OpenXcom Forum

Modding => Released Mods => XPiratez => Topic started by: Meridian on September 18, 2015, 02:51:36 pm

Title: [COMPLETED] Let's play X-PirateZ (182 episodes)
Post by: Meridian on September 18, 2015, 02:51:36 pm
(https://i.ytimg.com/vi/mEBdv9CWr2w/mqdefault.jpg)

Rules:
 * Have fun
 * If you die, you need to EXPLICITLY ask for a new soldier, I won't be resurrecting people automatically

Playlist: https://www.youtube.com/playlist?list=PLe0K-GUDQkNJM3d7NgS4gU7u-Pm-4JWk3

Start date: November 2015... every Monday, Wednesday and Friday

If you have any questions, ideas, suggestions or anything else, don't hesitate to share them here... preferably before the series starts.

Enjoy!
Title: Re: Let's play X-PirateZ
Post by: Meridian on September 18, 2015, 02:51:46 pm
You can apply by leaving a comment either here... or on any of my YouTube videos.

~NEW~: you can also choose your in game avatar/paper doll now... just tell me the number from the 32 options below.

(https://openxcom.org/forum/index.php?action=dlattach;topic=4204.0;attach=20017;image)

FIXME: add new avatars...
Title: Re: Let's play X-PirateZ
Post by: DracoGriffin on September 18, 2015, 05:47:39 pm
Woo! I was hoping for the first episode, but now I'm just posting here for posterity. :)
Title: Re: Let's play X-PirateZ
Post by: Solarius Scorch on September 18, 2015, 06:21:06 pm
Woo! I was hoping for the first episode, but now I'm just posting here for posterity. :)

Aren't we all. :)
Title: Re: Let's play X-PirateZ
Post by: SIMON on September 18, 2015, 07:14:10 pm
If I'm not jumping the gun, Simon Steelboots ready to kick some ass!
Title: Re: Let's play X-PirateZ
Post by: xracer on September 19, 2015, 09:50:19 am

Start date: November? 2015... every Monday, Wednesday and Friday

November!!!!!!

ok ok count me in :P
Title: Re: Let's play X-PirateZ
Post by: TomasRiker on September 20, 2015, 07:40:25 pm
Timur Saitov and me want to join, too! :) Looking forward to it.
Title: Re: Let's play X-PirateZ
Post by: Roxis231 on September 21, 2015, 04:14:55 am
When will you be asking for names for the galls?
Title: Re: Let's play X-PirateZ
Post by: Meridian on September 21, 2015, 12:12:15 pm
Timur Saitov and me want to join, too! :) Looking forward to it.

You will need a more pirate-y nickname, this mod deserves it. Also, there will be only a limited number of soldiers, so your friend needs to apply personally, I cannot accept multiple requests from the same person, that would be unfair to others.

When will you be asking for names for the galls?

I will start accepting requests after the first episode (installation tutorial + settings) is published. That should be in about 3-4 weeks I think. In the meantime, think of a nice piratey name ;-)
Title: Re: Let's play X-PirateZ
Post by: niculinux on September 24, 2015, 07:41:16 pm
Can't wait for the serie to beginnnnn!!!!  ;D
Title: Re: Let's play X-PirateZ
Post by: Meridian on September 27, 2015, 03:58:12 pm
Can't wait for the serie to beginnnnn!!!!  ;D

Well, here's a small teaser for you:

GMDEFEND (mission briefing music)
High Seas by gridcrawler: https://www.newgrounds.com/audio/listen/539121

GMENBASE (base defense and terror site music)
To the Ropes! by RealFaction: https://www.newgrounds.com/audio/listen/520207

GMGEO1 (cheerful geoscape music)
Pirate Adventure by lacifer: https://www.newgrounds.com/audio/listen/576222
Shanty Town! by Steadd: https://www.newgrounds.com/audio/listen/568495

GMGEO2 (dramatic geoscape music)
Fighting the Storm by EagleGuard: https://www.newgrounds.com/audio/listen/556463
Freedom of the seas by Absentcrisis95: https://www.newgrounds.com/audio/listen/474398

GMGEO3 (funky geoscape music)
Pirate Manners by Holyyeah: https://www.newgrounds.com/audio/listen/503096
Swashbuckle Jig in Jog by MoonlitRaven: https://www.newgrounds.com/audio/listen/521156

GMINTER (interception/dogfight music)
Pirates of Elmia by Fnotte: https://soundcloud.com/fnotte/the-pirates-of-elmia

GMINTRO1/GMINTRO2/GMINTRO3
n/a

GMLOSE (memorial wall music, and lose game music... not that it ever happens to us, right?)
Heartless Hearty by KorpzeAudio: https://www.newgrounds.com/audio/listen/586961

GMMARS (mission debriefing music)
Pirate Party by DeathComesSilently: https://www.newgrounds.com/audio/listen/488334

GMNEWMAR (final mission music)
Space Pirate! by IanTheManGod: https://www.newgrounds.com/audio/listen/572349

GMSTORY (title screen music)
Pirate Introduction by AshleyAlyse: https://www.newgrounds.com/audio/listen/561293

GMTACTIC (battlescape music)
Cave of Diamonds by sonicsneakers: https://www.newgrounds.com/audio/listen/509258
Blackmoor Tides by deadlyfishes: https://www.newgrounds.com/audio/listen/563420
Sail Ahoy by MadhouseDUDE: https://www.newgrounds.com/audio/listen/590964
Captain's march by EagleGuard: https://www.newgrounds.com/audio/listen/640152

GMWIN (win game music)
same as GMMARS

Comments and suggestions welcome!
Title: Re: Let's play X-PirateZ
Post by: Dioxine on September 27, 2015, 10:43:50 pm
I'd suggest a bit more of 'space pirate', techno-style music in addition to those.

If I'm asked about inspirational music (not neccessarily the best choices for soundrack...), I can name a few author's choices...

https://www.youtube.com/watch?v=9OhO-uikL1s&list=PL37390DB39985A5A3&index=8 (the best interception music ever :) )

https://www.youtube.com/watch?v=laFq1JmM6wk

https://www.youtube.com/watch?v=YTENoLk7cUo&list=PLWnVxuqvY7JhIStJuEWmAAprHwcxAJl8T

https://www.youtube.com/watch?v=y1NYhbiiiFw

https://www.youtube.com/watch?v=r1bzLapJwN4&index=8&list=PL5MT_bRH2m80P7ythfHQZJar0pN4IP4Rd and yeah, shanties too :)
Title: Re: Let's play X-PirateZ
Post by: Meridian on September 28, 2015, 01:02:14 am
Well, they are indeed very nice, but only if I played for myself.

I cannot use them for YT videos because:
- they are copyrighted (at least 3 of above)
- they have vocals (at least 2 of above)

For copyrighted music I would get "copyright notices" at best or get my channel closed and deleted at worst.
And the songs with vocals would not go well as background for commentary.

PS: hej do zagli chlopcy wraz hej tam ster lewo na burt widmo smierci bliskie bylo lecz laskawy byl nam Bog... ;-)
Title: Re: Let's play X-PirateZ
Post by: Dioxine on September 28, 2015, 01:48:40 am
Yeah I am aware they're no good for LP, just an inspiration maybe :)
Title: Re: Let's play X-PirateZ
Post by: Boltgun on September 28, 2015, 03:36:54 pm
I'm using these ones so it really sounds like a sequel to UFO/TFTD.

https://www.openxcom.com/mod/gifty-039-s-new-x-com-music

Also requesting naming once it starts!
Title: Re: Let's play X-PirateZ
Post by: ivandogovich on September 28, 2015, 05:50:15 pm
Quote
GMINTER (interception/dogfight music)
Pirates of Elmia by Fnotte: https://soundcloud.com/fnotte/the-pirates-of-elmia

This made me happy. :)  This is one of my favorite pieces that I used in my LPs.... just so epic!!

Cheers, Ivan :D
Title: Re: Let's play X-PirateZ
Post by: Cristao on September 30, 2015, 05:13:00 pm
If you are asking for volunteer names, use mine ...
Title: Re: Let's play X-PirateZ
Post by: Solarius Scorch on September 30, 2015, 05:26:07 pm
If you are asking for volunteer names, use mine ...

Doesn't sound piratey at all, so I don't think it'll work.
How about changing it to Crystal? You'll just need need an adjective then. How about... no, I'll leave it to you. :)
Title: Re: Let's play X-PirateZ
Post by: Cristao on October 12, 2015, 02:20:11 pm
Oscillating Crystal
Title: Re: Let's play X-PirateZ
Post by: Solarius Scorch on October 12, 2015, 11:42:28 pm
Oscillating Crystal

Nice, she must be a hippie! :)
Title: Re: Let's play X-PirateZ
Post by: ivandogovich on October 12, 2015, 11:52:19 pm
Nice, she must be a hippie! :)

Or an amateur radio buff. :)
Title: Re: Let's play X-PirateZ
Post by: Solarius Scorch on October 12, 2015, 11:57:25 pm
Or an amateur radio buff. :)

That'd be a bit too literal, I think?
Title: Re: Let's play X-PirateZ
Post by: Cristao on October 15, 2015, 11:54:26 am
Was going more along a hypnotist via ze physique but continue ..
Title: Re: Let's play X-PirateZ
Post by: Solarius Scorch on October 15, 2015, 12:16:16 pm
Was going more along a hypnotist via ze physique but continue ..

As I said, a hippie. :)
Title: Re: Let's play X-PirateZ
Post by: Roxis231 on October 26, 2015, 11:14:15 pm
I will start accepting requests after the first episode (installation tutorial + settings) is published. That should be in about 3-4 weeks I think. In the meantime, think of a nice piratey name ;-)

Hope I'm not too early Meridian, But can you put me down as Stabby Rock Sis - yes its the same name I used in  Ivandogovich's earler LP, but I like it.
Title: Re: Let's play X-PirateZ
Post by: Meridian on October 26, 2015, 11:19:08 pm
Hope I'm not too early Meridian, But can you put me down as Stabby Rock Sis - yes its the same name I used in  Ivandogovich's earler LP, but I like it.

A little bit too early, recruiting video will be posted on Friday, but I accept you as the first of many... welcome to the team!
Title: Re: Let's play X-PirateZ
Post by: hellrazor on October 27, 2015, 12:06:09 am
I would offer myself as a Grunt, but i do not like the aspect of changing my Gender, so no :P
Title: Re: Let's play X-PirateZ
Post by: Dioxine on October 27, 2015, 12:29:01 am
Throughout the history, a true warrior was always of male gender, regardless of their sex :P
Title: Re: Let's play X-PirateZ
Post by: TomasRiker on October 29, 2015, 04:43:54 am
You will need a more pirate-y nickname, this mod deserves it.

Would you accept "Jolly Rikerrr" (an allusion to "Jolly Roger" and with the pirate-y "rrr" pronounciation)? If so, requesting to be added to the waiting list! :)
Title: Re: Let's play X-PirateZ
Post by: Maniacal on October 30, 2015, 06:22:00 am
Plunder'n Pansy reporting for duty!! My name may be Pansy, but I certainly ain't one!! I'm ready to swash and buckle with the best of 'em!  :D
Title: Re: Let's play X-PirateZ
Post by: GrandSirThebus on October 30, 2015, 06:29:58 am
I want to be in this so bad! I already posted on the video, but I'll post here as well.

I would like to be named Grand Madame Thebasi!
Title: Let's play X-PirateZ [00] Installation and Recruitment
Post by: Meridian on October 30, 2015, 08:59:56 am
Episode #0: https://youtu.be/mEBdv9CWr2w

(https://i.ytimg.com/vi/mEBdv9CWr2w/mqdefault.jpg)
Title: Re: Let's play X-PirateZ
Post by: Solarius Scorch on October 30, 2015, 12:07:41 pm
Did I forget to sign up to this?

I'll go as Kaleido Ruby then!
Title: Re: Let's play X-PirateZ
Post by: ivandogovich on October 30, 2015, 04:24:06 pm
"Ignescent Ivana" reportin' fer Duty, Ma'am!

[ig-nes-uh nt]
adjective
1. emitting sparks of fire, as certain stones when struck with steel.
2. bursting into flame.


Ivana is enthralled with all things flamey, and as such would appreciate the ability to start fires at will.  Molotovs, incendiary rounds, flamers, etc.  These are what she lives for.
Title: Re: Let's play X-PirateZ
Post by: DracoGriffin on October 30, 2015, 09:27:59 pm
Woo! I was hoping for the first episode, but now I'm just posting here for posterity. :)

I should've left a name in my initial post before I got skipped over by everyone. :(

Draconian Griselda, Medical Sapper extraordinaire!
Title: Re: Let's play X-PirateZ
Post by: Roxis231 on October 30, 2015, 10:20:49 pm
Meridian, I've just watched the first episode, and I have a question:

Will you be useing My Alternate Graphics Mod for X-Pirates? As this would give some of the Inventory images a more S.F.W. look.
Title: Re: Let's play X-PirateZ
Post by: Meridian on October 30, 2015, 10:46:04 pm
Meridian, I've just watched the first episode, and I have a question:

Will you be useing My Alternate Graphics Mod for X-Pirates? As this would give some of the Inventory images a more S.F.W. look.

Uhm, what does S.F.W. mean?
Title: Re: Let's play X-PirateZ
Post by: Roxis231 on October 30, 2015, 10:51:14 pm
Suitable For Work - ie Suitable for Youtube
Title: Re: Let's play X-PirateZ
Post by: Meridian on October 30, 2015, 11:30:04 pm
Suitable For Work - ie Suitable for Youtube

I'll have a look. I don't plan on censoring naked boobs... I will consider censoring other sensitive parts of the piratess' body though (if necessary).

Other than that, I'd like to show both original graphics and alternative graphics... first the original ones I guess, then later yours.
Title: Re: Let's play X-PirateZ
Post by: Roxis231 on October 30, 2015, 11:36:27 pm
I'll have a look. I don't plan on censoring naked boobs... I will consider censoring other sensitive parts of the piratess' body though (if necessary).

Other than that, I'd like to show both original graphics and alternative graphics... first the original ones I guess, then later yours.

Works for me - you might want to keep an eye on the thread I use for my graphics mod (https://openxcom.org/forum/index.php/topic,4022.0.html) though - Ive just updated it to version 0.92.
Title: Re: Let's play X-PirateZ
Post by: TheRisingOne on October 31, 2015, 12:08:24 am
Ah ho Cappin. This here is my first time signing up for an adventure. Hopefully the sea will be kind to me.
I am signing up as: Buccaneer RisingOne
I look forward to serving on yer crew Cappin.
Title: Re: Let's play X-PirateZ
Post by: Meridian on October 31, 2015, 12:34:20 am
Ah ho Cappin. This here is my first time signing up for an adventure. Hopefully the sea will be kind to me.
I am signing up as: Buccaneer RisingOne
I look forward to serving on yer crew Cappin.

Welcome to the OpenXcom forum TheRisingOne... may your rise in the pirate ranks be quick and productive.
Title: Re: Let's play X-PirateZ
Post by: Dioxine on October 31, 2015, 04:17:05 am
Meridian, I've just watched the first episode, and I have a question:

Will you be useing My Alternate Graphics Mod for X-Pirates? As this would give some of the Inventory images a more S.F.W. look.

Please don't. If you do, I'd have to politely ask to cancel the series. Censor what you feel you need to (But I don't think there is a single vulgar/offensive picture in there), but don't substitute - make that a obvious censorship like a black rectangle. The 2 mods for helmetless armor/maskless suits, found in the package, which are based on roxis's graphics, are fully accepted and it might indeed be better because they allow to see the face which should be better for the participants/audiences in the community.
Title: Re: Let's play X-PirateZ
Post by: Roxis231 on October 31, 2015, 04:35:07 am
Please don't. If you do, I'd have to politely ask to cancel the series. Censor what you feel you need to (But I don't think there is a single vulgar/offensive picture in there), but don't substitute - make that a obvious censorship like a black rectangle. The 2 mods for helmetless armor/maskless suits, found in the package, which are based on roxis's graphics, are fully accepted and it might indeed be better because they allow to see the face which should be better for the participants/audiences in the community.

Fair enough, after all it is your design.
Title: Re: Let's play X-PirateZ
Post by: slothen on October 31, 2015, 07:01:28 am
If we're going pirate-babed theme names, I'd have to go with...  "Sultry Slothy"

Can't wait.
Title: Re: Let's play X-PirateZ
Post by: Meridian on October 31, 2015, 09:44:51 am
Please don't. If you do, I'd have to politely ask to cancel the series. Censor what you feel you need to (But I don't think there is a single vulgar/offensive picture in there), but don't substitute - make that a obvious censorship like a black rectangle. The 2 mods for helmetless armor/maskless suits, found in the package, which are based on roxis's graphics, are fully accepted and it might indeed be better because they allow to see the face which should be better for the participants/audiences in the community.

1/ OK, I didn't want to but I went through all the resources now to be able to give you the feedback. The only thing I would consider censoring is the directory "Body_40" (by putting a small black rectangle where the panties should be). All other nudity is fine for me. There was one more picture of two superheroes in flagranti, which I also found a bit "unsuited" even if it doesn't display any nudity. All in all, I think I can just avoid these two by not even following the research path leading to them; thus not having to censor anything.

2/ It is not clear from your post, if using the new armours mod from Roxis (inspired by jmf's fanart) is OK or not... ? I won't be using it in the first 50 episodes for sure, but maybe in the second half of the LP I would like to feature some of his work too... would that be OK?
Title: Re: Let's play X-PirateZ
Post by: Dioxine on October 31, 2015, 12:24:15 pm
1/ OK, I didn't want to but I went through all the resources now to be able to give you the feedback. The only thing I would consider censoring is the directory "Body_40" (by putting a small black rectangle where the panties should be). All other nudity is fine for me. There was one more picture of two superheroes in flagranti, which I also found a bit "unsuited" even if it doesn't display any nudity. All in all, I think I can just avoid these two by not even following the research path leading to them; thus not having to censor anything.

2/ It is not clear from your post, if using the new armours mod from Roxis (inspired by jmf's fanart) is OK or not... ? I won't be using it in the first 50 episodes for sure, but maybe in the second half of the LP I would like to feature some of his work too... would that be OK?

1. Body_40 is not accessible in-game (except quick battle). The other thing - it's a side unimportant branch of research anyway.

2. Yeah, it'd be ok, I was only speaking about substitutions.
Title: Re: Let's play X-PirateZ
Post by: Dioxine on October 31, 2015, 05:06:24 pm
All right, so here's the thing I've promised - the picture customization! There is a picture attached with numbers, and to get these numbers, you need to edit the save. There are 3 parameters in each saved character, and each combination leads to an unique portrait:

gender [0..1]: differentiates between two torsos find on a spritesheet. In Piratez, the 'male' torsos (0) have short hair, while the 'female' ones (1) have long hair.

look [0..4]: 4 looks per gender. With 2 genders, it makes the 8 vanilla soldier types.

lookVariant [0..15]: a parameter added by Yankes. It allows to create up to 16 varied sets of the 8 above. Currently only numbers 0 to 3 are meaningful (for 32 looks); however the game randomly chooses any of these numbers on soldier creation, there's just a very cool script that always ensures the looks are evenly distributed amongst these 128 possibilities, no matter how many paperdolls you actually have.

Now for the code (hope all the numbers are right, but even if they aren't, Meridian is a smart person and will manage :) )

Code: [Select]
@1:
        gender: 1
        look: 0
        lookVariant: 0
@2:
        gender: 1
        look: 3
        lookVariant: 0

@3:
        gender: 0
        look: 0
        lookVariant: 0

@4:
        gender: 0
        look: 3
        lookVariant: 0

@5:
        gender: 0
        look: 1
        lookVariant: 0

@6:
        gender: 0
        look: 2
        lookVariant: 0

@7:
        gender: 1
        look: 1
        lookVariant: 0

@8:
        gender: 1
        look: 2
        lookVariant: 0

@9:
        gender: 1
        look: 2
        lookVariant: 1

@10:
        gender: 1
        look: 0
        lookVariant: 1

@11:
        gender: 0
        look: 3
        lookVariant: 1

@12:
        gender: 0
        look: 0
        lookVariant: 1

@13:
        gender: 0
        look: 2
        lookVariant: 1

@14:
        gender: 0
        look: 1
        lookVariant: 1

@15:
        gender: 1
        look: 3
        lookVariant: 1

@16:
        gender: 1
        look: 1
        lookVariant: 1

@17:
        gender: 0
        look: 0
        lookVariant: 2

@18:
        gender: 1
        look: 2
        lookVariant: 2

@19:
        gender: 1
        look: 1
        lookVariant: 2

@20:
        gender: 0
        look: 2
        lookVariant: 2

@21:
        gender: 1
        look: 1
        lookVariant: 2

@22:
        gender: 0
        look: 3
        lookVariant: 2

@23:
        gender: 1
        look: 0
        lookVariant: 2

@24:
        gender: 1
        look: 3
        lookVariant: 2

@25:
        gender: 1
        look: 2
        lookVariant: 3

@26:
        gender: 1
        look: 0
        lookVariant: 3

27:
        gender: 0
        look: 2
        lookVariant: 0

@28:
        gender: 0
        look: 0
        lookVariant: 3

@29:
        gender: 0
        look: 3
        lookVariant: 3

@30:
        gender: 0
        look: 1
        lookVariant: 3

@31:
        gender: 1
        look: 3
        lookVariant: 3

@32:
        gender: 1
        look: 1
        lookVariant: 3

As for Dioxine Rune, my preference is portrait #5 and combat wise, mid-field combatant (pistols, shotguns as primary, sniping or meleeing only as a secondary option), with a liking towards traps, voodoo, backstabbing and other cheaty attacks, so Reactions is the most important stat, while Stregth is the least important :)
Title: Re: Let's play X-PirateZ
Post by: Solarius Scorch on October 31, 2015, 05:15:44 pm
Then for Kaleido Ruby I'll have number 14, please! And an auto-pew-pew-pew type of weapon!
Title: Re: Let's play X-PirateZ
Post by: Arthanor on October 31, 2015, 05:36:02 pm
Martian Max reporting! Looking for a "mid-far"-field, designated marksman (not a sniper), gal. Walk up with the gals to provide mid/long-range support and covering reaction fire. Hunting/Scoped/Battle rifle or Heavy Cannon type guns and guerilla suit if available! (Roxis! Make a gorilla suit alternative armor for guerilla?) Emphasis on accuracy, followed by reactions.

Would be happy to take a secondary support weapon (harpoon gun, grenade launcher or RPG) if available since those fit with the mid-range shooting.

Oh, and portrait 14!
Title: Let's play X-PirateZ [00] Victory Through Superior Hairdos!
Post by: Meridian on October 31, 2015, 07:34:04 pm
Now for the code (hope all the numbers are right, but even if they aren't, Meridian is a smart person and will manage :) )

Only two are wrong  ;)

#19 should be 012 (instead of 112)
#27 should be 023 (instead of 020)

https://youtu.be/ybTF0zLIMyI

(https://i.ytimg.com/vi/ybTF0zLIMyI/mqdefault.jpg)
Title: Re: Let's play X-PirateZ
Post by: GrandSirThebus on October 31, 2015, 07:40:19 pm
I already commented on the video, but I'll comment here as well, I would like hairdo number 6, please!
Title: Re: Let's play X-PirateZ
Post by: DracoGriffin on October 31, 2015, 07:52:44 pm
Half the fun of hairdos is the RNG. I'll go Randommando.
Title: Re: Let's play X-PirateZ
Post by: Meridian on October 31, 2015, 10:09:48 pm
Half the fun of hairdos is the RNG. I'll go Randommando.

Hi Draco, I don't have your nickname on the list yet... what female piratey name would you like to be known under? Sorry if I missed it, but I don't see it anywhere.
Title: Re: Let's play X-PirateZ
Post by: DracoGriffin on October 31, 2015, 11:34:48 pm
Woo! I was hoping for the first episode, but now I'm just posting here for posterity. :)
I should've left a name in my initial post before I got skipped over by everyone. :(

Draconian Griselda, Medical Sapper extraordinaire!

