aliens

Author Topic: Extended Piratez general FAQ/Strategy Guide  (Read 406563 times)

Offline MemoryTAS

  • Colonel
  • ****
  • Posts: 140
    • View Profile
Re: Extended Piratez general FAQ/Strategy Guide
« Reply #750 on: June 20, 2021, 01:56:55 am »
Well you have to research them to execute them, so you lose out on some initial trophies.  Not a big deal in the long run, but occasionally alliance tokens becomes a bottleneck for entering the mutant alliance, so I just kill them out in the field to make sure.

This is in contrast to the humanist activist missions (KKK dudes), those you get the tokens as battle loot even if you capture them IIRC.
This and the fact that once you research them, the infamy bonus goes from the 100s range to 10 for each upon a capture is why I just kill.

Offline Barleyman

  • Sergeant
  • **
  • Posts: 29
    • View Profile
Re: Extended Piratez general FAQ/Strategy Guide
« Reply #751 on: June 22, 2021, 02:28:30 am »
This and the fact that once you research them, the infamy bonus goes from the 100s range to 10 for each upon a capture is why I just kill.

This. Unless execution has hidden infamy bump, I definitely saw big infamy numbers by killing them outright in the field. Somehow you'd think giving them a fair trial and executing them would give a bigger one but maybe pay per view executions are not a thing.

Offline RSSwizard

  • Commander
  • *****
  • Posts: 793
    • View Profile
Re: Extended Piratez general FAQ/Strategy Guide
« Reply #752 on: June 28, 2021, 10:31:19 pm »
Here's how you build the CASINO.
Without spending a giant chunk on shipping the coins.
On android you have to actually hold down the arrow for minutes coming and going since there's no scrolling multiples.

Yeah so I LOADS up the coinz into the ship
And I SHIPS the ship overseas
And then I UNLOADS da ship
(and then I ship the ship back - shoop da shoop)

Still gotta ship the Glamour but thats only about 18k in terms of cost.

Offline hitthat

  • Squaddie
  • *
  • Posts: 4
    • View Profile
Re: Extended Piratez general FAQ/Strategy Guide
« Reply #753 on: July 20, 2021, 11:38:42 am »
I saw once i engage the dark ones in whatever misison, especially in "doomed farm" one, they gonna keep raiding my bases over and over again every 3/4 months, it is possible to stop them? If yes, how i do that?

Offline username

  • Captain
  • ***
  • Posts: 95
    • View Profile
Re: Extended Piratez general FAQ/Strategy Guide
« Reply #754 on: August 06, 2021, 04:44:17 pm »
I saw once i engage the dark ones in whatever misison, especially in "doomed farm" one, they gonna keep raiding my bases over and over again every 3/4 months, it is possible to stop them? If yes, how i do that?
Other than trying to shoot down incoming craft before they hit your base? Not really, no, there's no real way to counter base raiding. The capacity to brutalize a faction's ability to act against you doesn't exist in the engine and it certainly wouldn't work on the FORCES OF HELL even if it did.  At best, a research topic could shut off a faction's activities like it does with the Reticulans, but it wouldn't be a process of beating them in the face to make them stop until you stop beating them in the face.
« Last Edit: August 06, 2021, 04:46:02 pm by username »

Offline ontherun

  • Colonel
  • ****
  • Posts: 393
  • public troll no. 1
    • View Profile
Re: Extended Piratez general FAQ/Strategy Guide
« Reply #755 on: August 25, 2021, 02:59:34 pm »
Hello, gave a fresh start usin an old save and then upgraded it to 0.99L10.7, picked up the green codex but still by the end of aug 2602 i cannot find hydra laser! Please note that also some researchi did still is in the topics, like !undersea treasures! one please might developers check the attached save?

