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Messages - Zippicus

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1
XPiratez / Re: A thread for little questions
« on: June 30, 2019, 05:29:44 am »
How to recruit Syns? I researched them, have broken Syn, how to get recruitable Syns?

You don't exactly recruit them, once you have all the syn research done and the appropriate medical building they show up as a manufacture job.

2
XPiratez / Re: A thread for little questions
« on: May 26, 2019, 03:44:58 pm »
Marsec bodyguards are kind of a pain, they have great armor and are very resistant to all the standard damage types.  My preferred method of dealing with them is an axe to the backside.  If that's not an option then I tend to go for large amounts of high explosives heh.  Electrical attacks would probably be best but I'm not normally packing too much stuff that does "good" electrical damage.

3
XPiratez / Re: A thread for little questions
« on: May 17, 2019, 06:48:34 pm »
For the most part the nuclear lasers are an upgrade from what you've been finding.  Some are definitely better than others and some are weaker than their counterparts.  Personally I like the gatling laser the most, that thing is badass.  The shotgun is really nice too though.  I like using the standard nuclear laser (the one that uses the vanilla laser rifle sprite) on my B-team and/or for base defense.

4
XPiratez / Re: A thread for little questions
« on: May 06, 2019, 08:29:27 pm »
That was a hurtful accusation, really. It made me sad and angry. Moreso that I added it only because people like you were too confused and I decided adding extra clarity was needed.

I would think that only mercs and stargods could elicit hurtful accusations :P

5
XPiratez / Re: A thread for little questions
« on: May 02, 2019, 02:45:40 pm »

So...
Zippicus, Should I just use the simple Smokeops with acid raincoat and gasmask in my GhoulTown missions?


You don't need the raincoat or gasmask with the Smokey/Mesh armor, the acid rain is a non issue with that stuff equipped, the smoke is still an issue but it would take a long time for it to have any real effect.  If you want to be extra careful you can bring something to heal stun damage but it's hardly necessary.

6
XPiratez / Re: A thread for little questions
« on: May 01, 2019, 01:55:15 pm »
If you run the ghoul town missions with the smoke/upgraded smoke armor, it's fine, well other than not being able to see shit and stuff exploding into flames all around you.  But you won't take any environmental damage, aside from the aforementioned fire which is mostly easy to avoid with a little practice.

The mansion missions have a higher ranking member of the faction represented, i.e. guild = guild rep, academy = academy esper, etc.  It might take a bit of practice to do mansion missions well, they can be tricky at first.  But yeah it's absolutely doable in the 32 turn limit if you strike hard and fast.  One caveat, if you get unlucky enough to get a zombie infested mansion, run like hell :)

7
XPiratez / Re: A thread for little questions
« on: April 30, 2019, 08:58:12 pm »
What's the point in mansion missions? Looting? Killing? Exploring 8 story buildings with some 10 ppl in 32 turns? Makes me dizzz-zzzyyy...

Mainly the loot, you can get a lot of good stuff from those missions.  They're also a good source of captives to haul back to your base for whatever plans you have (I guess this technically counts as loot too lol).

8
XPiratez / Re: A thread for little questions
« on: April 29, 2019, 03:29:23 pm »
Thanks:)
Yesyes, the chems are really chemming it up with ol' SuperMag. Only  "drawback" is that it takes a day for 40 Runts to make one piece. So wut? Ya can have all the bases produce 'em...

I go to the GhoulTown today. But I didn't give Gasmasks and Chemcoats to the gals. Would that hurt much?

Yeah you don't want to go messing around in a ghoul town mission without chem and smoke protection.  Even if you complete the mission any surviving gals will be laid up in bed for a long time.

9
XPiratez / Re: A thread for little questions
« on: April 25, 2019, 10:44:27 am »
So I've now had two runs in a row lost to my score suddenly tanking into the negative 2k+.

I have been doing interrogations etc, so I'm not sure how it's dropping so hard - I didn't have the mutant alliance tech so pogroms shouldn't do it.

Is there a way to alter the number of months in a row it takes to lose, or anything else, just so I can avoid losing runs to this?

