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Messages - zombieguy223

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1
Hey. Is Captain Log #1 accurate? I've got all the techs required but not Captain Log #1. I'm in May/June
That seems to be an oversight in the compilation file, !!Bounty Hunting!! is also a required research. The full list of requirements is below:
Spoiler:
Research:
  • Captain Who?
  • Post-Apocalyptic Cuisine
  • !Socializing!
  • Exquisite Lingerie
  • Contacts: Builders' Hall
  • !!Bounty Hunting!!
  • Minecraft
  • What Do?
  • Tools & Blades
  • Firearms Knowledge
  • Intricate Gunsmithing
Built Facilities:
  • Mess Hall

2
My general rule for how to avoid spontaneous explosions-to-the-face is that all melee damage except stabbing and electric will prevent it. That was a lesson learned from using a cattle prod against a cyberdisc, and I will not forget it. Interestingly, bio melee weapons will also prevent self-destructs, but I don't actually think there are any enemies with self-destructs that are at all vulnerable to bio.

For my own curiosity, I've compiled a list of the enemies that self-destruct on death. I might have missed a couple, but this is at least most of them:
Spoiler:
Strix Zombie
Armored Car
Cyberdisc
Humanist Tiger Tank (the big stationary tank on the Sitzkrieg mission)
Robo-Maid
Aurora Doll
Cleaning Drone (I think these are only on Mars)
Boomosaurus
Toxic Slime
Burning Soul

3
XPiratez / Re: A thread for little questions
« on: February 22, 2025, 08:23:52 am »
Is there a way to turn off only the background sounds / ambient noise that I'm not seeing? I usually play while watching something else and a few maps have loud, intrusive sounds (the one the immediately comes to mind is the morning maps) that aren't tied to gameplay that I'd like to silence so I can hear the game and other things I'm doing. Been searching the forums for about an hour and not seeing anything, and figured it would be better to post here than make a new thread.
Since those ambient sounds are played from specific sound files in the resources folder, you can try replacing them with blank ones that have no actual audio. That will completely remove all of the ambient audio from the missions, to my knowledge. I did a quick test and it seemed to work without issue. This might not be the best solution, but it's quick and easy to do.

Go to \user\mods\Piratez\Resources\Sounds\Ambient\ in your XPiratez install location and replace the sixteen files there with blanks. You can do that yourself by just creating a blank .txt file and changing the name and extension to match each of the existing files. Alternatively, you can use the blank files I just made that I'll attach.
If you want the ambient sounds back, open up the original XPiratez install file and extract the sounds from it's folder to your install.

4
XPiratez / Re: A thread for little questions
« on: February 19, 2025, 03:37:54 am »
How does one even fight Star Gods? I know how to deal with shielded tanks and expect Sectopods to be similar if tougher. But the Star Gods themselves? Oh vey.

In my world, they have established an outpost quite early (month 14 or thereabouts), which receives plenty of supply runs. This give me the opportunity to try my hand at them every so often. My ranged weapons appear to be weak, my melee attacks never seem to connect, but worst of all, I can't even see the guys until I've almost walked into them.

My weapons are bound to get better with time, but I have no idea how I'm supposed to deal with their stealthiness.
My general advice would be to forget about using melee against the Star Gods (both Guardians in red cloaks and true SG's in grey cloaks) unless you're using a gal with very high melee (135+) wielding a very high base accuracy weapon, since they have an absurdly high melee dodge. The Guardians have the worst dodge at ~78 with no back penalty, and the true SG's are even more evasive. Spears and two-handed axes can still work since they hit from beyond melee range.