There you go!
Title: Re: Let's play X-PirateZ
Post by: Roxis231 on November 01, 2015, 01:12:38 am
Meridian, Can I have Hairdo #14 please?
Title: Re: Let's play X-PirateZ
Post by: SIMON on November 01, 2015, 01:07:49 pm
I'll take hairdo no:17, looks nice and wacky.
Title: Re: Let's play X-PirateZ
Post by: R1dO on November 02, 2015, 10:45:53 am
Whoo another LP.

If still possible i want to join as well using the name:
Rossiie "shiny" stabber

Guess what my character will be running to all the time  ;)
Title: Re: Let's play X-PirateZ
Post by: ivandogovich on November 02, 2015, 05:24:18 pm
#31 is Amazing and definitely the One True Portrait of Ignescent Ivana!! Woot!
Cheers!

Edit:  Looks like there are already 2 requests ahead of me for 31... I'll go with 29 then. :)
Title: Re: Let's play X-PirateZ
Post by: Roxis231 on November 04, 2015, 10:53:05 pm
1/ OK, I didn't want to but I went through all the resources now to be able to give you the feedback. The only thing I would consider censoring is the directory "Body_40" (by putting a small black rectangle where the panties should be). All other nudity is fine for me. There was one more picture of two superheroes in flagranti, which I also found a bit "unsuited" even if it doesn't display any nudity. All in all, I think I can just avoid these two by not even following the research path leading to them; thus not having to censor anything.

Meridian

I've been thinking about your statement concerning the UFOpedia entries.

Researching Mutant Porn will unlock research for at least FIVE different Armours (I think): The Swimsuit, Seductress (very useful), Mesh (Handy), Witch (VOODO), and Ghost (Invisible)

As far as I know the only way to get the 'two superheroes in flagranti' picture is the Superhero Armour research which is started by researching the Superslave.

Also if you plan on researching each of the slave types, you might want to censor the Magic Girl entry - After all the text states they Wear nothing but TK suppressors, and the picture is effectively a full frontal nude.
Title: Re: Let's play X-PirateZ [#00] Victory Through Superior Hairdos
Post by: Meridian on November 04, 2015, 11:26:08 pm
Can you give me the file names?
I don't know any of these things, I haven't played the game yet.

But I checked all the files earlier, and only the unused Body_40 folder was in need of a tiny black bar; for me.

PS: I don't have anything against nudity in games... I was also a teenager and I liked naked posters and (half)naked prisoners and strippers in Duke Nukem... a lot. Small children (if there are any watching, which I doubt) won't understand anyway... for teenagers, it won't be anything new... we live in the "internet age"... porn is everywhere and for free :)
Title: Re: Let's play X-PirateZ [#00] Victory Through Superior Hairdos
Post by: Roxis231 on November 05, 2015, 12:02:52 am
Sure, no problem. ;D

Magic Girl Image (Bootypedia) is \XPiratez\user\Mods\Piratez\Resources\Pedia\UPed_Slave_Magical.png

You might also want to look at UPed_Slave_Gladiatrix.png, UPed_Siren.gif, StasisPed.png, RET_FUN_2.png, X08_Ped.gif, X31_Ped.png, X36_Ped.png, X39_Ped.png and SEC_SCI_COM.png - all located in the same folder. Not sure if these are like the magic girl but better safe to let you know than sorry. :-\

Also XFEM_0_b.png, XFEM0_b.gif, PIR_46_b.png, PIR_35_b.png MUT_2_b.gif, MUT_4_b.png, HUM_5_b.gif and PIR_33_b.png could also fall ito this catagory - though I've personly only ever seen them once or twice in the game. These can be found in \XPiratez\user\Mods\Piratez\Resources\Corpses\

You might also want to look at Hybrid_M.png and Siren.png from \XPiratez\user\Mods\Piratez\Resources\Body_X

That's all I can think of at the moment. Hope it helps. :)
Title: Re: Let's play X-PirateZ [#00] Victory Through Superior Hairdos
Post by: Dioxine on November 05, 2015, 08:55:13 am
What a detailed list! Better that even I could give, both in knowledge and in unwavering spirit. Roxis, you're a real pervert :)
Title: Re: Let's play X-PirateZ [#00] Victory Through Superior Hairdos
Post by: Roxis231 on November 05, 2015, 11:44:02 pm
Roxis, you're a real pervert :)

NO - I have a FIVE year old neice who likes to play games on her uncle's computer when she comes to visit - I have censored versions of all my favorite games to play with her if she wants to play them, I've done this to prevent any 'Complaints' from her mother. Personally I use an uncensored version for when my neice is not visiting.

I just used that filtering from that to pick out the ones that might be a problem.
Title: Re: Let's play X-PirateZ [#00] Victory Through Superior Hairdos
Post by: Dioxine on November 06, 2015, 03:20:55 pm
Lol, I was just messing with you, man, pointing out how meticulous you are, chill out :) Seriously, with the mod or without, the game should be like, 15+. Chryssalids, anyone? Alien Food? Well, the mod has slavery and banditry but so do the civ series and they're allowed for such ages.
Title: Re: Let's play X-PirateZ [#00] Victory Through Superior Hairdos
Post by: Solarius Scorch on November 06, 2015, 11:03:42 pm
Well, the mod has slavery and banditry but so do the civ series and they're allowed for such ages.

Kill one person with a crowbar? 18+.
Kill a few million with black hole generators? 12+.

> ratings logic :P
Title: Re: Let's play X-PirateZ [#00] Victory Through Superior Hairdos
Post by: Dioxine on November 06, 2015, 11:22:49 pm
Apparently it must be Uncle Joe who is writing these ratings; remember what he said? :)

The death of one person is a tragedy;
The death of a million...
Title: Re: Let's play X-PirateZ [#00] Victory Through Superior Hairdos
Post by: DracoGriffin on November 06, 2015, 11:39:10 pm
Apparently it must be Uncle Joe who is writing these ratings; remember what he said? :)

The death of one person is a tragedy;
The death of a million...

Also, distance. Killing people with a nuclear bomb: no issue. Brandishing a firearm to someone's face: life-altering psychosis.
Title: Re: Let's play X-PirateZ [#00] Victory Through Superior Hairdos
Post by: Meridian on November 07, 2015, 10:47:00 pm
So... I ran out of fuel before the first mission... go me! :D

But don't worry, I read the whole Bootypedia afterwards, restarted, and now we have a slight chance... first 3 episodes recorded... looks promising.
Title: Re: Let's play X-PirateZ [#00] Victory Through Superior Hairdos
Post by: Arthanor on November 08, 2015, 12:20:57 am
You can always get a skyranger! :P It has no radar range though, so you can't use it for scouting (but the pigeon works for that).

Elerium is a bit tricky at the beginning, but I've found that Piratez mission involve a lot more landing (you can barely shoot down UFOs with the Bonny any ways) so you get a LOT of Elerium. Plus it takes a long time before you can actually do something with it, so you will have a huge stockpile by the time you get there.

I have reached the point now where I skip some UFOs out of laziness, or rather risk/reward analysis, as losing a good gal or sending her to the sick bay for months is not worth the 50-150 Elerium you get, something that would be unheard of in regular XCom, but armors are a lot more tricky to get as most depend on looting parts from enemies. Learn which UFO is which, and how they are outfitted, not only for air combat, but even more importantly for land battles. A bunch of church neophytes with shotguns is fun and funny, when they all have gauss pistols and RPGs with baby nukes with a few pet chryssalids, it's not as fun anymore...
Title: Re: Let's play X-PirateZ [#00] Victory Through Superior Hairdos
Post by: Dioxine on November 08, 2015, 02:04:47 pm
You can always get a skyranger! :P It has no radar range though, so you can't use it for scouting (but the pigeon works for that).

Well, you don't have to go full-on hardmode like that :) There's a mid-field option - the Pachyderm. Selling the Ventura and buying Pachyderm saves you over $1M. Filling its fuel tank costs only $80k, 500-600k can be immediately invested, while the rest saved for further fuel trouble. On the upside, Pachyderm is fast. The downsides - low range, mediocre combat quality, and... only 8 crew w/o any tanks.
Title: Re: Let's play X-PirateZ [#00] Victory Through Superior Hairdos
Post by: Arthanor on November 08, 2015, 03:23:33 pm
I meant as a complement to the Bonny, not as a replacement (you crazy?! can't get the Bonny back!).

I haven't had this problem in my recent game, but if it happens and you have a free hagar, getting a skyranger is a cheap-ish way to ferry gals around without spending nuclear fuel. Get one landed craft and 50 Elerium and you're good for a little while. But I guess that doesn't work so well super early on since you don't have the extra hangar.
Title: Re: Let's play X-PirateZ [#01] Bootypedia
Post by: Meridian on November 10, 2015, 11:09:36 am
No action yet, but the first 12 gals are ready after reading a lot of manuals ;-)

https://www.youtube.com/watch?v=ysdOGCr_OkU

(https://i.ytimg.com/vi/ysdOGCr_OkU/mqdefault.jpg)
Title: Re: Let's play X-PirateZ [#01] Bootypedia
Post by: DracoGriffin on November 10, 2015, 12:36:57 pm
Thanks for stopping by Meridian.

Time to watch and enjoy your tactics! I'm playing on Veteran (Blackbeard) so we'll have to see how the difficulty really ranges (also, I'm not playing my usual conservative smoke out tactics as it's pretty boring :) ).
Title: Re: Let's play X-PirateZ [#02] First Blood
Post by: Meridian on November 11, 2015, 10:11:52 am
https://www.youtube.com/watch?v=ck9WjGXepxM

(https://i.ytimg.com/vi/ck9WjGXepxM/mqdefault.jpg)
Title: Re: Let's play X-PirateZ [#02] First Blood
Post by: ivandogovich on November 11, 2015, 09:42:58 pm
Hey Meridian,  I threw the diagram for the bonny's loadout up on Ufopeadia. 

https://www.ufopaedia.org/index.php?title=Bonaventura_(Piratez) (https://www.ufopaedia.org/index.php?title=Bonaventura_(Piratez))  (fixed the link now, Thanks guys!)
Title: Re: Let's play X-PirateZ [#02] First Blood
Post by: Meridian on November 11, 2015, 10:08:51 pm
Ehm, the link is a bit broken... and after fixing it, the two pictures show different loadouts... which one is correct?
Title: Re: Let's play X-PirateZ [#02] First Blood
Post by: ivandogovich on November 11, 2015, 10:15:22 pm
Heh!  good catch!  I think the bottom diagrams are right. :)
Title: Re: Let's play X-PirateZ [#02] First Blood
Post by: Dioxine on November 12, 2015, 03:43:42 am
The bottom ones are correct (but the top one is nicely drawn!). Also the screenshots are very old, from before the reskin :)
Title: Re: Let's play X-PirateZ [#02] First Blood
Post by: Boltgun on November 12, 2015, 06:08:30 pm
Fixed link: https://www.ufopaedia.org/index.php?title=Bonaventura_(Piratez) (https://www.ufopaedia.org/index.php?title=Bonaventura_(Piratez))

Add me to the waiting list: Bolt Gun, random avatar, high strength and maybe accuracy, uses machine guns (boarding gun, mg and its upgrades...).

And wow! You can disable guns during interception? I was ruining myself buying seagull missiles!

Title: Re: Let's play X-PirateZ [#02] First Blood
Post by: Solarius Scorch on November 12, 2015, 06:11:45 pm
Meridian, for people who want a random avatar like Boltgun, maybe you could avoid faces that are already in use? Do you think it's a good idea?
Title: Re: Let's play X-PirateZ [#02] First Blood
Post by: Meridian on November 12, 2015, 11:05:32 pm
Add me to the waiting list: Bolt Gun, random avatar, high strength and maybe accuracy, uses machine guns (boarding gun, mg and its upgrades...).

Hmm, not a typical piratess' name... would you be willing to re-consider? Something more like all the names on the front page maybe? If not, there's a gun in the name and it is rather neutral than male, so I would still accept it; with both eyes closed ;-)

Meridian, for people who want a random avatar like Boltgun, maybe you could avoid faces that are already in use? Do you think it's a good idea?

Yup, good idea. Will help me too when addressing people on the battlefield.
Title: Re: Let's play X-PirateZ [#03] One by One Please
Post by: Meridian on November 13, 2015, 09:42:49 am
https://www.youtube.com/watch?v=WY0xP9mJrTI

(https://i.ytimg.com/vi/WY0xP9mJrTI/mqdefault.jpg)
Title: Re: Let's play X-PirateZ [#02] First Blood
Post by: Boltgun on November 13, 2015, 10:49:47 am
Hmm, not a typical piratess' name... would you be willing to re-consider? Something more like all the names on the front page maybe? If not, there's a gun in the name and it is rather neutral than male, so I would still accept it; with both eyes closed ;-)

Alright, how about 'Antoinette du Plomb' (Antoinette of Lead)? Uses her machine gun with her pinky raised.

Edit: Wait, wait, wait... How do you take out an equipment out of an inventory in one click? I always had to pick it up and drop it into an empty space.

Haha you can prime grenades before battle too.

It took me a while to figure about that last beer. All medical items are used on the user OR the creature in the front of the user. So Dana Eagle actually gave the beer to the guard. yes.
Title: Re: Let's play X-PirateZ [#03] One by One Please
Post by: Dioxine on November 13, 2015, 11:15:43 am
Some explanations :)

1. The Spring Cleaning unlocked the Pile of Junk entry (under the Treasure), but it didn't show up due to how the engine works (2 topics researched simultaneously). You've actually produced Scrap Metal, Chemicals & SC Wire.
2. The Cattle Prod simply missed. It's a 2-handed weapon, so it's better to have the other hand empty. A melee hit always plays hit sound, even with Cattle Prod. Oh yeah the same goes for the Blunderbuss, but I guess a slight one-handed firing penalty isn't really consequential with a shotgun-type weapon :)
3. Officer's pistol grants extra damage based on soldier's accuracy (it's in the Pedia); it's actually the strongest starting pistol (except the Handcannon) once your Firing exceeds circa 70.
4. Try strafing :) (ctrl+click)
5. The beer didn't work since using it on the target has priority over using it on oneself; you've given it to the enemy :)
6. Don't be afraid to use handles, soldier's stats have only a marginal influence on their damage.
Title: Re: Let's play X-PirateZ [#03] One by One Please
Post by: Arthanor on November 13, 2015, 02:58:44 pm
Nice to see you're getting things going Meridian! I have two more FMP episodes to watch, then I'll do my best to catch up with Piratez. I was wondering about your patron thing:

1 - How early is your early access? 1 episode ahead of others?
2 - Does early access mean that once it is opened to others, there will be (more) episodes already shot?
3 - The VIPs in the list, they are your patrons who pay $5/month?

Even though I'm always behind, I like the idea of my comments being reflected in game quickly after making them, and being on a priority list sounds good, and I like your LPs so it seems like throwing 1-2 coffees worth of money your way for hours of entertainment is a pretty good deal. Just want to know what I'd be getting into!

Also.. it seems like I mistyped when requesting a portrait! I meant 15! Can Max get a new haircut? :D

Thanks!
Title: Re: Let's play X-PirateZ [#03] One by One Please
Post by: Meridian on November 13, 2015, 04:24:14 pm
Alright, how about 'Antoinette du Plomb' (Antoinette of Lead)? Uses her machine gun with her pinky raised.

Edit: Wait, wait, wait... How do you take out an equipment out of an inventory in one click? I always had to pick it up and drop it into an empty space.

Haha you can prime grenades before battle too.

It took me a while to figure about that last beer. All medical items are used on the user OR the creature in the front of the user. So Dana Eagle actually gave the beer to the guard. yes.

Welcome to the team Antoinette!
Use Ctrl+click to move items between inventory and ground (both ways).

Some explanations :)

1. The Spring Cleaning unlocked the Pile of Junk entry (under the Treasure), but it didn't show up due to how the engine works (2 topics researched simultaneously). You've actually produced Scrap Metal, Chemicals & SC Wire.
2. The Cattle Prod simply missed. It's a 2-handed weapon, so it's better to have the other hand empty. A melee hit always plays hit sound, even with Cattle Prod. Oh yeah the same goes for the Blunderbuss, but I guess a slight one-handed firing penalty isn't really consequential with a shotgun-type weapon :)
3. Officer's pistol grants extra damage based on soldier's accuracy (it's in the Pedia); it's actually the strongest starting pistol (except the Handcannon) once your Firing exceeds circa 70.
4. Try strafing :) (ctrl+click)
5. The beer didn't work since using it on the target has priority over using it on oneself; you've given it to the enemy :)
6. Don't be afraid to use handles, soldier's stats have only a marginal influence on their damage.

1. yup, thanks, makes sense now
2. that's really great... in FMP the melee hit sounds were not that consistent... nice to know I can count on that
3. ok
4. I still consider strafing a cheating... or at least making the game a lot easier... but I will use it since I know you recommended it and optimized for it... it will just take me a few episodes until I overcome the habit of not doing it
5. DOH!
6. okey

Nice to see you're getting things going Meridian! I have two more FMP episodes to watch, then I'll do my best to catch up with Piratez. I was wondering about your patron thing:

1 - How early is your early access? 1 episode ahead of others?
2 - Does early access mean that once it is opened to others, there will be (more) episodes already shot?
3 - The VIPs in the list, they are your patrons who pay $5/month?

Even though I'm always behind, I like the idea of my comments being reflected in game quickly after making them, and being on a priority list sounds good, and I like your LPs so it seems like throwing 1-2 coffees worth of money your way for hours of entertainment is a pretty good deal. Just want to know what I'd be getting into!

Also.. it seems like I mistyped when requesting a portrait! I meant 15! Can Max get a new haircut? :D

Thanks!

1. I record episodes over the weekend (usually on Saturday) for the whole next week; upload them as soon as I can (usually still during the weekend) and schedule them. Normal viewers see them as they are scheduled (i.e. one episode each day). Patrons (Archangels+) can see all of them already when they are uploaded. So to answer the question, it is 3 episodes ahead. (When I go on holidays, business trips, etc. it may be 2 or even 3 weeks ahead, i.e. 6-9 episodes ahead)
2. No... this is not related.
3. There are two waiting lists (normal and priority)... priority list is for Patrons (Titans+), normal list is for everyone. On normal list some people are VIPs, because they are either friends/LPers (e.g. Ivan) or devs/modders/authors (e.g. Dioxine, Solarius). You cannot become a VIP by asking, you become a VIP by doing VIP stuff. When someone dies or when I hire more hands... I alternate between the two lists and take one from each... but because priority list (3) is much shorter than normal list (60), you will appear a lot more in the game if you are on the priority list. Also, people on priority list will carry over their rank, the number of kills and number of missions to their new incarnation; I am also considering to carry over their stats (unless the new soldier is better), but I have not decided yet if I wanna do it or not... let's wait until the first dies :) Oh, btw. VIPs don't have any special privileges (except I try to keep them alive a little tiny bit more than the others).
Title: Re: Let's play X-PirateZ [#03] One by One Please
Post by: Arthanor on November 13, 2015, 04:59:28 pm
Alright! Thanks for the answer! I guess if one watches the episodes the days they are scheduled, then their comments will be read before the next weekend shooting day.

Sorry for the confusion between VIP and priority! Now I need to work more on VIP stuff ;)
Title: Re: Let's play X-PirateZ [#03] One by One Please
Post by: Arthanor on November 15, 2015, 12:34:01 am
Aye capt'n!

Martian Max reporting on the study of big guns for our crafts! I look'd at what we can get, an' some of what I've gathered around from rumors and got some numberz going!

Ya should get a gander at me logbook (https://docs.google.com/spreadsheets/d/1Cq96-N1qHYyvKlPDTx1b8cHffur5zx0TwwACaWfzlp8/edit?usp=sharing) if ya'd like to see how much boom them weapons do, total or by the second, and how much bang we can get for our bucks!

Hope you like it capt'n!
Title: Re: Let's play X-PirateZ [#03] One by One Please
Post by: Meridian on November 15, 2015, 11:34:16 am
Just had a Pogrom... the amount of ... pain and FRUSTRATION... was unbearable!
I will not spoil anything before you can watch the episodes, but I will have a lot of questions afterwards... because ... because ... I can't describe this in words...

There will also be a change in schedule (this week only):
Monday: X-PirateZ #04
Tuesday: X-PirateZ #05
Wednesday: X-PirateZ #06
Thursday: X-PirateZ #07
Friday: Heroes 3 HotA #33
Saturday: Heroes 3 HotA #34
Sunday: ---

The change is to that you can give me feedback before I continue recording on Saturday/Sunday.

Aye capt'n!
Martian Max reporting on the study of big guns for our crafts! I look'd at what we can get, an' some of what I've gathered around from rumors and got some numberz going!
Ya should get a gander at me logbook (https://docs.google.com/spreadsheets/d/1Cq96-N1qHYyvKlPDTx1b8cHffur5zx0TwwACaWfzlp8/edit?usp=sharing) if ya'd like to see how much boom them weapons do, total or by the second, and how much bang we can get for our bucks!
Hope you like it capt'n!

I like it a lot... but I think I need to wait for them to land now... don't want to run out of fuel (like last time)... that would not be good for the LP.
Title: Re: Let's play X-PirateZ [#03] One by One Please
Post by: niculinux on November 15, 2015, 01:26:51 pm
Just had a Pogrom... the amount of ... pain and FRUSTRATION... was unbearable!

That's why we all love x-piratez!!
Title: Re: Let's play X-PirateZ [#03] One by One Please
Post by: Boltgun on November 15, 2015, 02:04:40 pm
Just had a Pogrom... the amount of ... pain and FRUSTRATION... was unbearable!
I will not spoil anything before you can watch the episodes, but I will have a lot of questions afterwards... because ... because ... I can't describe this in words...

It seems we all fail our first Pogroms. Since you do not have intel about enemy stats and such, it's normal that you run into crisis situations where aborting is the only safe option.

As long as you at least land at a pogrom and take off, you should be able to compensate for the loss of points.
Title: Re: Let's play X-PirateZ [#03] One by One Please
Post by: Dioxine on November 15, 2015, 02:28:43 pm
Just had a Pogrom... the amount of ... pain and FRUSTRATION... was unbearable!
I will not spoil anything before you can watch the episodes, but I will have a lot of questions afterwards... because ... because ... I can't describe this in words...

I just hope nothing crashed, it'd be really, really unlucky...
Title: Re: Let's play X-PirateZ [#03] One by One Please
Post by: Arthanor on November 15, 2015, 11:44:38 pm
Maybe the Bonny crashed? (It has Windows... ;D)

@Meridian: Assaulting landed UFOs is indeed the way to go, and a LOT of them do land. I suggest you get a Hunter-Killer going, as they are fast, economical (more than the Bonny any ways) and have a better radar, which makes them perfect to quickly go checkout UFOs (to see if it is a kind you are interested in looting, or a ship full of gauss that'll send all your gals to the morgue). If you like the UFO, follow it with the HK until it lands, then send the Bonny (nuclear) gas guzzler to carry the gals for the assault.

Regarding pogroms, they can be a PAIN, depending on which faction you meet and what gear you have. The first one is especially hit and miss. I got spartans (sort of paramilitary dudes), so I was lucky :) I'm curious to see who you got now.

Generally, the answer to pogroms is: melee weapons (since terrain is very dense, long range weapons are usually bad, especially since they do less damage than melee ones) and explosives. Don't worry about the civilians until you are comfortable taking on the enemy. Killing all enemies is worth a lot more points than saving civilians any ways. (And smoke is your friend if there is open ground, the enemy does have guns that can hurt!)
Title: Re: Let's play X-PirateZ [#04] Pogrom
Post by: Meridian on November 16, 2015, 09:40:24 am
https://www.youtube.com/watch?v=iLY4Uu9J_zY

(https://i.ytimg.com/vi/iLY4Uu9J_zY/mqdefault.jpg)


I just hope nothing crashed, it'd be really, really unlucky...

It didn't crash. And even if it would, I would fix it and restart from last available save. I would not show the crash on camera.

I'm curious to see who you got now.

