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Messages - Ultimoos

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61
XPiratez / Re: [MAIN] XPiratez - M4 6-Jan-2022 Peasant Revolution
« on: March 07, 2022, 05:35:37 am »
You can shoot at anything, flying or not. I do not think there is a code that could limit what a weapon can or can not shoot at. Only what can be mounted on a slot on craft. And those are your weapon categories. If your craft can get in to combat it can shoot with whatever it has on board.

62
XPiratez / Re: [MAIN] XPiratez - M4 6-Jan-2022 Peasant Revolution
« on: March 06, 2022, 10:39:53 pm »
5 is GR/Ground weapons. 14mm cannon and maybe carronade.

63
XPiratez / Re: A thread for little questions
« on: February 19, 2022, 08:10:04 pm »
You need to research "heavy duty construction". You need a broken guild engeneer and some pre back to school research for that.

64
XPiratez / Re: A thread for little questions
« on: February 13, 2022, 12:22:42 pm »
Country bonuses:
Your starting country is researched for free
The Confederation: 1 govt pistol, 3 big iron, 50 big pistol rounds (6 shots), 10 glamour, -150 infamy
Eurasian Autonomy: 1 baby nuke, 1 uranium weapons documentation, 1 govt fine
Iron Tribe: 8 junk piles, 30 necroplane parts, 50 chemicals, 50 scrap metal
Eurosyndicate: 6 super maids, 6 maid outfits, 9 gothic raygun clips, 3 energy weapon parts
Blackmarch: 1 gnome
Romanica: 6 crusader SS armors, 6 peasant nun outfits, 6 olde swordes, 6 quarterstaves, 1 golden cup, 1 golden cross
Nordfederation: 5 young ubers
Central Province: 75 sectoweed
Fuso: 3 fuso swords, 3 sudoku blades, 6 fans, 30 fuso knives, 20 glamour
Death Realms: 20 chitin plates, 10 animal poison, 10 spider silk, 20 demon skulls -75k dolaros
Hidden Expanse: 3 flak tower kits
Ghostgates: 24 slaves, 24 slave maids, 4 slave gladiatrices, 4 slave lashers
Rogue Fields: 5 govt fines
Theban Hive: 12 assault clone licenses, -600 infamy
Kingdom of Canada: 50 cultural wealth, 15 personal databases, 10 glamour, 3 govt personal codes, 1 exquisite lingerie
Cali Republic: 50 mutant porn, 50 glamour, 50 crack, 50 hideout cleaning bills
Dark Dominion: 3 arcane books, 2 esoterica
Latin Empire: 1 old earth books, -50 infamy
The Technocracy: 20 optronic parts
Pirate Straits: 3 hoes
Turan: 3 turanian gals
Steel Pact: 10 metal ores, 1 prepper box
Red Revolution: 10 workers
None: 2 lokk'naar scriptures, 3 grrrl guides, 1 of 6 free techs: animal poison, spider pilk, monster teeth, monster eye, luxury fur, chitin plates, +50 infamy

Continental bonuses:
Arctic: 6 tribal outfits, tech human polar outfit, +450 infamy
Antarctica: 6 tribal outfits, tech human polar outfit +700 infamy
Siberia: 8 luxury furs, tech ushanka, +200 infamy
North Atlantic: 6 tribal outfits, tech sea transport, +450 infamy
Europe: 3 rare earth elements, tech rare earth elements, -50 infamy
North America: 5 vodka,tech uber wheat, +200 infamy
South America: 10 each of red pepper, devil's pepper, egglant, orange, coconut, tech what do?, +450 infamy
North Africa: 6 beer, tech swag items (golden ankh, amphore, golden cup, golden cross, crown, ol' coins, diamond), -50 infamy
South Africa: 3 blowpipes and 24 blowpipe darts (3 shots each), tech monster hunting, +200 infamy
Central Asia: 777 capitulatory tax, tech necropirate, +200 infamy
South East Asia: 10 each of mutant fish, mutant egg, pumpkin, tech mutant egg, +200 infamy
Australasia: 20 explosive cannonballs, tech sea adventure, +450 infamy
Pacific: 1 hero, tech the deep ones, +700 infamy

Discord os oger. They are going to launch a new one on Matrix.

65
XPiratez / Re: A thread for little questions
« on: February 08, 2022, 10:23:44 pm »
How would you go about defensibility in layout? Does people here just build facilities wherever or do you try to maintain a defensible setup? Because planning ahead while trying to maintain choke points seems quite difficult.

Also to answer your question, the online Bootypedia has the Factory, which is the only 3x3 structure i found while browsing in the past.

Thanks, that makes things easier.

About defense. I do not care about that in main base. It's main base after all. The place where you have all the strongest and best equipped. If I can take on mercenaries and cyberdisks in open field I can deal with them with plenty of cover to hide behind. Also. I did not get a single retaliation until the 3rd year and I shoot things down without care (John Silver). Up till now it was only roaming bands of your standard rats doom guys and ninjas, from which ninjas are most concerning. Someone mentioned earlier that "Fire pit" facility is extremely effective and can be researched relatively early.
The most annoying thing about base defense are sewers and maintenance corridors. Usually a couple of invaders go there and it can take a lot of time to hunt them down.

Be ware of assassin ninjas. They carry suicide bombs in base invasions that can not be disarmed.

