Author Topic: Re: [MAIN] XPiratez - N9.7.7 12-Sep-2024 Second Coming  (Read 4312399 times)

Offline Alucious

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Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« Reply #2955 on: July 30, 2016, 07:05:19 pm »
Re-opening this topic again, because it's really tearing my heart apart... looks like you need all slaves (except for witch) to win the game :(  :'(

slave gladiatrix | slave maid > luxury spa > civilization > higher studies > heavy transporter > mars attack vessel
slave | slave lasher | slave specialist | slave taskmaster > mining ship > civilization > ...

Unless I'm really misreading the tech tree viewer, you can get slave research from interrogating some captives instead of having to enslave people yourself! I know in your let's play you're very against enslaving captives so this should work out for you. It looks like interrogating Smuggler Captains, Raider Bosses, and researching Pillow Books together should cover all of the slave technologies you might need.

Offline Dioxine

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Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« Reply #2956 on: July 30, 2016, 07:25:58 pm »
You should be able to do so, at least that was the intention.

Offline Surrealistik

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Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« Reply #2957 on: July 30, 2016, 09:21:59 pm »
Re-opening this topic again, because it's really tearing my heart apart... looks like you need all slaves (except for witch) to win the game :(  :'(

slave gladiatrix | slave maid > luxury spa > civilization > higher studies > heavy transporter > mars attack vessel
slave | slave lasher | slave specialist | slave taskmaster > mining ship > civilization > ...



Lol, I never bothered researching the slaves because they're fucking slaves; what real value can come from 'studying' them vs say pieces of laser or gauss tech? Same with some pieces of clothing that are apparently important for advancement, like the gym suit? The fact that key research topics are so unintuitive is one of the things that I feel hurt the mod and savage blind playthroughs.
« Last Edit: July 30, 2016, 09:23:33 pm by Surrealistik »

Offline Star_Treasure

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Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« Reply #2958 on: July 30, 2016, 09:32:28 pm »
I don't see what the problem is, I research everything I can find and sometimes even run out of things to research.

Offline Surrealistik

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Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« Reply #2959 on: July 30, 2016, 09:36:22 pm »
I haven't run out of research topics since pretty early on in the game; currently on August 2602. Maybe I missed a key piece of tech that allows me to create more than one lab?

I've been focused on maximizing production rather than research, so I only have 17 brainers in my HQ and 1 in 5 secondary bases.

Offline Solarius Scorch

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Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« Reply #2960 on: July 30, 2016, 09:41:21 pm »
I haven't run out of research topics since pretty early on in the game; currently on August 2602. Maybe I missed a key piece of tech that allows me to create more than one lab?

I've been focused on maximizing production rather than research, so I only have 17 brainers in my HQ and 1 in 5 secondary bases.

Nah, it's pretty typical. I think you can build a new lab very late in the game, but I'm not really sure.

Anyway, if you are stuck, you can always use the new tech tree viewer. I personally think it's spoiling the game, but it's a matter of preference.

Offline Surrealistik

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Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« Reply #2961 on: July 30, 2016, 09:44:44 pm »
Nah, it's pretty typical. I think you can build a new lab very late in the game, but I'm not really sure.

Anyway, if you are stuck, you can always use the new tech tree viewer. I personally think it's spoiling the game, but it's a matter of preference.

Yeah I want to avoid using the viewer if at all possible. The game is going very well, but I definitely feel that my research progression is suboptimal without making obviously poor choices.

Offline Solarius Scorch

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Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« Reply #2962 on: July 30, 2016, 09:51:43 pm »
Yeah I want to avoid using the viewer if at all possible. The game is going very well, but I definitely feel that my research progression is suboptimal without making obviously poor choices.

I think that's how the mod is supposed to work. On the one hand, progress depends on luck; on the other, nearly every research gets you something.
(in Meridian's playthrough, there are many researches that seem to be empty, but he beelined for the plasma weapons and therefore neglected nearly everything else. If you go in blind, it won't be like this.)

Offline Surrealistik

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Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« Reply #2963 on: July 30, 2016, 09:55:08 pm »
I guess; since I had no idea how to optimize my research order, I defaulted to my usual Plan B:

When in doubt, build a massive, exponentially growing industrial base.

Offline legionof1

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Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« Reply #2964 on: July 31, 2016, 12:02:25 am »
Much of the tech tree is an exercise in parallel development. Parallel solutions to the same problem. It is very akin to expansive Civilization series mods. A broad tech tree with myriad pros and cons for each pathing but all are the hands down best choice for the proper situation.

Problem is in Civilization you are aware of the situations beforehand and are in large part the cause of those situations. Proactive vs reactive gameplay if you will.   

Offline Dioxine

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Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« Reply #2965 on: July 31, 2016, 07:37:50 am »
I definitely feel that my research progression is suboptimal without making obviously poor choices.

Rubs you the wrong way, eh? Lel. If it was humanly possible to have 'optimal' progression, it would mean I designed it wrong.

EDIT:
New version is up. Bugfixes, updates, and some new content. Check changelog.
« Last Edit: July 31, 2016, 08:49:17 am by Dioxine »

Offline Meridian

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Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« Reply #2966 on: July 31, 2016, 09:16:21 am »
I think that's how the mod is supposed to work. On the one hand, progress depends on luck; on the other, nearly every research gets you something.
(in Meridian's playthrough, there are many researches that seem to be empty, but he beelined for the plasma weapons and therefore neglected nearly everything else. If you go in blind, it won't be like this.)

For my defense, I'd like to add that I have used tech viewer only 3 times as a walkthrough:
1. for Dojo -- I was mising about 4-5 techs when I looked
2. for Interrogation Techniques -- missing 1 or 2
3. for Plasma Weapons -- missing about 5 or 6, but all just hidden behind Toxigun

In general, I prefer researching every type of prisoner once and then research topics which have a "topic" name; I neglect items, ships and weapons. Armor and voodoo only as secondary nice to have's. That's why it may look like I beelined to plasma weapons, but I didn't do it on purpose, that's how it worked out.

Lastly, I have started using tech viewer now since it's in the game to filter out prisoners I dont need anymore, very useful.

I already have another feature in mind, which will help me filter out stuff in the stores I don't need anymore... hopefully I can sell a lot of stuff I have since the beginning and couldnt sell because I have no idea if I will ever need them... just think of 3 ghouls I had since first mission and I sold them and had to hunt for toxigun for 4-5 months (that's actually a bad example, since they are not used for manufacturing, but you get my point :).
« Last Edit: July 31, 2016, 09:39:49 am by Meridian »

Offline Surrealistik

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Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« Reply #2967 on: July 31, 2016, 10:12:51 am »
Rubs you the wrong way, eh? Lel. If it was humanly possible to have 'optimal' progression, it would mean I designed it wrong.

It's mainly because I'm going in legitimately blind; next run will be different.

But yeah, hiding key research points behind slaves? What the actual fuck.

Offline Meridian

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Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« Reply #2968 on: July 31, 2016, 11:13:51 am »
It's mainly because I'm going in legitimately blind; next run will be different.

But yeah, hiding key research points behind slaves? What the actual fuck.

Well, they are not hidden behind slaves... the are hidden basically behind almost everything, including slaves... as far as I can say. There are very few optional research paths... again, as far as I can say.

Offline Surrealistik

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Re: [MAIN] XPiratez - 0.99A.1 - 31 Jul - Magical Commendations
« Reply #2969 on: July 31, 2016, 12:58:14 pm »
Bootypedia doesn't seem to have been updated for the wands; I don't see any mention of VD Skill or Mastery factoring in for the lower tier ones.