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XPiratez / Re: Bugs & Crash Reports
« on: October 24, 2017, 10:49:02 pm »
Devastator has 12 crew, but only first 10 are actually spawned in battlescape.
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I am unable to capture a live Strix Zombie.
-Mind and Charm dmg have no effect
-Daze and Chocking dmg apply stun, but you still end up with a corpse
-Electric aplies stun dmg, but leads to explosive death
-Voodoo capture at least has very low odds, with their 114 Vodoo strength
Any tips?
You can get Gatling lascannons from military craft larger than cruisers, or from some smuggler ships too.
A really lovely improvement~
Can anyone confirm the value of Lokk'Nar recruits?
Do they work as agile infiltration units and assassin backstapper?
With dedicated research, you’ll be able to manufacture far batter guns before you accumulate enough zaxx tokens.
Just a quick question: What research is required to purchase Assault Rifles? I've researched the rifle, obviously, but I don't know what contact I need to be able to purchase them and their ammunition.
Thanks, I might get hover armor in the meantime then
Is there a way to force my people to panic? My new pilot has been stuck at 80 bravery for months and I want to level her up. I don't want her running around naked for missions tho she's too valuable to lose, could it be there is an item or armour that can force a panic in her?
1) Just how long do I have before I lose the game? I know crackdown missions start to happen even when you are deliberately avoiding aggro, when do they start? How long before sway government starts the countdown to doom?
It's a shame that losing governments or getting negative scores still causes a hard-fail state and that crackdowns can occur independent of my activity, it would be nice if I could support myself on piracy and illegal manufacturing and play smart to avoid the heat, rather than having a "governments all hate you now so game over" moment after a few years or if I'm keeping too much of a low profile. Still I'd like to know how much time I've got, I don't want to rush the game too much and would like to skip missions that are easy since I'm producing enough x-grog to cover my expenses now, but I don't want to skip a lot of missions and then lose the game while I'm building the conqueror because the governments pull funding and then the text box of doom informs me that my bases have been erased and I have to start all over again and grind through more missions next time. I could get my medical supply industry, training base and research base going faster if I keep doing these 100-200K missions but I'd really rather skip them for the high value ones like the passenger ferries and churches, and the high infamy/point bonus missions like scientific experiments, lok-nar and ratmen which I can usually speed through with shotguns, grenade launchers and mortar shelling (the latter is highly amusing, the map ends up resembling This War of Mine although it's a waste of resources)
2) I'm thinking of preparing for some underwater and zero G missions. There might be more tech there and I can get more points and a faster rise in monthly income plus the infamy bonuses. What transport ship and equipment are very good for those missions? I still don't have a full training base, only 2 dojos in my main base so my troops aren't exactly expendable yet, I will need a large income and a dedicated training base before I can have such a large number of troops and fast replacement rate that I can send them in wearing bikinis and wielding harpoon guns, so I'd like something that will improve their survivability, let me kill the enemies effectively and relatively safely, and perhaps take the odd captive. I was thinking of trying to get a transport craft that can carry a lot of personnel and then using some kind of vehicles as my primary units since although they are expensive they don't require long training times and don't drive up the wages of my hands. Is there some kind of submarine or spaceship unit I should get for this, or are underwater and zero G missions quite easy?
3) Do I have to unlock all of the Prize research? Mutant Alliance favors was gated behind mutant martial arts which isn't intuitive, and since I already had dojos I would've never touched that until after I had all my manufacturing bases ready and ran out of things to research unless I had noticed mutant alliance favors in the tech tree and asked how to unlock it. Is there any other key tech that's really hard to find unless someone points you towards it? I really wouldn't mind if it took me years of playing to find it, but since the campaign is on a time limit, if I miss out on crucial tech til a few years in when the governments start to leave me and my campaign is about to be ended then I'll lose all of my progress and have to start all over again (this is why I hate the time limit, I would love to figure all this stuff out by myself without asking, it would've been exciting to find all the tech gated behind mutant alliance favors without expecting it, but I cant just jump into underwater and zero G missions and lose lots of people or research things randomly because it could set me back and sink my entire campaign when the time limit catches me)
Well when I got my medical supply manufacturing going last game money was a thing of the past. I didn't bother to defend my factories I just replaced them when they got taken down which only happened once. That allowed me to have a rather large army of about 100 "hands" which were all trained in my arctic training base and moved from there to my main base. I had around 60 soldiers in my main base and another 60 in the training base at all times. I was also buying 100M costing VIPs for my research, I kept buying marsec bodyguards just to enslave them for power armor parts and I had over 1B in my 4th year. I got bored and quit during getting power cells for my conqueror and decided I would someday do it again but on the max difficulty which is what I am doing now, might as well do it properly XD
Anyway I worked out how to get favors, donated 1.5M to jack and got my bounty C pass. The air car races stopped appearing, I only attempted 1 after I started doing bounties and then realised it was a normal fight so I had my unarmed aircar pilot leave immediately and never saw another after that
I'll try to get higher level bounty passes asap since I have a feeling the bounty missions disappear as time goes by unless I keep progressing with them
I tried bows again and continued to find them underwhelming. In one mission a max throwing gal with combat bow and aqua arrows failed to 1hko a single ratman brigand despite shooting at more than 10 of them. Going by the stats you posted it should have been killing as effectively as a LC. A maxed throwing archer gal compares favorably with an average shooter carrying a crap gun like an rcf carbine or something, but not a maxed firing gal with a good early weapon like a boarding gun, uac rifle or tommy. A maxed throwing gal with javs, bagpipes or stick grenades however is a credit to the team. Javelins take a long time to build, but I'm only using one or two sets per mission and it seems 3/4 of them kill in one hit.
Middle click on researches to see the tech tree.
I tried the big army of dojo gals thing and it wasn't all that effective.
Healing up wounded gals isn't a big problem unless you're somebody who feels they need to do every mission and UFO. As long as you have enough for the brainers to research, enough money and supplies then ask if it's really worth the risk. What benefit are you getting from attacking shrine ships right now when you're so far behind in tech?