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Messages - Gremlion

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XPiratez / Re: Extended Piratez general FAQ/Strategy Guide
« on: May 29, 2020, 12:46:13 pm »
They have high resistances, but damage taken is not zero, might take a while. The best way is to disperse energy with energy. Electricity, laser, plasma, emp.

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XPiratez / Re: Extended Piratez general FAQ/Strategy Guide
« on: May 29, 2020, 02:28:42 am »
I've started to tackle the mercenaries as best as I can but I'm having some problems with the tanks. Any suggestions/tips on how to deal with them?
Try EMP minibombs. Armor almost doesn't work vs them, solid damage and tanks have low resist vs this damage type.

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XPiratez / Re: Extended Piratez general FAQ/Strategy Guide
« on: May 27, 2020, 11:45:29 pm »
This is faq/guide thread, not your mission report thread.

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XPiratez / Re: [MAIN] XPiratez - L2 - 21 May - Blood And Skulls
« on: May 22, 2020, 12:56:00 pm »
options - advanced - disable maximize info screens

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Can't unload weapon, because ammo goes into second ammo slot, will not be able to throw grenades, use healing items, pick stun/lethal weapons...
What's the point, again? So you don't need to think about loadout? lol.

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XPiratez / Re: A thread for little questions
« on: May 17, 2020, 02:35:51 am »
It can do everything that airbus can, and even has "sea" tag on top.
Albeit the only mission where airbus/spector is the top ship is prison of dr.x, which you already did to get it.

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XPiratez / Re: Extended Piratez general FAQ/Strategy Guide
« on: May 08, 2020, 12:45:19 pm »
event gives "mad gnome", you need to appease her (manufacture) after researching madness.
Bottleneck for appeasing is chocolate, easiest source is gambling&reclaiming coupons.
Flame cannon shoots hellerium. you can buy or you can distill some, then you will get enough from downed ships.

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XPiratez / Re: Extended Piratez general FAQ/Strategy Guide
« on: May 08, 2020, 01:46:39 am »
Personally, I'd like to get at least chainmails + aye-phones + chem coats for organ grinder so gals will survive stray magnum/blunderbuss shot. Still, doesn't make the mission fun to do.
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thanks for the info.
I guess I'll keep this run going till it ends up trashed and do the next one properly.
Don't be so hard on yourself. You are doing good on battlefield, only 2 deaths in a year and full prison. Unless you get random stargods/merc base assault (very unlikely on this difficulty) you should be fine to catch up, there's plenty of easy targets. Just don't research *stop targeting civilian targets* until you feel like they are waste of time.

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XPiratez / Re: Extended Piratez general FAQ/Strategy Guide
« on: May 07, 2020, 11:24:58 pm »
Freshness
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Warriors can't stay in the fight indefinitely, so we can't be too passive. Every turn, they will lose 1 point of Freshness (unless at very low Morale; letting it all out helps), or more, depending on armor. When they are at high Freshness percentage, they will receive bonuses to Morale, Stamina and Stun recovery. As their Freshness drops to half, these bonuses start to turn into maluses. At very low Freshness, our Hands won't regenerate full TUs and might even receive Stun damage. Freshness is replenished every night at the Hideout. The more luxurious it is, the better. The building with the highest Refreshment rate counts.
It's a system to balance "1 team for every mission" and usage of items like mushroom beer, 40 hp heal which doesn't require wounds. It costs 30 freshness, so average gal can do it twice. Alcohol also costs freshness, so if you run around and chug beer, you will recover longer.

Plate mail is gated behind "back to school" + chainmail. back to school needs library, library needs sci books, sci books is an item you get from 3 sources - mutant alliance (fastest to do, you  need alliance favor bounty reward), doctor X database (gated behind rare interrogations), gnome (it's a mutant you can interrogate repeatedly without losing it, so you WILL get it eventually, but she is pretty rare on her own without going gray codex, which spawns one - it's either a capture in B grade goblin zaxx mission, rare(literally 1% chance) loot from rare smuggler strongbox, rare event)

Chainmail is, well, needs workshop and superconductive wire.

