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Modding => Released Mods => XPiratez => Topic started by: Jinderius on February 11, 2020, 10:40:50 am

Title: Instant lose Jan 1 2062
Post by: Jinderius on February 11, 2020, 10:40:50 am
Instant losing at 2062! Skipped the car dealer tech so that might have done it?
Title: Re: Instant lose Jan 1 2062
Post by: Solarius Scorch on February 11, 2020, 01:16:44 pm
That is awfully specific without providing ANY information whatsoever. So, maybe?
Title: Re: Instant lose Jan 1 2062
Post by: legionof1 on February 11, 2020, 04:49:50 pm
There are only limited conditions for a hard game over. Negative score or negative funds 2 months in a row.

Title: Re: Instant lose Jan 1 2062
Post by: Jinderius on February 11, 2020, 08:07:44 pm
What count as negative score?
Infamy?
Title: Re: Instant lose Jan 1 2062
Post by: Rubber Cannonball on February 11, 2020, 08:29:05 pm
Check the charts, the last one on the right is labeled Finance and only has 5 or so buttons.  The light blue one is the score.  Significant negative score or negative funds for two months will cause you to lose.  Pay close attention to the end of month report screen; it will warn you when you have a bad month.  And yes infamy is score.

Edit: fixed typo
Title: Re: Instant lose Jan 1 2062
Post by: Eddie on February 11, 2020, 09:27:45 pm
What count as negative score?
Infamy?

Yes, score has been renamed to infamy in piratez.
Title: Re: Instant lose Jan 1 2062
Post by: Jinderius on February 11, 2020, 11:29:44 pm
So you can basicly lose to RNG events and lack of good missions due to negative infamy?
Title: Re: Instant lose Jan 1 2062
Post by: Greep on February 12, 2020, 12:40:06 am
The geoscape layer kinda has a "you need to play this exact way" feel to it.  The best way to prevent a loss from infamy is just getting a ton of brainers and do interrogations.  Kinda hard to lose on infamy if you can counter it with getting 5000+ yourself from just sitting around mostly.  Unlocking missions so you have more is also a good way (open the html bootypedia, go to research and click on any !X! entries). But yes, if you're playing unspoilered you will generally have to start over randomly at some point.  I could be wrong here, but I think higher difficulties are actually easier due to the extra score from missions, I've never seen these "infamy tanks" that people keep reporting when playing on jack sparrow for instance.  So if you can handle davy jones, play on that.
Title: Re: Instant lose Jan 1 2062
Post by: Eddie on February 12, 2020, 01:51:27 am
I would say people that play on Jack Sparrow don't loose to negative score because they (mostly) know what they are doing.
The last guy complaining about loss from infamy was one year in, had two bases, and only the starting base had the starting radar.

No, geoscape isn't "you need to do this exactly". But you need to know what your goals are. Get brainers, get radar coverage, get production capacity. If you do zero in any of these, you will most likely loose at some point.
Title: Re: Instant lose Jan 1 2062
Post by: Jinderius on February 12, 2020, 03:52:36 am
You guys are correct it was negative infamy!

havent gotten to midgame yet, can you "Tame" "Create" "Generate" monster to use?
Title: Re: Instant lose Jan 1 2062
Post by: Rubber Cannonball on February 12, 2020, 04:02:17 am
havent gotten to midgame yet, can you "Tame" "Create" "Generate" monster to use?

Yes, there are several that you can capture and tame but I won't spoil it for you.
Title: Re: Instant lose Jan 1 2062
Post by: Greep on February 12, 2020, 05:00:35 am
Notably, you need high negative infamy twice in a row, so you can save up some infamy gaining research (namely interrogations, decrypted data disks, gun almanacs, various documents) and just blow it all on the following month if you're ever too concerned about losing that way
Title: Re: Instant lose Jan 1 2062
Post by: Rubber Cannonball on February 12, 2020, 05:36:00 am
I just ran a test month near the end of 2603 doing absolutely nothing just to see how many points the factions would rack up:  score was -4991.  I tried to go the second month but it was interrupted by a crackdown invading a base which would screw up the score so I ended the test.
Title: Re: Instant lose Jan 1 2062
Post by: Dakkdakk on February 12, 2020, 03:25:43 pm
So you can basicly lose to RNG events and lack of good missions due to negative infamy?

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

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

After 10 or so runs spread across 5 or 6 different versions, I've never had a game in which my score was at risk due to lack of good missions. Mission variety has increased a lot in the last releases, meaning its even harder to have a run in which you get no good missions.
Title: Re: Instant lose Jan 1 2062
Post by: khade on February 13, 2020, 02:10:33 am
Though if you do early pogroms and win, that's a lot of potentially very good gear.
Title: Re: Instant lose Jan 1 2062
Post by: Iazo on February 25, 2020, 10:12:07 pm
I would dispute the wisdom of doing early pogroms without knowing what you're doing, and if you know what you're doing, you probably know you should not be doing early pogroms.

2 out of the 3 early pogroms have nuts too hard for you to crack reliably.
Title: Re: Instant lose Jan 1 2062
Post by: Rubber Cannonball on February 25, 2020, 10:27:52 pm
After all, you're a band of pirates, not the Justice League.   :)
Title: Re: Instant lose Jan 1 2062
Post by: khade on February 26, 2020, 05:50:45 am
You're opportunists, if you can afford the lost notoriety to just take a look, it might be worth a smash and grab.  Also you might get lucky and have something you can handle.
Title: Re: Instant lose Jan 1 2062
Post by: Dakkdakk on February 27, 2020, 01:57:09 pm
IMHO you should avoid pogroms until you have, at the very least, warrior armor, 6 gals with decent stats, guns powerful enough to kill a regular enemy in a single turn, a decent melee weapon on every gal, about two grenades that do different damage types on each gal and medikits on everyone. Move your gals in pairs so one can heal the other if needed.

With this, you can do bandits, humanists and maybe spartans, but your gals are gonna get hurt if not outright killed. If you're against humanists and spartans, be careful with guys carrying RPGs.
Title: Re: Instant lose Jan 1 2062
Post by: khade on February 28, 2020, 11:57:23 pm
I guess my view is from before freshness was added, so I'm not sure how that would influence things, but avoiding those completely does mean you can't get access to potential loot.
Title: Re: Instant lose Jan 1 2062
Post by: MemoryTAS on February 29, 2020, 12:57:52 am
I guess my view is from before freshness was added, so I'm not sure how that would influence things, but avoiding those completely does mean you can't get access to potential loot.
The only things freshness should change in that regard is that extremely prolonged sieges are less appealing though you can kinda get around it with apples or Buddha smokes early game and going to a dangerous mission if your units are already low on freshness means a bigger risk vs full freshness units going into a dangerous mission. Personally I delay pogroms until workshop but I wouldn't delay until joining The Mutant Alliance because that would introduce even more dangerous pogroms that you absolutely have to go to.
Title: Re: Instant lose Jan 1 2062
Post by: Dakkdakk on March 04, 2020, 03:59:35 pm
You'll only have to worry about freshness if you plan to use certain items repeately (like the admiral de corazon outfit weapons) have missions take over 30 turns or use the same gals in every single mission. Try to rotate your gals/peasants between missions. Slave soldiers have loads of max freshness though, so you can prob use them over and over and never run into problems unless you're using items that cost freshness.

I get the impression Dioxine is adding stuff to further differentiate gals from Slave Soldiers so your choice is more meaningful other than just a self imposed challenge using cheaper soldiers with worst stats.