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Messages - nrafield

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XPiratez / Re: Prisoner economics: enslave, sell or rob? (+gambling)
« on: December 08, 2019, 06:02:37 pm »
Sell early game, enslave later. Rob if I urgently need certain components, like from Marsec bodyguards

XPiratez / Re: Uber Piratey Squad Inaction (Collaborative AAR)
« on: July 21, 2019, 12:23:59 pm »
The humiliating defeat was soon reinforced by losing not one, but TWO aircars with good pilots who got overconfident thinking they could take down a megapol car or a bandit boat with a filmsy 25mm cannon. That's when I finally realized just how dangerous, in truth, life is, when you can't just rectify your mistakes by turning time back. Nevertheless, I definitely could not quit now, and I felt obligated to fix my mess and restore my honor, and I had plenty of time to do so at that.

I resorted to taking peasants on easier missions to train them up to fill the forces while my project for construction of Large Barracks was underway. Surprisingly, they actually managed to hold their shotguns long enough to kill a few Ratmen, despite the fact that they were still useless and continued dying. After several succesful missions with none of our crew dead (Peasants DO NOT count as crew!) I had become emboldened, and as the news of a yet another Mutant Pogrom came in, I had made the decision to embark on it and attempt to match up to the captains of old, who've swatted the mutants' adversaries away without fear.

To my surprise, the mutant populace were oppressed by none other than their own kin! And by that, I mean the Raiders. Naturally, since we are much cooler than them, they had 0 chance, although it still get dangerous at times, such as when a reaper dashed all the way out of the dark to bite Legionite. I had witnessed many a mutant, no matter how tough, torn apart by these powerful jaws, and yet...FOR ONCE, it turned out that there are materials stronger than them. That being said, the Reaper bite could not pierce through her chainmail. And now she can boast about how she literally wrestled with a Reaper and won. That's a nice achievement, I guess!

There was another pogrom that month, but it actually was even more pathetic than the Raiders, and I uh...kinda...forgot all about it. I think it was the Humanists on it, though? Or some other purebloods. Whatever!
Pogrom results...Let's just ignore the losses among our crew. If they died, that's because they sucked at combat anyway! Right?
Once new gals started filling into our army, I've fitted them with swimsuits and blunderbusses with chem shells, the rest of equipment at my leisure. It worked out fine for most cases.

In the middle of the month, we've started seeing heavier ships fly by. Their intent was unknown, but they were likely up to no good. I've decided to risk it and take a peek at one of these, but a warning gauss shot at a peasant which ripped her body in half had made me change my mind. Man, Mercs are just so badass. Can't fight them without good equipment and troops...without a good plan, at least.
Merc Heavy Gunship! Too bad I had no troops avaliable to give any semblance of a fighting chance. Well, at least I did not get everyone killed again!
Scary enemy ship close to the end of my reign, which made me want it to end as fast as possible, someone else could deal with that.

To my glee, more and more Ordinators have started flying by as well, and I spared no effort trying to loot every single one of them. It went better than the first time, we started getting more knowledge about government people, until, well...we've fled up to one at night, and to my horror, it was crawling with ZOMBIES! I know Zombies are really tough and mostly just an extreme pain to deal with, yet I went through it anyway. Never again. My nerves just can't take it, and almost every time I sent a mission against them, at least one gal did not return alive. It felt like an apocalypse of sorts. Well, two ordinators at night were enough for me. If there really is a plague of sorts, maybe someone else can go and stop it! And I'll just turn out hideouts into proper underground bases, growing food on plantations, blackjack and hookers. Like what I've already been doing. I've established two new bases during my reign, you know!
I trust this should explain why I'm not exactly hyped fighting zombies.

As one of my last gifts to the hideout, I had commissioned a Kraken, which had been finished shortly before the end of a December. The crew and me had departed on one last Rodeo to a Bandit Town, where we basically just killed as many people as possible until the rest peed their pants, as revenge for the world being so cruel to us. And now is going to be my turn to serve on the frontline. Perhaps I'll learn what's it like to be ther, or maybe I'll just meet a similiar fate as Sizzling Striker. I am ready, at least.
All in all, it has been a rather stressing reign. I must admit, I'm actually not sure I was entirely qualified for it, but at least now I've learned something new. But I think my comrades were actually impressed when, by the end of it, despite all setbacks, we've had more fame than ever. Guess there is glory in death sometimes, huh? Well, if there's a next time for me, maybe I'll do better...and draft up an actual log. But for now, I'll happily pass up the rule to the next gal. Let's see her wriggle out of that one!

XPiratez / Re: Uber Piratey Squad Inaction (Collaborative AAR)
« on: July 20, 2019, 12:57:07 pm »
The tradition of choosing every new captain to lead our hideout continues! That's right, it is in fact a tradition, and no matter how freely we may interpret it, the fact is, that the most important tenet of picking a new person to have ABSOLUTE POWER over everyone's lives in this hideout has been followed to a fault. Does anything else matter? Well, we are all alive and mostly happy, so...guess not?

