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Messages - Marduk

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XPiratez / Re: Codex Popularity Poll
« on: September 21, 2018, 02:07:00 pm »
I think this poll lacks the option of none.
2 gals would be dangerous on some of the space missions, but in my 2 gold runs i was remember getting a pachyderm or kraken around the time i opened up space missions.

I think one weakness gold has is lack of uniques. Sure, the admiral armor and lash are nice and you get them early, but you only have one set, and they aren't as powerful as many of the manufacturable uniques. There is nothing like the whole set of weapons and armor red has, green has pestulator, cyclops and chronomancy, while gray has the sorceress. Dunno if the voodoo:excess is finished, it seems like it could use more stuff and that would add into gold which is the excess main codex.

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The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: September 03, 2017, 09:07:25 pm »
I see what the crash is, but I don't know why it's happening (really hard to track and isolate, since it's alien turn and happens more or less randomly)... it's a relatively old bug... I've seen it a few times already in the last months... it randomly pops in and out of existence :(

Attached the place where it crashes, if anyone wants to help debug.
For the record, version used was OXCE+ 2017-08-27 (305ca9a).

I tried with the newest version (OXCE+ 2017-09-03) and no crash... you may want to consider upgrading if it happens a lot... but I think the bug is still there, it just doesn't manifest itself often... I'll ask Yankes for help...
Just had it happen again. If that helps, there seems to be a bit of a pattern here - it's a "strange creature" mission with zombies this time, while last one was zombie outbreak. Maybye the problem involves zombies in some way?
It never happened on a non-zombie mission so far and i got through a lot of cult missions...

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The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: September 03, 2017, 08:07:00 pm »
It happened (or not) randomly during enemy turns, no idea about the exact cause.

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The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: September 03, 2017, 07:13:56 pm »
Got a CTD in battlescape, it is replicable from the savegame but not on the same turn.

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XPiratez / Re: [MAIN] XPiratez - 0.99G2 - 4 Jun - Shipwrecked Summer
« on: July 06, 2017, 03:31:08 pm »
Odd question:

What to do when I manage to get my 6 starting lunatics wounded during the first 2 missions?
Since i can't hire hands I got 0 available soldiers to do anything until february/ until I find the right research to hire soldiers.

Is this intended to be absolutely dependent on 6 starting lunatics with no room for failure while managing to kill/capture all foes?
I can't manage to go flawless since this RNG-Game doesn't like me and my hands keep missing 56% shots and usually have shitty accuracy anyway.
Restart, wait for heal, or wait for recruitment research obviously. Got that problem in the newest playthrough, after a bit more than 2 missions, got out of it through the last one, recruitment doesn't take much brainer-days at all.

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XPiratez / Re: [MAIN] XPiratez - 0.99G2 - 4 Jun - Shipwrecked Summer
« on: July 06, 2017, 01:57:25 am »
It's 25% of lost health for most armors, 50% for pain resistant armors, and 62.5% for pain immune armors. And excessive stun is the primary reason I'm carrying oxygen tanks along everywhere now.
I use those only underwater, heavy and backpack only for storage.
I'm using beer or canteens for that usually, rum and hi tech medkits later game, as they have stun remove too.
Once you get into later game and have decent armor reviving/preventing drop of gals that got wounded is quite worthwhile as they might get a lot of stun while at half or more health, and still quite combat capable.
Early game is fun, but helluva confusing. I'm still not sure what I'm doing, so I only got *the mutant alliance* at january 2602, and my mainstay weapon is military shotgun, because 45 damage ain't nothing to scoff at. I'm in general relying on shotguns, strangely enough: heavy shotgun, police shotgun, military shotgun. They have good accuracy at close-medium range, varied ammo and good damage output. I also got negative score at first two months, but I managed to recover from that thanks to two conveniently-landed freighters later on.


I like the new additions, especially the ever-familiar warp damage.
That's pretty slow. Reading or even better, knowing the tech tree from earlier playthroughs should help. One lesson that has really speeded up my equipment progress is learning from my first, gold playthrough about what research really matters or not, especially to not hog or rush research nice looted weapons in early game - use them against challenging opponents, research only if you have no ammo anyway. If you destroy the weapon in research and are left with few clips, they are useless. Use them first, then research, if you need the research more  than others that is. This should allow you some early nice automatics, and those are better than shotguns on gals with good firing skill. In my new green playthrough i have a goddamn tommygun in first half of 2601, and the ammo for that can last a bit.
Contacts are also likely to be your main source of non looted weapons until you get a nice array of researched kustom weapons, and that's not going to happen until well into 2602, if not later, depending how economic your brainer use is and how man you have, so try to get research requirements for all the weapon related contacts you can.
Hunting rifles are the early game sniping weapon, wonder why wouldn't you use them.
Armor is a different story, you probably wantt to rush workshop and metal armor because tac vest's 20 side armor makes it very unreliable.

