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XPiratez / Re: [MAIN] XPiratez - 0.99F.4 - 18 Mar - Furious Fixes
« on: March 31, 2017, 01:01:03 am »
Well, R-rifles tend to be a one-shot kill most of the time even vs power armor. Most my Gals keep one in backpack...
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And again - how to obtain "plasma subrifle"?I got a couple of those when some Spartans rather foolishly decided to raid my base...
Who is using this gun? I`ve destroyed 4 bases and nothing...
Maybe it should be buyable? Or replace it with reticulan plasma gun???
And for that matter WTF am I getting Negative Score for CAPTURING somebody.Simply put, score represents how much you are liked by the factions who support you (governments/mutant alliance). If you capture someone important, you will get good ransom money for them in any case, but if that someone important is supposedly an ally, its a black mark against you.
If anything that should be an absolute value function, capture =/= kill, and if its a bad idea to capture them then their Ransom (sale) value should be negligible too (500, like the experiment victim).
They shrug off mortar fire and any other similiarly ranged explosives. No long-ranged ballistic weapons seem to put a dent in them at allLooking at stats they are immune to concussive, and have 60 armor all around. And 80 psi strength. I suppose dousing in acid should work well...
300+ presently occupied making medical supplies??? You have neither a still(enable alcohol production) or a refinery(chemical production) in your production bases much are pretty useful for making cash when you dont need them building other projects. About 2/3 of your expenses are runts which are not even efficiently supporting themselves.Actually, I wrote a utility that parsed the rule file and did a full cost-analisys on manufactures. Medical supplies are one of the top guaranteed money-makers in earlier game, even if you have to buy chems. One batch is 5k for chems plus 2k to make a batch of 10 supplies selling for 3k each, that's 23k profit/batch. At 360 hours/patch, 50 runts will make 100 batches in a 30-day month, which is 2.3M profit. Subtract 250k runt salaries and about 100k facilities maintenance, and you are still pushing 2M raw profit. So that 300-runt setup is about 12M/month after runt salaries. If you can give me an alcohol recipe that will top that, I am listening. The best one I know is wine: 800 cost, plus apple that is worth 100, sells for 25k - so 24.1k profit per unit. But at 440 hours, same 50 runts will make ~82 units in 30-day month, netting 1.72M after runt salaries. And apples are not a guaranteed resource. I do agree about refineries though. Soon as you can build them, so you can make your own chems - to funnel into manufactures like meds. And of course, once you get to some better techs, you funnel the meds into things like dart pistol stun clips. Which get you about 6M per same 50 runts per month.
Research wise 1 brainer to a project while preventing overflow is horrifically slow for most projects. You seem to have just by sheer chance not focused on much related to general progression and gotten bogged down with the umpteen side items instead.Diversifying was my recommendation, cause Piratez has tons of real cheap projects. Don't recall exact percentages, but like half are 10 days or less. And the tree is so broad that you often just can't speahead it to a specific tech - you need like 6 other things that could be done parallel. Still, putting 1 brainer on a higher-concept project is ill-advised. Even without peeking into rulesets, you can get a feel for what would be a 10-day and what would be a 50-day tech.
Your combat loadout is one dimensional and is both expensive and weak in terms of vision(no camo and poor NV). You have what is effectively only heavy infantry with no scouts and no support. Like trying to play Starcraft II with only zealots. Diversify and specialize the gals.I think you can only really start doing it once you hit bigger capacity crafts and better specialized techs. If you can only bring 6-8 gals, you probably want 8 heavy hitters. Once you are up to 12 or so, diversifying is a lot more viable.
Also you are basically not utilizing training buildings. Having a base mostly dedicated to training to manufacture quality reserve gals is pretty crucial. I usually combine it with a triple hanger setup to give the reserve more to do then train, they can fly the fighters.Yeah, training buildings are quite important. I really wished something like them were in vanilla.