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Messages - ivandogovich

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1
XPiratez / Re: A thread for little questions
« on: August 09, 2022, 07:35:29 pm »
Started a new game after seeing some advice and it's July of the second year but I still have not had any regular faction bases spawn. There was the main ninja base, five minor ninja bases, and recently a mercenary base. No church base, no academy base, no guild base. I'm looking at my previous save and there was a church base that spawned on month 5. And I think I had attacked at least one of every faction base by the end of the first year. Halfway through the second year and still none have spawned. What's going on? I got worried a bit into it that maybe it was all the minor ninja bases so I've destroyed all but two that I'm waiting on a good time for, but the mercenary base spawned and that's what pushed me to ask.

Alien Base missions are random:  They are part of the pool that can be drawn each month, and the faction is random on the draw.  You got unlucky with Merc base first.  Eventually others will come though.  I'm pretty sure that the mission pool is designed to be be exhausted after 5 years in game.

2
XPiratez / Re: [MAIN] XPiratez - N1 29-Apr-2022 Every Day Is Caturday
« on: August 09, 2022, 07:13:57 pm »
Chiming in late to the "The Harvester is OP" chain of discussion.

One other point to make here:  Yes, you can load 20 Uber Gals onto this craft and have overwhelming battlefield dominance.  But running 20 gals has the same built-in governance that Save Scumming does... it gets tedious really fast.  Personally, I find controlling 8-10 units about right, and more than a dozen too much.  Low initial Peasant abilities beg for more numbers to be effective, and in this the Harvester is on target. However, for me, pushing 20 troops around each turn requires a level of patience that I don't want.
I use my Harvester not to run 20 Ubers, but to get early 2x2 units to the battle.  This is the true strength of the Harvester imo.  Turian with early Hyenas and Harvester?  Sure, super strong.  Later, I run with 3-4 armored cars.  This also trims the troop count down significantly.

3
XPZ Strategy/Tactics / Re: Extended Piratez general FAQ/Strategy Guide
« on: April 26, 2022, 04:01:49 pm »
@ontherun:  Thats the Rogue Courier. Its new in M5.2, iirc.  https://www.xpiratez.wtf/en-US##STR_VESSEL_ROGUE_COURIER

4
XPZ Strategy/Tactics / [TOOL] Shipping Contact ID Sheet by Speed
« on: April 21, 2022, 01:12:28 am »
I worked up a Shipping Contact ID Sheet by Speed as an aid to tracking traffic on the busy Geoscape.  With the Revolutionary HQs in M5, we are seeing alot more of this and that in the first few years.

This sheet is in Google Docs and sorts all of the various Shipping by their fastest speeds. 



I've also included the icons for their markers in Flying/Landed/Crashed states.
I'll work in the Intercept Window for each as well.  Some are done at this time and others aren't.
Finally, I've included the links to the Online Pedia entries at https://www.xpiratez.wtf/en-US##STR_UFOS.  Through this process I was able to identify about 30 more contacts that were added to the 'Pedia.

https://docs.google.com/spreadsheets/d/1kijWpXiIyukinrHO2jL18uogf8mZ7RGBEd1Hl5MXth0

5
XPiratez / Re: A thread for little questions
« on: April 12, 2022, 06:25:20 pm »
The Ninja Airfields are a hard nut to crack, but there is a benefit to getting them before they grow into a Base.  This is generally August/Sept earliest if not playing JS. 
When I tackled/scummed my way through an afld assault in August, I also used Fire Extinguishers liberally to screen my troops.  Recoilless Rifles and mortars were good helpful for turrets.  Bring any decent lasers you have for the shielded Ninjas.  Assault Lasers and Lasguns recommended here.

All that said, there is always the option of leaving them be and coming back later when you have tanks and good armor, etc.  I may do that in my current run. 

I am ending August and have a decent Airgame, though I haven't splashed any Migs.  I've got a Scarab with Bioplasma Generator that is helping me down Ninja APCs when they spawn.  You can get an Airspeeder which is faster than the Migs, and use it to get the Migs to scramble, then out run them.  Once they have landed, they won't scramble again for about 2 weeks.  This is enough time to get your convoy in etc.

6
XPiratez / Re: [MAIN] XPiratez - M5 24-Mar-2022 The Five Captains
« on: April 05, 2022, 06:23:14 pm »
I never considered that the brainers would be cost-neutral. its 200k upfront and 100k montly for each, so I though 8 was already too many too soon! Thanks!

Just wanted to pass on this nice guide that Iazo put together too.  Well done tips for the first 6 mo - 1 year.

https://openxcom.org/forum/index.php/topic,10299.0.html

7
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: March 24, 2022, 03:16:58 pm »
The most I want see an update.
that's all.

