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Messages - Marza

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31
XPiratez / Re: Uber Piratey Squad Inaction (Collaborative AAR)
« on: June 28, 2019, 02:12:29 am »
1st July
This is my story. I’ve been ditched in a holding cell for days, perhaps even weeks. There are others like me down here, discarded like a pile of garbage. Today turned out differently though, as a group of ‘lil runts brought myself and others out of the cells.
Spoiler:
We were given a choice. We could either walk out, work an honest job for honest wages in this pirate hideout, or join the crew. A deal was made and we got our first decent meal in ages.

Part way through the Captain with fiery red hair bursts in. She scolds a bunch of runts for not properly cleaning up after their last gambling session and to get rid of the useless trophies lying about the place. She tells us how we ‘need to be more offensive’, calls us a bunch of dweebs, then leaves. Some runts look at each other and shrug, but at the end of the day a collection of tribal weapons and terrible guns are sold off, six smelly rags get disposed of (why did we have these?), some piles of junk get processed and an order for a hundred black powder bombs is placed.

Spoiler:

Barrack space for more runts. We're abandoning the chokepoint idea. Hope you suckers can play an assertive base defence!

Spoiler:

Personal labs get full priority.
Research goals:
Highway house
Improvised aerial explosives (for quadcannon)
Shadowmasters (for golden hawk)
Medical supplies
Library

Spoiler:


Convert a plantation to a hangar, so the airbus can use it to hop into Australia ASAP. Some more plantations and prisons (not shown) get dropped down.

We're awash for cold hard cash and the Captain strong arms the decision to buy a new car. She instructs the runts that we 'need to be more offensive' and that they are to bolt dual 25mm cannons to it. We'll have a ramshackle car with enough firepower to level a small village. Madness! This is going to be my new home.

As for us new arrivals? There's three of us altogether and the Captain has told us we'll be set to work immediately to prove our worth.
Spoiler:



Scratchy Thug will be my avatar, as befits the gal with arguably the worst stats. Look at that stamina and bravery! One small alteration however...
Spoiler:


Much better.

There’s a ratman village some hours away. The three of us are sent there to prove our loyalties, whilst being observed by two veterans. Rockin Hammer and Pretty Melissa deck out in barbarian armour with shields and sawn offs, whilst all I get is a stupid outfit, a pistol and some ancient black powder explosives. Hammer and Melissa soon get to work in direct assaults, blasting ratmen away at close range. Meanwhile, Evil Gun sets up a firing position from behind her machine gun and tac vest. Our dog tracks targets to pursue, but is put down with a double barrel shotgun. I suddenly lose the mood to run around corners and risk a ratman reaction, so I just flatten the place (and some unfortunate ratties) with explosions. The mission ends without trouble, although Evil Gun does receive a single dog bite. She takes two days off because of it. In the end we capture three ratmen, including their leader, as well as a dog.
Spoiler:


Dog sniffs two targets, but a brigand out of sniff range reacts with a double barrel shotgun. Never go around corners with low TU!



Black powder bombs, like grenades, can be thrown at targets hiding behind hard cover and open up new firing lines for Evil Gun. Evil Gun is decked out in a tac vest and wheeled machine gun and is positioned at range. She can tank whatever the ratmen can throw at her, assuming anything hits her.

3rd July
Radar runt got chewed out today. A radar contact is spotted in the area, but after flying up close with the car, it turns out to be a combine harvester. There’s not a lot of money to be made in agriculture equipment and hostage farmers, so we leave them alone and spare the 25mm ammo.

4th July
Radar runt got chewed out today. After flying close enough we see that it’s a police car on patrol. A low value target that shoots back! We leave them well enough alone.

Later that day:
Distress call in the Sahara desert! It’s the trade guild. We don’t know how they ended up in that situation, but we do know they’re close to home and an easy target. The Captain assigns a mostly veteran crew to ‘help them out of the desert’. After a short mission they bag some prisoners, including a sailor.
Spoiler:

MvP goes to Floggin Azura for dropping targets with the heavy shotgun and running about punching out captives. In a desert. In scale armour.