From researchable missions the only one which penalizes score is eurosyndicate deal, i think.
The rest you can unlock freely.
List of missions which deduct score is pretty short, it's "help the lokknars" 2 variants (skim through briefing, it tells enemies) for -150, and pogrom (like -100 without mutant alliance and -1000 after making an alliance).
personally, the only missions I postpone
1. Undersea missions - I get prerequisites for chiller outfit first, then at the start of new month do missions->operations-> produce chillers for a team, so I have everything ready when mission spawns.
2. Mansion invasion - until you get some easy to use wallsmashing instrument like electric lasso or small chainsaw (power tools research, iirc).
3. Organ trafficers - it's a horrible mission which requires good gals to do it fast because environment slowly kills you (and damages armor) and enemies are regenerating bullet  sponges. And enemies use chem weapons, it damages armor, so even power armor eventually gives up. You also want to have some "redecoration" instruments there too

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XPiratez / Re: Extended Piratez general FAQ/Strategy Guide
« on: May 07, 2020, 08:34:59 pm »
I haven't played the original much so don't have baseline to compare. Could you tell me if attached save has some glaring flaws?
You can reread last 2 pages, everything said there can be applied to your save (i.e no brainers, no runts, no additional bases approaching the end of the year). The only difference is that you are doing tactical fights much better.

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notably:
I spent a few months with low score cos everyone was wounded.
use backup teams. You want to spread freshness and wounds over multiple groups. You want multiple bases with ship to be able to reach landed ships in time, usually people go for "current dropship capacity"*2 in secondary bases and 3-4 times in the main one (losing the lab is more or less = losing the game).

Freshness you can recover by like 9/day with onsen, which means you can do 9 turns/day. It's 2-3 short missions with godly gals, but once per 2 days for bad ones.
Wounds you can eventually start to recover faster, but you need medicine researched.
Both of those recover options you couldn't get because your research speed is slow - not enough brainers.

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I'd like to mass produce platemail but couldnt even find it under research.
Platemail takes ~year to get with 20 brainers, you have 6, you will get in in 3 years.
You were close to getting chainmail, but you still didn't research warehouse wars, mission which gives guild stapler, bottleneck for durathread working ->workshop->chainmail.
!topics! will unlock new missions, new loot and new enemies to interrogate.
You want blowfish ship for underwater ones and at least x-bows.
underground - recruit lokknars.

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I know i need to invest in a craft with weapons but no idea what to buy since whenever i tried it craft just died horribly.
You need to focus on interrogations of non-faction people to get "shadowmasters" topic. Experiment victim, Hoes, drifters, savvy girls and sharp guys... you can mouse wheel click and see if a person can give it for free. It will unlock codex crafts, they will be your backbone for a long time.
You got red codex, scorpion will be a great dropship, snake will be fine intercepter - it has shield and can use any weapon you find.
To get weapons you need to interrogate highwayman, it unlocks 2 missions, one of them guarantees aircraft weapon loot. Undersea missions give sonic oscillator, amazing anti-civilian weapon.

To purchase weapons you need to invest into bounty hunting, rockets and 30mm cannon is there. Alternatively, with a snake the fastest gun to get is from "contacts:rogue field warlords", it gives ramjet cannon, you need to get rogue field from interrogation and research slavery.

before engaging check how ship looks - green ones and ambulance can't shoot back, you can down such ships with anything.
You can pile up multiple ships to intercept a single one by intercepting your own ship.
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+
which armor to wear against forces of evil? I can kill em just fine but fireball spam kills troop morale.
You need environmentally sealed armors, heavy suit, iirc the first one.

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I dont get some of the weapons. I spent so much effort on clockwork gun and its nowhere near spikey smg. Some seems to be clearly superior, which ones to go for?
I'd say clockwork gun is something you take from your belt slot when you are going in melee and accidentally see academy drone 2-3 tiles above the ground.
Personally, I don't see any use for spikey whatsoever, people who die to it can be stunned in one hit.
What guns to go for is sooo subjective... Some people love bows due to arc + huge bonuses from gal stats. Some like shotguns for "never miss" accuracy. Some just want to see the world burn.
My fav training weapon is domestic shotgun with rubber slugs, it leaves victims alive.

