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Messages - Gremlion

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16
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.

17
XPiratez / Re: A thread for little questions
« on: January 17, 2024, 11:09:36 pm »
27th April Year 1
I've completed a mission Help the Lokk'Naars. Mission description have warned me about danger of interfering in this ancestral feud but I did it any way.
Wiki says that Ninja will be going after me because I interfered with their evil masters.
Am I gonna have tough days? Am I doomed for irritating Ninjas this early? Do I need to start all over?
No, ninja war now requires a research to be started.
You've got an easy mission for a chance for good loot.

18
XPiratez / Re: Newbe questions
« on: May 29, 2023, 12:10:20 am »
1. So, there are missions which are unavailable for gals (too big or too mutant-looking,  if we talk without spoilers). You can get a ton of gals from other sources besides shop on all paths (getting random young ubers&castaway gals), and non-gal paths would offer them in a shop with a slight price increase later anyway. So, as an experienced with the mod person I'd rather take peasant revolution path just so in missions where gals are unavailable I would have an edge due to the transformation.
2. Cats - besides atrocious health and strength they have better stat caps in all other ways, which allows them to utilize stat-scaling weapons much better than ubers. And they have better night vision. And they have free spot. I had a run where no ubers left in the final team, and it was a blast.
3. Goblins - again, there are missions which are available only for them with potentially godly rewards, so having a trained team is more or less a must. Also, due to how interception works (scaling with bravery, reaction, firing) they are the best pilots (catgirls, actually, better than them now, but goblins are MUCH cheaper). Oh, and they have a bunch of battlefield machinery only they can use.
4. It's fine to have one plantation base all game long - it would allow you to get materials for useful or profitable things for other bases. If you plant on the first day, you might be able to gather resources before the end of the month and get both materials and income as a result. Manufacturing bases are more profitable.
5. I really like Spiked maces. They have great scaling with strength, damage armor, penetrate armor, they crack tanks and people in power armor. Shotguns with rubber slugs - shitty damage, great for training - animal pelts cost more when animals are alive. Hostages worth more alive. And you can pour out so many reaction shots... Fists, surprisingly - well hidden, you need to click on an empty slot to use, and do surprisingly well on ubers to the point where they can sometimes break walls.

19
I recall checking zombie pyramid for the tomb guardian as late as in N2.1, and I recall seeing "fusetimer" there.
          fuseTimers:
            STR_SPAWN_ENEMY_ZOMBIE: [5, 40]
            STR_SPAWN_ENEMY_TOMB_GUARDIAN: [13, 27]
            STR_SPAWN_BLACK_PYRAMID: [9, 13]

20
i suppose them are civiliana and in general neutral and/or friendly units?[/li][/list]
Not necessarily, government people if you attack them would be unfriendly and tank the score by hundreds
  • the mag munitions decription says:

    Instead of expending effort in trying to develop full-fledged rail weapons, we drew inspiration from the Rail Driver and prepared self-propelling magnetic munitions that can be fired from sufficiently robust firearms. As the ammo needs a power source and magnetic coils, the ammo is heavier, but the firepower increases by 25-50%. The Armor Penetration, if any, is lost, however.

    so these are more a rifle verison of the slayer bullets - a conterpart of expanding bullet - but both seems to be pretty useless against decen armoured enemies, let's say 20+ right?
Normal armor piercing on guns that can use those ammo ignores around 10-15%, so an upgrade of the 25% damage minimum would be an improvement in general. Not only that, but piercing damage above 60 actually damages armor, so machinegun with the MAG ammo (HMG has 82 damage) might allow you to strip armor where normal ammo would do nothing.

I recall beating a mechtoid (60 armor, 0.8 piercing multiplier) with the Eagle pistols.

  • In the guns of the patriots misison reinvorecemt came after the fifth turn and then every five turns or it happens randomly, that is no necessailry after a certain amount of turns, but following the mess player causes during battle, eg: intense use of explosives, tha alerts the patrols?
Missions with reinforcements are coded by placing invisible mines that detonate on expiration and summon enemies as the "explosion". You might skip turns, and they would spawn, you might baby nuke the city, and they would spawn in the same order and amount.

  • Building an hideout in certain countries has effect on how enemy has chances to spot and assault it? Might be better an island ?
no, spread your hideouts to cover land with the radar.



21
XPiratez / Re: Newbe questions
« on: May 26, 2023, 03:38:21 pm »
Hi, I have a question.

April first year, there are swarm of helicopters, flying around tanking my infamy (to -1600 infamy).
Am I suppose to do something about it. My airbus doesn't have any guns. Do I need to rush some specific research to get one?
Contacts:car thieves comes early and offers some ships that can mount weapons.
Usually I try to rush shadowmaster ships, they are on par with the first helerium interceptor you will be able to make.
To do that you need in addition to car thieves to get "Shadowmasters" tech (from interrogation is the easiest, the best source by the amount of unlocks/abundance was Hoes), usually I try to build a second prison for Hoes specifically;
and to use a drill to unlock the codex. Using a drill takes a lot of workshop space, so you need to build an additional extractor or two, you don't need a workshop which takes a while.

From my experience, I usually get them by May, sometimes in April, though I had a game where I was forced to research shadowmasters myself, which required a library and was done in the second year.

