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Author Topic: Extended Piratez general FAQ/Strategy Guide  (Read 334338 times)

Offline ontherun

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Re: Extended Piratez general FAQ/Strategy Guide
« Reply #930 on: October 25, 2023, 05:09:43 pm »
Hurrà, after some intense gnome-milking i got finally cloacking device, allowing me in the *pirate airforce* topic! In fact picking th "?reject the power?" path denies acces to codexes and related craft, while allo only the non-codex hellerium fueled ones, but the former mentioned device is needed.

Also got into gauss basics, and have modified my second and third base, now gotta manufacture at leas one good interceptro and amore spacius transport to replace the airtruck, any clues about?

sidenote: i also got a star god crackdown on my second base, here is a save if you want to check, but reloading the game i did not see them anymore

edit: i do not have shadowtech in that save, not yet..
« Last Edit: October 26, 2023, 01:42:22 pm by ontherun »

Offline Psyentific

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Re: Extended Piratez general FAQ/Strategy Guide
« Reply #931 on: October 26, 2023, 01:49:46 am »
pirate airforce is an important tech; glad you picked up shadowmasters and cloaking, i was kinda worried once i realized you might not get it. next stop for airgame is Interceptor Assembly -> Improved Fighter Construction. the Hunter Killer equipped with cannons and Seagull or Spike (ideally gauss or craft lascannon and stingray or hammermite) is your best immediately available option. you can provoke the ninjas to get the hyperjet, which gates you from Improved Fighter (Predator is a direct upgrade to HK) and further Air Supremacy. build a third base at the start of the month and make every base have at least one Hunter-Killer. shoot down everything.
in terms of transport, i will once again shill the Bikes; they don't have any cover in the craft but they generate extra glamour. they're cool, get it?

Offline ontherun

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Re: Extended Piratez general FAQ/Strategy Guide
« Reply #932 on: October 26, 2023, 12:25:19 pm »
ok, so following you advice i manufactured a couple of hunter killers and eventually got shadowtech. Expanding my second base so might move an HK so i can create a kraken (in the meantime researched). But most importantly i lost my third base by a spartan crackdown armed with plasma weapons (!!!) this time multiple reloading  the .sav file did not help...actually i rarely encountered them ingame so feels a bit strange...and suffered by the 30 oct 2603 of a ninja hack that took away 1.25 bilions (aagagrhhh) slygtly less before i researched "spy on ninjas"  >:(

also got a couple of enemy bases on the map, if im not mistaken are one academy and one guild.. i try to assault them via an hunt party in another save but why if i abort got -400 infamy point as penalty? Noooo.... lastly managed to recover from a bad score researching and assaulting some taken-down vessels, home my run won't end badly....as always any other hints are loved  :)
« Last Edit: October 26, 2023, 12:33:00 pm by ontherun »

Offline ontherun

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Re: Extended Piratez general FAQ/Strategy Guide
« Reply #933 on: November 08, 2023, 02:55:15 pm »
0.99N6.0.7., may 2604 promoted to public enemy and i've started rebuiding my third base, but sadly a rimrider outpost came out soon after! Actually there is already one in africa, but i tryed to assault but retreat since they got mind power control and i don't know how to deal with it. I've enstablished a nice mint plus an hideout shroud and an hyperwave decoder :P

Got also new nekomini craft in my first base, replacing the old ones, but i'd like to unlock a large transport hellerium fueled since the star cat vessel darin a lot of nekomini batteries and these are somewhat expensive! I also refused the eurosindicate deal since ive read it causes lots of trouble...

Lastly, unlocked also white dragon customer but it needs glamour and the other ones tokes to get its prize... ;D >:(

« Last Edit: November 21, 2023, 07:39:01 pm by ontherun »

Offline ontherun

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Re: Extended Piratez general FAQ/Strategy Guide
« Reply #934 on: November 15, 2023, 02:13:26 am »
Sept 2604, reorganizing once again my fleet, and finally got "advanced chemistry", "academy medicine" and code breaking, but still no way to unlock gauss wepaons because academy engeneering is needed. i've also unlocked the magic shop and crusing counsellors misison and got a bunch of wands from an apocalypse cave cultists mission! Built also a vodoo schoold

I've engaged some vessels in combat but in dogfight screen are displayed as "jammed", there Is some craft device that allows to see these?

