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 - Rallehop

Pages: [1] 2
1
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 16, 2024, 08:28:43 pm »
It should say 'capturing live specimen', not 'capturing life specimen', in this research report.

2
XPiratez / Re: A thread for little questions
« on: February 14, 2022, 10:05:15 pm »
Hi everyone, here with a curious question about the Scorpion.

I was thinking about a Red Codex run and i came to think about the Scorpions unique ability to spawn enemies close to the dropship.

How does this interact with missions where the dropship is not present? Like Ratmen Cache, or Isolated Valley?

3
XPiratez / Re: [MAIN] XPiratez - M4 6-Jan-2022 Peasant Revolution
« on: February 13, 2022, 12:01:18 pm »
Very exciting!

4
XPiratez / Re: [MAIN] XPiratez - M4 6-Jan-2022 Peasant Revolution
« on: February 12, 2022, 11:52:41 pm »
Soon, and not in the corporate sense. Private channels have had quite a few teasers this week which usually means an update is nigh.

Hah. What is "soon" outside of the corporate sense then ?

5
XPiratez / Re: A thread for little questions
« on: February 12, 2022, 10:05:33 pm »
What do you think is the best starting location for its bonuses? I've found that romanica with its weapons and items to sell for cash is nice.

Also, are weed plantations better than regular plantations? I did the math, but I unless I did it wrong, it doesn't really seem worth the hassle.

I quite like spawning on the southeastern tip of the Iron Tribe. You get a bunch of scrap, in particular 30 pieces of Necroplane Parts. Because you start with knowledge of the Iron Tribe, you can rush the Daredevil aircraft and troll the Thunderbolts that fly around. Not the best for radar coverage of land though.

6
XPiratez / Re: A thread for little questions
« on: February 09, 2022, 01:48:25 am »
This is how i build my outposts. Fire pits really good. Still want to try gas chambers.

screen1 - Plantations. I will be not to mad if i loose them. It's funny but i managed to defend them against academy with just 1 looted cyberdisk and 2 rookies, it was probably quickest defence i had in whole run. They all just burned in these fire pits. I think if some particular ninjas decide to explode in these pits it will be even faster.

screen2 - There will be warehouses and i dont want any sieges there, hangar will be replaced by 4 more lasers soon.

screen3 - Maybe there will be a factory after some rearrangements, still not decided.

screen4 - Just to give you idea for base with hangars. Outpost should be below fire pit.

These are all very interesting! I particularly like screen4, very nice way to funnel all of them into the fire pits !

Anyone else want to share ?

7
XPiratez / Re: A thread for little questions
« on: February 09, 2022, 12:16:58 am »
Still, you all feel like posting some pictures of your bases?

8
XPiratez / Re: A thread for little questions
« on: February 08, 2022, 09:51:20 pm »
Unfortunately you can not put a large building over small ones. You have to plan ahead which is very hard when you do not even know what buildings and how many you'll need later.
Try to save 2x2 spaces in your base if possible for large facilities. Notably: large barracks, large vaults, large prison. All are really optional but are more effective space wise than regular facilities. You'll never be able to cramp all buildings you need in to the main base. But you can always try to rearrange things later on.

And now I have a quick question.
Are there any 3x3 facilities in XPiratez?

How would you go about defensibility in layout? Does people here just build facilities wherever or do you try to maintain a defensible setup? Because planning ahead while trying to maintain choke points seems quite difficult.

Also to answer your question, the online Bootypedia has the Factory, which is the only 3x3 structure i found while browsing in the past.

9
XPiratez / Re: A thread for little questions
« on: February 08, 2022, 09:03:44 pm »
This is how I do first half of a year.
January - Make 5 burrows and either buy a brainer day one or wait to build mess hall.
February -  Day one, buy runts up to 50 total and if cash allows 1-2 brainers. If no mess hall, try to build one in middle of month so you can research guild wars mission before month ends.
Now it's s big rush to get Large barracks.Depending on cash condition slowly add brainers. 1-2 a month. Fill remaining space with runts and remove them one by one if needed.
Until now I did not consider making dedicated farm bases. So I would only expand when alchemy was near.

