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Modding => Released Mods => XPiratez => Topic started by: KiriKaneko on March 09, 2017, 12:06:05 am

Title: Help me git gud, question thread
Post by: KiriKaneko on March 09, 2017, 12:06:05 am
Original title: Ran out of stuff to research

Aside from stop attacking civvie aircraft that is

Should I research this now? Or do you have any idea where I can get some better tech? A medium craft just landed but a cyberdisk onboard one shotted 2 of my soldiers who I'd trained over 2 years and I cleared out. I assume I need to raid some craft I havent done yet, but defender armour goes down in one hit to these beasts
Title: Re: Out of stuff to research
Post by: legionof1 on March 09, 2017, 12:15:20 am
I don't adequately recall the early tech tree(and it keeps getting changed :P) but i think do need to stop targeting civvies to progress at some point. 

However on the subject of cyberdisks, burning damage kills them quite quickly. Chuck a few moltovs or other incendiary grenades from cover until they star burning and then get out of sight for a few turns and they should burn to death.
Title: Re: Out of stuff to research
Post by: nrafield on March 09, 2017, 12:28:26 am
Don't be scared of Cyberdisks. They are incredibly lethal, but if you actually attack them (with something like Superconductive cannonballs or any other strong explosive) they will go down quite easily, unlike these pesky Mechtoids who can survive through multiple mortar blasts with no damage.
Title: Re: Out of stuff to research
Post by: legionof1 on March 09, 2017, 12:45:26 am
Conventional Explosives are only of middling use vs cyberdisk as they are very resistant to concussive damage with semi decent all round armor. They do suffer X4 damage from AOE attacks because they are a 2x2 unit. But you need about 60 concussion damage to do any damage at all, and 120 hp is pretty beefy. Low tech bombs simply wont be efficient. 
Title: Re: Out of stuff to research
Post by: KiriKaneko on March 09, 2017, 02:37:46 am
This one was flying. My plan was to hit it with the mortar like I did to this kind of ball demon once, but it vaporized my mortar girl first. Are they resistant to laser fire? We have euro laser rifles that are pretty lethal. I don't really have any decent fire weapons but I could get incendiary rounds for my explosive weapons. Should I be raiding these landed mediums then? Don't wanna lose too many soldiers, I'm having to train up 4 new ones but I still have 15 with maxed strength and TU with very high stamina, HP, melee, each one feels like a major loss

Also one of my bases got raided and wiped, but I don't have the means to down medium craft yet and I cant afford girls for my other bases because if I do then my core team will promote themselves and started sucking up hundreds of thousands of cash per month. I'm building 4 shrouds in my workshop base but it won't guarantee it's safety and this thing is expensive

1 of my girls got mauled by a werewolf (defender was no help), another killed herself when her mortar blew up in her face even though there were no obstacles or tree in front of her, one was vaporized by a cyberdisk (the other barely survived), and one was a pilot who was lost in that raided base
Title: Re: Out of stuff to research
Post by: Dioxine on March 09, 2017, 03:00:45 am
Cyberdiscs, if you lack means to deliver incendiaries to them, make dedicated antitank weapons shine. ES rifles are certainly the best midgame shooty weapon against them and are able to cut them to ribbons, but certainly not one-shot them.
Title: Re: Out of stuff to research
Post by: Scorrpio on March 09, 2017, 07:30:48 am
Not knowing what you did or did not research, it is real hard to give advice.   Research tree is massively interconnected, and some things have the darnedest dependencies.  Some real crucial tech branches are locked behind things you get randomly from interrogating captives over and over and over.   Or decrypting those disks.  Did you get to School Graduation?
Title: Re: Out of stuff to research
Post by: KiriKaneko on March 09, 2017, 12:35:05 pm
I haven't got school graduation yet. I've interrogated every captive until I could only sell them

I've completely interrogated all captives of crackhouse raids, save the sister, temple raid, warehouse raid, Lok'Narr, Rat village. Even the priests and academy medics. I captured another medic and broke it after I unlocked interrogation and got some info on the blaster launcher and it told me I wont benefit from interrogating another broken medic

When I raided the base to steal some advanced tech for tac vests I was lucky enough to get a reverend, and "lucky" enough to get a chrysalid (who used to be one of my soldiers, it was on the evac zone)

I've also splashed civvie ships and interrogated tough girls, sharp guys, fat men, labourers. I'm still interrogating the flight officers that I keep finding for info on ships. I interrogated osiron security once but they had nothing left to tell me after that. I've had 2 humanist leaders and presume I can still get more info but the normal humanists have nothing else to say. I still get info from reticulan sirens from their small ships but not the peons and hybrids. I occasionally see smugglers and they usually pack my shit in. I've beaten them a few times, usually with losses but I dont even try to capture them it's just grenade spam central. I've seen government but I leave them, I dont want to piss them off. I've had some monsters hunts where I usually run into hunters, got some nomads from that and most things gave me info on monsters. Strangely I've never seen any raiders. I don't see much of the terror units since my progroms usually start at night and I wont throw away soldiers on a suicide mission like that, most enemies have no problem spotting me in the dark, and my preferred way to deal with dangerous enemies is to spot them at a distance, then hit them with mortars, grenades, laser fire, rather than risk them coming round the corner on their turn and taking point blank shots or using explosives against us

According to this document:
https://drive.google.com/file/d/0B3LA7DXD41YYRTVMaTl1cXNKN3M/view?ths=true

I've only interrogated 1 academy engineer, 1 trader engineer and 1 reverend, still need guild air sailors and humanist leaders, and havent captured academy espers, provosts, beastmasters, bugbears, armorued church beastmasters, church cardinal, church exalt, church matron, church zealot, all govt troops, guild masters, all raiders, marsec, all mercenaries, sectogres, need more sirens, smugglers, seems like spartans have nothing to teach me but I havent interrogated them, and I havent interrogated any star gods

I'm usually backing out of medium craft because I cant handle chrysalids, cyberdisks, tanks. Even when I do those I tend to utilise a lot of high explosives. I could probably win one of those missions but I'd suffer losses and my soldiers are super elites that I cant just throw away. I need rare earth elements to make more defender armour but I've stopped seeing Save the Lok Narrs, and I never see raiders. I would ideally want an armour that can protect my soldiers from cyberdisk plasma, tank explosives or chrysalid/werewolf melee, or at least enable me to reliably one shot them without taking return fire. Wish there was a way to tell which enemies can see through smoke

I also still have an academy and a church base up but I havent touched them since I got 3 soldiers killed capturing some of their gauss tech to unlock Krazy Hannah in year 1
Title: Re: Out of stuff to research
Post by: legionof1 on March 09, 2017, 01:06:58 pm
Nothing but endgame tech is reliable to tank cyberdisk shots. Even then it only about 60% of the time and plasma armor shred makes following hits much harder to repel.

Tanks can be mitigated by a large margin by flying armor/height advantage. Tanks are pretty inaccurate so if there is nothing behind the line of fire to catch the rounds they tend to sail off harmlessly.

Chrissies are best handled by massed reaction fire. They are not particularly well armored and low hp for a terror unit.

If you have the tech i suggest plate+shield armor and guerilla/chromeback armor to improve survival odds. plate generally survives most things wounded rather then dead. guerilla and chromeback armor have a very large bonus to reactions which lets you win reaction tests much more and therefore get shot much less.

Title: Re: Out of stuff to research
Post by: KiriKaneko on March 09, 2017, 02:09:50 pm
Thanks. I don't have plate and shield sadly. I generally want to go for high armour because there's plenty of enemies who can't really hurt us much with high armour, it's just a small number that can

We had a landed shrine ship and nearly won. A cellatid one shot one of my elite troops but I decided to push through. We had about 15 enemies down and a lot were panicking or going berserk, but we ran out of our canteen of refreshments and I forgot to replace the extras after a rocket on a terror mission took them out so we were forced to retreat. Think I might have to just push through the powerful terror units with brute forces til I get some better tech
Title: Re: Out of stuff to research
Post by: legionof1 on March 09, 2017, 04:13:41 pm
Push through is usually a good idea in most cases, it takes alot of experience with the game to minimize loses to a meaningful degree. That said the gals are more likely to end up in the sickbay then dead to most foes even in low armor outifts. Aside from terror units and mercs, the gals have better hp pools then what they are fighting.
Title: Re: Out of stuff to research
Post by: ivandogovich on March 09, 2017, 05:31:52 pm
In answer to your initial question: yep. A major tech gate (Library) has now been pushed behind "Stop Civilian Shipping".  Time to bite the bullet, research that tech, and get through the gate.

Edit:  Whoops.  As pointed out below, I'm mistaken in this statement.  Sorry about that.
Title: Re: Out of stuff to research
Post by: Scorrpio on March 09, 2017, 06:12:30 pm
In answer to your initial question: yep. A major tech gate (Library) has now been pushed behind "Stop Civilian Shipping".  Time to bite the bullet, research that tech, and get through the gate.
My research analyzer says otherwise.  Library is behind Mutant Alliance.  Stop shooting Civs has mainly political stuff, needed for zero-zero, family ties and reticulan alliance.

I suppose you did research 'Back to School'?
And if you did, do you have:
Advanced Chemistry
Medical Examination
Power Tools
Optronic Computing
Superconductive Circuits?
Title: Re: Out of stuff to research
Post by: KiriKaneko on March 09, 2017, 06:30:05 pm
I don't think I have optronic computing from that list

I might hold off on researching civvie craft thing for a while, I'd like some money saved up and my cash production bases to be ready so I can immediately buy the new tech and reliably raid the landed medium and large ships to make up for it. I've also found some new stuff like an industrial printer, some terror units (had a really easy raider progrom which got me a ton of earth element) and it seems I might be able to get my first suits of power armour soon. I also did a government craft and got some gov captives, point loss was pretty small. I'll keep going, interrogating the flight officers, seeing if I can do some mediums, get the stop raiding civvie when I have like 20mil in bank, my manufacturing base is ready, I've replaced my lost elites and exhausted the new research stuff that I got

Also I've brought one of my pilots back, 3 interceptors should be fine and I'll build 4 shrouds in the 3rd interceptor base soon as well to reduce the odds of them detecting anything but my main base and my radar bases
Title: Re: Out of stuff to research
Post by: legionof1 on March 09, 2017, 07:08:14 pm
3+ shrouds is probably overkill given the multiplicative diminishing returns. Also unless your planing to target things above medium size in the short term i feel like you have over invested in craft unless your teaming up a bunch of jet-bikes or similar super low tech craft. Even the menace class transports are genrally sufficient to handle anything medium and smaller that isn't equipped with shields solo. Granted they cant catch everything they can outfight. Unlike vanilla anything that is helleirum fueled can easily orbit the planet a few times on one tank of fuel. Only things like the initial airbus have actual range issues.
Title: Re: Out of stuff to research
Post by: Scorrpio on March 09, 2017, 11:55:06 pm
Random thoughts:
A large stash of cash is a deadweight.   You need enough to cover the payday, rest should go to work.   Develop your industrial infrastructure.   Many facilities depend on others, and intermediate ones often allow lucrative manufactures that can really up your profit. 

Retaliation missions originate where a craft was shot down.   Shadow your targets untill you are a fair distance from your bases, and chances are they will never find you.   Or even better, down their craft near a death trap fortress base.   Also, with HW decoders, you can easily spot retaliation scouts and get ready.   For example, transfer some crack troops to the base in question.

I recently defended a base from a Spartan raid, and was pleasantly surprised to find a sludge cavern under the base and a network of corridors above the base.   These offer alternate routes through your base and make defenses a lot more fun.
Title: Re: Out of stuff to research
Post by: KiriKaneko on March 10, 2017, 12:28:41 am
I'm putting the money to work on a production base, though I should keep some of the bases clear to have space to build things later. I doubt I've got all the buildings I'll ever need after all. But more importantly once I make the research I wont be able to down civvie ships for points anymore and will be forced to take on faction ships exclusively, meaning I'll absolutely need to be able to research and build the new tech I unlock right away, so I'll need money in the bank to be sure I can get the new weapons, armour and interceptors to not get a game over due to low score while we lack the money to buy the things we need for the new challenges

I dont know what craft you are talking about sadly. I've been stuck with Pachy and shark bikes since year 1. I unlocked skyranger but its too slow, and I like the pachy sliding doors for not getting rocketed turn 1. The shark jetbikes are the only decent interceptors I've got, and I need 3 of them to catch every ship. 1 or 2 isnt enough to catch everything that pops up, but if I have 1 in North America, 1 in Europe and 1 in China then they can down every v.small and small ship. I don't try to down medium or large, I ignore them or get them when they land
Title: Re: Out of stuff to research
Post by: KiriKaneko on March 10, 2017, 01:09:52 am
Any idea where I can find power armour parts?
Title: Re: Out of stuff to research
Post by: ohartenstein23 on March 10, 2017, 01:17:49 am
Kill or rob somebody with power armor.  Some Guild freighters have Marsec bodyguards, otherwise you need to assault their military craft or a base.  There are a few other sources, but they are the most common.
Title: Re: Out of stuff to research
Post by: Dioxine on March 10, 2017, 01:24:32 am
The game is designed to be very difficult to progress into real midgame without shooting down larger vessels - that is where the goodies are.
Title: Re: Out of stuff to research
Post by: KiriKaneko on March 10, 2017, 01:49:53 am
Do I have to shoot them down? All I have are 3 shark bikes but I do see some landed mediums and large craft. The large are usually just guild mining ships but a few times a year I see some kind of large military vessel land. I've been seeing a lot of landed mediums but I still skip them since some of the enemies on board have one shot kill potential, and I'm still replacing some losses. I still haven't found out how to make any new interceptor craft, though I do have some decent long range missiles unlocked, I could conceivably buy a few of those hover car things and try to mob a medium with missiles

Btw the 6 new soldiers I'm training are coming along well. Most of them are nearly maxed in TUs. I've been having my elites training in the dojo meanwhile and they're getting good accuracy now. Plan is to start assaulting landed mediums with the elites, and losses from the elites will be replaced with the veterans (max TU, 100+ energy, 80Str, 50+ bravery) while I recruit new hands to grind the civvie vessels to try and get TU/Energy up. It's sad to get those elites killed when I've put so much into them but I guess I'll need to do it to progress in tech. If I can raid each of the landed mediums and get a better industry going then I'll research stop raiding civvies and probably build a training facility to replace future losses
Title: Re: Out of stuff to research
Post by: legionof1 on March 10, 2017, 02:36:15 am
It sounds very much like somehow you have missed doing the tiny drill manufacturing project which gates pretty much everything involved with craft and air combat as well as a alot of ground combat tech.
Title: Re: Out of stuff to research
Post by: Dioxine on March 10, 2017, 03:20:40 am
Right, with the recent versions, you need to make that project, since without it, you won't get offered cloaking devices, and without them, you have no access to any powerful craft.

EDIT: Looks like the tech progression was too restrictive. Not having a Cloaking Device should only block off actual cloaked craft, not the Contact: Ship Junkyard itself. Having the Cloaking Device actually makes some of the stuff available there kinda obsolete, while some other stuff like ground tech shouldn't depend on it. I'll add these changes to the bugfix version I plan on releasing soon.
Title: Re: Out of stuff to research
Post by: KiriKaneko on March 10, 2017, 12:35:56 pm
I've got contact ship junkyard and I did the tiny drill and hull projects. I took the grey codex. All I got out of it was a crappy laser armament though. I can buy stuff from the shipyard but I don't have any projects for ship manufacture to use them with

Just checked, definetly can't make any ships even though I can buy old fighter hulls and cloaking devices. I can also buy snake and pigeon crafts which seem to slow to catch anything
Title: Re: Out of stuff to research
Post by: Solarius Scorch on March 10, 2017, 01:55:24 pm
Have you researched a pilot? You need it to build a Menace class ship.
Title: Re: Out of stuff to research
Post by: KiriKaneko on March 10, 2017, 04:35:59 pm
I don't know. I just got heavy duty construction and now it says I can make my own ships
Title: Re: Out of stuff to research
Post by: Solarius Scorch on March 10, 2017, 04:43:05 pm
Well, who else is supposed to know?
Title: Re: Out of stuff to research
Post by: KiriKaneko on March 10, 2017, 07:02:09 pm
I've researched quite a lot of those guys and they're still telling me about new ships, there sur eis a lot! Credit to Dioxine!
Title: Re: Out of stuff to research
Post by: legionof1 on March 10, 2017, 07:16:53 pm
I think it's time to link a save for a more in depth examination. Something is increasingly fishy smelling.
Title: Re: Out of stuff to research
Post by: Scorrpio on March 10, 2017, 07:44:20 pm
Looks like you got green, not gray.  Picking green should let you also get Sakura bus(12 carry capacity) and Ashen Scarab crafts, in addition to Verdant Snake.
To build your menace class (Ventura), you need Interceptor Assembly (Plastasteel, Junkyard, Ship Engine), Test flight(unlocked by any main faction pilot) and Back to School
Title: Re: Out of stuff to research
Post by: KiriKaneko on March 10, 2017, 08:13:18 pm
How do I link a save? I can make a spy zeppelin now but I already have radars everywhere and will have hyperwave decoders soon

The hull I got is a sparkling hull
Title: Re: Out of stuff to research
Post by: ohartenstein23 on March 10, 2017, 08:23:31 pm
You can attach a save file to your forum posts.  Usually this is the best way to get help with anything in your game, especially bugfixing.
Title: Re: Out of stuff to research
Post by: Scorrpio on March 10, 2017, 08:41:43 pm
Weird.  Sparkling is gray, but you get "crappy laser armament" from green. Gray gives conversion launcher which uses seagull missiles in a way that ignores missile defense.