As far as the stealth goes, I have three bits of advice:
1) True SG's have INVIS 5, meaning by default you can only see them from 5 tiles away, but they are the only enemies on the field with that ability. They also have a unique MIND weapon they use with a distinctive projectile that you can use to get an idea of their location.
2) Use Aye-Phones or dogs to track their movements and narrow down on their location, they have a pretty good detection range and can detect enemies flying above you or behind obstacles. Do note that they can't tell you what vertical level a detected enemy is on.
3) Use armours with good SPOT, at least 5, so you can actually see them from a decent distance. SPOT counters INVIS by adding its value to the detection range, so with 5 SPOT you can see SG's from 10 tiles away instead of 5. Some options are BRAINER, CHROMEBACK, ASSASSIN (10 SPOT!), CARBON, STORMCAT or COMBAT PILOT for catgirls and CYBERPUNK for Lokk'naars. Dogs can also work decently, with 4 SPOT and being very expendable.

5
XPiratez / Re: [MAIN] XPiratez - N10 24-Nov-2024 Aurora's Dawn
« on: February 16, 2025, 07:52:21 am »
I think "Highwayman Scout Quad" armor should be made more adequate to its appearance and pedia description, i.e. "vulnerable to fire and explosions", instead having 50% and 75% resistances, which in combiantion with good armor makes it nearly invulnerable to almost any early ranged weapon. Its only weak point is 115% to stabbing, which is weird. Its massive TU: 250 is weird as well, as well as deadly: after crossing of couple of hangars space it will still be able to do several bursts of autofire.

Last night I get another sudden difficulty spike, then very young agricultural base, located in deep of amazonia jungles, was attacked by "small" band of highwaymen (36), including dogs, flamethrowers, fucking incendiary SMG and 3, yes THREE at once, aforementioned vehicles. So spotted one of these on first turn of combat, I decided to reload back by few days and bring on help of local peasantry a couple of strong melee fighters from homebase, equipped with... rapiers (pikes can suit better but who knew when). They make the job, yes, but at cost of many reloads and hours of playtime, because of sewers phase was extremely tedious.
With the scout quads, and 2x2 units in general, since they occupy 4 tiles on the battlescape any area of effect weapons i.e. explosives will hit them 4 times. So effectively the scout quads take 0.75 * 4 = 3 times damage from any explosives that get through the armour. You can tell if an enemy is a 2x2 by looking at the analysis tab in their examination Pedia entry, if they are then their size will be listed as 2 near the top.

Even a basic frag grenade can kill them in one hit if you get lucky, landmines are very effective and the same with dynamite. Flamethrowers can also be very effective if you can hit with most of the burst (average 159 total health damage against scout quads). Weapons that have their damage listed as 5-10 ignore armour, by the way. There are a lot of options in how to approach problems like them, and just shooting or stabbing your enemies may not be the most effective or fun choice. I definitely struggle to remember that personally.

You can also try being proactive in either shooting down the enemy craft that spot your hideout for an attack to prevent it earlier. I believe the highwaymen attacks are scouted by black talons and helicopters. Or you can build base defense structures to destroy the attack before it enters your hideout (the bandit attacks can't be intercepted by craft since they approach on foot). The bandit hideout attacks only have about 300 health and base defences do between 50%-150% of their listed damage, so even a single flak tower could destroy it, albeit it's very unlikely.

6
The X-Com Files / Re: The X-Com Files - 3.6: Exotic Energy
« on: January 26, 2025, 10:00:08 am »
Cult manors should only appear in cities, right? There's one that I can't seem to find despite having my agents patrol everywhere in Europe.

If anyone knows how to figure it out, this is the latitude and longitude data.

lon: 0.17749998492782332
lat: -1.0384709049366261
As far as I can tell, that's in Oslo, Norway.

7
XPiratez / Re: A thread for little questions
« on: December 29, 2024, 05:55:07 pm »
What am I missing for buying the OICW "zeerust carbine"?
Tech viewer has ZEERUST CARBINE (i) as unlocked, but I can't find it in the store.
It can't be purchased at all.
Purchasing them would require a seller with a reliable supply who is willing to sell to you, and since they were only made for a short time hundreds of years (and one interplanetary invasion/conquest) ago there just aren't enough of them in existence for that. So they can only be found in caches of rare weapons from the Old Earth era, or from Crazy Hassan who seems to have some quantity of just about everything (not that you can choose what you're buying).

