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Messages - Gremlion

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31
XPiratez / Re: Bugs & Crash Reports
« on: November 16, 2022, 08:23:10 am »
gravitic lift tiles, had this one recently.

32
XPZ Strategy/Tactics / Re: Extended Piratez general FAQ/Strategy Guide
« on: November 07, 2022, 02:51:20 am »
My go-to goes like:
1. Unlock scale mail. You need to unlock cave hunting and do some of them to get chitin plates, then gather them as needed. 30 all around armor makes  the life much easier.
2. Bounty hunting.
3. Shadowmasters for codex crafts. The easiest way to bruteforce them is to repeatedly research hoes, whom you can get like 5-6 per red lantern villa mission. So, second prison asap.
3a Airballs to arm a codex craft if you didn't get lucky. Though, most codices give some weapon and you usually can down a police car to get a gun.

I've checked my latest save and I see that my first crash site was done in May

4. Crazy Hannah. Aircraft weapon, mortars. (Around that time I like to get Rogue field warlords, love the ramjet cannon)
5. Interceptor by the end of the year to get into space

Strategy-wise I expand ASAP, because every new base at the very least means mess hall + sickbay, 2 more brainers. And radar coverage. With the amount of hunter killer enemies just checking by the graph becomes too dangerous.

33
XPiratez / Re: A thread for little questions
« on: September 12, 2022, 02:41:45 pm »
So, purple-ish with an alarm happens around your slaves/workers, they spawn sleeping and eventually wake up. Though I never experienced any damage from those.
Ninjas, though, have an invisible unit which drops a portable nuke on becoming unconscious/dead, and this explosion can wipe out the room easily. The only way to prevent it from explosion is to pick the bomb up (and you can only hold it in hands, can't disarm either). I think on the second difficulty there are 3-4 of those suicide bombers

34
XPZ Strategy/Tactics / Re: Struggling in a few areas. Research, Air, Score.
« on: September 01, 2022, 06:11:55 am »
So, checking your save...
1. You kill too much. Stunned enemies are much more valuable than corpses - they have knowledge, sometimes you can strip an alive enemy from his full armor, which you will not get from a corpse...
2. Not enough researchers. You want to have amount of brainers maxed to go through ~3k researches in this game. Researchers are close to break even on their maintenance with the infamy money research gives.
3. Not investing in general. your 35 runts make half a million per month with grog. you can double it easily, you have 40 space in the workshop.
4. Plantation in your main base is bad. it takes too much space for very little gain. Look at 35 runts doing 4 times more than plantation only using 2 cells of space (barracks + extractor).
Runts are moneymakers, you want to make a second base ASAP and start expanding production. Plantation becomes good later, when you will need sectoweed and boom fruits in industrial amounts. Until then it's better to spend money on runts. (They are also good in the sense that you can expand tertiary + bases while you have very little money, you can build over them)

Research-wise you only need "personal database" to get access to "car thieves" which will sell you your first interceptors (as in you will be able to down civilians). With car thieves + codex + shadowmasters you will be able to buy shadowtech crafts, which will be your bread and butter for an year. If you had double amount of brainers, you could've had this month or two ago.

To not drown in the research ocean I do a strategy of:
-last day of month I add all white researches to the research queue.
-Then I mark all researches as seen with "x" in the new project screen
And during the next month I complete researches from queue (unless I get some priority one, obv), and if queue ends I add white researches back (interrogations, books...)
This way I save a brainpower on not evaluating dildo vs mutant meat and I'm sure that I will not miss some obscure prerequisite tech (like you are missing apples right now for the best moneymaking tech)

Usually I have like 1/3 of brainers doing interrogations only.

35
XPiratez / Re: What is the music playing? I want to know the source.
« on: September 01, 2022, 04:58:26 am »
GMINTER3 - i think is from the Red alert franchise (i think second one)

36
It would've been helpful if you posted a save, then it would've been possible to say what you did wrong or what you missed.
my basics for a successful first year:

Research-wise:
You can mouse wheel click on a research to go into a tech tree.
priority 0 - rush for hellerium extraction (makes runts profitable) -> switch to grog in the second month-> chatou if you get apples.
priority 1 - rush for tunnel hunt -> do it-> chitin -> scale mail. 30 all around armor on it makes you pretty much immune against petty human enemies.
priority 2 - shadowmasters. This tech unlocks codex crafts. From top of my head the easiest way to get them was to bruteforce research hoes, you get 5 from the red lantern villa and you would need like 3-4 missions to completely exhaust them. You might get lucky (*cough* savescum) on many other enemies like drifter, but hoe has the shortest research list while being very numerous.
priority 3 - bounty hunt. many profitable missions.
priority 4 - ship weaponry. I prefer Rogue field warlords one, but there are bounty hunt rewards and crazy hanna contact too.