Later that day, again:
Captain informs us that Jack has invited us to an aircar race to Memory of Earth, in Steel Pact territory. Some of the gals immediately make a break for the aircar. Radar runt giggles quietly to herself. After a quick chat, she tells me that Steel Pact is in ol' South America and that the ramshackle aircar we have doesn't stand a chance of making it there in time.

5th July
Radar runt got chewed out today. She found the combine harvester again. This time it lands, so the Captain puts together a crew to make sure it never flies onto the radar screen ever again. ‘Just tryna do ‘muh job’, radar runt mutters.
Spoiler:

Disembark turn 1 and make a dash for the close by combine. Coconut Maiden eats a reaction harpoon from the drivers canopy. Moderate wounds.
The brainers retool their work and drag prisoners into the lab wholesale. We've ran out of prison space entirely now.

11th July
The Captain got word of another uber gal in captivity. Again, she says that we ‘need to be more offensive’, so she elects to get involved in this one. We take the bus and put down directly at the address to spring the captive. After a curt volley of fire, we storm the place. The Captain leads the way and ends up punching two tough guys unconscious.
Spoiler:

Landed right at the place!

Magic Skeleton and Floggin Azura have very good stats at this point.

12th July
We pay the Trader's Guild a visit. The target is small warehouse in the desert nearby. Evil Gun positions herself on a nearby hill whilst everyone else stacks up against the warehouse walls, before launching the assault. We blow up the fence with a black powder bomb and chuck some more at the guards inside the compound. The prisons are still completely full, but it's the contents of the warehouse we're after, not the people.
Spoiler:


Clean sweep.

Evil gun is allowed to reaction fire at her leisure with the wheeled MG. Floggin Azura continues to punch people. Can anyone stop her?

Later that day:
Captain informs us that a local government has offered us a contract to extract one of their agents. Only problem is that the client is based in the Death Realms of ol' Australia. Radar runt crunches some numbers and tells us we can't even make it there.

13th July.
Radar runt doesn’t get chewed out today. We take the car to shoot down a paradizo cloudcar. Easy pickings!

18th July.
The Academy are broadcasting an SOS from the Himalayas. The prisons are overflowing still and it’s too cold to run around and simply handle everyone. The Captain tells us to pacify any resistance and pick through their belongings instead. The Captain and Evil Gun swap out and Sweet Phoenix and 'some other dweeb' are cycled in their place. Sweet Phoenix's weapon of choice turns out to be an assault cannon, which she used to chuck pyro cannonballs about with reckless abandon. Something about trying to keep us warm whilst we work in the mountains.
Spoiler:

u wot. How did you survive a direct hit?

Better.

19th July
The Captain commissions a new hideout in North America, justifying it by saying ‘we need to be more offensive’. From what I’ve heard it’s just a run down hole-in-the-ground that grows cash crops. Probably should have done this at the start of the month, but I don't tell the Captain that. I don't want to get chewed out. That's radar runt's role, to be in the barrel.
Spoiler:

Doesn't look like much now, but one day...

21st July
Radar runt doesn’t get chewed out today. The car forces a civilian airbus to land. We park our bus nearby to ‘assist’. Easy money!
Spoiler:

22nd July
Legionite is finally back, having recovered from her injuries. She’s decked out in some new metal armour that the brainers and runts have slapped together. Her first action is to grab her sword, grab some gals with barbarian shields and scale mail, and take them to clear out a rat infested cellar. They’re an odd bunch to look at, with their antiquated armour and semi automatic pistols.
Spoiler:


This is a cakewalk. No problem.

Later that night, the same group fly off after the Captain assigns them to pick up another uber gal captive. Apparently this one is in the hands of some tribal savages. They come back empty handed however, saying they had no luck in finding the captive. Something doesn’t add up here.
Spoiler:

Back in the bus, we out.

Even later, somewhere in the Kingdom of Canada, we raid a Church of Sirius. The Captain attends in person to make up for the flop that was last mission. It’s slow, slow work sweeping through the residential area, but the team subdues almost everyone there for excellent ransom money. A couple of neophytes were dropped at range with rifle fire as they carried a heavy shotgun and a Molotov.
Spoiler:

The Church of Sirius and the endless chain link fences of madness.

