instead of Rocket sized. A panzerfaust for your peasants and slave soldiers; give him two, point him towards the enemy and tell him not to come back.

Mortar: B-tier. Shares many of the rocket launchers mobility and reload problems, and so can usually only fire every other round. What a shot though. Damage is midway between RPG and Rocket, but has a large area effect and can reach the entire map. There are very few times when I feel justified grabbing the mortar (because other explosive projectors usually get it done quicker), but the few times you grab the mortar you will enjoy the show. Mortar Acid shells are excellent anti-structure munitions, while Mortar Gas will remove any unprotected biologicals (and especially deep ones) with extreme prejudice. Upgrades into Servo Mortar.
Hand Mortar: A-tier, for gals only. What if you didn't have to "set up" the mortar? What if, after emptying it, you could bludgeon somebody with it? It's so lovingly orky.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on November 20, 2024, 11:27:08 am
Am I blind or have you not done comparasions for some of the heavy weapons like like cannons, LACC or the various missile launchers?

No pressure of course if you haven't, just don't want to go mad looking through the weapon list endlessly.
No you're right, I haven't ever got around to it.

I mostly agree with @Psyentific's opinions on this one though, that's a nice write-up they've done. Some extra thoughts of my own:

My personal opinion is that the RPG is your lord and saviour; easy SS-Tier. I've managed MERC Terror missions and their hovertanks, when I REALLY shouldn't be able to, all due to the combo of Heavy Laser barrage from my Catgirls to clear the shields then a Gal nailing it with the RPG. In any case, my Gals, and others with space available, will carry an RPG in their Backpack for me.

As mentioned, the standard X-COM Rocket Launcher is generally less desirable due to big ass ammo and general bulk (B-Tier). I'm also a bit less of a lover of the standard grenade launcher but it's a still fine enough A-Tier because no-one dislikes arcing fire and small ammo.

Honestly part of the reason I've not done a list for this, though, is that I've not actually tried many of the niche ones, I probably should (my XPZ run is on a break at the moment). But frankly, the above and of course, standard hand grenades (especially stick grenades for their simplified use) usually manage to solve most problems that need explosives to solve. :D
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Fugazza on November 20, 2024, 03:37:08 pm
I literally just added in the shields chart (lol).

But sure, I also did an extra quick update on the same page adding in common terms seen on Armour; as you say it's fairly useful reference to have as well.

I included some of the standard values for that stat as well as the terminology. Though I'm not 100% sure on the normal Day spot distance~ 30 tiles sounds right but I could be wrong.

Thanks! Honestly, it's a nice thing to have for a quick reference!

@Psyentific: If you like the RPG, the Advanced one is.... oof! Amazing. And this is why I like this kind of threads: I'm not using the Grenade Launcher, but now, I'm giving it a shot.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Carcer on November 20, 2024, 04:36:18 pm
Thanks to both of you, very helpful. I really should start adding more explosive weapons to my normal loadouts.

With the LACC and the light auto, I like to equip one of each to my A team with AP ammo since I don't really have anything with better armor pen when they start becoming lootable from enemies, and its much cheaper than using a LASS or panzerfaust when high AP is needed

edit: Would you use a kustom handcannon over the LACC or Light cannon? I assume its an immediate yes over assault rifles or AMGs?
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on November 21, 2024, 11:23:11 am
Thanks to both of you, very helpful. I really should start adding more explosive weapons to my normal loadouts.
Thanks! Honestly, it's a nice thing to have for a quick reference!
No problemo. The more useful the better. :) I will eventually get around to an explosives section and actually completing the melee tab.

edit: Would you use a kustom handcannon over the LACC or Light cannon? I assume its an immediate yes over assault rifles or AMGs?
Kustom Handkannon is THE go to weapon for my Gnome elites (along with Linux), I do mention that on the sheet, as they're adding 15% of their 180-200 Bravery to each shot so doing like 72 a shot and with their nearly endless stamina they can constantly run to get into range. Is it an instant replace for AR's? Not really, it's shorter ranged and wants to badly use the double-fire up close where possible, it's a WH40K bolt-pistol, basically.

There MIGHT be a transitional point where, if you only have say the Battle Rifle as the best AR, and you DON'T Have Plasteel/Aqua rounds for it yet, that it might be best to temporarily not use AR's, but nearly all AR's have at least 15% armour pen, so that's quite rare. I found myself still using the occasional Light Cannon in mid Year 2, though mostly I was transitioned over to Heavy Lasers, Golden Rifles, and Custom Lasguns at that point.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Psyentific on November 21, 2024, 06:34:56 pm
Kustom Handcannon is exactly what it says on the name, a handcannon. That is, an overgrown handgun. I use it as a heavy sidearm for melee gals, same niche as Shiny Niner and Laspistol but bigger and meaner. Whenever someone Over There is giving a melee gal trouble and it's not practical or safe to close and melee, instead he gets the handcannon.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Carcer on November 22, 2024, 11:59:49 pm
Not sure if this is really in the scope of this thread, but what are the important techs/capabilities I should have by the start of year 2? With how the tech tree is I'm never sure what I really need to be pursuing and whats side stuff.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on November 23, 2024, 10:41:37 am
Not sure if this is really in the scope of this thread, but what are the important techs/capabilities I should have by the start of year 2? With how the tech tree is I'm never sure what I really need to be pursuing and whats side stuff.
Since that's also related to Captain type, and what YOU want to do, and what you started with, I can't really give you a precise "THIS". However, Captain's Log #2 should IDEALLY be done, or approaching completion at month 12. I included that in the progression section, so you can look each of the items there up in the Xpedia or the in-game tech tree viewer. I managed it with 2 days to spare at the end of November (barely getting the "good" bonus, phew!) mostly because Smugglers Contact took a while, had stuff like Plotting and Onsen for quite a while.

I myself had got everyone in Tactical armour at that point, had 3 bases with a 4th being considered, an infiltration team, an underwater team, and then two primary squads. I had my Flagship around month 8-9, and a Hunter Killer/Corsair by month 10 end (a Tiger and a Buckaroo were still in the sub-bases). As I was dumbass captain, luxury spa was also in place in my main base. Primary fireteam was 7 gnomes and a 5 gals (I had Germany start so I had lots of Gnomes). Secondary team was 10 Catgirls, 5 gals. I cycled in some elite peasants/damsels that had joined via events when wounded. Underwater team was 2 gals and 5 peasants.

Firefox was transport in base 2 (previously primary transport as I was on catgirls route), and as I was grey codex, Jellyfish in Base 3 was the Underwater team's ride, and I was getting my first witches trained up in Minx outfit. I was predominantly at mid-tier weapons, the big laser transition started a little later.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Carcer on November 23, 2024, 05:39:39 pm
Thanks for the write up, I'm... far behind a lot of that, but I guess some of that has to do with difficulty settings, assuming you play on a higher difficulty than I do.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: termidor on November 24, 2024, 12:03:49 am
Good thing about the mod is that there is no really that much preassure to get things - so long as you keep your research filled up and expanding it is usually okay, and there is also quite a lot of RNG involve as for example guild stapler can block quite a bit if it doesn't appear in warehouse missions quickly. I would recomend never the less to set some aims, like for example heavy suits or AC with 25mm as they are things that make quite the difference.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on November 24, 2024, 11:33:00 am
One thing to note is that I did the start of that game on N9.6.5 patch rather than N9.7.7, which did add quite a bit of useless filler tech to the start (I updated and suddenly couldn't buy Chemicals in Year 1 Month 11, and I was like WTF) and mysteriously made it so that Bounty Hunts were not unlockable until captain rank 2 (you could get them straight away, and personally I dislike this change as they're good score makers early), and it made all radars longer ranged and into hyperwave decoders by default (just as I had built proper Hyperwave Decoders lol).

But at the same time, 9.7.7 felt like it also really eased up on the combat pressure I was feeling until I started seeing MERC terror missions.

I'd actually argue that 9.7.7 slowed general progress to the point that the Captain's Log's are now pretty hard objectives to get in the expected good timescales, and yes, there are quite a few bottlenecks. Guild Stapler for me was actually found only in the UAC underbase mission (where it's guaranteed); for me, getting Maid Outfits was very difficult (I had 1 whole brothel mission, where they're expected to be found, in like 8 months).

I'm also a prolific save scummer (lol)~ I do not accept a turn where I had too many injuries and/or 90% misses and start it again. In one case I had to reload a Humanist Manor turn 9 about 15 times, because this bloody one idiot would keep walking out of his tiny room and detonating his Panzerfaust at his feet, killing 5-6 catgirls each time (and himself)~ not a tactical problem as he could never see more than 1, it's just how they were unfortunately positioned. In the end, I just had to yolo my own RPG at his closet to kill him before he did it. Stuff like that.

Unfortunately, the game really does become unwinnable if you delay too much early on with injuries and skip too many battles recovering (as I mention in the FAQ). Or you accept a loss more than 1 unit later on, since you can't afford to drop your veterans like flies, the score impact is too high.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Carcer on November 24, 2024, 02:02:53 pm
I think I'm doing ok/good then.

And yeah I'm also save scumming since I want to actually see the game and figure it out, though mostly only once or twice a mission. I'll do an ironman run when I'm not trying to figure out what the hell I should be doing.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on November 26, 2024, 09:41:28 pm
Updated the Word document partially for N10, adding in the most important new stuff, the Sectoid route, and the DOLLS subroute on their own page.

Not 100% sure I've got everything in there so please feel free to point out anything you think I've missed.

The XPedia was also updated to N10 version if you don't want to compile it yourself.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: ontherun on November 27, 2024, 12:31:55 am
Updated the Word document partially for N10, adding in the most important new stuff, the Sectoid route, and the DOLLS subroute on their own page.

Not 100% sure I've got everything in there so please feel free to point out anything you think I've missed.

The XPedia was also updated to N10 version if you don't want to compile it yourself.

Excuse me, but in the guide is told that aggressor armor is unique to red codex, but actually i remember it was not anymore since prior to N6 version, please someone.might confirm?
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on November 27, 2024, 03:49:05 am
Excuse me, but in the guide is told that aggressor armor is unique to red codex, but actually i remember it was not anymore since prior to N6 version, please someone.might confirm?
Current requirements to research it are:
Red Codex
Aggressor Armor (i.e. one of the ones you get for opening Red)
Metal Armor
Smoke-Ops Gear
Thermal Exchange Mesh
Party Dress
Soldier: Uber Gal
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: ontherun on November 27, 2024, 09:41:19 am
Current requirements to research it are:
Red Codex
Aggressor Armor (i.e. one of the ones you get for opening Red)
Metal Armor
Smoke-Ops Gear
Thermal Exchange Mesh
Party Dress
Soldier: Uber Gal


ok so my fault, nevermind, bu i remeber it once was not red codex exclusive, pheraps things changed again. Anyway, sorry!
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on November 27, 2024, 10:24:17 am
Don't quote me on this since it was before my time, but I think Red Codex used to give Metal Armour or Chainmail or something, and Aggressor might have been seperate then. But N6 was a LOOONG time ago lol. :D
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Delian on November 27, 2024, 10:31:45 am
Aggressor Armor can be obtained from gambling. It doesn't have any research requirements. There's a separate research topic for manufacturing; only red codex can research Aggressor Armor Production.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on November 27, 2024, 03:41:02 pm
Yes I suppose you could get lucky to grab a few from gambles, as is the case with many things. But otherwise obtaining them is indeed locked to red.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Carcer on November 27, 2024, 11:13:28 pm
Don't quote me on this since it was before my time, but I think Red Codex used to give Metal Armour or Chainmail or something, and Aggressor might have been seperate then. But N6 was a LOOONG time ago lol. :D

It used to give some sort of chitin based armor I think? Whatever it was it wasn't great beyond the very early game.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: greattuna on November 28, 2024, 02:26:02 am
No, you straight-up got four suits of chainmail before it was changed to aggressor (aggressor didn't even exist back then). It was pretty busted: immune to shotguns, resistant to small arms and lasers and very effective against all sorts of melee threats, all in march or february if you played your cards right.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on December 01, 2024, 01:55:53 pm
Small update with some corrections and fixes (notably to Reject Codex stuff, I realised you must do Primal Hunts in it for your Crowning which I missed before, so I clarified that).

Also reformatted the main post since it was a bit messed up from various edits over time. Now more clearly laid out.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Carcer on December 01, 2024, 07:50:38 pm
How do you think the infantry laser weighs up vs the hydra? You lose auto on the IL but do what looks to me significantly more damage and I think its more accurate.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on December 02, 2024, 12:00:37 am
How do you think the infantry laser weighs up vs the hydra? You lose auto on the IL but do what looks to me significantly more damage and I think its more accurate.

Different roles, really. Hydra is often available early, and is effectively laser SMG that's defined by the autofire since it's only 10% less accurate than the snap.

Infantry Laser is an upgraded Hunting Laser, so it's a mobile Sniper with a decently accurate and cheap in TU's Snap shot. With an accurate user, it's solid.

If you can get Bank Favours => Military Supplies early from Zaxx, they're fine, though Lasguns are superior, even moreso when updated to Custom Lasguns, since they fit both sniping and close range roles well.

Good catch about it missing, though, I added it.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Carcer on December 02, 2024, 10:38:29 am
I got hydras just before I unlocked military supplies, I think I got lucky with bounty missions then.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on December 02, 2024, 08:39:08 pm
I got hydras just before I unlocked military supplies, I think I got lucky with bounty missions then.
Absolutely, that's 2075 Zaxx Tokens for the whole setup, assuming you took the direct path and ignored Black Adder and Scoped Magnum and other stuff.