And now is my time to assume power. Now, I kinda did not expect everyone else to take this so seriously, and honestly I'm pretty lazy, so...uh...I kinda forgot to write any logs. I'll just try to recount the events as I remember them, okay? It's been pretty stressful for me too!

On the start of November, Madam Dioxine had relinquished her control of the hideout, leaving me in charge. Honestly, the state of our base had shocked me. The most basic facilities were not constructed, my favorite equipment not only wasn't anywhere to be found but no one had ever heard of anything like it before, and the worst part - there isn't any proper clothing about! Now, I know that tailoring "proper" cloth had been considered too much effort, but during my Academy-sponsored trip to the beach back in captivity I had learned much about it's use in some conditions. Of course no one actually signed up for that trip but me, and it mostly consisted of several Osiron men trying to hold my head underwater to see how long I can last without breathing, but that's another story! What's more important is, I've learned about existence of swimsuits, and I really wish I had one back then. They are handy for every occasion. And so, my first order as the acting captain was to quickly devise a swimsuit blueprint and have them mass produced!
The first wind of change is blowing.
However, before my order was completed, I had received a report of an enemy vessel. Being the acting captain, it would be my responsibility to decide if we are going to attack it or not. Some people adviced me to actually avoid it, because the ship had red and blue lights on it, which was a bad omen, but I was young and wanted to prove my leadership skills. So off we go! We can beat that threat with our bare hands!

Upon closer inspection, the ship turned out to be an Ordinator, filled with government people. Naturally, once again I was adviced by crew to leave them alone, as though they were actually squishy and weak, they were also one of the kinds of people in the world it would be really unadvisable to attack. But I know better! Forbidden fruit is the sweetest, and also the most expensive one. So we would capture as many of these fruits alive and unharmed as possible!

Sadly, that turned out to have been not as easy as it sounded. The government forces were very upset about our decision, and did not hesitate to open fire from all hands. I was shocked! Usually they aren't that intent. And then it turned that our gals armor was indeed filmsy despite looking threatening, what with their disdain from proper clothing, and the enemy weapons actually hurt them. The resistance was in fact so severe that the initial plan of trying to capture as many of them alive as possible had to be scrapped before it resulted on casualties on our side. Half government personnel were killed, and the battle reflected badly on us. I would say, the money gain of almost 2$M from selling that ship and it's surviving occupants was worth it though!

Behold, the stiff government resistance! Never before have I seen something like this.
More of our gals than I'd thought had ended up injured in that battle, leaving our force weakened. I had noted the lack of medical facilities and even proper accomodations for support auxiliary troops. That was not something I expected. Because of this, we would had to stick with adding some peasants to our army for some time.
Battle result

Emboldened by the previous success (It was a success, right? Nobody died on our side and we got a fat stack of cash!) I had departed on a Shrine Ship raid, expecting it to be just as easy. That turned out to be a fatal mistake.

You see, they had Celatids on that ship. Most of our crew jokingly call them fartbags, which I think doesn't do them justice with the amount of threat they represent. And indeed, the first gal who walked out the ship thinking it would go down easy, was greeted with a Celatid spit in the face, and melted into a disgusting puddle faster than she could say "Oops". Her name used to be Sizzling Striker, too. How fitting.
The remaining troops weren't in such a good afterwards, and even though we eliminated 2 Celatids they were constantly in fear. The peasants we had brought aboard to replace injured troops dropped quickly. As the still living gals had sustained grievous injuries, I suddenly had realized we had to retreat. However, one of them dropped a primed incendiary at her feet and ran out of the ship, screaming. What a pathetic coward, I thought. Panicking at such an important moment, when a random chryssalid could say hello at any minute. Well, if she wants it that badly, we can just leave her to them, people with a brain can fly away from this nightmare. And so they have.

After that, there was literally no healthy gals left, so in order not to slow too much pace too much, and adapt to the fact that things will likely only get more difficult, I had decreed recruitment of new troops, and an expansion of Barracks. I even managed to discover where Magic Skeleton was hiding and press her back into service, haha! No one hides from me, especially not veterans in times of need. From then on, she would lead our peasants into battle, which were the only capable fighting force we had left, and perhaps make them capable of doing something other than dying.

XPiratez / Re: Succesion-Style Collaborative X-Piratez Let's play!
« on: June 10, 2019, 05:06:11 pm »
Hiya, I'm Nepnep on Discord and I'd like to join. 2 months at first, then cutting down to 1, and a week to take a turn seems fine to me.

XPiratez / Re: Re: [MAIN] XPiratez - 0.99J6b - 2 Sep - The Dwindling Flame
« on: September 13, 2018, 10:16:02 pm »
Drug dispensers are really useful if you field units with armors that give you stun over time or otherwise don't prepare yourself for harsh weather conditions. It is really terrible to recover less than 10 energy per turn for a badly equipped gal when you can't end the combat quickly.