22
XPiratez / Re: [MAIN] XPiratez - N4 17-Feb-2023 First Ending
« on: March 02, 2023, 10:31:44 am »
It's a change to a new way loadouts save between battles (so equipment is less tied to the craft and is more to the soldier), which makes it easier to change crafts. You can change their gear on the globe, ship ->equipment->inventory.
If you dislike this, I think the option is in options - advanced - on the bottom alternate craft equipment management, tho give it a try first.

23
XPiratez / Re: [MAIN] XPiratez - v.N3 20-Dec-2022 Clear Skies
« on: February 08, 2023, 01:35:19 pm »
2. Is there any real benefit to choosing Male touch over Gals are superior?  I know everyone says the Gals are better by far, but I like the idea of having a mix of both regular humans and mutants as well as boys and gals.  Should I just stick with Gals are superior for my first run?  Also, if you choose Gals can you not recruit men, or if you choose Male touch can you not recruit women?  I'm not too clear on how it works. 
tl&dr: stick with gals.
long version:
there are 3 paths now, gals, males, peasant revolution.
You are able to recruit every soldier type on every path, but:
-on gal path:
    You will not have early spacious transport options to throw cannon fodder at the enemy. Recruiting males would take some time into the game (I think you need mess hall for the prerequisite research, so at least 2+ months into the game)
- on male&peasant path:
    You get big and slow transport for cannon fodder. Recruiting gals would take a while (and they would be more expensive, you will be able to recruit veterans from the shop)
    these paths get some transformations to make chosen path units better, but not beyond their cap, which is still worse than gals.
Every path would be able to get
ubergals from recruiting castaway gal prisoner and young uber (common reward on missions with civilian mutants). I think in my latest completed game I've got around a hundred of them combined.
veteran gals from glamour recruitment (rather expensive, tbh)
catgirls,
freaks, ubergal subtype (tied to bounty hunting reward from jack)
bugeyes from mutant alliance
peasants
lokknars
males
ogres
syn
gnomes
I think I'm missing some obscure things, like Destructoid (red codex exclusive unit) and voodoo related units( resurrected shadows, Chorts)
So, yeah, don't worry, your roster would be very diverse

speaking of codex, there are two more big choices:
1. Codex. 5 types, reject power (challenging)/ accept power (4 colors). I would recommend red (gives good early armor, and the best lategame melee weapon) or gray (gives lategame psi) for the first playthrough
2. Captain's character. I would recommend to not choose jackass (generates additional base assaults, which are pain in the ass). I'd say, soreass would be decent for the first try.

24
XPiratez / Re: Bugs & Crash Reports
« on: February 08, 2023, 12:57:37 pm »
In the N3.1.3 I was unable to butcher fartbags, looks like a broken dependency.

25
XPiratez / Re: [MAIN] XPiratez - N2 Apocalyptic Edition 22-Oct-2022
« on: December 01, 2022, 10:33:13 pm »
This feels like a happy start of a new run, spartan landing in February. So pumped about the new armor, I feel like it needs a shrine.

26
XPiratez / Re: A thread for little questions
« on: December 01, 2022, 08:14:31 pm »
An event called "political pressure" is not a political pressure?  :-\

27
XPiratez / Re: A thread for little questions
« on: November 30, 2022, 07:21:01 pm »
Recently I've started a new game in the Europe and political pressure there works as a recurring penalty, every couple months I get hit with -50 infamy event. It also regularly provides more nukes, so I'm fine with this

28
XPiratez / Re: Help ! (several questions)
« on: November 30, 2022, 02:25:15 pm »
I know. OP specifically stated that he's playing on the second difficulty, where my screenshots come from. I don't see a reason to not advise runts because they might not work as well on the last difficulty. There are two JS difficulties, btw.

29
XPiratez / Re: Help ! (several questions)
« on: November 29, 2022, 09:35:38 pm »
My 2 cents:
1. Game expects you to assemble proper Interceptor (hunter-killer) by the end of the first year, it starts to generate space missions around that time. Before that the game is balanced around you not having any interception - you are supposed to visit purple missions and occasional landings instead. Still, you will get an ability to shoot down civilians reliably around summer.
2. I think that you are underutilizing runts. Yes, chateau is a core moneymaking tech. But. Runts making hellerium distilling for sale already generate profit. Try to max runts first to generate your financial foundation. X-grog is an early tech, and even more profit than distilling. Chateau is better than grog, but it requires apples which are random. In a couple months you will be able to grow sectoweed and produce canteen of wisdom for sale. I try to get a second base asap and fill it with extractors to run a hundred runts making money non-stop. Example: https://imgur.com/W3XqVRY It costs ~4M to setup, so it takes less than two months to break even, and then it's pure profit till the end of the game. 
3. Full prison early is bad. Like, I think it's pretty common for you to capture a Priest from church of sirius and research him(-60k). Then he tells you about a shotgun. Is it smart? You could research said shotgun directly(-$10k) and sell the priest (+$60k) instead. There are techs that might make you to want to repeatedly interrogate prisoners for them (for me it is shadowtech which leads to codex crafts), but in general you will do better if you interrogate once (known enemy always gives infamy)
4. Expand. Your first "lab" is the mess hall - once per hideout. Second lab - surgery room, also once, but requires 10 meds (rob that academy medic like there's no tomorrow). 8 bases = 16 additional brainers, doubling your old earth lab capacity.

30
XPiratez / Re: A thread for little questions
« on: November 23, 2022, 10:00:47 pm »
Resistance Factor, Increases resistance to cut damage by 85%, up to 80 minimum. Since most armors have 100 or better, effect is very weak.

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