Saves are under user/piratez in your game directory.
Title: Re: Out of stuff to research
Post by: KiriKaneko on March 10, 2017, 10:57:57 pm
I have a conversion launcher as well

I know where my saved are, oh I see the attachments and other options, I'll attach it to this post

Also I just unlocked Interceptor Assembly, it came from hellerium reactor and I'm not sure what I researched to unlock that
Title: Re: Out of stuff to research
Post by: KiriKaneko on March 10, 2017, 10:59:18 pm
I'd appreciate any advice on my current save, what I could be doing better etc :D

Also I have a crapton of research going now, I found lots of new stuff in progroms, crashed smalls, and every now and then the transport ships have something unusual in like a new vessel armament part
Title: Re: Out of stuff to research
Post by: legionof1 on March 11, 2017, 12:01:33 am
First glance nothing seems to be wrong bug wise.

You do have what is probably a horrifically severe over-investment in production with a very unfocused research supporting it. 300+ presently occupied making medical supplies??? You have neither a still(enable alcohol production) or a refinery(chemical production) in your production bases much are pretty useful for making cash when you dont need them building other projects. About 2/3 of your expenses are runts which are not even efficiently supporting themselves.

Research wise 1 brainer to a project while preventing overflow is horrifically slow for most projects. You seem to have just by sheer chance not focused on much related to general progression and gotten bogged down with the umpteen side items instead.

Your combat loadout is one dimensional and is both expensive and weak in terms of vision(no camo and poor NV). You have what is effectively only heavy infantry with no scouts and no support. Like trying to play Starcraft II with only zealots. Diversify and specialize the gals.

Also you are basically not utilizing training buildings. Having a base mostly dedicated to training to manufacture quality reserve gals is pretty crucial. I usually combine it with a triple hanger setup to give the reserve more to do then train, they can fly the fighters.

Title: Re: Out of stuff to research
Post by: KiriKaneko on March 11, 2017, 12:45:13 am
First glance nothing seems to be wrong bug wise.

You do have what is probably a horrifically severe over-investment in production with a very unfocused research supporting it. 300+ presently occupied making medical supplies??? You have neither a still(enable alcohol production) or a refinery(chemical production) in your production bases much are pretty useful for making cash when you dont need them building other projects. About 2/3 of your expenses are runts which are not even efficiently supporting themselves.

I thought medical supplies were the best thing I could manufacture. What should I make instead for money? Sadly I'm playing the slightly older version of the mod where I can't make another still. Are chemicals better money than medical supplies? I thought it was most cost effective to buy chemicals and turn them into med supplies then sell them

Research wise 1 brainer to a project while preventing overflow is horrifically slow for most projects. You seem to have just by sheer chance not focused on much related to general progression and gotten bogged down with the umpteen side items instead.

I can't find an up to date tech tree, and the tech seems vast. Since there was no time pressure I thought it would be fine to just research everything. Is there a specific path I should be focusing on?

Your combat loadout is one dimensional and is both expensive and weak in terms of vision(no camo and poor NV). You have what is effectively only heavy infantry with no scouts and no support. Like trying to play Starcraft II with only zealots. Diversify and specialize the gals.

Problem is, all the sets that have good camo, TV or NV are also very squishy. Right now I'm mainly facing enemies with ballistics and weak lasers and this armour makes us almost invincible to it. Only melee, explosives and plasma fire ever really hurt us. On the other hand it seems like every other enemy can see through smoke or darkness, they almost always hit with reaction shots. What's more, the difference between a soldier with 50+ bravery, 100+ energy and maxed TU is extremely apparent for me compared to a fresh recruit with decent starting stats. That extra TU and stamina frequently makes or breaks the mission. Having high HP means the girls are much less likely to die when hit with plasma fire, and I'm starting to get high aim girls who never miss with the eurosyndicate laser rifles I now have. I could use lots of camo and probably rely on explosives like mortars while my scouts spot for me, but I'd frequently lose them to enemies who can see them anyway or who engage me in narrow terrain where I cant avoid them and then I'd lose my girls and have to struggle on with fresh recruit scrubs. I'd love to have high NV/TV and camo but they're totally unreliable for me, and having high stat girls with amazing guns and high armour is something I can always count on. 90% of my progroms occur at night, and flares have proved sufficient to light the area although in the time it takes me to spread them around all the civvies die, I'm usually pulling 6000-8000 points a month so it doesn't bother me much. If I could get some heavy armour with camo and night vision that would be awesome. I'm also now making some chem and fire grenades to exploit weaknesses in certain enemies like mechtoids and mercenaries

Also you are basically not utilizing training buildings. Having a base mostly dedicated to training to manufacture quality reserve gals is pretty crucial. I usually combine it with a triple hanger setup to give the reserve more to do then train, they can fly the fighters.

Yeah I'm gonna get one of these towards the end. I wanted 6/8 of my bases to be specialised in producing medical supplies, and I was gonna put my last base as a training facility to replace my losses as I push through the plasma/gauss fire into the midgame. I looked up buildings a bit and it seems there's another training room I can eventually unlock. If I ever unlock labs I might convert one of my medical facilities into a research base. I'd like faster research but the things I can build are like 1 extra brainer or something, and I figured I needed to get my industry going first

Are you sure the medical supplies are ineffective? They seem to be making me vast amounts of money every month
Title: Re: Out of stuff to research
Post by: Scorrpio on March 11, 2017, 01:33:22 am
300+ presently occupied making medical supplies??? You have neither a still(enable alcohol production) or a refinery(chemical production) in your production bases much are pretty useful for making cash when you dont need them building other projects. About 2/3 of your expenses are runts which are not even efficiently supporting themselves.
Actually, I wrote a utility that parsed the rule file and did a full cost-analisys on manufactures.   Medical supplies are one of the top guaranteed money-makers in earlier game, even if you have to buy chems.    One batch is 5k for chems plus 2k to make a batch of 10 supplies selling for 3k each, that's 23k profit/batch.   At 360 hours/patch, 50 runts will make 100 batches in a 30-day month, which is 2.3M profit.   Subtract 250k runt salaries and about 100k facilities maintenance, and you are still pushing 2M raw profit.   So that 300-runt setup is about 12M/month after runt salaries.   If you can give me an alcohol recipe that will top that, I am listening.     The best one I know is wine:   800 cost, plus apple that is worth 100,  sells for 25k - so 24.1k profit per unit.   But at 440 hours, same 50 runts will make  ~82 units in 30-day month, netting 1.72M after runt salaries.   And apples are not a guaranteed resource.   I do agree about refineries though.   Soon as you can build them, so you can make your own chems - to funnel into manufactures like meds.   And of course, once you get to some better techs, you funnel the meds into things like dart pistol stun clips.   Which get you about 6M per same 50 runts per month.   

Sure, there are some other lucratives.   For example, porn.   If you have a decent flow of lower tier hostages that normally sell for 10-15k.
Two hostages that would together fetch say, 30k, made into slave and slave maid, make porn, you get 150k, 3x porn (pink scrolls!) plus whatever stuff you shook off the hostages during enslaving.   Total time cost is 650 hours.   Same 50 runts would turn out a whopping 6.5M/month, but only if you manage to nab ~50 each male and female trash hostages in that time.

Quote
Research wise 1 brainer to a project while preventing overflow is horrifically slow for most projects. You seem to have just by sheer chance not focused on much related to general progression and gotten bogged down with the umpteen side items instead.
Diversifying was my recommendation, cause Piratez has tons of real cheap projects.   Don't recall exact percentages, but like half are 10 days or less.   And the tree is so broad that you often just can't speahead it to a specific tech - you need like 6 other things that could be done parallel.   Still, putting 1 brainer on a higher-concept project is ill-advised.   Even without peeking into rulesets, you  can get a feel for what would be a 10-day and what would be a 50-day tech. 

Quote
Your combat loadout is one dimensional and is both expensive and weak in terms of vision(no camo and poor NV). You have what is effectively only heavy infantry with no scouts and no support. Like trying to play Starcraft II with only zealots. Diversify and specialize the gals.
I think you can only really start doing it once you hit bigger capacity crafts and better specialized techs.  If you can only bring 6-8 gals, you probably want 8 heavy hitters.   Once you are up to 12 or so, diversifying is a lot more viable.

Quote
Also you are basically not utilizing training buildings. Having a base mostly dedicated to training to manufacture quality reserve gals is pretty crucial. I usually combine it with a triple hanger setup to give the reserve more to do then train, they can fly the fighters.
Yeah, training buildings are quite important.    I really wished something like them were in vanilla.
Title: Re: Out of stuff to research
Post by: legionof1 on March 11, 2017, 02:23:58 am
Diversifying research is fine but something like 4-5 projects at a time with 3-4 brainers each keeps long projects from taking forever while still completing small projects at a decent clip. 1 each will net lots of small projects but leaves the long projects often important for advancement through the major stages languishing for months. The campaign in question being crippled from the air game is case in point. He is running more brainers then i have ever run and somehow manged to unintentionally cripple himself.

Medical supplies do indeed make bank but without a refinery your cutting profits unnecessarily. Particularly if your having cashflow issues, products that dont require purchased components are quite useful.

Snip
I think you can only really start doing it once you hit bigger capacity crafts and better specialized techs.  If you can only bring 6-8 gals, you probably want 8 heavy hitters.   Once you are up to 12 or so, diversifying is a lot more viable.
Snip
But he doesn't really even have heavy hitters just decently armored riflemen ie heavy infantry. Effectively the only tactic hes has allowed himself is trading hp.  While that works against lower quality opponents, hes asking for a squad wipe against stronger foes. Even with a small squad, devoting a gal to a scout or heavy weapon broadens what he can handle. Also his pure defender armor choice mandates high quality gals that he can't readily supply or replace.
   
Title: Re: Out of stuff to research
Post by: KiriKaneko on March 11, 2017, 01:02:33 pm
Diversifying research is fine but something like 4-5 projects at a time with 3-4 brainers each keeps long projects from taking forever while still completing small projects at a decent clip. 1 each will net lots of small projects but leaves the long projects often important for advancement through the major stages languishing for months. The campaign in question being crippled from the air game is case in point. He is running more brainers then i have ever run and somehow manged to unintentionally cripple himself.

I ran out of research at one point and dropped down to 6 brainers. I then managed to find various new tech, and I suspect some of them were gateway tech that I was missing that unlocks new levels of tech. Eventually I was getting more projects available than I had brainers, after about 1 year so I got the other 12 back. I think what's happened is I've unlocked about 5 research branches that all needed 1 more tech each to unlock, so suddenly I'm being flooded with tech. I'm being held back by tech, but there's no pressure from the AI so, like playing Mount and Blade I feel I can take my time to prepare for the next phase of the game. I don't have all of my production facilities or my training facility yet, I haven't found any power armour parts for better armour either, so I don't feel desperate to finish off this tech yet.

Medical supplies do indeed make bank but without a refinery your cutting profits unnecessarily.

I also need a refinery to manufacture certain equipment so I will definetly get one in each of my bases. I've got hyperwave decoder researching so when it's finished I'll build one in each base, and when they finish construction I'll delete the overcharged radars and build a refinery in that slot for each base. Is making chemicals better use of runt hours than purchasing the chemicals and making more med supplies?

But she doesn't really even have heavy hitters just decently armored riflemen ie heavy infantry. Effectively the only tactic she has allowed herself is trading hp.  While that works against lower quality opponents, shes asking for a squad wipe against stronger foes. Even with a small squad, devoting a gal to a scout or heavy weapon broadens what he can handle. Also her pure defender armor choice mandates high quality gals that she can't readily supply or replace.
   

Right now I'm still raiding v small and small craft. The only thing that can hurt me reliably is armour piercing shotgun, and a full clip of 6 shots has never successfully downed one of my girls with face shots. They do sometimes take wounds from peripheral shots from other weapons, but I've discovered the AI targets the closest soldier so I split my team and head in all directions to ensure no one gets shot in the back. Even on the odd occasion they do they rarely suffer greatly.

They can also be harmed my melee. Now when I do blood rituals I check if there are many werewolves near the craft. If there are I try to kill them and if some are still alive at the end of my turn I just evac, not worth the heartache. I stopped using mortars because they occasionally blow up in my face, and I only needed them to deal with carapace armour and progroms. I've discovered laser rifles and frag grenade work just as well, especially since I can get 100% accuracy with these rifles at >30 tiles, they have an autofire that can be effective at point blank, they have a decent clip size, they don't weight too terribly much (80 str girls can then carry 4 grenades each), and every other weapon available to me has some kind of drawback. Heavy shotguns suffer at very long range fights and cant effectively hurt armoured enemies, heavy slugthrowers are heavy as hell, low in ammo, not as accurate and this also means I cant carry as many grenades, mortars are rarely fatal against tough enemies like carapace unless it's a direct hit, they backfire, they hit the trees, cant fire into buildings unless I break the roof, require the soldier to be out in the open (cyberdisk loves that), kick up a cloud of smoke for enemies to hide in, can only be fired every other turn

For progroms I've found that dashing (ctrl + click) out of the pachy, taking an aimed shot and then dashing back inside allows the full team to fire without being shot at on the enemy turn. That means I have timed to get flares out, I wont be hit with grenades or rockets from offscreen, I wont be instagibbed by plasma/gauss fire, I only need to worry about reaction fire. Camo, smoke and darkness are just too unreliable, even for factions who cant see through it, they often have at least one who can see through it. That humanist rocketeer might not be able to see through smoke but if his buddy can then I can just eat wound recovery time. Armour will definetly save me even if I'm spotted and hit with something less than a plasma shot or powerful melee creature, and I can always counts on my laser rifle shots to hit at 80 aim or higher. I see there are weapons with better aim damage scaling that will probably be better for the super elites I end up with that have 100+ aim, but I just cant see a weapon worth using over eurosyndicate las rifle when I consider that it's versatile and useful in nearly every situation, accurate as hell, hits fairly hard and most of the tough enemies I face have no laser resistance, plus it lets me have a ton of grenades for when I want to avoid reaction fire and pile a lot of damage on one target

When I get a new recruit I buy about 10 hands, then check which ones have >60 reactions and decent in TU/Str then ditch the rest. That way it won't take me very long to train up their TU/Str to max and energy tends to raise fast anyway. After that if they have low aim/melee I let the dojo handle it, and the new training facility will let me get my idle elites up to high combat levels quickly. Because all my soldiers end up with 80-100 reactions they almost never take reaction fire from the current enemies, and if they keep surviving their reactions will get even better. It's one of the things that makes my pachyderm camping on progroms/mediums so effective, it would suck if a rocket or tank shell was shot right into the pachy (as has happened before), but by making use of dash to preserve TU and rotating the soldier in the pachy we can all take an aimed shot without taking retal fire and all be back inside the pachy when the turn ends. It feels cheesy, but so does getting hit through smoke and darkness by rockets from offscreen so I take what works XD

I'll probably have to change up my tactics when I'm up against stronger enemies, but I hope that by then I have some camo that also has decent defense so my soldiers dont die instantly to the first enemy that can see them through it
Title: Re: Out of stuff to research
Post by: legionof1 on March 11, 2017, 01:32:39 pm
snip
I also need a refinery to manufacture certain equipment so I will definetly get one in each of my bases. I've got hyperwave decoder researching so when it's finished I'll build one in each base, and when they finish construction I'll delete the overcharged radars and build a refinery in that slot for each base. Is making chemicals better use of runt hours than purchasing the chemicals and making more med supplies?
snip
More runt hours overall but better profit margin. Also you can arrange it so you can just setup the production of chems to balance the medical production requirement and set the two jobs to infinite and the medical supplies to auto sell and never touch it again.


As far as combat goes i guess its working for you so i am not gonna keep pushing it.  Your so far from what i consider a normal game state for year 2 i guess you had to adapt something. Though you might want to think about packing some heavy eurosyndicate lasers for pogroms. The rifles are somewhat anemic against terror units large hp pools. Even with there armor pen "bonus" lasers have issues with really beefy targets due to generally lower damage.
Title: Re: Out of stuff to research
Post by: KiriKaneko on March 11, 2017, 01:46:23 pm
Yes, the Spartans had some kind of weird hover tanks that dont fly and they took 2 rounds of laser fire each to down. Grenades seemed worthless. I considered the heavy laser rifles, but their aim is worse, theyre heavier and the TU cost is higher. I'm concerned I wont be able to use my pachyderm sprinting tactic to have everyone step out and fire if I use the heavy version. There are weapons with higher damage available for the enemies who are that tough, and I'm currently trying to get some chem weapons specifically to combat them, though I'm concerned the mechtoids and vehicles might be immune since they're not living beings. Also trying to get some fire based weapons, the incendiary grenades can set ground units on fire, and if I can get a heavy flamer I can use it to set flying units on fire, but I'd like something that hits harder than that. Gonna see about chem and incendiary mortar but that takes some setup, and I think I'd need some good camo and armour for my mortar unit to reduce the chances of it being spotted but keep it from dying outright if it does. It'd be nice if there was some item that raises unconsciousness so I could nearly knock out my mortar, then if they get shot they will instantly pass out and not get shot more

I never played previous versions of this game and I'm very inexperienced. It took me til halfway through the second year to really get any interceptions going and I dont know the tech tree at all which is probably why it's taking me this long. I also started out trying to play the game like UFO defense/TFTD and later started playing it like mount and blade when I realised that once I was reliably getting a lot of points there was no actual time pressure aside from the threat of base assaults by an unstoppable faction like star gods or mercenaries. If I went back and restarted now I'd probably progress a lot faster, but it's not like there's any time pressure so I dont think it matters that much

I'm very interested in this autosell. Can you explain how to do it please? I'd love to set up an infinite loop of production and selling so I don't need to actively manage it. That would also let me downgrade my large vaults to 2 armoured vaults, and 1 more barracks and workshop per production facility
Title: Re: Out of stuff to research
Post by: legionof1 on March 11, 2017, 02:40:38 pm
There is a large toggle button marked sell in the production job screen above the unit to be made. Enabling it will automatically sell items as they are produced. Take care with multiple output products like robbery/corpse butchery as it will sell ALL outputs.

