aliens

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Gremlion

Pages: [1] 2 3 ... 8
1
XPiratez / Re: Everyday is Caturday Challenge Run
« on: March 13, 2024, 09:58:07 am »
Personally, I love the mace over the hammer. It can destroy terrain, it can damage armor, and isn't affected by cqc like hammer does. It was a part of my default loadout.

2
XPiratez / Re: Everyday is Caturday Challenge Run
« on: March 11, 2024, 09:09:55 pm »
What I meant with the burrow spam, see attachment - the same base within a month or two. When you build a burrow (or the corridor in my case), after it finishes, you can expand from it. And after you start expansion you can build on top of the corridor(or burrow), which 1. doesn't cancel already started project. 2. speeds up construction.
As a result, if you want to have 3 libraries close to each other, you don't need to wait 40 days until first one finishes, then start second, and in 40 more days finally start third library, you can start them almost simultaneously on prebuilt corridors/burrows.

I spam burrows in the main because it needs more living space "right here, right now", and corridors everywhere else.
It would help you when you get a workshop - you will be able to expand without waiting for a month until it finishes and you will have living space to fill it up.
PS: You don't need workshop for the tiny drill, you need space to start the project. You can achieve it by building more extractors, and then filling them with runts = money!
PPS: You can redecorate not only your airbus, but buildings on the map too. For example, a lot of buildings in ratman rodeo are paper thin. breaking wall can save you not only turns, but lives too - enemies face the door often since they try to use it, but they might never face the wall with no windows.

3
XPiratez / Re: Everyday is Caturday Challenge Run
« on: March 11, 2024, 11:08:46 am »
I've watched the VOD, and I have an urge to give a tip - you are not using the base to the fullest. You can spam burrows, which will provide a)living space; b)speed increase on new buildings built above burrows. If you would do burrows, you can hire more runts which will help you immensely with the maintenance costs. Iirc, your current amount of runts could do ~600k/month and you can hire 1.5 times more than that. This alone would've covered your expenses.

edit: another moment - you can use hammer to remove seats in your airbus for a safer dance near the door - more space, less visibility from windows.

4
I have an opposite opinion on this. Do what you can to do Temple missions. Even if you have to send 5 peasants and 1 Gal. Gal scouts and stays mostly out of danger, peasants take the front. It's OK if they die after all. If you feel overwhelmed you can kill people. I know that is heresy, because most enemies here are money piƱatas, but you got to do it.
Be careful of double doors. Do not stand outside of them until you are sure there are no enemies near them. A guy with shotgun on enemy turn will kill one of your units camping those doors 90% of the time. A single doors you can camp safely.
There are better goals in life than trying to win every battle. (c)

If a mission frustrates you it's fine to save your IRL time and mental health. Like, I'm not going to play every mansion robbery that appears...
As for camping, I'm yet to lose CQC to temple units, so someone exiting the door usually results in either being stunned or shooting stars then being stunned.

5
I love the mod but the infamy system has always confused me. I've been playing off and on for 3 or so years now and have never made it past November because keeping my infamy positive seemed almost random. I feel like I'd have a mediocre month only to be in the 2000 range, and then I'd feel like I had a great month to be at like 200 at best. What am I generally supposed to be doing to keep my infamy up? I make capture a big priority and only kill enemies if my hands are in danger or I'm going for shock and awe.

Also side question: The temple raids always seem to screw me, so I'm pretty sure I'm doing them wrong. I either get a near-wipe or negative infamy from them.
One of the biggest score losses is enemy ships flying around. Excavators that drill ore can easily tank infamy by thousands, and to counter them you need global radar coverage.
Very decent infamy gain is provided by brainers. Every new research is the infamy. They are +- self-sufficient.
So, building bases around the world is the way to go. Usually in the first year every new base for me was going for mess hall + surgery room (each gives 1 brainer space).

Temples:
Normal one.
Issue  - 1-3 units with a shotgun. Shotgun will murder a gal without armor due to doing multiple pellets of damage. To do it safe you need to have at least units with Barbarian + Shield armor, but ideally you need to rush warrior armor to feel safe. I usually surround every exit, then play "whack a mole" - open door, stun closest (I like domestic shotgun + rubber bullets), end turn, and then finish with a cleanup.

goblin zaxx bounty - requires infiltration gear. Which means no armor. It has the same shotgun problem, but you can't armor up until the endgame, pretty much. This mission has less enemies, so it may be finished faster.

Other than that, you should look at these missions as money generators, there is loot for ~1+ million.  So, scoring low infamy or even losing a gal or two is still totally worth it. Still, if you don't have  decent gals that may enter a building without risking reaction fire, it's totally fine to skip these missions.

Thanks for the reply! I play on Blackbeard. Yeah I noticed that bounty hunting always gave me quite a bit of infamy. The only bounty hunting mission that I don't understand is the one where you have to destroy the red barn. I always just land and blow up/ shoot up the red barn and leave without hurting the guy but my score is 0. I have started just skipping this mission when it comes up.

this mission is not about the score. every destroyed barn cell gives you a token after the mission ends. each token worth 10k$ of zaxx bounty (you need to spend 100k to get 10 tokens), and fully destroyed barn gives ~170 tokens.

6
You didn't delete "prophecy" string, which blocks further advancement. This save should work

7
1. Can factions just...disappear? I still need Guild Engineering, but for 3 months straight now I haven't seen any mission with guild people.
Random being random, different playthroughs get wastly different faction appearances for me. I've had a game where I've got so many reticulans that I didn't care about weapon for a while due to unlimited laser supply. I've had a game which stuck for almost a year without the academy.  Another was "oops, it's all raiders". 3 months isn't much.
If you want a guild engineer, try to get Comms tower mission. And expand radar coverage for extractors.

