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Messages - Pherdnut

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Can somebody direct me to a list of all of the starting conditions? All I've found so far is a busted link.

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XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: January 17, 2024, 01:19:33 am »
"Auto-Ship" button in manufacturing would be cool. e.g. Set durathread manufacturing to infinite at one base, auto-ship to another making infinite piratey lingerie set to sell, and all you have to do is remember to keep feeding chemicals and plastasteel to the first base with the right ratio set up. Would be ideal if auto-ship shipment alerts were silenced.

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XPiratez / Re: A thread for little questions
« on: January 17, 2024, 12:08:35 am »
Spoiler:
Loot from Siberia Base Investigation

Thanks both. I had just gotten that particular prisoner down to like 2 topics.

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XPiratez / Re: A thread for little questions
« on: January 14, 2024, 01:22:18 am »
"The Russian Files"

How do I get these?

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XPiratez / Re: A thread for little questions
« on: January 04, 2024, 01:21:38 am »
As I recall, you just buy them, it's not a project.

*facepalm - was so obsessed only using "bought units" for base guards that I didn't even realize they were available for purchase. Thanks!

--- posts merged - Solarius Scorch ---

*facepalm - was so obsessed only using "bought units" for base guards that I didn't even realize they were available for purchase. Thanks!

If I understand spotting/invisibility correctly, invisibility is number of spaces you have to be within to see the invisible unit, and spotting gets added to that number. I do not know what the sniping number means in enemy descriptions.

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XPiratez / Re: Help starting new game and suggestion
« on: January 02, 2024, 05:38:21 pm »
Red Codex now gives you 8 aggressor armors instead of chainmail. Better than tactical, IMO. It's like warrior armor with none of the drawbacks, way better resists, and upgrades your melee attack to the point where it's quite easy to knock out medium armored enemies with a punch. AND it counts as infiltration armor. It's a huge early game boost.

I also like the ships. Scorpions help knock missions out fast by placing enemies (but - it seems - never too many enemies so it may also help mitigate that problem) close to your ship. Snakes only carry 6 but cover your sub needs early and have a shield so are good for knocking out lots of smaller craft without having to repair. The Metallo carries 16 gals.

Still haven't gotten to late-game red but it seems well-liked.

General early game stuff:

* Prioritize big vaults for having enough room for the codex project and having plenty of room for expeditions
* Get excessive with expeditions early. Most captured enemies that reveal a lot of regions also have shadowmasters which is the key codex ship research
* Another shortcut to shadowmasters: if you run into those apocalypse cultists on castaway rescue missions, they only have like 9 topics and one of them is shadowmasters
* Govt agent missions seem to have a very good chance of dropping a guild stapler on the tile where the KO'd agents are.  Never skip these as that can be another huge bottleneck that blocks workshops
* RPG HEAT grenades are extremely effective early game anti-armor weapons that can reliably one-shot tanks and powered armor.
* Poison daggers are like the lethal anti-heavy armor version of aggressor punching - very powerful and easy to get early
* Double shotguns + night gangster missions are a great way to train reactions quickly/safely
* Throwing axes are a very good early-game way to wreck medium and, in a pinch, heavy (from behind) armor without burning valuable RPG rounds - also a nice backup weapon when having to reload prevents getting another shot off

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XPiratez / Re: A thread for little questions
« on: January 02, 2024, 05:02:52 am »
Researched ogres, researched recruiting for work, researched "recruit: ogre," can research ogre armor topics and the tech that leads to Blaster Master something or rather, and have ogre convicts. I can't find a project to recruit ogres as soldiers. Game version is N6.05(?). So is it a bug or do I just need some other not very obvious pre-req to get my ogre/gnome hideout going?

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XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: December 14, 2023, 12:45:35 am »
Sniping Rifle's one snap per turn makes it of questionable utility. Better to snipe with grenades until Reapers or Lasguns show up. Gals get strong fast.

I suspect this will fall on deaf ears but I'm a lot uncomfortable with the Back to School topic's art for reasons that should be obvious.