I need also some hypno panels, where i can get those? Church's "bomber" and "fighter" give some of these as loot of in note mistaken, any other source tio advice, please?
« Last Edit: November 15, 2023, 05:18:27 pm by ontherun »

Offline ontherun

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Re: Extended Piratez general FAQ/Strategy Guide
« Reply #935 on: November 22, 2023, 04:18:30 pm »
Nov 2604, researched about the solar governor and about set up an industrial printer....ops i still have the workshop, with the industrial printer it is not necessary anymore!  :P

« Last Edit: November 29, 2023, 05:12:36 pm by ontherun »

Offline ontherun

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Re: Extended Piratez general FAQ/Strategy Guide
« Reply #936 on: December 13, 2023, 02:10:06 pm »
End of May 2605, the rimriders outpost are filling the planet, should i be worried about, because i feel i don't have the meaning to face them yet, but finally got that "cybernetic interface", "advanced firearms" and "guild engineering" so that finally i can get my hand on the smartrifle! I even destroyed an academy base and a guild base (yay my fisrt time) but soo these naughties built another, and even the mercenaries got one in northern russia! Eventually, got the rail driver too, so unlocked the basilisk and gauss craft canons, and the "prospector" ship (by enslaving a guild engineer and researching it). Sadly, academy raided once again my third base, destroying it again!!! So reorganized my second base in north america, upgrading my vaults ot armored ones, but in the meantime they did not build other ones in the globe, and in the meantime started to build my third base in africa, hopefully they would leave me alone...

...and with my hit-and-run tactics (repetedly assaulting enemies hideouts and aborting misisons after i engage these) eventually got the "guild rep secrets" so unlocked the "the russian files"  log and the related "syberia base investigation" mission, though it is a bit rare when it comes to spawn  :'(

Some other quesitons:

1) i have not declared war on ninjas yet, but in which way i am supposed to win the fight?

2) i picked the ?reject the power? path, how im supposed to get "crowning" it is crucial to win the game, and it is supposed to be codex exclusive, there is another way?

3) the stc vessel equipment cannot be used on other crafts, right?

4) What kind of aircraft equipment might be used on the slots marked "lt sup sys"?

5) i desperately need to capture "guild navigator" and most of all "academy engineer", where i might find them?

Offline Iazo

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Re: Extended Piratez general FAQ/Strategy Guide
« Reply #937 on: December 14, 2023, 10:47:42 am »
You can use STC on a few non-shadowmasters craft, though I do not know whether reject has access to them. Off the top of my head, Crab and Raiding party.

You should use the online pedia, some of your other questions have answers there, like what equipment goes in the light support system slot. No one can remember that just so.

Crowning is gotten by being lucky with the priestess and sorceress lessons, and then supposed to win the stoneage hunts.

Offline ontherun

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Re: Extended Piratez general FAQ/Strategy Guide
« Reply #938 on: January 03, 2024, 05:01:42 pm »
all right well---the reject the power path is too damn difficulte since i cannot win any of those damn primal hunts mission...there are 5 of these in total, if im correct where is nedded to slaughter:

gigant cockroach
gigant bullfrog
warewolves
shamblers

and the last one is about canny gals....

only stone age equipmen t is allowed, according to bootypedia here

Battle Flag · Battle Pipes · Blood Vine Whip · Peg Leg · Ushanka · Luxury Fur · Dog Collar · Hellerium Charm · Demon Skull · Big Demon Skull · Handle · Chitin Knife · Monstermano · Holy Club · Chitin Sword · Stone Hatchet · Ball Bat · Bone Club · Short Bamboo Combat Stick · Giant Bone · Primitive Bow · Hunting Bow · Hunting Bow Arrows · Poisoned Arrows · Spear · Leather Whip · Poisonous Tentacle · Good Lookin' Rock · Pointy Sticks · Blowpipe · Blowpipe Poison Darts · Pipes of Doom · Celatid Essence · Torch · Demonic Essence · Bandages · Sivalinga Stone · Canteen o' Refreshment · Canteen o' Wisdom · Frog Concotion · Cigar 'El Commandante' · Coconut · Melon · Bananas · Pear · Orange · Apple · Sectoweed · Ghastly Shroom · Uber Helmet · Redcap · Mutant Meat · Mutant Fish · Mutant Egg
 
but i think it is not updated because i bought canteen of frefreshment but i did not se them in battle...bandages are ok, but what are the items allowed to recover energy and stun damage?

