Author Topic: Re: [MAIN] XPiratez - v.N12 27-Apr-2025 It's Already Spring, Player One  (Read 4915696 times)

Offline zombieguy223

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Re: [MAIN] XPiratez - N11 22-Mar-2025
« Reply #9375 on: April 26, 2025, 06:50:10 am »
Also, I made into late game, but didn't get Precinct Attack Orders. I guess this must drop from someones corpse, but which one?
I've also had trouble finding them in the past, ironically since I was doing too well in the mission you find them. They're found in the Precinct Under Siege mission, being carried by enemies in the second and final wave of enemy reinforcements, the one with the scout quads. If you finish the mission before that wave shows up, which I think is around turn 10, then you just never gain access to that item.

They can also be found in the Highwaymen Forts, but that mission is only available if your starting base was in the Confederation, since you need the sheriff's handbook.

Offline Psyentific

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Re: [MAIN] XPiratez - N11 22-Mar-2025
« Reply #9376 on: April 26, 2025, 02:43:40 pm »
Wait, Precinct Under Siege has a second wave? I've been clearing it by turn 6-8 by killing the ogres and killing the mooks fast enough to panic them all.

Offline Ultimoos

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Re: [MAIN] XPiratez - N11 22-Mar-2025
« Reply #9377 on: April 27, 2025, 10:55:30 am »
What are the conditions for mission "Wasteland Trouble" to spawn? I had one in first month and another one in second month. I'm in 7th month now and I've not have any more of those missions. I've notices 2 times spawns of 4 bandit cars with "causing trouble" mission objective heading straight at my base, but in both times I cleared them out. Re they related? Should I have let them roam free?
There is another new activity. A 100 speed contact that usually spans in batches of seven to look for your base, but it was alone. Would it spawn a mission if I let it roam free?

Offline zombieguy223

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Re: [MAIN] XPiratez - N11 22-Mar-2025
« Reply #9378 on: April 27, 2025, 01:02:18 pm »
Wait, Precinct Under Siege has a second wave? I've been clearing it by turn 6-8 by killing the ogres and killing the mooks fast enough to panic them all.
Yep! It came as a surprise to me too. It's not difficult to clear out the enemies before that final wave spawns, so I didn't even know about it until I went exploring the data files/Xpedia and learned about it. I had a similar issue with Zombie Panic with capturing the Tomb Guardian, and I don't think the extra advice from the Fire Witch existed back then either, so I was completely lost on what to do with that mission chain. I know better now, but I was very confused at the time.

What are the conditions for mission "Wasteland Trouble" to spawn? I had one in first month and another one in second month. I'm in 7th month now and I've not have any more of those missions. I've notices 2 times spawns of 4 bandit cars with "causing trouble" mission objective heading straight at my base, but in both times I cleared them out. Re they related? Should I have let them roam free?
There is another new activity. A 100 speed contact that usually spans in batches of seven to look for your base, but it was alone. Would it spawn a mission if I let it roam free?
To my knowledge, the Wasteland Trouble missions spawn based on whether you have a base present in each of the various regions of the world (e.g. North America, Arctic, SE Asia etc.). There's a separate check for each of the regions and the script controlling the mission spawn will run once per month for each region with a base. It's about a 17% chance for a spawn per viable region, and they stop spawning altogether by Jan 2602.

The four bandit cars that spawn together and target your base are completely unrelated. That's a base attack mission being generated and has nothing to do with Wasteland Trouble.