29th July
The brainers take the ‘we need to be more offensive’ mantra to heart and have instructed the runts on how to put the prisoners to work. Whilst it helps to reduce the prison population and gives the prisoners a safe ‘occupation’, I don’t think this is quite what the Captain had in mind. Either way I’m happy I joined the crew as a fighter before they dreamed up this idea.
Spoiler:

Are we the baddies?

31st July
Well, that's the first month with this group of pirates. The Captain seems quite pleased with the progress made this month. Hopefully our fortune will last.
Spoiler:

Modest success! I'm well on the way to grabbing the library and maybe even Back to School. I've still got prisoners to interrogate to hopefully grab Shadowmasters. I want to get a Golden Hawk working in the airgame and retire the aircar.

((I'll post August either tomorrow or Saturday. Stay tuned because someone in the crew outright dies. Fun!))

32
XPiratez / Re: Succesion-Style Collaborative X-Piratez Let's play!
« on: June 10, 2019, 09:45:45 pm »
Sign me up Coach!

33
XPiratez / Re: A thread for little questions
« on: May 22, 2019, 08:34:43 pm »
Upon reflection, I think the flag that determines if a hideout is found or not is only looked at the end of each month. It may also be possible for the game to allocate multiple parallel crackdown missions to a single region. If that's true then enduring a single attack may not dissuade the others, but we'll need someone familiar with the nitty gritty details to chime in.

34
XPiratez / Re: A thread for little questions
« on: May 21, 2019, 03:30:09 pm »
Addendum: Shooting down an invading vessel before it lands at your hideout, having the invading vessel get blown up by hideout defences, or allowing the invading vessel into your hideout (intentionally or not) and starting a defence mission will all unflag that base as 'found' by the enemy.

The hideout will not be a target of further attacks until subsequent crackdown missions successfully flag the hideout as found.


Thankfully, the endless retaliation battleship waves of vanilla X-Com was a bug that has been fixed in OpenX-Com.

35
XPiratez / Re: A thread for little questions
« on: May 06, 2019, 11:22:41 pm »
Mercenary hovertanks are incredibly hard nuts to crack. You'll want a really big gun or EMP, either will require investment into research and manufacturing.

36
XPiratez / Re: A thread for little questions
« on: May 06, 2019, 01:14:17 pm »
Yep! Or at least reduce production so that 5 runt spots are free, then you can build over a hangar.

37
XPiratez / Re: [MOD] PG13 Version (Less NSFW) 99G4.104 (BugFix)
« on: January 07, 2019, 03:19:50 pm »
hi,

would it planned to update this Mod to be compatible with the latest version of the game?

thanks in advance

Fortunately, the mod available in the OP appears to be compatible with the current version of Piratez (J10), it just hasn't been updated with anything new.

38
XPZ Strategy/Tactics / Re: Extended Piratez general FAQ/Strategy Guide
« on: December 29, 2018, 11:47:14 pm »
Aye, Cuba, Creete and Madagascar are covered less by crackdown patrols. You'll still see crackdown assaults launched however.

39
XPiratez / Re: [MAIN] XPiratez - 0.99J7 - 25 Sep - It Can't Go Wrong
« on: October 03, 2018, 11:32:22 am »
I'll summarise the nub of the matter Vansi.

This mod takes place in a fictitious and alternate universe, where absolutely horrible events occur. Many of these tragedies can be witnessed in game by the player (or even be carried out by the player).

I can play this mod for an hour or so, then put it down. The events that occur in game do not influence my behaviour or actions in reality, because it's just a game where I can figuratively put it in a box where it doesn't contaminate my moral fibre.
Spoiler:
I've also read through the entirety of Frank Herbert's Dune series and I haven't embraced spiritual and political meddling in my life to achieve my goals. Impressive isn't it? It's as if violent video games actually don't increase the likelihood of people having a casual attitude to violence!

You can not, else you wouldn't be posting your ethical disdain on the topic.

We have a difference in values that this conversation will not seal. It's a problem for you to deal with, not me.

40
XPiratez / Re: [MAIN] XPiratez - 0.99J7 - 25 Sep - It Can't Go Wrong
« on: October 03, 2018, 04:38:22 am »
You are making grand, sweeping and alarmist assumptions about me and my mental health, based on your observation of one particular in game mission. I strongly recommend you don't do that again. Thankfully I can find it, in my giving heart, to forgive you.

