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Messages - Scorrpio

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XPiratez / Re: Codex Popularity Poll
« on: January 28, 2019, 11:50:27 pm »
No need to get worked up.  But seriously, try reading those entries from a first time player perspective.  They very specifically go over the immediate bonuses, and yes, they do sound EXACTLY like just 'some early game fuckery.'    A simple phrase like 'this choice will define us for years to come' would be great.   Or maybe something like 'This is a major commitment, cap'n, not just some early fuckery!' would be more in the spirit?

XPiratez / Re: Codex Popularity Poll
« on: January 23, 2019, 11:57:49 pm »
I guess my primary issue with Codex system is lack of information.  Bootypedia makes it sound like it only affects the choice of early game ship and early boost goodies.  Not a pip that it will also restrict your voodoo direction and choice of endgame gear.   I am not saying lay it all out in detail, but at least add something to the tune of 'you feel this choice will reach way into the future'.  Another option would be to have ability to change your path.   I.e.  building any codex yields a single 'strange talisman'.   Later when voodoo is unlocked, you cave a chance to craft that talisman in one of four colors and your voodoo direction goes from that.   Potentially there might be some sort of minor bonus for 'staying the path'.   I.e. some item/tech that requires same color codex and talisman.

XPiratez / Re: A thread for little questions
« on: May 02, 2017, 01:06:10 am »
Sounds like somebody hasn't tried the Prospector as a dropship.
Somebody is still waiting to get a bloody implosion bomb launcher part to drop...

XPiratez / Re: A thread for little questions
« on: May 01, 2017, 11:41:40 pm »
Lower tier minting is definitely very blah.   The true heavy hitter is making obsidian chips from ore and them making gold chips from those.  Probably absolute best return in late game, beating even tanks by a large margin.  Too bad ore is not readily available.  Be sure to stash any ore you happen across.

XPiratez / Re: Looking for some base management advice
« on: April 26, 2017, 06:08:22 am »
In piratez I was forced to upgrade my storage facility bases with a few extractors and about 30-50 runts each. And all they do is mine Hellerium. Because late game you're going to need at least 25,000 Hellerium racked up and probably more in order to have constructed the 500+ Hellerium Fuel Cells
That is an insanely inefficient use of runts.
A single runt assigned to hellerium takes 750 hours and $100 to produce an item that can be bought outright for 20k.
Or, for comparison, make that 1500 hours and $200 to make 2 Hellerium  ($40k to buy)
Same runt assigned to make plastasteel:
Single batch is 1500 hours, 50k cost, 25k for chems, 6.25k for scrap.   Sell value at 4.5k * 50 = 225k, or almost 144k  profit.

XPiratez / Re: A thread for little questions
« on: April 26, 2017, 05:35:04 am »
The tesla coil doesn't require space electronics, though if you need them, they can be made from disassembling i-guns.
Better to disassemble slave AI.
It is same money-wise if you sell the plasma chambers from i-Guns, but time-wise, Slave AI is 5x more efficient.

XPiratez / Re: Looking for some base management advice
« on: April 25, 2017, 09:20:51 pm »
Many cultural things (i.e. persuasion) need Mess Hall.  A fair number need Library.  Some hacking research (disks) needs either cpu core or your original lab.  Only one (Blood of Life) needs either surgery or original lab.   And a few techs specifically need cpu core.

XPiratez / Re: Looking for some base management advice
« on: April 25, 2017, 07:13:15 am »
With manufacture, the more the better.  Every runt should be a money maker.   One base should have Factory and enough living space for 350 runts.  That base alone can churn out almost 40mil/month, even if you just buy the plastasteel.   The downer about factory is it has no printer and printer is critical for most advanced ammo and such.  So for my other bases, I prefer to have printer, extractor, refinery and several workshops.  Not as large a runt capacity but far more versatile.  My present game I got around 600 runts plugging away.   

Military-wise, eventually you may want to have a dedicated base with spa, surgery, mess hall, med bay and 3 or so voodoo schools as main assault team base, and leave original base as pure research/manufacture with only a defense crew.   I like to field 3 assault teams, and when a gal gets to max stats, rotate them out to other locations. Those with 120 firing and high reactions get fighter pilot duty.

In recap: one insane manufacture base with factory and 350 runts.  Original heavy research base with 30+ brainers.  One main assault team base with max heal boost and training.   One fighter base with 3-4 hangars.   Any spare space dedicated to manufacture with some secondary research.   

XPiratez / Re: Sharing a few toys
« on: April 14, 2017, 03:23:00 am »
Oh, you might notice that  rsrch.cpp  can also double as a sort of inventory manager.

Boom Gun Shells / STR_BOOM_AMMO (0) [owned: 115]  [ KNOWN ]

XPiratez / Re: Sharing a few toys
« on: April 14, 2017, 03:11:23 am »
And another interesting piece.   This was written more as a coding  experiment.    I do NOT use it for actual playing, as it is clearly a cheat.

Again -s option to specify save file name.   main needs save game and ruleset directories provided.