First few Hydra's appeared around month 4-5 for me when I was playing. Ammo for it was scarce for a while, but it was a staple on my Gal Bianca for a while.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Psyentific on December 02, 2024, 09:33:41 pm
Hydra Laser is a mid-range auto shooter, same sort of niche as the Autogun and Tommy. I use it a lot when I'm bootstrapping myself into the midgame, it's not great (ex. Assault Laser does the same thing but better) but a bad autolaser is still better than no autolaser. As for how the Hydra Laser stacks up against other mid-tier autoshooters...meh? I'd run a gyro-stabilized autogun or a laser tommy over a hydra. Once you've got your choice of lasers and automatics the Hydra Laser falls off firmly into the "mook gun for enemies" category, but when you loot a Hydra off the first Humanist Instructor you kill it's the tightest shit.

For the infantry laser, what's already been said is accurate. Just like it says on the nameplate, it's a shitty lasgun for your infantry. Some laser is better than no laser, right? Same niche as the ol' rifle, hunting rifle and battle rifle, same 'tier' as the battle rifle. That is, a mostly-mobile single shooter for mid to long range that's equally good for kneel-and-aim or move-and-snap fighting styles. Just don't expect to get more than one shot downrange (2 snaps max) per turn.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: ontherun on December 04, 2024, 02:08:20 am
What does mean that [S-Tier/A-Tier/B-Tier/C-Tier/D-Tier] related to starting locations?
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on December 04, 2024, 10:07:13 am
What does mean that [S-Tier/A-Tier/B-Tier/C-Tier/D-Tier] related to starting locations?
It's a standard tier-list. [Purple > Blue > Green> Yellow > Red]

In my opinion, better colour denotes a better starting location, and then I explain the reasoning for that below.

i.e. UK is great because that's a lot of good supplies to kick-start your early game. Egypt is great because of clone licences for extra early game troops. Germany is great because you constantly get free Gnomes joining. China sucks because 75 Sectoweed is a tiny amount even for Hybrid route. North-East USA sucks because Optronic Parts are totally useless to you in the early and mid-game and easy to get in late-game. etc.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Ultimoos on December 04, 2024, 06:45:43 pm
I'd like to propose adding air combat chance to hit formula. This is usually very hard to find and people have often asked for this.

Chance to hit in % = (Weapon accuracy * (100 + 300 / (5 - UFO size)) +100) / 200 - 0.5 - UFO dodge + craft hit bonus + pilots to hit bonus
Where UFO sizes are:
Very small = -1
Small = 1
Medium = 2
Large = 3
Very large = 4
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: ontherun on December 04, 2024, 08:04:43 pm

In my opinion, better colour denotes a better starting location, and then I explain the reasoning for that below.

got but actually how about some more simple classification system, because how we can tell one color means good and one bad? I did not get the meaning of that letters  :'(

Ah please sir, update the ship list, in the guide prospector (https://xpedia.netlify.app/##STR_MINING_SHIP) is missin :( and swordfish (https://xpedia.netlify.app/##STR_SWORDFISH) has a crew space of 5, not 6.

@Ultimoos: maybe post it in the main xpiratez thread  :)
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Ultimoos on December 04, 2024, 09:32:36 pm
It's already there, berried under dozens of pages ;)
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on December 05, 2024, 07:02:25 pm
I'd like to propose adding air combat chance to hit formula. This is usually very hard to find and people have often asked for this.

Chance to hit in % = (Weapon accuracy * (100 + 300 / (5 - UFO size)) +100) / 200 - 0.5 - UFO dodge + craft hit bonus + pilots to hit bonus
Where UFO sizes are:
Very small = -1 Small = 1 Medium = 2 Large = 3 Very large = 4

Could do, though that formula is whack and has too many brackets and that 0.5 is a bit weird.
I'm guessing it's supposed to be:
(Weap Acc * (100 + (( 300 / (5- UFO Size)) + 100) /200)) - UFO Dodge + Craft Bonus + Pilot Bonus
But it can be summed up as Medium size Baseline, smaller harder, bigger easier. Then dodge and hit bonus applied.

SNIP
Re: Prospector- Probably because I never got around to getting one yet. My save is on hiatus at the moment.
Swordfish- So it is. Could of sworn it used to be 6, maybe it changed. Will fix in a future release.
Colours: Well I inherited this from my other steam guides. It's pretty simple. Blue and Green are universally "Good" colours, Yellow mid, Red bad. Very common colour language, can't really be simpler than that. Purple as S-Tier is the only sort of confusing one, but as it's above blue it's also used semi-often in lots of guides.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Ultimoos on December 05, 2024, 10:31:50 pm
This formula was recreated from code someone posted. That suspicious 0.5 exists because results differ by 0.5 from what is written in a pirate tip. I do not remember what number it was. Results for a 100% hitting weapon are as follows: Very small - 75%, small - 88%, medium - 100%, large - 125% and very large - 200%. Formula itself is very wacky but you can just multiply those numbers by weapons chance to hit and then flat add the bonus percentages from craft and pilot.



Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Dioxine on December 16, 2024, 07:14:29 pm
I had a lot of fun reading your guide myself, especially the Captains' descriptions, it's really rewarding when the love I put into making the mod gets returned and spread around :) It's also probably the best researched guide I've seen, I didn't see a single false claim.

Weapon tiers do suffer a bit from savescumming bias (this bias puts higher value on damage output, lower value on reliability, for obvious reasons; eg. without savescumming, Tommy or AMG are only mid-tier because they tend to leave you with very little TU to correct your error if you miss both bursts, which does happen a little too often for comfort). It's not a judgement, just a note. It's definitely not worth losing progress due to danger you could not predict; and this savescumming bias is much lower than the usual, you do try to be fair. And I did get a new perspective on some issues, like how scoped rifle or harpoon carbine are disappointing.

Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Psyentific on December 16, 2024, 09:34:57 pm
leaving you with little TU and possibly requiring the expenditure of a reserve asset (heavy melee sprinter, cross-map grenade launcher etc) is something that i consider a feature of the gun, rather than a malus. it's little 'accidents' like that that help to spice up gameplay. sometimes you lay down three auto-bursts and...the target's still up - now what cap'n?
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on December 16, 2024, 10:01:33 pm
I had a lot of fun reading your guide myself, especially the Captains' descriptions, it's really rewarding when the love I put into making the mod gets returned and spread around :) It's also probably the best researched guide I've seen, I didn't see a single false claim.

I was noticed by Sempai! ;D

Thankyou for checking it out, and I'm glad you appreciate my research. It's something lots of people have always liked in my Steam guides (even when they get annoyed with tierlists) so I'm glad that continues to be the case.

And yes, I entirely understand and confirm that this is the best feeling for any modder (I'm a Classic Doom Modder, so same era I guess). :D

Weapon tiers do suffer a bit from savescumming bias (this bias puts higher value on damage output, lower value on reliability, for obvious reasons; eg. without savescumming, Tommy or AMG are only mid-tier because they tend to leave you with very little TU to correct your error if you miss both bursts, which does happen a little too often for comfort). It's not a judgement, just a note. It's definitely not worth losing progress due to danger you could not predict; and this savescumming bias is much lower than the usual, you do try to be fair. And I did get a new perspective on some issues, like how scoped rifle or harpoon carbine are disappointing.

For sure, an ironman list would look entirely different, and yes, I do try to be fair with savescumming.

I guess with Tommy and AMG I tend to also view those with the lens of "you should be dashing as close as possible to abuse bursts and auto, whilst also being as safe as you can, but prioritizing alpha strikes", so therefore they also tend to fail less often.

I always used to play original X-COM very aggressively compared to some people (I can't stand moving 3 steps and spamming overwatch every turn), and really appreciate New-X-COM's assaults for the same reason. Best defence is a good offence and all that, but it's probably not a strat that works on Superhuman Ironman too well lol.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Dioxine on December 17, 2024, 02:46:09 am
I'll just say that if you sprint THAT close, not even the best dakka weapon can compare to a good melee weapon :) But this is apparently the part of the mod you have little experience with yet, seeing you don't mention axes or hammers, and think that Barbarian Sword is a great weapon (it's decent, of course, but it's more a trickster's tool than a serious melee option) :)
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on December 17, 2024, 09:50:46 am
I'll just say that if you sprint THAT close, not even the best dakka weapon can compare to a good melee weapon :) But this is apparently the part of the mod you have little experience with yet, seeing you don't mention axes or hammers, and think that Barbarian Sword is a great weapon (it's decent, of course, but it's more a trickster's tool than a serious melee option) :)
Ah yeah, the Melee section is still incomplete AND vastly out of date. I do appreciate it's great.

Barb Sword was AMAZING for me in months like 2-5, when that part was written. Dashing right in and spin-attacking three enemies is why Selene is still my top gal, kills wise. Most of my melee gals are running Tech Blades or Vibro-Blades now, and I do have one silly Gnome who's always running around with a Loli-Chainsaw in her Skivvies, and a very powerful melee Catgirl, Katara Pouncer, with a Quicksilver Cutlass.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Rokksta on December 17, 2024, 01:51:38 pm
I guess with Tommy and AMG I tend to also view those with the lens of "you should be dashing as close as possible to abuse bursts and auto, whilst also being as safe as you can, but prioritizing alpha strikes", so therefore they also tend to fail less often.

I always used to play original X-COM very aggressively compared to some people (I can't stand moving 3 steps and spamming overwatch every turn), and really appreciate New-X-COM's assaults for the same reason. Best defence is a good offence and all that, but it's probably not a strat that works on Superhuman Ironman too well lol.

I like to play defensive. Thats why i like the tommy, because it allows me to make some 3-shot potshots before going back in safety. The shotgun often has not enough range or killing power like against ninjas.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: nicedayright on December 20, 2024, 03:31:21 am
Never underestimate the humble hammer. Number one tank killer for year one, and if you can find a suit of flying armor somewhere its incredibly funny to cheese zombies or hunting missions
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Solarius Scorch on December 20, 2024, 11:55:52 am
Are you absolutely sure that the hybrid path offers no special craft? I remember there's a pirate version of the Sekar, with a Pedia entry and all, but perhaps it's bugged or something?
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Psyentific on December 20, 2024, 06:13:44 pm
Never underestimate the humble hammer. Number one tank killer for year one, and if you can find a suit of flying armor somewhere its incredibly funny to cheese zombies or hunting missions
Similarly in this vein, a crowbar (ie Mr Handy) and pistol (or 1hand SMG) is a surprisingly robust loadout for a scout-type unit. Any obstruction that costs more than 3 tiles to walk around is instead more efficiently crowbar'd out of the way. This is particularly prominent on urban, suburban, and farmland-type terrains with their fences, hedgerows, building walls and so on. This helps the player build a habit of going through the obstructions and making your own doors instead of using the map chokepoints.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: nicedayright on December 21, 2024, 07:32:05 am
Though most gals can feasibly do that barehanded.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Fugazza on December 21, 2024, 10:01:05 am
Are you absolutely sure that the hybrid path offers no special craft? I remember there's a pirate version of the Sekar, with a Pedia entry and all, but perhaps it's bugged or something?

Today, I equipped a Gal with a Flying Harness and a Hammer in a Escape Tower mission.  Full TU, I breached the ship's door with the Hammer and got 2/3 reaction shots untouched just standing atop the door so everyone who pass under me got bonked, and the ship's roof covered me. Hammer is amazing
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on December 21, 2024, 11:09:53 am
Are you absolutely sure that the hybrid path offers no special craft? I remember there's a pirate version of the Sekar, with a Pedia entry and all, but perhaps it's bugged or something?

The Pirate Sekar is there, yes, but it's not unique to Hybrid path looking at the tech tree. Hybrid path just means you can qualify for it without Reticulan Elder (I think), and it's still a fair way off due to requiring Reticulan Power Systems and Persuasion. If you focus it you can get it earlier, probably around August, I guess, though I haven't played the route to confirm that. It's still a fair bit later acquisition wise than say, the Firefox or Harvester are potentially available though.

Similarly in this vein, a crowbar (ie Mr Handy) and pistol (or 1hand SMG) is a surprisingly robust loadout for a scout-type unit. Any obstruction that costs more than 3 tiles to walk around is instead more efficiently crowbar'd out of the way. This is particularly prominent on urban, suburban, and farmland-type terrains with their fences, hedgerows, building walls and so on. This helps the player build a habit of going through the obstructions and making your own doors instead of using the map chokepoints.

I kind of assume this comes under "Standard X-COM tactics" you should know. I did this all the time in the base game, though with a Laser Rifle. Though Mr. Handy is cheap to use, and it may not be obvious to some people, so I could add it to the tips section in theory.

Today, I equipped a Gal with a Flying Harness and a Hammer in a Escape Tower mission.  Full TU, I breached the ship's door with the Hammer and got 2/3 reaction shots untouched just standing atop the door so everyone who pass under me got bonked, and the ship's roof covered me. Hammer is amazing

Works well with any melee weapon really, no one expects death from above lol. The Hammer is solid for a Gal to use, though, for sure.

Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Delian on December 21, 2024, 12:08:32 pm
Hybrid has two unique crafts: SEK-SKOUT and SEKAR. While researching Reticulan Elder is required for both, the Reticulan Elder topic currently does *not* unlock the crafts.

The problem here is that, Reticulan Elder is pretty hard to get. Yes, Life is Hybrid allows you to produce Reticulan Files early on, however, hitting Reticulan Elder with the Files will still require 12x Reticulan Files on average. This means the player needs 120x Personal Database before he can buy SEK-SKOUT.

120! I doubt the player will be able to get 120x Personal Database in the early game.
Which means, even though SEK-SKOUT is meant to be an early game Hybrid Path craft, you can't actually get it early. This seems like an oversight. Did Dioxine forget to add the "unlocks"?
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on December 21, 2024, 03:43:14 pm
Stuff
Yep, the requirements mostly confused me, so this is why I went with "From what I can tell, doesn’t give a ship" in the guide.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Jaedar on December 23, 2024, 02:36:16 pm
The guide seems to imply you get loads of research topics for settling in certain places (like north africa, or outside a country). But as far as I can tell, you get one random research from the list, not all.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on December 23, 2024, 05:24:28 pm
The guide seems to imply you get loads of research topics for settling in certain places (like north africa, or outside a country). But as far as I can tell, you get one random research from the list, not all.
Ah yes, I can see how you might get to that conclusion, my bad. I'll think about changing the wording for those.