The cats sometimes appear in a variety of missions (including the Sunday Town mission with the zombies) as civilians to be rescued, along with the rest of the civilian population. They provide a unique reward if rescued. Now, it appears you somehow come to the conclusion that the cats only exist to be killed in horrible fashion and that they were implemented because I enjoy watching life suffer a cruel death. Anyone who thinks that is wrong. If this was your line of thought, then you're making a mountain out of a molehill.

Do not make your problem my problem.

41
XPiratez / Re: [MAIN] XPiratez - 0.99J7 - 25 Sep - It Can't Go Wrong
« on: October 03, 2018, 03:18:35 am »
If the death of cats at the hands of zombies crosses your ethical limits, then the truth is going to be really uncomfortable.

This mod must have crossed your moral boundaries years ago. And as for the child sacrifice and the rape of virgins... well... its not outright stated but we're pretty much halfway there, looking at the available lore of this crapsack Earth in 2601.


42
XPiratez / Re: [MAIN] XPiratez - 0.99J7 - 25 Sep - It Can't Go Wrong
« on: September 29, 2018, 08:25:50 pm »
Depends on what aircraft weapons you have available. If you can manufacture hammermites/avalanches missiles, then you can pretty much take on any shipping in the game (as long as you can field enough craft to carry enough ordinance to the fight). Light weapons usually have greater damage potential than missiles, are inexpensive to rearm, are fantastic for collapsing shields, but are often defeated by armour.

In general:
  • Nightmares are versatile craft with a wide range of weapon options, but aren't good for attacking dominators, destroyers, battleships and bombers.
  • Brave Whalers can attack virutually everything assuming you can supply the ammunition.
  • Agile Fighters chew up cruisers, can just about down a Dominator solo, but aren't killing battleships at all. Their inherent dodge value makes them suitable tanks for the faster shipping.

Until you unlock the Dragon, the only tank craft replacing the Kraken is an Agile Fighter equipped with light shield generators.

43
XPiratez / Re: Newbe questions
« on: September 23, 2018, 09:39:46 pm »
There's not much I can think of that will increase the odds of Mercenaries and Smugglers spawning, but here's what I've got:

a) Save scum on the last day at the end of the month, allowing you to reroll what missions the enemy factions launch. I don't recommend this.
b) Take junk missions out of the available pool, such as researching to stop tracking civilian shipping. I'm betting you've already done that.
c) Provoke mercenaries into launching crackdown missions in the following month by shooting down their shipping. I think the mercenaries are guaranteed to launch a crackdown if you shootdown a craft that has 'mercenary contract' as a mission. This doesn't apply to smugglers.
d) If RNG blesses (curses?) you with a mercenary base building mission, let it complete and farm the resulting base and supply ships. Again, doesn't apply to smugglers.


Zappers are a luxury stun gun. Lightweight, depends on the easily trained accuracy stat, can be taken into 0g and infiltration, uses electrical type damage, doesn't require a gal to burn energy to run up to and melee a fool...

It has weaknesses too, of course. Personally I just ninja stick / stun baton / power mace everything because I'm too lazy to diversify my stun weapons.

44
XPiratez / Re: Bugs & Crash Reports
« on: September 12, 2018, 04:51:54 pm »
I've also observed that melee attacks against rats never seem to connect unless it is a reaction melee attack. Those do reliably connect.

45
XPiratez / Re: Newbe questions
« on: September 06, 2018, 02:22:19 pm »
Aye, if your airforce is rocking four dedicated interceptors, you're probably set to take on most things. That's something to aim for by year 1 month 6. Adjust the size and mix of your airforce to suit your taste and priorities.

Aggressive expansion is purely optional, myself and others like it however as it does return the most dividends, which results with more assets to play with. The composition of enemy missions will change and slowly ramp up over time. A few of the easiest missions will be removed from rotation entirely, others will be simply occur less often. You'll still be able to storm ratmen villages with your old faithful muskets, ten game years (and beyond) in the future if you so wish. You'll just have to tangle with the odd mercenary armed with gauss weapons now and then.

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