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Messages - Rokksta

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If you have too much time, you could make an armor spreadsheet like the weapon spreadsheet  ;D

2
Is that counting damage absorbed (25% resist lets 75% damage through) or is counting damage taken (100% means it takes 100% of that damage type.)

Otherwise thanks that will be very useful!

Only the types with "Ignore" will bypass the shield and damage health directly (after armor). All the other types will be absorbed after multiplication of the listet percentage.

3
Well, the guide is getting more and more fleshed out. I can see, that you have written down quite a bit of my advices, which is nice. Thank you for that.

With that said I don't like the tier lists, because it will be very different depending on playstyle and difficulty. But it is ok to keep it. It is your guide with your advices.

On another note I am missing the Shark Jetbike on your guide. You can get it very fast (if you have the money) and it will be one of your fastest vessels.

Keep up with your good work.

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It looks nice. Good work  :)

But the Catgirl Tourists and the Cultural Exchange are not Cat-path exclusive. They are the cheap ways for the other paths to get some catgirls. I would not advice to use it on the cat-path. Cultural Exchange is best used on the Gal-path.

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The difference here is that "Ironman" player have rights to speak about game's difficulty and overall balance, while the latter don't.
Thats like saying Jack Sparrow Players don't have the right to speak, because the game is balanced on Davy Jones

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The rewritten recruitment paths are much better. Thank you for writing this.

You have still forgotten the 50 workspaces in Revolution HQ, so its more like 15 buildings in 9 spaces  ;D

One thing that should be told is the salary. Gals have the highest salary and can ruin your economy, if you recruit to much.
Peasant/SS: 2.500,-
Cats: 25.000,-
Gals: 40.000,-

Since the Over-buildable buildings were asked:
1x1: Crew Quarters, Vaults, Security Corridor, Burrow, Outpost, Living Capsules, Love Clinic, Trap room, Fire Pit, Gas Chamber
2x2: Hangar, Large Quarters, Large Vaults, Plantation

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XPiratez / Re: A thread for little questions
« on: September 21, 2024, 03:04:35 pm »
What are the benefits of the gals are superior path? Reading through the files it seems to it only unlocks recruiting hands, early warriors, and shakeup ceremony???

 Compared with cats 4 life which among others gives crazy good nekomimi weapons and fighter craft mid-game it sounds kinda weak if thats all??
Cats are faster and deadlier than gals, but they are squishy. A Gal can take a rocket in the face and survive, your cats will all die.

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XPiratez / Re: Most fun difficulty?
« on: September 21, 2024, 02:55:20 pm »
I played Jack Sparrow and i can survive in it, but this isn't fun for me. This is more for people who wants a true challenge.

I play mostly Davy Jones. The lowest difficulty i would go is Blackbeard. If you go lower then the amount of enemies will decrease quite a bit, which isn't actually good.

So my advice: Play Blackbeard. After you understand the game play Davy Jones. If you want a challenge play Jack Sparrow.

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XPiratez / Re: A new player looking for some help.
« on: September 21, 2024, 02:11:44 pm »
Gal to Peasant ratio?
Unless i'm going for Peasant Revolution I try to have 0% Peasants, because they are weak.

Best early pistol?
Pistols don't have "Skill bonuses" so they are not good for early game/untrained recruits. Use Shotty or SMG

Best early SMG/Rifle?
Tommy gun is cheap and good. It has an Skill bonus of 35 so even the weakest peasant has an hit rate of at least 40% and it will shoot 6-10 rounds. Its amazing. Try it.

Best early Throwable bomb?
Whatever you have. HE grenade is good enough.

How do you deal with better armored enemies like the Ninja Gals and Osiron Security? The weaker shotguns seem to bounce right off them.
Tommy gun makes short process of them, because of the high damage of 32. I love the Tommy.

I choose my codex depending on my recruitment path:
Red: Males, because they will get good endgame armors
Grey: Gals, because most armors you will get are gal exclusive
Green: Peasants/Cats, because they are squishy your gals need to be on the frontline tanking the shots. With the green codex you can enhance the healing rate and later you can make them to zombies to make them undying.
Reject: Males, they have some nice events like in mid game you will get 7! heroes. Because you get an school book you don't need to ally with the mutant allianz, its perfect for the Nazi path. Of course you need to start in Germany  ;D
Gold: I tried it, i don't like it

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>> Theban: Yeah I got that the governments didn't like you but wiki seems to imply it's a 1-off Ordinator attack. Hmm.
Only the first attack is one and 100%. In the following months it will roll 3-times up to ~25% depending on the difficulty. If i read correctly you will lose 2 of these rolls if you go male path and reject the power.

>> Huh... I still only have 5 bases, and only 3 are significant (2 intercept bases). I've always made way enough cash from Infamy, loads of Courtesans/Exotic Dancers, Power Stations in each base, and constant Chateau Le Mort production in one base to cover all costs to point of not even needing to sell loot and wanting to buy gold (about 10 Mil a month net profit right now, and I've just finally started on Casino too with those spare chips). Japan base has 1 farm just so it can have bees for base defence and poison production lol.
Yes, but how many apples und courtesans you have depends on luck so i don't like it. More money is always better, especially in early game. Of course i will fill up the workspaces in the main base first before expanding.

Pro tip: Go to vehicles management screen and disable "Bioplasma projector" by clicking on it. This will stop it from recharging (but saves already stored charges) and allows vehicle to refuel. Wait until vehicle is refueled. Go back to management screen and enable "Bioplasma projector" again. Now it can continue to recharge while vehicle is fully operational. So there is no major downside for 1.5 month recharge time.
I didn't know that. Thanks a lot!


The weapon spreadsheet is more or less right, but the domestic shotgun is an good stun weapon in early game because of the rubber bullets. It is my standard loadout in non-lethal missions. You can also shoot many times on an armored enemy on the ground without them dying to train your soldiers. I use it until i get the assault shotgun or until i can produce stun darts

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XPiratez / Re: No Donation - No Salvation! Also: Future Plans!
« on: September 20, 2024, 11:57:58 pm »
Thank you for this amazing mod. I played it for countless hours. So i also donated a small sum. Please continue to work on it.

12
Starting Locations:
Blackmarch: Only in the first 3 months you will get a gnome 100%. Afterwards it will be a 7% chance per month
Theban: its a trap. The 12 clones are amazing, but you will get up to 3! goverment raids per month. You will lose the game if you don't know what you are doing.
Central Provinz: Its useful if you want to start your farming game as fast as possible

Siberia has a 7% chance per month for an ice lady

Bioplasma projector needs to recharge 1,5 months, which could be bad of you don't know it.

Don't forget the Overcharger! You can put it on the turtle or even 2 of them on the worm. Afterwards the worm will become a useful interceptor and it has still enough fuel to go around the world.

Peasant Revolution: The Revolution HQ is also more then 2 Dojos and also has some Workspaces for moneymaking. It also has the hidden function that ufos will stay visible even after leaving the radar. This building is amazing and the true strengh of this path. You will also get many events per month with free recruits. But peasents in itself have low strengh, so their usefulness is limitet

I was shaking my head after reading that you have only 2-3 bases in mid game. Get 8 bases as fast as possible in early game and fill them with farms. Your funds will thank you.

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