It is best to make your hideout in an area that is "off the tracks" for the region you are in. I like Creta for Europe (and easy monitoring of North Africa and the middle east).
If you play on Superhuman, there is a 20% chance to spawn a retaliation mission when you shoot a UFO, so every 5 UFO shot down should be a retaliation (only if there wasn't one going on already). The "aliens" will then start patrolling the area to try to find you (hence the interest in setting up your base in a weird place).
Ok i'll try out some other locations, but the frequency and consistence of early base invasions compared to earlier versions, still seem weird since i've not encountered that previously. I'm also going to check if it has something to do with the save slot being from an earlier version, even though it has been overwritten in the current one. Also, i don't use save scumming or aggressive retaliation
(See Ivan's Janitorial Staff base defence for a good example of wresting victory from a terrible situation)
The video got me thinking of some other questions/suggestions i have:
1) I like the idea of the commendations mod, but i think it requires its own .exe file and is therefore not compatible with x-piratez. Is that correct? (Also it would be cool if the medals were present on each gal's inventory screen, instead of having to visit a separate screen)
2a) I also like the melee weapons of x-piratez, but i'm still confused of the effectiveness of melee vs. armor. How much does armor reduce stun, because handles don't seem to be able to knock out academian security, and daggers/machetes never seem to pierce their armor (even when attacking from the rear), which makes them very situational. The rope has a very high TU cost so i guess it's only for keeping unconscious enemies unconscious. It seems that the most beneficial way to melee, is to only use cattle prods so you get a ton of slaves/interrogations. Even with their TU cost they hit hard and rarely miss, and just seem to make other melee weapons somewhat redundant, despite not having any skill/power bonuses. Am i missing something?
2b) In other mods, flamethrowers seem to merely set something on fire, without any initial damage, thereby killing the enemy too slowly. Is this also the case in x-piratez, even with armor's weakness to fire?
3) I think the technology pacing of weapons is a little off. You start out with flintlock weapons but almost immediately get assault rifles, combat shotguns, machine guns, sniper rifles etc. through loot. Yet it takes several steps of research to get stuff like the clockwork pistol and bayoneted musket, which are kind of inferior at that point (maybe also the x-bow). Also, some of the pistols in the game are about as accurate but less powerful than the flintlock pistols that you start with, so also seem redundant. This is also the case with some of the rifles and melee weapons, such as the short sword being inferior to the cutlass, despite having to research the short sword.
4) When intercepting ships, i find it impossible to tell which factions they belong to, which means is a problem for various reasons. One is that you cannot strategically avoid someone in particular, such as govt ships that penalize you. Another is that all the lore about the factions, their ships and missions (which i think are cool and all), just seems a bit redundant when they are not more significant when operating in the geoscape. E.g. it would be really nice to have an extended interception screen that listed the ship type's information, if the given ufopaedia entry is available. More information could eventually be present on the interception screen if you had also interrogated or researched your way to knowledge about the given faction.