I have also unlocked jack's favors and about to engage the "X-prison" mission but i was hoping to get some better equipment, in the meantime i am assaultin a church ship, a golden one...
« Last Edit: August 25, 2021, 03:17:18 pm by ontherun »

Offline ontherun

  • Colonel
  • ****
  • Posts: 393
  • public troll no. 1
    • View Profile
Re: Extended Piratez general FAQ/Strategy Guide
« Reply #756 on: August 27, 2021, 10:26:48 am »
And there are some base saves to test, actually the gray codex is rellay weird, i got few misisons, lots of interceptions bu tno landings, i think the former ones should happen more frequently? Please check again. Thanks!

Offline legionof1

  • Moderator
  • Commander
  • ***
  • Posts: 1900
  • Bullets go that way. Money comes this way.
    • View Profile
Re: Extended Piratez general FAQ/Strategy Guide
« Reply #757 on: August 28, 2021, 07:12:23 am »
Looked at all the saves, and while outliers are present in lot of ways none of them are actually not working as designed/coded.

Thou you can debate on if it's as intended, balancing drops is highly complex. Any given item has something like 4-5(sometimes dozens) sources on average all with there own independent % to appear. And because none of those parts can talk to each other sometimes things are really great or really sucky. Such are parallel, non dynamic tables.

It's like going to a casino and putting a random handful of coins in every slot machine in the place. The result is too chaotic to control in any single case, but you can predict and assure the statistical averages.   

Offline ontherun

  • Colonel
  • ****
  • Posts: 393
  • public troll no. 1
    • View Profile
Re: Extended Piratez general FAQ/Strategy Guide
« Reply #758 on: September 07, 2021, 10:24:47 pm »
So, started a new game in M1.5.1 with difficulty set to 2 and in Apr 2601, all of a sudden what ever direction i pick with the airbus i am instantly intercepted by ninja gals! Actuall some days before i had a crackdown mission for them, so i suppose that .sav is screwed..

don't nknow if this is a "test update" or Dioxine is using us as test subjects :D but rejecting the codex power makes the game way more harder, even more that goin with males instead of gals! So there is any solution to escape the ninja gals sourvellance? They are capable to track player bases?

Ah, i recovered a damaged airbus, what is its use for?

Edit: goin on a mission with hunt party makes me unspottable, don't have teste same effect with expedition but supposte not, as it is told by bootypedia description so both are working as intended i think
« Last Edit: September 07, 2021, 11:06:31 pm by ontherun »

Offline legionof1

  • Moderator
  • Commander
  • ***
  • Posts: 1900
  • Bullets go that way. Money comes this way.
    • View Profile
Re: Extended Piratez general FAQ/Strategy Guide
« Reply #759 on: September 07, 2021, 11:43:39 pm »
yeah the ninja base radar range is huge, and can be quite the pickle. But it seems like this is the intended course, to force you to deal with your ninja rivals.

That said it's possible to use more then just hunt parties(which are intercept immune) to deal with the problem. Enemy bases have a reset timer on spawning fighters so you can pull a bait and switch to get something better out the door.

First iterations of mechanics are often rough here in XPZ, and challenge mode paths even more so. It takes hundred of hours of play and feedback to feel out the balance for new things. Anyone playing on the newest patch is always a guinea pig.

The damaged bus is intended to fill the gap for transport needs caused by the missing STC craft on the reject power path.


Offline ontherun

  • Colonel
  • ****
  • Posts: 393
  • public troll no. 1
    • View Profile
Re: Extended Piratez general FAQ/Strategy Guide
« Reply #760 on: September 08, 2021, 01:17:48 am »
yeah the ninja base radar range is huge, and can be quite the pickle. But it seems like this is the intended course, to force you to deal with your ninja rivals.

Well, in M1. 5.1 this happen way too early, necropirates first should do such thing, to have a more balanced difficulty curve, since their stuff is similar to the starting player one, and hell they are pirates too. Up to now bandits done that too, but ninjas should come into play in the midgame.

That said it's possible to use more then just hunt parties(which are intercept immune) to deal with the problem. Enemy bases have a reset timer on spawning fighters so you can pull a bait and switch to get something better out the door.