Hobbits and hell hound monkeys ;-)
Title: Re: Let's play X-PirateZ [#04] Pogrom
Post by: Arthanor on November 16, 2015, 07:12:39 pm
Hobbits and hell hound monkeys ;-)

Ha! Never seen those guys! They don't look too bad so far. Pistols and shotguns means they are sort of short ranged as well and it didn't look like their equipment was much better than yours (although their armored guys are definitely tougher). A few things from watching the episode:

1 - Ivan's pogroms were from before Dioxine introduced "intro factions" which are easier factions that do the first few pogroms. It looks like you got one of those, which is a very good thing :) Of course, we know it turns bad eventually.. :/ Still, expect the "grown men pogroms" with real factions to be a fair bit harder.

2 - It's good you finally built that extra barracks. A fully crewed Bonny is a much better way to start, as you get more gals for supporting fire (and can afford a few more casualties).

3 - Melee is indeed inferior tactically to ranged combat, especially because it is hard for multiple melee to support each others. So the order of your moves is really important. Once all the support gals have already used their TUs to take out enemies, do tiny scout moves (to make sure there's nothing around the corner/3 steps away in the smoke), then move back and hunker down/setup ambushes (see #5). No real scouting when the support is busy.

4 - I'm impressed by your success with thrown explosives. I barely use them. Well done! It looks like that's really useful for long range support since the guns aren't that great.

5 - There is melee reactions, so never step in front of an enemy, or shoot them point blank in the face. Conversely, you can setup ambushes by doors with your melee gals as the AI tends to just step through doors, which puts you in their side and in perfect position for a few sword hits (more risky against the church, because chryssalids).

6 - Never be afraid of aborting. Besides the points, it looks like these guys don't have anything great gear wise, and you're not really in a shape to stun them for interrogations. If you do abort, try to grab a body of each kind for research.

Oh, and that first enemy turn was hilarious. Never heard so much shooting!
Title: Re: Let's play X-PirateZ [#04] Pogrom
Post by: ivandogovich on November 16, 2015, 07:48:50 pm
Okay.  As I've been working on the Bootypedia online, I got real curious about these guys and did a lot of ruleset digging.  I don't want to spoiler everything so I'll give a summary of my research.

Okay, though its very generic, I spoilered it.
This faction is an interesting one that can still present a solid challenge, especially early in the game.
The little guys are fairly squishy but can be difficult to hit.  Their short stature makes them a bit dodgy too (melee). 
There are a couple man-sized opponents in the mix.  One is pretty standard, but the other gets pretty tricky.  He is immune to some types of damage and can regen health!
There are a couple terror units in the faction, and the canine seems to be as it appears: fairly fast with melee. 
The other terror unit may or may not be present, but lets just say, it will be a significant challenge with early weapons. 

I hope that isn't too spoilerly, but it may help understand a bit of what has been going on for these four episodes.

And yeah, at this point you have done pretty well. Downed 10-ish? enemies with only a couple gals wounded.  The sheer number of adversaries, though, could quickly make this a meat grinder.  Being chicken-hearted, I'd probably abort right now.  Being Meridian, I'm sure you will keep at it. ;)   I'd try not to get too spread out, so that all your gals can support each other. 
I think HE Packs are your best answer to most of these jokers, but they are in relatively short supply.  Grabbing bodies is definitely worthwhile.   In the long run, I hope that there is at least one gal still standing to fly the Bonny home.  Losing the Bonny at this point would be crushing for the campaign.
Title: Re: Let's play X-PirateZ [#04] Pogrom
Post by: Dioxine on November 17, 2015, 02:42:36 am
M-muh Blunderbuss! I've been designated the Hammer Kamikaze! Oh noes! Not a good chance of coming alive out of this, isn't it...

Now, on paper, this is the weakest Pogrom faction one could face. BUT... since its' members have low ranged firepower and low armor, but huge numbers, grenades and good melee specialists (Hell Monkey Dogs!), not to mention Jason Voorhes Surprise that I see brewing in the next episode, I think completely dropping ranged weapons proved to be a serious, if impossible to anticipate, mistake, as it puts the gals at a distinct disadvantage against that specific faction... Overspecialization isn't the way to go, not everyone should be fought like the guys you met first... But that's as planned, one has to learn to fight to survive here, and... keeping varied weaponry allows to adapt faster...

My advice is not to listen too much to people who claim they have discovered the One True Way of equipping the gals, since I've already heard about a dozen of such One True Ways... Better to take it with a grain of salt and try everything for yourself, especially being a smart and composed player as you are. :)

2 - It's good you finally built that extra barracks. A fully crewed Bonny is a much better way to start, as you get more gals for supporting fire (and can afford a few more casualties).
Think RUNTS. And keeping your soldiers alive is always important. What you can afford, is more wounded, not more dead, so armors like Warrior make more sense.
Title: Re: Let's play X-PirateZ [#04] Pogrom
Post by: DracoGriffin on November 17, 2015, 02:50:45 am
My advice is one gun, one melee, one grenade - all minimum. Then give more as weight allows. :P
Title: Re: Let's play X-PirateZ [#04] Pogrom
Post by: Dioxine on November 17, 2015, 03:00:02 am
I prefer specialized soldiers over walking armories, although I always give pistols for melee gals. For me it's usually 30-35% melee (but good ones), 20-35% heavy gunners (best shots with best weapons), a few specialists like Kaleido Ruby or Ivana, and the rest armed with generic ranged weapons, preferably accurate. Grenade + smoke grenade I consider a must, instant-throwables, handles/fistycuffs, bandages and alcohol as 'always good to have'. Weak, unskilled gals often lack qualifications to use anything but a Hunting Rifle, Molotov and Bandage, maybe a Handle/Stun Rod.

Oh, and that first enemy turn was hilarious. Never heard so much shooting!

Machineguns. Twin-linked machineguns.
Title: Re: Let's play X-PirateZ [#05] Panzerfaust
Post by: Meridian on November 17, 2015, 09:43:43 am
https://www.youtube.com/watch?v=KD4L1icVjJQ

(https://i.ytimg.com/vi/KD4L1icVjJQ/mqdefault.jpg)

Okay.  As I've been working on the Bootypedia online, I got real curious about these guys and did a lot of ruleset digging.  I don't want to spoiler everything so I'll give a summary of my research. Okay, though its very generic, I spoilered it.

Well, that explains a lot... but I will ask again after the mission, just to be sure.


M-muh Blunderbuss! I've been designated the Hammer Kamikaze! Oh noes! Not a good chance of coming alive out of this, isn't it...

A Hammer Hero, not kamikaze... the only effective starting weapon, besides explosives. Everything else failed beyond expectation as you will see very soon.

Now, on paper, this is the weakest Pogrom faction one could face.

<faints> 30 minutes pass ... what?!? <faints again>

I prefer specialized soldiers over walking armories.

Me too, I just didn't find any useful ranged weapon besides Boarding gun. Hopefully research will help us.
Title: Re: Let's play X-PirateZ [#05] Panzerfaust
Post by: ivandogovich on November 17, 2015, 04:45:01 pm
Me too, I just didn't find any useful ranged weapon besides Boarding gun. Hopefully research will help us.

I think that what Dioxine was hinting at, is that the Ratmen should be responsive to muskets and flintlocks (1 or 2 hits on avg) and are probably the most numerous enemy in a Pogrom.  (I love their squeal when they die!!)  The highwayman should be the same with 1-3 hits on average.  Ghouls on the other hand have a pretty large health pool.  The hits will still damage them, it will just take longer.  The hounds could be taken down at range too, I'd guess 3-4 shots.

Anyhow, great mission so far!!  I'm afraid you are about to get the worst building in the game in the lower left corner of the map:  The Train Shed.  I hate that thing.  Its probably channeling a lot of enemies right now that would other wise be blasting at you.  At this point I doubt there is a mutant left to save.
Title: Re: Let's play X-PirateZ [#05] Panzerfaust
Post by: Meridian on November 17, 2015, 05:12:35 pm
Well, it's not the Hobbits I'm worried about, they succumb to pretty much anything (assuming we don't miss).
It's the rest.

The starting ranged weapons do about 25 damage, so they don't (in average) hurt even our gals (20 armor if unarmored)... how could they hurt our (armored) enemies?
Title: Re: Let's play X-PirateZ [#05] Panzerfaust
Post by: Dioxine on November 17, 2015, 05:20:40 pm
Human-like enemies usually have 5-10 armor (see Pureblood entry in the Pedia), unless obviously armored; the visuals sometimes are missleading (Govt Agents for example), but less often than not. The gas mask guys actually have 9 armor, but a huge health pool and a handful of resistances. They can be easily killed by a full blast of a Blunderbuss from a close range. But enough preaching, I don't want to take away your fun in discovering all of this, saying this just as a reassurance :)

And like Ivan said, if there is the thrice-damned train station on the map, it's gonna get really messy...
Title: Re: Let's play X-PirateZ [#05] Panzerfaust
Post by: ivandogovich on November 17, 2015, 05:26:00 pm
You have to remember that by their very mutant nature, our gals are tougher than humans.  In fact, on average they are twice as tough as the non terror units of this faction.  So if a human foe isn't wearing personal armor (in various colours) or power armor, they tend to be a little more vulnerable than our gals. 

I really thought the armored car would be the hardest thing to deal with, but you took it out like a champ.  How many are left?  Most terror missions have 3-4 big terror units? Idk.

All in all, there is very little that won't respond nicely to a hammer in the face, or a strong ax blow.  Your results may vary with the flames and smoke. ;)
Title: Re: Let's play X-PirateZ [#05] Panzerfaust
Post by: Dioxine on November 17, 2015, 05:27:55 pm
Aye, Hammers and HE-packs can kill pretty much everything, the only problem is delivery - people using just these have reliable tools, but they will always fight an uphill battle tactics-wise. And Hammer Heroes... it's nice to be a hero, really is, I just think I can be more useful alive :)
Title: Re: Let's play X-PirateZ [#04] Pogrom
Post by: Arthanor on November 17, 2015, 08:47:02 pm
Think RUNTS. And keeping your soldiers alive is always important. What you can afford, is more wounded, not more dead, so armors like Warrior make more sense.

For sure, I very much favour armor even over weapons research. You can deal with most enemies with starting weapons between the blunderbuss and the boarding gun, cutlass/hammer/axe and explosives. Some rifles with high 20s, low 30s damage are quite worth it as well for killing dangerous squishies and taking reaction potshots that sometimes do miracle (hence why I wanted Max to be a midrange gal!)

BlackMarch SMG, Hunting/Scoped rifle, battle rifle are all good for the "midfield" gal. Dioxine's split of 1/3 melee, 1/3 midrange (rifle + some thrown/instant explosives) and 1/3 long range (~2 hunting/scoped/sniper rifles for accuracy, ~2 HMGs for damage) works well. Snipers can easily carry an RPG once they get a bit strong, while midrange get the heavy/auto cannons or blunderbuss/boarding guns for now.

Armor for the frontline gals is very important, and metal armor is a great, quick one to get (if you meet traders, I haven't seem many early in my game). Otherwise tactical armor is a really good armor, with little loss of most stats (except TUs, but if you keep the gals alive long enough, they will get a lot of TUs, and armor will help a lot to keep them alive, more than the initial TUs lost would have). Even very basic armor could have made a fair bit of difference in the injuries we have seen so far in the pogrom.
Title: Re: Let's play X-PirateZ [#05] Panzerfaust
Post by: Boltgun on November 17, 2015, 09:41:30 pm
The tactic that got me through the first months was to loot guns in battle. Throw black powber bomb, pick up weapon, shoot.
Title: Re: Let's play X-PirateZ [#05] Panzerfaust
Post by: DracoGriffin on November 17, 2015, 11:51:59 pm
The tactic that got me through the first months was to loot guns in battle. Throw black powber bomb, pick up weapon, shoot.

Bingo. Use flintlock pistols to train firing accuracy while you get within range to throw bomb, throw bomb, pull up melee to kill if target not dead, drop pistol, grab new weapon, and repeat.
Title: Re: Let's play X-PirateZ [#05] Panzerfaust
Post by: Meridian on November 18, 2015, 12:04:26 am
... and then we meet a Tank and wake up ;-)

JK, I'll be scavenging too in the next 2 episodes... you've probably noticed we ran out of explosives...
Title: Re: Let's play X-PirateZ [#05] Panzerfaust
Post by: DracoGriffin on November 18, 2015, 12:08:35 am
... and then we meet a Tank and wake up ;-)

JK, I'll be scavenging too in the next 2 episodes... you've probably noticed we ran out of explosives...

Hint: Check manufacture screen to see what explosives you can make. ;)
Title: Re: Let's play X-PirateZ [#05] Panzerfaust
Post by: Meridian on November 18, 2015, 12:14:26 am
Hint: Check manufacture screen to see what explosives you can make. ;)

I meant we ran out of explosives in the mission... next 2 episodes will still be the same pogrom and we'll have to use our imagination instead.

When (if) we get back, I will for sure buy 5 panzerfausts, 30 HE packs and 100+ grenades :)

PS: btw. I can manufacture only Molotovs... so not sure what you meant by your comment... I can't manufacture jack squat yet
Title: Re: Let's play X-PirateZ [#05] Panzerfaust
Post by: DracoGriffin on November 18, 2015, 12:34:02 am
I meant we ran out of explosives in the mission... next 2 episodes will still be the same pogrom and we'll have to use our imagination instead.

When (if) we get back, I will for sure buy 5 panzerfausts, 30 HE packs and 100+ grenades :)

PS: btw. I can manufacture only Molotovs... so not sure what you meant by your comment... I can't manufacture jack squat yet

Spoiler:
You should be able to craft Black Powder Bombs at start which are very useful.
Title: Re: Let's play X-PirateZ [#05] Panzerfaust
Post by: ivandogovich on November 18, 2015, 12:35:16 am
You will probably need to research FlintLocks & Bombs to get the Black Powders going.  ;)
Title: Re: Let's play X-PirateZ [#05] Panzerfaust
Post by: Arthanor on November 18, 2015, 01:24:13 am
Ya, "Flintlocks and Bombs" for making your own black powder is really useful, this will save you a lot of money compared to grenades (and I think they are more powerful too). And it's a pre-req for many a gun research (like all the ammo manufacturing).

Similarly, once you get dynamite, you can start to really have fun with thrown explosives, HE Packs are too expensive. Oh, and get an HMG instead of spending thousands on explosives. That gun kills stuff dead too (as you know from the FMP).

I would buy HE Packs and RPGs before Panzerfaust. If you look at the cost per damage, those weapons are not really worth it. An RPG with a few shots is better imho, and if you need something heavier, HE Packs are still cheaper (and easier to use in heavy terrain).

Of course, my experience comes from the 3rd difficulty, not the last one, but I don't think things change that much, except for the number of enemies getting to crazy levels (the reason why I play at my current difficulty).
Title: Re: Let's play X-PirateZ [#06] That's not fair...
Post by: Meridian on November 18, 2015, 10:24:44 am
It gets emotional from here... please forgive me, I'm just a human being too: https://www.youtube.com/watch?v=r3LkJ6jN_CY

(https://i.ytimg.com/vi/r3LkJ6jN_CY/mqdefault.jpg)
Title: Re: Let's play X-PirateZ [#06] That's not fair...
Post by: Dioxine on November 18, 2015, 12:12:18 pm
Bad luck with melee, but both tanks destroyed (lucky spawn, there should be 3 :). Luck seems to be mostly on your side in this mission, though. Just a handful of enemies left... But bad things tend to happen with these last enemies... Hope you keep composed and not rush things... These enemies on the platforms will be a problem (I really need to add stairs there! Sorry Hobbes!), probably need to grab Scorpions or whatever guns and kill them really carefully, throwing knives should work too (they have a range of 8 I think, enough). The last (?) ghoul faces 2 hammers, he should not be a problem unless his buddies intervene... Now let's hope everyone survives the last part... RIP Ivana and Simone, you had a good going, especially Simone, at least she wasn't gutted by a Hell Hound...
Looks like you're going to defeat your first pogrom, it was intended that an average player will fail it, congratulations :)
Title: Re: Let's play X-PirateZ [#06] That's not fair...
Post by: Meridian on November 18, 2015, 12:20:54 pm
Spoiler for tomorrow's episode as answer to Dioxine's comment above. Do not read if you want to sleep well today!

There are 3 tanks :(
There's still 10+ enemies left :((
Bad things will happen
Buddies will intervene
There will be more losses
I will lose my nerves
I don't know if I will win or fail... I didn't finish the pogrom yet... I stopped in total agony after 50 minutes and will continue playing on Saturday
Title: Re: Let's play X-PirateZ [#06] That's not fair...
Post by: Ownager on November 19, 2015, 05:29:36 am
Spoiler for tomorrow's episode as answer to Dioxine's comment above. Do not read if you want to sleep well today!

There are 3 tanks :(
There's still 10+ enemies left :((
Bad things will happen
Buddies will intervene
There will be more losses
I will lose my nerves
I don't know if I will win or fail... I didn't finish the pogrom yet... I stopped in total agony after 50 minutes and will continue playing on Saturday

So, the storm of doom has only yet begun? Hopefully, it won't be a biblical flood of doom...
Title: Re: Let's play X-PirateZ [#07] Train Station of Doom
Post by: Meridian on November 19, 2015, 09:21:47 am
https://www.youtube.com/watch?v=d0OdF-IikBo

(https://i.ytimg.com/vi/d0OdF-IikBo/mqdefault.jpg)
Title: Re: Let's play X-PirateZ [#07] Train Station of Doom
Post by: Dioxine on November 19, 2015, 03:16:20 pm
Like I said, hammer heroes got killed... so are those who operate alone... ;_;
I have one thing to say - this is mainly hard because it's Enemy Unknown all over again. Ghouls have their weaknesses, you just don't know what they are - because Unknown...
Oh yeah, and there's really little point in catching more than 1 Ghoul (because you need one to fully learn their resistances; the things they have to say beside that? Might be helpful, but it's nothing you can't learn from other sources).

Also, your self-control is impressive.

A song for everyone who took part in this: https://www.youtube.com/watch?v=KIsv1YOFNys
Title: Re: Let's play X-PirateZ [#07] Train Station of Doom
Post by: Boltgun on November 19, 2015, 04:37:05 pm
I watched Dioxine fall like you see a slasher movie character die, 'Behind you! No! Turn left! Dang it!'.

Yet you are more patient that me when it came to long missions, it looks like you're going to make it. This is much better than my first pogroms whose only redeeming qualities that it was short (and painful).
Title: Re: Let's play X-PirateZ [#07] Train Station of Doom
Post by: Dioxine on November 19, 2015, 04:42:55 pm
I watched Dioxine fall like you see a slasher movie character die, 'Behind you! No! Turn left! Dang it!'.

NEVER operate alone, or this happens, so very true for slasher movies... It was that last white-helmet who survived WP Grenade earlier, and then was ignored. And I've even kept my calm for several turns being in 30-ish/40-ish Morale...
Title: Re: Let's play X-PirateZ [#07] Train Station of Doom
Post by: Arthanor on November 19, 2015, 05:09:09 pm
Damn! Shotgunned down after such fine flametrower work! ;) That last bandit really did well with his shotgun.. Good points by Dioxine on "support and squad tactics" but you're usually good at that. I'll just add that with melee and short ranged weapons, it is even more difficult to support, so it is even more important to keep gals together. Also, gals can have good reactions compared to enemies (unlike normal XCom). Try to setup ambushes and especially avoid rushing in with a melee weapon and ending up hiding in a spot that hasn't been cleared.

Now, Meridian.. Meridian.. You seem to suffer from "kidnapping addiction" even more than Ivan or I did. So I enjoyed hearing you say "No more prisoners!" in this episode, even though you persisted to use the handles. Some prisoners are worth the life of a gal, or even a few, because they are rare and precious. But not ghouls! Only take prisoners when you can afford to do it safely. This is well past the point where you should shout "NO PITY!! NO REMORSE!! NO FEAR!!" and kill them all ("billhooks and hammer to the back of the head, spit on the corpse, have fun in hell, sucker!" style).

If you want to take many prisoners and they wake up a lot, try to carry their corpses all to the same spot (ideally a corner of the map, or a room where you can stand in the door) and keep a gal with a stunrod to put them back to sleep. It's "elementary XCom" which we all forget because we don't really need it, until we play Piratez.. At least the Ghouls don't have a built in weapon ;) Imagine if Dioxine gave them a clawing in-build melee attack...

Great work with the hammers, and using the beers to complement their high stamina requirement. That is really well done. I just discarded hammers as needing too much stamina. And that last tank that was dealt with much faster than I expected. Of all the weapons to pick back up, the hammer was really the one (seems to work, unlimited ammo when you are running short), not the flamethrowers (doesn't really work, limited ammo). Flamethrowers are pretty good against armored enemies (like the guys with white helmets, they really get their edge against personal armor dudes where other early guns are pretty useless) but if you see a guy in hazmat suit that seems not to care, he probably doesn't
(and indeed, ghouls are immune to fire)

Gals, especially injured ones, have a hard time aiming or hitting in melee, the saving grace is "melee gun firing". Kaleido Ruby could probably have solved the ghoul problem a lot faster with a few melee homefront rifle autoshots, instead of handles. Also, firing guns is one of the few things in Piratez that doesn't require stamina (indeed, melee, moving and throwing all require stamina, and I think voodoo has some different kind of downside)

In the end, Piratez requires you to watch, learn and adapt:
Really look at your enemies. Dioxine did a great job to match their looks with their stats (hazmat suit = no fire/acid, unarmoured melee = dodge but probably squishy, armored guy = tougher but less dodge). This alone gives you hints to address each, with the proper weapon (guns, guns/explosives and fire/melee, respectively, for the above 3, I'd say). If something doesn't work repeatedly (handles! or fire on ghouls), you need to try something else ;) This is not XCom where you can liberally apply the same force (laser/plasma) on everything and expect it to work.

It feels like tanks should have been the big threat, yet these were taken care of with no fuss (because you looked at the tank and did what was appropriate intuitively: use explosive and high/splash damage weapons), the hobbits didn't pose much of a threat for the same reason: You found a solution (grenades) and applied it repeatedly. But the ghouls.. man the ghouls.. They distracted the hell out of you and did exactly what they are there for: tank a lot of hits and waste your time so that other units (that last f*cking bandit!) can kill the gals.

To end this, a general note: Remember you're a Pirate, not a the valiant protector of Earth. You're in for the quick easy fights, to get the loot and return to the hideout to party. If something is hard, you need to find a way to make it easy, or you need to not do it. If you stick to it, it will hurt you. But you seem to be the kind of guy who wants to "rise to the challenge" and pull through. Sometimes in Piratez, the challenge is recognizing that you're not supposed to be there.

There are situations in Piratez that are designed to hurt, to wound or kill your good gals and set you back, without offering much in exchange. Experienced gals are really awesome units, you need to keep them alive. Not all fight are meant to be fought, because not all fights will be worth it. You need a LOT of good loot to be worth a good gal, even more for many of them. There's no shame in pulling out. There's no cause worth sacrificing the gals life for, no home planet and human society to defend from evil invaders. You're a Pirate, if you're not getting the loot and living to spend it, it's not worth it.

As you said in your comments, it's entertaining to see the player suffer (one of the reason I enjoyed Ivan's LPs: Ivan moments and the suffering they cause + seeing him pull through), and because it's different as most players would just reload. But you're a pirate, if you're suffering, you're not looting the right folks!
Title: Re: Let's play X-PirateZ [#07] Train Station of Doom
Post by: Dioxine on November 19, 2015, 05:39:31 pm
At least the Ghouls don't have a built in weapon ;) Imagine if Dioxine gave them a clawing in-build melee attack...