That said, I could have sworn that being in no country gave the full selection, since that is in my notes when I checked just now, so I either got confused at the time, it's changed since then, or I read something that implied that myself. Weird.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: nicedayright on December 25, 2024, 04:13:51 pm
Today, I equipped a Gal with a Flying Harness and a Hammer in a Escape Tower mission.  Full TU, I breached the ship's door with the Hammer and got 2/3 reaction shots untouched just standing atop the door so everyone who pass under me got bonked, and the ship's roof covered me. Hammer is amazing

Personally I prefer to breach the roof and drop in knockout or hallucinogen grenades. The hammer isn't exactly non-lethal and they *are* civilians.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Solarius Scorch on December 26, 2024, 12:16:20 am
That's a lot of extra steps.
I just punch them with gauntlets.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: nicedayright on December 27, 2024, 02:53:14 am
I'm trying to remember the first flying armor that gets gauntlets, but I don't think it's a grav harness.

Usually I've got at least a couple grav harnesses from gambling or raider buzzards long before I ever research a grav module.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Rokksta on December 27, 2024, 09:00:51 am
Hybrid has two unique crafts: SEK-SKOUT and SEKAR. While researching Reticulan Elder is required for both, the Reticulan Elder topic currently does *not* unlock the crafts.

The problem here is that, Reticulan Elder is pretty hard to get. Yes, Life is Hybrid allows you to produce Reticulan Files early on, however, hitting Reticulan Elder with the Files will still require 12x Reticulan Files on average. This means the player needs 120x Personal Database before he can buy SEK-SKOUT.

120! I doubt the player will be able to get 120x Personal Database in the early game.
Which means, even though SEK-SKOUT is meant to be an early game Hybrid Path craft, you can't actually get it early. This seems like an oversight. Did Dioxine forget to add the "unlocks"?

I first thought that to, but then I realized that Reticulan Elder is one of the free researches of Take Me To Your Dealer, if you go the hybrid path. It seems like you are supposed to research that often.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: shykos on January 05, 2025, 06:23:54 pm
hello

can you please help me with information for condemnations?
meaning - full list, requirements for getting and mb with evaluation of condemnations

for now - i do not understand how to get traditional and radical perks for my fusion training

there is also second question: you will never get blossom book if you dont start in Fuso? As far as i understand this book is necessary for some kind of training (iron gals?)
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Falsche on January 06, 2025, 12:45:26 am
for now - i do not understand how to get traditional and radical perks for my fusion training

Traditional is killing people with pirate-themed weapons:
  • Air Musket
  • Anchor
  • Aqua Trident
  • Assault Cannon
  • Bayoneted Musket
  • Black Powder Bomb
  • Blunderbuss
  • Boarding Gun
  • Boathook
  • Boom Keg
  • Clockwork Gun
  • Cutlass
  • Dagger
  • Flintlock Pistol
  • Flintlock Rifle
  • Fuso Knives
  • Glittersword
  • Grav Cannon
  • Handcannon
  • Jezzail
  • Kraken Cannon
  • Laslock Pistol
  • Laslock Shotgun
  • Mini Cannon
  • Musket
  • Peg Leg
  • Pepper Pistol
  • Poisonous Tentacle
  • Quicksilver Cutlass
  • Rapier
  • Rope
  • Saber
  • Slaver's Cane
Radical is killing people with ninja-themed weapons:
  • Cat Paws
  • CD Cannon
  • CD Pistol
  • CD Rifle
  • Fan
  • Fuso Sword
  • Harquebus
  • Haxxor One
  • Heavy Carbine
  • Hero Sword
  • Kustom SMG
  • Ninja Pack o' Death
  • Ninja Sickle
  • Ninja Stars
  • Ninja Stick
  • Sawed-Off Blunderbuss
  • Sudoku Blade
It's 100 kills with each category of weapons for a gal to be eligible for Fusion Arts Training, I believe.

there is also second question: you will never get blossom book if you dont start in Fuso? As far as i understand this book is necessary for some kind of training (iron gals?)

You can still get the book eventually, kind of - after researching Prize: Dating Saya, a random event can spawn each month that gives you a random research from a list. Book of Cherry Blossoms is one of those random researches. But also, I don't see anything it's actually necessary for - it only unlocks the Sun Martial Rituals research, but that one can also be unlocked with Contacts: Romanica (as in, Book of Cherry Blossoms is unnecessary if you have Contacts: Romanica)
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on January 06, 2025, 10:26:26 am
Yep, Falsche has the right of both questions there.

One other thing, though: Sun Martial Rituals (and Iron Warrior) is only for Male Soldiers anyways (it's why I say Fuso and Romanica are good if you're on a Male Path).
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: shykos on January 06, 2025, 03:30:06 pm

It's 100 kills with each category of weapons for a gal to be eligible for Fusion Arts Training, I believe.


so many ... ((( will check if worth it
thx a lot

and yes - im on couple path (meaning men+women)))
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: shykos on January 06, 2025, 10:14:34 pm
still cant get it
but recieved new (for me) condemnations - joker and idiot =)))

also thx for Sun Warrior tips - got Romancia contact
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on January 07, 2025, 09:50:29 am
For Fusion Arts, you also need the following laundry list of tech:
Quote
Contacts: Fuso · Fan · Fuso Knives · Fuso Sword · Lokk'Naar and Narlock beliefs · Martial Arts Training · Ninja Gal · Ninja Scroll · Ninja Sickle · Ninja Stars · Ninja Warrior · Party (Dep.) · Peasant Militia · Prize: Mutant Martial Arts · Sudoku Blade · Tools & Blades · VIP: Jill
Have a Dojo/Spa/Dungeon/Revolution HQ in that base, and NOT have Military Drill already (Ruler Captain), and obviously only for Gals.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: sanyaskillpro on February 08, 2025, 02:49:22 pm
Thanks for the compilation, I havent played in a while and completely forgot the country perks and the captain personalities.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on February 09, 2025, 10:35:00 am
Thanks for the compilation, I havent played in a while and completely forgot the country perks and the captain personalities.
You're welcome, glad it was useful. :)
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Fugazza on February 10, 2025, 06:14:53 am
You're welcome, glad it was useful. :)

Honestly? If I got asked about it, this guide should be added to the mod download. Like a strategy readme. Keep up the good work, bud
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on February 10, 2025, 10:38:37 am
Honestly? If I got asked about it, this guide should be added to the mod download. Like a strategy readme. Keep up the good work, bud
Thankyou buddy, those kind of comments are always a nice start to a morning. ;D

I got Dioxine's offical stamp of approval, so it's close enough. :P
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: ontherun on February 11, 2025, 02:07:56 am
Thankyou buddy, those kind of comments are always a nice start to a morning. ;D

I got Dioxine's offical stamp of approval, so it's close enough. :P

prosit!

Maybe for next xpiratz update. might be added a page/half page on how to get non-black market resources?
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on February 13, 2025, 09:56:15 am
prosit!

Maybe for next xpiratz update. might be added a page/half page on how to get non-black market resources?
I just noticed you edited this. What resources were you wanting a guide to specifically? There are ALOT in the game, so it would need a very specific focus.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: ontherun on February 16, 2025, 01:52:03 am
I just noticed you edited this. What resources were you wanting a guide to specifically? There are ALOT in the game, so it would need a very specific focus.

yes, i was thinking of most common used, and the important ones, whether possible  :)
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on February 16, 2025, 12:53:17 pm
Trouble is, most common used forever is like Scrap, Databases, Elerium, Chemicals, Slaves, Glamour. Which are mostly like "play the game, lots of stuff gives it to you", except maybe Glamour not being obvious (well it is obvious if you go with the mindset of "go cool, go risque" that the game is pushing, but not obvious if you think on a pure OG game mindset).

Then there's stuff that's semi-important early, but basically obsolete after a while, like Chitin and Necroplane parts.

Then stuff that's high-tech and useless early game but often important later, like Alien Alloys, Optronics, Power Couplings etc.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Laie on February 16, 2025, 04:05:49 pm
From where I am in this my first(*) playthrough, resources were/are not a problem. Chemicals, plastasteel and the likes have each become available on the market before I needed much of them. You can guess what power sources are going to be good for and that you won't need to keep very many of them.

Bounty stuff caught me by surprise. It says that Jack will pay well for Narlock Scepters, and 32k was good money at the time. However, that experience taught me about the "bounty" tab in the fencing menu and I never again sold anything from that list. So I guess that's good game design? Teachable moment, early enough so that not much harm had been done at that point?

Next are the not-quite resources like cigarettes and energy drinks. I kept a good handful of each; not out of clairvoyance, but because the game had educated me to expect a sudden demand for not just a few items, but dozens at a time.

Old boots! I cleaned out the lot of them. Felt a little bad about it, but they took up so much space.... however when the time came, there also were a few events (not quite random, I suppose) to give me more boots. So it was all good.

The only thing that really bit me was rope. You cannot make or purchase a simple piece of rope, would you believe it? Rare loot, too, and no event to help me out, either.

I'm not sure what (if any) of that needs to be included in the guide. Not selling things that might come in handy later is just common sense; Bounty items in particular are just a special case.
--
(*)strictly speaking this is my second playthrough. First time around I had my Hideout in Cleopatra's realm, and the negative 2000 score from a successful base defense sent me into a death spiral.

Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Solarius Scorch on February 16, 2025, 06:23:07 pm
The only thing that really bit me was rope. You cannot make or purchase a simple piece of rope, would you believe it? Rare loot, too, and no event to help me out, either.

Actually, you can make rope... See attached.

Maybe you hid it by mistake?
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Delian on February 16, 2025, 07:23:15 pm
Why would you want to use rope tho? There are better stun weapons.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Ultimoos on February 16, 2025, 09:56:28 pm
Bravery training.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Laie on February 16, 2025, 10:03:51 pm
Maybe you hid it by mistake?

yes indeed, this is so.

Why would you want to use rope tho? There are better stun weapons.
The context was resources. If the runts need rope, you can't slip them a substitute.

Oh, I wasn't aware that using the rope trains bravery! I've had some of my gals dancing nekkid in the moonshine while others completed the mission very very casually.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Psyentific on February 17, 2025, 03:45:58 pm
Using a first aid kit also trains bravery, so work in pairs, trios, or fours and let the most cowardly one be the team medic.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Solarius Scorch on February 17, 2025, 04:18:20 pm
Using a first aid kit also trains bravery, so work in pairs, trios, or fours and let the most cowardly one be the team medic.

And put her in a nurse outfit! :)
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: hth on February 17, 2025, 05:22:15 pm
And put her in a nurse outfit! :)
Great! In that case this exploit would be partially justified.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Laie on February 17, 2025, 07:06:43 pm
Using a first aid kit also trains bravery, so work in pairs, trios, or fours and let the most cowardly one be the team medic.

Even works if you patch up enemies, which I somehow prefer to treating wounds on my team. It's a matter of opportunity, though, as you need treatable enemies AND a hand to spare AND both in proximity to each other. It has happened but you can't really plan for it.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on February 18, 2025, 11:39:22 pm
I have to say I've never deliberately tried to min-max any stats like this.

Then again, I guess I do play at Difficulty 2 usually, maybe it's needed for higher ones.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Solarius Scorch on February 20, 2025, 02:01:16 am
I do it a lot, but mostly because I like saving lives (even enemies); any Bravery training is just a bonus.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Laie on February 22, 2025, 12:02:34 am
Several of the Piratin' Tips make it quite clear that bravery is important for voodoo defense. Also plenty of weapons with bravery bonuses. I think it's quite natural that one looks for ways to improve it. Always having bandages (&c) so you can treat the wounded is easy, but for me it hasn't translated into much of a stat increase. Deliberately drawing out missions that could be finished in four turns, just for the morale checks, feels silly. Yet here we are. Had I known about rope earlier, I would certainly have given it a try.

Back to topic: while you give the Blackmarch SMG a solid A rating, your description is not exactly an endorsement. For me, it's one of my favorite weapons (or at least used to be). More powerful cartridge than the RCF carbine though no AP bonus, much faster, but ultimately limited range. I've used it as a plinking gun, snapshots rather than autofire, as I feel that this yields more hits per TU; also, there's a decent chance that one hit will be enough. Four snapshots (or two aimed) with a comfortable 20% TU to spare.

The only clear benefit of the carbine in that comparison is it's truly unlimited range. Well, and that even a rookie soldier can get off an highly accurate shot.

The Assault SMG is even faster and more accurate, but the Blackmarch delivers 20% more buck with each bang, and that's really quite noticeable. Like Assault Pistol vs Manstopper.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Dispector on February 22, 2025, 02:11:50 pm

The Assault SMG is even faster and more accurate, but the Blackmarch delivers 20% more buck with each bang, and that's really quite noticeable. Like Assault Pistol vs Manstopper.

Assault SMG's ammo ignores some of the target's armor, for what it's worth.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on February 23, 2025, 12:37:36 pm
Fair, but I don't compare it to the RCF carbine though? Are you talking about the UAC Carbine? I partly rated that well because when I got it, it had the ability to immediately buy it from the store which was very valuable. Whilst at the time I think I only had access to a single Blacksmarsh. TBH, I don't think I used RCF carbines much at all in my last game, I transitioned straight from Auto-Rifles/Battle Rifles to Advanced Rifles on most of my Assault Rifle girls, and then not too long after to Advanced Lasguns.

Statistically, auto-fire in X-COM is nearly always a better deal, and with SMG's you're always supposed to be dashing to a closer range for the most part, it's just the Blacksmarsh is sort of a hybrid AR with a higher range than usual. It's a solid gun though, I had a few of my 8-strong Gnome Brigade main it for some time until I could manage to squeeze Linux Origami on them to exploit the massive bravery bonus.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Laie on February 25, 2025, 12:07:10 am
Fair, but I don't compare it to the RCF carbine though?
[...]
Statistically, auto-fire in X-COM is nearly always a better deal,
Nah, it's me who compares it to the RCF. I think your description is quite reluctant for an A-rating and was throwing some sentences your way, that you may perhaps include the next time you update that document.

