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Messages - legionof1

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1516
XPiratez / Re: A brand new year: The year of the handle
« on: November 22, 2016, 09:55:03 am »
initially it was about 3. I'm well aware of brainer's cost. I'm doing okay but i can feel the glacial growth pace of my industry and expansion.

The problem stems from that i had very few early landed craft opportunities or other big stimulus of funds to kickstart the industry. All I could manage was small incremental increases for the first 8-12 months. I'm also taking much higher loses then in the last play-through and the replacement budget has been significant.

Other cost is that I've had to make do with a high percentage of purchased arms, mostly explosives to get things done. I mentioned the scarcity of rifles before but it's actually quite a pain. I've seen maybe 5 rifles drop total. Meanwhile I'm swimming in smg and shotguns, and pistols. I'm pretty much stuck with the RFC carbine line which is well behind the challenges i'm facing. Explosives are making up the difference but very little of those are self made as yet.

1517
XPiratez / Re: A brand new year: The year of the handle
« on: November 22, 2016, 02:43:59 am »
Played another 6 months.

Air game is still grounded for lack of resources mostly manufacturing capacity. I cant keep the lights on and build air resources.  Also the gals are really starting to suffer downtime issues. Firepower is really lagging behind due to a almost complete lack of rifles type weapon drops. And most the gals still dont have the firing skill to use the more inaccurate classes. Ditto snipers. More injuries as a result.

Another problem is pogroms they are just (mostly) score drains since i simply dont have the gal power with a pachyderm to handle them. But to go beyond the pachy you must do mutant alliance which enables the score penalty and a hefty one. To compensate i'm forced to do almost every other mission possible to maintain score.

I have managed to cobble the funds to start a secondary base so hopefully more detection area will get us something.

1518
XPiratez / A brand new year: The year of the handle
« on: November 21, 2016, 09:42:45 am »
So, it having been a very long time since i took a crack at the early game, i started up a new play-through. I presently stand at January the first and wish to share some thoughts.

First thing up on the block, handles are spectacularly effective for early missions. Very little in early game opponents can remain awake after a few blows from decent gals. Even Guild security can be clubbed unconscious from the front in fairly short order. Every single gal has 2-3 master of handle commendations

Next up the new organ grinder mission. I really like this mission conceptually but it is a tremendous pain in the ass to complete when you get access to it. Even at 1 year mark i dont have the gear to make it cost effective. Also after a few turns it becomes a severe strain on the eyes to pick out anything in a grey map full of smoke with grey foes. Thank fuck for orange night vision filter. The foes presented remind me in a bad way of cyclopes. Massive hp pool regen and not particularly effective offense. 

A close runner up to the handle is the hammer/pickaxe to cut your way around. The very small village map closes of foes with annoying frequency. All the gals are packing something to break walls just ease my own frustration. On the other side I've discovered that you can crack open the sides of watchtowers, research bases, and warehouses which makes those missions much simpler. Even saved my hide when i opened up a tower full of zombies.

Air game has yet to get off the ground for lack of resources, the runts that i can afford simply can't keep up with production needs. Didn't help that they had to go full for cash production until October to keep fiscally afloat.

Research feels soo much better then last time through i have yet to bottle neck on a crucial topic though i can see the first one approaching if i cant get of the ground soonish.

1519
XPiratez / Re: [MAIN] XPiratez - 0.99E.2 - 18 Nov - Dead in Space 2
« on: November 19, 2016, 10:30:27 am »
Economics have been mentioned before, but it is at present beyond the capabilities of the engine.

1520
XPiratez / Re: [MAIN] XPiratez - 0.99E.2 - 18 Nov - Dead in Space 2
« on: November 19, 2016, 03:16:12 am »
Mmmm, well then guess i have to live with the problem since its an engine caused irritant. >:(

1521
XPiratez / Re: [MAIN] XPiratez - 0.99E.2 - 18 Nov - Dead in Space 2
« on: November 19, 2016, 02:11:25 am »
If that's what mileage actually means, completely incorrect term usage then.

