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Messages - legionof1

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Most faction missions have no score penalty and can be ignored unless you need the score from the combat. Peacekeeping is the big one to watch out for since it is a huge negative hit. Supply runs do not have any penalty its the base itself that is causing the score ding. Crackdowns are only a threat to your bases not score.  pogroms are actually a net positive if you can manage the ground combat.

As to the industrial printer/factory problem the printer is specifically needed for some items. The factory is just a supersize workshop with greater capacity and lower maintainment then 9 workshop blocks. However fully staffing its 450 capacity requires significant supporting building. 13 luxury barracks at the smallest space. also a power plant. Factory is a late game thing that i feel is best suited to either cashflow or gal hour intensive things like vessels and advanced HWPs.

To be able to build everything in the same base requires: a surgery, a laser defense, a plasma defense, a gauss defense, an industrial printer, a power plant, a excavation, a still, a mint, a summoning circle, at least one vault for component storage, a prison and an influx of slaves(which means ground combat team), an unused hanger, and some additional barracks space. The complexity and the piecemeal acquisition of needed tech makes a single center of production unreasonable imo. Granted a manufacturing focused base for component processing and substeps to a final product is a good investment.  Saves runt hours on the high tech base.

XPiratez / Re: Manufacturing for money ?
« on: April 13, 2016, 12:37:24 am »
AH cool thks.

OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: April 13, 2016, 12:35:41 am »
Enhanced officer effects would be cool. Perhaps some outfits only usable by higher ranks if that even doable.

XPiratez / Re: Manufacturing for money ?
« on: April 13, 2016, 12:22:51 am »
Very nice. Could there perhaps be an additional entries for the net profit of multistage forgery. Silver>purple>blue>red.

XPiratez / Re: Usefulness of Factory
« on: April 12, 2016, 04:39:40 pm »
i have yet to encounter an item that is factory required. at least im pretty sure manufacturing list get quite dense late game. Industrial printer is needed for several things but the printer is only 2x2 . The factory is 3x3.

Yeah they do pick up things. After some testing it seems they are reluctant to pickup things while in view of foes. I always run with parrots so i have very large portions of the map under observation most the time which seemed to be hindering the attraction behavior.

XPiratez / Re: Suggestions on how to improve the mod
« on: April 12, 2016, 12:08:52 pm »
I agree that very few targets that actually feel like good pickings. Most of the early game what you can handle with acceptable risk is limited. Feels more vulture like then pirate. Mid game more targets are within acceptable risk but rather few of those are actually profitable beyond tech acquisitions.

The list of what are actually big scores with acceptable risk to my mind is:

Freighters. Weak crew, lots of goods, a layout that makes multiple captures pretty easy.

Supply Ships. On open maps where sniping is doable the baby nukes are manageable. Large quantities of high value items. Gauss weapons are always present. So guild supply ships can be a quick leg up since you have good weapons on frail GO and Security that you can then turn against the marsec

Bases: Trader and to a lesser extent academy bases. Most the units in these are fairly frail. Besides the faction leader there are few powerful foes. And in the case of the traders those slots can be either marsec BG or guild reps so it is possible to face only the guildmaster for armor. Academy split there high slot between espers or medics neither of which is particular threat to an experienced crew. Again Gauss weapons guaranteed. However the small size of most bases allows the potential to out number and overwhelm.
Other faction bases are however quite hard. Merc units are just beefy from bottom tier to top. Church bases contain multiple terror units as well two types of power armor foes. Star Gods hehe yeah right.

Pogroms: Actually pretty good pickings if you can handle terror units. Humanist and deep ones battles are fairly easy. Guild is also manageable as long no boomasarus. Raiders are also pretty easy since they spawn fewer units then other attacks and have poorer guns(laser instead of plasma/gauss). Dark one attacks have fewer total units but a higher portion of terror units. Bandits are also pretty easy given a stock of grenades for the armored cars.

Gold transports: actual transport is no more threatening then other freighters and an even better internal configuration for captures. And yeah huge pile of gold.

