Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Laie

Pages: [1] 2 3
1
Suggestions / A hotkey for bulk sales?
« on: March 23, 2025, 10:26:54 pm »
I regularly find myself in a situation where I want to sell / ship a large number of items, but by no means all of it. I'm aware of right-click to move the whole amount. Which is fine if I want to send all, or almost all off it. But a 50/50 split (or 60/40, or whatever) is pretty time-consuming if you have many hundreds or even thousands of items.

(I'm a little afraid that someone has implemented a solution a long time ago and I just haven't found it yet. If that is so, please tell me.)

I imagine a modfier (like CTRL-Click or Shift-Click) to move half of the amount you currently have on the providing side:
Code: [Select]
          units in storage | units to ship / sell
at start:             1000 |   0
1st click to sell      500 | 500
2nd click to sell      250 | 750
3rd click to sell      125 | 875
1st click to un-sell   563 | 437    # moves 1/2 of 875, give or take rounding errors

2
Erm *raises hand*

The Vibro Blade is fine, it does cutting damage and I have successfully used it on cyberdiscs many times.

The Vibro Sword, otoh, is a stabbing weapon and thus will trigger explosions.

3
Pirantin' Tip # 105, Certain types of attacks never trigger enemy unit's explosion:
  • Charm
  • Concussive (only melee)
  • Laser (only melee and thrown)
  • Daze
  • Cutting (only melee, thrown and bows)
  • Choking
  • EMP
  • Mind
  • Cold

I've personally used Cutting, Laser(Melee) and Concussive(Melee) -- all three of them work in N10.

4
XPiratez / Why no backpacks?
« on: March 15, 2025, 11:35:44 pm »
TL;DR: My gals may be strong, but their clothes have no pockets. Does it really have to be that way?

The early piratey uniforms had a 1x3 slot in the back: a bit limiting perhaps, but still quite useful. Since some time, however, all my best armors are flying armors and those (at least all I've seen so far) have a jetpack instead. These days, if I want to bring a sword (or similar) for storming the bridge, I have to hold it in my hand during the preceding gunfight.

I just noticed that my gnome actually has a sizeable backpack (TAC7-S). Of course, being a weak gnome, she can't really make use of it. It feels a little paradoxical: the strongest gals have the least baggage space, and anti-gravity equipment makes it worse.

5
XPiratez / Re: A thread for little questions
« on: March 14, 2025, 09:32:10 pm »
Yeah, Fortuna is awesome. Shielded, fast, goes underwater and into space. I regret losing mine to a stray bomb.
Also holds 13 people while many missions demand no more than 12 and isn't interplanetary. I'm going to need a Drakkar no matter what. Fortuna was great when I first got it, but by now I have plenty of other options. It is a one-of-it's-kind item though, so I'm reluctant to sell it off. Will something come up where I'm going to wish I had kept my Menace-Class?

6
XPiratez / Re: Where dr. X?
« on: March 14, 2025, 07:40:47 pm »
Soon(?) after the database there's "The Passions of Dr. X" which tells you to interrogate a Provost. I think it took me a couple of months after that to even see my first Provost, and I'm not sure if the first was sufficient or if I had to ...invite... more than one.

After that, things happened more quickly. Or would have, if I had been in any way eager. By that time I really was no longer in the mood for her silly games.

7
XPZ Strategy/Tactics / Re: How to bring down Vipers?
« on: March 14, 2025, 07:13:35 pm »
....aaaand it has happened. In the event, it even was quite easy.

The key was a) guns with sufficient range to throw a few rounds after the escaping enemy, and b) enough boom to take them down before they're away. That's not exactly a new strategy; it's just that last time around, I lacked the firepower. Two crabs with basilisks were plenty enough, though; I guess even one would have sufficed. Or some missiles, which I haven't used much so far.

8
XPZ Strategy/Tactics / Re: How to bring down Vipers?
« on: March 13, 2025, 07:58:03 pm »
Vipers are about the highest tier of small enemy craft, they are not easy to down safely. Still, four nightmares with missiles should be enough. What are you using, if not that?

Currently my interceptor fleet consists of 2x Swordfish, 2x Crab. The hope is that the Crabs have enough firepower to down a Viper on the first try. I'll know the next time they show up. l also have one Nightmare and will certainly try to use it in some way; but it's the most fragile vessel and I'm afraid it's also going to be the first one to be targeted.

