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Messages - sinisteragent

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31
Lets do the math here these things cost 1.5 million and resell for 1 million so its a net loss of 500K, when im ready to use the real estate they are taking up I WILL sell them (functionally you only need ONE to fulfill the manufacture requirement).

They income for 150K every month so they pay for themselves after 4 months. After that each one is taking an Empty Space of base real estate and making 150 grand for it.


This seems kinda relevant: http://www.giantitp.com/comics/oots0135.html

32
Is there already an innate boost to succeeding in a generated early mission? If not, a small guaranteed bonus to bringing down watchtowers/churches/warehouses/etc could help, much like how in vanilla you get an automatic "command centre destroyed" bonus for killing everyone in an alien base.

33
XPiratez / Re: Defeating camo?
« on: April 10, 2017, 03:49:07 pm »
I have no suggestions (discounting covering the whole area with fire or gas), but glad to hear from someone playing it blind, as all great games should be played.

34
XPiratez / Re: A thread for little questions
« on: April 07, 2017, 12:11:59 am »
Also important to not that (with a few possible exceptions?) being set on fire has a drastic effect on morale, making it extremely useful for some strategies. It doesn't tend to do huge immediate damage, but between the damage over several turns, plus the likelihood of causing panic, plus having an enemy illuminating their own surroundings, plus the likelihood that a unit on fire will also be in smoke (so receiving stun damage too), fire damage can be much more powerful than low numbers suggest.

35
I quite like the flintlocks. A one handed ranged weapon that can also do melee for captures? Yes please. Sure it's very inaccurate, but that's why I use it like a real flintlock pistol - fire to empty at close range and then either bug out for the next person to finish the job, or charge in to club them. And while less accurate than the rifle, it leaves your hand free for a molotov or vodka for the sap you just captured. Or another flintlock! It's just about the only weapon that really benefits from dual wielding, and doesn't feel cheap and silly for it like dual wielding usually does in games - blasting away at extreme close range, then grabbing another gun, was pretty much how those weapons were used historically, after all.

36
XPiratez / Re: [MAIN] XPiratez - 0.99F.4 - 18 Mar - Furious Fixes
« on: March 22, 2017, 01:44:41 am »
when exactly are blaster launchers, and cyberdisks encountered?

still in my first year but nearing the end of it, only real bad stuff ive run into are osirons/mutons carrying flechette guns

It depends which factions happen to be active in your game. They come and go (some more than others) and there's no guarantee you'll face them, or specific ships/enemies/equipment, at any particular time or region.  If you restart the game you might find that you don't even see the guys you're currently fighting.

37
XPiratez / Re: Help me git gud, question thread
« on: March 17, 2017, 02:03:42 am »
The way some of you folks play this game is utterly baffling to me.

38
XPiratez / Re: [MAIN] XPiratez - 0.99F.3 - 07.03 - 3 Years of Pirating
« on: March 17, 2017, 12:04:26 am »
The harpoon gun is really inaccurate for a rifle,  even at close range it's a bit of a gamble. Probably necessary to prevent it becoming your default weapon for mass stun raids. I'd probably use it more if it could fit a bayonet, just to make ship clearances a bit less hazardous, but that might mess it up.

39
XPiratez / Re: Help me git gud, question thread
« on: March 16, 2017, 12:48:55 am »
I have naval guns and I don't think I've even seen a mercenary ship yet. Only just seen reticulans. I might have got lucky with interrogations or data disks, mind.

40
XPiratez / Re: A thread for little questions
« on: March 14, 2017, 04:17:01 am »
Does anyone ever use the shiv, bamboo spear, stone axe or bone club? 

Also curious about the pipe, although I occasionally find myself tooling someone up with a pipe for backup. The other four though, I've basically never used.

41
XPiratez / Re: [MAIN] XPiratez - 0.99F.3 - 07.03 - 3 Years of Pirating
« on: March 14, 2017, 01:14:41 am »
I tend to hit them with the biggest guns and as much fire and explosions and chemical attacks as I have available. Until you cn reliably field really big guns, that's often a case of hit and run and whittling down their armour while waiting for that lucky shot that really nails them.

 Rushing them with a handful of stabbers is theoretically a good option, but I often find myself fighting them on extremely open maps like deserts or grassy hills, so it's usually a rough defensive shootout while I try to move some flankers.

I like them, I must admit. On paper the mechtoids could can sound a bit cheap, but in practice they often make for a good fight that could go either way thanks to their low numbers and slightly poor mobility. They complement the fairly flimsy but skilled sectoids well, both tactically and thematically.

42
XPiratez / Re: [MAIN] XPiratez - 0.99F.3 - 07.03 - 3 Years of Pirating
« on: March 13, 2017, 04:54:44 am »
You did well to get a corpse. Those little bastards ought to be ruling the planet, the amount of punishment they can shrug off.

43
XPiratez / Re: How to get points?
« on: March 10, 2017, 02:00:27 am »
There are so many options. Listen to your heart! And give everything a try, and a second chance later if you didn't like it the first time. I'm currently finding that one or two gals do surprisingly well with the bastard sword, something I previously discounted because on paper it was crap against armour.

I always keep at least one spiked mace on a ship, they often come in handy.

44
XPiratez / Re: Why negative Score for killing church fanatics?
« on: March 08, 2017, 08:00:40 am »
Aye, I actually try to keep the collateral damage down on most fights (it does vary with the situation), partly to keep from damaging the loot. But some enemies just make explosives too appealing, and I very rarely regret starting a fire. The morale damage plus the illumination plus the ongoing damage over the next few turns if they catch alight can turn the tides of many skirmishes.

45
XPiratez / Re: How to get points?
« on: March 07, 2017, 09:54:03 pm »
How do I send multiple interceptors after a craft? I don't have enough craft yet to even do it but I might need to later

Just repeat the process. Click on 'intercept', or on the hostile ship, or directly on your base, and select a friendly ship to intercept. Then do it again and select the second ship.

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