Chem has nothing to do with organic foes. Chem is not poison but more acids and caustics. Chem, particularly chem shotguns, are the best armor strippers in the mod. Chem does some armor damage irregardless of penetration unlike most weapons which do a fraction of penetrating damage. Chem has that too but has additional stripping of usually 20% of base after resist. 

As far as the mortar goes its pretty easy to setup behind your craft towards the map edge, to stay out of vision, after the first few turns. Arcing fire means you do not need line of sight. It exceptionally rare that a enemy makes a beeline around your craft. The AI is a brutally simple set of if X than Y conditions that generally results in a unit puttering around the general area of there spawn until they make contact. Once a portion of the map is cleared 99% of the time it will stay that way.
Title: Re: Out of stuff to research
Post by: KiriKaneko on March 11, 2017, 04:38:39 pm
The mortar has a tendency to hit my pachy wings unless I move the mortar user quite far back. The cyberdisk killed a mortar user who was behind the pachy by flying up high. Because I have to put my mortar quite far back to not hit the pachy, any enemy who approached the pachy at an angle and has a clear line of sight might see the mortar user. Best way I have found to deploy a mortar is to crouch on a roof somewhere near the pachy and have someone shoot out the staircase, but it's not always possible, and flying enemies won't be obstructed by that
Title: Re: Out of stuff to research
Post by: legionof1 on March 11, 2017, 08:11:05 pm
True if you are faceing disks, or mercs but not much actually flies.
Title: Re: Out of stuff to research
Post by: khade on March 11, 2017, 09:51:57 pm
I'm pretty sure there is a soft time limit: at some point in the game, crackdowns just start happening.  At least that's what I've heard, I don't get that far.  :)
Title: Re: Out of stuff to research
Post by: Dreamsicle on March 11, 2017, 10:18:12 pm
I'm pretty sure there is a soft time limit: at some point in the game, crackdowns just start happening.  At least that's what I've heard, I don't get that far.  :)

Yeah I asked about it earlier,
they start beginning of year 3 (2603).

Title: Re: Out of stuff to research
Post by: KiriKaneko on March 12, 2017, 01:17:56 am
OMG, I thought I was more or less safe so I've been taking my time!

Fortunately I now have all my medical supply facilities fully operational, I'll be raking in tons of cash so I'll get on with that training facility next and start being more aggressive to the ayys

I'm unlocking tons of new craft how. I got a fortuna but it doesnt have sliding doors so I dont like it. Does anyone know which transporters have sliding doors? I like to camp them when dealing with dangerous enemies

I have Guardian armor now which not only gives me even more solid protection, but also has some thermal vision and night vision. Ofc I'd like power armour, but when the training facility is complete I'll be able to play more recklessly with my troops. Also have a decent flying armour, storm armour, it has less armour than guardian but still decent, and the speed is incredible, trying to decide whether or not to get one

Gonna finish the research I've currently got and then make whatever best interceptors I have unlocked. I can then research stop preying on civvies and start shooting down bigger faction ships instead, maybe raid some bases if I feel up to it, I'm sure I can actually kill them with enough laser fire eventually. I've got a 37mm rifle but it's so heavy we cant use it even if nekid. We could with the loading suit, tho the suit is somewhat prohibitive, but I imagine power armour is probably better so I'll wait for power armour or gauss weapons I think. Currently researching school graduation which I imagine will unlock something nice

I've attached a save to this post in case anyone wants to take a look
Title: Re: Out of stuff to research
Post by: KiriKaneko on March 12, 2017, 01:35:00 am
How long have I got til all of the governments abandon me? Looked on the A1 tech tree and it seems I'm not too terribly far from power armour, which leads shortly after into annihilator which is the best armour. After that I should have no problem at all just facerolling all opposition to get the remaining tech and items I need for the best craft and weapons as well. Only thing that seems prohibitive is the research times, money will be no problem, I'm gonna be making 40M a month profit just from med supplies so I can even buy hostages if I want to in order to get that better tech faster and make my raids on HQs and big ships as safe as possible

I might end up converting one of my production bases into a lab base, just fill it with libraries if I end up with hundreds of millions but way too many projects and all the governments pulling out on me

Edit: I still haven't found any power armour parts. I assume none of the enemies I've fought use power armour but I don't know where to find them. Maybe if I wait for a mercenary ship to land, then we all get on the Fortuna, equip fuso swords and elerium grenades then banzai out there, use elerium grenade spam on any vehicles we see, run down any soldiers, see if we can get right up to the doors and camp them, if there are flying vehicles then I guess have some people with laser rifles just spam fire and hope they go down. I don't think power armour parts are something I can actually pick up, and I havent see anything drop them yet but the only things I havent killed yet are mercs, star gods and faction leaders and I'd say out of those the most likely to drop them are probably the mercs, who are also easier than star gods

Edit2: Looked ahead some more. Still can't find out anything about who has power armour parts, but it seems like gauss weapons may not be far out of reach, and aren't that much weaker than plasma. Actual plasma weapons requires star god captures which are the hardest enemies and thus if I can beat star gods then I probably dont even need plasma weapons, and gauss requires merc captures. This makes me think I'm supposed to be fighting the mercs now. It seems that laser guns with unlimited ammo are around the corner so I'll probably go for them next, and maybe buy some mercs to study or try and take them down. I wonder what weapon is best for stunning them. Handles dont seem to have the power to even bring down people wearing tactical armour without 3 100+ melee aim girls smashing them in the back for a turn, so I probably need something better to knock them out with, or just shoot them and hope they start bleeding out. I think I'll just focus on my current tech for now, but I'll look out for merc ships and make an effort to engage and capture some

Edit3: Also I've unlocked space missions but I only have space suits and I'm not satisfied with their armour. I assume power armour is space-worthy? Is there anything up there worth getting or should I ignore these missions?
Title: Re: Out of stuff to research
Post by: Marza on March 12, 2017, 04:45:18 am
Does anyone know which transporters have sliding doors?
PACHYDERM, Deliverator and Triton are some of the transports that have sliding doors.

How long have I got til all of the governments abandon me?
Depends on luck and how effective the player is at identifying and disrupting shipping that the major factions launch to sway local governments. One midgame technology prevents local governments from withdrawing their support.

Edit: I still haven't found any power armour parts.
Power armour parts are actually very rare. There is a lategame technology that allows you to buy them from the blackmarket, but until then you'll have to loot them from enemies that wear it.
Trader Guild military ships are what you want to look for.

Edit3: Also I've unlocked space missions but I only have space suits and I'm not satisfied with their armour. I assume power armour is space-worthy? Is there anything up there worth getting or should I ignore these missions?
A couple of power armour types are 0g capable, keep an eye on your bootypedia when you research them. And space pirates are better than normal pirates. Be a space pirate.
Title: Re: Out of stuff to research
Post by: legionof1 on March 12, 2017, 04:59:34 am
Government abandonment isn't a huge issue, there is a tech the stops it from occurring. So long you reach that tech before you lose more then like 5 its not even a cause for concern. It even quite possible to lose all the governments and still be fine on internal production for funds. Losing them all is not a game over.

Power armor part are primarily found from Marsec Bodyguard corpses. There are a few others but bodyguards are most common. Note that you must rob/kill/enslave power armor users to get the parts. Researching them as captives doesn't yield loot.

After a point handles are indeed insufficient for stunning. At some point i transition to Voodoo to handle captures since voodoo powers largely ignore armor and few units resist special type damage. Deamons and star-gods are virtually impossible to capture otherwise due to near immunity to daze type damage. Tesla coils/power maces are another option.

Some power armor is space capable but not all. Loader,harbinger, and annihilator if i recall correctly. Space is something you should do. There is a extra type of soldier you can get, as well as alot of high value components for late game player craft that are more easily gotten in space compared to the UFOs they are normally found on. Most space foes are not particularly challenging being armed with low tech lasers at best. 
Title: Re: Out of stuff to research
Post by: khade on March 12, 2017, 08:48:48 am
I understand the crackdowns starting is a sort of kindness, either you're losing at that point, and it forces you to restart, or you start having decent access to resources that are otherwise fairly rare.
Title: Re: Out of stuff to research
Post by: KiriKaneko on March 12, 2017, 12:16:08 pm
What should I research to stop the crackdowns? They havent started yet and I'd like to be working towards stopping them. My current production is enough to support my campaign even if the govs withdraw their support, and I'm glad to hear they can't force a game over for me that way, but I imagine things are only gonna get more expensive so I'd rather not lose them

Can I not buy 2 marsec guys, one to research and another to rob right after? Sadly I still don't have any VooDoo, I need star gods captives for that right?

Guess I'll make some loader armour and start doing space missions. I've already unlocked deliverator as well and I'll look out for the Triton

Thankyou for all the info :D
Title: Re: Out of stuff to research
Post by: nrafield on March 12, 2017, 01:14:01 pm
In order to be ready for crackdowns,  you need Naval Guns and the Kraken. You also need to get the fast interceptors that come a bit later in the tech tree, Predator and Barracuda, in order to catch up to ships searching for your base.
Space missions haven't been very hard from my experience. Most enemies are armed with moderately powerful lasers, and the default armor for gals on it, while very limiting, is enough to protect against them, and is equipped with very strong medipacks which can last you for the rest of the mission. The default weapon should also be powerful enough to kill or disable any enemy in 3-4 bursts. Unless the station you land on is overrun by zombies. Then it might more difficult.
Title: Re: Out of stuff to research
Post by: Marza on March 12, 2017, 01:35:26 pm
Building on top of what nrafield said, there's nothing you can research to stop crackdown missions from being launched, but you can build a fleet of interceptors capable of blowing battleships out the sky. Or invest in extra hands for base security, let the crackdown into your bases and then steal all their stuff. Or spam hideout shrouds and defensive buildings. Pick whichever options sounds fun for you and go from there, really.

Checked my old save, apparently you can buy Marsec bodyguards for your prisons. I can't remember what unlocks them for purchase, but I'll bet it involves capturing a live one in the field. In the meantime, keep a lookout for the appropriate shippings and hope that luck delivers you one soon.

Stargods do use voodoo magic a lot, but there's one other faction you can also target for that. I don't really want to spoil too much more; I find being overwhelmed with options and the unknown to be a lot of fun and you only have that for the first and maybe the second playthrough. I will say to check your bootypedia, I'll bet you've already unlocked some articles about where to look for some voodoo.
Title: Re: Out of stuff to research
Post by: KiriKaneko on March 12, 2017, 05:10:57 pm
No idea where to look for VooDoo. I had never seen any marsec guys but there was a marsec bodyguard for sale so I bought and interrogated him for 10M. Now they're appearing on every other missions suddenly and I've been getting lots of power armor parts from them. They have a tendency to suicide with mini-nukes (seriously Dioxine why so much explosive spam? It seems like this is pachyderm camping - the game) which makes them easy to deal with since I just peek out of my pachy to take shots then let them kill themselves on their turn

I also dropped a civilian ship which strangely had goons and a human mage who I'm not interrogating, the mage had a plasma pistol :D

Also I dropped a academy bomber which had 2 espers inside. I mistook one for a raider and killed it, but captured the other one. I'll research it, then maybe buy another to interrogate if I don't find more. I bought a reverend and broke it so hopefully this unlocks more stuff. Seems I'm unlocking the tech for power armor and gauss tech so I should be able to get more gear upgrades soon, but it seems I'll never transition from pachy camping to open combat since I don't think there's any armour that can protect me from mini nukes if they ever actually hit me with one
Title: Re: Out of stuff to research
Post by: KiriKaneko on March 12, 2017, 09:41:07 pm
Ok I unlocked VooDoo somehow
Title: Re: Out of stuff to research
Post by: KiriKaneko on March 12, 2017, 11:09:49 pm
Got another supply ship. Shot some people and then one of them decided to ragequit with a mininuke. The blast nearly reached my pachy and wiped out 90% of the ship, leaving only a corner standing. Had to wait like 20 turns for the smoke to clear to wipe out the last couple of survivors. Why does this item exist, and why do AI soldiers have access to it? XD
Title: Re: Out of stuff to research
Post by: legionof1 on March 13, 2017, 12:03:59 am
Ai has access to everything aside from the player specific researcher items like custom hand-cannon because much of the concept for the mod is scavenging tech from those you defeat. Aside from some few ships like smugglers and spartan military transports every gun you can scavenge you must first face in combat.

A second pillar of the mod is variety. Not every faction is assured to spawn conveniently for the players tech progression, so there are a number of side-grades in terms of weapons to fill a role.

 
Title: Re: Out of stuff to research
Post by: KiriKaneko on March 13, 2017, 12:03:55 pm
Perhaps they should at least be an item located in an enemy armory or bunker, rather than something they can use directly. I was thinking of taking a more aggressive approach than my usual pachy camping once I've got a full set of power armour, but since I've discovered the enemy using this weapon I think I'll just stick to camping tactics :/

In fact I'm not sure my pachy can even survive a hit by that weapon, if one of them with the mini nuke leaves the enemy ship then panics and shoots it somewhere nearby it might wipe out my pachy and crew or something, I'd best stop doing supply ships, I think even flying armour wouldnt put me out of the blast radius the smoke cloud was so high
Title: Re: Out of stuff to research
Post by: legionof1 on March 13, 2017, 05:31:06 pm
You have hit on kinda the point of why minis are where they are. Supply ships are one of the more lucrative ships in terms of potential profit. And if you leave the base active, hey look free revenue stream. Mini nukes keep risk vs reward active regardless of player tech.
Title: Re: Out of stuff to research
Post by: KiriKaneko on March 13, 2017, 07:06:33 pm
Does anyone know where I can get fusion batteries or if I can make them? I just finish school graduation and I have like 30 aircraft unlocked that I cant build
Title: Re: Out of stuff to research
Post by: ohartenstein23 on March 13, 2017, 07:48:00 pm
The fusion batteries are the clips for the fusion torch, check the store.  You should be able to buy them once you have the requisite research to unlock all those ships.
Title: Re: Out of stuff to research
Post by: KiriKaneko on March 13, 2017, 08:40:24 pm
Thankyou
Title: Re: Out of stuff to research
Post by: KiriKaneko on March 14, 2017, 02:43:32 pm
I'm seeing a lot of very fast battleships, and the only things capable of catching them are the sabre, brave whaler and nightmare. Seems like the nightmare has the best combination of speed, power and toughness for these 4500 speed destroyers. I have a Kraken but it's not capable of actually catching anything
Title: Re: Out of stuff to research
Post by: ohartenstein23 on March 14, 2017, 03:16:33 pm
I've used a Kraken to tank for just long enough to take out a battleship, the key is getting a lot of fast backup firepower for those few precious seconds the Kraken is taking the shots.  The other part is flying the right way - you can't just target the Kraken directly on the battleship as soon as you see it, you have to use your hyperwave decoders to figure out where it's heading, and have your fleet already there to greet it for the short time it slows down enough for you to reach it.
Title: Re: Out of stuff to research
Post by: KiriKaneko on March 14, 2017, 05:11:21 pm
Thankyou, I'll try that. I wonder if a crab would be better for tanking though. If I give it the ablative armor and big shield generator I'd imagine it could last even longer, with 3 nightmares/sabers for dps I'd think I could do better with that
Title: Re: Out of stuff to research
Post by: ivandogovich on March 14, 2017, 05:11:56 pm
(sorry about the tardiness with this reply.  My account got borked with my avatar image and the new https settings. anyway. better late than never)

Supply ships have a timer on them (in the mission description it should warn about this) that will set off an explosive.  You may have faced the blast kicked off by the timer. The mission was designed for you to face tough, well armed foes (baby nukes, gauss, and energy weapons) with a limit to how much camping you can do.  In fact, this mission was designed to make camping impossible. 

In case you missed it, Dioxine's basic design philosophy is to make aggressive, hard hitting offensive play rewarding.  Yep, you get some early ships with doors to protect your small crews and weak girls, but as soon as they are tough and dangerous, you are supposed to upgrade to bigger more dangerous ships.  Yep the Menace class has wide open back doors (along with Thunderhorse and others).  But it also has a huge drop bay under it, and a nice roof port.  The idea is that you kill everyone you can see from the ramp, before they can kill you.  Drop down through the hatch and blast others in sight.  Set a sniper and a mortar gal in the last positions in your line up, and they spawn in the sniper's perches.  Use a parrot to scout enemies in the front of the ship, and blast 'em with a mortar on the first round.  By massacring enemies in the first couple turns you can cause panic spirals that can end the mission even quicker.  If the opposition is just too tough, abort and live to fight another day (Mercs with Tanks, Power Armor with Mininukes staring into your crew, etc).

Having said all of that, I understand what a philosophical shift this is for a defensive player.  I faced the exact same conundrum when I first started playing PirateZ.  All my previous experience had taught me to be cautious, with the most successful tactics being scout and snipe.  Smoke is your friend. Always shoot the enemy from beyond their line of site, etc.   But yeah, this tactical experience is a completely different design.

I do encourage you to upgrade your assault ship.  I like the Thunderhorse with a Sentry Gun for great all around firepower and assault opportunities.  Put heavy armor gals in front.  Put as much lethal power in the hands of your gals as possible.  Bring some newbies along for scouting.  Try hammering the enemy as hard as you can and see what kind of fun you can have.
Title: Re: Out of stuff to research
Post by: ohartenstein23 on March 14, 2017, 05:29:04 pm
Thankyou, I'll try that. I wonder if a crab would be better for tanking though. If I give it the ablative armor and big shield generator I'd imagine it could last even longer, with 3 nightmares/sabers for dps I'd think I could do better with that

Only thing the Crab has going for it in terms of tanking is the speed and versatility of the light weapons slot, which isn't much.  Give the Kraken the big shield generator and the armor or a shield capacitor, plus it can hold a gun for some extra damage.  If you have enough damage though, your Crab only needs to survive a few shots, so better pack those Sabres with the best you've got.
Title: Re: Out of stuff to research
Post by: KiriKaneko on March 14, 2017, 09:32:57 pm
Supply ships have a timer on them (in the mission description it should warn about this) that will set off an explosive.  ... this mission was designed to make camping impossible. 

