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Messages - Yglorba

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XPiratez / Re: A thread for little questions
« on: September 09, 2020, 10:11:04 am »
Sectopods - if they're in the open: for shields: explosives , and then usually MAG rockets, portable lascannon or (if I reached that far) Xplasma destroyer (or plasma scorcher). In closed spaces - slashing/plasma melee all the way (+Ghost Dagger is extremely deadly once you break through shields) or plasma blunderbuss for shields and then melee. Forget any kinetic (piercing) weapons due to blue shield resistance. Same goes for using concussive melee (hammer and great club) against shields.
Magic Cards are also highly effective against Sectopods, at least when used by someone with sky-high Thrown.  100% damage to shields, 100% damage to the Sectopod.  Of course you'll want well over 100 Thrown to beat their armor, but that's doable for someone who is all-in on it and wearing an armor with a hefty Thrown bonus.

Even if you can't beat their armor with cards, they're very good at popping their shields.  If the armor is a problem you can go with Card -> Ghost Dagger, I guess.

(Also, it's probably not intended, but once you have a base set up for study rooms, you can sell your old earth lab to buy 10 studies for more brainer space heh.  Though you'll miss out on some lab/computer tech until you build one, which I don't think is critical, though

Actually you give up data mining, probably not so smart)
That's a completely terrible idea.  In addition to the Old Earth Lab itself (12 Brainers) you'd be immediately giving up your Personal Labs (4 Brainers) plus three Data Centres (4 Brainers each, so another 12 Brainers)...  so you're giving up 28 Brainers at the cost 5 buildings in order to have 20 Brainers at the cost of 10 buildings.  How is that even remotely a benefit?

On top of this, many research items and jobs require a computer, and it will be a long time until you can get one, yes.  And even when you do, your research will still be crippled in the long term - you will never be able to get back the 12 brainers for one structure advantage, so eventually you will fill all 8 hideouts and be left with strictly worse research or significantly less space forever.

Worst of all, though, the Lab functionality is extremely hard to replace.  You won't be able to take apart computers or build Fairy Dragons (which are very powerful) until / unless you get the labs from various questlines, which often don't complete until near the end of the game, and even then there's a hard limit on the number you can get.

Sacrificing all of that for an early-game cash infusion that won't even significantly increase your research in the short term and will almost immediately cripple it is just really, really bad.

XPiratez / Re: preventing game over when 2 months= bad
« on: August 28, 2020, 07:00:44 am »
Hmm.  Perhaps Ironman mode should save the last X autosaves somewhere, but 'hidden' (eg. with the extension renamed) so they don't appear in the load list.  This would preserve the spirit of Ironman but would leave you with something to submit if you hit a bug.

XPiratez / Re: Extended Piratez general FAQ/Strategy Guide
« on: August 28, 2020, 06:56:11 am »
sci books are from progressing the DR.X arc(slow route) or allying with mutant alliance(triggers regular pogroms to replace the baby starter ones).
Technically you can also get them by repeatedly researching a gnome, but it takes a while or a lot of luck.  (Gnomes aren't consumed when researched, which is good because they're not exactly common early on.)

I recommend joining the Mutant Alliance, though.  The pogroms are not that bad and, more importantly, it's a prerequisite for a bunch of other stuff you will probably want eventually.  In particular, AFAIK you can't get the tech that shuts down Zero Tolerance missions without joining the Mutant Alliance first.  You'll also never be able to recruit Bugeyes.

XPiratez / Re: Bugs & Crash Reports
« on: August 11, 2020, 11:01:12 am »
Ran into an unwalkable tile that looks like it's supposed to be walkable - I've seen this structure several times, and every time, the upstairs doorway (the one in front of me in the screenshot) is unwalkable, can't be opened, can't path through it, etc.

XPiratez / Re: [MAIN] XPiratez - L2 - 21 May - Blood And Skulls
« on: August 11, 2020, 06:49:12 am »
Maybe just increase it to the point where it's no longer cheaper to just sell them.