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XPiratez / Re: [MAIN] XPiratez - 0.99G2 - 4 Jun - Shipwrecked Summer
« on: July 05, 2017, 11:15:53 pm »
I'm really enjoying the extended early game and the new missions. (Though I'm still running into the same "problem" where my research can't keep up with my loot and I have assault rifles before bayoneted muskets and clockwork guns are researched)

Separating the castaways from the recruits was a great idea. I now have a core of elites that I can get attached to and cannonfodder filler who don't matter until they rank up.

Sometimes knocked-out people die even with no lethal wounds or adverse weather. This has even happened to one of my castaways. Was there a change to make wounded people take damage even with no lethal wounds? Or does sectograss damage knocked out people?
As far as i remember reading bootypedia, when a gal gets 4x or 6x health in stun damage, she starts gettubg hp damage, while losing enough health (about 1/3) causes additional stun damage per turn. Add these 2 rules together and you get some stunned people dying eventually for no other reason.

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XPiratez / Re: [MAIN] XPiratez - 0.99G2 - 4 Jun - Shipwrecked Summer
« on: July 04, 2017, 11:08:07 pm »
Are saves from previous version compatible?

Also the title screen still says G1.

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XPiratez / Re: [MAIN] XPiratez - 0.99G1 - 25 May - Evasive Maneuvers
« on: July 02, 2017, 07:26:27 pm »
The 'lucky ones' don't spawn excavator-missions during thier first months.

Those do so much score-damage that they negate all efforts during these months (denying bonus money at the end of the month) and even threating you with a "game over" warning.
The unfair part is that you can't do shit against that if these happen to drill outside your radar/airbus reach.
Also I doubt you can fight an excavator-crew with 6 hands and the utmost starting equipment without save-scumming.
With some looted weapons you can deal with them easily, they are just trader guild mooks.
But yeah. you are screwed if they spawn before you can do much about them or out-point the mission effect.
Bloodhounds are fine, if you let them bite you, you deserve to die. Use grav-packs and crafts that can only be entered using elevators (such a green snake) to deny thier melee-attacks.
That's kind of my point - that's all sensible early game tricks to deal with them, but you should not need to be using all the early game tricks against a mook animal when you have freaking power armor, that's ridiculous.
It's as ridiculous as the anti cyberdisc dogs, dunno if that still works.

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XPiratez / Re: [MAIN] XPiratez - 0.99G1 - 25 May - Evasive Maneuvers
« on: July 02, 2017, 06:36:09 pm »
With this score bug would you guys say it's best to hold off on starting a new game until the next version is released?
Started 2 games on this one, did't get it. Heard other people did though.

Also, Bloodhounds are ridiculous, their attack needs a +armor% nerf. They do meaningful damage even through plate armor and loader suits.

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XPiratez / Re: Selling civilian crafts
« on: June 28, 2017, 06:45:50 pm »
It's fairly realistic excuse that civilian\hostile craft would be lacking the black market modifications for use by ubers and to not be tracked easily by authorities and\or former owners, so salvaging for parts is the best that can be done.

But the complaints about this are, i think, indicative of a different problem - early game craft capacities are very limited, most of them being a sidegrade from the starting airbus and its 6 capacity. Blowfish and Pigeon are a bit better but very slow, which is particularly bad in the period where getting in time to landings is important because you can't do interceptions due to lack of craft weapons (red codex gets screwed exceptionally hard with this because the craft weapon it gives comes without a source of ammo, so it's useless until you can buy or make spike rockets yourself). Skyranger and Pachyderm are almost the answer, but Skyranger is also pretty slow, Pachyderm is expensive, and around the time you get access to them you probably be getting access to the codex gated craft that are undisputable upgrades over the airbus, and competitive with Pachyderm while 50-75% cheaper.
That is the reason for why there is demand for a early game black market craft or few based on the bigger cousins of the starting Airbus. Unarmed, fairly fast, with 8+ spots and few aux capacity, even if a bit range limited, the speed sensitive landing missions are in base radar range by nature.