XPiratez / Re: A thread for little questions
« on: March 21, 2017, 09:55:06 am »
If you don't want your crew to end up in sickbay after that mission you will have to come to terms with the fact that some of them are going to end up in the morgue...

XPiratez / Re: Enemy unconscious units are dying ?
« on: March 16, 2017, 03:03:01 pm »
Low HP causes stun per turn on many units, including most of the gals' armors. This bleed out due to stun is likely on enemies you stunned by shooting at them instead of using a handle, or might happen with fisticuffs.

Not to mention it seems to work from CURRENT HP so a badly wounded gal or enemy will need to be taken extra special care of.

XPiratez / Re: [MAIN] XPiratez - 0.99F.3 - 07.03 - 3 Years of Pirating
« on: March 13, 2017, 03:16:53 pm »
Getting in a melee with them is the problem, especially if they are armed with the plasma pistols. Someone's probably gonna die then. They shrug off mortar fire and any other similiarly ranged explosives. No long-ranged ballistic weapons seem to put a dent in them at all. The only reliable way to dispatch them early game, aside from closing into melee, seems to be picking up one of these plasma pistols yourself and hoping that you will hit.

Also since the crew seem to have ethical qualms about disassembling a live Mechtoid, currently they are worth more dead than alive.

XPiratez / Re: Out of stuff to research
« on: March 12, 2017, 01:14:01 pm »
In order to be ready for crackdowns,  you need Naval Guns and the Kraken. You also need to get the fast interceptors that come a bit later in the tech tree, Predator and Barracuda, in order to catch up to ships searching for your base.
Space missions haven't been very hard from my experience. Most enemies are armed with moderately powerful lasers, and the default armor for gals on it, while very limiting, is enough to protect against them, and is equipped with very strong medipacks which can last you for the rest of the mission. The default weapon should also be powerful enough to kill or disable any enemy in 3-4 bursts. Unless the station you land on is overrun by zombies. Then it might more difficult.

XPiratez / Re: Out of stuff to research
« on: March 09, 2017, 12:28:26 am »
Don't be scared of Cyberdisks. They are incredibly lethal, but if you actually attack them (with something like Superconductive cannonballs or any other strong explosive) they will go down quite easily, unlike these pesky Mechtoids who can survive through multiple mortar blasts with no damage.

XPiratez / Re: How to get points?
« on: March 07, 2017, 12:42:42 pm »
You HAVE to use the nightvision button for night missions, otherwise all night missions are just gonna be a vanilla XCOM nightmare. This will also make you realize what the power of night ops outfit for your gals is.

XPiratez / Re: How to get points?
« on: March 06, 2017, 12:16:59 pm »
I hadn't realized that there still was a penalty for ignoring pogroms without researching that. So that's what took so many of my points away. Well, I still made my way through it, and so can you!

XPiratez / Re: How to get points?
« on: March 06, 2017, 05:27:57 am »
At present the mod has unfortunately shifted to who's got the biggest weapon gear check. Against anything but unarmored humans the player is at a vision disadvantage that only narrows, not eliminated by tech. The existence of thermal has pushed sniper type weapons from good to bottom tier utter garbage. Before there was a bit of a tactical puzzle going on with not overexposing the scouts and getting support fire gals in good position. Now it's hurp derp throw grenades/rockets at everything with a bit of melee for captures. Most guns just don't cut it in a damage race that player start behind in.

Not sure what you mean by this. Haven't explosives always been top tier? And how have any weapons been made worse at all besides bows, when most problems with enemy weapons are eliminated by putting the most properly armored gals in front?

XPiratez / Re: How to get points?
« on: March 06, 2017, 04:01:56 am »
If you don't have cash for explosives and smoke you must be mismanaging money. Don't hesitate to fire your Brainers if you don't have a lot to research. Don't be ashamed of downing civillian ships early on, their engines are highly likely to survive unlike the bigger ones and they are worth 100000$ each. This can add up easily.  The Eurosyndicate laser rifles, while good, are IN NO WAY WORTH IT unless you already have tons of money.

The Mutant Alliance research is actually kinda important as it's a direct gate to better equpiment. What you have to is immediately start constructing a Library after researching it - provided you have researched everything else you could, you should have a new project that advances you to next level in the hideout with library.

OpenXcom Extended / Re: Solar's wishlist
« on: February 27, 2017, 08:48:10 pm »
I've noticed that my laptop literally does not have the Scroll Lock key. As such, I am unable to try out the night vision mode, so I'd appreciate if it was possible to rebind it to another key. What does it do anyway?

Another thing that would be nice is if there was a key allowing you to put a single weapon back into ship inventory during preparations. Sometimes it just happens that multiple pages of the ship inventory are filled up, it doesn't scroll to a new page, and there's simply no room to put down an item manually without removing all equipment from a soldier.

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