Most everything else seems like either a major challenge due to volume of foes or almost not worth the ammo.

Grog production and later forgery seems almost necessary to keep things flowing smoothly and to cushion bad luck.

XPiratez / Usefulness of Factory
« on: April 12, 2016, 04:34:25 am »
Okay is there a good use for this building considering it requires a further 4 large barracks and a power plant(a total of 17 tiles) to build and fully utilize? such a setup precludes very much else(26 of 35 tiles used). Given the build time and the massive 15 mil build cost it needs to do something worth the investment. 

Vessel production potentially comprises good base defense principles since you cant isolate the necessary hanger.

Production of pure cash items(grog or forgery) requires an additional building and additional barracks space to reach full utilization if you want a garrison. Given the limited space ground defenses are of limited value at low tech. A garrison seem the best option for defense.  While such a setup would make a lot of money very quickly the investment and setup time makes me question the effort when much smaller setups can produce significant positive cash flow.

I have a base with a only 70 runts on grog making a half mil in profit per month.

i do not believe that functionality is in piratez. least i have never observed it happening. In my opinion it would make the mod a more challenging experience. I wouldn't like supply ships runs where foes pick up there dead buddies baby nukes

XPiratez / Re: Marsec Bodyguard
« on: April 11, 2016, 11:45:06 pm »
Ah yep what i get for 3 am math. 3 is correct.

Yeah the game has some odd corner cases when it comes to pathing. They at least minimize the flyover detection chance but do diddly about the crackdown end of mission roll.

XPiratez / Re: Marsec Bodyguard
« on: April 11, 2016, 09:50:54 pm »
You are correct about the calculations being able to be further simplified but i was sticking to the formula the game uses. The most important factor in morale dmg is how close you are 110 bravery which is morale immune. that's the 110-value portion.

XPiratez / Re: Tech tree frustrations
« on: April 11, 2016, 09:42:21 pm »
Good to know about the outpost thanks.

XPiratez / Re: Tech tree frustrations
« on: April 11, 2016, 02:46:46 pm »
Yes i have full coverage. Although its quite possible a fair number of ships slipped by before i had it. this run had real money issues for a very long time. Still does. mid year 5 and only now is the mint about to come online. Still 2.25% or thereabouts academy ships in total is a frustratingly small number of available targets. So far as i remember nothing bigger then a runabout, except a single cutter in year 4 and a single boarding torpedo in year one.  The torpedo was to early to do anything but lob all the explodey bits to have a hope of surviving. That was not a good day ended up losing most of the crew and most of the loot i had gotten up to that point since the fighting spread into the armored vault cube under where the stores where. Also how i discovered the cave/sewer level... By blowing the floor up over and over.

XPiratez / Re: Tech tree frustrations
« on: April 11, 2016, 01:40:41 pm »
Ah okay
Well yes, that was the idea. Did you expect everything at the first playthrough? Also it's not circular, it's a sanity check in case some bypas will appear in the future.

Well yes. That was the idea. You need to learn how to hunt them. Bad RNG will change at some point.

That's BS my friend. RNG never dooms anyone. You're just inexperienced in playing this, judging by how you seem to take all information from just a single campaign.

Ah okay i can get having things set up for checks like that. point withdrawn.

True nuff rng will change. As for learning to hunt the targets i dont know what i can do that im not already doing. I am at present downing every craft i can to force more strikes against my bases in an effort to generate more chances. But the academy are ships just are not there to attack. I have not seen an academy craft in several months now. Any ideas or other avenues i might pursue?

I will concede that much of my experience is from this particular run as its the only one to go this long or this "well". All the others i screwed up and lost at a much earlier game time point. I learned. I found out where i went wrong. Now to be within sight of the final hurrah with nothing to do but grind map after map to maintain score....Fun is gone.

And as to doomed RNG it is theoretically possible with xcom to be boned and not know it since all missions are generated at game start except retaliations. Has this been altered in this mod?     

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