And evidently too stupid to get their weapons back... Most enemies are smarter :)

The tank got easily defeated since it was nice enough to ride between flamethrower & 2 hammers. Also it's just a poor excuse for a proper tank :)

I think the biggest problem was the setup - no armor, no guns, just raw melee damage. This played to this particular enemy's strengths, as you don't need much raw damage to kill them, but they can defend themselves well above their level against unarmored savages :) In truth this was an enemy meant to be quite easy for someone who took 'traditional' approach to x-com, taking mostly guns+grenades and just a few melee/flame weapons. Well, nothing is easy for a starting party, granted. But if I were evil, I would certainly gloat how you went for savage, brute force and it didn't work :) Lesson is, when going into Unknown, min-maxing can be a grave mistake :)

Tidbit info: in OXCE which Piratez mod is using, you can shoot unconscious enemies with ranged weapons (including hammers). They will be also subject to smoke inhalation, if not immune.
Title: Re: Let's play X-PirateZ [#07] Train Station of Doom
Post by: ivandogovich on November 19, 2015, 06:11:29 pm
You Got Dis!! You have come so Far!  Fantastic Four Forever!
Title: Re: Let's play X-PirateZ [#07] Train Station of Doom
Post by: Meridian on November 19, 2015, 06:15:02 pm
Now, Meridian.. Meridian.. You seem to suffer from "kidnapping addiction" even more than Ivan or I did. So I enjoyed hearing you say "No more prisoners!" in this episode, even though you persisted to use the handles. Some prisoners are worth the life of a gal, or even a few, because they are rare and precious. But not ghouls! Only take prisoners when you can afford to do it safely. This is well past the point where you should shout "NO PITY!! NO REMORSE!! NO FEAR!!" and kill them all ("billhooks and hammer to the back of the head, spit on the corpse, have fun in hell, sucker!" style).

Oh come on... if there is an xcom player, who doesn't take prisoners, it's me! I was only convinced by you, Ivan, etc. to do it, because it is supposedly "imperative in PirateZ". Also, you must have noticed I didn't stun anyone... all those ghouls were attacked by deadly weapons and fell unconcious by accident. If they didn't cheat (=regen health), I would never have to use a stun weapon.
Please don't title me with "kidnapping addiction"... I am exactly the opposite.

Tidbit info: in OXCE which Piratez mod is using, you can shoot unconscious enemies with ranged weapons (including hammers). They will be also subject to smoke inhalation, if not immune.

Uhm, how exactly can I do that? Shoot at the ground?
Title: Re: Let's play X-PirateZ [#07] Train Station of Doom
Post by: Dioxine on November 19, 2015, 07:18:50 pm
Uhm, how exactly can I do that? Shoot at the ground?

Yes, precisely.
Title: Re: Let's play X-PirateZ [#07] Train Station of Doom
Post by: Arthanor on November 19, 2015, 10:57:15 pm
Oh come on... if there is an xcom player, who doesn't take prisoners, it's me! I was only convinced by you, Ivan, etc. to do it, because it is supposedly "imperative in PirateZ". Also, you must have noticed I didn't stun anyone... all those ghouls were attacked by deadly weapons and fell unconcious by accident. If they didn't cheat (=regen health), I would never have to use a stun weapon.
Please don't title me with "kidnapping addiction"... I am exactly the opposite.

Oh, my comment was more of a tease than serious. I didn't mean to annoy you (but I can see how publishing a punishing pogrom, only to be second guessed would be annoying). I apologize for that. Your use of handles to keep them down showed true dedication, even more so as you don't generally care.

A quick "rule of thumb": You can probably afford to only bring back only a few captives from missions for research, if any. Interrogations take a while (especially at the beginning when there are many things to research and not many brainerz). The rest is nice to ransom, but that's not necessary at all. There are only a few "necessary multiple interrogations", usually engineers/pilots/medics and higher levels, not the grunts (grunts do give you interesting insight though, on stuff like personal armor). You can get by with scavenging weapons from enemies and primitive weapons you make for a while. Feel free to dispose of the others. Studying the body of the grunts often results in getting the armor and modifiers page, which is really handy in case you see them again, but it's not necessary.

I used to put a lot of emphasis on captures, but I have toned it down a fair amount in my game now. Why risk the life of the gals when the cells fill up faster than you can empty them usefully? Slaves are mostly a nice bonus and money is nice, but there's a lot of ways to get money.

Dioxine's trick of targeting the tile on which a body lays is a really good way to get rid of extra captives if you happen to stun dangerous/annoying stuff (chryssalids are the quintessential example). It is especially satisfying with a hammer :D
Title: Re: Let's play X-PirateZ [#07] Train Station of Doom
Post by: Meridian on November 21, 2015, 10:08:29 am
Uhm, how exactly can I do that? Shoot at the ground?

Yes, precisely.

They don't seem to scream when killed on the ground, is that OK or a bug?
Title: Re: Let's play X-PirateZ [#07] Train Station of Doom
Post by: Dioxine on November 21, 2015, 12:29:53 pm
Hmm... not sure. Are you positive they're dead? If so, I guess it's a bug. In actuality, I only know this mechanic works since several times my people died while laying on the ground, hit by stray bullets.
Title: Re: Let's play X-PirateZ [#07] Train Station of Doom
Post by: Meridian on November 21, 2015, 12:44:58 pm
Hmm... not sure. Are you positive they're dead? If so, I guess it's a bug. In actuality, I only know this mechanic works since several times my people died while laying on the ground, hit by stray bullets.

https://youtu.be/0_yNH0fDvTk

Here's a test... there is a small pause after the first hit of the second autoshot... maybe that's where the sound was supposed to be played?
Title: Re: Let's play X-PirateZ [#07] Train Station of Doom
Post by: Dioxine on November 21, 2015, 01:28:20 pm
Hm, quite possibly you're right. I've also noticed that enemies do not scream when they die out of Fatal Wounds, if they're unconscious (they scream when they burn alive, though, even if unconscious). Maybe if Yankes is reading this, he'll look into the matter. Or maybe it was intended? Reading this, I realize that screaming while unconscious sounds like an oxymoron... otoh it's useful info...
Title: Re: Let's play X-PirateZ [#07] Train Station of Doom
Post by: DracoGriffin on November 21, 2015, 01:52:39 pm
Just streamed a Base Defense against Star Gods and can confirm hitting unconscious units on the ground with weapon fire CAN kill them but does NOT trigger the death scream.

I was using Super Shooty Gun and auto fire had hit one of the unconscious units on the ground and I noticed morale spiked from 60-70~ range to 100. Not sure what time it was at in the stream though.
Title: Re: Let's play X-PirateZ [#07] Train Station of Doom
Post by: Yankes on November 21, 2015, 06:11:59 pm
Its very possible that they can't scream when someone cut they throat outs. Probably only when unit falling game play dying sound.
I think I can add this because of gameplay reasons.
Title: Re: Let's play X-PirateZ [#07] Train Station of Doom
Post by: Meridian on November 21, 2015, 06:15:38 pm
Is there a limit on number of days needed to recover from injuries?
Half of the health down means 30+ days in the infirmary for most of my gals... one gal even has 48 days to recover now... I mean there is really no reason to wait 48 days for me, even if they are super-soldiers... should I just be sacking them and buying new ones?

Its very possible that they can't scream when someone cut they throat outs. Probably only when unit falling game play dying sound.
I think I can add this because of gameplay reasons.

Not really necessary, but quite nice to have I guess.
Title: Re: Let's play X-PirateZ [#07] Train Station of Doom
Post by: Dioxine on November 21, 2015, 07:52:50 pm
Is there a limit on number of days needed to recover from injuries?

There's a Bootypedia article on that :3 But it's hard to find, and to cut to the chase: the number of days in hospital = random number from x*0.5 to x*1.5, where x is the amount of HP missing at the end of the mission. So if you lose eg. 40 HP, you will spend anywhere between 20 and 60 days in infirmary. Quite something, since the gals have more HPs than X-Com soldiers...

Also that's why you need new Barracks, soon - having half of your crew in hospital is normal for this mod. And, again - 48 days is nothing, with the mid-game starting around 1 year in.
Title: Re: Let's play X-PirateZ [#07] Train Station of Doom
Post by: Arthanor on November 21, 2015, 08:15:19 pm
Don't sack wounded gals! That's the peak of women exploitation! ;P

Recovery time can get ridiculous in Piratez. I've seen up to 76 days. But it was a good gal and their monthly salary is not expensive ($5k/month I think?) so it's not a big deal once you have more barracks. As Dioxine said, it is common for me too to have 1/3 to 1/2 of my gals wounded at the main base.

I actually have started to do a "gal rotation" on the Bonny, where I rarely take all my best gals at once. That way other gals can get some training, as well as some chance of getting hurt instead of my best, and I almost always have good gals to bring on missions.

Too bad there can't be a facility that decreases recovery time (something like each days count as 2?)
Title: Re: Let's play X-PirateZ [#07] Train Station of Doom
Post by: DracoGriffin on November 21, 2015, 08:25:13 pm
I have one for 93 days right now. :P

And yeah, Surgery Room could perform that function, Arthanor, but I thought Dioxine had stated in the past he wasn't interested in it.
Title: Re: Let's play X-PirateZ [#07] Train Station of Doom
Post by: Dioxine on November 21, 2015, 09:42:48 pm
More importantly, I've stated that it's currently impossible, as there is no code for such a thing. And gal rotation is cool anyway - more people will have their chance to appear :)
Title: Re: Let's play X-PirateZ [#07] Train Station of Doom
Post by: niculinux on November 21, 2015, 09:52:28 pm
54733Some clues for you, guys (https://openxcom.org/forum/index.php/topic,3626.msg54733.html#msg)  :D
Title: Re: Let's play X-PirateZ [#07] Train Station of Doom
Post by: Meridian on November 21, 2015, 09:55:37 pm
54733Some clues for you, guys (https://openxcom.org/forum/index.php/topic,3626.msg54733.html#msg)  :D

We are reading the forum you know... no need to cross-post everything.
Title: Re: Let's play X-PirateZ [#07] Train Station of Doom
Post by: niculinux on November 21, 2015, 10:47:39 pm
We are reading the forum you know... no need to cross-post everything.

Sorry, Meridina :,( hey, there is something new on the 0.96 update that will affect your playthrought i think (https://openxcom.org/forum/index.php/topic,4104.0/topicseen.html#msg54742)  :-\ (i think it isn't crossposting, it's linking at least, right?  :-[ )
Title: Re: Let's play X-PirateZ [#07] Train Station of Doom
Post by: Meridian on November 21, 2015, 10:51:29 pm
Sorry, Meridina :,( hey, there is something new on the 0.96 update that will affect your playthrought i think (https://openxcom.org/forum/index.php/topic,4104.0/topicseen.html#msg54742)  :-\ (i think it isn't crossposting, it's linking at least, right?  :-[ )

No problem. Feel free to link anything you like. Better more than less, this forum needs to stay alive, right?

As for the issue, I saw it and fixed it already earlier today myself.
Title: Re: Let's play X-PirateZ [#08] New Recruits
Post by: Meridian on November 23, 2015, 10:12:44 am
https://www.youtube.com/watch?v=tUsqNZJRghc

(https://i.ytimg.com/vi/tUsqNZJRghc/mqdefault.jpg)
Title: Re: Let's play X-PirateZ [#08] New Recruits
Post by: Boltgun on November 23, 2015, 12:45:39 pm
I'm with you with the comments about tips.

First because Piratez is quite open ended so you will not have the same tactic and also because it's not as fun if you have figured out everything. You are going to struggle again in the future but this pogrom gave you good lessons already I am sure we are going to see in effect soon.
Title: Re: Let's play X-PirateZ [#08] New Recruits
Post by: ivandogovich on November 23, 2015, 05:54:15 pm
Great episode so far! 

So much great research to get into.  :)

I agree with personal armor parts, its important.    I think Acids and Poisons should be fairly high priority too among other things. 

I'd get more hands asap.  The combat stress mechanic makes winning the battles quickly more important.  More gals equals more damage available per round, and more opportunity to get morale boost for killing baddies.  As far as I can see, stunned enemies (Ransom money, bro!) don't give you morale boosts, so that can make that stress battle more challenging if you are taking prisoners.

Loving this series!!
Title: Re: Let's play X-PirateZ [#08] New Recruits
Post by: Arthanor on November 23, 2015, 05:57:00 pm
Yup, stunning doesn't boost morale (or drop enemy morale) so there's a nice side incentive to killing enemies.
Title: Re: Let's play X-PirateZ [#08] New Recruits
Post by: Dioxine on November 23, 2015, 05:58:31 pm
From the Pogrom I think it is pretty obvious to everyone that Combat Stress is not a real problem for a good player, even on such a long and gruelling mission with many casaulties.
Title: Re: Let's play X-PirateZ [#08] New Recruits
Post by: ivandogovich on November 23, 2015, 06:04:43 pm
From the Pogrom I think it is pretty obvious to everyone that Combat Stress is not a real problem for a good player, even on such a long and gruelling mission with many casaulties.

Yup, the huge number of enemies helped!  I'm thinking of the huge map with a cave camper and a small crew looking all over for that last guy.  Maybe that can't happen.  Most likely its just that I'm not a very good player, so my cautious approach is a handicap.  As you point out, its probably unlikely that Meridian will have to deal with stress very much on his gals as they should be much more lethal than my bumbling crew. ;)
Title: Re: Let's play X-PirateZ [#08] New Recruits
Post by: Arthanor on November 23, 2015, 06:16:23 pm
Yeah, combat stress isn't much of an issue. There was some panicking, but really not all that much.

The only time it was an issue for me was in a pogrom with lots of buildings (commercial terrain, I think?) that are hard to access, one enemy I had stunned woke up behind my lines, I had no idea where and had to sweep the whole map again. Half the crew couldn't do it, but the other half managed to finish the mission.

As long as there are enemies to kill (2-3/turn), it's easy to compensate for the stress and 1-2 casualties. It's when the kills run out but the combat doesn't end that it gets tricky (I guess that's when you pull out the pirate flag).
Title: Re: Let's play X-PirateZ [#08] New Recruits
Post by: Dioxine on November 23, 2015, 06:31:51 pm
If all your gals are 40+ Bravery, even long missions like this aren't a problem anymore.
Title: Re: Let's play X-PirateZ [#08] New Recruits
Post by: ivandogovich on November 23, 2015, 06:54:12 pm
If all your gals are 40+ Bravery, even long missions like this aren't a problem anymore.

Does that mean you should sack anyone less than 40? (I've always hated that method).  Or is it reasonable to expect even your 10 bravery starters to improve up to 40 with decent experience?
Title: Re: Let's play X-PirateZ [#08] New Recruits
Post by: Dioxine on November 23, 2015, 07:18:26 pm
With combat stress, your low-Bravery gals will often take Morale checks and often improve (just look at the let's play - I think 2 out of 6 survivors raised their Bravery). Also, you can 'patch' bravery with proper outfits (some give as much as +30, and/or give extra Morale regen). Also, you don't need *everyone* to keep their cool all time. If a single gal out of a squad of 4 panics, it's not a big deal. Also, there is always the Handle and the Battle Flag :)
Title: Re: Let's play X-PirateZ : The Fabulous Five
Post by: ivandogovich on November 24, 2015, 07:26:27 pm
The streak accross the sky moved faster almost than the eye could see.  A distress call immediately cried out from Ground Zero.

One intrepid band of eleven Mutant Space Babe Pirates responded to the call. 

A ghastly collection of fifty fiendish foes confronted them.  Not one remained when the fighting was done.

Stunned and bleeding, the five survivors shook hands with the lone surviving citizen and boarded their craft in a daze. 

Their epic struggle ensured them a place in the Chronicles of Pirate Lore.

They would forever be known as The Fabulous Five.
(https://i.imgur.com/maNFrnH.png)
Title: Re: Let's play X-PirateZ [#08] New Recruits
Post by: Solarius Scorch on November 24, 2015, 07:48:29 pm
*with a voice of an old veteran on Victory Day* Thank you, young man. Thank you.
Title: Re: Let's play X-PirateZ [#08] New Recruits
Post by: Meridian on November 24, 2015, 08:14:44 pm
@Ivan: that's awesome!

@Dioxine: I'm just watching episode #09 (will be published tomorrow)... and it really looks like our girls have NV of 9 only, not 12 as it says in the bootypedia... can you confirm/disprove? For example at 31:00 Dana EagleEye will not see a guy until really close.... not much of an eagle eye :) Anyone else, or is it just me?
Title: Re: Let's play X-PirateZ [#08] New Recruits
Post by: Dioxine on November 24, 2015, 09:15:41 pm
A screenshot below, taken at night conditions, shows a gal who was walking towards that Guild Security and has just spotted him. You can clearly see the distance is over 9 tiles. She didn't see him when she was a tile further away from him.
Oh, yeah, and Night mission? I expect a lot of dead, especially amongst poor naked melee fighters :)
Title: Re: Let's play X-PirateZ [#08] New Recruits
Post by: Arthanor on November 24, 2015, 09:19:12 pm
I count 11 tiles forward, 4 tiles sideways. By Pythagoras' theorem, that's a distance of ~11.7 tiles, which is about the range 12 we are expecting. But that's not in pitch black. Are all those tiles considered to be in the dark?

Does darkness work like smoke? (ie a dark tile counts as 20/12 bright tile for a NV: 12 unit?) Is there varying degrees of darkness?
Title: Re: Let's play X-PirateZ [#08] New Recruits
Post by: Meridian on November 24, 2015, 09:23:20 pm
Found it :) It was because of the smoke... stupid me.

Oh, yeah, and Night mission? I expect a lot of dead, especially amongst poor naked melee fighters :)

Yeah, I gave a chance to Hunting rifle, X-Bow and Musket again... but after hitting the same enemy four or five times without any effect, I switched to melee and explosives again. No worries though, I'll keep trying... maybe some day.
Title: Re: Let's play X-PirateZ [#08] New Recruits
Post by: Dioxine on November 24, 2015, 09:24:49 pm
Don't call me a liar, Arthanor. It is maximum darkness. I just used the Desert map which allows the player to see the terrain even in total darkness, so you can see anything on the screenshot. Just check it for yourself. I can make a full photo-evidence of several situations, but honestly, that'd feel insulting.
The darkness is either total or not-darkness. Smoke is not related to NV at all. It is, however, related to 'normal' or 'day' vision; if you increase day vision (not supported yet), you'll be able to see further through the smoke.

@Meridian: You play the way you like it, that's what the modder wanted! And yeah, armored guys don't yield easily to starter firearms, I think we established that fact quite well - they're there to scare the player into using risky and/or expensive tactics :) Not everyone is armored, though :)
Title: Re: Let's play X-PirateZ [#08] New Recruits
Post by: Arthanor on November 24, 2015, 10:23:12 pm
Don't call me a liar, Arthanor.

Uh what? I'd not do that... I was saying it seems to work: I counted the tiles (11 and 4) and if you use Pythagoras' Theorem, it adds up to 11.7, which means you need nv 12 to see that guy.

The rest was actually just me asking how night vision works. Because I don't know... I was about to ask a whole bunch of questions, but then I think I can summarize it into one: Is the following true?

Regardless of the brightness of tiles between you and your target:
- If your target is in a dark tile, you will see it in X tiles, where X is your night vision value (ie 12 tiles for unarmored gals in piratez, 9 for soldiers in vanilla).
- If your target is in a bright tile, you will see it in Y tiles, where Y is your day vision value (20 for everything?)

That's why I was asking if it was like smoke (which has a rather complex mechanic depending on tiles between you and your target). But it seems it isn't (and is a much easier mechanic).
Title: Re: Let's play X-PirateZ [#08] New Recruits
Post by: Dioxine on November 24, 2015, 10:36:04 pm
Regardless of the brightness of tiles between you and your target:
- If your target is in a dark tile, you will see it in X tiles, where X is your night vision value (ie 12 tiles for unarmored gals in piratez, 9 for soldiers in vanilla).
- If your target is in a bright tile, you will see it in Y tiles, where Y is your day vision value (20 for everything?)

Sorry for over-reacting, but I thought you implied the target wasn't in total darkness. It was.
So it works like that (from my experiments):
- The light level can go from 0 (total dark) to 15 (full brigth).
- Light level 0-5 is considered 'darkness'. Light level 6-15 is considered 'bright' (so light sources of Power 5 won't give you away).
- In 'dark' maps, Light diminishes by 1 'luminosity' each tile from a light source.
- Flashlights add a Power 15 Light Source on top of all your soldiers.
- Anyone standing on a 'bright' tile will be visible from 20 tiles away
- Anyone standing in 'darkness' will be only visible up to the looker's NV range.

So yes, you are generally correct on your assumptions.
Title: Re: Let's play X-PirateZ [#08] New Recruits
Post by: Arthanor on November 24, 2015, 10:47:33 pm
No worries :) Although they are the best we have, forums are far from a perfect mean of communication. It's all too easy to read accusations/insults, but it's all too rare to read apologies, kudos!

Thanks for the explanation and confirming that only the illumination of the target matters. That makes sense. I've had situations where you can walk a gal up the field, and suddenly another gal spots an enemy because he got illuminated and stands within 20, even though she didn't see it before because he was standing beyond night vision range.
Title: Re: Let's play X-PirateZ [#09] Bow Master
Post by: Meridian on November 25, 2015, 10:04:32 am
https://www.youtube.com/watch?v=IizJ0GzmqTg

(https://i.ytimg.com/vi/IizJ0GzmqTg/mqdefault.jpg)
Title: Re: Let's play X-PirateZ [#09] Bow Master
Post by: Meridian on November 25, 2015, 08:47:10 pm
Just had a Base Defense in a parallel "training" game.
These guys come with plasma weapons, blaster launchers and psi?

I lost even after they killed 20+ of their own with missed blaster bombs... no way I'm shooting down any ships until year 2602.
Title: Re: Let's play X-PirateZ [#09] Bow Master
Post by: ivandogovich on November 25, 2015, 08:54:43 pm
Yup, those early base defenses are no joke.  I think I was pretty lucky dropping that Power Armored Guildmaster with the hammer/ax in my playthrough.  Extensive use of hidey holes helped.

Just an aside:  Should you face a similar mission with similar result in this campaign, will you refight it, or call the campaign quits and pick it up again later?
Title: Re: Let's play X-PirateZ [#09] Bow Master
Post by: Meridian on November 25, 2015, 09:08:20 pm
That's a very good question.

I will not re-fight it. Either I will start a new campaign from the start (on a lower difficulty, with less ridiculous chance to spawn retaliations) or start with a different mod (looking at Redux for a few weeks already).

Also, I remember Warboy did something to partially un-hardcore retaliation percentages, not sure exactly what it was. I could have a look at that and cheat a bit.
Title: Re: Let's play X-PirateZ [#09] Bow Master
Post by: Arthanor on November 25, 2015, 09:22:04 pm
It all depends on the faction that attacks your base. Sometimes it can be a faction with squishy soldiers and not great morale, which means you can kill a bunch (rocket launchers or panzerfausts and especially baby nukes in the hangar on T1 works well) and have them panic, then using Ivan's hiding/suicide tactics, you can take out the last few armored guys. It's not an easy fight, but it's doable. On BlackBeard at least.. at your difficulty levels, the spawn numbers are kind of crazy.
Title: Re: Let's play X-PirateZ [#09] Bow Master
Post by: Meridian on November 25, 2015, 09:56:59 pm
"Nuking" hangars was my favourite chill-out activity in original Xcom... but since FMP (and I believe PirateZ too) gave them storage space... you can't do this without destroying your precious(!) stuff. Unless it is a fight for very survival (i.e. last base), it's not worth it.
Title: Re: Let's play X-PirateZ [#09] Bow Master
Post by: Arthanor on November 25, 2015, 09:59:16 pm
Did your hangar spawn with stuff in it? My hangars spawn empty..?!

There was a version of Piratez with stuff all over the hangars and it was indeed a good disincentive for nuking hangars, but I haven't had that issue in a while. I think loot is restricted to 2nd floor tiles or something on base defenses, so the runts must clean up the hangars when they evacuate the base.
Title: Re: Let's play X-PirateZ [#09] Bow Master
Post by: Meridian on November 25, 2015, 10:01:53 pm
Did your hangar spawn with stuff in it? My hangars spawn empty..?!