Other options: -m shows map.    You want to make your terminal window fairly wide for this.
A number after m (i.e. -m 2) shows only specific level of map

-p lists and shows  piles of stuff, inlcluding dead folks (I see dead people!) Piles over 50 items long are not listed cause that is usually the pile inside your craft.

Again, I do not use it in actual gameplay, but I wrote it and I am sharing it.  Use at your own discretion.

XPiratez / Re: Sharing a few toys
« on: April 14, 2017, 02:59:05 am »
Manufacture analyzer:   mfgr.cpp

This is not as interactive, it just analyzes  the ruleset, does not really look at save file
In the main, need to provide the path to ruleset files.

It also only looks at infinite manufactures that do not depend on dropped resources, and gives monthly profit based on 50 runt force, sorted by best profit.    I am almost afraid to post it here because... nerfs  :(
I want to expand it to show what profitable goodies you can make with stuff you have on hand.

Sample  output line:
2.84514e+06 : STR_ALIEN_ALLOYS_XXX,Plastasteel (x50),71597.2,225000

Basically says that 50 runts making Plastasteel will net you 2.84 million/month after runt salaries and requisite facility maintenance.

XPiratez / Sharing a few toys
« on: April 14, 2017, 02:46:44 am »
Per request, sharing some of the tools I wrote.   These are pretty basic stuff.   
You need some way to compile the C++ code and run the resulting executable.   And this is all command line, I don't do GUI  :)
I personally use cygwin64 terminal with GNU C++ and Netbeans IDE for editing.

In all the programs, main function has two strings: saveDir and ruleDir that should point to save and ruleset directories, respectively.   

By default, game.sav save file is used.

Research analyzer (rsrch.cpp)
Providing a target research topic:  right now, one has to type in an exact codename, such as STR_SCHOOLING_2
In the plans it to allow typing in translated name and do pattern search, but for the time being I just grep Piratez_lang   :)

Providing a research topic without options tells you what you need for it.
Options prepending the topic:
 -g  tells you what the topic is immediately needed for, as well as its list of 'give free'
 -t   lists all the research that needs the topic.

Working also with topic:
-k  lists requirements or dependents you already know.  By default they are skipped
-u  shows Bootypedia entry for the topic

Other options
-s [savename]    - use alternate save file (without .sav extension)
-c  cost analisys.    Shows cost distribution of projects not yet researched.   Providing a number, i.e. 20 will list topics with that cost.
-f   lists research that has facility requirements
-a  lists topics available to research or being researched.
-p  lists currently being researched topics
-n (works with -a) also lists topics that you could research if you had the requisite item (can be quite long)

rsrch -u -g STR_MAGICAL_GIRL -s Daily
    +1 others
   Magical Cake / STR_CAKE (5) [ ITEM MISSING ]
   Mercenary Shock Trooper / STR_MUTON_HEAVY (15) [ ITEM MISSING ]
   Mercenary Commando / STR_MUTON_NAVIGATOR (15)
   Mercenary Soldier / STR_MUTON_SOLDIER (10)
   Smuggler Captain / STR_SMUGGLER_CAPTAIN (15) [ ITEM MISSING ]
   Wand of Peace / STR_WAND_HARTO (10) [ ITEM MISSING ]
   These barely-adult girls have exactly that kind of immoral innocence about them that makes most males weak-kneed. They're also aggressively nice, playful and adaptive (see how she dresses after a few days here). What's perplexing though, they have no recollection of their identity or origin, or even the Well-wisher (whom they call the Goddess of Love, or of Cake), other than they found themselves aboard the ship with a deeply engraved mission of 'spreading love'. They also possess bits and pieces of strange knowledge and/or previous encounters.

rsrch -u STR_GRAVITY_PHYSICS -s Daily
Gravity Physics / STR_GRAVITY_PHYSICS (60)
   Implosion Bomb Launcher / STR_BOMB_LAUNCHER (0)
      Implosion Bomb Lnchr. Parts / STR_BOMB_LAUNCHER_PARTS (35) [ ITEM MISSING ]
   /Implosion Bomb Launcher
/Gravity Physics
   The Stellar Empire has mastered the use of antigravity, as can be witnessed in the easiness of use of the Grav Harness and antigrav vehicles. The body of knowledge we have secured will let us optimize our own antigravitic technologies.

Mind, this is played as far from blind as you can get.   There is no cheating involved - that is no savegame editing to give me stuff etc.  And I do tend to restart missions that go bad.   But I have put together a research analyzer that fully plumbs the tree and shows precisely what goes where.  Likewise, I ran a detailed analysis of manufactures to find the most efficient ones every step of the way.  And I did get lucky with high-ranking academy captures.

XPiratez / Re: A thread for little questions
« on: April 13, 2017, 07:44:05 pm »
Pay differs only for Swabbies and Gals. 

XPiratez / Re: Codex Choice
« on: April 13, 2017, 05:44:56 pm »
In my current campaign it was a hard choice between red and gray and I took red.   Though if I could go back I would probably choose gray instead.   

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