Hi everyone, your tips have been very helpful so far, i found simply planning out and getting 2 brainers every month until June to max it out worked out nicely. But i have a question now.

^ in the above quote Ultimoos suggests building 5 Burrows and rushing the large barracks. So my question is, if i build 4 burrows in a 2x2 pattern, can you build the large barracks ontop of those 4 ? I know you can do it for similarly sized facilities, but i have never dared to try and experiment incase it doesn't actually work.

Edit: I realized shortly after posting that my question may not be that wise either way, as i would need to have 40 excess crew space to actually perform the upgrade if it's even possible. I suppose it still doesn't hurt to know if it's possible or not.

10
XPiratez / Re: A thread for little questions
« on: February 07, 2022, 08:21:06 pm »
Researching to unlock all mission types as they become available, as well as plantations and brewing is the universal economic plan. Dedicated and expendable plantation bases can be gradually rolled out after 6 months or so. Stills for brewing will typically become available much later.

What is fine is a bit open to interpretation. As long as you have filled the Old Earth Lab to capacity, make an honest attempt at hitting every mission you see (with the exception of pogroms and maybe lokk'narr village defence and Ratmen Rodeos) and 30 runts by June, I think you're doing ok.

Old Earth Lab to capacity by June ? Do you fund this with plantation bases early or how would one do this ? I find the maintence costs staggering after reaching 8~ Brainers and bad months can easily send the economy straight to hell.

11
XPiratez / Re: A thread for little questions
« on: February 07, 2022, 07:18:28 pm »
What's a good economic plan for someone on diff 2 whos struggling?

How many runts/brainers to have by which month in order to be fine?

12
XPiratez / Re: A thread for little questions
« on: February 03, 2022, 04:24:24 pm »
Little Bird is the kinda edgy, but fully workable option. As far as I can say, it was added exactly for that purpose.
If you don't want to go down that path, there isn't any obvious alternative, just ignore the air traffic for a while and hope to get the right research topics.

I suppose its worth a try, that or the Iron Tribe Necrofighter. My problem with ignoring air traffic is that i typically see giant spikes as early as feb but mostly in march that makes my score go negative, damaging my economy pretty substantially.

Rallehop,
Not sure if that not trolling. There is a research topic litterally called "We Need Craft Weapons" wich will give you first 14mm for free, further research will open manufacturing and finally contacts to just buy 25mm.
--
Wich a requierments for Captain's Log #2 event? 3rd year still no event for diplomacy.

Not trolling. The We Need Craft Weapons research only gives me an ammo box, not a weapon. I know how to get weapons down the line, my trouble is the fact that i feel like i need to have a workable air defense solution as early as March in order to not have my score obliterated by the hordes of Thunderbolt planes flying around.

13
XPiratez / Re: A thread for little questions
« on: February 03, 2022, 02:38:28 pm »
How to get a craft weapon by march / start of april? I'm on difficulty 2 and theres shit flying everywhere which im not used to. But i can't seem to find even a 14mm Chaingun anywhere to fight with. Any pointers for dealing with air this early on ?

14
XPiratez / Re: A thread for little questions
« on: February 01, 2022, 11:40:47 pm »
The two gal variants have slightly different salaries, initial stats, maximum stat caps. Hands are also disqualified from attending a couple of story centric missions concerning the escaped lunatics.

I'm mostly concerned about stat caps, how do they compare between all variants ? Also, i'm not sure if i clarified myself correctly, but when i said Escaped Lunatic i also referred to Castaway Gals, althoguh i am currently confused if they are in the same category anymore.

15
XPiratez / Re: A thread for little questions
« on: February 01, 2022, 10:48:56 pm »
Don't know if this is a dumb question, but is there any functional difference between Hands (Bought) vs Escaped lunatics (or any other type of gal) other than their initial stats ?

Pages: [1] 2