Edit: For anybody who feels the same, user/mods/Piratez/resources/Pedia is where it's at. You can delete and copy/rename one of the others in its place. File name starts with X.

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XPiratez / Re: What are Some of the Stronger Pre-Guild Stapler Techs?
« on: December 14, 2023, 12:19:41 am »
Yeah I think the mercs were very bad luck on a pogram roll. Not disastrous to retreat from but having so many tech branches blocked that long got old and  I started a new game. Found a wrench and a stapler in the first month, lol. Figured out that the staplers on gov agent missions I've been finding are on that fallen agent tile unique to the mission type so it's a mission and not environment thing.

Haven't tried the omegas yet. Surface stats must not do them justice. I'm finding RPG/HEAT is my go-to for best early armor option. One-hits cars, tanks, discs pretty reliably with the armor reduction. Lots of LASSes in backpacks before that.

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XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: December 01, 2023, 04:40:58 am »
Peekaboo Tactics Reduction

Too many missions start with just having to pop in and out of the lander to take opportunity shots to thin the cloud of enemies out before you can get to the interesting part, where you're clearing a map with tactical thought toward how to do it with minimal losses.

Two Suggestions:

* Reduced chance of reaction fire with every shot - it sucks to turn a corner with like 25% of TUs used and get shot 8 times because the guy had a blackmarch pistol. Not a huge nerf, just something to make it super unlikely anybody is going to unload an entire 6-round clip/chamber on one enemy's action.

* Maybe a little more minimum tiles per map. I think about 75% of my tactical fights involve finding good cover. And then popping in and out of it to shoot and hide for most of the entire battle before things thin out enough to actually start moving forward, at which point 95% of the fight is over. It gets really repetitive. I definitely don't miss hunting down that last Gillman on a cruise ship in TFTD for 200+ turns but X-Piratez feels like the opposite extreme sometimes, where it's insane to wait out the first turn without killing as much as possible first.

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XPiratez / Re: A thread for little questions
« on: November 17, 2023, 06:54:31 pm »
What's the lowest tech effective lobsterman killer? Are pikes decent? Any early game explosives that work underwater? I get that you can just swim above them but it's kind of a bummer to have to leave cover when there's like 2 dozen gillmen that aren't dead yet.

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XPiratez / What are Some of the Stronger Pre-Guild Stapler Techs?
« on: November 17, 2023, 06:37:25 pm »
I've occasionally had games where it took forever to find a stapler (government agent rescue missions seem like the most reliable source).

Just wondering what some of the stronger non-random no-stapler-yet techs are to shoot for in that scenario. Even with an early stapler it feels like I have an overly long stretch of equipping everybody with a LASS, cattle prod, throwing axes, Hallucinogenic/frag grenades, and a trench gun, maybe some reaper rifles if I land those through gambling or random research. It's a solid swiss army knife until you run into mercs. I'm thinking maybe I should try to round out with strong melee (pikes?) in chainmail for heavier armor  targets.

Is there a stronger pre-stapler interceptor than a piranha? Those seem great until they run into things that can actually hit them.

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XPiratez / Re: Xpiratez v.N6: Research MEGASCORPION_ARMOR not found
« on: November 17, 2023, 06:08:44 pm »
Looks like it's because this was missing from Piratez.rul

  - name: MEGASCORPION_ARMOR
    needItem: true
    destroyItem: true


I first "fixed" by removing MEGASCORPION_ARMOR from Piratez_Events.rul but I think this tweak actually fixes the problem without removing the event. So now I have no idea what the event actually gives you but it happened pretty early in that game.

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XPiratez / Re: A thread for little questions
« on: November 06, 2023, 09:02:53 pm »
There is a craft, Piranha (or maybe it was Shark) jet bike I think. It has ridiculous speed and dodging. Takes only one LT tho. Takes some Jack tokens to obtain.

It's 2 LTs. Quite nasty early on with a pair of 30s. Huge interceptor upgrade from hovercars. I think the shark is 1. Haven't tried it.

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