I get the impression that my typical firing distance is much farther than yours; which probably means that I'm more eager to close in all the way for melee.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on February 25, 2025, 09:40:38 am
Except for snipers or those with infinite Aimed range guns, mid-range is generally best for most combat in my experience. I'll have some dedicated melee girls of course (on my last game, my Gal with the most kills is a melee girl and is only a dozen behind my initial starting gnome's insane kill streak).

Since RNG's historically always love to screw me over, I'd rather make more rolls than bet on single ones, hence my preference for auto-fire. :D There's no "correct" answer here, though, everyone plays different.

I do see what you're saying about the Blacksmarsh description, but the comments aren't neccessarily a review, just things I thought of. A-Tier still means A-Tier. :D
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Rokksta on February 27, 2025, 10:13:08 pm
Several of the Piratin' Tips make it quite clear that bravery is important for voodoo defense. Also plenty of weapons with bravery bonuses. I think it's quite natural that one looks for ways to improve it. Always having bandages (&c) so you can treat the wounded is easy, but for me it hasn't translated into much of a stat increase. Deliberately drawing out missions that could be finished in four turns, just for the morale checks, feels silly. Yet here we are. Had I known about rope earlier, I would certainly have given it a try.

Back to topic: while you give the Blackmarch SMG a solid A rating, your description is not exactly an endorsement. For me, it's one of my favorite weapons (or at least used to be). More powerful cartridge than the RCF carbine though no AP bonus, much faster, but ultimately limited range. I've used it as a plinking gun, snapshots rather than autofire, as I feel that this yields more hits per TU; also, there's a decent chance that one hit will be enough. Four snapshots (or two aimed) with a comfortable 20% TU to spare.

The only clear benefit of the carbine in that comparison is it's truly unlimited range. Well, and that even a rookie soldier can get off an highly accurate shot.

The Assault SMG is even faster and more accurate, but the Blackmarch delivers 20% more buck with each bang, and that's really quite noticeable. Like Assault Pistol vs Manstopper.

Bravery is important and you shouldn't ignore it. But that doesn't mean, that you need to go out of your way to train it. Your soldiers are getting wounded often enough. Just have healing things that actually trains bravery (I'm looking at you X-Grog!)

You are actually getting even penalized for drawing out missions because of Glamor. It is, like you said, silly and not worth the time.

The reasons why I like the RCF more:
In my experience the RCF is killing ninjas with much more ease, than the SMG's.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Laie on March 01, 2025, 12:02:26 am
  • It ignores 25%! of the armor
Don't underestimate the worth of sheer power. Ninja Gals are at the breakeven point where either weapon does about the same damage per round. Any more armor and the RCF is, let's say, not quite as inadequate.

IMO, the accuracy only matters for rookies. A good shoot with 100+ accuracy will benefit more from getting off two aimed rounds rather than one; what does matter, though, is the RCF's truly unlimited range. Using the BM-SMG beyond something like 30-40 tiles is frustrating even for the best marksman.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Laie on March 04, 2025, 10:26:46 pm
@eharper: I think it would be worth mentioning that the Mini-Cougar is a single-handed weapon.

Seen as a main weapon, I totally agree with your lukewarm assessment. What makes it unusual is that you can pull it from the QD slot and wield it in one hand.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Psyentific on March 05, 2025, 01:04:29 pm
The mini-cougar is literally the best 1x2 sidearm in the game, direct upgrade to (and manufactured from) the smartpistol. Death Blossom beats it out in terms of one-handed SMG damage, but the blossom can be a bit awkward to store in inventory.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on March 05, 2025, 09:05:23 pm
Oh is it? Don't think I got to test it very long before I went on hiatus for that campaign. But it does still have an A-Ranking on the sheet.

Generally, my pistoleers favoured revolver types for impact and SMG users were mostly Gnomes for me, who get most mileage out of a Linux Origami.

Don't think I'd usually keep a sidearm on anyone unless I just had loads of weight spare (or it was a rare Rocketeer gal), but I guess there's indeed some use in that function.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Laie on March 05, 2025, 11:26:17 pm
Don't think I'd usually keep a sidearm on anyone unless I just had loads of weight spare (or it was a rare Rocketeer gal), but I guess there's indeed some use in that function.
"I guess there is" -- yeah, me too. I guess there is, there has to be. It's not hard to imagine the circumstances, after all. Heck, I've personally experienced these circumstances, and not only once. Yet still: in the loadout screen, I always pick something else.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Rokksta on March 07, 2025, 03:55:50 pm
...(or it was a rare Rocketeer gal)...

A rare Rocketeer? If it isn't a mission where I know that I can stun everyone, there will be at least one Rocketeer Gal in my squad.  :D

There you can see again, that everyone is playing different and there can be no answer for everything.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Psyentific on March 07, 2025, 11:10:15 pm
Rocketeer gal? Rare? Whatever happened to "Don't leave the base without an RPG"? Don't be stingy with those explosives, try to cause at least two booms every deployment!
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: ciqasty on March 16, 2025, 12:57:55 pm
Love the guide, I think I found one small inconsistency though:

Quote
If you want to stop something self-destructing (i.e. Cyberdiscs), you’ll have to kill it with melee or use EMP usually.

Unless this was changed recently, I believe it has to be specifically cutting damage in melee? I recall that if you destroy cyberdisc with vibro sword it will explode, since it will be stabbing damage.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Laie on March 16, 2025, 05:00:42 pm
Pirantin' Tip # 105, Certain types of attacks never trigger enemy unit's explosion:

I've personally used Cutting, Laser(Melee) and Concussive(Melee) -- all three of them work in N10.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on March 17, 2025, 08:03:59 pm
Love the guide, I think I found one small inconsistency though:

Unless this was changed recently, I believe it has to be specifically cutting damage in melee? I recall that if you destroy cyberdisc with vibro sword it will explode, since it will be stabbing damage.
Yeah I think it's just Vibroblades that have a problem. Most of my Cyberdiscs were caught with the Plasteel blades so I guess it is a very slight possible thing that is wrong. Personally, I'd always save before charging a Cyberdisc in Melee in any case, the reaction fire can easily cause deaths. :D
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Laie on March 17, 2025, 11:03:57 pm
Erm *raises hand*

The Vibro Blade is fine, it does cutting damage and I have successfully used it on cyberdiscs many times.

The Vibro Sword, otoh, is a stabbing weapon and thus will trigger explosions.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: zombieguy223 on March 18, 2025, 04:38:34 am
My general rule for how to avoid spontaneous explosions-to-the-face is that all melee damage except stabbing and electric will prevent it. That was a lesson learned from using a cattle prod against a cyberdisc, and I will not forget it. Interestingly, bio melee weapons will also prevent self-destructs, but I don't actually think there are any enemies with self-destructs that are at all vulnerable to bio.

For my own curiosity, I've compiled a list of the enemies that self-destruct on death. I might have missed a couple, but this is at least most of them:
Strix Zombie
Armored Car
Cyberdisc
Humanist Tiger Tank (the big stationary tank on the Sitzkrieg mission)
Robo-Maid
Aurora Doll
Cleaning Drone (I think these are only on Mars)
Boomosaurus
Toxic Slime
Burning Soul
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on March 18, 2025, 09:36:20 am
Erm *raises hand*

The Vibro Blade is fine, it does cutting damage and I have successfully used it on cyberdiscs many times.

The Vibro Sword, otoh, is a stabbing weapon and thus will trigger explosions.
One of those odd things, really. My brain calls them the Vibroblade (sword) and the Vibroknife (knife), lol.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Zesty on March 24, 2025, 07:16:29 am
re: weapons

Scoped Magnum is incredibly good for its range since it can work as a generalist weapon unlike most other onehanded weapons. Shielded chainmail or plate is practically invulnerable to most return fire and with good stats can hit 100% accuracy at like 30-35 tiles. There's also the precision pistol which is fairly similar, slightly weaker, but comes with a much more convenient 12 round magazine

Tommy feels like the best early game SMG for training newbies. 35 + 65% acc is as good as you're gonna get outside shotgun range and 3x snap is amazing for training reactions. If you're lucky you can find and research one in month 1. 50 ammo is also a lot even with your higher rate of fire.

Not sure why you like the Coach Gun so much. I find it has a very limited period of usefulness before getting Heavy Shotguns. 30% spread on the Coach Gun ammo is worse than 25% on the Heavy Shotgun, 4 shots per reload vs. 7, and vastly better ability to punch through weak armor. Only reason I wouldn't hand the heavy shotgun out is if its to peasants or lokknarr who can't carry it.

re: starting locations

Having tried a few, California for the catgirls just beats everything. $375k debt is nothing, your priority early game is getting soldiers to run missions. As long as you're able to run extra missions (and catgirls can safely run a LOT of extra missions early game at night with absolutely no risk once you've got camo) you'll make that deficit up in 1 or 2 good hauls. Hiring 8 hands would have cost you $400k anyway and they'd be far less capable. Then once you have Night Ops you can transition your Ubers into handling night missions while the cats take over the increasingly important air game in Piranhas and let you hit a tier or two above what you should be able to take down with their better stat lines. Also the debt goes down with difficulty, lol. Should be SS tier and almost required for Jack Sparrow.

re:codex

Codexless is absolutely not a challenge run. If anything its the best early game choice by far. Codexes require a lot of research and base development and time and the rewards are actually pretty minimal for the early game. Codexless means getting to sell your drill and hull for +1 brainer immediately. Getting the Dutchman quickly with 11 capacity and proper doors is the greatest powerspike you can receive to make the early game easy and to survive what would be catastrophic spawns. The only competition is the Harvester from the Peasant Revolution path and that IS an actual legit challenge run. Sci books are also most likely putting you at least 6+ months ahead of the research curve since otherwise Libraries are such an absolute pain to wait for.

If you don't have the dutchman, the Airtruck is really the best transport in terms of layout and defensibility for a long time. I'd take it over the Fortuna or El Fuego any day and only take the Metallo or Bonaventura on account of their much higher crew cap once I have tanks researched to draw fire. And tanks are a fairly long ways off.

Re: General tips

Sell one starting corridor, keep the other. Rush the mess hall and build it over the security corridor for a time and money discount equivalent to selling it. This can be enough time savings to get !Warehouse Wars! in month 1, which is very good for your development. I also recommend selling the starting vault to buy a brainer. You really shouldn't need more space than that for a long time.

Also on the topic of building replacements, build plantations ASAP everywhere for the cash and then you can build over them later with 2x2s like hangars or large living quarters. This makes you a tidy profit in the meantime, give you a $100k discount on the eventual facility you want, and put you about half a month in build time ahead of the curve when you've just finished researching those facilities and want them up ASAP. No reason not to spam out new bases with plantations once you're able to and then replace them with other things when needed. Done well your end of month maintenance can end up negative, lol. Won't stay like that for long once you unlock more brainer slots but the money snowball is real.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Amoebka on March 24, 2025, 10:04:56 am
Airtruck should be your research priority number 1 in the early game anyway, and Dutchman is absolute crap in comparison. It has open windows everywhere, and you start right next to them. The whole map will reaction fire on you before you get to lifts anyway. Airtruck also lets you camp inside on the second floor plugging the lifts, making melee enemies in mixed lists trivial (raider/necro bloodhounds, narlok chupacabras, etc). Dutchman doesn't, because then you will get shot through the windows.

No codex also means no shadowtech cars, which severely gimps early to mid airgame, forcing you to research elerium-powered crafts, and that takes ages.

Codex rewards are also not even remotely "minimal", lay down that Cali crack you started with. Agressor armor + rayguns or 3 free super-lunatics are crazy good.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Zesty on March 24, 2025, 07:06:45 pm
Airtruck should be your research priority number 1 in the early game anyway, and Dutchman is absolute crap in comparison. It has open windows everywhere, and you start right next to them. The whole map will reaction fire on you before you get to lifts anyway. Airtruck also lets you camp inside on the second floor plugging the lifts, making melee enemies in mixed lists trivial (raider/necro bloodhounds, narlok chupacabras, etc). Dutchman doesn't, because then you will get shot through the windows.

Turn 1 drop smoke and you're pretty fine really even if your reactions aren't good. You should go for Airtruck anyway, but Dutchman isn't competing with Airtruck, it's competing with the Airbus you have to put up with for 6 months before you get the Airtruck and it makes Airbus look like a bad joke. Airbus to Dutchman is like a 300% improvement to combat performance while Dutchman to Airtruck is like a 50%.

No codex also means no shadowtech cars, which severely gimps early to mid airgame, forcing you to research elerium-powered crafts, and that takes ages.

Ehh, I'm ambivalent. Maybe I'm spoiled by unhittable cats on piranhas/jetbikes.

Codex rewards are also not even remotely "minimal", lay down that Cali crack you started with. Agressor armor + rayguns or 3 free super-lunatics are crazy good.

Aggressor armor is barely an upgrade from Scale armor that you can have well before the codex gives rewards, and scale with shield is arguably better. Rayguns are meh, no RoF to compete with short range weapons and not enough range to compete with rifles. 3 free ubers is good but you can still have a dozen ubers trained up on your own before then. There's a reason why Cali/catgirls are so good, running extra missions early lets you scale exponentially faster and by the time codex rewards are available you're able to equal or surpass them soon. All I have to do is make like $500k-$1M a month extra in early months, funnel that into extra soldiers, extra bases, doing extra shootdowns, gaining extra XP, investing in extra brainers, and the advantage snowballs.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on March 24, 2025, 07:57:22 pm
I'm not going to input much into this, but it sounds like that's severely optimised play, which is not really the focus of this guide, but rather to give tips to newbies who may be coming in, and they're usually used to Nu-X-COM, or have only played the original.

