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Messages - Dakkdakk

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121
XPiratez / Re: [MAIN] XPiratez - J11 - 27 Jan - Slaves, or Soldiers?
« on: February 11, 2019, 01:20:02 pm »
Some topics only become researcheable once you have unlocked some previous tech and/or facilities. Maybe you need a library up before you can research book? I haven't tried that yet. Or maybe its just not fully implemented yet.
OTH. Does terror and possession of the bugeye really does something? I have a bugeye right now with 25 skill and 72 vodoo power, and I can not see his/her terror or possession attack doing nothing. I have tried with megapool, bandits, sky ninjas, and some others. Even I used debug, tried with four bugeye, skill between 10 and 25, Vpower between 65 and 72, all four terrorizing the same unit, not more than 12-15 cells of distance, and that enemy does not go down to less than 90 morale. (Tried several times).

Maybe I´m bad on my head. Maybe the inbuilt attack should not be really powerful... I have not reviewed the rule-set.

Any light on the issue will be welcome.

Thats really odd. As my bugeyes are currently low in skill, I can't test this out properly just yet, but I already had succesful panic attacks and possessions with my bugeyes against possessed seargents and other dark ones, even with voodoo skill as low as 7 (even if the bugeye in question only had 53 voodoo power), and through distances of around 15 tiles.
At the same time, however, during a recent terror mission, my bugeyes were unable to do anything against ratmen.
I'll keep testing and report back my results.

122
XPiratez / Re: [MAIN] XPiratez - J11 - 27 Jan - Slaves, or Soldiers?
« on: February 07, 2019, 01:38:00 pm »
Edit: @Dakkdakk: if you even care, please share your exprtience/game footage with slave soldiers here :)
My experience with slave soldiers can so far be summed like this:
slave soldier #11 is hit by a random shot from a civilian carrying a six shooter;
slave soldier #11 falls unconcious;
Gal #2 uses bandages/first aid kit on him just for the bravery increase;
back in the hideout, slave soldier #11 is eventualy discharged (read: kicked out of the hideout) due to his long recovery time and very low stats, and substituted by slave soldier #13, who somehow has worse starting stats

Seriously though, slave soldiers should be treated as little better than attack dogs until you get them some decent armors and weapons, and even then you should never get attached, unless they happen to be really experienced and/or have close to cap voodoo strenght. Using them as literal meat shields for gals is totally fine.

123
XPZ Strategy/Tactics / Re: Extended Piratez general FAQ/Strategy Guide
« on: February 06, 2019, 10:03:08 pm »
Hungary is a great choice, and Rome, while close to some water, also seems to get loads of traffic during the whole game. "Seems to" is the key word here. Otherwise I always pick the middle of the US or Africa. I only avoid south america because I hate jungle terrain.

124
XPiratez / Re: [MAIN] XPiratez - J11 - 27 Jan - Slaves, or Soldiers?
« on: February 06, 2019, 09:59:36 pm »
I guess that change was made to mostly help people who choose to use hordes of slave soldiers from the start, since buying weapons for +12 slave soldiers can impact your cashmonies in a somewhat significant way, but not by much, and slave soldiers can't just lug around flak cannons and lmachineguns like its not big deal.
Not sure if this affected tommy guns, which is my favorite really early game weapon alongside shotguns, since they still cost a fair bit for a basic submachinegun, though it does make sense for tommy guns to be rather expensive, considering they were/are infamously expensive IRL.

Now that I'm using slave soldiers, I'm using the "normal" guns in much greater numbers, though the only ones I really care about are the ones that get different ammo types, like the ones that get eletro-pulse and plasteel munitions.

125
XPiratez / Re: [MAIN] XPiratez - J11 - 27 Jan - Slaves, or Soldiers?
« on: February 06, 2019, 05:27:38 pm »
Its also easier to get your hands on gauss cannons than handheld gauss weapons, due to what kind of stuff carries gauss weapons, so getting the option to disassemble them would help you get those components more easily.

126
XPiratez / Re: [MAIN] XPiratez - J11 - 27 Jan - Slaves, or Soldiers?
« on: February 06, 2019, 12:32:19 pm »
I do, sometimes its the easiest way to get some components that I need for other things. For example, the easiest way, IMO, of getting optronic parts is disassembling slave AIs. I think its mostly done to get stuff like optronic parts, energy weapon parts, those coil things, etc;

127
XPiratez / Re: [MAIN] XPiratez - J11 - 27 Jan - Slaves, or Soldiers?
« on: February 05, 2019, 05:40:04 pm »
Downing ships does help but its still a small thing in comparison to what some missions can give you. Take for example the goblin zaxx d level bounty mission in which you have to blow up a red barn. Due to the sheer amount of (useless?) stuff you get from that mission, you can get +800 score from that mission alone, which is one of the easiest missions in the entire game, with the only easier one being the aircar race one, as long as you have a fast vessel that the mission allows.

And yes, while the missions are pretty much random, you can get loads of score just from missions and research alone without shooting down any ships. Hell, I only very rarely shoot down any ships, and my score is always above 2k, sometimes way more depending on what missions I get.
Really though, the amount of money you make through infamy is a secondary source of income at best once you get your alcohol production going, and probably even before that. You won't need those ship engines for a long time, and you can't do anything other than sell money chips for an even longer time, so already you're getting loads of cash with the loot you get on missions.

In short, can you get loads of free score and substantially increase your income by downing smaller ships with the charger laser? Certainly. Does it beat a factory base pumping out alcohol and other goodies nonstop? Nah. Money stops being part of the challenge at that point anyway, with the actual challenge being not getting murdered by mercs, star gods, etc.

