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Messages - TunsstenFox

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XPiratez / Re: Bugs & Crash Reports
« on: October 22, 2024, 01:34:55 am »
I'm attempting to enter an orbital mission but receive a crash as soon as clicking Yes to start the mission. Attaching a save right before the crash. Sending the Fortuna from the primary base to the Orbital Mission causes the crash.

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XPiratez / Re: A new player looking for some help.
« on: September 18, 2024, 01:06:01 am »
I did complete the game once on lower difficulty, so I want to share some thoughts and hints:

My preferable playstyle is just give everyone the harder hitting short range weapon and human-wave everything. So, It is obviously not the best, but rather best-enough point of view.

So, my very personal hint: you may pre-stun your troops by various ways, so they drop before they die.

Gal to Peasant ratio?
If you have patience and discipline you can go 100% Peasants. Just explore the game, find all the options it gives, try all the damage types, etc. It is probably the most strategically and economically comfortable way, cause peasants are cheap and low upkeep and are capable to do anything sooner or later. Yet, I personally did 100% Gals because melee everything-throw bombs are fun. And there is no shame in being poor.

Best early pistol/SMG/Rifle, especially for peasants:
I believe pistols pistols are bad because you can not reliably down an enemy short range in one shot, while smg or small shotguns are great at it. Also at longer ranges you better fire a volley of fire with 0% to hit rather than a "precise" shot with average peasant accuracy, cause 0% to hit is actually like 5%. So I really like to use the Uzi-looking thing or small shotguns as sidearm/main weapon for peasants.

Best early SMG/Rifle?
Pretty much any rifle I have from loot, preferably harder hitting - If I have time and patience I will form a line with peasant not-so-snipers to shoot anything from out of visual range with World War I weapons. Any short to midrange situation is for sidearm shotguns/smgs/axes/dogs. I really hate UAC-carbines - it is like the lowest damage output option in the game.

Best early Throwable bomb?
I believe, for peasants there is no really good throwable option, because peasants are weak and clumsy - they can not throw far, precise or survive friendly fire. I would reccomend try bows or primed grenade personal delivery instead.
Black powder bombs are great early game, but they are not so great against an armored opponent. Molotovs are good for making them panick. I really love to make axe-centric compositions, so those two are my favourite skirmishing weapons early on, when my Gals can not get close and personal in one turn.

That's great advice, thank you! Do you have a favorite Codex? I saw the forums mention the Red Codex gave them chainmail armor but when I started my latest playthrough and went Red I got some Gothic rayguns and Aggressor armor.

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XPiratez / Re: A new player looking for some help.
« on: September 17, 2024, 09:08:25 pm »
There is no "golden" ratio. It depends on your transport craft, your choosen path, your playstyle and stuff like that. If you rely on Peasants then you should only use gals as melee warriors and heavy weapon carriers and maybe as a shock troop, or two, so at least x3.
I don't know if you are far enough to know about "paths", because there will be a research where you can decide to go full on Peasant Revolution, focus on Gals, or go with a male touch. 

Speaking of Paths I've restarted a few games now and I've tried all 4 Codex colors(red, green, grey, gold). Do these change the endings? I've noticed some research options become red if I've gone down a certain Codex path.

That would probably be blackmarsh pistol, later shiny niner. But the beauty of this game that there is so many handguns that you can decide what works best for you and your playstyle. For a inexperienced megamod players, which I assume you are, blackmarsh pistol seems like the best choice, fairly big mag, low TU to shoot, decent accuracy, fairly light.

I've enjoyed all the blackmarsh weapons so far. I've had a decent amount of success with the SMG as well.

UAC carbine if you can get your hands on it, fairly good "sniping" SMG, but only if it is a decently trained peasant. Otherwise it should be a shotgun, for me I usually run coach gun as a main peasant weaponry. Longer effective range than most shotguns, ability to load phoenix shells, inbuilt melee.

How do you deal with better armored enemies like the Ninja Gals and Osiron Security? The weaker shotguns seem to bounce right off them.

Black Powder Bomb is like the only available thrown explosive early game, so there isn't much choice to make. Molotov I would say is a different category, being a thrown incendiary, serving a different purpose than BPB. Next in line are HE and frag nades looted from enemies and stick nades if you get humanist soldier captive and a bit of research.

What am I missing about the robots in the Warehouse missions and the Watchtower missions? They're just there to shoot? They don't seem to do anything in my games.

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XPiratez / Re: A new player looking for some help.
« on: September 17, 2024, 03:24:18 am »
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?

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XPiratez / Re: A new player looking for some help.
« on: September 14, 2024, 12:56:03 am »
Thank you so much! That's very helpful.

Are there any items that are "safe" to sell? I've noticed this game seems to have an enormous crafting and research list and almost every item I've found so far seems to have multiple uses later. Right now I'm always short on cash at the end of each month. Which items in my vault are 'safe' to sell without hamstringing me too much later?

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XPiratez / A new player looking for some help.
« on: September 13, 2024, 05:11:44 pm »
Hi everyone, it's nice to be here. I've enjoyed X-Com every since my first PC back in 1993. It's a game that's been reinstalled on every computer I've owned. I'm so happy to see there's a modding community for this game. I'm new to OpenXcom and Xpiratez is the first mod I've played.

I've been playing a few weeks and have restarted numerous times, learning more each time I go. There are still a few things I'm not sure about and have had trouble finding in the Bootypedia or online. I hope these questions aren't annoying but I really couldn't find the answers.

1)When I right click on a left or right weapon in the battlescape interface a little white dot appears in the weapon's box. What is that doing?

2)Resistances on clothing are confusing me. The Durathread Bra says RF: Charm 85/30; Cold 90/50; Cut 95/30. How do I read those numbers? Is RF "resistance factor"?

3)Weapon Skill. The Suppressed Pistol has a power of 10. My Gal who is using one right now is doing 0-68 damage with it. The skill says 0.5*Firing + 0.5*Reactions. What does skill do?

4)Weapon PWR++ says 0.25*Reactions. If her Reactions is 100 does that mean she adds 25 flat damage to the weapon?

6)Symbols. Sometimes a weapon PWR++ stat has a UP arrow next to it. What is this telling me about that stat?

I'll have more questions I'm sure, thanks for taking the time to read. I dropped DIOXINE a paypal donation, this is a wonderful product.

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