I have experience with both Nu-X-COM and the older games from when I was a kid, but many don't even have that, and this guide is mostly formed of all the surprising things I've learnt that aren't too obvious. When I recommended XPZ to a couple of people on my discord, they found all these tips tremendously handy, and EVEN THEN they nearly always Game-Over'ed due to negative Infamy, losing their early gals, or Bankruptcy within early months, when playing difficulty 2.

Cali is a great start, and it's A-Tier for that reason, however, Catgirls are very fragile for newbies to operate, and the debt is difficult to handle when they can't make a profit on more debt-free starts.

I will stick to No-Codex being quite a challenge run in a similar fashion. Frankly, I used Big Birds for the first six months for capacity; speed is mostly irrelevant early as a site won't expire as long as it's targeted. Moreover, it works exactly like a classic skyranger, so it's a bit of a comfort pill for newbies. And then you can indeed run cars or Buckaroos.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Amoebka on March 24, 2025, 08:41:28 pm
Speaking of catgirls. Something the guide should probably mention, is to never, NEVER go catgirl recruitment without a codex. It is impossible to get assault clone catgirls or the best catgirl armor (termicator) without one. Don't ask me how I know :(
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Lianla on March 31, 2025, 04:31:27 pm
Thanks for the guide, i've got 2 questions what is the best location for a green codex run? and is the fungus event locked to a region only or can appear at every part of the planet?
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on March 31, 2025, 08:29:31 pm
Thanks for the guide, i've got 2 questions what is the best location for a green codex run? and is the fungus event locked to a region only or can appear at every part of the planet?
Fungus growth isn't region locked.

Green's main advantages apply to Uber Gals (only, at least for most of the game) so there's some merit in getting and training more (so Nordfederation/Sweden), and more starting troops is always a massive benefit to help you cycle gals on missions. You do have plenty of time to get more though, so this isn't essential. Eventually at late game your goal is Designer Beauties (which applies to all female types) but Zombie-Gals are kind of the long stepping stone to that, typically in combo with Revenant Armour and eventually Pestulator/Biosuits.

There's nothing especially helpful for Green Codex early besides manpower though, so ultimately you can go with what you feel is useful.

Most importantly, you'll want to force as many zombie missions as you can, and capture a Strix and Singer Zombie to get Zombie Sustenance and Zombie Beauty ASAP. Or if you can find a live Canny Gal that can work too. Your research needs for Zombification are:
Medicine · Zombie Juice · VooDoo · Our Abilities · Post-Apocalyptic Cuisine · Green Codex · (Zombie Sustenance or a Live Canny Girl)

One thing of note is that Zombiegals are tanky as fuck but aren't as good with shooting. They make for great melee units, though, so you can in theory run some support troops with them for the sniping and shooty duties (Catgirls, Gnomes etc.).

If you want to be a Chaos Saint with Green, that means Jackass. It's not a horrible fit since you're a "Power over all other things" type, and why not combine Dungeons with Cloning Facilities for full biotic evil genius. :D

Finally, Bonaventura as your flagship is basically a dedicated troop transport, great for getting your horde of zombiegals around. Though interceptor wise its lacking; if it can catch a target (it's pretty slow), it's alright at absorbing fire over your more powerful but more fragile interceptors like Corsairs. You want to heavily consider a Scarab at some point to carry your Bioplasma gun ASAP.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: Lianla on April 01, 2025, 04:28:26 pm
Fungus growth isn't region locked.

Green's main advantages apply to Uber Gals (only, at least for most of the game) so there's some merit in getting and training more (so Nordfederation/Sweden), and more starting troops is always a massive benefit to help you cycle gals on missions. You do have plenty of time to get more though, so this isn't essential. Eventually at late game your goal is Designer Beauties (which applies to all female types) but Zombie-Gals are kind of the long stepping stone to that, typically in combo with Revenant Armour and eventually Pestulator/Biosuits.

There's nothing especially helpful for Green Codex early besides manpower though, so ultimately you can go with what you feel is useful.

Most importantly, you'll want to force as many zombie missions as you can, and capture a Strix and Singer Zombie to get Zombie Sustenance and Zombie Beauty ASAP. Or if you can find a live Canny Gal that can work too. Your research needs for Zombification are:
Medicine · Zombie Juice · VooDoo · Our Abilities · Post-Apocalyptic Cuisine · Green Codex · (Zombie Sustenance or a Live Canny Girl)

One thing of note is that Zombiegals are tanky as fuck but aren't as good with shooting. They make for great melee units, though, so you can in theory run some support troops with them for the sniping and shooty duties (Catgirls, Gnomes etc.).

If you want to be a Chaos Saint with Green, that means Jackass. It's not a horrible fit since you're a "Power over all other things" type, and why not combine Dungeons with Cloning Facilities for full biotic evil genius. :D

Finally, Bonaventura as your flagship is basically a dedicated troop transport, great for getting your horde of zombiegals around. Though interceptor wise its lacking; if it can catch a target (it's pretty slow), it's alright at absorbing fire over your more powerful but more fragile interceptors like Corsairs. You want to heavily consider a Scarab at some point to carry your Bioplasma gun ASAP.
wow :o Thanks for the tips
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on April 01, 2025, 08:27:17 pm
wow :o Thanks for the tips

No problem ;)

Also, I've only just noticed N11 was out, not paying attention, lol. Will update for any changes SOON (TM).
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: silencer_pl on April 02, 2025, 01:07:20 am
Hey. Is Captain Log #1 accurate? I've got all the techs required but not Captain Log #1. I'm in May/June
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: zombieguy223 on April 02, 2025, 07:16:09 am
Hey. Is Captain Log #1 accurate? I've got all the techs required but not Captain Log #1. I'm in May/June
That seems to be an oversight in the compilation file, !!Bounty Hunting!! is also a required research. The full list of requirements is below:
Research:
  • Captain Who?
  • Post-Apocalyptic Cuisine
  • !Socializing!
  • Exquisite Lingerie
  • Contacts: Builders' Hall
  • !!Bounty Hunting!!
  • Minecraft
  • What Do?
  • Tools & Blades
  • Firearms Knowledge
  • Intricate Gunsmithing
Built Facilities:
  • Mess Hall
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: silencer_pl on April 02, 2025, 09:20:36 am
Even with this new list I still have it all and no Captain's Log. Does it show after some time if you have the techs or should it appear right after I get all the techs?

Hmm checking the pedia server it must be done withtin first 3 months, but the guide says 4-7 ?

Quote
Event Script
Event weights   
0 :
‏‏‎100 ‎Captain's Log #1
Execution odds   100
Facility triggers   ‏‏‎✔️? ‎Mess Hall
First month   0
Last month   3


Edit:
Ah there are several type of entries depending how fast you get it.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: shinr on April 02, 2025, 09:39:59 am
Captain's Log #1 worked for me and the xpedia file linked on OP post showed all required techs included Bounty Hunting.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on April 02, 2025, 11:23:07 am
Hm, yes, apologies, the Bounty Hunting requirement is not included in the actual guide; good catch. I'll add it with the N11 update.

But yes, it does show in the XPedia I compiled for the N10 version as people have mentioned.

Also, yes, there are several events for Captains log; as soon as you meet the conditions for one of them, that one, and only that one will fire in a game, and yes, they give different awards based on how quickly you moved.

As a general note: Events ARE ALWAYS decided at the start of a month, not on the fly, as this is when the system will generate them (incidentally, if you're feeling cheaty, you'll be able to see the upcoming ones in your save file along with the hours until event).
Title: Re: XPiratez Information Compilation, Starter Guide & Weapon Spreadsheet
Post by: eharper256 on April 03, 2025, 11:31:10 pm
Alright the N11 update is here, and it's BIIIIIGGG
>> A good 80% was updated to reflect all the new changes I could find in N11.
>> Several older sections were updated and/or rewritten.

AND it now includes a whole new chunk, which adds:
>> Suggested Tech-Tree progression chunks for the early game.
>> Details about Bounty Hunting, and all the potential prizes, with my personal ratings of each.

The XPedia Link on the frontpage was also re-compiled and updated.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapons Sheet (N11 UPDATE!)
Post by: ontherun on April 04, 2025, 02:22:22 am
hurrà! May i suggest for next update to add a cover (line the furst image in screen when xpiratez is loaded)  folloeed by a ine page intro? Ad of niw the guide start imnnediately with the coubtry bonuses, i think it is a bit "brural"...  ???
Title: Re: XPiratez Information Compilation, Starter Guide & Weapons Sheet (N11 UPDATE!)
Post by: eharper256 on April 04, 2025, 07:30:23 pm
Well, I'm not giving you a novella or an essay here. I don't need to cite my sources or give a prologue to the work. People usually don't care for that stuff in strategy guides.  :P

But if there's demand for an introduction, I'll consider it.
--------------------------
EDIT: Also reposting the changelog; always annoying when it's the last post of a page:

Alright the N11 update is here, and it's BIIIIIGGG
>> A good 80% was updated to reflect all the new changes I could find in N11.
>> Several older sections were updated and/or rewritten.

AND it now includes a whole new chunk, which adds:
>> Suggested Tech-Tree progression chunks for the early game.
>> Details about Bounty Hunting, and all the potential prizes, with my personal ratings of each.

The XPedia Link on the frontpage was also re-compiled and updated.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapons Sheet (N11 UPDATE!)
Post by: silencer_pl on April 06, 2025, 07:10:14 pm
I would like to suggest reordering starting regions to be grouped in ranks rather than all mixed up.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapons Sheet (N11 UPDATE!)
Post by: eharper256 on April 06, 2025, 11:16:17 pm
I would like to suggest reordering starting regions to be grouped in ranks rather than all mixed up.

Well they're sorted by me going by geographical area, starting in Europe, moving down to Africa, then moving back up to Russia and making the way down Asia to Australia, then moving back up to Canada and making the way down to South America.

It made sense at the time I wrote it. :D

But yeah maybe, I'll consider it.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapons Sheet (N11 UPDATE!)
Post by: ontherun on April 07, 2025, 01:26:12 am
Well, I'm not giving you a novella or an essay here. I don't need to cite my sources or give a prologue to the work. People usually don't care for that stuff in strategy guides.  :P

But if there's demand for an introduction, I'll consider it.

whoa i did not mean such things, but maybe a cover and a brief intro only in one page might be a good compromise  ;) also an index, eventi with dynamic links clicking on which will take the reader to the paragraph  8)
Title: Re: XPiratez Information Compilation, Starter Guide & Weapons Sheet (N11 UPDATE!)
Post by: eharper256 on April 07, 2025, 09:43:50 am
whoa i did not mean such things, but maybe a cover and a brief intro only in one page might be a good compromise  ;) also an index, eventi with dynamic links clicking on which will take the reader to the paragraph  8)

No I get what you're saying. Links/Index/Contents are indeed a good idea, the reason they're not included by default is that they have to be added seperately at the PDF stage.

Which means, every time I do a revision or update a section and push a new version, I would have to do them all again. :'(

Funnily enough: the yellow underlined names for the types of planes in the craft progression section... those are supposed to be links to that planes wikipedia page (i.e under Tiger, the link to "F-14 Tomcat") but that function is actually lost in the transition, it was partly a test to see if I could get links passed across for ease.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapons Sheet (N11 UPDATE!)
Post by: silencer_pl on April 07, 2025, 05:42:07 pm
Information about Spotter/Sniper might be also usefull.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapons Sheet (N11 UPDATE!)
Post by: eharper256 on April 07, 2025, 07:37:43 pm
Information about Spotter/Sniper might be also usefull.

Honestly, I've never really had any problems worth noting with the spotter system myself. However, I'm heavily into Alpha Strikes even if it puts units at risk. Surging gals into the open, murdering everything you can see, and making sure you end in cover if possible, with a couple of flanking gals that can counter fire.

Hit hard and fast enough, and the counter is usually tepid enough to just walk away with a couple of mild wounds, or even just deflections off your shields/armour. Even better if you're rolling a Tank (or in my case, a Gnomedisc) forwards.

I looked at your Airfield topic and I'm seeing ALL of your units clumped together in a big wad, which is a big nope. That's asking for a grenading.

Fan out with fireteams of 2-3 in different directions to cover the map faster. One girl forwards a few spaces, CTRL-Clicking to dash (in the dark, with Camo, if possible). Then a girl going a different direction. Gather as much intel as possible, then backup the girls in danger spots. Put all you can into making sure you end the turn with everything you spotted killed. Using a Sniper, they can also be way back near the transport and only need move if Line of Sight is inhibited.

Make it so that, if a grenade lands, it can only hit at most 2 girls. The AI does not like wasting explosives on single targets.

Don't use flares or incendiaries for light unless its something like a Fort mission or some other protect location/VIP type thingy.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapons Sheet (N11 UPDATE!)
Post by: Psyentific on April 07, 2025, 11:22:03 pm
However, I'm heavily into Alpha Strikes even if it puts units at risk. Surging gals into the open, murdering everything you can see, and making sure you end in cover if possible, with a couple of flanking gals that can counter fire.

Hit hard and fast enough, and the counter is usually tepid enough to just walk away with a couple of mild wounds, or even just deflections off your shields/armour.
Finally somebody else who understands the Way of Death (https://xpedia.netlify.app/##STR_WAY_OF_DEATH); The enemy cannot kill you if he is dead. Turn 0 starts with an RPG downrange and chase it with a shot of Grenade Launcher. Every move is either a scout to clear terrain & reveal an enemy, or a strike to remove an enemy. Play every mission fast and aggressive and you can have every mission done quick.