Well that explains it then. I guess I can go back to doing these if I want to, provided the supply ship isnt too close to my pachy

In case you missed it, Dioxine's basic design philosophy is to make aggressive, hard hitting offensive play rewarding.  ... The idea is that you kill everyone you can see from the ramp, before they can kill you.....By massacring enemies in the first couple turns you can cause panic spirals that can end the mission even quicker. 

This strikes me as odd, because my experience is the exact opposite. Enemies have high reactions and many instant death weapons (effectively) such as gauss, chem, high explosives early on, and can often take one hell of a beating. They sometimes panic but not often even if I wipe out most in the first rounds, and that isn't reliable. Later on the power armor is incredibly expensive to make, and even advanced power armour can be OHKO by a tank cannon, a plasma shot that rolls high, a mini nuke, a plasma rocket, and buying marsec bodyguards means these things are effectively 20mil a suit until you're strong enough to farm more power armour parts. Even if you can, it's no good if you're losing a suit for every 5 power armor enemies you kill, you'll still run out of the armour. They can also typically see in the dark or through smoke, so it seems the game is encouraging me to play it safe by camping the pachy or behind buildings, trying to inflict wounds to make the enemies bleed out, trying not to aggro the strong factions and spending a lot of time running around in power armour wielding sticks and chasing after civilians wielding peashooters for cash and exp

With all the high reactions enemies with OHKO weapons, it seems like the game was made to enforce strict caution and patience, and to punish the player for ever stepping out into the open. If I wanted to make a game that forced the player to be patient and careful, but not just reduce all tactics down to smoke camping tactics I'd do it like this, but make it so the slidy doors on the craft cant be shut so turn 2 the player has to dash for the nearest building that can conceal them and then play it safe, and would otherwise make the enemies exactly as lethal as they are in this mod to punish aggressive play
Title: Re: Out of stuff to research
Post by: KiriKaneko on March 14, 2017, 09:40:31 pm
Ok so I need some advice

I've been getting base assaulted about 3 times every month. I lost 1 person to a mercenary plasma rocket on a progrom (I stepped out of the deliverator to patch up a wounded merc after I killed like 20 of them, big mistake, she got insta killed by the last merc alive ofc), and 2 more were wounded by a tank on a humanist progrom. I need some time to replace my losses and heal wounds. I also need time to finish building my new interceptor fleet to stop those crackdowns from landing, and I'm afraid they might wipe out one of my expensive side bases with these 3 crackdowns a month (luckily theyve been my main base and they had some atrocious aim on those assaults)

So I'm wondering if this strategy will work, or if the increase in enemy aggression is hard coded for the time of the game I'm at and I can't change it:

I'd like to just ignore faction ships and only shoot civvie ships. I'll keep doing progroms and only shoot at a crackdown ship if it comes too close to one of my bases. What I'm hoping is that the heat will die off and the aliens will stop pestering me so much. I'll get enough points and exp from the civvie ships and progroms, if I can spend a few months doing this I can complete my fleet and increase my team size to about 30 people, hopefully buy enough advanced armor suits for all of them that I can upgrade to the Triton and have a full team with me, maybe unlock gauss weapons so I can upgrade from 32mm rifles and start carrying grenades again. After that I can start doing bases and big ships, and shoot down any crackdown ships

However, if the aliens are gonna send this many crackdown ships no matter what, then I'd rather have a team of 10 people in each base and rely on increase in protection payments to make up for the increase in wages

Can I just lay low and let the heat die down while I continue my research, training and fleet building, or should I just continue and hope they dont wipe out too many bases?
Title: Re: Out of stuff to research
Post by: ivandogovich on March 14, 2017, 09:52:04 pm
Not sure where you are in your campaign but after year two, monthly crackdowns begin.  They don't always find your base and assault it, so its not a guaranteed base defense every wave, but a new wave will spawn with orders to search various corners of the globe every month.  You can target ships on the crackdown waves with no backlash.  This means it won't spawn a new revenge wave looking for your base.  You can only successfully prevent a crackdown by killing the last ship in the mission that is on its way to go after your base.  These are usually extremely fast, so its very hard to target successfully.  Shooting down other ships in the wave may delay others so the wave will take a little longer than if you left them alone.

Otherwise, you can reduce the heat by not targeting other missions.  Leave faction vessels alone and their "revenge" crackdowns won't spawn. 

So yes, you should be able to get some sort of a breather.
Title: Re: Out of stuff to research
Post by: legionof1 on March 14, 2017, 10:48:33 pm
To my mind it's about measured aggression. Knowing when and what is a risk worth taking. But that sort of thing comes from experience.

Also something to keep in mind is that X-com mods and titles have a mindset of expendable units. We fully expect to lose soldiers by the dozens. Playing with a mindset of zero loses is unreasonable. The gals have more in common with RTS units then RPG heroes. You trade them as efficiently as you can but they are mere tools to a goal. Sacrifices are needed.   
Title: Re: Out of stuff to research
Post by: KiriKaneko on March 14, 2017, 10:49:24 pm
Thanks, that's what I was hoping for. I hope the monthly waves only target my main base. I'm actually 3 years and 2 months into the game and this only just started to happen. Nightmares aren't fast enough to target breakers but they can catch cruise ships. Problem is they probably cant endure their fire and the kraken definetly cant get them in time, I'll try and get 6 nightmares up and spread them around so I can hopefully get at least 2 on every crackdown ship, and I'll stop targetting the other faction ships for now
Title: Re: Out of stuff to research
Post by: KiriKaneko on March 14, 2017, 11:02:02 pm
I played UFO defense and TFTD while considering my soldiers to be expendable. I only really tried to keep them alive when I got to psionics, using hover tanks as scouts, and psionics got powerful enough that they were never in danger anymore.

However, in piratez the soldiers suck up vast amounts of cash, it severely limits the soldiers you can have early on, and while my industry is powerful enough to pay tens of millions in wages now, the cost of their power armour is now the main bottleneck, I just cant be throwing away 35M a girl because I'm bored with camping my landing craft. Maybe if I'm prepared to skip months while my cash regenerates before I go back into battle, if there's no real time restriction anymore than there's nothing to stop me waiting years for billions to accumulate

However, there's also the restriction of craft size. In UFO defense and TFTD I had much larger groups from the start, and my soldiers were squishy and expendable. In piratez the starting craft is limited to 6, the pachy was limited to 8 and the deliverator isnt much more. I can have a lot more with the Triton which I have finally unlocked. What's more, in the early game my soldiers were rather less squishy than xcom, and much more likely to survive. This meant that although I had a smaller team, they were also far more elite than xcom soldiers which made up the difference, and I got by a lot of the sheer skill of my elite soldiers vs rookies

Now I have a training base it's not really that hard to replace them. I screen for reactions and bravery, everything else can be raises in the dojo, then they just need a few easy missions to get TU up. If there's really no time restriction then losing people isn't that much of a big deal anymore in terms of replacing the actual soldier. But it still takes a while to train them and their wages can get insane. Either I go with a lot of throwaway girls and their wages become obscene, or I go with a smaller number of crack soldiers in obscenely expensive armor.

Or I camp the interceptor XD

I think in the end, it all comes down to cost, if I dont have elite soldiers or have well equipped soldiers then I will definetly lose. If I go with poorly equipped elite soldiers then I'll run out unless I'm constantly train a lot of them which is expensive in wages, and if I go with a small number of well equipped troops then the gear costs are expensive. Only choice is to play it safe and either camp the starting craft, or get into full concealment and play peek a boo from there. However, it could be that the enemies I'm facing right now are too strong for the gear I have. Could be I aren't supposed to be facing them without gauss/plasma weapons and the top power armour and that I'm lagging behind or I've attracted too much attention already
Title: Re: Out of stuff to research
Post by: legionof1 on March 14, 2017, 11:46:52 pm
From my perspective your trying to play like a sneaky rogue while wearing plate armor. IF your trying to be sneaky and use hatches and LOS camping your better off with light armor with TU accuracy and reaction buffs. Heavy armor makes you easier to hit, denoted by large and X-large notations in the bootypedia articles.

IMO armor in this game only serves to limit casualties and make weaker foes easy to clear. Expecting it to preserve you against even half the content is wishful thinking. Any weapon in the game with 60-90(depending on dmg range) base damage can penetrate any protection you can give your gals. 95-100+ range stuff can oneshot even the highest hp gal in the best armor.
Title: Re: Out of stuff to research
Post by: Starving Poet on March 15, 2017, 01:04:11 am
Just to add to the continuous crackdown problems - other than the potential monthly crackdown starting in year 3, every ship you shoot down has the potential of spawning a crackdown mission - either in the region the ship was shot down or in the region that the interceptor hailed from.

So, in essence, you can 'control' where all the non-monthly crackdowns can spawn.
Title: Re: Out of stuff to research
Post by: ivandogovich on March 15, 2017, 01:06:32 am
snip:
 ".....every ship you shoot down has the potential of spawning a crackdown mission - either in the region the ship was shot down or in the region that the interceptor hailed from."

*except those already on a Crackdown mission.  (Just making that clear)

Edit:  actually, that is worth a ruleset dive.
Title: Re: Out of stuff to research
Post by: Starving Poet on March 15, 2017, 01:08:03 am
That is correct (I checked)
Title: Re: Out of stuff to research
Post by: KiriKaneko on March 15, 2017, 01:09:17 am
So does the monthly crackdown only target my HQ?
Title: Re: Out of stuff to research
Post by: Starving Poet on March 15, 2017, 01:10:06 am
No, the region it selects is completely random.
Title: Re: Help me git gud, question thread
Post by: KiriKaneko on March 15, 2017, 04:23:19 pm
Thankyou. I'll have to get my fleet ready fast then!

Just working on my third nightmare. The tank Kraken is ready. Also had a star god progrom that didnt have any sectopods, got a star god guardian captive and a cyclops captive out of that, plus some corpses

I think I'll create 3 more nightmares. I'll have 3 equipped with lascannons and thrusters, and 3 equipped with lascannons and 105RL missiles. The missile ones can help take down the crackdown ships, while the thruster ones can be for smaller craft hunting.

I seem to be gated by merc captures now. Sadly they can kill people but I don't think I can do much about that, the training facility is operational now so I'll just have to sacrifice some lives to make captures. I've got VooDoo schools and some wands of bliss and I'm gonna try and train my high voodoo soldiers on civilians to try and help with merc captures

I'll also try and wipe out the current alien bases in the hopes it will cause the mercs to set up a base and allow me to encounter them more frequently. It won't exactly be safe, but I've got plenty of elites in good armour, 150M in the bank and 18 troops training so I can sacrifice them
Title: Re: Help me git gud, question thread
Post by: ohartenstein23 on March 15, 2017, 05:14:42 pm
105 mm rockets are not a missile weapon, but take a heavy slot last I remember.  Also if that's really a battleship you're chasing down, you're going to need something a lot better than 105 mm rockets and lascannons.  Hammermites at the very least for the Nightmares, Avalanches would be even better.  The lascannons will also be worthless once a battleship's shield is down, but not much you can do to that armor anyways with light weapons.  If it's not a battleship, Hammermites are fine for large/very large, I'd use Stingrays or Lancers for anything smaller.  And I hope you have some better heavy weapons than the 105 mm rockets for your Kraken...
Title: Re: Help me git gud, question thread
Post by: KiriKaneko on March 15, 2017, 07:08:16 pm
Hmm, I have access to hammermites and avalanche missiles. The focusing crystals could be hard to get if I want to keep making a lot of them though, as I'm reliant on stuff I loot off the battlefield for that

I have some gauss cannons for the light slots, but until I capture some mercenaries I can't replace the ammunition for it. I'll put them on my battleship hunters and hopefully I wont run out of ammo before I can replicate them. I only have 3 gauss cannons so I'm gonna have to raid more ships to completely give my battleship hunters gauss cannons

My Kraken is equipped with armor plating, a heavy shield generator and a 105MM rocket launcher. I didn't fuss much over heavy weapons since it's role is to tank. Can I put 2 heavy shield generators on it?

Will attacking landed UFOs still cause a crackdown, or do crackdowns only happen from shooting down ships?
Title: Re: Help me git gud, question thread
Post by: khade on March 15, 2017, 09:33:23 pm
I think shooting is required for those crackdowns, the attack allows a mayday to be sent, I guess the ground assault is too fast for that.
Title: Re: Help me git gud, question thread
Post by: ohartenstein23 on March 15, 2017, 10:12:09 pm
The focusing crystals aren't too hard to come by, you just need to grab a couple laser rifles for disassembly.  I found that I always had plenty once I could start pulling apart laser weapons.

A naval gun is still a good idea on the Kraken, but two shield generators is certainly possible for greater shields.  I'd do away with the armor plating for the second shield generator though, extra armor isn't going to do much against the power of a battleship's gun, and more shields are always better than more damage capacity, since it's repaired after only an hour at base.

Only shooting down a ship causes crackdowns.
Title: Re: Help me git gud, question thread
Post by: KiriKaneko on March 15, 2017, 11:10:14 pm
I can't get naval guns til I interrogate a mercenary sadly. I'll give it 3 shield generators, and swap one out for a naval gun when I can

I'm out of stuff to research again. Gotta wait for those mercs :/
Title: Re: Help me git gud, question thread
Post by: sinisteragent on March 16, 2017, 12:48:55 am
I have naval guns and I don't think I've even seen a mercenary ship yet. Only just seen reticulans. I might have got lucky with interrogations or data disks, mind.
Title: Re: Help me git gud, question thread
Post by: KiriKaneko on March 16, 2017, 02:08:12 am
I looked on the tech tree, and it seems I need recoilless rifle, not gauss to unlock naval gun. Sadly I haven't found a recoilless rifle and I have no idea where to look for one
Title: Re: Help me git gud, question thread
Post by: ohartenstein23 on March 16, 2017, 03:18:36 am
Raiders and raider gunships are a good place to start, some pogroms might have one as well.
Title: Re: Help me git gud, question thread
Post by: LuigiWhatif on March 16, 2017, 05:40:21 am
I've only seen recoilless rifles used by spartan heavy weapon specialists.  They mostly spawn during progroms, but I remember seeing them on spartan raider gunships and military transports.
Title: Re: Help me git gud, question thread
Post by: Scorrpio on March 16, 2017, 07:12:42 am
You can get recoilless from Gun Almanachs.  Or you were selling them?
Title: Re: Help me git gud, question thread
Post by: KiriKaneko on March 16, 2017, 12:42:12 pm
I researched all of the gun almanachs and now I havent seen any in a long time. It seems that researching one of them used up every gun almanach I had accumulated.

I always attack raiders when I see them for rare earth elements, I'll keep a lookout. Spartans too tho I only see them on progroms
Title: Re: Help me git gud, question thread
Post by: Solarius Scorch on March 16, 2017, 01:25:04 pm
It seems that researching one of them used up every gun almanach I had accumulated

What?

No, that's really silly. Where do you people get these ideas from? It's not some exotic mechanics, just your stocks.
Title: Re: Help me git gud, question thread
Post by: KiriKaneko on March 16, 2017, 02:43:49 pm
I'm using an old version, it could be a bug
Title: Re: Help me git gud, question thread
Post by: Dioxine on March 16, 2017, 03:12:19 pm
No. You're imagining things. This is simply not possible.
Title: Re: Help me git gud, question thread
Post by: Meridian on March 16, 2017, 03:29:53 pm
You may just have exhausted all topics the almanacs can give you.
Then it wouldn't show in research.

Check the stores, if you have any almanacs there.
Title: Re: Help me git gud, question thread
Post by: KiriKaneko on March 16, 2017, 05:42:43 pm
No almanacs in my stores. I've discovered that going on missions causes more to appear, so I've been starting and aborting the ones I don't want to do. Maybe eventually a crackhouse will appear, I havent seen any since year 1
Title: Re: Help me git gud, question thread
Post by: Dioxine on March 16, 2017, 06:25:07 pm
Touch and go won't give you any almanachs, unless by buggy enemy capture, if he was holding onto one by some miracle. The game isn't THAT bugged.
Title: Re: Help me git gud, question thread
Post by: Meridian on March 16, 2017, 06:33:41 pm
Just attach a save KiriKaneko, so we can look and explain.
What you say is not possible... you're missing something.
Title: Re: Help me git gud, question thread
Post by: KiriKaneko on March 16, 2017, 08:56:28 pm
Here's my save. I've been building my fleet, touching down on missions and immediately leaving to force more to generate. Hopefully a crackhouse appears soon.

There's also spartan progrom fighter ships everywhere. I shot one down but they had gauss weapons, so I've been ignoring them and hoping they spawn a progrom but none so far. I lost some of my soldiers recently while abducting star gods, so I'm waiting for a new wave of reinforcements from my training school before I assault those bases
Title: Re: Help me git gud, question thread
Post by: Meridian on March 16, 2017, 09:13:26 pm
Here's my save.

1/ You have currently no almanacs in your stores.
2/ There are still 4 topics you can learn from them.
3/ Touching down and aborting doesn't generate any almanacs for me... I tried 5 different touch downs.
Title: Re: Help me git gud, question thread
Post by: khade on March 16, 2017, 09:19:59 pm
As far as I can remember of the game system, mission spawn is determined at month start, the only ones we can cause otherwise are from shooting things down.

And just because your enemy has gauss on that mission doesn't mean they will have it if you reloaded to before attacking or at other points, enemies have different types of loadouts.
Title: Re: Help me git gud, question thread
Post by: Scorrpio on March 16, 2017, 09:33:29 pm
Almanachs are either dropped by the enemies or can be found lying randomly in houses on certain missions.  In order to collect all the stuff automatically, you need to win the mission.  Otherwise, you get only what you pick up and carry back to your transport.  If you touch and go, you get zero loot. 
Also, check if you have marked some things for auto-sell.
Title: Re: Help me git gud, question thread
Post by: KiriKaneko on March 17, 2017, 01:44:12 am
I know.