8
XPiratez / Re: A thread for little questions
« on: February 12, 2024, 01:03:05 pm »
Quote
So my two questions are:

1) Is there a stat cap? For example there's a condemnation "Master of the <weapon>", which gives +1 to throwing/melee/firing alternatively per level and +1 to all three on 10th. XPiratez has probably thousands of weapons. Even getting it to rank 2/3 will give +1 to melee/firing, does it mean my gals can have over 1k firing and melee? There're certain rifles whos damage scale with firing and almost all melee weapons also have melee in damage formula, so does it mean my gals will simply instakill anything in the game?

2) Is 6 soldiers enough to finish the game? Or there will be a situation where 6 super-puper-elite-instakilling machines won't be able to progress simply because of small number?
1. The game doesn't have a such low cap as original (255), but there still should be a limitation because of how computers operate. On the side note, I've completed the game with 13 000 enemies taken down. +-. The amount of farming you need to do for "every weapon rank 1" * 6 gals * 20 is like  120 000+.  You literally can complete the game ten times in a row before you get to this point. And there are weapons that without scaling don't instakill like 3-5 units in the game.

2. I see that you haven't posted voodoo stats. It's possible that your gals would get mind controlled turn one, Another issues - being separated in different missions, invisible units, invisible flying units, big numbers of flying units, sniper/spotter grenade throwers, environmental hazards...  It's possible to savescum a victory with a small number of units, but you are allowed to bring 30 for a reason. Like, your strategy of dropping a weapon at low tu, then stepping  away might trigger the reaction shot.



Do I need to construct the
https://xpedia.netlify.app/##STR_LITTLE_BIRD
(craft you find in your first hideout tunnels)
to do the https://xpedia.netlify.app/##STR_PILOT_PLUS
research? o can I skip that thing and just go for say piranja and do test flight with it?
neither piranha nor little bird would unlock the test flight, it's a tech that you unlock by interrogating a proper pilot. Probably your first one would be government or guild from the excavation ship.

9
XPiratez / Re: A thread for little questions
« on: February 03, 2024, 12:14:26 am »
IIRC it's a feature by Dioxine, some of your gals weren't ready and went to fight with what they had on.

10
XPiratez / Re: A thread for little questions
« on: February 02, 2024, 06:27:26 am »
It would've been helpful if you posted a screenshot of the base in question. From top of my head early dependency might be a dungeon,  it needs a cultural facility which is a mess hall.

11
On the second difficulty I have 4-5 production bases. You can't win without making a spaceship which takes years of workhours (160 years give or take).
Late game industry requires you to have at least 3*3 and 2*2 buildings, then enough living space to fill 500+ runts...

12
XPiratez / Re: A thread for little questions
« on: January 30, 2024, 09:16:27 pm »
1. squared up. 75^2 = 5625. so you get 56% to hit point blank.
2. well, technically it can win, but you got unlucky with the dodge rolls on the bike.
3. yes, stand over them.

13
XPZ Strategy/Tactics / Re: Daze damage. Harpoon stun bolts
« on: January 29, 2024, 02:10:07 am »
daze = stun.
health damage on the daze weapon goes as a separate multiplier, it would be specified in the weapon/ammo page if it does.
enemies are unaffected by freshness, afaik, this damage there is for early enemies with them to be annoying.

14
You are given 6-8 base slots for a reason. Use them ASAP.
The more radar coverage you have, the more money you get.
In the main base I run a single hangar with a speedy car for an aircar race mission. Reason is that late game researches require so many prerequisite buildings that there's not enough place to do everything from your main.
Usually I have specialized interception base (you can use up to 4 ships in one interception, and using them together saves time on repair and reloading), Crew base (with 4-5 different ships for different missions) & training facilities, one plantation base for sectoweed, research base (a lot of prisons), and the rest are manufacturing bases.

15
XPiratez / Re: A thread for little questions
« on: January 26, 2024, 12:26:29 am »
It's being 6 months. If I build a second hideout + outpost + few farms + 15 peasants for defense will I be making money or losing?
Soldiers get more salary when promoted. Will Gals get a promotion because of all the peasants on second hideout or promotion is not shared between hideouts?
Promotions are shared, gals will get a promotion (usually units with more stats get better rank, and top of the line peasant is barely as good as a slightly experienced gal)
15 units may trigger promotions - 4 bosses, 80k total, 1 mistress - 50k. maybe you will get a threshold for a princess, 100k. That's a single brainer, nothing to worry about.
Second base may give you much more money than that.
1. Radar coverage - more interceptions and landing. Millions right there.
2. You can offload facilities from your main base, like prisons - you want to run at the start like 3-4 of them to preserve rare-ish captures.
3. You can speed up your research. Mess hall adds a brainer space. I build bases ASAP, and beeline to the mess hall. 8 bases (depends on difficulty, ofc) - half of your lab.
4. Bases make a lot of money. Plantations suck, runts is where it's at. Early game runt den with a still, 3 extractors, and a hangar makes ~1.5M  a month on grog, and if you get apples, you get ~5m from chateau.

As an experienced player I usually do build a plantation base, but it's not the source of money from plantation, but as a material production, mostly sectoweed for money-making facilities, sometimes boom fruits.

Pages: [1] 2 3 ... 8