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Messages - Greep

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16
XPiratez / Re: A thread for little questions
« on: February 01, 2022, 09:07:25 am »
Every time a missile has hit a hangar, my craft has been destroyed in previous versions, craft armaments included.  I don't think the ruined hangar change would change this since it's hangar capacity is 0.  I actually always sell the codex hull in jack sparrow because of the missiles because of this, it's pretty annoying.

That said, facilities seem to be able to survive a lot of damage in base defense, to the point that I'm not even sure the vanilla mechanic even works in x-piratez or was removed or something.  I remember my base being blasted to hell with blaster launchers and plasma and not seeing anything destroyed.  People use barrel bombs all the time, and the main concern is usually whether or not it blows up inventory.

Edit:

Assuming oxce inherited vanilla mechanics, I found this on ufopaedia:

"
Doing too much damage to a room can also collapse it, and you will lose that room permanently. Any rooms that can only be accessed by going through the collapsed room will also be lost. Spawn-point rooms such as Living Quarters, Stores, Access Lift, and Hangars (plus the Alien Containment chamber) can't be collapsed."

Given gals seem to spawn darn near everywhere, I'm curious what facilities actually aren't safe if this is true.

Actually, maybe this is why I've never seen it happen, from ufopaedia:

"Fortunately, these tiles only exist on the upper floors of your base, and the aliens make no attempt to target them once they encounter your troops (... if they don't encounter your troops, they'll spend the first few dozen turns beelining these tiles - and if they're allowed to reach one under the CE version of the game, when they fire it'll crash). While explosions on the lower floors may damage the upper flooring, they leave the furnishings unscathed - even if the floor gives way completely, they'll still hang safely in midair. Presumably the builders had the foresight to attach them to the ceiling with wires."

17
Updated Charts for vulcans, foot patrols, landcruisers.

Edit: Updated landcruiser flawless victory, fixed an error in the faction crackdown charts (accidentally flipped the SAM and laser accuracy I think, or maybe it was changed in an update)

-Added some additional silly settings to crackdown odds.

18
XPZ Strategy/Tactics / Re: Extended Piratez general FAQ/Strategy Guide
« on: January 31, 2022, 11:10:49 am »
Honestly, I don't think many people use mechs.  If anything the main advantage is just that you can theoretically unlock them much,much faster if you stumble upon a killer robot since those jerks sometimes show up in runabouts.  If you have something that's unkillable it doesn't really matter what it's shooting xD

19
XPZ Strategy/Tactics / Re: Extended Piratez general FAQ/Strategy Guide
« on: January 30, 2022, 10:22:47 pm »
It's just a display filter, you can choose one in video settings.
BTW. Is there a way to check how research that "affects game progression" actually impact the game? I know that researching a specific mission type makes this kind of mission spawn but what about other tech? Like "communication" for example.

I don't think there's a way in game but there is a way if you must know:

-Look up the the tech in x-piratez wtf online bootypedia
-copy/paste the str_XXX portion of the url

cntrl-f it in faction.rul and event.rul and see what comes up

20
XPiratez / Re: [MAIN] XPiratez - M4 6-Jan-2022 Peasant Revolution
« on: January 30, 2022, 10:06:58 pm »
I started a new game on Blackbeard. First month perfect, over 2000 points. In February something was sucking my points. I suspect early bandit ships. Those slow with short radars. March was very nice, a bit too peaceful, typical silence before the storm. April as in every time I attempt to play on Blackbeard after sky ninjas patch, it's a fortress month. Somehow I managed to close with 300 points on positive side thanks to research finishing on last day. May was horrible. UFO after UFO. 6 different small ships landed in my radar range. My raiding party detected a cluster of mediums with 2 large ones over Europe. All with radars. With much pain I closed May with 800 points. I did not even had a chance to build little bird, nor do I have a use for it anymore. Before I could even make a third hangar I already had access to Aircar and landed small UFO's gave me 25mm guns and a lot of ammo for them.

So I have a question.
Can I somehow delay this situation? What can I do to prolong early game to make the little bird and other slow interceptors useful?
Can Ninja fortress be delayed? Is this my bad luck or is it fixed to spawn in April on Blackbeard difficulty?


-Ninja airfields are fixed spawns.  The outposts that they spawn are not though.  Do you mean delayed as in fight them later or delayed as in change the .ruls?  You don't need to fight them immediately at all.  I attempted my first jack sparrow outpost raid in august and had to retreat after killing 50+ ninjas using chainmail, legion, and an armored car.  Kinda sucks just barely losing xD

If you want to remove the bases to give yourself more time or something, just go to the faction.rul, find "ninjabase1script" (and other ninjabase scripts) under "ninjastuff" and change the firstmonth variable.  January is month 0.  Captain kidd is difficulty 0.

-Biggest way by a longshot I've found to combat low infamy and general money woes is getting bounty hunt C ASAP.  I was able to get the glamour for it recently by end of april by doing a few missions with a v8, wearing any bikinis and party dresses I found, and playing fast.  Nothing says infamy like a successfully raided humanist villa.  Ended up maintaining 7-9k/month from May onwards.  Sell mutanist files liberally and gamble like there's no tomorrow.

-Most early interceptors are unfortunately quite useless.  Even if they catch a HK they'll run away before the chainguns kills them.  I do not build the little bird, buckaroos, or incinerator at all, e.g.  I have found the harvester useful for downing zepellins, armored patrols, and military convoys, but only when fully decked out.  But yeah, it's mostly either going to be cars/pirhannas/jetbikes/shadowcraft.