However, I  can only get almanacs from certain enemies or missions

There's no point in doing warehouses, blood rituals and churches because there are no gun almanachs

I need crackhouse raids for gun almanacs

But I haven't seen any in years

Touching down and then leaving a mission, seems to cause a new mission to generate quickly

Therefore, I will get a crackhouse raid faster if I touch down and leave the missions I dont want to do

I never claimed to have any gun almanachs, thats what I'm trying to get

That's why I'm touching down and leaving blood rituals, warehouse, hunting etc

Not to get gun almanacs, but to try and create a mission that has gun almanacs on it
Title: Re: Help me git gud, question thread
Post by: sinisteragent on March 17, 2017, 02:03:42 am
The way some of you folks play this game is utterly baffling to me.
Title: Re: Help me git gud, question thread
Post by: ohartenstein23 on March 17, 2017, 02:07:22 am
Crack houses are not the only place for gun almanacs, look for Raiders, Military Transports, and some Pogroms even.  Also the land/takeoff thing doesn't do anything, the missions are chosen and spawned independently of each other, the only way for you as a player to influence how they spawn is to shoot down a ship, which can delay the next wave on the same mission, or to do research that starts/stops certain missions, neither of which do what you describe.
Title: Re: Help me git gud, question thread
Post by: legionof1 on March 17, 2017, 02:14:48 am
The way some of you folks play this game is utterly baffling to me.
oh? do share. A different point of view is always interesting.
Title: Re: Help me git gud, question thread
Post by: khade on March 17, 2017, 04:04:58 am
Spartans and humanists tend to drop a fair number of almanacs
Title: Re: Help me git gud, question thread
Post by: Scorrpio on March 17, 2017, 07:21:08 am
Just did a raider military transport.  Got like 3 almanachs off the thugs.  Not that I need them anymore...

And yeah, starting and aborting the mission has no effect on how soon something else pops.
Title: Re: Help me git gud, question thread
Post by: Dioxine on March 17, 2017, 07:24:25 am
You can wait for a Crackhouse 100 years. They cannot spawn after month 21, same for several other easiest missions.
Title: Re: Help me git gud, question thread
Post by: KiriKaneko on March 17, 2017, 11:31:33 am
Awww

I only ever see raider ships which I always do for the rare earth elements, but they never give me gun almanachs. I havent seen humanist ships in a year, and I've only seen spartan fighters on progroms. I also have never see a mercenary ship, its usually church, trader and academy ships everywhere, although they do have a base each. Maybe if I wipe out the bases it will make new ship types spawn?
Title: Re: Help me git gud, question thread
Post by: KiriKaneko on March 17, 2017, 01:22:35 pm
What are these star god supervision missions?
Title: Re: Help me git gud, question thread
Post by: ohartenstein23 on March 17, 2017, 01:45:22 pm
Maybe if I wipe out the bases it will make new ship types spawn?

I repeat, you cannot influence what missions spawn this way, bases only cause the supply ship missions, they do not prevent or inhibit any other mission such that you need to destroy them to get new missions. You just need to be patient and do what missions you have in the meantime.
Title: Re: Help me git gud, question thread
Post by: KiriKaneko on March 17, 2017, 04:07:56 pm
What I mean is, if there are no bases then maybe new bases will spawn, and one of those bases might be a mercenary base which will allow me to get some merc captures

I got a spartan progrom and a merc progrom finally! The spartans didnt have any recoilless rifles but I did get 1 gun almanac, it didnt give the rifle either tho, just omega gun

On the merc progrom I managed to get an engineer, commando and soldier capture. Didn't manage to get a shock trooper or a leader, and I need another engineer for interrogation now. Sadly I still cant produce gauss weapons tho I can make ammo for them now

Also the star gods sent like 5 battleships on a sway local gov mission. My krakken couldnt catch any of them and I only managed to shoot down a heavy gunship. Lost the Hidden Expanse :/
Title: Re: Help me git gud, question thread
Post by: Dioxine on March 17, 2017, 04:31:19 pm
The final refuge are always the Data Discs. They contain all info found in Gun Almanachs, it just might take many Discs to get what you need, since they contain tons of other stuff as well.
Title: Re: Help me git gud, question thread
Post by: KiriKaneko on March 17, 2017, 05:14:29 pm
Thanks, I'm still finding and decrypting discs, they usually tell me about the old war and give me game tips

A merc battleship landed. I lost 2 more soldiers, but managed to get a merc captain capture! Just gotta get 1 more merc engineer and I can stop dealing with these horrid guys

Also got more grief from star gods. I think I only need a star god leader now, but I imagine they only appear in the big ships like silver towers and until I find a way to deal with their mind control, and to KO them without shooting them and patching their wounds I won't be trying it XD
Title: Re: Help me git gud, question thread
Post by: ohartenstein23 on March 17, 2017, 06:17:36 pm
What I mean is, if there are no bases then maybe new bases will spawn, and one of those bases might be a mercenary base which will allow me to get some merc captures

No, seriously, one base does not influence another, they are completely independent.  Destroying a base has completely no effect on whether or not another one spawns.  You just gotta wait for the right mission to spawn for what you want.
Title: Re: Help me git gud, question thread
Post by: KiriKaneko on March 17, 2017, 09:47:59 pm
Ah ok, thanks anyway then

I got lots of merc missions and got my other engineer capture. I haven't got a shock trooper but I don't think I need one since I got info about that from a star god or something

Seems I can start assembling plasma pistols now, even tho I cant make any gauss weapons yet. I got another gun almanach and it was the railgun thing, so now my kraken has a naval gun on it. I've run out of stuff to research again, bought a provost to interrogate, and I'm waiting for a guildmaster to come, then I'll buy a cardinal after. That'll give me 3 of the cydonia codes and hopefully more high tier research options
Title: Re: Help me git gud, question thread
Post by: KiriKaneko on March 17, 2017, 10:58:38 pm
Ok I've got 3/4 of the codes, just missing star gods now, but I'm stuck on tech again. There are some things I want to research but I don't know how:

1) Annihilator suit. I've unlocked assault suit, brute suit, advanced power armour and broken guildmaster but this still isn't available
2) Gauss and Plasma Tech - no idea what I still need
3) Higher Studies - Seems like I've already researched the things I need, don't know what to do
4) Conqueror - I've got what I need for pocket battleship but that tech still hasnt unlocked, I don't know where to get a stasis pod, I don't know where star god coordinators are tho there is a star god base now so probably in there, and I don't know what a public enemy is or where to find one

I researched the stop targetting civvies and the other tech which is supposed to stop govs pulling funding, and then the traders tried it anyway so I shot down their med and large ships, and ground raided their v large ships but then it pulled funding anyway :/

I'm wondering if anyone has advice on how to deal with star gods abilities and how to effectively stun them. They panic and mind control my peeps a lot, and I cope by sheething or dropping my guns and then requipping them again on my turn to fire, but its still a nightmare, I'd imagine it's even worse with their terror units and sectopods running around, and I cant reliably stun them with anything I've tried, just shoot them and hope they pass out instead of dying. Any advice for dealing with these things?

I've attached my save file in case someone wants to jump in and look

Seems I might be near the end of the game :D
Title: Re: Help me git gud, question thread
Post by: legionof1 on March 17, 2017, 11:57:46 pm
Edit: upon reviewing save my post was bollocks. Revised help follows.

For higher studies you are most noticeably missing a cyberdisk corpse and an implosion bomb launcher(craft weapon found on bombers) the other missing prerequisites you have available to research, branching off from "craft railgun".

Annihilator is gated by higher studies. Ditto plasma except for "light plasma gun". Further gauss tech is behind "craft railgun".

Stasis pods are most easily acquired from certain orbital missions. Though they can be found from other sources. Coordinators are indeed in bases but large stargod ships will sometimes have them. Public enemy is a rare spawn on the larger smuggler ship.

Sway government missions already generated or in progress will continue after the tech is researched. It sometimes takes a month or two for already in progress missions to conclude.

Fighting stargods has alot to do with managing who gets attacked. Once a gal has been spotted they will be open to pis attacks from all foes present on map for several turns. Select a few gals with high bravery and have them scout so they tank the majority of psi attacks, keep the rest of the gals back and out of sight. Notably keep the scouts out of direct line of sight of the rest of the squad so that if they do get Mind Controlled they won't expose more gals without considerable movement. Bravery boosting armor like brute helps alot for the scouts.

Stargods are very resistant to daze damage, so use stunning weapons based on other damage types. Hardly any daze based weapons are capable of overcoming stargods resistance and armor even with max damage rolls. Voodoo attacks are probably your best bet since they largely ignore armor and can get higher base damage then any daze weapon despite facing marginally higher resistance. Tesla coil also works but can oneshot what your trying to capture if it rolls high.

Aye-phones help alot to pin down where stargods are, though they don't help in the z axis and stagods can fly. Outfits with SENSE also can help spotting them.
Title: Re: Help me git gud, question thread
Post by: KiriKaneko on March 18, 2017, 12:15:16 am
Conqueror is gated behind pocket battleship (dragon), among other things

I'll check if I built the computer core, I think I did

Edit: Yeah I definetly have computer core
Title: Re: Help me git gud, question thread
Post by: ivandogovich on March 18, 2017, 12:17:24 am
I'm pretty sure Higher Studies requires a Computer Core on your base to research it.   This may also be a hangup for Gauss, and Plasma.  A Defense Tower is supposed to provide those base functions, though.
Title: Re: Help me git gud, question thread
Post by: Scorrpio on March 18, 2017, 01:10:54 am
I  see you using 99.F.1, but you really ought to upgrade to F.3

In any case, here is what analyzer shows:

Rule file : f1/Piratez.rul
Lang file : f1/Piratez_lang.rul
Save file : save1.sav
Availability mode [Any]
Parsed 1384 lines
Research translated: 1394
Applied 81 inventory items
Earned 91475 points from research
Marked 1091 as known
STR_ACTIVITIES_ENTERPRISE / Activities: Enterprise (10) : [ AVAILABLE ]
STR_AREAS_ASIA / World Lore: Asia  (10) : [ AVAILABLE ]
STR_BATTLE_RIFLE_CLIP / Battle Rifle Clip (0) : [ ITEM MISSING ]
STR_CYBERDISC_CORPSE / Wrecked Cyberdisc (40) : [ ITEM MISSING ]
STR_DOOM_HELL_BARON_CORPSE / Hell Baron Corpse (10) : [ ITEM MISSING ]
STR_ETHEREAL_COMMANDER / Star God Coordinator (100) : [ ITEM MISSING ]
STR_MARSEC_LASGUN / Marsec Lasgun (25) : [ ITEM MISSING ]
STR_MEGA_CANNON / Marsec Mega-Cannon (20) : [ ITEM MISSING ]
STR_MEGA_FLAMER / Marsec Mega-Flamer (20) : [ ITEM MISSING ]
STR_MEGA_LASER / Marsec Multilaser (25) : [ ITEM MISSING ]
STR_PIR_PLASMA_RIFLE / Plasma Rifle (25) : [ ITEM MISSING ]
STR_RPG_ADV / Homing RPG (15) : [ ITEM MISSING ]
STR_SHADOW_ORB_BLUE / Shadow Orb of Ethyr (20) : [ ITEM MISSING ]
STR_SHADOW_ORB_CRYSTAL / Shadow Orb of Stasis (20) : [ ITEM MISSING ]
STR_SHADOW_ORB_GREEN / Shadow Orb of Alacrity (20) : [ ITEM MISSING ]
STR_SHADOW_ORB_MIND / Shadow Orb of Mind (20) : [ ITEM MISSING ]
STR_SHADOW_ORB_RED / Shadow Orb of Blood (20) : [ ITEM MISSING ]
STR_SOL_DEMO_CHARGE / Solmine Geo Charge (25) : [ ITEM MISSING ]
STR_SR_RIFLE / Space Rangers' Jaeger Carbine (25) : [ ITEM MISSING ]
STR_XTANK_HOVER_GAUSS_TERRORIST / Hovertank/Gauss Cannon (25) : [ ITEM MISSING ]
STR_ZOMBIE_ESSENCE / Blood of Life (10) : [ ITEM MISSING ]
STR_ZOMBIE_GRUBAS_CORPSE / Zombie Fatman Corpse (10) : [ ITEM MISSING ]
STR_ZOMBIE_TROOPER_CORPSE / Zombie Trooper Corpse (10) : [ ITEM MISSING ]

AVAILABLE are researches you can do.   ITEM MISSING are what you meet prerequisites for, but need an actual item.
So lets have further look. Here is your Higher Studies tree.   Shows what you got, what you are missing, and if potentially you can get it from elsewhere:

Higher Studies / STR_SCHOOLING_3 (1000, LIB, CPU2)
 DEPENDS ON :
 {
   Cloaking Device Investigation / STR_CLOAKING_DEVICE_INVESTIGATION (25, CULT)  [ KNOWN ]
   Computer Core / STR_COMPUTER_CORE (80)  [ KNOWN ]
   Slave Emancipation / STR_EMANCIPATION (20, CULT)
    DEPENDS ON :
    {
      Civilization / STR_CIVILIZATION (75, LIB, CULT)
       DEPENDS ON :
       {
         Govt Files Hacking / STR_GOVT_HACKING (10, CPU)  [ KNOWN ]
         Industrial Printer / STR_INDUSTRIAL_PRINTER (25)  [ KNOWN ]
         Seductress Outfit / STR_LINGERIE_SET (10)  [ KNOWN ]
         Luxury Spa / STR_LUXURY_SPA (25)  [ KNOWN ]
         Mining Ship / STR_MINING_SHIP_ADVANCE (25)
          DEPENDS ON :
          {
            Contacts: Ship Junkyard / STR_CONTACT_SHIP_JUNKYARD (20)  [ KNOWN ]
            Gravity Physics / STR_GRAVITY_PHYSICS (60)
             DEPENDS ON :
             {
               Implosion Bomb Launcher / STR_BOMB_LAUNCHER (0)
               Basic Engineering / STR_ENGINEER_PLUS (10)  [ KNOWN ]
               Grav Harness / STR_GRAV_ARMOR (15)  [ KNOWN ]
               Hyperwaves / STR_HYPERWAVES (20)  [ KNOWN ]
               Levitator / STR_LEVITATOR (15)  [ KNOWN ]
               Looted Cyberdisc / STR_LOOTED_CYBERDISC (20)
                DEPENDS ON :
                {
                  Wrecked Cyberdisc / STR_CYBERDISC_CORPSE (40) [ ITEM MISSING ]
                  Gravitic Lifter / STR_LIFTER (15)  [ KNOWN ]
                  Smart Weapons / STR_SMART_WEAPONS (25)  [ KNOWN ]
                }
               /Looted Cyberdisc
               School Graduation / STR_SCHOOLING_2_B (250, LIB)  [ KNOWN ]
             }
            /Gravity Physics
            Mining Laser / STR_MINING_LASER (25)  [ KNOWN ]
            Rail Driver / STR_RAIL_DRIVER (25)  [ KNOWN ]
            SLAVE / STR_SLAVE (5) [owned: 86]  [ KNOWN ]
            SLAVE LASHER / STR_SLAVE_BRUTE (5) [owned: 55]  [ KNOWN ]
            SLAVE TASKMASTER / STR_SLAVE_MANAGER (10) [owned: 3]  [ KNOWN ]
            SLAVE SPECIALIST / STR_SLAVE_SKILLED (10) [owned: 2]  [ KNOWN ]
            Slave AI / STR_UFO_NAVIGATION (15) [owned: 151]  [ KNOWN ]
            Excavator / STR_VESSEL_EXCAVATOR (0)  [ KNOWN ]
            WORKSHOP / STR_WORKSHOP (35)  [ KNOWN ]
          }
         /Mining Ship
         Persuasion / STR_PERSUASION (20, CULT)  [ KNOWN ]
         Piratey Lingerie / STR_PIRATEY_LINGERIE (30)  [ KNOWN ]
         School Graduation / STR_SCHOOLING_2_B (250, LIB)  [ KNOWN ]
         Study Room / STR_STUDY_ROOM (25)  [ KNOWN ]
       }
      /Civilization
    }
   /Slave Emancipation
   Forcefields / STR_FORCEFIELDS (40)  [ KNOWN ]
   Gauss Defenses / STR_GAUSS_DEFENSE (30)
    DEPENDS ON :
    {
      LASER_DEFENSE / STR_LASER_DEFENSE (30)  [ KNOWN ]
      Craft Railgun / STR_RAILGUN (80)
       DEPENDS ON :
       {
         Naval Gun / STR_BIG_GUN (10)  [ KNOWN ]
         Heavy Power Couplings / STR_PARTS_HEAVY_COUPLINGS (15) [owned: 39]  [ KNOWN ]
         Railguns Construction / STR_RAIL_WEAPONS (50)
          DEPENDS ON :
          {
            Space Electronics / STR_ELECTRONIC_PIECES (10) [owned: 106]  [ KNOWN ]
            Gauss Ammo Basics / STR_GAUSS_CANNON_AMMO_PROD (25)  [ KNOWN ]
            Gauss Defenses / STR_GAUSS_DEFENSE (30)  [ LOOPED ]
            Gauss Musket / STR_GAUSS_RIFLE (25)  [ KNOWN ]
            Sniper Gauss / STR_GAUSS_SNIPER (25)  [ KNOWN ]
            MAG Munitions / STR_MAG_MUNITIONS (40)  [ KNOWN ]
            Energy Capacitors / STR_PARTS_GAUSS_CAPACITOR (15) [owned: 170]  [ KNOWN ]
            Gauss Coils / STR_PARTS_GAUSS_COIL (15) [owned: 302]  [ KNOWN ]
            Energy Weapon Parts / STR_PARTS_WEAPON_ADV (10) [owned: 520]  [ KNOWN ]
            Plasma Spitter / STR_PLASMA_SPITTER (0)  [ KNOWN ]
            Rail Driver / STR_RAIL_DRIVER (25)  [ KNOWN ]
            School Graduation / STR_SCHOOLING_2_B (250, LIB)  [ KNOWN ]
            Custom Shooty Gun / STR_SHOOTA_MK2 (15)  [ KNOWN ]
          }
         /Railguns Construction
       }
      /Craft Railgun
    }
   /Gauss Defenses
   Gravity Physics / STR_GRAVITY_PHYSICS (60)  [ ABOVE ]
   HYPER_WAVE_DECODER / STR_HYPER_WAVE_DECODER (90)  [ KNOWN ]
   Nuclear Laser Batteries / STR_LASER_AMMO_NUCLEAR (55)  [ KNOWN ]
   Magnetic Containment Field / STR_MAGNETIC_CONTAINMENT (50)  [ KNOWN ]
   Arcane Interface / STR_MIND_MACHINE_INTERFACE (100)  [ KNOWN ]
   Improved Transporter / STR_NEW_FIGHTER_TRANSPORTER (55)  [ KNOWN ]
   Plastasteel Forging / STR_PLASTASTEEL_MANUFACTURING (70)  [ KNOWN ]
   School Graduation / STR_SCHOOLING_2_B (250, LIB)  [ KNOWN ]
 }
/Higher Studies
 
The REAL clincher here is if you look down Gauss Defenses tree,  you will see this:
Gauss Defenses / STR_GAUSS_DEFENSE (30)  [ LOOPED ]

Looks like a bug in the rule set, can't do gauss defenses without gauss defenses!