Consider - If you're bringing a bike squad of 13 gals then that means you can kill up to 13 units on turn 0 deployment, before they've had a turn to act; most early/midgame missions will throw less than 13 units at you.
Consider - If you embrace the idea of "acceptable losses" then it's more a question of who you prefer to get wounded and how you can bait the AI into shooting that unit instead.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapons Sheet (N11 UPDATE!)
Post by: silencer_pl on April 07, 2025, 11:47:53 pm
Honestly, I've never really had any problems worth noting with the spotter system myself. However, I'm heavily into Alpha Strikes even if it puts units at risk. Surging gals into the open, murdering everything you can see, and making sure you end in cover if possible, with a couple of flanking gals that can counter fire.

Hit hard and fast enough, and the counter is usually tepid enough to just walk away with a couple of mild wounds, or even just deflections off your shields/armour. Even better if you're rolling a Tank (or in my case, a Gnomedisc) forwards.

I looked at your Airfield topic and I'm seeing ALL of your units clumped together in a big wad, which is a big nope. That's asking for a grenading.

Fan out with fireteams of 2-3 in different directions to cover the map faster. One girl forwards a few spaces, CTRL-Clicking to dash (in the dark, with Camo, if possible). Then a girl going a different direction. Gather as much intel as possible, then backup the girls in danger spots. Put all you can into making sure you end the turn with everything you spotted killed. Using a Sniper, they can also be way back near the transport and only need move if Line of Sight is inhibited.

Make it so that, if a grenade lands, it can only hit at most 2 girls. The AI does not like wasting explosives on single targets.

Don't use flares or incendiaries for light unless its something like a Fort mission or some other protect location/VIP type thingy.

But isn't this a starter guide so people would know? I thought that the spotter worked differently.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapons Sheet (N11 UPDATE!)
Post by: eharper256 on April 08, 2025, 10:04:09 am
But isn't this a starter guide so people would know? I thought that the spotter worked differently.

I can add a note to Advanced Tips for sure. It doesn't hurt to add more knowledge to the pool, so yeah, I'll consider sticking it in. But I wanted to make you aware it's probably not the Spotter system that you should have undying hatred for or anything. There's LOTS of steps you can take to mitigate it.

Finally somebody else who understands the Way of Death (https://xpedia.netlify.app/##STR_WAY_OF_DEATH); The enemy cannot kill you if he is dead. Turn 0 starts with an RPG downrange and chase it with a shot of Grenade Launcher. Every move is either a scout to clear terrain & reveal an enemy, or a strike to remove an enemy. Play every mission fast and aggressive and you can have every mission done quick.
Consider - If you're bringing a bike squad of 13 gals then that means you can kill up to 13 units on turn 0 deployment, before they've had a turn to act; most early/midgame missions will throw less than 13 units at you.
Consider - If you embrace the idea of "acceptable losses" then it's more a question of who you prefer to get wounded and how you can bait the AI into shooting that unit instead.

Yep, many of the Nekomimi ways of Trounce are actually pretty fun topics to read, and they indeed cover most aspects of a strong X-COM playstyle, nevermind XPirates. :D You start a map with Shadow, Death, Claw and Sunlight; and may transition to Beast, Pain, and Missed Strike if the opposition is stronger than first expected. They also work well on Nu-X-COM.

Missed Strike is the first rule of base defence, since my bases always lead from Access Lift to a Living Quarters. Melee/Shotgun troops open the doors, flood out and slaughter, and then fade back into the closest toilets and bedrooms. Things are lured into chokepoints and barraged with fire.

Heck, 13 gals may mean more than 13 kills on turn 0 in some cases, assuming some are melee, and some are snipers.

The only time when acceptable losses/injuries are zero and I play super cautious is super-early game when still on the bus and with only your six topless gals.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapons Sheet (N11 UPDATE!)
Post by: silencer_pl on April 08, 2025, 01:47:01 pm
I can add a note to Advanced Tips for sure. It doesn't hurt to add more knowledge to the pool, so yeah, I'll consider sticking it in. But I wanted to make you aware it's probably not the Spotter system that you should have undying hatred for or anything. There's LOTS of steps you can take to mitigate it.

That's why I'm here trying to learn stuff. Shame that on YT there aren't many people showcasing their skill
Title: Re: XPiratez Information Compilation, Starter Guide & Weapons Sheet (N11 UPDATE!)
Post by: eharper256 on April 08, 2025, 07:42:03 pm
That's why I'm here trying to learn stuff. Shame that on YT there aren't many people showcasing their skill


It's a hard one to get on youtube, I can tell you that. Pixel boobies, songs that are potentially similar to copyright claims (I recognise at least a couple of songs in XPiratez), images from all sorts of sources that go uncited. That among other stuff could mean instant demonitisation, so popular youtubers wouldn't even consider this. Morever, it's definately not a casual mod you can pick up super easily.

I found about it after hearing mods existed for old X-COM, and a very obscure video series about a very old version of XPZ. I cringed about how old alot of the information about it is, hence me trying to get this guide always up to date, among several guides I maintain.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapons Sheet (N11 UPDATE!)
Post by: RicoDevega on April 09, 2025, 03:43:51 am
I don't know if it's inside the scope of a starter guide but it'd be nice to get some general info on the different types of soldier you can get and their different use cases compared to your average gal. Things like where does an ogre fit in to your squad, or how do lokk'naar compare with gnomes as the only tank pilots everybody gets. Are there soldier types I should definitely focus on keeping alive and growing, or can I just mince my blood hounds? Who should be piloting my fighters?
Title: Re: XPiratez Information Compilation, Starter Guide & Weapons Sheet (N11 UPDATE!)
Post by: Lu Bu on April 09, 2025, 04:11:19 am


It's a hard one to get on youtube, I can tell you that. Pixel boobies, songs that are potentially similar to copyright claims (I recognise at least a couple of songs in XPiratez), images from all sorts of sources that go uncited. That among other stuff could mean instant demonitisation, so popular youtubers wouldn't even consider this. Morever, it's definately not a casual mod you can pick up super easily.

I found about it after hearing mods existed for old X-COM, and a very obscure video series about a very old version of XPZ. I cringed about how old alot of the information about it is, hence me trying to get this guide always up to date, among several guides I maintain.

I post archives of my gameplay on youtube (unlisted), some songs would even make the entire video banned from viewing because of the copyright lol
However, I seem to be able to stream xpiratez on twitch just fine
Title: Re: XPiratez Information Compilation, Starter Guide & Weapons Sheet (N11 UPDATE!)
Post by: eharper256 on April 09, 2025, 01:09:13 pm
I don't know if it's inside the scope of a starter guide but it'd be nice to get some general info on the different types of soldier you can get and their different use cases compared to your average gal. Things like where does an ogre fit in to your squad, or how do lokk'naar compare with gnomes as the only tank pilots everybody gets. Are there soldier types I should definitely focus on keeping alive and growing, or can I just mince my blood hounds? Who should be piloting my fighters?

Funnily enough, I was umming and arring about adding a section with this in. :D

That's to say, covering the types of troops not given directly by the routes themselves. There is a lot of differing opinions on this one, which is why I've not put it in yet. But then, the bounty prize section is also quite a bit of my opinion, so I guess I'll consider adding it with a disclaimer like that.

So, these are my quick takes on the ones you mentioned, some of them might be considered hot takes, I dunno.

Gnomes: They're small sized, so you can take them underground. They have massive Stamina, so that means they can and should ALWAYS be CTRL-Clicked to Run everywhere (as a result, their low TU isn't as low as it seems). They are unbreakable (spawn with 160 Bravery as a MINIMUM) and basically immune to Psi and Mind Control, and themselves make excellent Voodoo users. Moreover, they have unique armours that are generally superior to whatever your Gals are using at the same tier from the same tech (i.e. whilst your gals are in Heavy Tactical and your cats are in camo, gnomes have plating with energy shields). Similarly, you can get Gnomediscs way before actual Hovertanks. Obviously, they have tiny Strength, so will always be using handguns or SMGs. Fortunately, both have some incredible options (i.e. Silver Snake adds 15% of Bravery and 10% Accuracy to damage: oh look an elite Gnome has 180 and 130, so that's a 60 damage revolver shot). Availabilty is the other problem- The Game considers them Hero units so they're quite rare. Which is why Blackmarsh start is very valuable. My most Elite gnome, Arya von Liebenstein, is a beast with over 600 kills to her name.

Lokk'nars: IMHO, they're the "Can we buy Gnomes, mum? No we have Gnomes at home". However, for many playthroughs, the goblins might be your only small size race. So you need some in that case for the various underground missions. I find they're handy for plainclothes infiltration missions since PUNK/LOK is a very good infiltration outfit early and you're mostly restricted to handguns anyways. If elite, they're basically between Catgirls and Gnomes, not quite as good as either specialised, but a decent hybrid. They start pretty mediocre stat-wise on recruit compared to either, though, so training your green goblins is a bit of an exercise. They're pretty good with Suppressed Pistol like Catgirls, so that's a decent pick. Squishier than Gnomes due to worse armour in general. If, for example, you're not on Catgirls route AND are not getting Gnomes, they will absolutely be your main infiltration/underground/piloting specialists.

Ogres: They are very tanky, and VERY slow. They start with pretty dreadful stats in most cases (you might have 40 TU/40 Stamina to start!), and being tough as nails doesn't mean much if you can't actually get to the frontline to get kills and take hits. Because of this, I personally don't like using them all too much. They're not even stellar at melee to compensate (and are too sluggish to get there often). However, if you really focus hard on feeding them kills, they have a very high ceiling and a pretty great payoff for your suffering. Getting Pyroman/Roman Legionairre suit is a priority early if you use them; it's pretty great on Men, and even better on Ogres. They will likely be in that a LOOONG time, though. You can switch to Liquidator armour as stats and tech improve if you want, but then there's a huge armour gap until you get Ogre Power Armour. Barrager Armour is amazing though. Like seriously amazing.

Pets in general: I've used Cats, Doggos and Bloodhounds. What they are good for is being disposible scouts, really. You rush them in to be annoying harrassers as the AI does with them, they get killed, but if in so doing they allow your girls to take everything out, it's a worthy sacrifice. The AI hates pets with a vengeance for some reason (I've literally had a Guild Marine leap off the top of a 8 floor Comm Tower just to fire his shotgun in my dogs face once!!) so you should abuse that. Don't expect them to survive. For Bloodhounds, though, if you have a primary Lokk'Narr's they're better held on to and then used to make RIDER/LOK. Goblins riding hellhounds into battle is not only hilarious but actually really helps Lokk'Narr's be awesome for once.

I post archives of my gameplay on youtube (unlisted), some songs would even make the entire video banned from viewing because of the copyright lol. However, I seem to be able to stream xpiratez on twitch just fine


Yep, that's what I mean.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapons Sheet (N11 UPDATE!)
Post by: silencer_pl on April 09, 2025, 01:39:05 pm

It's a hard one to get on youtube, I can tell you that. Pixel boobies, songs that are potentially similar to copyright claims (I recognise at least a couple of songs in XPiratez), images from all sorts of sources that go uncited. That among other stuff could mean instant demonitisation, so popular youtubers wouldn't even consider this. Morever, it's definately not a casual mod you can pick up super easily.


It's pretty odd, because for my old XPZ (from 3-4 years ago) only got flagged for music when I actually added additional tracks (mainly from Borderlands 2 - Fink's Slaughterhouse & Lynchwood) otherwise YT has no problems with them being on. Still would love to see someone playing on N10/11 on JS.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapons Sheet (N11 UPDATE!)
Post by: Solarius Scorch on April 09, 2025, 04:18:22 pm
Just a tiny remark about ogres: past their initial few missions, they are NOT slow. Maybe they're not great sprinters, but a combination of good Stamina and some mobility-oriented armours (like the Barrager) makes them quite competitive long-distance runners. For example, my ogres are usually the first to get to the top of the Tower of Apocalypse, because most gals and syns are exhausted by that point.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapons Sheet (N11 UPDATE!)
Post by: Ultimoos on April 09, 2025, 04:28:49 pm
It's pretty odd, because for my old XPZ (from 3-4 years ago) only got flagged for music when I actually added additional tracks (mainly from Borderlands 2 - Fink's Slaughterhouse & Lynchwood) otherwise YT has no problems with them being on. Still would love to see someone playing on N10/11 on JS.

There is an Ukrainian streamer that does JS hardcore plays regularly. It usually takes him a couple dozen hours of constant wipes before it gets to a proper campaign.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapons Sheet (N11 UPDATE!)
Post by: eharper256 on April 09, 2025, 06:41:12 pm
Just a tiny remark about ogres: past their initial few missions, they are NOT slow. Maybe they're not great sprinters, but a combination of good Stamina and some mobility-oriented armours (like the Barrager) makes them quite competitive long-distance runners. For example, my ogres are usually the first to get to the top of the Tower of Apocalypse, because most gals and syns are exhausted by that point.

Which is why I mention "However, if you focus on feeding them kills, they have a very high ceiling and a pretty great payoff for your suffering." and "Barrager Armour is amazing though. Like seriously amazing." It's a starter guide, so I have to say this is how they are initially, kind of important. :o

I personally dislike them due to how terrible they are starting out; but I won't deny they have excellent endgame potential.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapons Sheet (N11 UPDATE!)
Post by: Solarius Scorch on April 09, 2025, 07:12:18 pm
Which is why I mention "However, if you focus on feeding them kills, they have a very high ceiling and a pretty great payoff for your suffering." and "Barrager Armour is amazing though. Like seriously amazing." It's a starter guide, so I have to say this is how they are initially, kind of important. :o

I personally dislike them due to how terrible they are starting out; but I won't deny they have excellent endgame potential.