Got it, but this means a craft sacrifice every now and then? lots of money too, indeed..  :'(

First iterations of mechanics are often rough here in XPZ, and challenge mode paths even more so. It takes hundred of hours of play and feedback to feel out the balance for new things. Anyone playing on the newest patch is always a guinea pig.

too bad guess we have to live with it

The damaged bus is intended to fill the gap for transport needs caused by the missing STC craft on the reject power path.

Ok any other hint on how to assemble it? Thanks  :)

Offline legionof1

  • Moderator
  • Commander
  • ***
  • Posts: 1900
  • Bullets go that way. Money comes this way.
    • View Profile
Re: Extended Piratez general FAQ/Strategy Guide
« Reply #761 on: September 08, 2021, 12:42:26 pm »
I tend to agree that it's rather early in its current form. But well first iteration.

You don't actually need to lose anything, thou you might. Just getting the fighters to launch triggers the cool-down, so if the base is range of your base just taking off and returning right away will expend the current cooldown, and once the fighters land themselves you have a window to work with. Depending on the distances you still might have a problem but the risk is limited.

As to getting the bus back online you need research a Gnome and and Electrics & Electronics. 


Offline Ultimoos

  • Colonel
  • ****
  • Posts: 105
    • View Profile
Re: Extended Piratez general FAQ/Strategy Guide
« Reply #762 on: September 08, 2021, 04:52:37 pm »
I started a test game at difficulty 2 on M1 version. No sky pirates in April so I keep playing. In June I think I updated to M1.5 and did not see any pirates until October when first APC's appeared. Tho I did not locate any base yet I'm very happy with this timing. At this point in game I have at least a SNAKE and some double 25mm cannons. I do not think I've seen any fighters tho.

I'm not sure what impact it's having on my monthly score. Unlike previously when I could not even keep it at positive, I'm making at least 8000+ points each month now.
I december larger land APC's started crawling around. I have an Interceptor with plasma chargers now but still need  3 crafts to shot one down. Ground battle has proven to be a bit too much because of that 14mm cannon, so I avoid doing them for now.

It's January 2602 now and I've still not seen any ninja fighters, nor did I locate the base.

Offline ontherun

  • Colonel
  • ****
  • Posts: 393
  • public troll no. 1
    • View Profile
Re: Extended Piratez general FAQ/Strategy Guide
« Reply #763 on: September 08, 2021, 06:39:15 pm »
I started a test game at difficulty 2 on M1 version. No sky pirates in April so I keep playing. In June I think I updated to M1.5 and did not see any pirates until October when first APC's appeared. Tho I did not locate any base yet I'm very happy with this timing. At this point in game I have at least a SNAKE and some double 25mm cannons. I do not think I've seen any fighters tho.

I'm not sure what impact it's having on my monthly score. Unlike previously when I could not even keep it at positive, I'm making at least 8000+ points each month now.
I december larger land APC's started crawling around. I have an Interceptor with plasma chargers now but still need  3 crafts to shot one down. Ground battle has proven to be a bit too much because of that 14mm cannon, so I avoid doing them for now.

It's January 2602 now and I've still not seen any ninja fighters, nor did I locate the base.

You did not take the "reject the power path" i assume but this might be a bug since ninjas are supposed to spawn anyway in the game, whatever was player choice. Some more investigation/testing is required..

Offline ontherun

  • Colonel
  • ****
  • Posts: 393
  • public troll no. 1
    • View Profile
Re: Extended Piratez general FAQ/Strategy Guide
« Reply #764 on: October 06, 2021, 12:07:34 pm »
well alright...updated my last save to m2 (2.0) and actually i cannot use the vessel bai tactic because it won't work with craft with acc >5 anyway selling the airbus le me continue play but it considerably slowens game progress....ah in the infested cellar be sure always to carry a pickaxe bcause 70% of times rats spawn inside chambers obstructed by walls  :'(

A ninja hideout spawned literraly over my base but it is impossible to destroy it unless you have the proper tech...
« Last Edit: October 06, 2021, 12:12:39 pm by ontherun »