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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.
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Soon, and not in the corporate sense. Private channels have had quite a few teasers this week which usually means an update is nigh.
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.
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.
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?
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.
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.
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.
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.
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Wich a requierments for Captain's Log #2 event? 3rd year still no event for diplomacy.
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.