Fair enough. I didn't mean to say you were wrong, only that the description felt a tad discouraging IMO for what they're worth. But eh, I'm an ogre addict. :)
Title: Re: XPiratez Information Compilation, Starter Guide & Weapons Sheet (N11 UPDATE!)
Post by: ontherun on April 10, 2025, 03:08:36 am
There is an Ukrainian streamer that does JS hardcore plays regularly. It usually takes him a couple dozen hours of constant wipes before it gets to a proper campaign.

i noticed the are an handful of russian/ukraine xpiratez streamer, out of curiosity, maybe it is the 3лобный Ы (https://www.youtube.com/@Evilbl/featured) channel?
Title: Re: XPiratez Information Compilation, Starter Guide & Weapons Sheet (N11 UPDATE!)
Post by: RicoDevega on April 10, 2025, 03:14:29 am
Last time I played I actually found some decent success handing Ogres extra heavy guns. Even the recruits could usually carry the absolute heaviest launchers, either with reloads or without if it's the MP N-Lascannon. You're right though training them was a nightmare. Half the time they couldn't get out of the ship and still fire their terrain leveller.

I can't remember if it was in this or another mod but the last time I used dogs I loved putting primed grenades on them. Give the humanist faction a little blast from the past (WW2 Anti-Tank Dogs)
Title: Re: XPiratez Information Compilation, Starter Guide & Weapons Sheet (N11 UPDATE!)
Post by: Lu Bu on April 10, 2025, 07:06:08 am
I don't know how far you are personally in the game, but aside for the Aurora ending there is another ending revolving some dude named Zander, do you know anything about it?

As for the Aurora path itself though, I just want to add 2 things,

1 is that in that path you are locked from the tome of life, which has some interesting technologies you can use like a cupid gun that charms people from long distances, the Mastermind and as luck had it, I managed to get the blood dragon outfit which needed the tome of life
2. the final battle for the Aurora ending is rather easy (really disappointingly so because it's a classic) instead of the particularly funny and time consuming experience you would've normally had in the normal route
Title: Re: XPiratez Information Compilation, Starter Guide & Weapons Sheet (N11 UPDATE!)
Post by: eharper256 on April 10, 2025, 10:45:11 am
I don't know how far you are personally in the game, but aside for the Aurora ending there is another ending revolving some dude named Zander, do you know anything about it?
Oh bother, I included the Aurora info bit by mistake in the last upload. I'm not 100% sure it's still accurate, since that was compiled from initial release of N10 and there's now some extra routes. So take that with a pinch of salt for now.

The Zander route is deeply intwined with Gudrun the Knight / Working with Dr.X route and involves a lot of jaunts to the Shadowlands as well.

Of course there's also another more standard route as well, taking over the Solar Governor spot.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapons Sheet (N11 UPDATE!)
Post by: silencer_pl on April 10, 2025, 10:57:44 am
In the guide you say that swimsuits give glamour:

Quote
Swimsuits give bonus XP & Glamour with good stats.

Do they? I don't see any entry in pedia about giving glamour

Quote
Goes one step further than the Gym Suit, offering better bonuses but also costing more equipment space (7). Allows Martial Arts. Evasion: REA*40% + MEL*10%. Energy Recovery 140%. Extra XP (10).

I think you mistaken it with bikini:

Quote
You need a great body to be bold enough to take this outfit to the battlefield, but its skimpy nature might prove distracting to the enemies. Allows Martial Arts. NV: 13. SPOT: 1/1. Evasion: REA*45% + MEL*10%. VooDoo Defense + BRAVERY*0.1. Energy Recovery 140%. Inv: 5. Extra XP (10). Glamorous.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapons Sheet (N11 UPDATE!)
Post by: eharper256 on April 10, 2025, 12:09:01 pm
Quite right, good catch. I'll get that corrected.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapons Sheet (N11 UPDATE!)
Post by: eharper256 on April 10, 2025, 12:40:04 pm
New Update
>> Regional Bonuses given a much bigger section with rankings now.
>> Miscellaneous Troop Types given a new section (Gnomes, Lokk'narr, etc.)
>> A handful of new advanced play tips.
>> Slightly more detail on Recruitment Routes.
>> A few small typos and corrections, thanks for everyone for catching them.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapons Sheet (N11 UPDATE!)
Post by: silencer_pl on April 10, 2025, 02:11:50 pm
Quote
Keep in mind that there are several enemies with the ability to be Spotters.
Once they have seen you, your location will be relayed to enemies with the
Sniper tag as well as others close by unless you can instantly kill them.

So that's partially full info as I recon from the answer (and my experience) in the "Ninja Airfield thread". The spotter doesn't actually need to see you in order to spot you. As was said in the topic in Ninja Airfield, if you hit the spotter, no matter if you are on the other side of the galaxy, they will see you if they live. I thought exactly like the statement above, and if my NV was better than theirs and killed them with reaction fire I would be safe - hence sticking together (overwhelming fire).
Title: Re: XPiratez Information Compilation, Starter Guide & Weapons Sheet (N11 UPDATE!)
Post by: eharper256 on April 10, 2025, 02:38:12 pm
So that's partially full info as I recon from the answer (and my experience) in the "Ninja Airfield thread". The spotter doesn't actually need to see you in order to spot you. As was said in the topic in Ninja Airfield, if you hit the spotter, no matter if you are on the other side of the galaxy, they will see you if they live. I thought exactly like the statement above, and if my NV was better than theirs and killed them with reaction fire I would be safe - hence sticking together (overwhelming fire).

I wouldn't rely on Reaction Fire for anything lol.

Unlike Nu-X-COM where it's really good, here it's more of a nice bonus when it happens. Even with elites; if you can miss a 215% accuracy shot (and you can in XPZ), you can easily mess up reactions; especially since reaction fire is always a Snap Shot, and possibly rolled with a negative if the enemy is moving or running.

But fair, I've added that nuance to the paragraph.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapons Sheet (N11 UPDATE!)
Post by: silencer_pl on April 10, 2025, 04:39:27 pm
But funnily enough it seems it disregards weapon range and is exceptionally accurate if your base snapshot is low.  Take example easy mission "Bandits" - take Tommy guns at night and spot them from far away. The quickbursts will be extremely accurate despite being 0%.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapons Sheet (N11 UPDATE!)
Post by: Lu Bu on April 10, 2025, 08:09:10 pm
Oh bother, I included the Aurora info bit by mistake in the last upload. I'm not 100% sure it's still accurate, since that was compiled from initial release of N10 and there's now some extra routes. So take that with a pinch of salt for now.

The Zander route is deeply intwined with Gudrun the Knight / Working with Dr.X route and involves a lot of jaunts to the Shadowlands as well.

Of course there's also another more standard route as well, taking over the Solar Governor spot.

I hope that you will include details on Zander and the alternative Governor spot in the guide sometime in the future as well
Title: Re: XPiratez Information Compilation, Starter Guide & Weapons Sheet (N11 UPDATE!)
Post by: eharper256 on April 11, 2025, 12:25:45 am
I hope that you will include details on Zander and the alternative Governor spot in the guide sometime in the future as well

For these, I only really know info based on delving the pedia, and part of me wants say "maybe I shouldn't include routes and endings and stuff like that" since that's beyond the scope of a guide and going into walkthrough territory.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapons Sheet (N11 UPDATE!)
Post by: Lu Bu on April 11, 2025, 04:15:55 am
Maybe, but I find that paths like Aurora is very much "Easy Mode" because it disables missiles, which are rather harsh for new players who doesn't have any preparations for (and something I feel you should note in your guide) and a MUCH MUCH easier final mission which is also new players friendly

The trade-off being not able to mess with some fancy tech (that you won't need) and having to deal with pesky base defenses that can't be turned off which you will still had to deal with since Boss Rank, so its not like its that much different, just annoying, makes this imo the ideal run for beginners

I am not familiar with the other routes so I can't speak for them, just wanted to give my 2 cents on this
Title: Re: XPiratez Information Compilation, Starter Guide & Weapons Sheet (N11 UPDATE!)
Post by: eharper256 on April 11, 2025, 09:56:51 am
Maybe, but I find that paths like Aurora is very much "Easy Mode" because it disables missiles, which are rather harsh for new players who doesn't have any preparations for (and something I feel you should note in your guide) and a MUCH MUCH easier final mission which is also new players friendly
I mean missiles are disabled anyways on Difficulty 2, which is what I've recommended to newbies. I'm also on it myself for my main game, because I'm well past the age when I can be assed with the self-imposed masochism of playing hard mode on games. :D

I'm happy for people to talk about the nuances of routes here, though. I've played the game plenty but I'm really only seeing late-game myself for the first time lately. Part of the reason I wanted to make a guide is to help people through the maze of the early game.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapons Sheet (N11 UPDATE!)
Post by: Ultimoos on April 11, 2025, 04:38:24 pm
i noticed the are an handful of russian/ukraine xpiratez streamer, out of curiosity, maybe it is the 3лобный Ы (https://www.youtube.com/@Evilbl/featured) channel?
Exactly. I tried to watch him a couple of times, but it's impossible to follow 8 hour long videos every day.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapons Sheet (N11 UPDATE!)
Post by: Lu Bu on April 11, 2025, 09:37:29 pm
I mean missiles are disabled anyways on Difficulty 2, which is what I've recommended to newbies. I'm also on it myself for my main game, because I'm well past the age when I can be assed with the self-imposed masochism of playing hard mode on games. :D

I'm happy for people to talk about the nuances of routes here, though. I've played the game plenty but I'm really only seeing late-game myself for the first time lately. Part of the reason I wanted to make a guide is to help people through the maze of the early game.

There are no missiles in 2? First time I have ever heard of it, I thought 2 is the entire package

So what does Illya do then? Just sit there and pout while you rip that disruptor off the space station? lol

I think the routes themselves are worth talking about because they confer technology and benefits, even if it isn't a starter thing, like the soul dolls you mentioned in the guide.  I suppose if someone else knows more about zander and other things they can chime in at some point.

Anyway I appreciate your work on the guide, it gives me something to read in bed which is always nice lol, I am like the kind of guy who loves reading strategy guides just for fun (and the old colorful manuals way back when)
Title: Re: XPiratez Information Compilation, Starter Guide & Weapons Sheet (N11 UPDATE!)
Post by: eharper256 on April 11, 2025, 11:02:58 pm
There are no missiles in 2? First time I have ever heard of it, I thought 2 is the entire package

So what does Illya do then? Just sit there and pout while you rip that disruptor off the space station? lol

I think the routes themselves are worth talking about because they confer technology and benefits, even if it isn't a starter thing, like the soul dolls you mentioned in the guide.  I suppose if someone else knows more about zander and other things they can chime in at some point.

Anyway I appreciate your work on the guide, it gives me something to read in bed which is always nice lol, I am like the kind of guy who loves reading strategy guides just for fun (and the old colorful manuals way back when)

Yeah, pretty much. I started this game in N9.77 version, and Ilya gave me an ominous warning in... I dunno Month 5 of year 1? Not much happened. I took out the disruptor about Year 2, Month 1 or something, and that was the last I heard of her (her route didn't exist then). Since I put that game on hiatus and came back recently, it's now looks like she suddenly noticed the disruptor missing in Year 2, Month 8. Talk about lazy. :D

Yeah, if others chime in about the access for the routes I'm happy to link their posts from the main page or something.

Glad you like it.

High-Five on reading oldskool PC game manuals and strategy guides. Especially the ones that had lots of effort and a narrative put into them. I loved these as a kid. Fun Fact: I still keep the old Battlezone's manual loose on my shelves, since it's deliberately printed to look like a Top Secret document (and I am in fact a Civil Servant iRL), so my mates always have a double-take on that troll. :D
Title: Re: XPiratez Information Compilation, Starter Guide & Weapons Sheet (N11 UPDATE!)
Post by: Lu Bu on April 12, 2025, 02:30:03 am
oh man now you got me nerding out, dude I still have that old Warcraft 2 Manual from way back when, it's like a miniature book with tons of lore and sections with all the factions and information on all the units, that shit was so awesome

This is why I love reading your guide because you list a bunch of stuff for me to look at, I've cleared the game like twice but doesn't matter I still like looking at that stuff so that the next update comes around I have some sort of plan setup on things I haven't used

Ah, speaking of which, I understand that the newest update introduced a few buildings, I don't remember the specifics but I recall some of them are codex specific, like red has some kind of workshop with training slots and gold has a building that lets you take out gambling prizes from any tier, if you ever get around to it that might be some good talking points about the codexs
Title: Re: XPiratez Information Compilation, Starter Guide & Weapons Sheet (N11 UPDATE!)
Post by: eharper256 on April 12, 2025, 10:59:12 am
Ah, speaking of which, I understand that the newest update introduced a few buildings, I don't remember the specifics but I recall some of them are codex specific, like red has some kind of workshop with training slots and gold has a building that lets you take out gambling prizes from any tier, if you ever get around to it that might be some good talking points about the codexs

Red Forge is already included lol; that went straight to the top of Red Codex benefits, as it's a pretty major and good change for it. Pleasure Den too, though I didn't have space to mention the gambling function in a 1-line summary.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapons Sheet (N11 UPDATE!)
Post by: Lu Bu on April 13, 2025, 06:45:43 am
Ah I see, I must have missed them because I wasn't familiar with the names (only heard about them) and that the secondary function wasn't mentioned

I think at the least the being able to get any prize from gambling to be a HUGE thing worth mentioning, if you are especially lucky you will be able to punch way higher than your weight class, I got a commando rifle once from gambling and it certainly did that for me
Title: Re: XPiratez Information Compilation, Starter Guide & Weapons Sheet (N11 UPDATE!)
Post by: eharper256 on April 13, 2025, 04:36:34 pm
Ah I see, I must have missed them because I wasn't familiar with the names (only heard about them) and that the secondary function wasn't mentioned

I think at the least the being able to get any prize from gambling to be a HUGE thing worth mentioning, if you are especially lucky you will be able to punch way higher than your weight class, I got a commando rifle once from gambling and it certainly did that for me

Commando Rifle you must have got from an Old Earth Weapons Box or Mad Scribbles, it's not a coupon prize.

It's ONLY [Neutronium Coupon] that requires a Casino or Pleasure Den, which is pretty rare anyways (0.15% chance per Spin The Wheel). Not to say you wouldn't want it early game; I mean, the possibility of 3 Plasma Swords or 2 Snuffy's is pretty ludicrous even in the mid-game, so I will probably jig the descriptions to fit that in.

