aliens

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 - Psyentific

Pages: [1] 2 3 ... 10
1
XPiratez / Re: [MAIN] XPiratez - N9.7.7 12-Sep-2024 Second Coming
« on: October 05, 2024, 03:24:30 pm »
Decrypted disks are a good manufacturing project for a minor research base, whenever you manage to grow a brainer slot or two at your second or third base. Things like that are basically 'free' (<5 day) research topics in a random draw, so it's helpful to keep Disks and Gun Almanacs and Lok'Narr Scriptures and so on ticking over alongside normal targeted research progression. Even if the techs and hints are a crapshoot they're still worth points.

2
recycling (pirating?) graphics from other games because they fit is perfectly in keeping with the x-piratez spirit

3
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: September 27, 2024, 06:21:54 pm »
I actually like that spawnpoint because, at least in my experience, it usually places a 2x2 unit like Armored Car there if I have any garrisoning the base. A normal unit will have quite a bad time because it will get swarmed under, but something somewhat durable and killy (as most 2x2 units are) can instead come out of the door and gun down a bunch of enemies at their spawn then break LOS behind the door at the end of the turn.

4
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: September 27, 2024, 12:48:20 pm »
Can we finally reverse base loadout up to down(so that the hangars are located at the bottom) and stop lose hands with every base assault. Not that it couldn't be fixed with a free design option, but tired of that bs.
Main Menu screen -> Options -> Advanced -> Geoscape -> Custom Initial Base: YEA
This will let you place the starting base structures in any arrangement you desire.

What if there was a mutant quad gunslinger? (Thought inspired by a Huntdown boss at 3:00)
The 40k mod is calling, they want their Kelermorph mutant gunslinger back.

5
XPiratez / Re: Question on Base Defence - or - what provokes whom
« on: September 25, 2024, 12:41:06 pm »
What's wrong with starting in Hawaii?

6
XPiratez / Re: A new player looking for some help.
« on: September 22, 2024, 05:35:09 pm »
Handguns and one-handed SMGs are best used as a light ranged option for melee troops; something to fit in your quickdraw slot that can either apply damage to targets you can't safely close-and-melee, or to sweep chaff like zombies/civilians. Think like a 40k space marine - chainsword in one hand and bolt pistol in the other.
Two-handed SMGs have a decent shooting bonus and I find they're best used as a short-to-midrange autogun; something to screen ahead of your rifle troops and provide backup for your scout teams. They're not quite as range-restricted as shotguns and are a bit better at dealing with light armor (guild security etc) but suffer from mostly the same woes. The early 2h SMGs like Spraygun and Bandit SMG are quite awful (bad accuracy and low damage) and I avoid them, but later military-grade ones are decent for mass-equipping expendable mooks. A Peasant wearing Camo Pants (or Fusilier) with Military Shotgun or Assault SMG or LASS/Panzerfaust is a classic garrison trooper or bullet magnet for me.
Shotguns are basically an armor check; if the target has enough armor to resist the average shotgun pellet then he will be fine. If he doesn't have more armor then he will be very dead from repeated hits generating average damage. That said, I generally get poor results from running a shotguns-only squad outside of missions like civilians, bandits, and zombies. It's practical to have a few rifles and gunners backing up the shotgun teams to thin out the enemies and create openings for the close-range teams to exploit.

7
XPiratez / Re: A new player looking for some help.
« on: September 17, 2024, 03:49:43 am »
For peasants I usually use a military shotgun, and for a light pistol usually a shiny niner or assault pistol. in terms of SMGs i get a lot out of the tommy gun, and for grenades i really like the stick bombs.

8
XPiratez / Re: A thread for little questions
« on: September 15, 2024, 01:29:00 pm »
I haven't meddled with it too much myself, but I think the Time block is cosmetic and the Months Passed is what dictates the pacing of spawns and events. I've used it occasionally to artificially extend certain stages of the geoscape game.

9
XPiratez / Re: Info Compilation Document
« on: September 15, 2024, 01:27:02 pm »
I really like your rundown of the aspects and personality types.

10
XPiratez / Re: A new player looking for some help.
« on: September 15, 2024, 12:46:31 am »
Thank you so much! That's very helpful.

