Author Topic: Re: [MAIN] XPiratez - N10 24-Nov-2024 Aurora's Dawn  (Read 4613321 times)

Offline Psyentific

  • Colonel
  • ****
  • Posts: 181
    • View Profile
Re: [MAIN] XPiratez - N10 24-Nov-2024 Aurora's Dawn
« Reply #9300 on: January 03, 2025, 04:26:38 pm »
Happy New Beer!

I just acquired a Fortuna, crew capacity 13. Party event: max size 13. Can't use Fortuna. Sad face. Hanger space is a premium. Maybe make Fortuna a valid option?

Additional request: Can we give cat girls the purr ability?
Fortuna goes literally everywhere else other than partys and infiltrations, it's one of the best uses of hangar space in the game.

Offline Blind Cedrick

  • Sergeant
  • **
  • Posts: 13
    • View Profile
Re: [MAIN] XPiratez - N10 24-Nov-2024 Aurora's Dawn
« Reply #9301 on: January 05, 2025, 11:32:22 am »
And if Fortuna could do the rest I would only need one hanger. I will say that I'm happy it can do space. Shame the others don't. It would be interesting if the ship was a multi phase project with features you would procedurally unlock. I imagine my idea would be a massive headache to implement.

Somewhat unrelated. Feeling a little crazy. Playing with the idea of modding xcom myself. Lets assume I go through successfully:
Phase 1: pedia fluff. Lokk'narr holidays like double-cross mass and new beer.
Phase 2: Related global map interrupts that do things to player.
Phase 3: Add items. Miko dress and kit. Voodoo related.
Phase 4: Make my battle barge sequence myself

Thoughts?

Offline cheeen

  • Squaddie
  • *
  • Posts: 8
    • View Profile
Re: [MAIN] XPiratez - N10 24-Nov-2024 Aurora's Dawn
« Reply #9302 on: January 25, 2025, 04:25:01 am »
I imagine my idea would be a massive headache to implement.

Not really. Just define multiple fortunas, with research and construction project for each. Each new iteration consumes previous fortuna as manufacturing component.


Can anyone tell me the source for dtpdance.ogg? It plays on "seducing your ffb"

Offline Blind Cedrick

  • Sergeant
  • **
  • Posts: 13
    • View Profile
Re: [MAIN] XPiratez - N10 24-Nov-2024 Aurora's Dawn
« Reply #9303 on: January 25, 2025, 07:21:21 pm »
The headache I imagine is less about specific implementation and more about things like balance and fitting.

Offline ontherun

  • Colonel
  • ****
  • Posts: 452
  • public troll no. 1
    • View Profile
Re: [MAIN] XPiratez - N10 24-Nov-2024 Aurora's Dawn
« Reply #9304 on: January 31, 2025, 02:22:40 am »
And if Fortuna could do the rest I would only need one hanger. I will say that I'm happy it can do space. Shame the others don't. It would be interesting if the ship was a multi phase project with features you would procedurally unlock. I imagine my idea would be a massive headache to implement.

That could be nice if that might be a mandatory passage to get the codex exclusive vessel. Also since "the russian files" item is loot for the mission "siberia base investigation", could such mission spawn a bit more often? In more of a dozen of runs i got it on the map only two times, each one in a separate campaign so hell....also the "advanced helicopter plans" should be mire common, i mean it's old technology...

Offline John___Doe

  • Sergeant
  • **
  • Posts: 35
    • View Profile
Re: [MAIN] XPiratez - N10 24-Nov-2024 Aurora's Dawn
« Reply #9305 on: January 31, 2025, 06:04:34 am »
That could be nice if that might be a mandatory passage to get the codex exclusive vessel. Also since "the russian files" item is loot for the mission "siberia base investigation", could such mission spawn a bit more often? In more of a dozen of runs i got it on the map only two times, each one in a separate campaign so hell....also the "advanced helicopter plans" should be mire common, i mean it's old technology...
the siberia mission is guaranteed to spawn every month after it has been unlocked

Offline SleepingSumo

  • Squaddie
  • *
  • Posts: 1
    • View Profile
Re: [MAIN] XPiratez - N10 24-Nov-2024 Aurora's Dawn
« Reply #9306 on: February 03, 2025, 01:36:38 am »
Does the Craft Weapon research give a free Piratin' Cannon? You get the Bootypedia entry for it when you research it, but I haven't found a way to buy/manufacture them. In general I haven't been able to find any craft weapons, so all that tasty air traffic and its booty is beyond my capabilities.

Offline John___Doe

  • Sergeant
  • **
  • Posts: 35
    • View Profile
Re: [MAIN] XPiratez - N10 24-Nov-2024 Aurora's Dawn
« Reply #9307 on: February 03, 2025, 04:51:16 am »
Does the Craft Weapon research give a free Piratin' Cannon? You get the Bootypedia entry for it when you research it, but I haven't found a way to buy/manufacture them. In general I haven't been able to find any craft weapons, so all that tasty air traffic and its booty is beyond my capabilities.
The piratin cannon is just an assault cannon mounted as a craft weapon. The description says as much, but its a common thing to miss.

Offline Tamren

  • Captain
  • ***
  • Posts: 88
    • View Profile
Re: [MAIN] XPiratez - N10 24-Nov-2024 Aurora's Dawn
« Reply #9308 on: February 08, 2025, 10:28:51 am »
I dunno if cannons as craft weapons were ever relevant. To even make ammo for them you have to climb a considerable amount of the engineering tech tree beyond even the little bird, which puts such improvised measures well and truly in the dust.

