Author Topic: Re: [MAIN] XPiratez - L2 - 21 May - Blood And Skulls  (Read 1413923 times)

Offline Jimboman

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Re: [MAIN] XPiratez - L2 - 21 May - Blood And Skulls
« Reply #7800 on: July 07, 2020, 03:17:01 pm »
Is there any way to stop the missile attacks other than have really good defences?  I just had a base wiped out by being left with just the lift and two hangers, so I scrapped the base.  Luckily I could transfer my equipment, personnel and craft to other bases, but I still lost some valuable prisoners and as you can imagine I wasn't happy!

Offline xcomfan

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Re: [MAIN] XPiratez - L2 - 21 May - Blood And Skulls
« Reply #7801 on: July 07, 2020, 03:49:40 pm »
Is there any way to stop the missile attacks other than have really good defences?  I just had a base wiped out by being left with just the lift and two hangers, so I scrapped the base.  Luckily I could transfer my equipment, personnel and craft to other bases, but I still lost some valuable prisoners and as you can imagine I wasn't happy!

Yes, have to research a specific topic but don't wanna spoiler...

Hey it's been a while since last version, cannot wait for another!!  :P

Offline Jimboman

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Re: [MAIN] XPiratez - L2 - 21 May - Blood And Skulls
« Reply #7802 on: July 07, 2020, 04:51:54 pm »
Yes, have to research a specific topic but don't wanna spoiler...

Hey it's been a while since last version, cannot wait for another!!  :P

Thanks.  At least I know I CAN stop them!  F***ing Canadians...

Offline Iazo

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Re: [MAIN] XPiratez - L2 - 21 May - Blood And Skulls
« Reply #7803 on: July 08, 2020, 01:12:42 pm »
The missiles use pieces of the crackdown specific code.

If your base is hidden, the missile strike mission will spawn a wave of HK ships in the relevant continent region to attempt to locate it. Shooting those down will stop it. The seeking wave of ships only lasts about 2 days, and if they fail to locate your base, no missile strike will happen.

Take care that if your base is revealed by anyone, its location is available for all for future crackdowns and missile strikes. (F. Ex. Ratman swarms, bogey swarms).

You can defend your base from being located, by keeping is small(facilities add to the radar signature, large facilities add more), or building hideout shrouds. Or of course, shooting down everyone who gets close.

You can further build your bases in "dead UFO zones", zones in which UFOs do not like to patrol because of how the game works. I am not an expert in those, but in general, look for edges of regions. Two come to mind, the Panama Isthmus, and just SE of Lake Victoria in Africa.

The missile strike itself follows some rules. It never hits more than 3 buildings in a wave. This means that if your base has a connectivity of minimum 4, you will not lose all your facilities due to loss of connectivity. Missiles seem to also target buildings in construction. Missiles also hit buildings according to their missile attraction stat, so radar facilities and stills will draw more heat than say a burrow. This means that buildings with high attraction go on the periphery when planning the base, and do try to not rely on them for connectivity. This also means that if you feel a missile strike is incoming(due to the obvious HK wave), you can fool them by queuing building outposts everywhere. They are cheapish and have a relatively high missile attraction, and you can cancel them once danger has passed. Missiles also seem to like large buildings as well. Each missile hits a 'per square' basis not 'per facility' basis, so a hangar or plantation can be hit multiple times, wasting their shots.

Remember that a missile wave can have multiple strikes, so check your base and decoy outposts between strikes and put up new ones as needed.

Obviously AA defenses are just one solution.

Offline Jimboman

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Re: [MAIN] XPiratez - L2 - 21 May - Blood And Skulls
« Reply #7804 on: July 09, 2020, 02:51:21 pm »
At present I only have access to Flak Towers and Flak Cannons, but 1 tower and 2 cannons stopped a barrage on another base so I think I'm ok for now.  At least until it either steps-up or I find the tech to stop it.

Offline Yirtimd2

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Re: [MAIN] XPiratez - L2 - 21 May - Blood And Skulls
« Reply #7805 on: July 14, 2020, 01:08:51 pm »
Guys when next update? Cause what if I will start new campaign and then after some progress there will be new update with new cool stuff and I will be like 'FFFFFUUUUUUUUUUU!!! I must restart again!".

Online Ves

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Re: [MAIN] XPiratez - L2 - 21 May - Blood And Skulls
« Reply #7806 on: July 14, 2020, 01:33:56 pm »
Why do you have to restart?