lastly, here is a save where i finally discovered academi engineering, if you want to give a shot...i think i will start over again with a codex...

edit: that run was a lazy ass captain with not codex, hope that info might be useful
« Last Edit: January 14, 2024, 11:55:39 am by ontherun »

Offline Psyentific

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Re: Extended Piratez general FAQ/Strategy Guide
« Reply #939 on: January 08, 2024, 10:39:02 pm »
the werewolves sound like the only really tough enemy there, everyone else can be handled especially if you accept casualties. the real constraint is the equipment limitations, which, yeowch. especially painful is no Vodka/Bandage/FirstAid which means any fatal wounds you take are not getting fixed. most of those are support items so your weapon selection is very limited. the standouts on the list for me are:
-Spear
-Primitive/Hunting Bow w/ Poison Arrows
-Pipes of Doom w/ Celatid Essence

all the rest are weapons that are very inadvisable to use against a werewolf. never sleep on Spear/Pike when fighting melee-only enemies because the spear's "reaction fire" as an enemy closes to within 2 tiles will inflict TU damage and prevent the enemy from getting closer; same effect as Dog Bark. as you've seen from fighting Deep Ones, the pipes are more than capable of killing tough things as long as you can stomach the noise. i've never used hunting bow w/ poison arrows, but my experience with other poison-type weapons (ex. Poison Dagger) is that they're a lot more killy than the raw numbers suggest.
all in all it's an interesting set of limitations and a doable challenge but unless you're specifically building within it then you're gonna have a bad time.

Offline ontherun

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Re: Extended Piratez general FAQ/Strategy Guide
« Reply #940 on: January 10, 2024, 12:41:56 pm »
ok, don't know whether to try my luck...anyway downloaded 0.99N7.0.4.5 and after some more reading on the forum (specifically here and here) i decidet to start a new game in asia (central province) and Africa (hidden expanse) because there were the only zones i did not try from the start, moreover i have not yet taken the first personality test (screenshot refers to the central province .sav), so guys if you want to nearly skip jan 2601 the chance is yours!  :P

.sav files attached start from page 19 (though ther eis one by user netron on page 17 here)

Edit: these save files were attache because of the breaking changes in the game beginnin plus for captain who questionnaire, hope that might help :)
« Last Edit: January 30, 2024, 03:14:05 pm by ontherun »

Offline Brain-Pill

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Re: Extended Piratez general FAQ/Strategy Guide
« Reply #941 on: February 26, 2024, 01:07:44 pm »
Am I missing something in regards to Slave Emancipation? The research states that "It becomes obsolete next to the power we get from machines" yet:

A single slave provides 1 unit of storage. Emancipating that slave grants one unit of Cultural Wealth. 50 points of CW buys one Land Deed which grants 100 units of storage. Sounds pretty good at first glance, since the efficiency of all my regular slaves is effectively doubled. Except...

...I can instead train up every single Slave into a Slave Specialist, which grants 4.5 units of storage and only dissolves into 2 units of Cultural wealth. So, in less transformations, I'm gaining a 4.5x increase in efficiency per-slave over letting them free.

Same goes for other types of slaves. Lashers still only give 1 CW, but grant 2.5 storage just by existing. Gladiatrixes technically offer a good deal, but are too rare to actually emancipate. Taskmasters lose efficiency if emancipated *and* have the option of becoming -100 storage units each. Witches lose efficiency outright. Even maids, who could've benefitted from that transformation have the option to work on a farm instead.

So, yeah... Is that intended? Is my FBB just lying to me or am I missing something else that can be done with Cultural Wealth? I personally don't mind playing as a university with an incredibly aggressive enrollment process, but I do really like the concept of expanding my pirate empire past the engine limitations of a few bases.