Dio said on Matrix that the update could drop today.  Lots of good stuff included.

8
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: March 21, 2022, 03:18:27 pm »
(snip)
It would be really cool if there was additional (and differently made, i suppose) way to make such items, that would cost sum of all the components, cash and work-hours that would go into constructing all the intermediately items (heck, or even a bit more) but would save player from the bothersome multy-step process.

There is the Streamlined Armor mod that will do some of that for you.  It hasn't been updated in a few years, but a lot of the mid/late game armors haven't changed that much, so it still should relieve some of that burden.
https://openxcom.org/forum/index.php/topic,5199.msg77360.html#msg77360

If there is anyone willing to take on updating the mod, they are welcome to take it over. :)

9
XPiratez / Re: Your crazy piratez moments
« on: February 22, 2022, 07:31:36 pm »
What I meant was, "What does hitting someone with a Mutant Fish do?"
Improve or Degrade morale? -  and the value is based on the attacker's bravery?
Or is it strictly being used as a melee stun weapon? Looking at 'pedia, it would seem like that...  Feels like there should be better tools for that... maybe its for the LOLs...

10
XPiratez / Re: Your crazy piratez moments
« on: February 22, 2022, 04:24:36 pm »
Reaching 100 kills with fish slaps on Jack Sparrow ironman

LOL!  What does that even do?  Morale boost?

11
XPiratez / Re: Unasked opinion about integrity
« on: February 15, 2022, 04:46:29 pm »
Hey Abyss,  I've sent you a direct message response to get you details.  Suffice it to say, XpirateZ is still alive and well, and the current status is the best approach at the moment.

Cheers!

12
XPiratez / Re: A thread for little questions
« on: February 14, 2022, 10:51:13 pm »
Hi everyone, here with a curious question about the Scorpion.

I was thinking about a Red Codex run and i came to think about the Scorpions unique ability to spawn enemies close to the dropship.

How does this interact with missions where the dropship is not present? Like Ratmen Cache, or Isolated Valley?

It has no effect on these missions.  Its strictly related to the ships footprint on the map... the mapblock that it uses has enemy spawn points close in. 
Other missions, like those you mentioned don't have the ship, thus no close spawnpoints.

13
XPiratez / Re: A thread for little questions
« on: February 14, 2022, 04:48:13 pm »
I know, hence why I asked for sources, plural.  I'm going to assume no one keeps a record of where it all came from, right?

Definitive Short Answer:  No. 
All the Artwork is stuff that has caught Dioxine's eye over years of browsing the internet. Saved to a folder and move on.  Sources/Artists etc, not tracked.

If you are interested in trying to locate an original, Google image search has worked for me in the past.

14
XPiratez / Re: A thread for little questions
« on: February 08, 2022, 10:34:20 pm »
Defenses in hideouts... ie the classic long corridor can be a bit tricky in Xpiratez due to the churn of new facilities that you want to upgrade or add to your base.

One trick that I have found very useful is building Hangars and Access lift (where enemies traditionally spawn in one location.  Then simply build your barracks adjacent to the hangars etc.   This put your troops which spawn in the barracks close to the enemy.  The barracks have rooms with doors at the bottom of the stairs to allow ducking out of sight when tackling enemies on the ground floor.  Troops which spawn closest to the ladder in the barrack living level can go up on the first turn to the airvents and get in position to fire down on the enemies in the hangars the next turn.  Grenades, rockets, etc are great but even a couple rifles to drop the drones in the early nurse raids are great.

A final bit of defense:  I fought off a Ninja raid in a secondary base with a Beast Den, 20 dogs and landmines.  Primed all the mines before battle, and put them in the dog's inventories.  When the dogs rushed the ninjas they would often make it up to the enemy.  A bite might draw a reaction that insta killed the dog, but then the armed landmine would take them out when they moved.  Won't work in every situation, and best to back it up with a real defense team but it worked on the cheap. 
Don't recommend for Jack Sparrow.

15
XPiratez / Re: Discord BS
« on: February 08, 2022, 04:06:56 pm »
Just chiming in to report that I my appeal was denied: (You know what you did....)

Quote
Elemental (Discord)

Feb 8, 2022, 4:55 PST

Hello,

Discord has disabled your account for violating our Terms of Service or Community Guidelines. We’ve reviewed and confirmed this violation, and we will not reinstate your account.

You should've received an email with more information regarding this violation. If you have any questions as to what behavior resulted in your account being disabled, please refer to that email.

Sincerely,
Discord Trust & Safety
Ah well. The end of a chapter.

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