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Messages - John___Doe

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1
XPiratez / Re: The Scarab?
« on: November 17, 2024, 09:06:27 pm »
The scarab is still slow, and my experience is that the hardest part of shooting down most craft is catching it. Snake is critically faster and has less downtime against most targets. It may be a different story on Jack Sparrow, where the ninjas provide a steady supply of tough and slow craft to shoot.

2
XPiratez / Re: A thread for little questions
« on: October 21, 2024, 08:15:16 pm »
Snipers do not need a line of fire to snipe a spotted target. They will lob grenades at units fully behind cover.

3
From my experience on John Silver-Gals path-Reject The Power-Lazy Captain on august patch of current year:

I started my current playthrough in august this year. After a year of game time I do not see a lot of use for my fighter crafts. I mean it is a net positive to have an interceptor on every base, but more like additional income rather than anything else. I got piranhas from prizes and guns for them from contact research. With 4th base on the way and 8k rating, it looks like it is possible to skip interceptors entirely. I also don't see much critical stuff they can shoot down. Little Bird is(was) 3-4 shots from hitting the ground, it also phisically can not kill anything, rarely can chase down things.

Maybe I need tips or warnings, that is why I am writing this. But maybe it is good enough to go industry and research before interceptors.
Little Bird is for the first 6ish months, not the end of 2061. Being virtually useless in December is irrelevant.

4
No, you definitely want to get guns in the air fast, and that is even more true this version than before. "Fast" meaning February if you go straight for little bird.

5
As has been mentioned, after Little Bird you probably want to go to Car Thieves craft: the Aircar and Airspeeder. These require Light/Missile weapons, and cannot mount the Ground weapons the Little Bird can. The same is true of codex craft.

Your earliest options for such weapons are going to be manufacturing Air Balls or Craft Harpoons. You can also loot a Light weapon from the Highway House mission.

6
XPiratez / Re: A thread for little questions
« on: October 11, 2024, 11:49:31 pm »
Yeah, the salary is what I've been primarily interested in. I was considering what's more profitable, to turn castaways into brainers or to hire them into crew.

A Hand costs 50k to buy, so youre saving 150k upfront turning a castaway to a brainer and buying a Hand instead. The Hand's 40k salary eats that up in four months, in addition to being slightly weaker. If you really need extra cash, recruit the castaway and send her on tiger tours.

7
XPiratez / Re: A thread for little questions
« on: October 11, 2024, 12:43:35 am »
Only the six starting gals have "escaped lunatic". All lunatics have slightly better stat caps than other gals.

8
(well actually incendiary type damage in general always feels way weaker than the raw numbers imply). 

That's because most use the default fire damage, and the power of the weapon is actually a factor of its aoe. There are exceptions like Willie Pete grenades (white phosphorus) which do initial damage based on their power like most weapons.

9
XPiratez / Re: Question on Base Defence - or - what provokes whom
« on: September 26, 2024, 05:52:05 pm »
With that out of the way, can anyone answer the question in the first post - what missions or actions by the players provoke certain factions to assault your bases, and also in addition, perhaps how often you can get away with?

Piratez has a number of base assaults that can roll each month unprompted, and cannot wholly be prevented except by having sufficient base defenses to destroy the assaulting craft. The number of such assaults that can generate is in part dependent on difficulty level and a few different research techs - Male Touch and Reject the Power both disable some, while having a Dungeon built anywhere enables more. The difficulty of these assaults tends to go up over time.

If one of your bases is located by enemy shipping, enemies can assault that base. The scouting portion of this can be in response to shooting down enemy shipping, but can also be conducted by enemy craft not responding to the downing of shipping. Base assaults stemming from this are not always the same faction as that which located the base initially. These assaults can be prevented by shooting down scouting enemy craft before they locate your base.

10
XPiratez / Re: Bugs & Crash Reports
« on: September 26, 2024, 08:26:00 am »
OK thanks. And please nevermind that analytics i "reported" because under service required shoud be written "analytics rooms" not jus "analytics". Same for the other services, please might be the requirement screen be made more clear?  :-\

Multiple facilities provide the Analytics service.

11
XPiratez / Re: A new player looking for some help.
« on: September 21, 2024, 09:52:57 pm »
A few more early game questions (cause I have not survived into the mid game yet)

Gal to Peasant ratio?
I was playing with the Gals I could rescue and using Peasants for the rest of the crew. I also only had 10 Loknar which I used for the cave/underground missions.

Best early pistol?
I've enjoyed the Confederate Eagle and the Handcannon but they are heavy for Peasants. Best Peasant handgun?

Best early SMG/Rifle?
My peasants are usually too weak to carry a decent shotgun in the early game so I stick them with an SMG or a Rifle. Assault SMG might be my favorite. Linux SMG for the Gals or the peasants that can carry it.

Best early Throwable bomb?
I only embraced the Black Powder Bomb a few playthroughs in but I really like it now on almost everyone who can fit one on their loadout. Better grenade choices?

The appropriate gal to peasant ratio depends on the mission. Peasants take a lot of time to train, and trained peasants you ideally want to conserve for the handful of missions only they can do. Regular peasants are little more than shotgun and bandage caddies, and you should feel no compunction about throwing a dozen of them away to save a gal. If you need siz gals and can only take six troops, take six gals. If you need six gals and can take 12, take six gals and six peasants.

Shiny Niner is the best peasant pistol. Good mix of accuracy, damage, firing rate, and weight.

Best early rifle is the rcf carbine, for the same reasons.

HE grenades are lighter than black powders, which for peasants makes a big difference. They also do not detonate immediately, which has advantages and disadvantages.

12
XPiratez / Re: Info Compilation Document
« on: September 19, 2024, 03:51:53 am »
Here's the Weapon Comparison Excel Sheet: https://docs.google.com/spreadsheets/d/1eFMsh58jxKg9YgsLlsvEX9mg4qCC34Ck/

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

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

Blackmarch.

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

I do think you are significantly underrating the double barrel shotgun. 20x10x2 for 32% tu is basic security armor killing firepower anyone can use.

13
XPiratez / Re: Score dropping like a rock (-250/day, month 3) HALP!
« on: September 07, 2024, 03:48:12 am »
For the little bird: it can equip a second weapon in addition to the 14mm. Those early highwayman and ruffian crashes often have rotoguns/hmgs and ammo for them which will keep your bird armed.

14
Gals b Gone is intended to facilitate playing Xpiratez without the gals. Recruitment options that provided gals now provide different troops, missions restricted to gals allow different units to participate, and some (not all) codex-specific options have been changed to work on non-gals or can be exchanged for non-gal outfits, among other minor changes. See the readme for a full list.

Note this is intended to be used with my Alt Start mod to replace the starting lunatics with non-gal troops.

Gals b Gone download link: https://github.com/JoeGalt/Gals-b-Gone

Alt Start download link: https://github.com/JoeGalt/Alt-Start

15
XPiratez / Re: [Submod] Alternate Starting Troops for X-Piratez
« on: August 25, 2024, 12:37:43 am »
Updated to 2.5. Some minor changes, and the file has been moved from the thread OP to github.
https://github.com/JoeGalt/Alt-Start

2.5: Research cost of Guide to Catgirls corrected to match Soldier: Catgirl. Disciples of Twilight have Thin Man armor. Girl Guides have durasuits. Added Red Dawn Theurge.

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