I didn't have the luxury to get to my (single) hangar... I was slaughtered long before that. I just read in the Bootypedia they have some storage space.
Title: Re: Let's play X-PirateZ [#09] Bow Master
Post by: Arthanor on November 25, 2015, 10:16:07 pm
They do, but luckily my runts clean up before running out. Hopefully yours do too! I've had numerous hideout defences and always nuke the hangars if possible to speed things up (I have a few spare baby nukes from taking out supply ships before I came to the conclusion that it wasn't really worth the trouble). Never had a huge list of missing items at the end of the battle because of that (nor did I notice extra empty space or anything; in fact I often run out of space from all the loot!)

Of course, if you put your elevator between your hangar and other stuff, it gets in the way of nukin'! That's why I build my hideout differently (https://www.ufopaedia.org/index.php?title=User:Arthanor/Sandbox/base).

Also, if you faced psi, you probably faced one of the worst starting factions for base defenses. Most factions don't have psi, or overly scary terror units. But a few factions have both..!
Title: Re: Let's play X-PirateZ [#09] Bow Master
Post by: Dioxine on November 25, 2015, 10:21:26 pm
Just just need a horde of soldiers (20+), some flamethrowers and good melee, plus lots of explosives to beat off a base invasion. Ivan managed to do it (with heavy losses), are you less skilled? :) But refraining from shooting at shippings until a few months in isn't a bad idea, not bad at all. You can still shoot them down more or less safely when they're on other continents.
Also base defence facilities are no longer useless, the first one you will find will have a good chance to down 20% of invading ships. To get that number to 40-50% you'll need more defences, though :)
Title: Re: Let's play X-PirateZ [#09] Bow Master
Post by: Arthanor on November 25, 2015, 10:39:56 pm
Was Ivan playing Jack Sparrow though? The extra armor, stats (psi related ones especially since a few more points can mean a lot more power), and most importantly extra spawns can make a big difference.

Not shooting down UFOs at first works well indeed. Many land any ways, you get more fuel, more loot (engines are worth a lot) and you don't risk the Bonny. Shipping can easily damage her and since repair happens before refuel, you can actually "run out of fuel" because the runts are too distracted to refuel.
Title: Re: Let's play X-PirateZ [#09] Bow Master
Post by: ivandogovich on November 25, 2015, 10:43:28 pm
I certainly wasn't playing Jack Sparrow. XD  Too rich for my blood.   I think it was Blackbeard, but I agree that for an LP, the greater number / toughness of the enemies can certainly make the battles longer and more grueling. 
Title: Re: Let's play X-PirateZ [#09] Bow Master
Post by: Meridian on November 25, 2015, 10:46:59 pm
@Dioxine: Yeah, I will stock up on heavy stuff, just in case.

Btw. what are the options of fighting on other continents early game?

a/ scouting with Bonaventura seems like a huge waste of fuel
b/ building an outpost is expensive and it has a rather small radar range
c/ pigeons are probably not fast enough to get to a landed ship?

Other options?

Also, in the meantime, I tried out all the weapons I have available... didn't find anything better than a hammer ;-) but there are a few nice surprises, which I will try to put into my inventory.

Lastly, I didn't get the idea of Battle Flag... in what situation should I use it? It gives morale in AOE, but only if the user has a lot of morale... and it drops the morale of the user. When my gals will be running around panicked like crazy AOE is useless... and trading morale on one girl just to give it to one other girl seems not useful.

And, how does a rope work? Smoke damage? Is that stun damage or something different? Also I don't understand it's special ability [Stamina 200% ?].
Title: Re: Let's play X-PirateZ [#09] Bow Master
Post by: Arthanor on November 26, 2015, 12:13:27 am
Scouting is difficult early on. You can buy a pigeon, but it is too slow to really follow shipping. I sent mine empty on patrols, then as soon as it finds something, send the Bonny to it since it is faster and has more gals for the upcoming battle. I would not advise scouting with the Bonny, but if you were to build a Hunter-Killer, it has better radar and more mileage so it is a bit more efficient. It is also fast enough to track shipping to their landing spot.

For me, outposts are for building a minimalist base where you can resupply your scouting crafts. You want to resupply as locally as possible as you don't want to have them cross half the globe and waste fuel.

If you pursue your interest in finding shipping, you can discover other crafts that are much better at long term patrolling. (This is a high priority for me, since, as you said, building proper radar bases is too expensive, and scouting with nuclear fuelled crafts is hard to manage.)

Hammer + beer is indeed the best, since it can't miss even if you use it one-handed, has the best damage and the beer compensates for the heavy stamina use. Eventually, your gals will be good enough that cutlasses and billhooks are worth it. Also, hammer causes reactions because it's a "gun", whereas melee doesn't. On enemies with high TUs, this can mean death if somehow your hammer blow doesn't kill them (likely on power armored enemies/very high HP/concussive resistant).

If the gals are panicking, the flag won't save you. It is supposed to be used before your gals panic, so that you don't get in trouble. You might be able to keep the flag weaver within the area of the flag and give her morale too, to compensate for the loss? Basically, picture a medieval unit all ranked up around their flag, I think that's how it is best used. Of course, once the enemy brings out the explosives, that doesn't go so well. Best solution to morale is still killing enemies.

I'm not sure how rope works because I haven't tried it yet either. But the smoke damage means that it does stun damage, but applies smoke resist instead and ignores armor. So against a power armored dude, a rope is useless (because of the resist). If you have a high armor but low smoke resist unit (power armor dude who took his helmet off?) then it'd still work fine because it doesn't care about armor. The special ability subtract twice the damage inflicted from stamina also. So if the target wakes up, they should be low on stamina and they won't run too far (representing them being tied up).
Title: Re: Let's play X-PirateZ [#09] Bow Master
Post by: Dioxine on November 26, 2015, 12:31:25 am
Yeah, I really have nothing to add, Arthanor may know more about the practical side of Piratez than myself :) Well, one thing: the battle flag doesn't restore Morale expended on use, that'd be rather exploitable. The wielder will probably panic, unless very high Bravery (like 90 or 100?) allows her to get above 50 Morale within one turn, thus avoiding Bravery check. But anyone who retreated to the Flag should be refilled. The radius is for now bugged at flat 2 tiles, but it will be repaired in the next version.
Title: Re: Let's play X-PirateZ [#09] Bow Master
Post by: DracoGriffin on November 26, 2015, 01:17:29 am
This is probably not proper but I'd suggest checking out my videos on YouTube if you can't catch my live stream, Meridian.

Pigeons are great mobile radar stations (essentially position based on country/continent activity scores) until you can get the upgrade for it. (Trying to avoid spoilers)

Your first 1-2 extra hideouts should basically be: Outpost, Still, Hangar. (10 runts to make Grog, and at least 1 Pigeon)

Hunter-Killers are not worth it unless you are having a bad 2-3 first months, then by mid first year, you will need interceptors, so build one then if you haven't unlocked any others.

Rope is completely useless; I have not found any proper use for it, especially since it ends up killing everything instead of stunning. Cattle Prods all the way.

Battle Flag is also extremely useless; like you said, it's dumb that it consumes the user's morale with minimal range, so you essentially trade one panicked pirate for another. The ONLY thing it's good for is cheesing/gaming Bravery checks to improve your pirates' Bravery. Have a 10 Bravery Gal? Stick her with the Battle Flag and stick her on the Bonnie and keep waving it each mission until she levels up Bravery to like 50 or more. So just like throwing flares for Throwing Accuracy, Battle Flag is for increasing Bravery basically (is how I see, haven't abused it on stream yet, but I have off-stream campaigns).

I'd highly suggest checking out my videos though because I am playing rather recklessly at times due to streaming (don't feel like boring people by taking 20+ turns to attack "just right") and still doing rather well (playing on Blackbeard/Veteran difficulty). However, Piratez heavily relies on RNG on how a campaign can go: it can be a breeze or it can become a slogfest.

Lastly, Piratez doesn't get truly interesting until you hit mid-game now: decent armors (Defender/Full Plate/etc) and after Back to School (unlocks some facilities) and then enemy factions start swarming the air with ships.
Title: Re: Let's play X-PirateZ [#09] Bow Master
Post by: ivandogovich on November 26, 2015, 01:27:14 am
This is probably not proper but I'd suggest checking out my videos on YouTube if you can't catch my live stream, <snip>

Can you post your channel in : https://openxcom.org/forum/index.php/board,15.0.html  the playthroughs board? :)
Title: Re: Let's play X-PirateZ [#09] Bow Master
Post by: Dioxine on November 26, 2015, 01:29:10 am
like you said, it's dumb that it consumes the user's morale with minimal range

Sorry, I'm too dumb to change that :P
Title: Re: Let's play X-PirateZ [#09] Bow Master
Post by: Arthanor on November 26, 2015, 01:30:07 am
Yeah, I really have nothing to add, Arthanor may know more about the practical side of Piratez than myself :) Well, one thing: the battle flag doesn't restore Morale expended on use, that'd be rather exploitable. The wielder will probably panic, unless very high Bravery (like 90 or 100?) allows her to get above 50 Morale within one turn, thus avoiding Bravery check. But anyone who retreated to the Flag should be refilled. The radius is for now bugged at flat 2 tiles, but it will be repaired in the next version.
Well, that's high praise! Thank you :D

I thought it could restore some morale, with the idea that you lose some for waving it, but gain some for being in the area, so you remain about the same, whereas other gals gain morale. If it panics the user, then I'd have to agree with Draco. I haven't tried the flag myself (wasn't in my starting inventory, don't think I can make another one!? didn't care to cheat one into my save) as I make enough kill/turns to not worry.

I agree with most of what Draco said. I also don't use the rope, it seems a lot more useful to just stand by a target with a cattle prod (don't restun with fistycuffs, you're likely to kill the target. Happened to me too many times :'(). There are a few enemies that you can't stun with a cattleprod though, so for those it might be worth it? Hopefully we get an equivalent to the tranquilizer mod for Piratez that takes care of baby sitting prisoners. It is not a very interesting part of gameplay to me.

I wouldn't build Stills on new outposts, that's a big investment and to me building more outposts is more valuable than 10 runts making alcool. If I build a still, it is on a base with at least 1 workshop where it can produce a decent amount.

I also think the HK is worth it even early on. It's not super expensive and it's faster than a pigeon, but it does use nuclear fuel so it's not for patrolling as much as for following. I also use mine to quickly check what a newly found shipping is, before getting a decoder (some shippings are not worth following because they don't land/you can't take them on in the air or on land). It gets to shippings faster than the Bonny and using less fuel. And pigeons have pretty much no hopes of catching up, they're for patrols only.
Title: Re: Let's play X-PirateZ [#09] Bow Master
Post by: Dioxine on November 26, 2015, 01:45:07 am
I thought it could restore some morale, with the idea that you lose some for waving it, but gain some for being in the area, so you remain about the same, whereas other gals gain morale. If it panics the user, then I'd have to agree with Draco. I haven't tried the flag myself (wasn't in my starting inventory, don't think I can make another one!? didn't care to cheat one into my save) as I make enough kill/turns to not worry.

The idea is that only high-Bravery (80 is almost 100% safe, as I calculated) gals are good for waving the flag as intended, the rest can be train-abused by it if you really want, but will be ill-fitted to any proper use of the flag, as not only they will produce little effect, they will panic (too cowardly to be worthy of using this sacred artifact!). Also, using the flag needs to cost something, something valuable (Nothing Is For Free, remember it), and Energy & Stun are too easy to refill with beer. You cannot however refill Morale that easily.

Yes you will be able to build more, & there is an improved (hard to get) version.

As for usefulness, it can be really useful for large, long sieges. Seeing how Meridian plays, he won't ever need that thing :) But some players will like it a lot, I think.
Title: Re: Let's play X-PirateZ [#09] Bow Master
Post by: Arthanor on November 26, 2015, 02:06:11 am
I guess it makes sense for a brave gal to be really inspiring, and a cowardly one to fail at inspiring others (and then panic because it's all going to hell!). Fair enough!
Title: Re: Let's play X-PirateZ [#09] Bow Master
Post by: DracoGriffin on November 26, 2015, 02:27:26 am
Well, that's high praise! Thank you :D

I thought it could restore some morale, with the idea that you lose some for waving it, but gain some for being in the area, so you remain about the same, whereas other gals gain morale. If it panics the user, then I'd have to agree with Draco. I haven't tried the flag myself (wasn't in my starting inventory, don't think I can make another one!? didn't care to cheat one into my save) as I make enough kill/turns to not worry.

I wouldn't build Stills on new outposts, that's a big investment and to me building more outposts is more valuable than 10 runts making alcool. If I build a still, it is on a base with at least 1 workshop where it can produce a decent amount.

I also think the HK is worth it even early on. It's not super expensive and it's faster than a pigeon, but it does use nuclear fuel so it's not for patrolling as much as for following. I also use mine to quickly check what a newly found shipping is, before getting a decoder (some shippings are not worth following because they don't land/you can't take them on in the air or on land). It gets to shippings faster than the Bonny and using less fuel. And pigeons have pretty much no hopes of catching up, they're for patrols only.

Flag has a somewhat very odd material to make. And the upgrade will probably be 99% never seen due to the research requirements.

Stills are great as 10 runts earns 32k a month on X-Grog, then you just slowly expand into Large Barracks / Workshop. 40 Runts jumps profitability to 294k a month. However, there is nothing wrong with having an early mobile radar hideout (Zeppelin Hideout (https://www.ufopaedia.org/index.php?title=Hideouts_%28Piratez%29#Hideouts)) instead, like you are suggesting.

Bonnie should be used to identify vessels early game (so as to already be able to intercept if they land rather than trying to find them/taking off right before Bonaventura arrives), and Hunter-Killer's speed and toughness is rather low. However, the next interceptor (Predator) has a good amount of toughness, dodge, and speed that it can be used throughout the entire game. And if you are unlucky as I have been, ship engines were extremely rare for awhile. And I would never suggest Pigeon to intercept or chase... it is merely meant to be set on a country/continent that has shipping activity and detect shippings (like a base). Decoders can be tricky as well, depending on if you get the right faction and capture.
Title: Re: Let's play X-PirateZ [#09] Bow Master
Post by: Arthanor on November 26, 2015, 04:31:51 am
My HK has served me well, and outfitted with long range stuff, should be able to add a bit of power to interception later as well. In general though, I feel like interception are less needed in Piratez, since many things land. What you need is to be able to find and follow shippings until they land. Often, what doesn't land are nasty ships with nasty crew, but occasionally they are really valuable ships. Oh well.. depends on the situation/money/playstyle ;)

If you intend to eventually build up a base into a money making booze factory, then building a still there early makes sense, yes. But generally, the costs are:

Initial costs:
- Building the still: 900k
- Building the outpost: 150k
- 10 Runts: 50k
= 950k initial investment


Recurring costs/benefits:
- Still + outpost maintenance: 15k
- Runts salary: 25k
- 5,399 profit per grog barrel
- 30.5 days/month * 24 hours/day * 10 runts / 240 Runt-hours per barrels = 30 barrels/month
= 165k - 40k = 125k profit/month


That's 7.6 months for the 10 runts to repay the initial investment. Not trivial, and there are a lot of things to spend a million on early in Piratez. Building/expanding a booze factory is a great thing to do for leftover money (when you have enough for next month's Income - Maintenance and a safety cushion), as eventually it will just "make money out of nothing", but the initial investment is steep.

Even with a workshop + 1/4 large living quarter, you get:
Initial costs: 800k+375k=1,175k
Profit/month: 495k grog profit - 75k salary - 82.5k maintenance/salary = ~340k/month
~3.5 months to repay the investment.


Since you start with a Still and a workshop already built at your first base, I usually prefer to expand on that. The initial cost is barely higher (even if you build two barracks, as you probably would to get extra hands + runts early on), you repay it faster and make a lot more money from it later and benefit from increased manufacturing power in the main base for when you need new craft/weapons/armors instead of spreading that to another base. Finally, if a small outpost gets a retaliation, it's likely dead unless you (ab)use baby nukes, your main base you should be able to save.

Later, well.. later the world is your oyster :D
Title: Re: Let's play X-PirateZ [#09] Bow Master
Post by: SIMON on November 26, 2015, 05:18:35 pm
Really enjoying the lp atm, if and when you get down the list of players to me again can I have the same character resurrected, same name, same hairdo but I think if she has high strength and decent throwing I would like her to run around with a hammer and lots of explosives, a bottle of vodka is a must as well.
Title: Re: Let's play X-PirateZ [#10] Tactical Vests
Post by: Meridian on November 27, 2015, 09:08:42 am
https://www.youtube.com/watch?v=F9F7Lo6o1EY

(https://i.ytimg.com/vi/F9F7Lo6o1EY/mqdefault.jpg)
Title: Re: Let's play X-PirateZ [#10] Tactical Vests
Post by: Arthanor on November 27, 2015, 05:04:00 pm
Nicely done again Capt'n!

One "trick", one hint and one response:

1 - When storming those UFOs, I found it very convenient to have a gal with a flamethrower cook all the enemies inside. Flames don't break stuff, so you don't have to worry about loot like you would with explosives, and the AI doesn't like standing in it, so some tend to come out, but in a more scattered way (since they need to walk in the fire to get out), which means it is a bit safer to approach. If they don't come out, apply more fire :D Eventually, because of the combination of smoke and burns and running around/out, the enemy will be weak enough you can storm what's left.

2 - Many guns are not worth selling for money. The runts aren't great at building precision parts to make fancy cool guns, but eventually they will be able to scavenge parts from multiple guns to build a fancier version. It's worth holding on to "random guns" (anything you can't buy on the black market) even if you don't think you will use them in battle. Also, sometimes the brainerz discover new things that old guns can shoot.

3 - You asked for advice on what to do next. My take on it is: Build an extra workshop and a living quarter to house runts and also more gals. We need many gals to ensure the Bonny is fully crewed with the kind of injury rate we have. And fully man the existing workshop if it's not done yet.

Piratez is a money game. You pay a lot for maintenance and you need to invest to build, which in turn increases your maintenance. Looting is great for getting initial investment money, but booze-making is central to making a sustainable enterprise. Some months can by too hot (only shipping you don't want to take on) or completely dry (shipping in regions you can't see), you need to be able to balance the budget any ways. If you build up your booze adventure enough, it can be a "runaway money train", since more production = more money = more investment = even more production = even more money and so on.

Of course, some of that more money should be invested elsewhere once the budget looks good: moar brainerz! And maybe a pigeon hideout to remote scouting, but both are longer term. Getting the money train started and Bonny crewed are more important.
Title: Re: Let's play X-PirateZ [#10] Tactical Vests
Post by: Meridian on November 27, 2015, 05:11:28 pm
The problem is, I will probably drink all that alcohol myself ;-) Maybe I can post a few gals guarding the booze day and night...
Title: Re: Let's play X-PirateZ [#10] Tactical Vests
Post by: Arthanor on November 27, 2015, 05:25:08 pm
haha! The best way to success is not the easiest ;) Maybe a big after-mission party could satisfy drinking needs and then the rest of the production goes for sales? Those grog barrels are pretty big!
Title: Re: Let's play X-PirateZ [#10] Tactical Vests
Post by: Dioxine on November 28, 2015, 02:47:03 am
Well, since you said VIPs will be ressurected at some point in the future, I'll let you know what I want in advance. Dead should stay dead, so new name: Paradox Girl, looks 12 (redhead), preferably high Reactions, prefered weapons - shotgun-types & grenades, unless can't handle, pistol + stunner/machete then.
Title: Re: Let's play X-PirateZ [#10] Tactical Vests
Post by: Meridian on November 28, 2015, 08:30:52 am
Well, since you said VIPs will be ressurected at some point in the future, I'll let you know what I want in advance. Dead should stay dead, so new name: Paradox Girl, looks 12 (redhead), preferably high Reactions, prefered weapons - shotgun-types & grenades, unless can't handle, pistol + stunner/machete then.

I was afraid you'd say that :( I really don't know what to do with shotguns. They are inaccurate and weak. From 5+ tiles you can't hit even a very big UFO, so you have to come closer... and if you can run to 5 tiles away from the enemy, then you can also go the whole way and hack and slash them face to face with (much more powerful) melee weapons. If you recall, I gave you a blunderbuss in the first mission, but your first shot (from 4-5 tiles distance) was a partial miss and probably did zero damage anyway, the second shot was a complete miss. That's why I gave you a hammer in the next mission, I wanted you to actually kill something. I will of course give you a shotgun, if you'll have the strength for it, but expect that I don't know how to use them and you may end up just running around like a headless chicken.

Now, on paper, this is the weakest Pogrom faction one could face.

I just finished watching Draco's first episode.
His Pogrom had only pureblood-looking guys in brown and blue clothes, pretty squishy as far as I can say... and NO terror units. (Not counting the fact that there were only 22 of them instead of 47 due to difficulty level)
How was my Pogrom easier on paper??
Title: Re: Let's play X-PirateZ [#10] Tactical Vests
Post by: Dioxine on November 28, 2015, 10:40:03 am
They had much better guns (also accuracy and reactions) than your enemies, simple as that (no armored cars though). They also had grenades. You'd fare better against them, as they had much fewer shotguns, but so Draco would fare better against Bandits than you did, IMO - he'd just mow them down. Also, Draco is playing on Blackbeard and he had to fight like, half or even less of what you'd face on Jack Sparrow.

As for shotguns, target selection is important. Don't try to kill armored people unless with good ammo. Otherwise, the shotgun is much like a hammer, but you shoot from 4-10 (later more) tiles away and can always bail out. The main difference is, the user usually survives :) I think the Bandits have shown you how to use shotguns in a rather picturesque manner :) Shotgun wielders have to carry something with good range and armor penetration, too - like bombs or grenades. However the armor penetration issue is less pressing once you get good solid slugs for shotguns, they usually out-damage rifles.
Title: Re: Let's play X-PirateZ [#10] Tactical Vests
Post by: Meridian on November 28, 2015, 11:04:00 am
Yeah, we should have "exchanged" our first pogroms :)
I couldn't care less about their accuracy and reactions, and my opponents had a lot of grenades too (thank god, I made a good use of them).

REALLY nice to hear that shotguns will get more powerful ammo... for now, I can kill squishy enemies with just about everything (shotguns having the worst "damage * accuracy over distance / movement required" ratio from all weapons) so if I cannot use them against armored guys, they're just a decoration in my armory.

PS: "Otherwise, the shotgun is much like a hammer, ..." -- heresy! With hammer, you kill them and survive. With shotgun you tickle them and die ;-)
Title: Re: Let's play X-PirateZ [#10] Tactical Vests
Post by: DracoGriffin on November 28, 2015, 01:09:43 pm
I'll just throw my hat in real quick regarding shotguns: there is an extremely good shotgun that you can get in the first month if you are lucky with faction RNG. I usually use it as a training tool for poor shots, even into the mid-game.

I'm sure you'll discover it as well soon enough, Meridian.
Title: Re: Let's play X-PirateZ [#10] Tactical Vests
Post by: Arthanor on November 28, 2015, 03:23:27 pm
Shotgun for unarmoured targets plus bombs for armored one can make a good short-range specialist. It's a risky job, but less so than melee since it doesn't use stamina and works from a bit closer so it's easier to retreat if the enemy didn't die.

Piratez is a great mod for having to learn how to use new tactics.
Title: Re: Let's play X-PirateZ [#10] Tactical Vests
Post by: Dioxine on November 28, 2015, 05:44:20 pm
PS: "Otherwise, the shotgun is much like a hammer, ..." -- heresy! With hammer, you kill them and survive. With shotgun you tickle them and die ;-)

With shotgun, you sometimes kill them and usually survive. With hammer you always kill and always die :)

I won't criticize heavy melee emphasis - after all, it was my own idea to make this mod so melee-heavy, and I love melee and initiative. However, since then, I've made updates to make melee not the only true way, just one of many (even the magical hammer has its unassailable place - there's no other thing to safely clear an elevator!). The main shortcoming of melee is that you assault into the unknown. It guarantees that who needs to die, will die, but there can be more enemies whom you haven't noticed, so it's always risky... But for this to even work, guns need to be weaker (else who'd stop you from gun melee, run up & burst from 1 tile away).