1522
XPiratez / Re: [MAIN] XPiratez - 0.99E.2 - 18 Nov - Dead in Space 2
« on: November 19, 2016, 12:06:37 am »
Snip

re: Pachyderm
So whats the story behind this thing, it says it has 400 fuel but that seems really low, also says it uses hellerium. I never understood the exchange rate between normal fuel craft and those that use alien fuel? Does the mileage mean every 50 miles is 1 fuel point? (so it can reach a target mission potentially up to 10,000 miles away?)

I loved the stats on the Pachyderm but I never bought one because I figured it wouldnt be able to get outside my radar range, just a thing to shoot things down before they reach my base.

Snip

As i understand the mileage stat it IS x miles per unit. The pachy is meant to be an interim craft between the airbus and finishing your bonny variant if you are particularly flush.

1523
XPiratez / Re: [MAIN] XPiratez - 0.99E.2 - 18 Nov - Dead in Space 2
« on: November 18, 2016, 08:48:11 pm »
Ah described like that i can see where your going. Thanks for shareing Dioxine.

1524
XPiratez / Re: Craft Weapons DPS Spreadsheet
« on: November 17, 2016, 09:05:56 pm »
The key for effective base defense is getting maximum firepower bearing on the lift tile as quickly as possible. Preferably multiple launcher type weapons. To that end placing barracks adjacent to lift is a good idea. Prisons, summoning circles, detection buildings and anything with housing can spawn gals in it, plan out base accordingly. the goal is to get all these buildings as close to the lift as possible while leaving the lift attached to only one non hanger tile. Hanger goes on opposite side of lift from friendly spawning tile.

Example:
HHHH
HHHH
L
BB
BS

1525
XPiratez / Re: Craft Weapons DPS Spreadsheet
« on: November 17, 2016, 12:17:07 pm »
It is interesting that you actually try to protect yourself via air combat. I find that base defense is one the best parts of the game. And not just from game-play, the pile of plasma tier armament is quite lucrative. Aside from one particular stargod deployment, a base defense properly played is pretty easy loot.

1526
XPiratez / Re: [MAIN] XPiratez - 0.99E.1 - 13 Nov - Dead in Space
« on: November 17, 2016, 11:44:19 am »
But how would you make them meaningfully harder for the opposing choice, when each only grants a somewhat narrow set of additions? And due to rare resource RNG you may not have very many of most of the things you have unlocked on a given path.   

Almost everything that results form the codices, core tech has something to fill the role with acceptable performance. Ghost and witch being the big exceptions.



1527
XPiratez / Re: Bugs & Crash Reports
« on: October 29, 2016, 04:06:00 am »
35%*5=7% so merely unlikely so far.

1528
XPiratez / Re: Craft Weapons DPS Spreadsheet
« on: October 23, 2016, 04:14:08 am »
Fine tuned balance of the air game is not a big deal. So long as some gateing of progress is occurring.

1529
XPiratez / Re: [MAIN] XPiratez - 0.99C.1 - 10 Sep - Become an Idol!
« on: October 13, 2016, 04:12:00 am »
Hello Guys,

please clarify whether this is standard behavior, a possible "feature", or bug?

My game time is around Mar 2604, and all of my generated missions are academy local govt sways, the other major factions are practically not present in the game.
A few months back i *may have* edited the save file to remove pact made by several funders.
Even after researching zero tolerance to zero tolerance, practically the local govt sway missions conducted by the Academy are the only visible activities. (with close to full global coverage).
Is there a way to edit in the save file what kind of missions get generated? (other than possibly rewriting the already generated ones)

Thanks in advance!

Sounds like very bad luck more then anything. Missions are generated for a very long period at once. 2 game year chunks if i recall correctly. Only retaliation is dynamic. So yeah barren periods are possible. IMO the randomization is very streaky as well even within a chunk. The academy, in my campaign, has been less than 1% of my contacts which just passed 2k. And most of that was before civilian traffic was a thing.

 Also somewhat common to research stoping "sway missions" while one is in progress. In that case it gets stuck active forever.

1530
XPiratez / Re: Bugs & Crash Reports
« on: October 12, 2016, 04:37:49 am »
witches working normally here so far as "new battle" mode is concerned. Don't have witches in my campaign to verify with a "natural" situation though.

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