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Author Topic: XPiratez Information Compilation, Starter Guide & Weapons Sheet (N11 UPDATE!)  (Read 37782 times)

Offline ontherun

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hurrĂ ! May i suggest for next update to add a cover (line the furst image in screen when xpiratez is loaded)  folloeed by a ine page intro? Ad of niw the guide start imnnediately with the coubtry bonuses, i think it is a bit "brural"...  ???

Offline eharper256

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Well, I'm not giving you a novella or an essay here. I don't need to cite my sources or give a prologue to the work. People usually don't care for that stuff in strategy guides.  :P

But if there's demand for an introduction, I'll consider it.
--------------------------
EDIT: Also reposting the changelog; always annoying when it's the last post of a page:

Alright the N11 update is here, and it's BIIIIIGGG
>> A good 80% was updated to reflect all the new changes I could find in N11.
>> Several older sections were updated and/or rewritten.

AND it now includes a whole new chunk, which adds:
>> Suggested Tech-Tree progression chunks for the early game.
>> Details about Bounty Hunting, and all the potential prizes, with my personal ratings of each.

The XPedia Link on the frontpage was also re-compiled and updated.

Offline silencer_pl

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I would like to suggest reordering starting regions to be grouped in ranks rather than all mixed up.

Offline eharper256

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I would like to suggest reordering starting regions to be grouped in ranks rather than all mixed up.

Well they're sorted by me going by geographical area, starting in Europe, moving down to Africa, then moving back up to Russia and making the way down Asia to Australia, then moving back up to Canada and making the way down to South America.

It made sense at the time I wrote it. :D

But yeah maybe, I'll consider it.

Offline ontherun

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Well, I'm not giving you a novella or an essay here. I don't need to cite my sources or give a prologue to the work. People usually don't care for that stuff in strategy guides.  :P

But if there's demand for an introduction, I'll consider it.

whoa i did not mean such things, but maybe a cover and a brief intro only in one page might be a good compromise  ;) also an index, eventi with dynamic links clicking on which will take the reader to the paragraph  8)

Offline eharper256

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whoa i did not mean such things, but maybe a cover and a brief intro only in one page might be a good compromise  ;) also an index, eventi with dynamic links clicking on which will take the reader to the paragraph  8)

No I get what you're saying. Links/Index/Contents are indeed a good idea, the reason they're not included by default is that they have to be added seperately at the PDF stage.

Which means, every time I do a revision or update a section and push a new version, I would have to do them all again. :'(

Funnily enough: the yellow underlined names for the types of planes in the craft progression section... those are supposed to be links to that planes wikipedia page (i.e under Tiger, the link to "F-14 Tomcat") but that function is actually lost in the transition, it was partly a test to see if I could get links passed across for ease.

Offline silencer_pl

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Information about Spotter/Sniper might be also usefull.

Offline eharper256

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Information about Spotter/Sniper might be also usefull.

Honestly, I've never really had any problems worth noting with the spotter system myself. However, I'm heavily into Alpha Strikes even if it puts units at risk. Surging gals into the open, murdering everything you can see, and making sure you end in cover if possible, with a couple of flanking gals that can counter fire.

Hit hard and fast enough, and the counter is usually tepid enough to just walk away with a couple of mild wounds, or even just deflections off your shields/armour. Even better if you're rolling a Tank (or in my case, a Gnomedisc) forwards.

I looked at your Airfield topic and I'm seeing ALL of your units clumped together in a big wad, which is a big nope. That's asking for a grenading.

Fan out with fireteams of 2-3 in different directions to cover the map faster. One girl forwards a few spaces, CTRL-Clicking to dash (in the dark, with Camo, if possible). Then a girl going a different direction. Gather as much intel as possible, then backup the girls in danger spots. Put all you can into making sure you end the turn with everything you spotted killed. Using a Sniper, they can also be way back near the transport and only need move if Line of Sight is inhibited.

Make it so that, if a grenade lands, it can only hit at most 2 girls. The AI does not like wasting explosives on single targets.

Don't use flares or incendiaries for light unless its something like a Fort mission or some other protect location/VIP type thingy.

Offline Psyentific

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However, I'm heavily into Alpha Strikes even if it puts units at risk. Surging gals into the open, murdering everything you can see, and making sure you end in cover if possible, with a couple of flanking gals that can counter fire.

Hit hard and fast enough, and the counter is usually tepid enough to just walk away with a couple of mild wounds, or even just deflections off your shields/armour.
Finally somebody else who understands the Way of Death; The enemy cannot kill you if he is dead. Turn 0 starts with an RPG downrange and chase it with a shot of Grenade Launcher. Every move is either a scout to clear terrain & reveal an enemy, or a strike to remove an enemy. Play every mission fast and aggressive and you can have every mission done quick.

Consider - If you're bringing a bike squad of 13 gals then that means you can kill up to 13 units on turn 0 deployment, before they've had a turn to act; most early/midgame missions will throw less than 13 units at you.
Consider - If you embrace the idea of "acceptable losses" then it's more a question of who you prefer to get wounded and how you can bait the AI into shooting that unit instead.