8
XPiratez / Re: A thread for little questions
« on: December 28, 2024, 03:05:15 pm »
I didn’t get one  :-X :-X :-X
Yeah, it's very easy to accidentally destroy the newspaper item. It will always be held in the inventory of one of the enemy leader units (i.e. humanist leader, ratman lieutenant, spartan lieutenant etc.), so try to avoid using explosives against them or around their corpses. Although, only humans will have a copy, Deep Ones and Dark Ones aren't very interested in reading I guess.

The newspaper is, understandably, extremely fragile to the point where even a molotov cocktail can destroy it, and if you don't know in advance where it is and the risk of destroying it, you can easily end up without the necessary progression item.

You can edit your save to get one if you want the full reward, or you can wait until the next pogrom appears and use the experience to try and save the newspaper. I'll put the instructions for save-editing in a spoiler below if you want to go that route.

Spoiler:
First, locate your save game folder. With the default XPiratez install, that will be in the main game folder, in the 'user' folder, then in the 'piratez' folder. This done, open up the game on your most recent save, and buy a kitchen knife on the black market. This done, make a new save with whatever name you like.

Go to the save game folder, and open up that new save file with any text editor. Search in the file for the following line:
itemId: STR_KITCHEN_KNIFE

Then, replace that line with this one:
itemId: STR_NEWSPAPER

Save the file, and load it in-game. It should load without issue and after 24 hours a new copy of the Solar Courier will arrive at your base! This method works by just replacing what item you ordered with a different one, keeps things simple with minimal chance of error.

9
XPZ Strategy/Tactics / Re: Extended Piratez general FAQ/Strategy Guide
« on: December 23, 2024, 05:10:23 pm »
I've noticed tha on some gournd assoult crash recovery missions - mostly supply ships - these appera to be turn-timed in a number of 10, once turne expire there is a debriefing screen and my vessel if forced to leave, why it is? In the briefing game tells nothing, it the same gournd assault briefin screen.

Why this is so?
There is a warning about this in the Pedia entry for supply ships, but I think that's the only explicit mention of there being any kind of time limit, and it doesn't mention a specific length of time:
Quote from: Bootypedia
Supply Ships are used to fly regular supply runs to enemy Secret Bases. They are fast and hard to get once they manage to get close to their Base, but should yield significant booty (especially Hellerium) with only moderate risk, if we work fast - they're rigged to explode.

So there is some warning about this, but it's fairly easy to miss if you aren't reading all of the entries. And there isn't a mention of it in the actual mission briefing either.

10
XPiratez / Re: Bugs & Crash Reports
« on: December 23, 2024, 04:46:37 pm »
Hi! I've been having an issue with captain's rank not advancing beyond Brigand.

In this save I have Our Culture and Who's Who researched, and the month ends with a 6.3k score, which should fulfill the requirements for Rogue.

I'd be grateful for some help here as the campaign is blocked on this.
The event triggers fine for me when the next month comes up, so I don't know why it doesn't appear for you. Looking at the save, it wouldn't have triggered on previous months (July-September), since you didn't meet the score requirements.

So, I don't have an answer but I do have a solution. I've edited the save and added the event to be triggered soon after the save is loaded. That should get you back on track.

11
XPiratez / Re: Bugs & Crash Reports
« on: November 26, 2024, 01:54:07 pm »
STR_CAMO_PAINT_UC (Camo Paint for Gals) has visibilityAtDark set to 9 instead of 12.

I'm assuming this is actually a bug, since there's nothing indicating this is intentional, but I don't know when it was introduced. Looking at the archived copies I have, it's been present since at least N6.0.7.

12
XPiratez / Re: A thread for little questions
« on: November 15, 2024, 12:37:20 pm »
Is it possible to shoot down ninja hoverbikes? I'm pretty sure I did that randomly on my first or second playthrough, but now I'm on my fifth and it doesn't seem to be possible in this game version. 14mm and 25mm weapons blow them to bits every time. I tried mounting a secondary light machinegun to tickle them to death once the shield is knocked out by a bigger weapon, but that didn't work either.
It shouldn't be possible to get a crash site from the ninja jetbikes. They're set to huntBehavior 1, which makes them fight to the death instead of fleeing or crashing at low health. That may have been possible on previous versions of XPiratez or the OXCE engine though. According to the ruleset reference before OXCE v6.5 UFOs on huntBehavior 1 could be shot down instead of fighting to the death, but I can't confirm that personally.