Offline Psyentific

  • Colonel
  • ****
  • Posts: 181
    • View Profile
Re: [MAIN] XPiratez - N10 24-Nov-2024 Aurora's Dawn
« Reply #9309 on: February 08, 2025, 04:24:51 pm »
Cannons are relevant as a craft weapon in the same way that 1 is greater than 0. You start with one cannon and a small pile of ammunition, and you can sometimes loot more from the same basic enemies you can shoot down with it. Even within the niche of bad ground weapons the various machineguns and explosive launchers are strictly better, but, well, you need to have one of those first.

Offline minimen

  • Captain
  • ***
  • Posts: 78
    • View Profile
Re: [MAIN] XPiratez - N10 24-Nov-2024 Aurora's Dawn
« Reply #9310 on: February 15, 2025, 11:25:25 am »
I'm playing game the first time. Since current build called Aurora's Dawn, I'd like to ask which path is more finished and gives more content ?cooperate with Aurora? or ?reject?

Offline hth

  • Sergeant
  • **
  • Posts: 43
    • View Profile
Re: [MAIN] XPiratez - N10 24-Nov-2024 Aurora's Dawn
« Reply #9311 on: February 16, 2025, 12:03:52 am »
I think "Highwayman Scout Quad" armor should be made more adequate to its appearance and pedia description, i.e. "vulnerable to fire and explosions", instead having 50% and 75% resistances, which in combiantion with good armor makes it nearly invulnerable to almost any early ranged weapon. Its only weak point is 115% to stabbing, which is weird. Its massive TU: 250 is weird as well, as well as deadly: after crossing of couple of hangars space it will still be able to do several bursts of autofire.

Last night I get another sudden difficulty spike, then very young agricultural base, located in deep of amazonia jungles, was attacked by "small" band of highwaymen (36), including dogs, flamethrowers, fucking incendiary SMG and 3, yes THREE at once, aforementioned vehicles. So spotted one of these on first turn of combat, I decided to reload back by few days and bring on help of local peasantry a couple of strong melee fighters from homebase, equipped with... rapiers (pikes can suit better but who knew when). They make the job, yes, but at cost of many reloads and hours of playtime, because of sewers phase was extremely tedious.
« Last Edit: February 16, 2025, 12:37:39 am by hth »

Offline minimen

  • Captain
  • ***
  • Posts: 78
    • View Profile
Re: [MAIN] XPiratez - N10 24-Nov-2024 Aurora's Dawn
« Reply #9312 on: February 16, 2025, 07:12:04 am »
...
I think you might be approaching the game in a way that’s making it more challenging than it needs to be. Perhaps starting over on a lower difficulty could help you enjoy the experience more.

Offline zombieguy223

  • Captain
  • ***
  • Posts: 66
    • View Profile
Re: [MAIN] XPiratez - N10 24-Nov-2024 Aurora's Dawn
« Reply #9313 on: February 16, 2025, 07:52:21 am »
I think "Highwayman Scout Quad" armor should be made more adequate to its appearance and pedia description, i.e. "vulnerable to fire and explosions", instead having 50% and 75% resistances, which in combiantion with good armor makes it nearly invulnerable to almost any early ranged weapon. Its only weak point is 115% to stabbing, which is weird. Its massive TU: 250 is weird as well, as well as deadly: after crossing of couple of hangars space it will still be able to do several bursts of autofire.

Last night I get another sudden difficulty spike, then very young agricultural base, located in deep of amazonia jungles, was attacked by "small" band of highwaymen (36), including dogs, flamethrowers, fucking incendiary SMG and 3, yes THREE at once, aforementioned vehicles. So spotted one of these on first turn of combat, I decided to reload back by few days and bring on help of local peasantry a couple of strong melee fighters from homebase, equipped with... rapiers (pikes can suit better but who knew when). They make the job, yes, but at cost of many reloads and hours of playtime, because of sewers phase was extremely tedious.
With the scout quads, and 2x2 units in general, since they occupy 4 tiles on the battlescape any area of effect weapons i.e. explosives will hit them 4 times. So effectively the scout quads take 0.75 * 4 = 3 times damage from any explosives that get through the armour. You can tell if an enemy is a 2x2 by looking at the analysis tab in their examination Pedia entry, if they are then their size will be listed as 2 near the top.

Even a basic frag grenade can kill them in one hit if you get lucky, landmines are very effective and the same with dynamite. Flamethrowers can also be very effective if you can hit with most of the burst (average 159 total health damage against scout quads). Weapons that have their damage listed as 5-10 ignore armour, by the way. There are a lot of options in how to approach problems like them, and just shooting or stabbing your enemies may not be the most effective or fun choice. I definitely struggle to remember that personally.

You can also try being proactive in either shooting down the enemy craft that spot your hideout for an attack to prevent it earlier. I believe the highwaymen attacks are scouted by black talons and helicopters. Or you can build base defense structures to destroy the attack before it enters your hideout (the bandit attacks can't be intercepted by craft since they approach on foot). The bandit hideout attacks only have about 300 health and base defences do between 50%-150% of their listed damage, so even a single flak tower could destroy it, albeit it's very unlikely.

Offline Vakrug

  • Colonel
  • ****
  • Posts: 339
    • View Profile
Re: [MAIN] XPiratez - N10 24-Nov-2024 Aurora's Dawn
« Reply #9314 on: February 16, 2025, 09:54:37 am »
I'm playing game the first time. Since current build called Aurora's Dawn, I'd like to ask which path is more finished and gives more content ?cooperate with Aurora? or ?reject?
If this is your first time, you should try the regular ending first. So you should reject.

Info about Zander's ending:
https://openxcom.org/forum/index.php?topic=5345.msg168985#msg168985

Info about Aurora's ending:
https://openxcom.org/forum/index.php?topic=5345.msg168989#msg168989