In the last pogrom, there were 6 dead pirates. 1 died from a blood hound, 1 from an AoE pistol, 4 from shotguns... tanks and grenades did little...
Title: Re: Let's play X-PirateZ [#10] Tactical Vests
Post by: Meridian on November 28, 2015, 06:41:04 pm
4 from shotguns...

Which weapon was that? I should have it in my vaults now, no?
Title: Re: Let's play X-PirateZ [#10] Tactical Vests
Post by: Solarius Scorch on November 28, 2015, 07:49:52 pm
Which weapon was that? I should have it in my vaults now, no?

The Highwayman killed three with, I think, a sawed-off - a type of shotgun.

(Even after so many days I can't stop thinking about this guy as the "killer on the road" that Jim Morrison sang about in Riders on the Storm.)
Title: Re: Let's play X-PirateZ [#10] Tactical Vests
Post by: Meridian on November 29, 2015, 07:35:12 pm
So, I have again done more episodes than usual (damn this game is addictive), so there will be a small change of schedule:

MO: ep #11 Warrior Peggy
TU: ep #12 Tools & Blades
WE: ep #13 Cyberdiscs
TH: ep #14 More Cyberdiscs
FR, SA, SU: ---

Good luck!
Title: Re: Let's play X-PirateZ [#10] Tactical Vests
Post by: DracoGriffin on November 29, 2015, 09:30:13 pm
So, I have again done more episodes than usual (damn this game is addictive), so there will be a small change of schedule:

MO: ep #11 Warrior Peggy
TU: ep #12 Tools & Blades
WE: ep #13 Cyberdiscs
TH: ep #14 More Cyberdiscs
FR, SA, SU: ---

Good luck!

Oh god yes. I am always so tempted to play off-stream but I'm finally reaching the blind portion of my "semi-blind" playthrough, which I believe is much more fun for viewers, like yours!
Title: Re: Let's play X-PirateZ [#11] Warrior Peggy
Post by: Meridian on November 30, 2015, 09:33:45 am
https://www.youtube.com/watch?v=511G8bYm7Ms

(https://i.ytimg.com/vi/511G8bYm7Ms/mqdefault.jpg)

PS: sorry for FPS drop at 53:00, something when wrong during the recording
PS2: sorry for forgetting to mention your channel Draco, I'll do it in ep #16, if I don't forget again :(
Title: Re: Let's play X-PirateZ [#12] Tools & Blades
Post by: Meridian on December 01, 2015, 08:25:14 am
https://www.youtube.com/watch?v=nEvYwJ0mIAc

(https://i.ytimg.com/vi/nEvYwJ0mIAc/mqdefault.jpg)
Title: Re: Let's play X-PirateZ [#12] Tools & Blades
Post by: Bloax on December 01, 2015, 12:52:14 pm
You seem to be very hesitant to let bad troops handle rather safe kills. :-)
Title: Re: Let's play X-PirateZ [#12] Tools & Blades
Post by: Boltgun on December 01, 2015, 01:19:20 pm
It's always fun to watch other LP because there is so many different ways to handle the situation.

I lose a lot of gals to reaction fire and it never occurred to me to have an armored gal move left and right to exhaust them.
Title: Re: Let's play X-PirateZ [#12] Tools & Blades
Post by: Dioxine on December 01, 2015, 03:17:18 pm
Oh, everyone plays differently. I think Piratez is drawing his best from Meridian. His play is a dance, every step measured, the flow controlled, every detail important, his enemies dying artistically, he's always emphasizing raw damage over anything else, and using his well-honed dancer's moves to deliver that damage to the target.

Draco's play, in comparison, is war. He's berserking, a calm rage, he omits details in favor of general tactics (flanking, defence, not overextending oneself too much), he just plows forward with unyielding spirit and determination, mowing his oposition down, his enemies dying to the pressure of endless bullets and mortar shells. He's emphasizing pressure over raw damage. Just like a gun seems a special-use weapon for Meridian, so for Draco, grenade and melee are special-use weapons. Another big advantage of Draco is that he never fights with the in-game reality, he accepts it fully and fights the enemy instead.

Solar is the third person I've seen play Piratez, and his style is yet different, closer to Draco but still different - for example, he removes the safeguard of 'save TUs for Snap Shot' button, a thing Draco always has on, to, presumably, put a healthy safeguard on his rage :) Solar is more into massed thrusts into one direction, instead of advancing frontline, thus his heavier use of shock troops (melee & shotguns & bombs), and a bit less emphasis on armor. His enemies die either to massed assaults or heavy support fire - and his heavy support advances just behind the shock troops, thus some of his heavies wear heavy armor.

As for myself, well, it's hard to judge oneself. I think I'm somewhere between Solar and Meridian. I like to dance, I don't trust Reactions, but I never completely neglect mass.

As for Boltgun, I have no idea, I haven't seen him live, but he's most likely a Beast. Only a Beast can bring down a Battleship with 2 Predators armed with glorified peashooters :)

Oh and a bonus for the initiated :) :
Meridian: Emperor's Children
Draco: Chaos Undivided with emphasis on Khorne, and almost no trace of Slaanesh; Black Legion?
Solar: World Eaters + Death Guard
Me: Emperor's Children + Death Guard
Boltgun: Possibly Night Lords?
Hobbes: Almost surely Thousand Sons
Title: Re: Let's play X-PirateZ [#12] Tools & Blades
Post by: Boltgun on December 01, 2015, 03:37:46 pm
I'll try to make a recording. I may be a pain to listen because my english is bad, but we may never know if I never try.
Title: Re: Let's play X-PirateZ [#12] Tools & Blades
Post by: Dioxine on December 01, 2015, 03:51:18 pm
I bet no worse than mine, as you could hear on those 2 videos I've published with Solar :)

Oh yeah, and an addition:
Hellrazor: has to be Iron Warriors :)
Title: Re: Let's play X-PirateZ [#12] Tools & Blades
Post by: DracoGriffin on December 01, 2015, 03:52:33 pm
Oh Dioxine, such high praises! I'm not even sure how to reflect on that other than a very humbled 'Thank you'.
Title: Re: Let's play X-PirateZ [#12] Tools & Blades
Post by: Dioxine on December 01, 2015, 04:07:42 pm
Why, you're a good XCom player, I'm just speaking my mind. Although you may consider 2 details, mistakes probably bred from ignorance:

- Tossing flares or items no longer trains Throwing, this was removed from OXCom since Warboy considers it a stupid exploit (And I fully support him on this!). You need to use grenades. HOWEVER, since unconscious units in OXCE can be targeted, and since they take damage from smoke, smoking their asses WILL train your throwing (and make much less likely that they'll stand up).
- Storing ammo in backpack. Good in OXC, bad in OXCE, since the cost of moving the clip to you hand is added to the reload cost. So reloading from backpack costs +10 TUs, while reloading from belt/shoulder +4 TUs. Only reloading from the other hand costs normally.

Also your LP (just like Ivan's and Meridian's) is an unending treasure cove of things that don't work well and need to be balanced (eg. Night Ops Gear should be at least marginally useful in daylight!). Also, your LP in particular gives me an immense wealth of data on armor performance (Tac Suit, Warrior, Defender), and they seem to be performing as desired.

Oh, and Ivan! I forgot about Ivan!
Ivan: Beastmen of Chaos +  Chaos Cultists of Tzeentch.
Title: Re: Let's play X-PirateZ [#12] Tools & Blades
Post by: hellrazor on December 01, 2015, 04:23:51 pm
I bet no worse than mine, as you could hear on those 2 videos I've published with Solar :)

Oh yeah, and an addition:
Hellrazor: has to be Iron Warriors :)

I am excluded by my own wish, because you only have female soldiers in your Mod :P
Title: Re: Let's play X-PirateZ [#12] Tools & Blades
Post by: Dioxine on December 01, 2015, 04:47:52 pm
I was refering to your general approach to war, not specifically Piratez (and I was guessing, but your bias towards heavy artillery bombardment makes it rather obvious who you are :) )

Also - there is no such thing as a female warrior. It's Western propaganda. You're either a warrior, or a female, never both at the same time. Genitals are irrelevant, they won't help you to survive. But I fully understand that Piratez are simply too silly for your tastes :)
Title: Re: Let's play X-PirateZ [#12] Tools & Blades
Post by: hellrazor on December 01, 2015, 05:00:07 pm
I was refering to your general approach to war, not specifically Piratez (and I was guessing, but your bias towards heavy artillery bombardment makes it rather obvious who you are :) )

Uhh i love blowing things up, especially all kind of human build structures, but i also love to press shotgun blasts into aliens faces or snipe them from the distance.
an you specify bias in this regard, since there are more then one posible translation into german one says to dislike the other one to like :D

Also - there is no such thing as a female warrior. It's Western propaganda. You're either a warrior, or a female, never both at the same time. Genitals are irrelevant, they won't help you to survive. But I fully understand that Piratez are simply too silly for your tastes :)
I never said Piratez is silly, its a nice idea and people seem to appreciate it, its just not my thing.

And lets not open the gender box of pandora right now and right here :) ok?
Title: Re: Let's play X-PirateZ [#12] Tools & Blades
Post by: Dioxine on December 01, 2015, 05:12:08 pm
Everyone loves blowing heads off with shotguns, it's more about what you trust than what you like. I've simply got an impression you're an artillery man.

And lets not open the gender box of pandora right now and right here :) ok?

Fully agreed. This whole 'gender' thing grew so complicated and full of propaganda and counter-propaganda over the last few decades it's a damned minefield. I prefer to avoid anything after circa 1945 even when discussing this topic.
Title: Re: Let's play X-PirateZ [#12] Tools & Blades
Post by: Meridian on December 01, 2015, 08:44:46 pm
- Tossing flares or items no longer trains Throwing, this was removed from OXCom since Warboy considers it a stupid exploit (And I fully support him on this!). You need to use grenades. HOWEVER, since unconscious units in OXCE can be targeted, and since they take damage from smoke, smoking their asses WILL train your throwing (and make much less likely that they'll stand up).

Dang it! I just started doing this. So... do the grenades have to be primed or can I also throw duds... and still train?
Title: Re: Let's play X-PirateZ [#12] Tools & Blades
Post by: Arthanor on December 01, 2015, 09:04:43 pm
I think you get experience for throwing things that damage the enemy. So it has to be primed and it has to hit a target. You can toss 50000 primed smoke grenades at enemies to get exp, but you can't toss unprimed grenades, or primed grenades at nothing/trees/houses.

I am not sure if you get exp for hitting civilians though. I often stun them so they stop being a target and wandering in the way, but I don't know if that's worth anything.
Title: Re: Let's play X-PirateZ [#12] Tools & Blades
Post by: DracoGriffin on December 01, 2015, 09:16:15 pm
- Tossing flares or items no longer trains Throwing, this was removed from OXCom since Warboy considers it a stupid exploit (And I fully support him on this!). You need to use grenades. HOWEVER, since unconscious units in OXCE can be targeted, and since they take damage from smoke, smoking their asses WILL train your throwing (and make much less likely that they'll stand up).
No, throwing items (flares or otherwise) does increase throwing accuracy (regardless if it does damage ala primed grenades or active grenades (Black Powder Bombs, for instance). See attached save game: Chrome Bitch started with 44 Throwing (She is at 45 because I was testing other items on a previous mission), and after finishing the Mutant Pogrom (and having done absolutely no other action except throwing all 11 flares from her inventory), she will gain X amount of Throwing Accuracy (Originally got 2 points, and retesting she got 5, due to the RNG).

Whether throwing items (like flares) in vanilla OXCom does not increase throwing (which I'm sure it does, just haven't tested) or if Yankes changed it back in OXCE, throwing items (like flares) DOES increase Throwing Accuracy. The only caveat is: secondary stats (Health, Energy/Stamina, Strength & Time Units) do NOT increase as they would normally when primary stats increase (like Firing/Reactions/etc).

edit: So the main reason I train throwing in this manner is to increase accuracy for throwing grenades so they can actually reach the target instead of going way off. (Essentially Frag/HE grenades are great for Throwing trainees as there is no range limit like Black Powder Bombs/Stick Grenades, whereas Black Powder Bombs/Stick Grenades are excellent for experienced Throwers as they will almost ALWAYS hit their target [as long as within range].) Thus, training on flares gives experience for future grenades to hit targets which does grant secondary stat growth, whereas missing with a live grenade does nothing.

Quote
- Storing ammo in backpack. Good in OXC, bad in OXCE, since the cost of moving the clip to you hand is added to the reload cost. So reloading from backpack costs +10 TUs, while reloading from belt/shoulder +4 TUs. Only reloading from the other hand costs normally.

Yes, but most of the ammo I do carry is too big to be put into 2x1 slots and I usually never have to reload; if I do, I generally try to use an enemy weapon to avoid wasting ammunition for just a few extra shots (yes, I realize I do things differently on stream as that isn't the BEST example since I am aiming to play fast & hard instead of methodically step-by-step to min/max hostages & HP loss and such).
Title: Re: Let's play X-PirateZ [#12] Tools & Blades
Post by: Meridian on December 01, 2015, 09:29:29 pm
I just tried it on a new game too.
I can confirm that throwing even useless stuff around (shotguns, handles, ...) DOES indeed increase throwing accuracy.
Title: Re: Let's play X-PirateZ [#12] Tools & Blades
Post by: Dioxine on December 01, 2015, 10:11:50 pm
Wow, that's interesting. Experiment beats hearsay - so I was wrong with my info! But I still think that grenades give much better xp than tossing 'just anything'. And yeah, by grenades mean 'dealing damage by primed explosives'. Doesn't work for Proxies, I think.

Hey and don't be angry Draco, no need to get defensive, the LP is very exciting precisely because you're playing fast and hard, and I simply love how you're taking pretty much basic/common/cool weapons, then showing that you don't need the best gun to win, and then looting the corpses when out of ammo :) But I was talking about 1x1 ammo, not the bigger stuff - I just thought that you simply don't know it has changed in OXCE :)
Title: Re: Let's play X-PirateZ [#12] Tools & Blades
Post by: DracoGriffin on December 02, 2015, 05:48:55 am
Wow, that's interesting. Experiment beats hearsay - so I was wrong with my info! But I still think that grenades give much better xp than tossing 'just anything'. And yeah, by grenades mean 'dealing damage by primed explosives'. Doesn't work for Proxies, I think.

Hey and don't be angry Draco, no need to get defensive, the LP is very exciting precisely because you're playing fast and hard, and I simply love how you're taking pretty much basic/common/cool weapons, then showing that you don't need the best gun to win, and then looting the corpses when out of ammo :) But I was talking about 1x1 ammo, not the bigger stuff - I just thought that you simply don't know it has changed in OXCE :)

Hah, not defensive or upset, I just take my Piratez seriously. ;) And yeah, I know I carried 1x1 & 2x1 ammo in the backpack until you commented on YouTube, so that's when I started re-evaluating where I was storing ammo.
Title: Re: Let's play X-PirateZ [#13] Cyberdiscs
Post by: Meridian on December 02, 2015, 08:52:24 am
https://www.youtube.com/watch?v=YAT6EQGyHZc

(https://i.ytimg.com/vi/YAT6EQGyHZc/mqdefault.jpg)
Title: Re: Let's play X-PirateZ [#13] Cyberdiscs
Post by: Boltgun on December 02, 2015, 06:49:14 pm
When I read 'Cyberdiscs' I thought that you were in for a world of pain, but now I'm so jealous that you took one off with a black powder bomb (the hi-explo probably softened it but still).
Title: Re: Let's play X-PirateZ [#13] Cyberdiscs
Post by: Dioxine on December 02, 2015, 07:33:55 pm
Don't speak too early Boltgun, there are still
3
of these infernal machines left... (and if anyone wonders, they're NOT toughened at all compared to vanilla) and also tons of well-armored Drones and other enemies, most of them packing lasers that easily go through the armor our gals have. But this might not be a problem for Meridian as he doesn't rely on armor - which, in this Pogrom, is a good thing (just like it was a bad thing in the previous one) :).

Good thing he already took the psyker out.
Title: Re: Let's play X-PirateZ [#13] Cyberdiscs
Post by: Meridian on December 02, 2015, 07:44:02 pm
and if anyone wonders, they're NOT toughened at all compared to vanilla

Comparing Rocket Launchers with Spears and Bows? I can't even use my precious Hammer on these bastards, 'cos they go boom...

EDIT: btw. if I stun civilians on Pogroms, do they count as saved or killed?
Title: Re: Let's play X-PirateZ [#13] Cyberdiscs
Post by: Dioxine on December 02, 2015, 07:56:30 pm
I don't know about the civilians, I think once Warboy threatened that they will count as killed (by YOU), but I don't think the hammer blows Cyberdiscs up, since it's basically HE damage (afaik it is safe to attack a Cyberdisc with stun, fire and HE damage). Back to the civilians, I've noticed that they can be finally healed now (not sure if thanks to Warboy or Yankes), so you can always revive stunned ones. And patch up the bleeding ones, some of these mutant civilians don't go down that easily.

Also you've used a vanilla weapon (HE pack) against that cyberdisc, which should've taken it out - I'm just saying I had nothing to do with the failure of the HE pack :)
Title: Re: Let's play X-PirateZ [#14] More Cyberdiscs
Post by: Meridian on December 03, 2015, 10:16:38 am
https://www.youtube.com/watch?v=p945MVO_2VY

(https://i.ytimg.com/vi/p945MVO_2VY/mqdefault.jpg)


Don't speak too early Boltgun, there are still 3 of these infernal machines left... (and if anyone wonders, they're NOT toughened at all compared to vanilla) and also tons of well-armored Drones and other enemies, most of them packing lasers that easily go through the armor our gals have. But this might not be a problem for Meridian as he doesn't rely on armor - which, in this Pogrom, is a good thing (just like it was a bad thing in the previous one) :).

Ehm, I counted at least 5 more...  :-\
Title: Re: Let's play X-PirateZ [#14] More Cyberdiscs
Post by: Dioxine on December 03, 2015, 11:30:45 am
Whoops, wrong deployment. Then there should be
8
total.
Title: Re: Let's play X-PirateZ [#14] More Cyberdiscs
Post by: Boltgun on December 03, 2015, 04:16:15 pm
That was some unlucky shots. But hey, you still have means to bring them down.
Title: Re: Let's play X-PirateZ [#14] More Cyberdiscs
Post by: Meridian on December 03, 2015, 04:32:49 pm
That was some unlucky shots. But hey, you still have means to bring them down.

Yeah, but I will need to return to Bonny for more explosives and also switch to better rifles (sniper/boarding gun) as Ivan said. Not sure if the Combat Stress won't cripple me in the meantime.

Also, turn 20 is near.
I am seriously considering aborting... not sure if the booty I can get here is worth it.

Anyway, this is as far as I got last week... continuation on Saturday... let me know if I should continue or better abort... I can't decide.
Title: Re: Let's play X-PirateZ [#14] More Cyberdiscs
Post by: Arthanor on December 03, 2015, 07:13:08 pm
Not bad, not bad!

For a pogrom against a much more difficult faction, you seem to be doing pretty well. But the cyberdiscs are going to be a problem since you're getting lower on explosives than they are getting in numbers :/ Flamethrowers, if you can get them in range (yes, that's a big if for the short range), can work really well against cyberdiscs due to ignoring armor and them being a big target (so taking up to 4x damage).

You actually get ok loot potential (lots of laser weapons) from this pogrom, but it is not really needed in the short term. There will be other pogroms.. ;)

Keeping the gals alive should be a priority. Once all the mutants are dead (and they must be getting close to all dead), it only makes sense to fight if you can gain more than you lose, which I don't really think is the case unless you play very carefully (and slowly, which isn't the best for a LP). For the long term, it would be much worst to come back with a only handful of gals after winning than with most gals (and their armors, armors are destroyed on death) after barely losing.
Title: Re: Let's play X-PirateZ [#14] More Cyberdiscs
Post by: Boltgun on December 03, 2015, 07:14:10 pm
There is nothing wrong in aborting a mission. Looting the dead on the way back is also a way to get some booty.
Title: Re: Let's play X-PirateZ [#14] More Cyberdiscs
Post by: niculinux on December 03, 2015, 08:21:12 pm
There is nothing wrong in aborting a mission. Looting the dead on the way back is also a way to get some booty.

I did it sometimes, and it's a mission in the mission!
Title: Re: Let's play X-PirateZ [#14] More Cyberdiscs
Post by: Dioxine on December 04, 2015, 01:30:49 am
I have replied in length on YT, here I can add some very obvious I think advice to what the others said:
- Molotovs cause Cyberdisc to burn, damaging them slowly but surely, and are relatively safe to use.
- Laser weapons can be picked up from fallen enemies. They out-tech anything you have by 2-3 classes. Even pistols are sometimes better than almost all your guns.
- Smoke grenades can be used to help with the Flamethrower approach.
- Hammer works, but you have to get the enemy isolated and out of Reactions, so this is a very risky venture. You'd also need several hits.
And less obvious (but you know vanilla Cyberdiscs):
- This particular faction has generally higher resistances to AP and HE than Laser or Acid.

EDIT:
And last but not least... You're NOT a champion. You start as a challenger. Becoming a champion is the goal, not your birthright. But don't take me too harshly. I know you're a warrior and you won't back out of a good challenge! I'm trying it to be hard but fair.
Title: Re: Let's play X-PirateZ [#15] Tactical Retreat
Post by: Meridian on December 04, 2015, 09:36:02 am
https://www.youtube.com/watch?v=23Az7wOf7NU

(https://i.ytimg.com/vi/23Az7wOf7NU/mqdefault.jpg)

I have replied in length on YT...

Thanks, much appreciated!

EDIT: And last but not least... You're NOT a champion. You start as a challenger. Becoming a champion is the goal, not your birthright. But don't take me too harshly. I know you're a warrior and you won't back out of a good challenge! I'm trying it to be hard but fair.

I fell in love with this mod already, no worries. I enjoy a good challenge, this time however I decided it was a bit too much for the gals (something tells me I need to keep them alive... it's not xcom, where you can defeat cydonia with ten (psi strong) rookies in jump suits with rocket launchers). We retreated tactically (already last weekend, just didn't want to spoil) and will definitely return for them Cyberdiscs later ... sweet revenge!
Title: Re: Let's play X-PirateZ [#15] Tactical Retreat
Post by: Dioxine on December 04, 2015, 07:01:50 pm
A-ha! Thanks for the praise! My only regret is that you've replaced the big font, as it was making everything less vanilla, but I can understand you hate any kind of distractions :)
Title: Re: Let's play X-PirateZ [#15] Tactical Retreat
Post by: DracoGriffin on December 06, 2015, 01:49:23 am
Probably not the place to link this but watching Meridian try to fire a mortar round (https://www.twitch.tv/dracogriffin/v/28455880) was a hilarious.

I don't even know what happened there but I enjoyed it.
Title: Re: Let's play X-PirateZ [#15] Tactical Retreat
Post by: Meridian on December 06, 2015, 10:16:51 am
Never let an officer do a soldier's job I guess ;-) They'll screw up.
Title: Re: Let's play X-PirateZ [#16] Brain Power
Post by: Meridian on December 07, 2015, 01:30:57 pm
Let's get the research started: https://www.youtube.com/watch?v=P_baHDKHSBg

(https://i.ytimg.com/vi/P_baHDKHSBg/mqdefault.jpg)
Title: Re: Let's play X-PirateZ [#16] Brain Power
Post by: DracoGriffin on December 08, 2015, 06:06:25 am
Really appreciate the shoutout and promotion, Meridian. :)

Keep up the good work!
Title: Re: Let's play X-PirateZ [#12] Tools & Blades
Post by: Cristao on December 08, 2015, 08:31:24 am

I am not sure if you get exp for hitting civilians though. I often stun them so they stop being a target and wandering in the way, but I don't know if that's worth anything.

