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Messages - Ultimoos

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1
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: November 09, 2024, 04:55:53 pm »
Again, that is why you use a flying armor. The feature of this game is getting dressed appropriately for a mission.

2
XPiratez / Re: [MAIN] XPiratez - N9.7.7 12-Sep-2024 Second Coming
« on: October 31, 2024, 05:26:23 pm »
Arming Airbus would make every single necroplane type interceptor completely useless. Increasing it's range makes other forms of transportation even less useful. Both ideas would be a step back. It's already very hard to use necroplanes because we already have better and more accessible options.
And we already have an armed Airbus equivalent, It's called Airvan.
Little Bird is already the best early craft. There is no need to make it even more attractive, when it is often recommended to rush from the start.

If anything I would suggest to increase Gunwagon speed to 220, or reduce number of pilots it needs, because Angry bird is superior in every way. It's much faster, needs 2 pilots, can mount dive bombs and carries 8 people.

3
XPiratez / Re: A thread for little questions
« on: September 16, 2024, 12:19:30 pm »
to continue a little further, i'd need to be able to capture succubus in shadowrealms. i've already captured one by chance, but i can't reproduce the thing because they fly and all the ranged weapons at my disposal kill instead of stun.

the only way i can think of is to hit them with my bare hands and female fighters wearing nightsprite outfits, which is a bit laborious.

does anyone have any ideas on how to do this?

The first thing that comes to mind is Electric lasso. 2-3 hits should take it down no problem. Next one is Zapper.

4
XPiratez / Re: A new player looking for some help.
« on: September 14, 2024, 11:47:50 am »
The short answer is, all of them except drill, menacing hull and codex.
Any item you get, you can get more of, so I'm just keeping a couple of key craft components. I would not sell any armor items. I'm just keeping around 50 of "food" items, like bananas and redcaps. I'm keeping no more than 20 of each sack. They take a lot of space. I'm not selling any money cheeps because Casino needs them to build. I'm keeping all money purses and bags for the same reason, unless I really need money. I'm keeping like 300 of each building material, like scraps and chemicals. Hellerium is important later, but you can make it if needed, so if you need room don't hold to it too much. All weapons I do not use right now, I probably will never use later, so those go. I still do not know how important cultural wealth is, so I'm keeping antique items.

5
XPiratez / Re: [MAIN] XPiratez - N9.7.7 12-Sep-2024 Second Coming
« on: September 13, 2024, 10:36:26 pm »
My current game was started on 9.5.6 and I did not upgrade yet.
Pic in attachment.

6
XPiratez / Re: A new player looking for some help.
« on: September 13, 2024, 05:53:49 pm »
1. By right clicking a weapon you make game prioritize it in case of reaction fire. By default game will use the weapon that costs least amount of time units to use. So you can force it use a different one.
2. Resistances modify weapons damage against that unit. You can stack those resistances with other wearable items. First number modifies rolled damage. So, if incoming damage is 50 and your resistance that type is 80%, than you are hit by 40 damage, which is then deducted from armor value. Second number informs you of a percentage limit this particular item can modify that resistance. 80/50 means, this item modifies damage by 80% but no lower than to 50%. There is a formula and it's a bit complicated.
3. Skill is the attribute that determines chance to hit. By default it is 100% of your accuracy for a weapon. But some weapons have special modifiers and can use more attributes at different value to determine accuracy. For example Ball bat. It's skill is 65 + 35% of your melee accuracy stat. This weapon is very easier to use by units with very low melee stat. A peasant has 35 melee accuracy, but with this weapon it's 65 + 35% of 35, so 77. There are weapons that can have damage modified by units stats, like 95% of melee weapons. Again Ball bat. It has a power of 25 + 0,3 of this units strength stat. With ranged weapons power modifiers are usually on ammunition, not weapons themselves.
4. Yes.
6. Up arrow is "to the power of 2" symbol.

7
XPiratez / Re: [MAIN] XPiratez - N9.5 21-Aug-2024 Second Coming
« on: September 13, 2024, 09:08:34 am »
yes, i stated in my previous post but it is related to the vibro technology? I cannot remember

Nope. Vibro is high tech, while tech knife only requires plastasteel. No vibro needed for homefort rifle.

8
XPiratez / Re: A thread for little questions
« on: September 12, 2024, 07:56:51 pm »
You should not look at path as balanced choices, but rather a further difficulty adjustment with flavors.

9
XPiratez / Re: Score dropping like a rock (-250/day, month 3) HALP!
« on: September 12, 2024, 07:54:00 pm »
The things that hurt your score most have radars. Shooting civilian traffic will hurt you further, but not much. If something is happening outside of your radar range, than there is really little you can do about it.

10
XPiratez / Re: [MAIN] XPiratez - N9.5 21-Aug-2024 Second Coming
« on: September 12, 2024, 03:10:35 pm »
Re you sure you are talking about "Homefort rifle", because that one requires "Tech knife".