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XPiratez / Re: [MAIN] XPiratez - 0.99G1 - 25 May - Evasive Maneuvers
« on: June 18, 2017, 12:11:51 am »
Yeah it's my bad. Guess I need a hardcore guide to deal with the game.
Everything not following those guidelines leads to not having fun.
No freedom for the user, only the most efficient strategy works.
Americas, Europe, Asia certainly work for first base locations. But as in vanilla, there are bad places to locate first base in (like polar areas), and with how this mod is quite a bit harder than vanilla, making the game harder for yourself this way is making it really hard. Jack Sparrow with first base in Australia is, early game, in some ways 1-2 levels higher than it would seem.
Especially with the weird way difficulty works in this mod due to heavy reliance on looted gear - if you loot lots of nice stuff, things get easier for you. Right away, you can use it until you run out of ammo. If no enemies with nice gear spawn so that you can't loot nice gear, things stay hard for you.

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XPiratez / Re: [MAIN] XPiratez - 0.99G1 - 25 May - Evasive Maneuvers
« on: June 17, 2017, 11:48:02 pm »
Don't take me serious just like the other hardcore players of the mod. You should be lucky if you got positive scores in the first 3-4 months. I got dumpstered the very first month with -600 because of shippings I couldn't deal with. But sure it's my fault that the government digs in europe while I'm starting in kangaroo-island.
Oh, here's your problem.
My starting bases were USA and Italy respectively. I have a secondary base in Australia and it's not getting much shipping. Not that you can do much about shipping in the first months unless you really luck out as you have no armed craft, you can only attack landed ones, which are rare.
You should try to do all the random and bounty missions though.
Once you get a craft weapon with ammo and aircar or airspeeder to carry it, things change a lot score\money wise, you are really limited before that.

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XPiratez / Re: [MAIN] XPiratez - 0.99G1 - 25 May - Evasive Maneuvers
« on: June 17, 2017, 11:24:41 pm »
JS Sparrow too stronk, I stick with waiting for the next patch to fix RNG Score-dumping.

I didn't run into that one in either of my playthroughs.

Is it me being lucky or something else?

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Running a jack sparrow gold (first since many versions) and blackbeard red playthroughs on the latest version, both at somewhat "middle" stage right now (late and early 2602 respectively).
*Never* had a shortage of useful things to research, got the requisites to do mutant alliance and back to school long before i bother to do them.
Important note, you get far into workshop based gear before doing either of the above, going that route in the  red playthrough, many of my gals running around in metal armor with lots of other fancy gear without either researched.
There is a bit of a RNG heavy period in the early game, but eventually you will get a passably easy mission with good weapons to loot.
Losing the starting gals can be crippling early on though, as they are much better than 20k hands.
I was somewhat learning and bumbling around in the first playthrough, but one thing is clear equipment wise after that - it's piratez, you are supposed to rely heavily on loot through first few years. The stuff you loot tends to be far better that anything you can buy or produce early on, no matter if you get through the critical gates or not.

Another extremely important early game achievement is gaining basic ability to hunt down at least easy craft, it's a massive boon in money and research material. The only quick ways to do it are either get the black market seagull missiles, or take over a landed megapol craft to get their 25mm cannon with ammo (you can use it even without research). My red playthrough benefitted heavily from doing exactly that, even though i had to rely on looted ammo.
Looted 25mm can get you pretty far, if you manage the ammo well it should be a stepping stone to seagulls and\or other assembled weapons made from looted parts. In neither playthrough i can currently make decent craft weapons other than from looted parts, but in both i have several types of those available, and i also have the prize 30mm purchases available in the gold one.

Ironically, i've noticed that my higher difficulty playthrough i tend to have far better and more numerous looted weapons available thanks to meeting some better opponents few times, ironically making fights easier on the average.
Very early on in the red blackbeard playthorugh i got into a nasty pogrom mission against ratmen that were supported by ghouls and 2 cars.
It was almost a disaster, my commonly available weapons were domestic shotguns, SMGs, six-shooters, RCF rifles and so on.
But in the "break in case of emergency" reserve i had a lasgun and laspistol looted from a small government landed ship earlier on, with few batteries to boot.
Yes, cars can die to lasgun autofire.

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