From a discussion on the PirateZ Extended thread, there was a request for any PirateZ Weapons Cheat Sheets.
I have three that I used in the early game to try to make any sense out of the over whelming array of choices. It takes hours of BootyPedia time, and time in the inventory screen (for weight) to try to figure out what will work.
In my experience, Strength is the most important characteristic for a Pirate gal. Strong gals can carry powerful weapons, often impart more damage, and wear armor that will make them more survivable. Every thing else can be improved over time. Runt duds are the training wheels for week gals, because it allows them to carry stuff that can be lethal.
Anyway, back to the sheets.
PirateZ Manufacturing:https://docs.google.com/spreadsheets/d/1CkPqVsGXP72ncwIMQjk8gW2Qnc3sVNJVW0ZXhAWcKoc/edit?usp=sharingMy early Money calcs. Handles XGrog and Rum. up to 60 runts.
PirateZ OXC weapon vs armour matrixhttps://docs.google.com/spreadsheets/d/1e4grQfUqdXbNl4adXDFfJNmrLieIHhpwXBxA5kz-IHw/edit?usp=sharingThis is a modified spreadsheet that shows possible damage against armor value. I modified this one from another (I think its on Ufopedia.org), and added two new tabs. One for PirateZ weapons ( these are mostly early game) and one for Armors. The Armors is basically to see where the vulnerabilities are. In this old version, due to the stamina/tu/wt costs, I would never use Tac Armor or Warrior Armor. The armor values are too low. Most laser/gauss will one shot them anyway.
The weapon spreadsheet I have added columns to indicate if it uses Melee Skill (Y/N) and if the damage is increased by strength (y/n). For those weapons that use strength I added 3 rows beneath to give results for 20/30/40 strength.
On the end of the sheet I added a set of columns for accuracy calculations for weapons that rely on skill calculations (this could be melee or firing (or throwing in Extended). These give approximate to hit values for different accuracies (40-100 skill). It helps to get an approximate idea of how often to expect a hit. There is also a TU column in the back too.
Over all its an ugly sheet, but it helped me analyze down to my gameplay cheat sheet.
GamePlay Cheat Sheethttps://docs.google.com/document/d/1yR2O6VtH1quzxc24FW5SCoRvI1KDFSgw65tO9CDm0Ys/edit?usp=sharingI used this in a OneNote NoteBook. It breaks down the early Melee weapons. The "Good for" column indicates who should use it. "K" is my code for melee, so "KK" indicates someone with very high melee skill. k would be average but not horrible skill. +35 Str indicates its better for gals with 35 or higher strength. Targets is to give an idea of who it might be effective against. Overall its under developed, and doesn't factory any ranged because I felt like they were all garbage at the beginning.
I've also included my Bonaventura layout diagrams, to help id, where snipers etc should go in the crew list.
Anyway... I hope that some of these might be useful. PirateZ is such an awesome mod, it could really use a ufopedia wiki section to for gameplay help like this. Its something I have thought of doing in the past but have been too busy for. Also, with Extended, many of these values are out of date, etc.
Cheers, Ivan