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like stun baton/handle/ball bat, which one works best?
handles start to kill people when you have moderately trained gals, so usually I start with handles, then switch to batons, and carry cattle prods on missions where I expect guys able to resist top roll of a baton (elite soldiers with 80+ armor don't take damage from 0-60 stun baton)


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How exactly bonus xp from gym/sailor suit work?
When you get exp, it makes secondary stats grow faster.

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Where can i get some hats?
research luxury fur. oh right, you didn't research monster hunt. Nowhere.

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XPiratez / Re: Extended Piratez general FAQ/Strategy Guide
« on: May 07, 2020, 05:27:20 pm »
You can't go bankrupt if you invest.
Runts literally print money.
My save at the start of feb 2602, month behind you:

800 runts making simple grog do 12.8M per month, my maintenance of all bases combined is 8M.
every base has 3 extractors + workshop + still + some hangars

Brainers are crucial:

"research score" is taken from the save game, it's what brainers generate when they complete research.
Couple point:
1. You can see on the graph exact moment where I got interceptors, my score went by +5k.
I had full lab in the second month, it took me 8 months to get there.
You have half the lab, it would take you 16 months. Simple math.
2. Fully staffed lab generates more score than a bunch of hands doing every mission. Like, my Jan score - 12k from brainers, 4k from hands. and 12k score from brainers = 4 millions of infamy money.


Where you can improve tactically:

STOP KILLING CIVILIANS.


It's comparison between how you play and what I did with your savegame.
Drifter stunned with a shotgun didn't die because I use rubber bullets.

1 point of infamy gives $333 at the end of the month.
In the trade guild warehouse you didn't get 100 points from captures = you will not get 33k bonus at the end of the month
Temple of Sirius briefing literally says that you get a penalty for killing civvies. And you go and kill them. -40 points. You lose the game when you get negative points. You could get 200+ infamy there, you lost 40. 280 difference*333= 90k loss. Priest you killed worth 60k alive and 2k dead.

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XPiratez / Re: Extended Piratez general FAQ/Strategy Guide
« on: May 06, 2020, 02:37:03 am »
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Also i'm gonna extarct and sell the food the local paesant gave me as tribute, it is supposed to be done that way?
Food currently is unfinished feature, more or less. Most of it doesn't even have a bootypedia page. Farm talks about uber wheat being an explosive, for example. Personally, I just sell all food items when I get too many items in the storage, changing runt jobs back and forth not worth my time, game gives enough money to not minmax SO much.
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OK, in the meantime finally interrogated an highwayman
so, half of a february is down the drain, lab and workshop is still understaffed, nothing being built on the base, and you lost 6 gals. I'd say missing highwayman is the smallest problem there.
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and manufactured a carronade, which sadly cannot be mouted on airspeeder but got the spike rockets so who cares?
Expensive things which can overkill civilian ships into not leaving a wreck to raid? Nobody, really.
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Built also some nice air muskets but still searching for a standard weapon (auto rifle, assault rifle and battle would be fine though i researched these but cannot buy still)
All of those weapon can barely scratch 30 armor guys, as a rule of thumb such enemies usually have weapons which can barely scratch your 30 armor gals, so it's better to not even bother and stun them for cash reward. And enemies which will die from 30 damage guns you better take alive anyway. You can use domestic/police shotgun with rubber slugs for 20 daze damage.
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but an enemy hideaout has appearde, im tempted to assault it, don't know.

1. Your ships suck. Enemy bases have radar circle, when you cross it - enemies intercept you. Your ships aren't able to even reach it without being intercepted.
2. with what army?
3. You have 2 bases, actually.

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And by the way still not encountered spartans and raiders, the latters being more common i guess?
Oh, you had raiders. They killed your gals in missions landing-10 and landing-13.
Spartans... I had a game where I haven't seen them until well into year 2, though it was in the version without Prepper camp mission (it's either ruffians or spartans by my experience).