(Or, alternatively, make their negative sell price more extreme - either way.  The point is that since it takes a little effort, research, setup and workshop space to break them apart, doing so should have at least some advantage over selling them / paying to have them removed; and I'm not sure "get gems whose value is far less than what you'd get by doing anything else with your time" qualifies, especially since at that point in the game you have no use for specific gems and won't for a looooong time.)

XPiratez / Re: Bugs & Crash Reports
« on: August 10, 2020, 08:16:35 am »
Ahhh, I see!

Also, I don't know if typos go here, but the trophy production item "Prize: Supressed Pistol" should be "Prize: Suppressed Pistol".

XPiratez / Re: Bugs & Crash Reports
« on: August 09, 2020, 08:33:37 am »
Unsure if this should be reported here, but in the rat-hunt mission, I got a disconnected room with three rats in it and no way to access it.

Yeah.  I don't think the factions are intended to all be equally dangerous.  Traders are intended to be your main income source, so as long as you're careful with your targets, the majority of fights against them are not meant to be hugely risky.  Occasionally, of course, they bring along Marsec, but their more basic transports aren't intended to be a huge threat in combat, and making them one would risk making the game too frustrating (partially because you would have to spend much more time on every Trader mission in order to do them safely, even though you'd still have to do a lot of similar-feeling Trader fights early on.)

I mean, it's a pirate game, which does require some fights where you're (comparatively) curbstomping soft-bellied trader types.

XPiratez / Re: Suggestions on how to improve the mod
« on: May 01, 2016, 02:32:13 am »
One thing that might help capture heavily-armored targets at range would be some sort of weapon that does very high armor damage + pain, but very little (or no) health damage.  Some sort of AOE chemical weapon to dissolve armor, perhaps.

Well, perhaps just for weapons in your hands?  I suspect that that's by far the most common case when people are reloading anyway.

XPiratez / Re: Bugs & Crash Reports
« on: April 23, 2016, 05:13:26 am »
I'm still experiencing the Siberia base crash, too, in 0.98D1.  Not sure if you need another save, but I attached one just in case (shortly before the mission appears.)

This save was in a game that was played in earlier versions until shortly before the mission appeared, of course, so if the fix wouldn't affect an immediately-upcoming mission, that could be the reason.

XPiratez / Re: Piratez starting guide for new players
« on: April 21, 2016, 11:53:26 am »
I like the "fort" idea but i wouldn't make them immobile just slow and sufficiently meaty that interceptors are a poor choice. Don't know about fewer freighters landing. I believe the point was more why is it stopping in random forest 248j when it has the demonstrated capacity to loop the planet/travel to another. Who signing for a freighter worth of goods in explodey purple jungle? Catching a freighter at some settlement no matter the dinkyness feels logically better.
My assumption was that many of those landings were to supply or pick up from hidden caches, or to contact clandestine agents in the area.  The hills terrain, for instance, often has caves and the like, which will often have enemies in them; it's reasonable to assume that they landed in order to contact that agent or something and deliver or pick up something from them (or the people themselves.)

XPiratez / Re: XPirateZ Squad Analyzer (Help Wanted)
« on: April 21, 2016, 11:49:17 am »
A filter for weapon size would be nice.  It can be useful to give your gals backup weapons specialized against specific kinds of enemies, but you'll often want to be able to fit those in your quickdraw or belt slots for easy access; if you have to put them in your backpack, drawing them takes more TU.

XPiratez / Re: Piratez starting guide for new players
« on: April 18, 2016, 03:51:42 pm »
Isn't that what gold transports are?

(And eventually, of course, you need a way to shoot down the hotrods with faction leaders, although that's more about speed than firepower.)

XPiratez / Re: Can I remove the fist weapon from Mercenary Commando?
« on: April 18, 2016, 03:46:11 pm »
Being able to hire Mercs (and pay a hefty price every month instead of only once) could be a cool feature for when you really need something mean to join your team and money isn't much of an issue.

Which brings the question: Are we going to see male Ubers, hybrids or other types of soldiers eventually?

Well, technically there's the superheroes...  I'm not sure they count, though.

The fact that the pirates are all-female is sort of a plot point at this point (and referenced constantly throughout the game), so I can't imagine the core definition of the team is going to change.

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