You do also remind me with this that I should mention [Spin The Wheel!] as a bounty prize for Jack, though.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapons Sheet (N11 UPDATE!)
Post by: eharper256 on April 14, 2025, 10:47:45 pm
Alright, so I went nuts :o and made a full compilation TXT file of the how-to's of the Dr. X, Aurora/Ilyasviel and Red Mage/Rin routes through the game with their various prerequisites and benefits.

Mostly because my latest game is at a nexus for most of them and wanted to double check what would be happening going forwards.

~I will NOT be including this in the main guide~ but I will link the main topic here in case you want this.

THERE ARE MASSIVE LATE-GAME SPOILERS IN THIS DOCUMENT.

>> Updated 16/04/2025 with Dioxine and Shinr's mild corrections for a few Dr. X route things.


Please let me know if you see any issues or errors here with the progression. I THINK it's all right, but I could be wrong, so I appreciate corrections.


It is attached to this post.


EDIT: This one is now out of date; you should use the PDF version here: https://drive.google.com/file/d/1C38xtlxlF4kg8hXsO7sFUDNaIJKuVc1N/view?usp=sharing
Title: Re: XPiratez Information Compilation, Starter Guide & Weapons Sheet (N11 UPDATE!)
Post by: Vakrug on April 15, 2025, 09:25:50 am
WOW!  :o Very much appreciated. I was waiting for something like that for a long time. Now I know what I missed during previous runs.
I hope you will continue to update this document when new versions of XPiratez will come out.
Again, big thanks!  :D
Title: Re: XPiratez Information Compilation, Starter Guide & Weapons Sheet (N11 UPDATE!)
Post by: silencer_pl on April 15, 2025, 10:41:48 am
Early in the game (June) you get the notification about the Ninja Jetbikes, while the ingame description says they are dodgy, I think an infromation about how to deal with them would be nice. Like what would be the fastest weapon to get so your interceptor can handle them? I'm guessing Buckaroo with 2x14mm will not do?

Also might want to add information to Faust - that if you rush it, you're standard 14mm will not be usable (as per their description).
Title: Re: XPiratez Information Compilation, Starter Guide & Weapons Sheet (N11 UPDATE!)
Post by: Dioxine on April 15, 2025, 05:32:14 pm
You write:

"Personally, RNG's hate me with a passion, so when I'm faced with such insanity like having to research a specific NPC you have to work hard to get in a specific mission and then... there's a chance you get a useless result and have to DO THAT AGAIN 20 or 30 times, I'm just like NOPE. NOPE. NO EFFING WAY."

This is misinformation. Rare captures usually only have a handful of rare researches and usually no more than one unique (engineers could be said to be an exception except they're not exactly rare). If you *don't* savescum research early and devote some of research effort to interrogate common prisoners (commonly referred to as 'thinning out the lists), you won't have this issue of having to redo difficult and rare missions. Ie. you propose a solution to a problem you have created yourself. And this is not even issue of IRL time, as you are bound to capture many enemies anyway; it's an issue of cheating early to be stronger faster in game-time terms... I mean it's not my place to say 'savescumming bad' just don't use such misleading justifications.

Next... you write "After 2 mandatory defenses...". I have no idea where you got that from. They're neither 2 or mandatory.

Next... it's actually very unlikely to get the Smooth Captive early. To get 'The Academy' topic just interrogate a Nurse (and it's guaranteed)...

Next, Humanist Leader... apparenly by this point you get savescumming to such routine that you didn't notice simple fact: Yes, he can give you Origins of Dr. X as a random, but if you interrogated him and got a different result, the topic is unlocked for your research anyway...

In any case I'm not criticizing your research methods, and this is immensely useful reference; just I wanted to point out arguable advice.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapons Sheet (N11 UPDATE!)
Post by: eharper256 on April 15, 2025, 08:37:07 pm
WOW!  :o Very much appreciated. I was waiting for something like that for a long time. Now I know what I missed during previous runs.
I hope you will continue to update this document when new versions of XPiratez will come out.
Again, big thanks!  :D

Yep, your request was one of the first replies here, I can still see it on the front page, haha. I was actually tempted to ping you on it in fact. :D

Early in the game (June) you get the notification about the Ninja Jetbikes, while the ingame description says they are dodgy, I think an infromation about how to deal with them would be nice. Like what would be the fastest weapon to get so your interceptor can handle them? I'm guessing Buckaroo with 2x14mm will not do?

No I imagine Buckaroo will do in that circumstance, simply because the rapid fire will help. More rolls mean more chances to hit. It's not a thing you want later when the dodgy thing ALSO has shields, but early on, you don't need to worry too much.

Also might want to add information to Faust - that if you rush it, you're standard 14mm will not be usable (as per their description).

I actually mention precisely that on the Aircar, literally just above the Faust. :D

This is misinformation. Rare captures usually only have a handful of rare researches and usually no more than one unique (engineers could be said to be an exception except they're not exactly rare). If you *don't* savescum research early and devote some of research effort to interrogate common prisoners (commonly referred to as 'thinning out the lists), you won't have this issue of having to redo difficult and rare missions. Ie. you propose a solution to a problem you have created yourself. And this is not even issue of IRL time, as you are bound to capture many enemies anyway; it's an issue of cheating early to be stronger faster in game-time terms... I mean it's not my place to say 'savescumming bad' just don't use such misleading justifications.

Hi boss, thanks for checking the guide out again, I really appreciate your input.

But... I dunno, early captures are bound by three big problems: that it's a pain in the butt that often puts your gals in danger when you could just kill them, that you have very limited early prison cells, and that everything else pressing on your time is just far more important. I definately do them; to clear the cells more than anything else, but they're never a priority. It's so important to rush for more strength.

By the mid-game, sure, I can have a seperate base that specialises in Documentation and Prisoner researches (and I do), but main-base and main facility absolutely cannot waste time (nor base space, you need so much there!) on heavy interrogations.

I've mentioned before that I don't save scum a lot. I'll roll with the dumb misses and crazy hits and occasional deaths in the battlescape especially. It's only when I get a pure seething turn of hatred from RNGJesus that I re-start a whole turn or enemy phase.

But science, nope, I am quite firm on that not even being cheating. "Thinning the lists" is not even an argument. Looking at my relatively late-game list on say, Academy Esper, I STILL have 12 topics that they could give me. I HAVE been clearing the lists, because theres 36 less topics there. But if I didn't have ESP Secrets at that point, that's still a max-roll on a D12, hardly a chance I would ever bet on. But then, I've never been much of a gambling man, and I'd always prefer ending all missions in a hail of laser fire over faffing over prisoner captures repeatedly.

Personally, I'd like to see the #number topics and pure lore topics to be flat out removed from interrogations at the very least. Even though it's more score, those are an absolute kick in the balls when you're fishing for actually useful topics. Which is a shame, since I enjoy reading them each time and then sighing and reloading because it's a time waste. But that's just me, I can't abide by pauses in progression due to chance. I also hate games where they do things like locking starting options behind achievements for the same reason. So take that with a pinch of salt.


Next... you write "After 2 mandatory defenses...". I have no idea where you got that from. They're neither 2 or mandatory.


They're not? I assumed that since you need [Hideout Search Orders] and [Fugitive Search Orders] for progress, those two missions would have a guaranteed spawn chance. Huh. Well, I'll get that statement removed then. Seemed to be the case back in N9.5.6 or so, but do you find them a different way now?


Next... it's actually very unlikely to get the Smooth Captive early. To get 'The Academy' topic just interrogate a Nurse (and it's guaranteed)...

I honestly forgot how I got this way back in my game, and when I'm looking at the XPedia wiki for reference it's got a problem in that it makes no distinction between "Unlocks" and "Requires", so I've interpreted that as needing all the Academy Staff. I should have checked it with the in-game tech tree viewer! Will get that corrected, ty.

Next, Humanist Leader... apparenly by this point you get savescumming to such routine that you didn't notice simple fact: Yes, he can give you Origins of Dr. X as a random, but if you interrogated him and got a different result, the topic is unlocked for your research anyway...

Quite so. Again, I got this condition AGES ago iRL (like 5 months ago since I went on hiatus for a while with my playthrough) this was my memory failing on me for that one, thanks for the correct.

I'm actually glad it's relatively minor issues considering how massive that TXT document is! I was certain I had made some glaring mistake somewhere haha. :D
Title: Re: XPiratez Information Compilation, Starter Guide & Weapons Sheet (N11 UPDATE!)
Post by: shinr on April 16, 2025, 09:28:11 am
They're not? I assumed that since you need [Hideout Search Orders] and [Fugitive Search Orders] for progress, those two missions would have a guaranteed spawn chance. Huh. Well, I'll get that statement removed then. Seemed to be the case back in N9.5.6 or so, but do you find them a different way now?[/size]

Fugitive Search Orders you can get from three Academy Airbus missions in the first month.

Hideout Search Orders you can get from shooting down Armored Ambulances (or do they land too?).
Title: Re: XPiratez Information Compilation, Starter Guide & Weapons Sheet (N11 UPDATE!)
Post by: eharper256 on April 16, 2025, 09:53:36 am
Fugitive Search Orders you can get from three Academy Airbus missions in the first month.

Hideout Search Orders you can get from shooting down Armored Ambulances (or do they land too?).

Thanks for the information. I've updated the TXT document with the corrections from yourself and the big boss.

The attachment is still found BY JUMPING TO THIS POST (https://openxcom.org/forum/index.php?topic=12206.msg171244#msg171244) (there was 35 D/L's before and you'll see it's now 0 again).
Title: Re: XPiratez Information Compilation, Starter Guide & Weapons Sheet (N11 UPDATE!)
Post by: ontherun on April 16, 2025, 09:56:12 am
Thanks for the information. I've updated the TXT document with the corrections from yourself and the big boss.

The attachment is still found BY JUMPING TO THIS POST (https://openxcom.org/forum/index.php?topic=12206.msg171244#msg171244) (there was 35 D/L's before and you'll see it's now 0 again).

Thanks again! But for sake of semplicity, better attach to the very topic's first post, maybe for the next update....?

Edit: in the guide, might be worth mentioning the usage of food (uber whetat chocolate and so on) some of the are quite important, eg chocolate for appeasing mad gnome
Title: Re: XPiratez Information Compilation, Starter Guide & Weapons Sheet (N11 UPDATE!)
Post by: Vakrug on April 16, 2025, 11:36:20 am
Quote
{KNIGHTHOOD} => {CHAMPION}
>> If at this point, you rejected Codex and are on Male Path, with the Knights of Cydonia joined, you have a extra Martian Mission which gives a secret route to kill the Alien Brain.
??? I am pretty sure there are no such requirements. https://xpedia.netlify.app/##STR_GDX_135_EVENT If you beat Zander you will get the extra Martian Mission eventually.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapons Sheet (N11 UPDATE!)
Post by: eharper256 on April 16, 2025, 01:58:41 pm
Thanks again! But for sake of semplicity, better attach to the very topic's first post, maybe for the next update....?

Edit: in the guide, might be worth mentioning the usage of food (uber whetat chocolate and so on) some of the are quite important, eg chocolate for appeasing mad gnome

The TXT file was a test-bed really. I'll convert it to Word-Doc and PDF in a few days, but it was easier to make this way initially. I wanted to be sure everything was right of course before proceeding to do prettier formatting. So when the PDF version is done, I'll add that to the front page.

I mean, my natural hoarding instinct has some food around anyways since I like to RP the fact the base needs some (lol). Alot of it is fairly limited though, besides Apples, Coconuts, the one-time research needing Wheat, and Chocolate as you mention.

??? I am pretty sure there are no such requirements. https://xpedia.netlify.app/##STR_GDX_135_EVENT If you beat Zander you will get the extra Martian Mission eventually.

Hm, you must get the "Original Knights of Cydonia" topic from a Bootleg Laserdisc if you don't get it from them joining, and those are pretty rare in my experience, but yep, I guess you're right. I'll correct that.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapons Sheet (N11 UPDATE!)
Post by: Vakrug on April 16, 2025, 03:11:03 pm
https://xpedia.netlify.app/##STR_ILLEGAL_DATA
0.0013 looks like low number, but during my champagnes I always were able to hoard all laser discs needed.
Also you can trade ‏‏‎"‎Nuclear Battery" for a disc. A trade once debated as very unprofitable.
Title: Re: XPiratez Information Compilation, Starter Guide & Weapons Sheet (N11 UPDATE!)
Post by: eharper256 on April 18, 2025, 12:48:14 am
Alrighty, I've converted the route supplement TXT file (containing the Dr. X, Aurora/Ilyasviel and Red Mage/Rin routes through the game with their various prerequisites and benefits) into a proper PDF with lots of pretty pictures and formatting so it matches the main guide.

You can now get to this by CLICKING HERE (https://drive.google.com/file/d/1C38xtlxlF4kg8hXsO7sFUDNaIJKuVc1N/view?usp=sharing)

It's updated with a couple more corrections, and with an additional small sub-section detailing the fourth princess as well (i.e. Witch Princess and being a Chaos Saint).

The main page link has also been updated to this version.

As before, if you spot anything that looks wrong, please let me know. THANKS AND ENJOY!!
Title: Re: XPiratez Information Compilation, Starter Guide & NPC Guide (N11 UPDATE!)
Post by: eharper256 on April 21, 2025, 08:19:25 pm
The main guide had another update adding an extra page of advanced tips, and the interceptor progression was updated as well I just forgot to post about it (lol).

Furthermore, big thanks to Legionof1 for making my guide a sticky.  ;)
Title: Re: XPiratez Information Compilation, Starter Guide & NPC Guide (N11 UPDATE!)
Post by: eharper256 on April 28, 2025, 10:32:33 pm
Yes, I will update for N12 changes, probably next week as I'm trying to get the 1.0 release of my own mod out as well this week. :P