128
XPZ Strategy/Tactics / Re: Extended Piratez general FAQ/Strategy Guide
« on: February 04, 2019, 09:40:05 pm »
Weird, maybe I'm recalling an older version or am just confused. Thats even better, then.

129
XPZ Strategy/Tactics / Re: Extended Piratez general FAQ/Strategy Guide
« on: February 04, 2019, 07:18:58 pm »
Definitely, since it becomes completely useless once you build a better one, AFAIK, like in vanilla. The new one also acts as a minor defense battery during crackdown approaches, though it doesn't do all that much.

The one that doesn't act as a radar is the hyperwave decoder, IIRC, so don't desconstruct your long range radar once you get it.

130
XPiratez / Re: [MAIN] XPiratez - J11 - 27 Jan - Slaves, or Soldiers?
« on: February 04, 2019, 05:55:06 pm »
Continuing the human armor late game gap: the doom2 -> testudo gap is kinda annoying mostly because by then you're constantly facing human enemies using some variation of carapace armor, and it feels odd lore and gameplay wise that you can't at least craft similar armor, or even just strip down hostages that wear them to get a damaged version which you can then repair, though that would take creating two armor variants for every armor, which is annoying, so just being able to craft them from the same materials you get from dead/interrogated enemies would be fine.

131
XPiratez / Re: [MAIN] XPiratez - J11 - 27 Jan - Slaves, or Soldiers?
« on: February 04, 2019, 04:55:04 pm »
You can easily rack up 2mil if you're successful on every mission and sell the valuable stuff you get, like engines, money purses and bags + the infamy bonuses you get every month. Infamy bonuses are what you're looking for, since they'll always be far larger than whatever increase in income you get. Its not terribly hard to get +1mil bonuses, just make sure to rack up your score on the easy missions that give lots of score, like death and taxes.
Most D level bounty hunter missions also give lots of score for very little effort.

Making new armors is by no ways easy, so it'll take time. Nothing is for free, and working on Jack Sparrow being more entertaining means no work on more important things.

Also, HF's with such a tiny income? Interesting, $2M income is achievable by month 2-3 easily...
Big score for downing big ships is there so you can ignore ground missions you don't like; a reward for upping your air game and reduction of workload in mid-late game.
For now, I gave a decent buff to Gauss and a minor nerf to Lascannon.

I understand Dioxine, don't worry about it. I can't donate just yet, but I'll make sure to do it once I got myself some extra cashmonies so I don't end up donating pennies. I actualy had a decent amount on my paypal recently but I cashed it before I got approved on the forums.

Game is fine as it is, IMHO, I just mentioned the human armor gaps since its the first time I actualy started using slave soldiers seriously. The early peltast -> piroman/tac vest gap is by no means unbearable large, just larger than the gap between gal clothing -> warrior armor. The only signficant gap, IMO, is the doom2 armor -> testudo.

132
XPZ Strategy/Tactics / Re: Extended Piratez general FAQ/Strategy Guide
« on: February 04, 2019, 02:42:20 pm »
Expanding radar coverage is the second most important thing you should aim for (the first being getting more brainers). More radar coverage = more ships and landings to attack = more loot/stuff to research = more score = more cashmonies. If most of your early game money isn't going into getting more brainers and expanding your base/radar coverage, you'll probably have a lot of trouble later. After that, you can pass most of the midgame with 2 large radars and 10/12 brainers without much trouble. Get yourself a nice production base going, too, I made the mistake of using only 40 runts in my main base as my main line of production and several midgame stuff would take +10 days to make. Sell those ship engines, money purses and money bags!

133
XPiratez / Re: [MAIN] XPiratez - J11 - 27 Jan - Slaves, or Soldiers?
« on: February 04, 2019, 02:29:58 pm »
Did I simply miss it: the gap between Human power armor (140 front armor) and, say, Doom 2 armor (48 front armor) is not yet replenished with some sort of mediocre and high-end carapace armor?
Was always looking on the govt and humanists super-troopers and wonder why won't I just strip them down to pants  :D

Gotta agree, there is a pretty huge gap between the best human armors, while gal armors are pretty numerous and with well streamlined progression. Even in the early game there is a sizeable gap between human clothing (which isn't even armor) and piroman, then it progresses up to doom 2, and then there's a huge gap to testudo, though I guess you could use the loader suit, but the loader suit sucks :v

134
XPZ Strategy/Tactics / Re: Extended Piratez general FAQ/Strategy Guide
« on: February 03, 2019, 06:10:45 pm »
You can recruit slave soldiers from your regular slaves after you research the slave soldier topic, yes.
And yes, picking slave soldiers locks you out of some tech, and makes it harder to get access to some tech (namely chateau de la mort and some others). I'm currently doing a run with slave soldiers and honestly, its not easy, at least until you get them some basic armor and access to better weapons, but you can't really can't really take advantage of their numbers until you get yourself a skyranger at the very least. I feel the game still needs some adjustments to make slave soldiers a worthy option.

135
XPiratez / Re: [MAIN] XPiratez - J11 - 27 Jan - Slaves, or Soldiers?
« on: February 03, 2019, 06:05:43 pm »
To be honest I always interpreted it as the local govt not actualy expecting much from your group other than harassing and keeping the major factions worried, and even when you join the mutant alliance you're only actualy expected to respond to pogroms. Jack only pretty much expects you to buy stuff from him and protect the lok'narrs for whatever reason. At the end of the day, you're leading much more than a gang of criminals, so you're not expected to perform like a global defense elite team like X-COM was.

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