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Messages - RetroJL

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XPiratez / Re: [MAIN] XPiratez - L1A1 - 9 Apr - Aurora Nights 2
« on: April 10, 2020, 12:54:48 am »
Edit:  wrong thread!

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XPZ Strategy/Tactics / Re: The Newbie Guide
« on: February 15, 2020, 05:36:10 am »
Don't forget alot of early armors give throwing/melee bonuses.  Scale mail gives +10 and has the slots to hold a few stacks of arrows/axes and plenty of grenades.  Rogue gives +5 as well.  A gal with skill 60-70 throw can one-shot a GO with a throwing axe easy. 

Don't forget that arrows arc.  This allows your archer to fire safely from cover most times.  Admittedly, the initial bow and arrows is lacking in raw damage at start.  One point of note if bows have a set TU cost to fire, so you can get ALOT of arrows off with a fast gal.

I guess the point I'd make is that Throwing skill and weapons are a valid choice, but require the same level of commitment as a gal focused on shooting or melee.  Plus, late game the same gal can be given a gun and make a really REALLY good grenadier.   Sidenote:  The Electric Lasso is a great item to aim for if you are aiming for hostages. 

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XPZ Strategy/Tactics / Re: The Newbie Guide
« on: February 13, 2020, 04:11:20 am »
Your guide doesn't really touch on throwing weapons/skills/etc as much as it could.  A high throwing skill gal with a bow or javelins can be obscenely deadly early game.  Even though bows can be easy to overlook with the laser guns and hand-held cannons and plasma weapons and such they are really useful in the right hands.

One thing I'd add is to play loose.  Seriously.  You can start a game planning on going with gals over guys, fast-tracking certain weapons/armor, and already know the codex you want.  And then you could get lucky on an early event or mission and have a chance to go a completely different route.  Your guide is good, but covers a specific way to play, not the only way though.

Hell, in a recent game I relied early almost entirely on gambled or looted weaponry while I fast-tracked other research.  It means my squad was a ramshackle mess of gear but generally could punch above their weight.  Just had to pick my battles unless I had plenty of extra gear in storage.  Eventually I had to divert research to weapons, but at that point my gals were heavily armored and riding in style. 

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XPiratez / Re: [MAIN] XPiratez - K2 - 2 Nov - Ice Ice Cool
« on: February 11, 2020, 02:12:09 am »
1.  I can't speak for the devs, at all, but Xpiratez is a fairly extensive total conversion mod.  One could assume most of those options are locked to prevent certain issues or exploits.   And if that doesn't work for you just go into the options file and change it yourself.  Betting some changes would mess things up royally though, Weapon self-destruction comes to mind here.

2.  AFAIK you can still attack with multiple interceptors.  Hell, it's almost required on some alien craft.

3.  Nope.  Not touching this one.  Read above.


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XPiratez / Re: A thread for little questions
« on: November 28, 2019, 08:23:34 pm »
Once upon a time there was "not enough early missions - game too hard and punishing ayaya" and now we complain because we drown in them from time to time?
How about we just praise dioxine for offering missions TO CHOOSE FROM instead?

Imagine this mod is balanced like the x-com remakes? Ace every mission or game over.

One of the biggest mental shifts this mod requires is not chasing every single mission/tech/etc.  There are times that no matter how tempting the prize you are better off just leaving it alone.  And it's probably my favorite feature of the mod. 

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XPiratez / Re: A thread for little questions
« on: November 24, 2019, 02:56:11 am »
Completely agree with the random events.  They add just the right amount of pure chance to make every game unique.  Got a few early game smuggler's lockboxes off a few lucky events last playthru that really turned my entire research/etc strategy around for a bit. 

I had put this down for a few month due to school but really liking how much of the game is around building off of what you're dealt instead of just rushing certain techs.  IE: The game throwing 2(!!) melee heavy heroes at me super early pushed me into slave armors and melee weapons hard. 

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XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: August 14, 2018, 09:50:11 pm »
I had some thought on an alternate research path but unfortunately don't really have the time to prototype it out between college/etc:

Replacing certain techs (spikey smg/etc/the "homemade" stuff) with having other techs unlock prototype runt project builds.  Mechanically speaking it wouldn't be any different from how bounty prizes work.  Even certain techs like "Test Flight" may even be better suited to a high cost/high time runt project thematically.

Example: Gunsmithing would unlock a project for flintlock rifles.  Build a prototype that takes X days and X resources(either raw mats or even multiple lower tier weapons).  Quick research project gives ability to mass produce(ie: the item made unlocks flintlocks via research similar to Prize: items).   

I mean, yeah it's not exactly game changing, but personally I like to run lean on Brainers(early-mid game) and something like this would let me focus my smaller Brainer pool more on long term goals and NOT have every runt constantly grinding out XGrog/Canteens/etc to sell constantly. 

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XPiratez / Re: Thoughts & feedback so far
« on: December 30, 2016, 05:28:39 pm »
I've played around 50+ hours now and thought I would chime in here. 

X-Grog is a good early game money-maker but my primary income lately is piracy/kidnapping.  The charger laser on a Jetbike and a Seagull on a Speeder can take down most easy pickings combined.  Add to that some cattle prod gals and it's easy pickings.  Shooting down even V Small civvie usually nets around 100K+from ransom and another 150K+ from the loot.  As the prey gets tougher I'll start to focus more on taking only the valuable ones.

Research-wise I'm taking a different approach actually.  Stealing tech from prisoners might be more random but a hell of a lot quicker.  Reserve a few brainers for a few specific paths and the rest going on data discs/almanacs/prisoners/etc.   2 per project and I'm getting a breakthru every day or so.  Also, my understanding is that the Mutant Alliance is a must to research quick.  Not responding gives you -1500 but just showing up and dusting off if it's a lost cause gives the +1000 - the dead civvie penalty.  Anyone confirm?

Does is matter where you build your initial base?  My central Africa base is netting a ton more Reticulan traffic than my previous Siberian base which had more cult traffic.

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