Buildings:
Many players miss an ability to build over other buildings. When you do this, you save time on building time of a new building, plus you can expand faster overall.
Example:
stage 1 burrow.
stage 2 burrow - burrow
stage 3 burrow - burrow - burrow
stage 4 (farm-farm) - burrow - burrow
stage 5 (farm - farm) - (farm - farm) - (farm - farm)
You can completely fill your base with farms in two months.
Compared to 3-4 months to make base online with
stage 1 (farm - farm)
month later
stage 2 (farm - farm) (farm farm)
month later
stage 3 (farm - farm) - (farm - farm) - (farm - farm)

Building wise you want to rush a second prison (to keep 20 hoes for shadowmasters),mess hall and multiple extractors - to do the drill project asap without going for the workshop.
Since extractors unlock more runt jobs and you want to expand your retinue on top, you want to spam burrows to speed up building time later and have free housing.

Ship wise:
Expedition is invisible to interceptors. If you get unlucky with the enemy base spawn on top of you, switch to them. If you want to attack an enemy base without having an airgame, use it.
Use shadowtech crafts in the first year.
By the end of the first year you want to have proper interceptor built to remove disrupting transmissions.

Recruitment-wise
Max the runt amount to make money (hellerium->grog)
Max the brainer amount to make score/research.
Expand your hunt parties. There are missions with lokknar only, human only, freshness prevents you using the same guys every time, so you want to have multiple teams of different types.

37
Endgame psionics gets disabled. It's not fatal, but if you want to test the game to the fullest, you can edit difficulty with a notepad in your savegame from 0 to 1.

38
XPiratez / Re: A thread for little questions
« on: February 13, 2022, 01:50:08 pm »
No requirement for Hero units, you always can get a golden apple to summon one.

39
XPiratez / Re: A thread for little questions
« on: January 03, 2022, 01:09:29 am »
It's a good source of gnomes, I believe.
They are good for "human-only" infiltration missions having almost ubergal stats where you are expected to have peasants.

40
XPiratez / Re: Sea oddity / Underwater passage missions wtf
« on: December 31, 2021, 11:45:30 am »
They have like 20 hp.
2 gals with handles can scratch it to death per turn.

41
XPiratez / Re: A thread for little questions
« on: December 21, 2021, 04:33:36 pm »
You can go to the save file and edit it directly, open it with a notepad, ctrl+f "bases:"
you will see:

    facilities:
      - type: STR_ACCESS_LIFT
        x: 0
        y: 2
      - type: STR_HANGAR
        x: 0
        y: 0
      - type: STR_STILL
        x: 2
        y: 5
      - type: STR_LABORATORY
        x: 4
        y: 5

Buildings have coordinates from 0 to 5, 0,0 is top left, iirc. Rearrange however you like, then delete some money for honesty.

42
XPiratez / Re: A thread for little questions
« on: December 16, 2021, 04:43:10 pm »
Money - there's a typical 2^something variable cap, but in the normal gameplay you will not reach it. These events work as a reminder to reinvest money. To prevent them buy something like gold which has high resell value at the last day. These events are generated at the first day of the month and they check your current gold value. If you have 1000000 gold nuggets and 1000 dollars, you will not get a hack. Personally, while not stockpiling money I buy goblin zaxx slave taskmasters for leftovers. While they wouldn't pay for themselves (return takes like 8 years to become a profit, while the game takes like 3-4), decreasing maintenance pressure and getting storage space feels like a worthwhile thing.

Maybe you have the technology, but not the building? Without the fusion furnace present you can't build fusion ball launcher, for example.
Check "facility missing" tab

43
XPiratez / Re: Vanishing Siberian mission
« on: December 16, 2021, 03:40:49 pm »
Siberian base will reappear until you research a special loot from there, this mechanic failproofs the chance of reaching mission and losing it or reaching mission and loot being destroyed by nukes.

44
XPiratez / Re: [MAIN] XPiratez - M3 28-Nov-2021 The Planet of Rust
« on: December 14, 2021, 04:23:48 pm »
Better play on the second difficulty. If you can't get chainmails by october in 4th difficulty, which throws free money in a form of many-many easily capturable enemies you will be wiped out by hideout building destroying rockets in the second year. You should've had interceptors in the august.

45
XPiratez / Re: [MAIN] XPiratez - M3 28-Nov-2021 The Planet of Rust
« on: December 13, 2021, 04:37:16 pm »
Soundtrack is from Red Alert, if you liked it.
For the ninja attack on general you need:
1. Blow up turrets. Big ones are susceptible to EMP grenades that ninjas carry a lot. Might be even oneshot. Small ones have like 40 armor, kustom shooty guns from the ninjas work well. You want to blow up big ones on turn 1, start with primed to 0 turns emp bombs in hand. If you are close to throwing distance - run and throw. If you are not, disable.
2. Be careful of invisible suicide bombers. Black ninjas drop a backpack-sized bomb when downed, which can evaporate chainmail gals. So, when you see your allies being dropped in melee by invisible enemies, you need to send a shooter and  a melee tank. Shooter should down the ninja, tank should pick up the bomb (can't place into inventory). There are usually 3 suicide bombers on the second difficulty.
3. Ninja medic can be superannoying, it has 50+ armor. Some armor damage goes a long way.
The rest is just... having more dakka to break shields and down them. Usually removing turrets alone results in government win.

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