Started doing this too. It can be really irritating.
Title: Re: Let's play X-PirateZ [#16] Brain Power
Post by: Dioxine on December 08, 2015, 08:38:55 am
AFAIK you don't get XP for hitting the civvies, and I'm not sure if they don't count as killed if you forget to revive them afterwards.
Title: Re: Let's play X-PirateZ [#17] The Academy
Post by: Meridian on December 09, 2015, 09:32:57 am
https://www.youtube.com/watch?v=42Pz89boGac

(https://i.ytimg.com/vi/42Pz89boGac/mqdefault.jpg)

Question: which format do you prefer?
  1. base management at the beginning of the episode and then battle
  2. or first battle and then some base management?

EDIT: over the weekend I will pre-record 9-10 episodes to cover my christmas break... if you have any wishes/ideas/suggestions/complaints... now's the time to speak up
Title: Re: Let's play X-PirateZ [#17] The Academy
Post by: DracoGriffin on December 09, 2015, 02:10:57 pm
Base management first is good for two reasons: lets you remind viewers where you are at and what's going on (time to explain things here and there) as well as refreshing your own memory.

Actually, those may be only useful for live streams, not necessarily for YouTube Let's Plays...

I have no idea.
Title: Re: Let's play X-PirateZ [#17] The Academy
Post by: Boltgun on December 09, 2015, 03:20:12 pm
You may want to manage your base first because that's were your mind is the best suited for it. Also you'll remember what you have in stock before combat.

With a simple routine (ie, check research, check the bonny's stock, sell items, add a manufacture list, purchases, expand) you can get it done in a couple of minutes and move on.
Title: Re: Let's play X-PirateZ [#17] The Academy
Post by: ivandogovich on December 09, 2015, 03:24:06 pm
I'll chime in that a trip to the memorial wall, and to the barracks to check the stat improvement is nice for those with gals in the game.  I keep screenshots of Ivana's battle setup and stats. :)
Title: Re: Let's play X-PirateZ [#17] The Academy
Post by: Arthanor on December 09, 2015, 05:15:24 pm
Another vote for base then battle. It just feels like a better narrative to the episode to be like "here's where we're at, target in sight, then the conclusion of battle (with maybe a quick look at soldier stats for gains ans recovery times, as that immediately relates to the battle).
Title: Re: Let's play X-PirateZ [#18] Combat Stress
Post by: Meridian on December 11, 2015, 10:42:10 am
And the Oscar for the cheeeeesiest episode ever caught on camera goes to: https://www.youtube.com/watch?v=Ha5hl2dLNq4

(https://i.ytimg.com/vi/Ha5hl2dLNq4/mqdefault.jpg)
Title: Re: Let's play X-PirateZ [#18] Combat Stress
Post by: ivandogovich on December 11, 2015, 05:38:07 pm
I freaking love this Cheese!  ;D
Title: Re: Let's play X-PirateZ [#18] Combat Stress
Post by: Bloax on December 11, 2015, 05:51:34 pm
Not quite as cheesy as the whack-a-mole I suggested a while ago. ;)
Title: Re: Let's play X-PirateZ [#18] Combat Stress
Post by: Meridian on December 11, 2015, 06:01:44 pm
Btw. I have compiled a new Christmas soundtrack... the gals are already looking forward to X-mas ;-)

I wanted to use it only in one single episode around Christmas as a surprise... but I thought, maybe I'll ask you too, if you would like to hear it in several episodes... let's say Christmas week and one week before... what do you think?

-----------

GMSTORY (title screen music)
"Christmas and all that" by combatplayer: https://www.newgrounds.com/audio/listen/515592

GMINTRO1/GMINTRO2/GMINTRO3
n/a

GMGEO1/GMGEO2 (geoscape music)
"Merry Christmas" by djahmusic: https://www.newgrounds.com/audio/listen/559487
"Dance of The Snowman" by AceJackLind: https://www.newgrounds.com/audio/listen/560698
"Christmas Cheer" by TwelfthChromatic: https://www.newgrounds.com/audio/listen/598611

GMLOSE (memorial wall music, and lose game music)
"German Christmas Medley" by Mac-Pherson: https://www.newgrounds.com/audio/listen/598759

GMINTER (interception/dogfight music)
"~ Last Christmas ~" by Catstuffer: https://www.newgrounds.com/audio/listen/293567

GMDEFEND (mission briefing music)
"Jingle Bit!" by Genraltweet: https://www.newgrounds.com/audio/listen/598358

GMENBASE (base defense and terror site music)
same as GMDEFEND

GMTACTIC (battlescape music)
"Pivots Wish You A Merry Xmas" by JappeJJ: https://www.newgrounds.com/audio/listen/560824
"Christmas in Ice Cap" by CelestOrion: https://www.newgrounds.com/audio/listen/385943
"Christmas for Her" by Rexyrex: https://www.newgrounds.com/audio/listen/560878
"Xmas Remix - Midwinter Nights" by UnrealReno: https://www.newgrounds.com/audio/listen/460468

GMMARS (mission debriefing music)
"{MSX} Santa Claus is Dancing" by MSXOmega: https://www.newgrounds.com/audio/listen/197308

GMWIN (win game music)
same as GMMARS

GMNEWMAR (final mission music)
"We Wish U a Merry Xmas [Dance]" by UnrealReno: https://www.newgrounds.com/audio/listen/195453
Title: Re: Let's play X-PirateZ [#18] Combat Stress
Post by: ivandogovich on December 11, 2015, 06:03:44 pm
How about just Christmas week? ;) 
Title: Re: Let's play X-PirateZ [#18] Combat Stress
Post by: Meridian on December 13, 2015, 12:40:42 pm
OK, finished pre-recording, unfortunately I don't have enough for 3 weeks, so on the 3rd week there will be only one episode:

Week 14.-20.12.2015
  Monday: ep #19 Blue Ship
  Wednesday: ep #20 Friendly Fire
  Friday: ep #21 We Wish You A Merry X-mas

Week 21.-27.12.2015
  Monday: ep #22 Morale Booster
  Wednesday: ep #23 Best Present Ever
  Friday: ep #24 Who is who?

Week 28.12.2015-3.1.2016
  Tuesday: ep #25 Happy New Year

Off to winter break... cya.
Title: Re: Let's play X-PirateZ [#19] Blue Ship
Post by: Meridian on December 14, 2015, 10:27:33 am
https://www.youtube.com/watch?v=icNHvBmoPR4

(https://i.ytimg.com/vi/icNHvBmoPR4/mqdefault.jpg)
Title: Re: Let's play X-PirateZ [#20] Friendly Fire
Post by: Meridian on December 16, 2015, 01:32:29 pm
https://www.youtube.com/watch?v=FYWjdm6Pbo8

(https://i.ytimg.com/vi/FYWjdm6Pbo8/mqdefault.jpg)
Title: Re: Let's play X-PirateZ [#20] Friendly Fire
Post by: Meridian on December 17, 2015, 06:03:28 pm
Hi all,

I have compiled my own version of OpenXcom Extended 2.5b.

Changes:
+ added after-mission stat increase page (see screenshot) ... more info: https://openxcom.org/forum/index.php/topic,2461.0.html
- removed epileptic flashing explosions effects

Attached also compiled executable.
(I don't know how to include the DLLs into EXE, so it's a bunch of files. Just extract and run "OpenXcomExt.exe".)

Have fun!

PS: compatible with X-PirateZ 0.97 and 0.97a
Title: Re: Let's play X-PirateZ [#20] Friendly Fire
Post by: DracoGriffin on December 17, 2015, 06:20:27 pm
Oooh nice.

Maybe I should start looking into this to include Soldier Stats & Diaries...

Gah... keeping track of commits though...
Title: Re: Let's play X-PirateZ [#20] Friendly Fire
Post by: niculinux on December 17, 2015, 08:09:03 pm
Thanks Meridian! Please may you also attach your 2.5b custom version also in the first post? Eventually, thank you again!!

edit: even better, create a thread, in which post it, along all the mods and stuff you use for the playthrough, music included! (meridian extenddd piratez stuff)  8)
Title: Re: Let's play X-PirateZ [#20] Friendly Fire
Post by: DracoGriffin on December 18, 2015, 06:05:58 am
Hi all,

I have compiled my own version of OpenXcom Extended 2.5b.

Changes:
+ added after-mission stat increase page (see screenshot) ... more info: https://openxcom.org/forum/index.php/topic,2461.0.html
- removed epileptic flashing explosions effects

Attached also compiled executable.
(I don't know how to include the DLLs into EXE, so it's a bunch of files. Just extract and run "OpenXcomExt.exe".)

Have fun!

PS: compatible with X-PirateZ 0.97 and 0.97a

Hmm, not even sure where to start with the compiling stuff. Does this include Soldier Diaries as well or no?
Title: Re: Let's play X-PirateZ [#20] Friendly Fire
Post by: Meridian on December 18, 2015, 10:14:42 am
Hmm, not even sure where to start with the compiling stuff. Does this include Soldier Diaries as well or no?

No, it only contains OXCE 2.5b (which does not contain soldier diaries) and one new feature as described above.

---

https://www.youtube.com/watch?v=Ns54scNBdjA

(https://i.ytimg.com/vi/Ns54scNBdjA/mqdefault.jpg)

PS: unfortunately, the surprise song at the end of the video got corrupted AFTER upload to youtube... if you want to hear the proper version, click on the link in the description (the next 3 episodes will also have this problem  :-[ )
Title: Re: Let's play X-PirateZ [#21] We Wish You A Merry X-mas
Post by: ivandogovich on December 19, 2015, 06:49:39 pm
I've been enjoying some more of Draco's streams, and I'm quite impressed with the effectiveness of the Mortar.  Even a moderately strong gal with Runt armor can get off a shot every other turn, that can destroy an armored foe from accross the map.  Might be something to consider working into your tactics. :)
Title: Re: Let's play X-PirateZ [#22] Morale Boost
Post by: Meridian on December 21, 2015, 10:37:04 am
https://www.youtube.com/watch?v=etSaKvL_FjQ

(https://i.ytimg.com/vi/etSaKvL_FjQ/mqdefault.jpg)

PS: I've added access to Bootypedia from the battlescape in my custom EXE... more info here: https://openxcom.org/forum/index.php/topic,4187.0.html
Title: Re: Let's play X-PirateZ [#22] Morale Boost
Post by: niculinux on December 21, 2015, 02:49:42 pm
Thanks! Actually really need to consider a most intensive usage of heavy weapons (mortars, grenade launchers, RPGs) at least in the very beginning of the game, especially against security and other well armored guys, it's really a life saver. How about to make a "themed" episode :)
Title: Re: Let's play X-PirateZ [#23] Best Present Ever
Post by: Meridian on December 23, 2015, 08:58:23 pm
https://www.youtube.com/watch?v=O-wHLqvIYbA

(https://i.ytimg.com/vi/O-wHLqvIYbA/mqdefault.jpg)
Title: Re: Let's play X-PirateZ [#24] Who is who?
Post by: Meridian on December 26, 2015, 03:00:20 pm
https://www.youtube.com/watch?v=xeDYUgSf_vM

(https://i.ytimg.com/vi/xeDYUgSf_vM/mqdefault.jpg)
Title: Re: Let's play X-PirateZ [#25] Happy New Year
Post by: Meridian on December 29, 2015, 06:16:01 pm
https://www.youtube.com/watch?v=cs-j4ZdzxNQ

(https://i.ytimg.com/vi/cs-j4ZdzxNQ/mqdefault.jpg)
Title: Re: Let's play X-PirateZ [#25] Happy New Year
Post by: ivandogovich on December 29, 2015, 07:44:28 pm
Its interest watching my way through Draco's campaign and watching yours... noting some of the tactical differences.  (I'm only on his ep 12, still a lot to go).

Your bow use is amazing and almost broken. (Don't tell Dioxine I said that).
You stopped using hammers because you felt they were overpowered. Dioxine has nerfed them since, but I don't know what impact that has on the weapon.  I can't remember Draco using them at all so far.
Draco makes great use of the Mortar for good firesupport, targeting enemy groups and heavy armor foes to soften them up.  But you rely on grenade relays and black powder bombs. :)
Edit:  Also, how Draco loves the Military Shotgun with AP Slugs for nice ranged damage dealers.  Thats a weapon that you don't really keep around, but sell instead.

Its awesome to see how these differences play out. :)
Title: Re: Let's play X-PirateZ [#25] Happy New Year
Post by: Dioxine on December 30, 2015, 10:12:25 am
Bows aren't OP unless you abuse the 'throwing training' exploit that allows you to increase the skill by simply throwing stuff around. Naturally, at some point, just using them will train your Throwing... The main disadvantage of bows is that you cannot use them in many terrains effectively.
Title: Re: Let's play X-PirateZ [#25] Happy New Year
Post by: Meridian on December 30, 2015, 10:54:03 am
Bows aren't OP unless you abuse the 'throwing training' exploit that allows you to increase the skill by simply throwing stuff around. Naturally, at some point, just using them will train your Throwing... The main disadvantage of bows is that you cannot use them in many terrains effectively.

Is someone (Yankes?) already looking at throwing accuracy improvement when shooting from bows, etc. ? Maybe I can help too, if no one else volunteers :)
Title: Re: Let's play X-PirateZ [#26] Reactions Training
Post by: Meridian on January 04, 2016, 07:04:46 pm
https://www.youtube.com/watch?v=XYBQHDfBzbg

(https://i.ytimg.com/vi/XYBQHDfBzbg/mqdefault.jpg)
Title: Re: Let's play X-PirateZ [#27] New Shiny Armor
Post by: Meridian on January 06, 2016, 02:57:14 pm
https://www.youtube.com/watch?v=OuTm_MoY9DE

(https://i.ytimg.com/vi/OuTm_MoY9DE/mqdefault.jpg)
Title: Re: Let's play X-PirateZ [#27] New Shiny Armor
Post by: Dioxine on January 06, 2016, 05:43:23 pm
Meridia the Pirate Queen conducting her campaign to take over the world!

Memorable recurring moments:

"Hello and welcome everyone..."

(https://vignette4.wikia.nocookie.net/gosick/images/c/ce/Victorica_de_blois_profile.jpg/revision/latest?cb=20110123075848)

"Perfect."

(https://vignette4.wikia.nocookie.net/gosick/images/a/a9/Victorique.jpeg/revision/latest?cb=20150808194636&path-prefix=pl)

"This weapon is useless!"

(https://img05.deviantart.net/3a77/i/2013/144/d/9/02__victorique_de_blois__vector_by_agr_quasar_by_aggressive_vector-d66h8hf.png)

In other news, another "Strange Message" appeared on few' Pirate Captains' main screens:
My dear challengers. I am lowering the Throwing skill cap to 90, effective 0.97C (there should be no possibility of a perfect grenade throw). If you don't stop spamming the throwing training exploit, I might consider lowering it further. Love and kisses- Well-Wisher.
Title: Re: Let's play X-PirateZ [#27] New Shiny Armor
Post by: Meridian on January 06, 2016, 06:07:52 pm
In other news, another "Strange Message" appeared on few' Pirate Captains' main screens:
My dear challengers. I am lowering the Throwing skill cap to 90, effective 0.97C (there should be no possibility of a perfect grenade throw). If you don't stop spamming the throwing training exploit, I might consider lowering it further. Love and kisses- Well-Wisher.

I have nothing against it... feel free to lower it even to 70-80, that's more than enough.

But I cannot stand having initial throwing of 20 !!!!!!!!

We are not spamming exploits to get from 60 to 100... but from 20 to 60.

Edit: also can you please resize the last picture? it takes too much space, it's hard to read the text...
Title: Re: Let's play X-PirateZ [#27] New Shiny Armor
Post by: ivandogovich on January 06, 2016, 06:09:45 pm
The Nerf Hammer Strikes Again!  8)  Bows and Throws now join Hammers on the rack.

In other news,  I was reflecting on how great that haul was with all those amazing armors.  In half the episodes, Meridian is far past my progress in 52 episodes.  Luck or skill?  Definitely Skill. :)  (Its only March in his campaign, and I was up to July when mine ended).

Title: Re: Let's play X-PirateZ [#27] New Shiny Armor
Post by: Dioxine on January 06, 2016, 07:06:32 pm
But I cannot stand having initial throwing of 20 !!!!!!!!

Well I wouldn't either, that's why minimum is at 30, not 20, please do not invent things that do not exist :)

The goal here is to, naturally, make grenades more like a 'decision' than a 'clean'n'easy enemy-b-gone kit'. All enemies have their throwing reduced substantially as well, to make it fair - now the AI can and will sometimes miss with grenades, unless from close-by. From my experience, to be 100% sure a grenade lands on target you need 100 Throwing, but with Throwing 50-60, you throw on target at least 3 times out of 4. With 30 Throwing, it's 50/50 or so. I don't consider this that much of a hindrance since if I want to grenade someone, I will always have 2-3 people ready to prime and throw. It does however limit bows and knives to those with really good initial skill.

PS. cannot resize, too much effort, this is a link from the net, sorry... :)
Title: Re: Let's play X-PirateZ [#27] New Shiny Armor
Post by: Meridian on January 06, 2016, 07:11:53 pm
Well I wouldn't either, that's why minimum is at 30, not 20, please do not invent things that do not exist :)

I can say the same... please do not invent things that do not exist Dioxine.
In 0.97b the minimum is 20, tested and disgusted!

Here's the relevant code from Piratez.rul

Code: [Select]
soldiers:
  - type: XCOM
    minStats:
      tu: 60
      stamina: 30
      health: 40
      bravery: 10
      reactions: 40
      firing: 40
      throwing: 20
      strength: 10
      psiStrength: 25
      psiSkill: 0
      melee: 50
    maxStats:
      tu: 80
      stamina: 80
      health: 60
      bravery: 70
      reactions: 70
      firing: 70
      throwing: 60
      strength: 50
      psiStrength: 60
      psiSkill: 10
      melee: 90
    statCaps:
      tu: 100
      stamina: 140
      health: 90
      bravery: 100
      reactions: 100
      firing: 120
      throwing: 100
      strength: 80
      psiStrength: 60
      psiSkill: 40
      melee: 140
    armor: STR_NONE_UC
    standHeight: 22
    kneelHeight: 14
    femaleFrequency: 50
    soldierNames:
      - delete
      - SoldierName/Pirate.nam
Title: Re: Let's play X-PirateZ [#27] New Shiny Armor
Post by: ivandogovich on January 06, 2016, 07:12:00 pm
PS. cannot resize, too much effort, this is a link from the net, sorry... :)

Add width=300 to the opening image tag to limit it to 300 px width:

Code: [Select]
[img width=300][/img]
Title: Re: Let's play X-PirateZ [#27] New Shiny Armor
Post by: Dioxine on January 06, 2016, 07:19:25 pm
I can say the same... please do not invent things that do not exist Dioxine.
In 0.97b the minimum is 20, tested and disgusted!

Whoops, I thought I fixed that already :) It will be 30 then. I think you can add 5 to everyone's throwing to account for that (unless it'll take them over 60).
Title: Re: Let's play X-PirateZ [#27] New Shiny Armor
Post by: Meridian on January 06, 2016, 07:28:26 pm
Whoops, I thought I fixed that already :) It will be 30 then. I think you can add 5 to everyone's throwing to account for that (unless it'll take them over 60).

OK, thank you.

Could I make it a bit differently? +10 to all girls which have less than 30 ... no change for anyone with 30 or more... with that change I am happy to stop spamming flares.
Title: Re: Let's play X-PirateZ [#27] New Shiny Armor
Post by: Dioxine on January 06, 2016, 07:34:15 pm
Works for me, maestro  8)
Title: Re: Let's play X-PirateZ [#28] Storage Problems
Post by: Meridian on January 09, 2016, 11:54:15 am
https://www.youtube.com/watch?v=rslZNaK2CI0

(https://i.ytimg.com/vi/rslZNaK2CI0/mqdefault.jpg)
Title: Re: Let's play X-PirateZ [#29] Heavy Plasma
Post by: Meridian on January 11, 2016, 12:38:23 pm
https://www.youtube.com/watch?v=xJmvSDglcws

(https://i.ytimg.com/vi/xJmvSDglcws/mqdefault.jpg)
Title: Re: Let's play X-PirateZ [#29] Heavy Plasma
Post by: Dioxine on January 11, 2016, 08:52:59 pm
(https://24.media.tumblr.com/ff596dd9b8fe894b108ea7e17ac5fd6e/tumblr_mobqjnfxRe1s25gk3o1_500.gif)
Title: Re: Let's play X-PirateZ [#30] Blaster Launcher
Post by: Meridian on January 13, 2016, 10:24:47 am
https://www.youtube.com/watch?v=kk0Uy2ZpV-A

(https://i.ytimg.com/vi/kk0Uy2ZpV-A/mqdefault.jpg)

The blaster explosion was so strong it damaged all CCTV cameras in our hideout.
For that reason FPS drops to about 5 frames per second after the 24th minute.
Sorry folks, it gets better in the next episode.
Title: Re: Let's play X-PirateZ [#27] New Shiny Armor
Post by: niculinux on January 13, 2016, 11:18:03 am
[...]
In other news, another "Strange Message" appeared on few' Pirate Captains' main screens:
My dear challengers. I am lowering the Throwing skill cap to 90, effective 0.97C (there should be no possibility of a perfect grenade throw). If you don't stop spamming the throwing training exploit, I might consider lowering it further. Love and kisses- Well-Wisher.

Please, do it  :-[  :(
Title: Re: Let's play X-PirateZ [#27] New Shiny Armor
Post by: Boltgun on January 13, 2016, 12:19:58 pm
In other news, another "Strange Message" appeared on few' Pirate Captains' main screens:
My dear challengers. I am lowering the Throwing skill cap to 90, effective 0.97C (there should be no possibility of a perfect grenade throw). If you don't stop spamming the throwing training exploit, I might consider lowering it further. Love and kisses- Well-Wisher.

Good, I avoided abusing throwing so far because I love destroying the scenery. So a lower accuracy is fine by me.
Title: Re: Let's play X-PirateZ [#30] Blaster Launcher
Post by: ivandogovich on January 13, 2016, 05:00:55 pm
I think that Meridian's new throwing training tweaks in his .exe branch will get rid of Throwing Training exploits. 
That said, I don't have any idea if these will make their way into the standard OXCE executable, or Dioxine's executable distributed with XPiratez.
Title: Re: Let's play X-PirateZ [#31] Out of Ammo
Post by: Meridian on January 16, 2016, 10:15:50 am
https://www.youtube.com/watch?v=p4af8myQ55I

(https://i.ytimg.com/vi/p4af8myQ55I/mqdefault.jpg)
Title: Re: Let's play X-PirateZ
Post by: Meridian on January 17, 2016, 10:27:36 pm
GMGEO3 (funky geoscape music)
Pirate Manners by Holyyeah: https://www.newgrounds.com/audio/listen/503096

Just as heads-up, YouTube now thinks that this song is violating copyright, although it isn't.
Thanks YouTube... and thanks "copyright owner" called "Dream Crusher Media" (no I am not kidding, that's actually their name).

Episodes #32, #33 and #34 will have some strange sounds effects, missing sounds effects and weird music jumps as I cut the living heck out of the recorded tracks.
Title: Re: Let's play X-PirateZ [#31] Out of Ammo
Post by: Bloax on January 17, 2016, 11:31:10 pm
Well it says so right in the description:
Quote
This one comes from my band Bossfight's latest album "Caps On, Hats Off". You can listen to the whole thing at Spotify, Soundcloud, Last.fm etc!
Title: Re: Let's play X-PirateZ [#31] Out of Ammo
Post by: Meridian on January 17, 2016, 11:32:34 pm
It also says (on the left side):

Licensing terms:
You may not use this work for commercial purposes without making specific arrangements with the artist UNLESS your work is a web-based game or animation, in which case you may use this freely.
Title: Re: Let's play X-PirateZ [#31] Out of Ammo
Post by: Solarius Scorch on January 18, 2016, 09:10:40 am
YT doesn't verify anything, they don't have the resources to do so. They just take down anything reported, whether rightly or not.
Title: Re: Let's play X-PirateZ [#31] Out of Ammo
Post by: Meridian on January 18, 2016, 10:30:49 am
YT doesn't verify anything, they don't have the resources to do so. They just take down anything reported, whether rightly or not.

How can you even say that without checking first?