I want all of my ships to have shields and tell them to back off as soon as the shields are down. Which often means "after the first hit". I feel like I can't afford lengthy repairs. Maybe I have too little hangar space: with enough fighters I wouldn't need to worry about several of them being in the workshop at any given time. If I had started restructuring one of my outposts the first time I thought this, I could now have twice as many birds in the air.

Augmented Engines? (checks Xpedia) that depends on several technologies I haven't even heard about yet, so I guess it's a least a couple of months in the future. I have recently found my first Shadow Orb of Something and fount that it can be turned into a very powerful shadowtech... not anytime soon, however. What I have are these swiveling jets, and Supercells are being researched as I type this.

Anything that requires Higher Studies is out. The main reason I'm looking for Vipers is to get the last missing pre-requisite for Higher Studies.

9
XPiratez / Re: A thread for little questions
« on: March 12, 2025, 12:05:41 am »
Would anyone know if having all of the 'diverging paths' [...] in my savefile would break it?

I'm on my first playthrough, ever, and actively tried to not get a comprehensive view of how things work. So I'm not an expert, not at all. Some insights were unavoidable, though.

My expectation is that future edits will become necessary as you go along, but not all that many. If I'm wrong and you have opened an unmanageable can of worms, you're going to find out very quickly.

--
ETA, my own question of the day: should I keep my Codex vessel (Fortuna)?

I've just had my first Space Freighter and was dismayed that it requires an interplanetary craft; I can't well keep both the Fortuna and the Drakkar at hand, and swapping vessels between outposts as needed is such a PITA. It seems as if the Fortuna has become mostly obsolete by now... or is there something I missed?

10
XPZ Strategy/Tactics / Re: How to bring down Vipers?
« on: March 11, 2025, 08:24:45 pm »
I don't think that's going to help in my case. What eludes me, for now, are Heavy Gunships and Vipers, 4800 and 5200 knots.
The ships I have are either fast enough but fragile, or so much slower that even two speed buffs won't be enough.

11
XPZ Strategy/Tactics / How to bring down Vipers?
« on: March 08, 2025, 01:22:23 pm »
My current technique for dealing with tough opponents is to bring together four attackers, then pull out one after the other as they take damage.
This works reasonably well; I can "defeat" even Gunships or Destroyers that way; however, I rarely manage a kill. When they break off the battle, they usually get away. I can only catch them if they're kind enough to slow down again later. I also hear that some vessels (Vipers among them) have regenerating shields, so I guess I shouldn't let them escape at all.

The only vessel fast enough to stay in touch is the Nightmare, 1LT / 3MS -- if I want a shield, I have to surrender the sole light weapon slot.

The task (as I imagine it) is to bring one Nightmare into the battle, somehow make sure that it's NOT going to be attacked while the others do most of the work, so that it can deal the final blow at the end the battle. Or maybe it's mere presence will prevent the enemy from escaping, idk; either way, it needs to stay in the fight until the end. I have no idea how to achieve this.

Is this the only way? How do you do it?

--
My main weapons are Lascannon (LT) and these Double Reticulan Thingies ("Heavy" in name only). Two Plasma Spitters(Lt) and one Gat Lascannon(Hv).
Basilisks are a recent discovery and might bring down a vessel as it tries to get away, or they may not. Haven't tried that yet.

12
Don't think I'd usually keep a sidearm on anyone unless I just had loads of weight spare (or it was a rare Rocketeer gal), but I guess there's indeed some use in that function.
"I guess there is" -- yeah, me too. I guess there is, there has to be. It's not hard to imagine the circumstances, after all. Heck, I've personally experienced these circumstances, and not only once. Yet still: in the loadout screen, I always pick something else.

13
I followed the instructions and sent my gnome in naked. I brought a lasso but the tentacle lashed back. Then I walked up to it gave it a few painful kicks, and that just worked.

14
@eharper: I think it would be worth mentioning that the Mini-Cougar is a single-handed weapon.

Seen as a main weapon, I totally agree with your lukewarm assessment. What makes it unusual is that you can pull it from the QD slot and wield it in one hand.

15
  • It ignores 25%! of the armor
Don't underestimate the worth of sheer power. Ninja Gals are at the breakeven point where either weapon does about the same damage per round. Any more armor and the RCF is, let's say, not quite as inadequate.

IMO, the accuracy only matters for rookies. A good shoot with 100+ accuracy will benefit more from getting off two aimed rounds rather than one; what does matter, though, is the RCF's truly unlimited range. Using the BM-SMG beyond something like 30-40 tiles is frustrating even for the best marksman.

Pages: [1] 2 3