In contrast, running vs F.3  ruleset, shows:

Gauss Defenses / STR_GAUSS_DEFENSE (30)
 DEPENDS ON :
 {
   LASER_DEFENSE / STR_LASER_DEFENSE (30)  [ KNOWN ]
   Craft Railgun / STR_RAILGUN (80) [ AVAILABLE ]
 }
/Gauss Defenses

Much better, eh?
Title: Re: Help me git gud, question thread
Post by: KiriKaneko on March 18, 2017, 01:31:56 am
I've got a copy of F3 but for some reason the screen is zoomed all the way in and it makes it hard to play. Might be I need to do the thing where I tick on certain mods or something. I'll fix it tomorrow

Thankyou for the help!

Btw I killed cyberdisks before but they always explode. But I need a wreck for research? What do? XD
Title: Re: Help me git gud, question thread
Post by: legionof1 on March 18, 2017, 02:01:07 am
Try a different damage type or type of attack(melee, grenade,ect) i dont recall exactly what triggers the explosion but it is possible, You can also stun cyberdisk with the tesla coil and other weapons that bypass shock immunity.
Title: Re: Help me git gud, question thread
Post by: Crazy on March 18, 2017, 03:34:35 am
I've got a copy of F3 but for some reason the screen is zoomed all the way in and it makes it hard to play. Might be I need to do the thing where I tick on certain mods or something. I'll fix it tomorrow

Thankyou for the help!

Btw I killed cyberdisks before but they always explode. But I need a wreck for research? What do? XD
You need to kill it using fire damage to be able to recover a wreck. Fire damage is also good against Cyberdiscs in general, given that they're a large unit so they take quadruple fire damage. Do you have Ye Olde Magic Shop researched? Because you need that in order to be able buy wands of firebolt, and you probably don't have shoulder launchers so that's your best bet in terms of being able to reliably set them on fire even if they're flying.
Title: Re: Help me git gud, question thread
Post by: Scorrpio on March 18, 2017, 05:57:40 am
Fire vs cyberdisks works very well.   And they always drop a wreck that way.
Title: Re: Help me git gud, question thread
Post by: LuigiWhatif on March 18, 2017, 06:18:19 am
Cutting, incendiary, stun, and explosive all prevent cyberdisc self destruction.  Incendiary and explosive are usually your best choice since they affect all four tiles of the cyberdisc and are available earlier than stun or cutting weapons with enough power or range.
Title: Re: Help me git gud, question thread
Post by: KiriKaneko on March 18, 2017, 12:09:40 pm
I've got shoulder cannons so I'll use that. Sadly althoguh I got info on Tesla Coil from a Magical Girl I still don't know how to make them
Title: Re: Help me git gud, question thread
Post by: KiriKaneko on March 18, 2017, 12:17:18 pm
I went back to using F3 but the camera is zoomed in extremely far, it makes it unplayable
Title: Re: Help me git gud, question thread
Post by: Marza on March 18, 2017, 12:21:53 pm
What are your video settings currently?
Title: Re: Help me git gud, question thread
Post by: KiriKaneko on March 18, 2017, 12:27:54 pm
Nevermind, I worked out I can resize it in the main menu XD
Title: Re: Help me git gud, question thread
Post by: KiriKaneko on March 18, 2017, 05:34:03 pm
Ok I'm playing F3, I got a cyberdisk but I'm out of research again

I built armory towers rather than gauss defenses because it says it covers gauss and laser. However, I've unlocked light plasma which I think is supposed to be better than gauss, it's lighter than the 37mm rifles with lower TU cost but kills about as fast it seems

I'm preparing for a base assault, got my triton and I'll do the assault on my next play session

However, I should be able to make annihilator armor now yet I still can't. I should also be able to make all gauss and plasma weapons and unlock higher studies but I cant do that either. Could you take another look at my save file please? :)
Title: Re: Help me git gud, question thread
Post by: Marza on March 18, 2017, 07:15:23 pm
Save file looks normal, missing one key gateway tech.

Implosion bomb launcher. Shoot down and loot bombers/battleships.
Title: Re: Help me git gud, question thread
Post by: KiriKaneko on March 18, 2017, 10:17:55 pm
Thankyou. Any tips for taking one of those down? It seems 3 nightmares with avalanche rockets and gauss cannons, and a Kraken with a naval gun and 2 heavy shield generators didnt have the firepower to down a bomber

Maybe I need to wait for sway local gov missions and get them while they're landed. I did 1 battleship that way but there were blaster bomb carriers and I didn't want to risk doing the other landed one
Title: Re: Help me git gud, question thread
Post by: Marza on March 19, 2017, 01:38:59 am
To shoot down a bomber with the equipment you have, intercept it with 3 nightmares with avalanche rockets rockets and gauss cannons and the kraken with its naval gun: You actually have more than enough firepower by a comfortable margin as long as you synchronise the missile attacks of the three nightmares.

You don't have the firepower to challenge battleships yet. Without endgame craft, the most reliable way to defeat such a warship is to throw multiple squadrons of avalanche wielding interceptors in their direction.

General tips for tackling the hardest enemy shipping is to attack with weapons that have the highest damage per shot (to mitigate enemy armour), to attack with weapons that do bonus damage to shields and to attack with plenty of craft to spare (So you can cycle between them in emergencies as they repair and rearm). Replace those gauss cannons with other weapons as soon as you are able.

Someone probably has some crazy foolproof strategy involving a squadron of tractor beam wielding Krakens. All I can tell you is to hit it with the biggest stick you have and to start a collection of big sticks.
Title: Re: Help me git gud, question thread
Post by: KiriKaneko on March 19, 2017, 01:54:54 am
I shall have to get even more nightmares then. I'll also need to grind through some more missions for crystals so I can make more avalanche missiles, I got through a lot of them trying to stop sway government missions, and thwarting the crackdown searchers
Title: Re: Help me git gud, question thread
Post by: Crazy on March 19, 2017, 03:56:00 am
Ok I'm playing F3, I got a cyberdisk but I'm out of research again

I built armory towers rather than gauss defenses because it says it covers gauss and laser. However, I've unlocked light plasma which I think is supposed to be better than gauss, it's lighter than the 37mm rifles with lower TU cost but kills about as fast it seems

I'm preparing for a base assault, got my triton and I'll do the assault on my next play session

However, I should be able to make annihilator armor now yet I still can't. I should also be able to make all gauss and plasma weapons and unlock higher studies but I cant do that either. Could you take another look at my save file please? :)
You're doing your Base Assault way later than I did. I did mine using revenant armor'ed troops with auto-axes and Splattys w/ snipers in Assassin suits using Snuffies.
Title: Re: Help me git gud, question thread
Post by: KiriKaneko on March 19, 2017, 05:08:26 pm
I take very good care of my soldiers, and only move up to harder things when I've exhausted all other available options. The difference between well trained elites and fresh out of the dojo graduates is pretty big for me, especially the TU and reactions
Title: Re: Help me git gud, question thread
Post by: KiriKaneko on March 20, 2017, 11:32:10 pm
Ok I finally got a fusion bomber. Unlocked Higher Studies and lots of new research projects. I'll probably get these finished pretty quickly

So now I need to prepare for the Cydonia mission. Provided I have no more problems unlocking tech, there are 2 main obstacles:

1) Getting the star god coordinators codes
2) Completing the Cydonia mission

The first will definetly involve dealing with star gods, and I expect the latter will as well. I've yet to develop an effective counter measure to them though. My main methods before involved an all out zerg rush, keeping my weapons in my inventories and drawing them to fire as needed. I can probably get the coordinator by camping the spawn point and killing anything that comes inside til the coordinator appears, then simply evaccing to steal it, but I doubt I can handle Cydonia so easily

I've got Telsa Coils but they have a 95% fatality rate. I'm not sure which VooDoo is supposed to be effective for captures but I expect Star Gods are resistant anyway. So aside from luring it into the entry area of the base and then evaccing I don't know any way I can pull off this capture

And in the end I think the main problem I'm gonna have is the panicking and mind control powers, in conjunction with whatever else I face on Cydonia, probably sectopods and blaster bomb spam

Any ideas on how to captures a coordinator, and how to deal with star god psionics?
Title: Re: Help me git gud, question thread
Post by: legionof1 on March 21, 2017, 12:47:51 am
High bravery stops psi attacks from being a threat. Your own gals psi strength and skill also contributes to psi defense. Look for gals with good stats in both.

A Coordinator is not absolutely needed, Public Enemy found rarely on the larger smuggler ship will grant the codes as well, and is somewhat easier encounter.

Stargods are resistant to voodoo attacks but other characteristics make up for it. Daze based weapons even if they roll max damage often fail to do any damage. Voodoo based attacks are often much stronger in base damage then daze options in addition to largely ignoring armor. They won't oneshot, but some damage is better then whiffing 9 times out of 10.

Title: Re: Help me git gud, question thread
Post by: Marza on March 21, 2017, 01:28:42 am
High bravery stops psi attacks from being a threat. Your own gals psi strength and skill also contributes to psi defence. Look for gals with good stats in both.

Kinda true. Hands with high voodoo power and skill are a lot less vulnerable to mind control and panic attacks. Proper voodoo screening of hands and the right selection of armour will give you a squad that is basically immune to mind control.

I find that high bravery is important for some pieces of equipment (Do a playthrough with the gold codex someday, outfit a high bravery gal with the unique gold codex armour and an astrocaster. Things get very silly), but is mostly useless for defending against psionic attacks. High bravery will mitigate a panic attack that successfully hits a hand. High bravery does nothing to prevent incoming panic attacks or mind controls from succeeding.

See this (https://www.ufopaedia.org/index.php/Common_Mistakes#Selecting_soldiers_by_Bravery) and bootypedia lore #081.

Title: Re: Help me git gud, question thread
Post by: legionof1 on March 21, 2017, 01:53:49 am
High bravery has somewhat more of an impact then in vanilla because of combat stress. Combats against stargods are usually rather slow due to the invisibility and the time consuming countermeasures required. Not having your morale degrade to the point a single attack will cause panic is pretty useful. Also losing your officers is somewhat common given current vision mechanics unless you elect to keep one of your most experienced gals in the craft twiddling there thumbs forever.

Additionally with 100 base morale you can equip armor that will let you reach 130 total bravery which is immune to morale effects and MC. The ai wont realize this and you can get such gals to soak psi attacks with no risk.
Title: Re: Help me git gud, question thread
Post by: KiriKaneko on March 21, 2017, 03:05:19 am
Sadly I didn't pick the gold Codex

I'm currently screening my soldiers for 70 bravery. I get nearly every other stat trained in the Dojo, and I routinely train reactions on my soldiers by having them line up outside of a aircraft doorway to the side of it to avoid mutual surprise, they then all get reaction fire on enemies that step out. I tend to exclusively finish enemies with reactions fire if they're armed with ballistics or lasers, and I use those easy missions to train my new graduates. Bravery on the other hand is something I have failed to reliably train, so I keep it at 70 to be sure

Any tips on raising VooDoo skill? The annihilator armor should mitigate damage more, so that I can afford to get in a drawn out engagement and have to deal with panicking soldiers running around. If I can develop some kind of measure for spotting concealed star gods, then so long as I kill them before they get too close I shouldn't suffer too severely. Perhaps if I equip one soldier with a voodoo outfit and then keep them in a safe position and use them to sense to pick out star gods for my power armor users to shoot. Or it might be a better idea to bring a cyberdisk with me to spot them since I dont think their stealth affects cyberdisks.

I'll be sure to start assaulting the smugglers. What does a public enemy look like?
Title: Re: Help me git gud, question thread
Post by: legionof1 on March 21, 2017, 03:30:14 am
Public enemy is a stargod apart form different shade of robe and slightly different gear. But only ever shows up as a singleton so much more limited threat.   

Voodoo skill can be trained with the voodoo school building. It can be trained all the way to the player maximum of 40. Hitting with voodoo powers and things like wands also trains skill. Voodoo Power however is fixed however aside from some minor buffs from outfits.
Title: Re: Help me git gud, question thread
Post by: Marza on March 21, 2017, 03:37:20 am
Psi wisdom.

Huh, those are some great points. I'm going to have to play around with the 130+ bravery tactic.

@KiriKaneko,

Don't worry about the codex choice. I just like Gold in particular because you can stack bravery to obscenely high levels, with amusing results.

Voodoo skill can either be trained over time with the voodoo school building, or by battlefield experience. Equip your hands with the relevant voodoo weapons and let them go nuts.

Public enemies are quite rare encounters with the smugglers; they're pretty much Easter Eggs. Sure you want us to spoil it?

Edit: Ninjas yo.
Title: Re: Help me git gud, question thread
Post by: KiriKaneko on March 21, 2017, 04:57:28 pm
I hadnt realised 40 was the max, all my people have 40. That should save me effort from training it manually then

I'll keep an eye out for smugglers and see if I can get a public enemy, and meanwhile I'll train new peeps in my academy, make more annihilator suits and make periodic attempts at capturing the star god coordinator, just keep trying to bait it into the entry zone til I lose half my team, then back out and come back later with more recruits that have 50+ voodoo power til I get it. Annihilator armor has VooDoo resistance so that should help a lot

Still don't have access to good gauss and plasma weapons. Gauss is pretty bad compared to the 37mm rifle but I'd ideally like heavy plasma rifles
Title: Re: Help me git gud, question thread
Post by: Martin on March 21, 2017, 08:00:09 pm
I think Star Gods are somewhat resistant to plasma.
Title: Re: Help me git gud, question thread
Post by: KiriKaneko on March 21, 2017, 09:43:21 pm
Is the 37mm rifle the best gun for Cydonia?
Title: Re: Help me git gud, question thread
Post by: ohartenstein23 on March 21, 2017, 10:00:20 pm
Depends on what you're using it for - it's not really the most powerful piercing gun you'll ever get, especially once you get the Gauss research fixed from a new version.  It's kind slow and lacks autofire, but it does have pretty significant firepower while not being so good that it'll one-hit your gals in power armor, just in case the 37 mm rifle gal gets MC'd.  Wait until you complete more research, then evaluate the guns you have available.
Title: Re: Help me git gud, question thread
Post by: KiriKaneko on March 21, 2017, 10:08:21 pm
One of my girls got Mcd, and shot a harbinger girl with 80HP in the front, one shot killing her

Even a sniper gauss has like 85 damage or something, but 37MM has like 120 or something. Also I'm using F3 but I think the gauss and plasma research is still broken, the only thing I still need to reach Cydonia is the star god codes and then onto the ship I need to build, and the only plasma gun I've unlocked is a light plasma gun. I've interrogated the mercs and star gods, got all the other cydonia codes and done pretty much all the other available research, even unlocked gauss and plasma defenses but it still didnt become available sadly.

I think the 37MM should be fine, it has like 100% snap shot damage and can be snapshotted right after equipping it from my inventory. It also makes short work of everything I've fought so far. I think heavy plasma autofire probably does more damage at close range but I cant have that and I think 37MM rifle is probably good enough. Guess I just need to keep looking for smuggler ships til I get lucky now and can finish the game
Title: Re: Help me git gud, question thread
Post by: ohartenstein23 on March 21, 2017, 10:28:08 pm
Harbinger's the issue there, vulnerable to piercing damage.  For a snapshot weapon, looted Gauss muskets and Battle Lasers are on par if not better (faster firing), and not quite so damn heavy; sure there aren't many rifles that do 100 damage, but you pay a price with low fire rate and massive inventory space and weight cost.  I'd say give it to a gal or two, but don't make it standard-issue.
Title: Re: Help me git gud, question thread
Post by: KiriKaneko on March 22, 2017, 01:24:34 am
It truly is a hassle, but sadly I havent found anything better. I still cant use gauss weapons, the light plasma rifle doesnt put out anywhere near as much damage, the python doesnt usually kill outright either, costs even more TU to use, and the aimed shot of the 37mm is the most accurate weapon I've got apparently. The snapshots are insanely accurate too, I can take 2 snapshots if I don't move too much, or a single aimed shot if I really need to hit or if I'm shooting over a very long distance. I'd like something better, but nothing else I've found so far compares to it
Title: Re: Help me git gud, question thread
Post by: KiriKaneko on March 23, 2017, 01:06:03 am
Is there an easier way to get synthmuscle meshes than waiting for mercs to appear?
Title: Re: Help me git gud, question thread
Post by: ivandogovich on March 23, 2017, 04:15:44 pm
Merc are the only source of synth muscle mesh as far as I know.  If you are desperate, cheat in a Merc Base building wave in your monthly missions in the save file.  Let them build a base then milk the supply runs.  Otherwise, per game design, its all just RNG.
Title: Re: Help me git gud, question thread
Post by: KiriKaneko on March 25, 2017, 12:34:16 pm
Awww, wish there was a bit less grinding XD

Well, it's gonna take me a while to make all the fuel cells for this conqueror anyway, and I'd like to train a full team of 50+ psi strength peeps with max TU and decent reactions before I go since I play ironman and don't wanna leave it to chance
Title: Re: Help me git gud, question thread
Post by: Elemiach on April 05, 2017, 10:02:39 pm
random weapon deterioration - is this a thing? Game is not clear about that and I cannot find any information on it. From time to time I keep losing "solid" items like for example cattle prods or just recently my hard earned gyro auto gun. I am of course not talking about limited use items or item destruction.
Title: Re: Help me git gud, question thread
Post by: Solarius Scorch on April 05, 2017, 10:30:05 pm
random weapon deterioration - is this a thing? Game is not clear about that and I cannot find any information on it. From time to time I keep losing "solid" items like for example cattle prods or just recently my hard earned gyro auto gun. I am of course not talking about limited use items or item destruction.