11
XPiratez / Re: A thread for little questions
« on: September 07, 2024, 08:21:08 pm »
Honestly, no idea. I never used that one, but I do know is that you fill a vessel with the default positioning of your troops, one of them will be on top of the excess gear of that vessel. Well, at least AFAIK.

TL;DR: Fill a ship with troops, check the troop with the excess gear at their feet on turn 1. Hope it helps!

That is not reliable. For example Fortuna has a gear pile in separated compartment that no soldier stands in.

12
XPiratez / Re: Score dropping like a rock (-250/day, month 3) HALP!
« on: September 06, 2024, 09:20:07 am »
My save attached.
January: I start in a custom base in Romanica. Both sec corridors are sold and 4th brainer is bought. Runts make some bamboo and pointy sticks and after that torches for sale. My research goals are: Inspect machinery, Bounty hunting and working my way towards Little Bird. On missions I try to take people alive for ransoms. I only kill those who are too risky to capture. I want to save at least $500k for next month to buy runts. For base expansion I built at least 2 more burrows.

February: I buy 1 more brainer, 45 runts and they now make Hellerium for sale. Little Bird finishes and I start hunting down bandit cars, highway patrols, couriers and bandit trucks. 14mm ammo will run out soon, so I'm focusing my research to get Improvised aerial explosives and after that Rotoguns. For base expansion I want a Mess Hall, clear rubble and if money allows it 2 more prisons.
Thanks to lucky gets of 14mm ammo from prepper boxes and secret door events makes me shift research to unlocking more missions. I also get guild stapler from strangled agent mission. Research goals now are: Warehouse wars, bandit camps, undersea and underground missions and monster hunting.

March: With money from great previous month I buy 6 more brainers. I save 2 researchers from academy outpost. one is researched and second one is robbed for integrated devices. For base expansion I want 3 more crew quarters, 2 more general stores, one more extractor for codex activation and hangar. Temple and Academy missions are cash cows, so I rarely skip them.

April: I get one more brainer and I'm now 13/13, capped on runts. If all buildings are done it should be 95/95. Runts make Grog for sale. For base expansion I want to finish personal labs before month ends. hospital from male path, overcharged radar and at least start making workshop. Research goal are: Comms towers, car thieves and clearing as much as I can to later get chainmail and Bukaroo.
My pilots are good enough to shoot down bandit blimps, so I take one down. Luckily it's bandits, not raiders. Easily cleared in night, just remember to get hammers for 14mm turrets. With necroplane parts I can work my way towards contact junkyard. I buy Blowfish to be able to do undersea missions.

May: I buy 4 more brainers and wait for workshop to finish. Now I have all buildings I wanted, except sickbay and Library is long way ahead. Repeat of previous months. Clearing missions, shooting down bandits. I stay away from thunderbolts and necroplanes. Little Bird is a big gamble against those. I get old earth books from Comms tower mission and now I can research Chainmail and Bukaroo.
Also, this is a good place to consider second base next month.

I'll say it's extremaly lucky run considering milestones. I also got a lot castaway gal missions. I'm only missing a Fan and Esper now.

13
XPiratez / Re: Score dropping like a rock (-250/day, month 3) HALP!
« on: September 05, 2024, 08:35:35 pm »
I read pretty much every guide I could find, and didn't see anything about air defence priority, crap!

Rushing the Little Bird + ammo, but I doubt I'll get it fast enough to save my game in the 15 days I got left.

Rushing Little Bird is something you would do from first day, so treat this as a tip for a new game.
To be honest I'm not sold on Gunwagon to be a viable interceptor even for ground enemies. It's like a last resort to deter enemies from discovering your base. Angry Bird on the other hand can be useful if you get some rotor guns and improvised aerial explosives. And that is what I do when I run out of 14mm ammo.

I have also recently started a new game. I have problem with save scuming and wanted to finally have an Ironman game. I'm currently at the end of May and I as well had a lot of activity eating my points in both April and May. I was very lucky on getting more 14mm ammo and I'm still using Little Bird.

If you are interested I could post a quick rundown of what I did from beginning until now in that campaign.

14
XPiratez / Re: Score dropping like a rock (-250/day, month 3) HALP!
« on: September 05, 2024, 02:35:52 pm »
This mod is harsh on new players, even tho we had some nerfs in recent patches. Like legionof1 said, enemy activity lowers your score and if you are unlucky you can get hit very bad in early months. Most of the things that fly around and is not a civilian will keep lowering your score. Best way to counter that is of course to shoot things down. Necroplanes and bandit blimps in March are 95% beyond your capability but bandit cars and trucks can be taken down with Little Bird. The problem is 14mm ammo. You only start with 200 rounds and if you are not lucky you will run out of it very quickly. Also, going on a mission with Little Bird grants you bonus points from additional glamour.

There are some guides on how to effectively start a game but I will strongly recommend getting Little Bird ASAP.

15
XPiratez / Re: Bugs & Crash Reports
« on: September 04, 2024, 06:18:12 pm »
You mean, you never saw them fly, or sprites does not look like they wear flying harness? Because they do fly.

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