The contacts at 100 speed are another base attack mission. Those are roving bands of ratmen and if they find your base you'll be attacked by Stormrats. The roving bands make you lose score while active, like most hostile contacts, and are very easily destroyed with accurate weapons (20 dodge, 1 health, no weapons).
EDIT: If you only saw one of those roving bands present, I have no explanation other than you didn't detect the full batch of eight. As far as I can tell from the data files, they only spawn for that mission and only as a group of eight all at once. They do spawn spread out over the targeted region and each has to be individually detected, which occurs at 30min intervals, which can confuse matters.
« Last Edit: April 27, 2025, 01:46:57 pm by zombieguy223 »

Offline Ultimoos

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Re: [MAIN] XPiratez - N11 22-Mar-2025
« Reply #9379 on: April 27, 2025, 03:27:49 pm »
So I was extra lucky having that mission spawn 2 times right at the beginning. Those half ubers were a Godsent and I've already burned through half of them :(

Offline Dioxine

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New version released. Have fun!

Offline Ultimoos

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Re: [MAIN] XPiratez - v.N12 27-Apr-2025 It's Already Spring, Player One
« Reply #9381 on: April 27, 2025, 08:36:44 pm »
Well, I'll be damned. So much early game balance!

Offline Earthquake

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T'Leth Base entry zone enlarged
We need underwater tanks avaible for base assault.
Outlaw bonus debuff
Damn.
Puma Sisters as playable units removed, lore adjusted to be more XPZ friendly
Ohgodwhy

Offline Delian

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Re: [MAIN] XPiratez - v.N12 27-Apr-2025 It's Already Spring, Player One
« Reply #9383 on: April 27, 2025, 11:28:27 pm »
- Bonk! merged (idea by Solarius)

Ehem.

Anyway, it's great to see catgirls finally getting the nerf they deserve (no worries, they're still OP so they're my preferred path). Now if only Ogres got the same treatment as well.

Offline Blind Cedrick

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Re: [MAIN] XPiratez - v.N12 27-Apr-2025 It's Already Spring, Player One
« Reply #9384 on: April 28, 2025, 01:03:44 am »
Why must the love of a stray cat be so fickle?

Also, raiding my first underwater base. In pirate, snail eat you!

Offline Vengos

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Re: [MAIN] XPiratez - v.N12 27-Apr-2025 It's Already Spring, Player One
« Reply #9385 on: April 28, 2025, 03:11:20 am »
RIP Puma sisters. I liked possibility getting them as units

Offline Apocca

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Re: [MAIN] XPiratez - v.N12 27-Apr-2025 It's Already Spring, Player One
« Reply #9386 on: April 28, 2025, 12:58:42 pm »
New music!  ;D

Offline Dioxine

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Re: [MAIN] XPiratez - v.N12 27-Apr-2025 It's Already Spring, Player One
« Reply #9387 on: April 28, 2025, 05:52:59 pm »
Ehem.

Anyway, it's great to see catgirls finally getting the nerf they deserve (no worries, they're still OP so they're my preferred path). Now if only Ogres got the same treatment as well.

Sorry for miscrediting! I never had idea that Solarius took it from someone else, he's been shilling this submod to me for months.

As for Ogres, well: as far as I can see, advanced teams the players use are more or less 50% cats, 40% gals, 10% other, with Syns, Heroes and Peasants the most popular, in that order. Once I see Ogre usage exceeding 40% I'll consider a nerf, lol.

Offline Solarius Scorch

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Re: [MAIN] XPiratez - v.N12 27-Apr-2025 It's Already Spring, Player One
« Reply #9388 on: April 28, 2025, 06:05:49 pm »
Sorry for miscrediting! I never had idea that Solarius took it from someone else, he's been shilling this submod to me for months.

Sorry, I thought you knew... It all happened here on the forums.

Offline Blind Cedrick

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Re: [MAIN] XPiratez - v.N12 27-Apr-2025 It's Already Spring, Player One
« Reply #9389 on: April 29, 2025, 03:07:19 am »
Just watched today's Kentucky Ballistics (supressed 4 bore rifle). Would y'all say that's about the punch of the heavy slug thrower?

Also, dislike my cats getting nerfed just as a matter of principle. If balance is an issue, perhaps increase cat freshness loss instead of speed or melee? Make cats horrible in multiple or long missions. "Annoyed Kitty Touchy Kitty Grouchy Ball of Fur"