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XPiratez / Re: Extended Piratez general FAQ/Strategy Guide
« on: May 05, 2020, 12:06:01 pm »
You were told to hire brainers multiple times, have 1.5M and and 9 empty labs. You haven't fixed anything.
Use save from this message. https://openxcom.org/forum/index.php/topic,4102.msg126866.html#msg126866

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XPiratez / Re: Extended Piratez general FAQ/Strategy Guide
« on: May 04, 2020, 01:11:50 pm »
For your own sake consider that you can't get anywhere without repeated interrogations of every single being.
Construction of any relevant ship is gated behind Shadowmasters (doesn't drop as an item, you get it from interrogations and some rare books) ->Codex crafts-> Shadowtech ->cloaking device-> Interceptor assembly ->everything else.
Take, for example, enemy you should've interrogated in the first month:

"Leads to" is a hard dependency. Because you didn't research him ever you never got 2 missions.
Highway house, iirc - guaranteed spawn of aircraft weapon. You can check gal diaries in my save, in ~40 days I got 7 downed civilian missions (6 done, 1 crash site is ready to go), Imagine if you did the same 7-8 months ago? 50+ ufo with 100k engines...
Bandit business - I think unlocks bandit town mission, very fun as it has like 30+ enemies, it's ton of ransom money, weapons and researches.
"Gives one for free". 13/41 means that you can research him 41 times and it would give additional tech each time, 13 times left (thanks meridian for this counter).
For example, he can tell about smugglers.

And it's the only thing which stops you from getting acquainted with smuggler shop.

I love hallucinogen grenades, they make enemies surrender and panic. Laslock pistol is quite good with admiral outfit, though you already proved that can't read what admiral outfit does.
Smugglers themselves is a dependency for diplomacy and interrogations.

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XPiratez / Re: Extended Piratez general FAQ/Strategy Guide
« on: May 04, 2020, 03:41:27 am »
 :'( Man, you are so dense. You have 1.5M and you were told to hire brainers. Maybe try to hire brainers? Or, I don't know, hire brainers?
You haven't done anything to salvage the game during january, like hiring brainers.
I used your older save and played Jan myself:
First thing I did is I rummaged through your warehouse (god, it's so empty), sold expedition, bought aircar, bolted 25mm cannon and first vessel crashed.

Aaand I hired brainers
went to some bounty hunt

temple of sirius

One enemy spawned in inacessible location, at least I got experience while searching for it

Some demons visited us with unfriendly intentions:

Anyway, holy crap, man you are pirate, You should take hostages to get booty. Why you didn't take a single hostage in 50 missions FFS?!
Here, proper ships gated behind researching hostages:

Leave you with a proper Boss Gal.

Things I did:
1. Gamble. You should regularly gamble and reclaim coupons. I've won a lottery with a longsword, it's a pretty obscure dependency for tech blade (you will see it already equipped, this baby can slash tank in half)
2. Hiring brainers. As a result in one month I got access to better armors, better melee weapon, purchasable ammo for ship guns, ship gins and ships.
3. Taking hostages. Look at your prison, it is no longer a sandbox for random freak.
4. Invested into buildings. Your base now looks like a base.
5. And populated it.
Things I didn't do:
1. I didn't unlock new mission types. Bounty hunt grade C is in queue, you might do it right away, they aren't much harder than D in most cases.
2. I didn't build a second base.
Things you should prioritize:
1. Build second base with at least 2 hangars. You want to move empty airbus there (there would be a mission where airbus is the best transport, plus nostalgia), and buy shadowbat for your main team. Second hangar should get Golden Hawk. Bolt that funky heavy gun you got from codex into it, should be quite powerful.
2. I'm making spiked maces, it's quite good weapon against armored targets, put them in the main vessel. Next item you will want to make is thermal mesh, which is being researched. It goes into wear slot and helps against plasma damage. Quite good.
3. Get overcharged radar, delete your old one
4. research wise - after medicine rush sickbay (I made sure to leave enough supplies to build one straight away), you will start to recover faster and will be able to hire another brainer. Chew through people, some of them have "metal ore", it's a prerequisite for alchemy (lets you build still in other bases, it's a prerequisite for mess hall, brainer!). Better ships are locked behind "Ship engine" tech. You could've gotten it by now if you didn't kill everyone in "traitors at large" mission, traitor mutants know some cool techs. It might be worth buying one for researching.

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