Offline silencer_pl

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Honestly, I've never really had any problems worth noting with the spotter system myself. However, I'm heavily into Alpha Strikes even if it puts units at risk. Surging gals into the open, murdering everything you can see, and making sure you end in cover if possible, with a couple of flanking gals that can counter fire.

Hit hard and fast enough, and the counter is usually tepid enough to just walk away with a couple of mild wounds, or even just deflections off your shields/armour. Even better if you're rolling a Tank (or in my case, a Gnomedisc) forwards.

I looked at your Airfield topic and I'm seeing ALL of your units clumped together in a big wad, which is a big nope. That's asking for a grenading.

Fan out with fireteams of 2-3 in different directions to cover the map faster. One girl forwards a few spaces, CTRL-Clicking to dash (in the dark, with Camo, if possible). Then a girl going a different direction. Gather as much intel as possible, then backup the girls in danger spots. Put all you can into making sure you end the turn with everything you spotted killed. Using a Sniper, they can also be way back near the transport and only need move if Line of Sight is inhibited.

Make it so that, if a grenade lands, it can only hit at most 2 girls. The AI does not like wasting explosives on single targets.

Don't use flares or incendiaries for light unless its something like a Fort mission or some other protect location/VIP type thingy.

But isn't this a starter guide so people would know? I thought that the spotter worked differently.

Offline eharper256

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But isn't this a starter guide so people would know? I thought that the spotter worked differently.

I can add a note to Advanced Tips for sure. It doesn't hurt to add more knowledge to the pool, so yeah, I'll consider sticking it in. But I wanted to make you aware it's probably not the Spotter system that you should have undying hatred for or anything. There's LOTS of steps you can take to mitigate it.

Finally somebody else who understands the Way of Death; The enemy cannot kill you if he is dead. Turn 0 starts with an RPG downrange and chase it with a shot of Grenade Launcher. Every move is either a scout to clear terrain & reveal an enemy, or a strike to remove an enemy. Play every mission fast and aggressive and you can have every mission done quick.
Consider - If you're bringing a bike squad of 13 gals then that means you can kill up to 13 units on turn 0 deployment, before they've had a turn to act; most early/midgame missions will throw less than 13 units at you.
Consider - If you embrace the idea of "acceptable losses" then it's more a question of who you prefer to get wounded and how you can bait the AI into shooting that unit instead.

Yep, many of the Nekomimi ways of Trounce are actually pretty fun topics to read, and they indeed cover most aspects of a strong X-COM playstyle, nevermind XPirates. :D You start a map with Shadow, Death, Claw and Sunlight; and may transition to Beast, Pain, and Missed Strike if the opposition is stronger than first expected. They also work well on Nu-X-COM.

Missed Strike is the first rule of base defence, since my bases always lead from Access Lift to a Living Quarters. Melee/Shotgun troops open the doors, flood out and slaughter, and then fade back into the closest toilets and bedrooms. Things are lured into chokepoints and barraged with fire.

Heck, 13 gals may mean more than 13 kills on turn 0 in some cases, assuming some are melee, and some are snipers.

The only time when acceptable losses/injuries are zero and I play super cautious is super-early game when still on the bus and with only your six topless gals.

Offline silencer_pl

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I can add a note to Advanced Tips for sure. It doesn't hurt to add more knowledge to the pool, so yeah, I'll consider sticking it in. But I wanted to make you aware it's probably not the Spotter system that you should have undying hatred for or anything. There's LOTS of steps you can take to mitigate it.

That's why I'm here trying to learn stuff. Shame that on YT there aren't many people showcasing their skill

Offline eharper256

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That's why I'm here trying to learn stuff. Shame that on YT there aren't many people showcasing their skill


It's a hard one to get on youtube, I can tell you that. Pixel boobies, songs that are potentially similar to copyright claims (I recognise at least a couple of songs in XPiratez), images from all sorts of sources that go uncited. That among other stuff could mean instant demonitisation, so popular youtubers wouldn't even consider this. Morever, it's definately not a casual mod you can pick up super easily.

I found about it after hearing mods existed for old X-COM, and a very obscure video series about a very old version of XPZ. I cringed about how old alot of the information about it is, hence me trying to get this guide always up to date, among several guides I maintain.

Offline RicoDevega

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I don't know if it's inside the scope of a starter guide but it'd be nice to get some general info on the different types of soldier you can get and their different use cases compared to your average gal. Things like where does an ogre fit in to your squad, or how do lokk'naar compare with gnomes as the only tank pilots everybody gets. Are there soldier types I should definitely focus on keeping alive and growing, or can I just mince my blood hounds? Who should be piloting my fighters?

Offline Lu Bu

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It's a hard one to get on youtube, I can tell you that. Pixel boobies, songs that are potentially similar to copyright claims (I recognise at least a couple of songs in XPiratez), images from all sorts of sources that go uncited. That among other stuff could mean instant demonitisation, so popular youtubers wouldn't even consider this. Morever, it's definately not a casual mod you can pick up super easily.

I found about it after hearing mods existed for old X-COM, and a very obscure video series about a very old version of XPZ. I cringed about how old alot of the information about it is, hence me trying to get this guide always up to date, among several guides I maintain.

I post archives of my gameplay on youtube (unlisted), some songs would even make the entire video banned from viewing because of the copyright lol
However, I seem to be able to stream xpiratez on twitch just fine