Of course they verify this (for at least 3 years now), immediately after upload and processing (or even during processing, if the video is in streamable format already).
You get a copyright notice within minutes after upload even when your video is still private and has 0 views.

PS: I don't work for Google, but I have 4 friends who work for Google Zurich and saying they don't have resources for this is like saying there is not enough water in the oceans.

PS2: they even have a new service (in beta stage) to remove the protected portion of the music from the video and keeping the other sounds and voices intact... I tried it yesterday and it works, it removed only the music from my video, kept the sounds and voice... but it was distorted a bit too much, so I deleted it completely and swapped the music myself. Btw. the removal of the music was almost instant (maybe 2 seconds?)... that also says how much frikkin resources they have.
Title: Re: Let's play X-PirateZ [#32] Plastasteel Ammo
Post by: Solarius Scorch on January 18, 2016, 10:38:06 am
That's certainly not consistent with everything I've ever heard about it from various sources, otherwise I wouldn't be spreading such information. But I doin't really know from experience, I've only uploaded a video once and it was a university project.

But you said yourself that you were wrongly censored, no?
Title: Re: Let's play X-PirateZ [#32] Plastasteel Ammo
Post by: Boltgun on January 18, 2016, 10:40:05 am
YT has an automated system based on samples provided by copyright owners.

Where it sucks however, are the copyright owners themselves. It is easy for a patent troll to claim copyright on anything and get some advertisement cash until YT reacts and take it down. And of course, it follows the trend to have the beaten up guy prove that his bruises are not properly shaped.

Music rights are nonsense for me anyway.
Title: Re: Let's play X-PirateZ [#32] Plastasteel Ammo
Post by: Meridian on January 18, 2016, 10:56:22 am
That's certainly not consistent with everything I've ever heard about it from various sources, otherwise I wouldn't be spreading such information. But I doin't really know from experience, I've only uploaded a video once and it was a university project.

But you said yourself that you were wrongly censored, no?

Theoretically, I was flagged correctly... because the song is not completely free (and it is not possible to automatically check if I have the permission or not, probably because they don't keep all the license details with the song?). But the license says that for games and web-based animations it is OK... I mean wtf else is youtube than web-based animation... and it's even a game.

The correct way would be to file a dispute now... and make the publisher (Dream Crusher Media) approve it.
In theory...
In reality:
  1. they have 20 days to respond, and they always take those 20 days and respond on the last day... when most of the views are already there and wasted
  2. they are not checked by any 3rd-party... they can say yes or no as they like... I tried a couple of times, and they always said no... even if it was 120% clear...
 - the process is just too idiotic... it's like asking a murderer "did you murder the victim?" without investigating and believing what he says... would you say "yes" under such conditions?
 - for example, 2 years ago my heroes videos started being flagged... I tracked it down to a hip-hop artist, who just took 20 seconds of music from heroes 3 soundtrack and shamelessly copy-pasted it into his song... and then of course claimed copyright of the song (including the 20s bit of course)... I filed a dispute... provided links to the original songs (by Paul Romero) and what did the publisher say against overwhelming evidence? No... just "no"... this is our music, f*ck off. I had to cut some parts out from the Heroes 3 soundtrack, so that I don't get flagged constantly.
Title: Re: Let's play X-PirateZ [#32] Plastasteel Ammo
Post by: Solarius Scorch on January 18, 2016, 11:13:54 am
Which is exactly what I meant, Meridian. :) As I said, YT doesn't verify credibility of complaint.

But nevermind. How about using another service?
Title: Re: Let's play X-PirateZ [#32] Plastasteel Ammo
Post by: Dioxine on January 18, 2016, 11:26:28 am
- for example, 2 years ago my heroes videos started being flagged... I tracked it down to a hip-hop artist, who just took 20 seconds of music from heroes 3 soundtrack and shamelessly copy-pasted it into his song... and then of course claimed copyright of the song (including the 20s bit of course)... I filed a dispute... provided links to the original songs (by Paul Romero) and what did the publisher say against overwhelming evidence? No... just "no"... this is our music, f*ck off. I had to cut some parts out from the Heroes 3 soundtrack, so that I don't get flagged constantly.

This is a common practice, yes - I stumbled upon some other type who was flagging IK+ soundtrack by Ron Hubbard as their own. Hard to put all the blame on a petty as*hole, guys like him are just following the example of the biggest fishes, and exploiting the unfair system.
It's obvious Google has no resources to check the claims manually, no matter how big and rich they are (and not that big actually... their stock value is in $500 billion range, but all their assets are worth maybe 5% of that, if not less), they cannot possibly have enough employees to do that, even if they employed Indians en-masse (I won't say Indians are bad workers in general, but there's a saying in Poland, "like pay, like job" - cheap labour works poorly). That's why they have this automated system. Just another example of how foolish the current form of copyright laws is in the age of internet (I won't say "outdated" laws because 1980s intellectual copyright rights were less harsh than todays').

Another thought, maybe that's why your Christmas song got garbled - the automated system processes all uploads nowadays, so maybe it decided the song is copyrighted and garbled it on purpose - because if it's garbled, it's not a violation. Or maybe it was just a bug, there's no such thing as software without bugs.

EDIT: Tinfoil hat mode: activated. The real fun will start if/when the current IT stock bubble bursts and Google gets bought by, say, Sony Entertainment, or gets partially nationalized by the US govt (like General Motors was). If you have any rare gems faved on YT, better DL them and burn them onto DVD-Rs while you still can :)
Title: Re: Let's play X-PirateZ [#32] Plastasteel Ammo
Post by: Cristao on January 18, 2016, 12:39:30 pm
Nice video. It is a pity that Crystal is still wounded.  :(
Title: Re: Let's play X-PirateZ [#32] Plastasteel Ammo
Post by: Meridian on January 20, 2016, 09:18:37 pm
#32: https://www.youtube.com/watch?v=gUSWNMkgHEk

(https://i.ytimg.com/vi/gUSWNMkgHEk/mqdefault.jpg)

#33: https://www.youtube.com/watch?v=bjI2_f9nTUA

(https://i.ytimg.com/vi/bjI2_f9nTUA/mqdefault.jpg)

#34: https://www.youtube.com/watch?v=MAuRGd2bo7M

(https://i.ytimg.com/vi/MAuRGd2bo7M/mqdefault.jpg)
Title: Re: Let's play X-PirateZ [#34] Hostages
Post by: Boltgun on January 21, 2016, 12:27:02 pm
"It ain't working, capt'n!"

On the other side: "It is not working, director!"

Has the early loot changed? I remember fights being more deadly, having lasgun on both sides. (esit: nvm, you got a good old laser surgery)
Title: Re: Let's play X-PirateZ [#34] Hostages
Post by: Dioxine on January 21, 2016, 02:40:01 pm
Yeah your bread-and-butter missions are much easier now than then :) Even the Personal Armor guys do not appear in such huge numbers. Until you start attacking bigger fish, that is.
Title: Re: Let's play X-PirateZ [#35] Burning Hot
Post by: Meridian on January 31, 2016, 11:24:59 am
https://www.youtube.com/watch?v=ZmXK2WiI1T8

(https://i.ytimg.com/vi/ZmXK2WiI1T8/mqdefault.jpg)
Title: Re: Let's play X-PirateZ [#35] Burning Hot
Post by: Boltgun on February 02, 2016, 01:30:38 pm
Seeing the gals all clumped together against a wall, this is such a warm feeling.
Title: Re: Let's play X-PirateZ [#39] Sweet Loot
Post by: Meridian on February 08, 2016, 11:44:11 am
#36: https://www.youtube.com/watch?v=X3HbtkZSnQM

(https://i.ytimg.com/vi/X3HbtkZSnQM/mqdefault.jpg)

#37: https://www.youtube.com/watch?v=tjkOaDSsvSg

(https://i.ytimg.com/vi/tjkOaDSsvSg/mqdefault.jpg)

#38: https://www.youtube.com/watch?v=sZ1xB3iV2Lo

(https://i.ytimg.com/vi/sZ1xB3iV2Lo/mqdefault.jpg)

#39: https://www.youtube.com/watch?v=jHaCTst5eqk

(https://i.ytimg.com/vi/jHaCTst5eqk/mqdefault.jpg)
Title: Re: Let's play X-PirateZ [#39] Sweet Loot
Post by: Bloax on February 10, 2016, 01:23:09 am
Sweet loot is inaccurate.

it's pHaT l00t
Title: Re: Let's play X-PirateZ [#39] Sweet Loot
Post by: Roxis231 on February 15, 2016, 12:25:00 am
Meridian - Are You planing to use any of my Alternate Graphics yet?

If you are, email me and I'll send you the latest version.
Title: Re: Let's play X-PirateZ [#39] Sweet Loot
Post by: ivandogovich on February 15, 2016, 12:42:24 am
Dark Forest save attached for Ivan.

Thanks for this!  I did some testing and the Dark Forest doesn't appear to be tremendously hazardous.  The bushes and grass etc are flamable but I got no extra explosions or anything like that from the grenades & flames I tossed around. :)
Title: Re: Let's play X-PirateZ [#39] Sweet Loot
Post by: Roxis231 on February 15, 2016, 01:43:06 am
Meridian, Is it possable to get Stabby Rock Sis back? I didn't realise she had been killed.
Title: Re: Let's play X-PirateZ [#39] Sweet Loot
Post by: sambojin on February 17, 2016, 01:52:19 pm
Another player character request. Samantha Bojin, w/ Assault Cannon, Runt Duds and as many Expl. Cannonballs as her strength allows. Maybe a roll of bandages and/or a beer if there's room for it. If she starts with 40-45 strength, then a bikini for sure. Otherwise, runt duds. But a bikini as the longterm objective when she's got a lot of strength (running saves lives, and kills alien scum).

No sniping, runs up pretty close with the main up-front pack, kills everything outside. Runs, not walks (stamina isn't a huge concern when most of your TUs go on firing or reloading). It's just a big, exploding bow of sorts.

May as well put my money where my mouth is on the cannons.
Title: Re: Let's play X-PirateZ [#45] Provost
Post by: Meridian on February 19, 2016, 10:27:09 am
@Ivan: yeah, maybe it was another terrain... I remember something evil

@Roxis: you're back on the list #73

@sambojin: #74

Ep #40: Fireberries: https://www.youtube.com/watch?v=K-cKfEutR-U
Ep #41: Poisons & Acids: https://www.youtube.com/watch?v=ALghaOZNNSE
Ep #42: Not Fun!: https://www.youtube.com/watch?v=90RrgKU5f5U
Ep #43: Catgirl: https://www.youtube.com/watch?v=0f0SHZRWneY
Ep #44: Mind Tricks: https://www.youtube.com/watch?v=DqUhPcPYO44
Ep #45: Provost: https://www.youtube.com/watch?v=vOu2TNMjGgA
Ep #46: Don't Panic Now: https://www.youtube.com/watch?v=LfeC44CAWkM

Meridian - Are You planing to use any of my Alternate Graphics yet?

Not yet... in the second half of the LP (mid 2062).
Title: Re: Let's play X-PirateZ [#45] Provost
Post by: sambojin on February 24, 2016, 04:57:36 pm
#49 Rum Research.
You have now won the game!

That stuff is extra Piratez'y, and is the best thing ever. Money? Health? General well-being. You can't go wrong with rum.

Strangely enough, I was drinking some rather good rum while watching ep. 48 (still am). Coincidence?

Well, yeah, probably. But rum is great in Xpiratez. You'll never need beer, bandages or medikits again. And money is now for ships, and missiles for ships.

Yay for the Academy!

Funnily enough, Rum is still listed as MEDI_KIT in the rules file. As long as you know about apples and medicines, rum will keep the doctor away. And it's a fact: No pirate ever died due to drinking rum. They die from all kinds of other things, but never the rum. It was probably the rum that kept them alive long enough to die from something else though.
Title: Re: Let's play X-PirateZ [#45] Provost
Post by: Gyuudon on February 24, 2016, 07:15:50 pm
Great, now rum is going to go into the expendable category. :(
Title: Re: Let's play X-PirateZ [#45] Provost
Post by: ivandogovich on February 24, 2016, 07:29:44 pm
Great, now rum is going to go into the expendable category. :(

Just don't use it all up.  As long as you have any value left in the item, it shouldn't disappear.  And really, how many times do you expend 6 painkillers?
Title: Re: Let's play X-PirateZ [#45] Provost
Post by: Arthanor on February 24, 2016, 08:28:25 pm
Is that how it works? If you don't empty it of everything it magically fills up? I'm a bit wary of using some of the stuff now, like combat drugs or rum (I never get apples...).
Title: Re: Let's play X-PirateZ [#45] Provost
Post by: Dioxine on February 24, 2016, 08:31:03 pm
So far only the most basic items have been changed to expendables, so no worries. Rum is still unlimited. Large medkits will stay unlimited.
Title: Re: Let's play X-PirateZ [#45] Provost
Post by: Arthanor on February 24, 2016, 08:43:11 pm
Honestly I'd be up for limited rum, if it weren't apple flavoured. Or I guess you can view it as the runts producing a keg for every bottle, and then the gals get refills when they get back to base.
Title: Re: Let's play X-PirateZ [#45] Provost
Post by: Dioxine on February 24, 2016, 08:47:25 pm
We'll see, there are enough apples, but if Rum was limited, you wouldn't make Chateau for $$$...
Title: Re: Let's play X-PirateZ [#45] Provost
Post by: Arthanor on February 24, 2016, 09:44:24 pm
Fair enough, mister thinks about everything.. :P It would require a different balancing mechanic otherwise you'd just pretty much always make rum (like in the old Piratez). And honestly, it seems like the current mechanic works any ways (except I didn't think of needing to research the chateau for rum and so it's June and I still don't have it. but field surgery kits are pretty good too!)
Title: Re: Let's play X-PirateZ [#49] Trader's Guild
Post by: Meridian on February 27, 2016, 02:21:00 pm
Ep #47: Kruger: https://www.youtube.com/watch?v=2qia8pnn3tE
Ep #48: Tower of the Seas: https://www.youtube.com/watch?v=ZPkP5dEq1dA
Ep #49: Trader's Guild: https://www.youtube.com/watch?v=lmiWNNSb298
Title: Re: Let's play X-PirateZ [#49] Trader's Guild
Post by: yrizoud on February 27, 2016, 08:56:27 pm
I'm sorry to criticize your playstyle Meridian, but it irks me to see you neglect to kneel to shoot, and also sometimes shoot one-handed. Girls under fire may have to be very conservative of their TUs to avoid reaction fire, but snipers and archers have typically a lot of TUs left. If a standing girl misses a 98% shot, don't blame luck, you had only one button to click to replace 98% by 112%

Also, be aware that the game engine has some bad "ideal" trajectories which actually pass through walls. If a failure is suspicious (like 2 shots at 90% miss and hit the same obstacle), there's no point in trying again the same shot : Take a voxel screenshot to study later, and move to a different tile, or kneel / stand up so you can shot with a different angle.
Title: Re: Let's play X-PirateZ [#49] Trader's Guild
Post by: Cristao on February 28, 2016, 03:34:03 pm
^Why are you sorry to critique his style? We can only get better and learn from one another. I learnt the sniping with bows from on top the Ventura from Meridian.
Title: Re: Let's play X-PirateZ [#49] Trader's Guild
Post by: Meridian on February 28, 2016, 03:49:09 pm
Critique is always welcome.

To answer the question: I am not kneeling too much, because weapons in Piratez are already accurate enough, and I always have lots of backup troops if I miss. Much bigger problem than +/- 5% accuracy is that the weapons are mostly ineffective, dealing only miniscule damage.
Title: Re: Let's play X-PirateZ [#49] Trader's Guild
Post by: Hohlokot on March 07, 2016, 01:43:41 am
Meridian, can you upload your saves?
Title: Re: Let's play X-PirateZ [#49] Trader's Guild
Post by: Meridian on March 07, 2016, 09:27:23 am
Meridian, can you upload your saves?

Save after ep #54 attached.
Title: Re: Let's play X-PirateZ [#56] Milk run #3
Post by: Meridian on March 10, 2016, 12:39:34 am
Ep #50: Assassin: https://www.youtube.com/watch?v=-33VhqFSzyE
Ep #51: Faux pas: https://www.youtube.com/watch?v=DCWReDXV_4A
Ep #52: Crash: https://www.youtube.com/watch?v=jYh21HXPd0s
Ep #53: Spy Zeppelin: https://www.youtube.com/watch?v=HwoiJQBRa5M

Ep #54: Milk run #1: https://www.youtube.com/watch?v=irAqOpqNpj8
Ep #55: Milk run #2: https://www.youtube.com/watch?v=Si43wsiHV2Q
Ep #56: Milk run #3: https://www.youtube.com/watch?v=eYZun1cfWUw
Title: Re: Let's play X-PirateZ [#57-#63]
Post by: Meridian on March 13, 2016, 11:10:52 pm
A teaser for the next 2 weeks ;-)

Monday 14th: ep #57: Pink Desert: https://www.youtube.com/watch?v=ktX6XiEY9mY
Wednesday 16th: ep #58: Marsec Bodyguard: https://www.youtube.com/watch?v=1iR96AHZfRQ
Friday 18th: ep #59: Duncho Is Back: https://www.youtube.com/watch?v=XKHu6nUAXfU

Monday 21st: ep #60: The Dream Team: https://www.youtube.com/watch?v=bauNTWVXM9s
Wednesday 23rd: ep #61: Guild Rep: https://www.youtube.com/watch?v=18XpWGOdsyc
Friday 25th: ep #62: Very Large: https://www.youtube.com/watch?v=LHJdUJhhSqg
Sunday 27th: ep #63: Guildmaster: https://www.youtube.com/watch?v=2ZdwBV_kJ4k
Title: Re: Let's play X-PirateZ [#64-#70] Happy Easter Everyone
Post by: Meridian on March 24, 2016, 05:36:14 pm
Monday 28th: ep #64: Frigate: https://www.youtube.com/watch?v=VMDwGTfIbTg
Wednesday 30th: ep #65: We're rich!!: https://www.youtube.com/watch?v=bhz3RooJCFw
Friday 1st: ep #66: No more booze: https://www.youtube.com/watch?v=EEABeGgNj1o

Monday 4th: ep #67: Guess who...: https://www.youtube.com/watch?v=g5ijnSBMohc
Wednesday 6th: ep #68: Supply ship: https://www.youtube.com/watch?v=wgt_DpHNLzc
Friday 8th: ep #69: Imperial Probe: https://www.youtube.com/watch?v=qssjGQIpF78
Sunday 10th: ep #70: Lobstermen: https://www.youtube.com/watch?v=f8kRO9KZzMg

Happy Easter everyone!
Title: Re: Let's play X-PirateZ
Post by: Meridian on April 09, 2016, 06:49:02 pm
The old gals are back:

 Stabby Rock Sis (Roxis231)
 Martian Max (Arthanor)
 Simone Steelboots (SIMON)
 Grand Madame Thebasi (GrandSirThebus)

And some new have joined:

 Rossiie "Shiny" Stabber (R1dO)
 Antoinette du Plomb (Boltgun)
 Catherine Ironfist (Eisenefaust)
 Samantha Bojin (sambojin)
Title: Re: Let's play X-PirateZ
Post by: eisenefaust on May 02, 2016, 08:54:22 am
Yay, I'm in your squad now. Happy to report for duty Captain o7
Title: Re: Let's play X-PirateZ
Post by: Cristao on May 21, 2016, 03:19:33 pm
Just saw that Crystal got wiped .... how many missions?
Title: Re: Let's play X-PirateZ
Post by: Meridian on May 21, 2016, 03:32:49 pm
Just saw that Crystal got wiped .... how many missions?

We have enough swabbies to rename, so very soon.
But you'll stay in the other base for about 30 days before you see any action (to evaluate you psi strength).
Title: Re: Let's play X-PirateZ
Post by: ohartenstein23 on May 26, 2016, 03:14:01 pm
Hey Meridian, loved your FMP let's play - it became my mod of choice for the longest time.  Working my way through this series, and decided to board the piratez bandwagon (vessel?).

If you've got a swabbie with good reactions and fair accuracy, I'd like to join the roster as Grogged-Up Brynhild, wielding a gauss musket in the field and the biggest SMG possible for close assault/breaching.  Or a spear, because skewering researchers and GOs is fun.
Title: Re: Let's play X-PirateZ
Post by: Dioxine on May 26, 2016, 04:34:49 pm
Meridian doesn't allow people to choose their weapons, since his choices are already optimal ;)
Title: Re: Let's play X-PirateZ
Post by: ohartenstein23 on May 26, 2016, 06:13:45 pm
His choices are quite effective.  I figured he uses gauss muskets often enough there's a good possibility he might let me pick one up, and I'd be happy anyways if I just get to be one of the gals running out of the craft with mace or sword to secure the landing site.  You're right that I don't expect to really get the SMG, since melee assaults is his boarding jam.
Title: Re: Let's play X-PirateZ
Post by: Dioxine on May 26, 2016, 06:35:48 pm
Melee assaults? You didn't see a real melee assault then :)
Title: Re: Let's play X-PirateZ
Post by: AncientSion on May 26, 2016, 07:46:25 pm
If you want to be Melee Assault, try to persuade Meridian to make you a FlashBanger
Title: Re: Let's play X-PirateZ
Post by: ohartenstein23 on May 26, 2016, 11:08:43 pm
Please educate me then on a true melee assault - I've only be good at skirmishing with a spear and vanilla rookie + stun rod bum rush.
Title: Re: Let's play X-PirateZ
Post by: Ketonur on May 27, 2016, 12:13:40 am
My Bonny has 4 seats always reserved for melee monsters in swiftsuits :)
Title: Re: Let's play X-PirateZ
Post by: ohartenstein23 on May 27, 2016, 12:29:54 am
I had two spots on the Pachyderm for amazon outfits plus spears for scouting and demolishing light opposition.  Maybe once I have the Bonny I'll try putting my bardiches to better use.
Title: Re: [COMPLETED] Let's play X-PirateZ (182 episodes)
Post by: Meridian on January 29, 2017, 10:26:57 am
Last episode is out:


Thanks for sticking around!

Next is probably xcom2012.
(I wanted to play Area51, but lighting engine fix is not yet ready for OXCE, so it will have to wait a little bit).
Title: Re: [COMPLETED] Let's play X-PirateZ (182 episodes)
Post by: Yankes on January 29, 2017, 01:04:19 pm
I plan release 3.6 today, with this change then you will be able play it :)
Title: Re: [COMPLETED] Let's play X-PirateZ (182 episodes)
Post by: Cristao on January 29, 2017, 06:01:43 pm
Been following it in the last stages. Saw that Crystal got dropped but relatively happy that she saw the end. Nice play through. Not sure I want to spend a year though!
Title: Re: [COMPLETED] Let's play X-PirateZ (182 episodes)
Post by: ivandogovich on January 29, 2017, 06:02:36 pm
An Epic Campaign!  Thanks for bringing us along, Cap'n!
Cheers!
Title: Re: [COMPLETED] Let's play X-PirateZ (182 episodes)
Post by: Meridian on January 29, 2017, 08:04:27 pm
I plan release 3.6 today, with this change then you will be able play it :)

Thanks!
What is the correct vanilla setting? Zero? Or something else?

Code: [Select]
lighting:
  enhanced: 0
Title: Re: [COMPLETED] Let's play X-PirateZ (182 episodes)
Post by: Yankes on January 29, 2017, 09:06:37 pm
Yes, this is bit mask, you can toggle only part of it if you want. 0 mean all are disabled (for unit, item and environment lighting).
Title: Re: [COMPLETED] Let's play X-PirateZ (182 episodes)
Post by: Meridian on January 29, 2017, 09:27:02 pm
Yes, this is bit mask, you can toggle only part of it if you want. 0 mean all are disabled (for unit, item and environment lighting).

I understand what a bit mask is, I just don't know which combination is the vanilla combination.

So, just to double-check, I need to turn all 3 components off, to have the vanilla lighting. Correct?
Title: Re: [COMPLETED] Let's play X-PirateZ (182 episodes)
Post by: Yankes on January 30, 2017, 01:06:48 am
yes