I was poking around the .rul file and it looks like there is a 'defeatscore' variable, but it is -900 and people were saying that -500 is what will make you lose, so I'm not sure if that is what I would want to mod to decrease this behavior or if there is another one where I can make it require more consecutive months of failure.

What's most likely happening is that the aliens are setting up bases, those can really tank your score like that.  If you don't have radar coverage to spot the alien base missions you can look in the graphs to see where the alien activity is and patrol there till you find any bases.

10
XPiratez / Re: A thread for little questions
« on: April 17, 2019, 01:31:02 pm »
PPL, which one you drag to battle - a Smartgun, or a Death Blossom? The DB has various kinds of ammo. And Hell, yeah, I killed a Celatid with it! Fartbag, LOL. 😁

They're pretty different weapons, I'm not sure I would be substituting one for the other.   That being said I try to load up my transports with all kinds of different weapons so I would bring both.

11
XPiratez / Re: Modding to get all Codex options.
« on: April 09, 2019, 08:58:17 pm »
You probably shouldn't play ironman, especially if you're trying to do something that's probably going to cause extra bugs.

12
XPiratez / Re: A thread for little questions
« on: April 08, 2019, 03:06:50 pm »
1.  Armor is a bit tricky, I generally tailor the armor to the gal and use all sorts of different setups, at least during the early and mid game phases.  Melee gals get melee boosting armor, heavy weapon gals get armor with lots of inventory slots, voodoo gals get voodoo armor, etc.

2. I'm not sure on the killguns, but yeah smartguns are great to have on a couple gals, especially if you research and produce plastasteel ammo.

3. IMO counterfeiting, while profitable, is a huge waste of time.  I like to keep it simple and just expand my production capabilities for booze at dedicated production bases.

4. Enemy bases start hurting your infamy right away, how long you can tolerate it depends on how well you're doing on all your other missions.  I generally try to take them out as soon as I think I'm able.  Some people like to leave them around to go after the monthly supply ships.

5.  No, destroying an enemy base doesn't cause any kind of retaliation check.


13
XPiratez / Re: A thread for little questions
« on: April 05, 2019, 04:53:15 pm »
About the Mercs, there's plenty of ways to deal with them (some definitely better than others lol), and they're certainly killable even very early in the game.  The main problem with them is that the risk vs reward ratio is horrible, even with end game tech.  It's really hard to deal with them without taking reaction fire, and the shots that don't outright kill your gals are going to put them in the hospital for a long long time.

About the supply ships,  someone on that ship is packing a baby nuke so rushing the ship is risky.  The ship is also on a self destruct timer so camping the ship is pointless.  The loot is great if it doesn't blow up or get nuked along with all your gals.  So again it's the risk vs reward thing being pretty lousy.

14
XPiratez / Re: A thread for little questions
« on: April 04, 2019, 08:03:49 pm »
Yeah if you catch a ship on the ground you avoid the shoot down retaliation check.  If you want to tangle with Mercs I'm not going to tell you not to, but keep in mind that even with fully a upgraded tech tree and equipment, Mercs are still a pain in the ass.  I pretty much ignore Mercs until it's time to capture the ones I need, then it's back to ignoring them and hoping they don't do any terror missions or build any bases.  I'm not sure on the exact mechanics but once any faction locates your base any faction able to assault your base can do so.  The Metallo (red codex craft) is unique, each codex can transform the hull into a different ship, and once that's done the hull is consumed so 1 unique craft per game.  Don't be discouraged though there are better transports available once you progress through the tech tree.

15
XPiratez / Re: Codex Popularity Poll
« on: February 16, 2019, 10:47:37 am »
Which part of bud out of discussion you didn't get? Also i'm not talking to people but a single guy that keeps insisting that its ok to have a codex with nearly no content over others that have plenty more and call it a style of play. Also, both you and he (assuming its not same troll with two accounts) are not helping in ANY way to explain how to use green codex or any actually substantial info regarding the actual discussion. Maybe you should take a chill pill and not get snarky at people?

Ok trolling, got it.  I'll just ignore you now.

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