66
XPiratez / Re: A thread for little questions
« on: February 08, 2022, 09:40:59 pm »
Hi everyone, your tips have been very helpful so far, i found simply planning out and getting 2 brainers every month until June to max it out worked out nicely. But i have a question now.

^ in the above quote Ultimoos suggests building 5 Burrows and rushing the large barracks. So my question is, if i build 4 burrows in a 2x2 pattern, can you build the large barracks ontop of those 4 ? I know you can do it for similarly sized facilities, but i have never dared to try and experiment incase it doesn't actually work.

Edit: I realized shortly after posting that my question may not be that wise either way, as i would need to have 40 excess crew space to actually perform the upgrade if it's even possible. I suppose it still doesn't hurt to know if it's possible or not.

Unfortunately you can not put a large building over small ones. You have to plan ahead which is very hard when you do not even know what buildings and how many you'll need later.
Try to save 2x2 spaces in your base if possible for large facilities. Notably: large barracks, large vaults, large prison. All are really optional but are more effective space wise than regular facilities. You'll never be able to cramp all buildings you need in to the main base. But you can always try to rearrange things later on.

And now I have a quick question.
Are there any 3x3 facilities in XPiratez?

67
XPiratez / Re: A thread for little questions
« on: February 07, 2022, 11:01:01 pm »
Old Earth Lab to capacity by June ? Do you fund this with plantation bases early or how would one do this ? I find the maintence costs staggering after reaching 8~ Brainers and bad months can easily send the economy straight to hell.

This is how I do first half of a year.
January - Make 5 burrows and either buy a brainer day one or wait to build mess hall.
February -  Day one, buy runts up to 50 total and if cash allows 1-2 brainers. If no mess hall, try to build one in middle of month so you can research guild wars mission before month ends.
Now it's s big rush to get Large barracks.Depending on cash condition slowly add brainers. 1-2 a month. Fill remaining space with runts and remove them one by one if needed.
Until now I did not consider making dedicated farm bases. So I would only expand when alchemy was near.

68
XPiratez / Re: A thread for little questions
« on: February 03, 2022, 06:41:34 pm »
Rallehop,
Sorry then, some questions seems obvious to me.
Contacts with Krazy Hanna or little bird construction are not too deep in research tree as i remember.
If you manage to shoot down one necroplane and unlock necroplane parts recycling then you will swim in 14mm chainguns.
Other sources are codex weapons, also there can be missions with bandits who have 25mm cannon but these are rng.

Contact Crazy Hanna is posible only if you find Light Machine gun. So not only you need to get a prepper mission but also hope for that gun to spawn, it happens most of the time tho.
There is also that Highway house mission for 25mm cannon which can easily go very bad.
You are more likely to get a smal craft to land nearby and get your first 25mm cannon from it.
Shadow master crafts are tricky to get because of heavy RNG dependence.

So, in short. Little bird is the only quick way and can be done early February. After that you are RNG dependent and you may be stuck to the ground for a couple of monts.

69
XPiratez / Re: [MAIN] XPiratez - M4 6-Jan-2022 Peasant Revolution
« on: January 31, 2022, 09:40:47 am »
Thanks for the tips. I decided to push first base spawn to June.

70
XPZ Strategy/Tactics / Re: Extended Piratez general FAQ/Strategy Guide
« on: January 30, 2022, 08:36:14 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.

71
XPiratez / Re: [MAIN] XPiratez - M4 6-Jan-2022 Peasant Revolution
« on: January 30, 2022, 07:17:59 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?

72
XPiratez / Re: A thread for little questions
« on: January 05, 2022, 10:13:47 pm »
This is huge.
How do you use wrestling moves?
Is this special suit? An item?
I have this for 2 years now and I have no idea how to use this.

73
XPiratez / Re: [MAIN] XPiratez - M1 29-Aug-2021 Violent Laser Battle (...)
« on: September 23, 2021, 07:14:11 pm »
I just got 2x 50mm Cannon Parts from a secret door event. Cool, a nice early game weapon to help me out, just need to assemble them, right? Nope, one of the parts was destroyed by the research...
Sometimes I wonder if Dioxine is just trolling me.

Not in this version.

Poison dart damage is capped. I do not know exact value but damage starts decreasing above around 200 stamina.

74
XPiratez / Re: Bugs & Crash Reports
« on: September 08, 2021, 05:12:45 pm »
This might be something very old but I've encountered big units on crafts that do not have double doors of any sort. One such craft had 2 cyberdisks in control room which have just 1x1 elevator.

75
XPZ Strategy/Tactics / Re: Extended Piratez general FAQ/Strategy Guide
« on: September 08, 2021, 04:52:37 pm »
I started a test game at difficulty 2 on M1 version. No sky pirates in April so I keep playing. In June I think I updated to M1.5 and did not see any pirates until October when first APC's appeared. Tho I did not locate any base yet I'm very happy with this timing. At this point in game I have at least a SNAKE and some double 25mm cannons. I do not think I've seen any fighters tho.

I'm not sure what impact it's having on my monthly score. Unlike previously when I could not even keep it at positive, I'm making at least 8000+ points each month now.
I december larger land APC's started crawling around. I have an Interceptor with plasma chargers now but still need  3 crafts to shot one down. Ground battle has proven to be a bit too much because of that 14mm cannon, so I avoid doing them for now.

It's January 2602 now and I've still not seen any ninja fighters, nor did I locate the base.

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