It does seem like you can use a tractor beam to force them to land and attack them like that, if you really wanted to.

13
XPiratez / Re: A thread for little questions
« on: October 30, 2024, 10:25:06 am »
Couple other things I couldn't figure out.

I had a loknarr training in a dojo for several months before it said their training was done. But their melee skill was only 65, the description of the Dojo says it can only train melee up to 100. Is the description just wrong or is something else the cause?

Secondly, I get how camo works but daytime camo seems to be almost useless because even regular humans can see across the entire map. What's the actual sight range for normal humans and gals during daytime?
The training caps listed in the dojo description only apply to Gals. Other soldier types (e.g. Peasant or Lokk'Naar) will generally have their training and max stat caps lower than those numbers. There's not really an easy way to tell in-game what the training caps are, but they're around 70-80% of the Max value listed in the "Soldier: [TYPE]" entries in the "Yer Fightin' Crew" section of the Bootypedia.

Maximum sight range is defined by the maxViewDistance variable in the Piratez_Global file, which would be 40 tiles. That just tells the engine that under no circumstances can any unit see beyond 40 tiles, so you can treat that as the sight range during daylight. So as an example, a gal wearing the guerrilla armour during the day would be visible at (40 - (8 [daytime camo] - X [enemy anticamo] ) ) = 32 tiles. Yes, daytime camo is generally not very helpful. You're better off using smoke for concealment during the day instead.

14
XPiratez / Re: A thread for little questions
« on: October 21, 2024, 03:59:11 pm »
How exactly do Sniper/Spotter traits work? I reread the related articles from Bootypedia every time I reach the moment in my campaign when enemies start consistently shooting/throwing explosives/firing rockets at me out of nowhere, but I am still not sure I get it right. Does it mean that every time a Spotter sees any of my soldiers (or is killed by one of them), all enemies having a "Sniper" trait will see this soldier for the set number of turns and be able to shoot at her wherever she is and wherever she goes? Even if it is night, there is no direct line of sight and she is half a map away in the middle of a cloud of smoke?
There's more detailed discussion elsewhere on the forum, you can use the search function to find that, but the general idea is that when Spotters see or are attacked by any of your units they mark that unit for a certain number of turns (1 to infinite depending on the spotter 'rank', Basic to Master). Snipers have a random chance each turn of deciding to attack any marked unit they have line of fire to with either direct fire guns or thrown grenades, the chance increases with the sniper 'rank', Basic to Master.

Important notes are that directly shooting a spotter WILL ALWAYS mark the attacker, regardless of if the spotter dies or even takes damage. Hitting a spotter with indirect attacks, such as grenade splash damage, may or may not trigger a mark. Testing was inconclusive, but seems to indicate that splash damage from beyond 1 tile of the impact point does not trigger a mark. Snipers DO NOT need vision of a marked unit to attack them, just valid line of fire.

15
XPiratez / Re: [MAIN] XPiratez - N9.7.7 12-Sep-2024 Second Coming
« on: October 11, 2024, 06:03:03 am »
Is there a different way you're meant to get the
Spoiler:
Syn Soldiers
these days? Because I remember getting them every odd space mission last time I played but now I've gone on about a dozen and none have shown up. Have I just been really unlucky?
To my understanding, there's 4 ways you can get one.
  • 33% chance from using a Golden Apple
  • 0.16% chance from extracting a junk pile
  • 40% chance of one appearing on a space freighter raid (will be held by the only guild team leader)
  • 100% chance of appearing in the Lost Spaceship orbital mission, which itself is one of 5 possible orbital missions that can spawn after researching !Zero-G Missions!

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