The only gun that really deteriorates is (to my knowledge) the flechette gun. If you lose other items, then it's for a different reason, like for example by actually losing them.
Title: Re: Help me git gud, question thread
Post by: Dioxine on April 06, 2017, 12:43:41 am
Lost weapon can be:
- Lost with a ship
- Lost due to explosion
- Lost due to evacuation, leaving dead companions with their equipment
- Lost due to being used in manufacturing project
- On one of your ships, where it was loaded and forgotten
- Accidentally sold in the 'Storage Space Exceeded!' prompt - it shows all your stuff at base, including items inside ships
Title: Re: Help me git gud, question thread
Post by: Crazy on April 06, 2017, 07:41:55 pm
The only gun that really deteriorates is (to my knowledge) the flechette gun. If you lose other items, then it's for a different reason, like for example by actually losing them.
The Flechette Multicannon actually deteriorates as well. Which sucks because it's really powerful, and it's actually really rare- I literally have gotten 13 Blaster Launchers for every Flechette Multicannon that I've looted. It's up there with the UAC BFG, which I've never seen or had a chance to loot, the Plasma Eliminator, which again I've never seen, or the Marsec line of weapons, which I don't think have been added to the game proper yet. Oh yeah, and the Homing RPG and the Space Rangers Jaeger Carbine, I've never seen those either.
Title: Re: Help me git gud, question thread
Post by: legionof1 on April 06, 2017, 08:01:31 pm
Multicannons are somewhat common in the hands of waspites and stargod guardians. If you target lesser stargod craft like fighters you will find quite a few. Larger stargods ships will take a higher percentage of foes with inbuilt attacks like cyclopes and regular stargods, while also add blaster launchers into the mix for any waspites and guardians you do encounter. You are both reducing the loot pool size as well increasing the pool options by targeting large craft.


I've seen the carbine 2-3 times,again small craft, this time mercs. Large craft seem do distort the pool. Though in this case i suspect a space ranger "subfaction" is in play because the times i have found space ranger guns the spawns where abnormal compered every other merc spawn.

Others you mention big fat nada. Heavy Marsec is indeed not implemented yet.
Title: Re: Help me git gud, question thread
Post by: desert on April 08, 2017, 12:05:16 am
In the early game, how do you handle armored cars without heavy explosives? So far I've resorted to removing their weapons and armor in the ruleset once it's time to finish them off and end the mission.
Title: Re: Help me git gud, question thread
Post by: greattuna on April 08, 2017, 12:24:35 am
In the early game, how do you handle armored cars without heavy explosives?

Hit-and-run with hammers. They should have enough damage to at least damage the cars.
Title: Re: Help me git gud, question thread
Post by: Scorrpio on April 08, 2017, 01:45:33 am
A high melee gal with fuso sword can be quite effective. 
Title: Re: Help me git gud, question thread
Post by: legionof1 on April 08, 2017, 01:57:52 am
Flamers and other incendiaries are also effective.
Title: Re: Help me git gud, question thread
Post by: desert on April 08, 2017, 02:08:09 am
Thanks for the suggestions.

I'm also having trouble with the scoring mechanics. In the early game before I can shoot down or catch (most) shipping, the trend is for my score to increase every month, but alternate months pos/neg. In other words, in one month I could get 1000 score, the next I could have much the same activity, yet get -1500 score, then the month after that toward 2000...

One thing I can definitely note is that the core shown in the charts has no correlation to scores of individual battles and missions. In the months where my score was high, it did not seem as though battle score accumulation could account for it, nor vice versa when the score was low (negative).

In fact, by now I am checking the score every day, and it seems to be decreasing by 100 each day. I observed this starting at the beginning of the month, over a period in which there was no combat activity.

What's going on here? The only interpretation I can take is that I incure negative score for my existence, and that this negative score rate increases no matter what as time passes.
Title: Re: Help me git gud, question thread
Post by: desert on April 08, 2017, 02:18:09 am
And 2 days later with no activity, it jumps up by 200. The only thing that occurred in those two days was the completion of 2 research topics.

Title: Re: Help me git gud, question thread
Post by: legionof1 on April 08, 2017, 05:34:22 am
I don't know everything about scoring, but mission scores are straight score as well as some score for research(varied values). About half of possible faction missions incur a penalties if they succeed. Enemy bases also incur a flat monthly penalty.

If you dont have full detection coverage of the globe a fair amount negative score can occur without your knowledge.   
Title: Re: Help me git gud, question thread
Post by: desert on April 08, 2017, 08:25:04 am
(If research does boost score, then it's insane to think this is my position when I complete one-to-two dozen topics per month.)

Another week passed. I performed a monastery raid, got approximately the exact score increase suggested in the debriefing, and the score didn't budge after that for some time. Then, it dipped marginally, but within hours recovered and more, bringing me back to 0 or positive score  for the first time since the beginning of the month. One day later, it was at below -300.

Here's my approximate score history for the rest of the month, from midnight each day:

D11: -500
D12: -750
D13: -750
D14: -500
D15: -600
D16: -650
D17: -750
D18: -750
D19: -800
D20: -750
D21: -800
D22: -800
D23: -900, and I am about to step in to stop a pogrom - the only activity of the month other than the monastery raid at the beginning. After the pogrom mission, 315 points correctly places me around -550.
D24: -550
D25: -550
D26: -700
D27: -750
D28: -1000
D29: -1050
D30: -1150, and there has been no further opportunity to carry out a mission since the pogrom a week ago and the temple raid at the beginning of the month.

It is now the end of the month. I end with 200 more points somehow, but this is still only -912 and I lose the game.

On the defeat screen, my "average monthly rating" is listed as 1287. So, I'm going to need a way to cheat the score on the geoscape, because this is silly.
Title: Re: Help me git gud, question thread
Post by: legionof1 on April 08, 2017, 08:42:53 am
Looks like a enemy base is active at the very least. Though the multiple shifts 250+/- don't match up with my limited understanding.

Though if you could post a save preferable as early in the month as possible we could perhaps learn more.
Title: Re: Help me git gud, question thread
Post by: desert on April 08, 2017, 08:59:04 am
I checked in debug, and there doesn't seem to be any alien base. Looking in the save file, I think I at least see how the final calculation is derived: My shipping activity (i.e. mission scores) plus research scores, minus cumulative activity of all shipping other than mine.

(Across 9 months, I managed ~12,500 score from research and ~3,550 from missions, while alien shipping cost ~15,800, meaning I overall hardly score more than 0). Months with huge enemy activity give me few missions, and the contrapositive, which conspires to create a losing position. Much of the problem may be caused by foot traffic around my starting base, which I cannot engage from either Airbus nor Expedition.

This does not seem like an appropriate formula to apply to the Piratez gameplay, but whatever - changing regions' shipping activity in the save file is the cheat I'm looking for.

Title: Re: Help me git gud, question thread
Post by: desert on April 08, 2017, 09:04:07 am
FWIW here is a save file from near the end of the month. Note that it contains the cheat modification to the month's alien shipping for Australasia, my home region, by an order of magnitude.
Title: Re: Help me git gud, question thread
Post by: legionof1 on April 08, 2017, 11:58:05 am
If there is sufficient "foot" traffic to cancel out the majority of players early score, it would make getting car thieves tech for an armed craft a major priority. Like sufficient to warrant an bootypedia warning entry. 

edit:Yeah im gona put the blame on tech tree issue. You ignored "call a meeting" which is the basis of all buying of items and basically locks you out of any portion of the tech tree that isn't directly linked to loot. Intentional error or not i would advise starting over. You will be forced to cheat alot to make up for 9 months of being crippled. Frankly i'm impressed you lasted 9 months.
Title: Re: Help me git gud, question thread
Post by: desert on April 10, 2017, 03:19:00 am
How is the "Use Drill" project done in Manufacturing? It allows me to allocate the task when the workshop is unoccupied, but not any workers.
Title: Re: Help me git gud, question thread
Post by: greattuna on April 10, 2017, 03:22:15 am
The task itself takes 30 workshop space. And yeah, I got dumb and fell for it too, so I have 32 days without extractor\still doing anything.
Title: Re: Help me git gud, question thread
Post by: desert on April 10, 2017, 03:44:51 am
So it's meant to be left alone without any workers?
Title: Re: Help me git gud, question thread
Post by: legionof1 on April 10, 2017, 04:00:31 am
no you do need workers on the project. The 30 base space forces the player into expanding there intial workshop space to complete it.
Title: Re: Help me git gud, question thread
Post by: desert on April 10, 2017, 04:39:36 am
I believe you start with 30 workshop space - so it's required to build a new workshop structure for the Drill project?

As it is, I have the space and can start the project, but the add workers button does not add workers.
Title: Re: Help me git gud, question thread
Post by: legionof1 on April 10, 2017, 05:30:03 am
I believe you start with 30 workshop space - so it's required to build a new workshop structure for the Drill project?

As it is, I have the space and can start the project, but the add workers button does not add workers.

Correct you need at least one more building providing workshop slots.

Don't know why adding runts wouldn't work.
Title: Re: Help me git gud, question thread
Post by: Balbinator on April 10, 2017, 11:02:08 pm
How do I get more "tiny drills"??
Title: Re: Help me git gud, question thread
Post by: Scorrpio on April 10, 2017, 11:10:36 pm
You don't.  You get only one and the Codex you pick determines your access to certain crafts, armors and voodoo branches.
Title: Re: Help me git gud, question thread
Post by: Marza on April 11, 2017, 04:53:03 am
I believe you start with 30 workshop space - so it's required to build a new workshop structure for the Drill project?

As it is, I have the space and can start the project, but the add workers button does not add workers.
Correct you need at least one more building providing workshop slots.

Don't know why adding runts wouldn't work.

30 workshop space is technically enough to start the Drill project, but the runts need space too and there's none left over for them, which is why pushing the buttons to add runts doesn't do anything.

Yeah, I found that out the hard way too. I also found out the hard way that cancelling a manufacturing project won't reimburse the required materials.

Dioxine, if you read this, would 31 space for the Drill project be better?  :D
Title: Re: Help me git gud, question thread
Post by: Noir_CZ on May 17, 2017, 06:32:31 pm
Help me Git Gud or rather ... am I hosed?
Did not even finish "Back to school" project and I am thrown into battle against Star gods type enemies. I managed to dispose of the Guardians, few novices and operative.
Via use of cover and rushing them with tech blades (Proven to be much more effective than Heavy SLugthrower) and even managed to stun few of them with use of Stun batons and Electric laso.
Now there is just one tiny problem... or rather two... 2 sectopods. No matter what I am thinking about I can't even scratch them it seems. Maybe anyone of you can come up with working strategy?
Due to some unfortunate circumstances, here is what I have to work with:
8 gals (Pachyderm)
Stun batons
Spear
Heavy slugthrower (8 ammo)
Harpoon gun (stun and normal bolts)
Shok'a'fists
Electric laso
Normal grenades and Stun grenades
Normal molotovs
Tech blades
Barbed dagger
Longbow
Blowjob... I mean Blowpipe
Suppresor pistols
Pickaxe
Kustom blunderbuss with 2x explosive ammo and 1x chem ammo
2x origami SMG
Reticulan lasgun
Eurosyndicate laser sniper
Magnums with chem drums
Ninja stars
Forgot about the duo of RPGs with 2 pieces of basic ammo each... but when I shot one of the pods into back the ctrl+h thinie said it did 0 0 0 0 damage

So... can it be done or am I hosed? Thanks for advice.
Title: Re: Help me git gud, question thread
Post by: Ethereal_Medic on May 17, 2017, 06:42:05 pm
Due to some unfortunate circumstances, here is what I have to work with:
8 gals (Pachyderm)
Heavy slugthrower (8 ammo)
Shok'a'fists
Kustom blunderbuss chem ammo
Eurosyndicate laser sniper

Only these tools would make sense to use.
On a total realistic level (no reloading) you can't kill them.
With reloading you have to hit the backplate with the laser sniper/heavy slugthrower and/or melt the armor with the blunderbuss chem-ammo.
Shoting them will trigger 180° reactionshots so you will lose gals to the overwhelming power of the lasershot(s).

I suggest retreat mate and take as many corpses/loot/captives as possible.
Title: Re: Help me git gud, question thread
Post by: legionof1 on May 17, 2017, 07:31:26 pm
Disengage is defiantly what i would suggest as well.

That said a combination of the shock'a'fist and the tech blades could do the job without casualties. Lead with fist to strip off most of the armor, probably it wont penetrate but will remove armor regardless being plasma. Tech blades finish it off. Melee does not trigger reaction, so if you can manage it in one turn your okay.

The Kustom blunderbuss's chem ammo will also do the job but will take an average of 3 autoshots at point blank to get a kill. More then likely cost you a few gals but it would kill them. One autoshot will however remove about 50% of the rear armor letting other things have some chance of penetrating.

If i was to try killing them i would open with the sniper at extreme range(25+) and get it to "waste" reaction fire at the sniper it has a low chance of hitting. This leaves it with limited TU and looking the wrong direction to a flanking attack by the blunderbuss and melee.

Title: Re: Help me git gud, question thread
Post by: Noir_CZ on May 17, 2017, 09:00:10 pm
Hmm will try to withdraw then. Just for fun I made a save and threw everyone I had at the sectopod... chem blunderbus gal died to reaction fire after one salvo, 3 girls with the shockafists did apparently no damage. Then followed by slughtrower 2 shots and laser one shot... not dead yet.  Funny thing enough it was the gal with bow and spear that killed him finally, with the spear. And then after end of turn I lost few more gals to the other sectopod. :-) Welp gonna reload and withdraw. Thanks for the assessment though. I will have to start bringing some demonic esence with me... or chem grenades perhaps...
Title: Re: Help me git gud, question thread
Post by: ohartenstein23 on May 17, 2017, 09:08:09 pm
The slugthrower can work well, as long as you're doing snapshots with a gal with good reactions.  Damages armor decently over a few shots, and at better range than kustom blunderbuss.  Needs a lot of ammo though to do it.
Title: Re: Help me git gud, question thread
Post by: Noir_CZ on May 17, 2017, 09:32:59 pm
Disengage is defiantly what i would suggest as well.

That said a combination of the shock'a'fist and the tech blades could do the job without casualties. Lead with fist to strip off most of the armor, probably it wont penetrate but will remove armor regardless being plasma. Tech blades finish it off. Melee does not trigger reaction, so if you can manage it in one turn your okay.

The Kustom blunderbuss's chem ammo will also do the job but will take an average of 3 autoshots at point blank to get a kill. More then likely cost you a few gals but it would kill them. One autoshot will however remove about 50% of the rear armor letting other things have some chance of penetrating.

If i was to try killing them i would open with the sniper at extreme range(25+) and get it to "waste" reaction fire at the sniper it has a low chance of hitting. This leaves it with limited TU and looking the wrong direction to a flanking attack by the blunderbuss and melee.

Ok, I guess I missed that info. I thought chem weapons damage armor, not plasma. So the Laso and stun batons do that too?
Also since it is said that chem damage eats away armor... does that mean that Poisoned dagger does that too? Like gal with 125 reaction should do 45 chem damage with that thing, that would mean 0 to 8 armor damage per swing?

Ah just researched it in #006 topic, though it does not say how much armor damage the plasma weaponry does, it does imply that stun baton and laso for sure do not harm armor. But the posioned dagger maybe does.
Title: Re: Help me git gud, question thread
Post by: sinisteragent on May 17, 2017, 09:49:34 pm
I would definitely recommend retreat. You're pirates, not zealots, and the Star Gods are supposed to be scary. Skirmishing and cutting your losses are perfectly natural tactics.
Title: Re: Help me git gud, question thread
Post by: legionof1 on May 17, 2017, 10:42:53 pm
Ok, I guess I missed that info. I thought chem weapons damage armor, not plasma. So the Laso and stun batons do that too?
Also since it is said that chem damage eats away armor... does that mean that Poisoned dagger does that too? Like gal with 125 reaction should do 45 chem damage with that thing, that would mean 0 to 8 armor damage per swing?

Ah just researched it in #006 topic, though it does not say how much armor damage the plasma weaponry does, it does imply that stun baton and laso for sure do not harm armor. But the posioned dagger maybe does.

Unless specifically excepted like the stun weapons, plasma does baseline 10% to armor regardless of penetration. The exact value is not exposed to the player so some might do less, some might do more.

Poison dagger doesn't do additional armor damage. Same with ghost dagger. The bootypedia articles reference the most commonly available versions of a damage type(chem for guns, cutting for melee, ect). Any outliers are either discussed either in a subtype articale(I.E rifle summary) or on the item itself.
Title: Re: Help me git gud, question thread
Post by: Noir_CZ on May 18, 2017, 12:04:40 am
Unless specifically excepted like the stun weapons, plasma does baseline 10% to armor regardless of penetration. The exact value is not exposed to the player so some might do less, some might do more.