Are there any items that are "safe" to sell? I've noticed this game seems to have an enormous crafting and research list and almost every item I've found so far seems to have multiple uses later. Right now I'm always short on cash at the end of each month. Which items in my vault are 'safe' to sell without hamstringing me too much later?
In the early game you can make a good amount of money by selling Small Ship Engines (from civilian craft) and Ship Engines (from faction craft) as well as the Hellerium and Plastasteel. You can sell civilian-tier guns that you probably won't use (ex. rusty niners, small revolvers, sprayguns, ramshackle rifles, bandit smg etc.) as well as credit chips and most live hostages (engineers and medics being the exception). If it's not too much trouble you can try to capture less-dangerous mobs like Hoes, Sharp Guys, Tough Guys etc. alive and then sell them for money. In terms of production, X-Grog and Chateau de la Mort are your biggest cash manufactures in the early to midgame.

11
XPiratez / Re: [MAIN] XPiratez - N9.7.7 21-Aug-2024 Second Coming
« on: September 13, 2024, 07:57:25 pm »
N9.7.7 12-Sep-2024
change log:
- All radars (excluding low detection chance ones) are HWDs.
Oh my god. Hyper:True on every radar is a huge step for visibility of information, now people can actually put a name to all the various radar traffick without having to cross-reference their speeds.
N9.7.7 12-Sep-2024
change log:
- Removed 'bad advice' events/entries by Kato
based. writefag the pompous, apples not for runts, and fewer people = more oxygen were all cringe.
small patch but good changes.

12
XPiratez / Re: A thread for little questions
« on: September 13, 2024, 07:48:54 pm »
You should not look at path as balanced choices, but rather a further difficulty adjustment with flavors.
This is a good way to look at it, I think. You're basically picking whatever your 'main' unit is going to be. Gals Are Superior makes your battlescape gameplay easier with tougher and stronger units (because Gals really are superior) but you're inherently going to be running smaller squads and you might struggle to pay for them once you've got a lot of high rank troops. Peasant Revolution and Male Touch both let you hire lots of rookies, with Peasant Revolution focusing heavily on bulking out your roster with mid-tier units and lots of training. The baseline humans are slow, fragile, and weak compared to Gals but they're also much cheaper, much easier to replace, and quickly unlock large squads with the Trucks/Harvester transports.

You can get Young Ubers and Castaway Gals from occasional missions and events, things like the brothel raid or landed necropirates, so you aren't completely locked out of them without Gals Are Superior. If you're happy with occasionally harvesting Gal recruits from the map and you're not losing too many of them to medbay or death then you can totally rock the Peasant Revolution and get some high-grade meatshields.

13
XPiratez / Re: A thread for little questions
« on: September 07, 2024, 03:45:07 pm »
Quick query: Are there Alien Bases to search for in this as per Normal X-COM?

I've floated the Fortuna around a few places and not seen any as of yet even checking high spike shipping areas (the old technique).
Not quite alien, per se, but the big factions (guild, academy, mercs etc) will occasionally set up an Alien Base on the map. The Ninjas, when sufficiently provoked, will also set up a lot of bases.

14
XPiratez / Re: [Submod] Alternate Starting Bases
« on: September 04, 2024, 05:49:35 pm »
Well, your submod inspired me to create feature... And I created it:

Will be posting the commit itself into suggestions a little bit later.
Extremely cool, thanks for the feature.

15
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: September 02, 2024, 02:53:44 pm »
Overall I think there's plenty of near-past and modern-ish guns and not enough near-future or far-future guns. Things like bootleg gauss guns made by Earthers playing around with alien tech, or kustom-made space pirate guns. I'd like to see more like the Laslock Shotgun and Plasma Tommy, the Hydra Laser and Magneto-Plasma Gun, or maybe something that uses Standard Laser clips. Maybe a Laslock Rifle manufactured once you've researched Flintlock Rifle and Laser Weapon Disassembly, or a Plasma Musket (Plasma Blunderbuss?) at a suitable mid-tier tech level. What about a Boarding Gun or Super Shoota that's been upgraded to shoot laser or plasma? Maybe a Flintlock Rifle upgraded with Gauss parts?

Pages: [1] 2 3 ... 10