Just take a look at https://openxcom.org/forum/index.php/topic,4133.0.html if you have to adjust anything. Most of the time there's nothing to do. The one important thing to pay attention to is avoiding updates during tactical battle.

Offline Yirtimd2

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Re: [MAIN] XPiratez - L2 - 21 May - Blood And Skulls
« Reply #7807 on: July 14, 2020, 03:31:30 pm »
OOOOOOHHH! Thank u dude! Then i will try actual version today.

Offline Jinderius

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Re: [MAIN] XPiratez - L2 - 21 May - Blood And Skulls
« Reply #7808 on: July 16, 2020, 02:22:30 am »
Alright on my 6th game and First year november I got a spike in activity and a 8000 infamy bracked to beat. Obviously i got -5100 but november got back to 2000 to beat. but then Jan and feb second year both are 6000 infamy to beat and even if i had a very good and lucky run i cant get the 5300 infamy required no way at all any work around to this?

Offline legionof1

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Re: [MAIN] XPiratez - L2 - 21 May - Blood And Skulls
« Reply #7809 on: July 16, 2020, 05:59:04 am »
Usually such instances of high negative score is long duration enemy craft activity outside your radar coverage. Expanding for global coverage is a very high priority to help counter such activities.

Alternatively you can closely examine the score graphs by region to discover where the activity is localized to a send craft to search out the culprit..

Offline Jinderius

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Re: [MAIN] XPiratez - L2 - 21 May - Blood And Skulls
« Reply #7810 on: July 16, 2020, 06:29:42 am »
Its 13 months into the game I was just researching interceptor assembly and spike rockets were still out of trophy range. What decieds the activites each month?

Offline Rince Wind

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Re: [MAIN] XPiratez - L2 - 21 May - Blood And Skulls
« Reply #7811 on: July 16, 2020, 12:57:28 pm »
The almighty RNG, with some activities being behind certain milestones or only possible after a number of months have passed. Ressource excavation is not among those, though.

By November you should have a couple of hideouts though, so you should be able to cover (most of) the main regions on the globe.

Offline Iazo

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Re: [MAIN] XPiratez - L2 - 21 May - Blood And Skulls
« Reply #7812 on: July 20, 2020, 01:19:00 pm »
Even if not, research accounts for a huge part of points. Running anything less than full brainers is a waste.

Back when we were doing the shared game, the start of the second year was netting us anywhere from 15k to 20k points.

Offline khade

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Re: [MAIN] XPiratez - L2 - 21 May - Blood And Skulls
« Reply #7813 on: July 20, 2020, 10:19:52 pm »
If it's possible, Excavation shouldn't be worth score or at least not as much, but I think that's hardcoded?  Something about time flying is worth at least x amount of enemy score, and time landed is worth at least y, and that's a very long mission with frequent landings.

Edit

Don't ask me what the numbers are, this is just what I remember

Offline SymbolicFrank

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Re: [MAIN] XPiratez - L2 - 21 May - Blood And Skulls
« Reply #7814 on: July 20, 2020, 11:16:15 pm »
So, what do you do when you miss things to continue after a few years, like fat zombies and ghoul scientists? I did get one zombie mission, but it was regular zombies and stingers. And while I researched organ harvesting, no ghoul missions yet. Only a regular one from a pogrom.

I started again, but modded to my liking. The main thing: brainers are just a quarter as expensive and research buildings hold twice the amount. Some minor other tweaks, mostly to increase the capacity of buildings slightly. I added some stuff to the starter base: a few early-mid game armors and guns, and some research block removers (like a stapler and two cockroaches, as those held me up a long time the previous run). I changed the light sniper rifle slightly and made it available after Jack's town. And a few rubies  to get me started. I'm playing on the medium difficulty.

But, after a year, there was nothing left to research and my equipment was still seriously lacking. So I added some more blocking items, to both the save and the starting equipment. That didn't help long. And I was waiting for the ghoul scientist and fat zombies all the time. The previous playthrough, I got loads of those missions, so I expected them "any month now", but they never turned up.

What to do? Add them all? But what would then be the point of playing the game? Restart the game, again, after playing it for two months? Is that the expected behavior? I REALLY don't like that.

The only solutions seem to be: 1. Stop playing the game. 2. Make an extensive mod that also removes those RNG roadblocks, or at least add another option to get them. Which is a lot of work, especially in testing it all out.


Oh, I forgot: I really like the new terrain and the other additions. But the amount of "mostly equal things" is still very large.
« Last Edit: July 20, 2020, 11:28:19 pm by SymbolicFrank »