21
XPiratez / Your crazy piratez moments
« on: January 28, 2022, 02:22:18 pm »
Figured we could immortalize our most infamous piratez moments here.  Or just the downright silly ones.

So I do my first pogrom of the campaign.  After waiting a turn upon discovering it's just bandits, the first thing I see is... THIS in spitting range of my craft.  May as well have been a sign reading free car parts haha.

22
XPiratez / Re: [MAIN] XPiratez - M4 6-Jan-2022 Peasant Revolution
« on: January 27, 2022, 07:12:16 pm »
The UAC rocket launcher is shit though. It's only good against lightly armored 2x2s, which are a handful of. Plenty good for blowing up your loot though.

Also, 1 human defender armor is not gonna break your game. Trust me, there are many things around that will quite handily fuck your defender up, especially if you grow complacent.

Eh, even still the rockets are quite the power jump against those specifically, and it's mostly the accuracy and range that makes it really nice.  A panzerfaust or high explosive will handily wreck an armored car near you, but I want it dead the moment I see it.  Since you never know when it's going to use up all of it's TUs and blast the insides of your craft from halfway across the map.

If you're soaking reaction fire, you really only need a single piece of strong armor, too, and with the assault clones or a hero, you can put it on on quite a wrecking ball to boot.

Anyways, it's not a huge concern, but these things can make most of the hard missions of the first half of the year super easy.  I guess it also kind of depends on how early you get your first Jack C bounty, since half a dozen zorts/trits may not give you anything useful.

@sanya, hah, yeah I've actually found the reject path nice just so I can start with 5 brainers and get 13 by early march.

23
XPiratez / Re: [MAIN] XPiratez - M4 6-Jan-2022 Peasant Revolution
« on: January 27, 2022, 07:25:52 am »
Some thoughts on the new gambling system:  I'm not sure it's a good idea allowing zorts and trits to be reclaimable so early.  That or maybe a slight tweaking of some of the more extreme outcomes.

Things like the oddball doom ss, crusader ss, and high explosives are nice.  But it's june and I've got a UAC rocket launcher with 10 rockets and human defender armor (the rocket launcher I got in march lol).  I think I'm not even going to use the armor for a bit, it's just too ridiculous for this stage of the game.  At least with the rockets, they run out, though.

Also because of the random SS armors I've been getting from gambling I've mostly been switching to SS even in the peasant route.  It would be cool if peasant specific armors were found in gambling, even if they're kinda weak like fusilier, aqua suits, or gladiatrix

24
XPiratez / Re: A thread for little questions
« on: January 25, 2022, 05:59:35 pm »
Nope.

In all seriousness, here's some things that can help:

-2x2 units are immune, so feel free to use whatever explosives you want on these
-High voodoo power helps
-Bravery helps, although high bravery mostly won't hard counter anything more powerful than an academy esper
-Some armors have really high vdef (voodoo defense) e.g. annihiliator, purgatoria, sorceress, syn armor, etc   You'll have to check this on the pedia yourself, but generally a vdef of 140 is pretty darned good.
-Last resort, psi decoys and kill em first.  Psions can and will mind control a parrot.

25
XPiratez / Re: A thread for little questions
« on: January 24, 2022, 06:14:30 am »
Ah, are you sure about that though?  Like if you do 4 gals in bikinis on a little bird in quick battle and finish in 11 turns you get 0 glamour (16 if you finish on turn 1, 4 from bikinis, 12 from the bird).  Unless all of this glamour is considered part of the map drop (armor/craft/map). Or maybe I just don't know what the "self generated" part you said means

26
XPZ Strategy/Tactics / Re: Extended Piratez general FAQ/Strategy Guide
« on: January 24, 2022, 12:22:07 am »
Yup, per month.  Just gotta wait.

27
XPiratez / Re: A thread for little questions
« on: January 23, 2022, 11:08:50 pm »
Yeah, I did a little more digging, and looks like it's both:  enemies and missions can give glamour as well as the ship/armor.  But there's no flat bonus for finishing early:  Finishing early just is a matter of whether you retain any of the accumulated glamour.  So if you finish on turn 1 but didn't earn any glamour from all of the above factors you get 0.

28
XPiratez / Re: [MAIN] XPiratez - M4 6-Jan-2022 Peasant Revolution
« on: January 23, 2022, 10:17:22 pm »
Looks researchable to me, what are you seeing that's the bottleneck?  Although tbh, I would probably prefer freaks anyways since they're so much cheaper.

29
XPiratez / Re: A thread for little questions
« on: January 23, 2022, 01:01:36 pm »
So, anyone  know how exactly battle glamour works?  Seems pretty mysterious, although I have a vague idea.  Here's my best guess:

+ Some default glamour by mission/enemy? maybe?
+ 1 glamour per gal in a glamourous outfit (bikini/party dress/ hoverbike only)
+ bonus glamour for craft (12 little bird? 6 v8?)
+ glamour for saved civilian?

If turns finished <=3 no glamour loss
if turns finished >= 10 lose all glamour

If in between lose a percentage.


Still a little confused at the process.  E.g. in game doing the initial academy nurse I get some glamour with the airbus, but in quick battle doing just some scout mission with a rat gives no glamour for the bus but lots of glamour for little bird.

30
XPZ Strategy/Tactics / Re: Extended Piratez general FAQ/Strategy Guide
« on: January 19, 2022, 11:06:01 am »
Yeah that's the first priestess event.  The second priestess event that requires shadowtech on reject path, so the gnome is necessary for it.  Also gates off the primal hunts I think.

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