Poison dagger doesn't do additional armor damage. Same with ghost dagger. The bootypedia articles reference the most commonly available versions of a damage type(chem for guns, cutting for melee, ect). Any outliers are either discussed either in a subtype articale(I.E rifle summary) or on the item itself.

I am starting to get lost in it. So the basic assumption of Chem damage = 0-20% armor damage is just for guns? That's why it is stated in Blowpipe it does no armor damage and poisoned dagger does not mention it, since it is melee and automatically does no armor damage? The article #023 does say "All chem weapons cause armor damage .... , unles otherwise stated." That's why I assumed that the dagger does the armor damage
Also #006 topic says that "All weapons of power 60+" is that with the power bonus or just the base damage (if it is just the base damage, that would mean the shockafists are not damaging armor either)


Title: Re: Help me git gud, question thread
Post by: legionof1 on May 18, 2017, 01:06:25 am
With the dagger it's a case of the dagger existing before the chem article was added, and alot of the other chem weapons if i recall correctly. It should be updated to reflect current status, i figure dioxine overlooked it.

#006 is a simplification of the actual mechanics. Each weapon has its own individual modifiers for additional effects. There are no "classes" in the rule set, just groups of weapons that dioxine happened to gave similar modifiers. The article describes that dioxine gave an additional armor damage modifier to pierce weapons above 60+, and plasma. Again older article that's not quite in line with current rule-set.

At some point, hopefully soon, Dioxine needs to do a bootypedia cleanup pass. There are several other inaccuracies floating around that will trip up newer player, but not effect a player that was around for the alterations.

 
Title: Re: Help me git gud, question thread
Post by: Dioxine on May 18, 2017, 10:56:56 am
I'm doing a cleanup pass each month. But with this article, what am I supposed to do? Trying to explain everything precisely is impossible, especially with such limited space. Removing it also is not an option.
Title: Re: Help me git gud, question thread
Post by: Ethereal_Medic on May 18, 2017, 11:08:45 am
I'm doing a cleanup pass each month. But with this article, what am I supposed to do? Trying to explain everything precisely is impossible, especially with such limited space. Removing it also is not an option.

I prefer flavor text instead of pure number-crunch.
Like you stated, the game is meant to be played by veteran players (exp. with x-com AND piratez)
Title: Re: Help me git gud, question thread
Post by: Noir_CZ on May 18, 2017, 12:40:44 pm
I'm doing a cleanup pass each month. But with this article, what am I supposed to do? Trying to explain everything precisely is impossible, especially with such limited space. Removing it also is not an option.
Just saying if the 60 damage is the base damage, damage with bonuses, or real damage dealt.
It is just that in my case it is confusing sometimes. Not just the #006 article or the #023. It is not meant as nagging, I was just trying to get more info so I could get better.

Title: Re: Help me git gud, question thread
Post by: Ethereal_Medic on May 18, 2017, 01:32:28 pm
I guess it's base-dmg.

Remember, that everything that does health-dmg (the roll calls "hit") will chip away a portion of armor.
You can count on most chem and all plasma weapons to defeat armor while laser ignores 1/3 of all armor.

Trial and error mate.
Title: Re: Help me git gud, question thread
Post by: Noir_CZ on May 18, 2017, 01:48:57 pm
I guess it's base-dmg.

Remember, that everything that does health-dmg (the roll calls "hit") will chip away a portion of armor.
You can count on most chem and all plasma weapons to defeat armor while laser ignores 1/3 of all armor.

Trial and error mate.

Trial and error... I dont have a way to check the armor of enemy yet...... I can do that on my gals though, I guess. It's time for a little S&M session. Thanks for the idea. :)
Title: Re: Help me git gud, question thread
Post by: Dioxine on May 18, 2017, 01:52:31 pm
I dont have a way to check the armor of enemy yet......

Brainer outfit.
Title: Re: Help me git gud, question thread
Post by: Noir_CZ on May 18, 2017, 01:54:05 pm
Brainer outfit.
Oh forgot about that one, thought the closest thing would something with the mind probe. Thanks as well.
Title: Re: Help me git gud, question thread
Post by: Ethereal_Medic on May 18, 2017, 02:16:32 pm
Oh forgot about that one, thought the closest thing would something with the mind probe. Thanks as well.

Take mindprobe if you got one.
Brainer outfit handicaps too much with the small squadsize and mindprobe needs no line of sight.
Title: Re: Help me git gud, question thread
Post by: legionof1 on May 18, 2017, 03:05:30 pm
I didn't mean to upset you Dioxine, I did not realize you checked that often. Once a month is quite impressive. And only the Poison dagger really needs an alteration. #006 is fine as is IMO.
Title: Re: Help me git gud, question thread
Post by: Ethereal_Medic on May 18, 2017, 03:28:57 pm
Brainer outfit.

Is there any plans for an improved version of the brainer outfit?
Maybe something familiar to a Hazmat Suit that protects really good against chem/fire but further decreases your sight and mobility?
Title: Re: Help me git gud, question thread
Post by: Dioxine on May 19, 2017, 01:13:53 pm
There are plans ('voidskin'), but new armors don't just appear out of thin air. I won't be doing them in the close future, there's a lot of other pressing matters.

I didn't mean to upset you Dioxine, I did not realize you checked that often.

It's 800kb of text. I cannot find every bug, so I welcome any suggestions of fixing obviously erroneous information.
Title: Re: Help me git gud, question thread
Post by: Gunner-chan on May 25, 2017, 11:49:33 am
Man I feel so dumb for finally asking this. I've been having a hell of a time adjusting to the new early game since the changes that brought the airbus and so on into the game, and I really don't know if this is me not getting enough coverage fast enough somehow or if I'm just mismanaging research horrifically badly. It always feels like my score starts dipping horrifically because of too heavy activity in areas either I can't reach or I can't see in yet...

Anyone have any advice for someone still stuck in the starter Bonaventura era mentally?
Title: Re: Help me git gud, question thread
Post by: Ethereal_Medic on May 25, 2017, 12:20:00 pm
What I have encountered so far (starting base on kangaroo-island):

My January gave me 3 academy landing sites with the nurses only. So far so good. Later in the same month 1x Ratman Rodeo, 1x Lokk'nar village and one Pogrom spawned.
I had the absolute basic equipment at hand and decided to ignore all 3 missions due to extremely slim chances of success.

I got so much negative credit that my score dropped to -600 and I got warned.
The next month I couldn't produce anything (the -600 gave me no bonus money to cover my maintance) and couldn't reach any spawned mission due to the airbus small range.
The one saving grace was a watchtower I could reach and thus saving my score and skin with this one single mission.

Dunno what's wrong with the early score-drops, thought it got fixed in the latest patch.
Title: Re: Help me git gud, question thread
Post by: Gunner-chan on May 25, 2017, 12:30:56 pm
I really don't know, I had a similar experience with my first month too, a few landings I took care of well followed by a progrom early in the next month, though I jumped at the chance to get good guns and did the progrom. That actually went pretty well for me all things considered.

I had to pass on a tower and a rodeo in south america after that, and I hit some ships to close off month 2. But I got like a negative 200 score at the end. Next month was more eventful and I did more research and actually got to do a few landings and other things, but my score dipped to -400.

Then I had a super eventful and nice month and took out like, a church, two warehouses, a rodeo, a humanist ship and another progrom. ... -900 and I'm warned.

Looking in my save there was like 1000 or so points worth of activity in australia I couldn't do anything about, and a lot all the way down south in africa. I barely got an UNARMED ship that can reach most spots on the map from europe by then. I have no idea if I was supposed to do things differently or if I just got fucked by RNG.
Title: Re: Help me git gud, question thread
Post by: Ethereal_Medic on May 25, 2017, 12:37:28 pm
This problem happened in an earlier version of the mod and looks like it just came back.
To advance the game, you either fix your score for your save-file or swap the warning from 'true' to 'false'

If you add to many score, you get too much free money tho.
Title: Re: Help me git gud, question thread
Post by: Solarius Scorch on May 25, 2017, 01:42:40 pm
I understand the Pogrom, but why skip the other two missions? I see no reason to.
Title: Re: Help me git gud, question thread
Post by: Ethereal_Medic on May 25, 2017, 02:44:59 pm
1: Jack Sparrow Difficulty
2: Ninja Gals have camo and better guns. I couldn't reach the place before night (and actually not at all due to fuel cap)
3: Can't deal with the ratman at night either.

I have the following suggestions:
1. Somewhere on the planet I got screwed and can't do shit about.
2. Why should I lose points (about 500 each) for not doing Lokk'nar and Ratman Rodeo.

At the very first month this shouldn't influence my score at all, those 30 days are mostly scarce in events and I managed to beat 3 academy airbus with no casualty and 2-3 captives each go.
I did like 6 research topics with 2 brainers and still got fucked by random score-penalty.

We're fucking pirates, not X-Com
Title: Re: Help me git gud, question thread
Post by: panzertoter on May 25, 2017, 03:53:32 pm
Hello all, i have two questions:
- about bounty hunting - i managed to get level C pass, but i don't know what should i do to get higher level. I invested points in prizes, waited for few months and nothing, only level D and C missions.
- reticulan elder - where can i find him? Imperial probes are getting me into deep ones/doom monsters missions only.
Title: Re: Help me git gud, question thread
Post by: Ethereal_Medic on May 25, 2017, 04:22:05 pm
Hello all, i have two questions:
- about bounty hunting - i managed to get level C pass, but i don't know what should i do to get higher level. I invested points in prizes, waited for few months and nothing, only level D and C missions.
- reticulan elder - where can i find him? Imperial probes are getting me into deep ones/doom monsters missions only.

The ret.-elder is only encountered in the imperial probe mission for a reticulan bunker. (on jack sparrow you have the chance to get 2 of these if you get lucky.)
About bounty-hunting there should be the level B pass available for manufacturing/researching now.

Title: Re: Help me git gud, question thread
Post by: panzertoter on May 25, 2017, 05:07:02 pm
So, must wait paitently then for that probe. But still no level B pass :(
Title: Re: Help me git gud, question thread
Post by: ivandogovich on May 25, 2017, 05:18:16 pm
Early score drops: 
Mission spawns are basically weighted RNG and can definitely be a problem for the player early on.  Enemy missions that occur outside of your coverage will generate points that you can see in the Charts (ie. your base is in Europe, but you see lots of points for North America).  Enemy flight time and landing time roll up the points for them.  Consider that Excavators can stay on the ground for 20 hours, and you can get big point penalties for these missions.  Govt Enforcers will do landings too, and cause point hits.  If you can't take out these landings due to minimal crews (wounded) or not enough firepower, just doing a touch and go can help.  Land, start the battle, look around, snipe if you can, then bug out.  At a minimum this will cause the UFO to take off when your ship does, and it stops the Landing Timer from racking up points.  These ships will often repeat a landing if interrupted so rinse and repeat until they depart.

Base Placement.
The short range of the airbus has made it even more critical to get as much land coverage as possible now.  It will probably be months before you get true global response capability.  I recommend the area near Turkey.  Covers Europe, Asia, Africa.  A good chunk of North and South America.  Only parts of South America and Australia have been unreachable for me.  I'd say this has become an optimal location now.
Title: Re: Help me git gud, question thread
Post by: Ethereal_Medic on May 25, 2017, 05:32:18 pm
This stuff doesn't happen in the first 1-2 monts.

How can I get punished with -1000 points during the very first month?!
Title: Re: Help me git gud, question thread
Post by: ivandogovich on May 25, 2017, 05:56:09 pm
This stuff doesn't happen in the first 1-2 monts.

How can I get punished with -1000 points during the very first month?!

Open your save file with a text editor and find out what missions have been running.  -1000 points don't spawn out of nothing.
Title: Re: Help me git gud, question thread
Post by: Ethereal_Medic on May 25, 2017, 06:30:24 pm
alienMissions:
  - type: STR_MISSION_RAID
    region: STR_CENTRAL_ASIA
    race: STR_RAIDER
    nextWave: 0
    nextUfoCounter: 0
    spawnCountdown: 11970
    liveUfos: 0
    uniqueID: 11
    missionSiteZone: -1
  - type: STR_MISSION_CIVILIAN_TRAFFIC_3
    region: REGION_HELLO_WORLD
    race: STR_CIVILIANZ_1
    nextWave: 0
    nextUfoCounter: 0
    spawnCountdown: 1970
    liveUfos: 0
    uniqueID: 12
    missionSiteZone: -1
  - type: STR_MISSION_SURVEY
    region: STR_EUROPE
    race: STR_SECTOID_NONCOM
    nextWave: 0
    nextUfoCounter: 0
    spawnCountdown: 11340
    liveUfos: 0
    uniqueID: 13
    missionSiteZone: -1
  - type: STR_MUTANT_POGROM_DISTRESS_NO_PENALTY
    region: REGION_CITIES
    race: STR_SPARTANS
    nextWave: 0
    nextUfoCounter: 0
    spawnCountdown: 11686
    liveUfos: 0
    uniqueID: 14
    missionSiteZone: 42
  - type: STR_LOC_LOKNAR_VILLAGE_DEFENSE
    region: REGION_LOC_LOKNAR_VILLAGE_DEFENSE
    race: STR_NINJA
    nextWave: 0
    nextUfoCounter: 0
    spawnCountdown: 20870
    liveUfos: 0
    uniqueID: 15
    missionSiteZone: 11
  - type: STR_LOC_WHOREHOUSE
    region: REGION_WHOREHOUSE
    race: STR_BANDIT_TOWN
    nextWave: 0
    nextUfoCounter: 0
    spawnCountdown: 4970
    liveUfos: 0
    uniqueID: 16
    missionSiteZone: 45
Title: Re: Help me git gud, question thread
Post by: Solarius Scorch on May 25, 2017, 07:33:27 pm
1: Jack Sparrow Difficulty
2: Ninja Gals have camo and better guns. I couldn't reach the place before night (and actually not at all due to fuel cap)
3: Can't deal with the ratman at night either.

Well, it's kinda awkward for me to say, but I honestly don't consider these missions that hard. Challenging, sure; sometimes I lose one or two gals out of six. But it's definitely not "too hard". They are just about right on Jack Sparrow for me - and it's not bragging, merely feedback.

Sorry, but I really think you should be playing on a lower difficulty level.
Title: Re: Help me git gud, question thread
Post by: Ethereal_Medic on May 25, 2017, 08:56:41 pm
Fine  :-[
Title: Re: Help me git gud, question thread
Post by: legionof1 on May 25, 2017, 11:09:43 pm
The ret.-elder is only encountered in the imperial probe mission for a reticulan bunker. (on jack sparrow you have the chance to get 2 of these if you get lucky.)
snip

Not the only way Reticulan elders are also present on reticulan crackdowns. Crackdowns can be forced by shooting down a largeish number of craft of the desired faction.
Title: Re: Help me git gud, question thread
Post by: Ethereal_Medic on May 25, 2017, 11:22:18 pm
Do you speak about the govt. fusion cruiser? That one doesn't even spawn without the research.
And the research is locked behind the elder.

I only encountered 2 kinds of reticulan ships so far, the small and the medium one and none of these had net a crackdown.

EDIT
Okay there are 3 types but I swear I had a whole month of reticulans doing stuff and shot every single one off the surface.
Not a single crackdown!
Title: Re: Help me git gud, question thread
Post by: panzertoter on May 25, 2017, 11:55:07 pm
Yup, same here.
Title: Re: Help me git gud, question thread
Post by: legionof1 on May 26, 2017, 12:15:17 am
hurm maybe dioxine removed the crackdowns from reticulans. But its the standard mechanic to generate crackdowns from shot down craft.
Title: Re: Help me git gud, question thread
Post by: Solarius Scorch on May 26, 2017, 12:34:55 am
hurm maybe dioxine removed the crackdowns from reticulans. But its the standard mechanic to generate crackdowns from shot down craft.

Yes, that's how it is:
Code: [Select]
    retaliationAggression: -100
Title: Re: Help me git gud, question thread
Post by: Ethereal_Medic on May 26, 2017, 12:15:49 pm
So under the line it's either you get the elders during the bunker-assault (prepared or not) or have to wait for the next given chance.

The green codex sure suffers under that circumstance, as well as red.
Title: Re: Help me git gud, question thread
Post by: Martin on May 27, 2017, 11:20:23 pm
Perhaps if mercs sold one for 100 million...
Title: Re: Help me git gud, question thread
Post by: arbee81 on May 31, 2017, 06:08:51 pm
Do the ret bunkers only show up in cold weather areas? I've only seen two in my playthrough, both on cold maps. The first time I didn't have proper cold weather gear or enough booze. The second time I couldn't really field a team I thought could win, so I just took a peek. I don't think I've seen a probe since. Do they stop spawning after a certain time or stop due to research?
Title: Re: Help me git gud, question thread
Post by: Solarius Scorch on May 31, 2017, 06:28:03 pm
No, Reticulan bases show up in all areas, wherever the probe goes.

And the probes never stop appearing, though sometimes they take long breaks.
Title: Re: Help me git gud, question thread
Post by: juff on June 02, 2017, 11:14:16 am
how does the missionweight variable work? does researching family ties double the chance of reticulan base appearing?
Title: Re: Out of stuff to research
Post by: igpron on June 12, 2017, 08:23:28 pm
... I need rare earth elements to make more defender armour but I've stopped seeing Save the Lok Narrs, and I never see raiders. ...


Check the rewards of the Bug Hunting / Cave Hunting, I think you (sometimes?) get Rare Earth Elements while plundering for Chitin.

Title: Re: Help me git gud, question thread
Post by: khade on June 12, 2017, 11:41:56 pm
There currently is no way to randomize the rewards of manufacturing, you always get some rare earth materials, though I can't remember how much.