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X-COM OpenXcom Thread

Joined
Sep 22, 2022
Messages
187
xpiratez has just too much stuff going on to be used on such an archaic engine and its interface.
and honestly boobs ruin everything. it's like ghost in the shell manga, those fucking 5 pages diminish its possible audience to one tenth, maybe lower.
As someone who's only read the Dark Horse version: How bad was that segment??
 
Joined
Jan 7, 2012
Messages
14,276
mission difficulty is just too uneven, it's ridiculous. bandit "terror" mission can be done by a single dog. random tiny ufo lands and santa claus oneshots my whole team.
aye, its a big problem. Would be less of a problem if your gals were more expendable but if you lose them you're set way behind.
 
Joined
Mar 3, 2010
Messages
8,879
Location
Italy
i restarted in canada instead of egypt, everything is much easier (despite losing throngs of dags), but i can't change my mind: this is an awesome game crushed under its own weight. it's not like ja2 1.13 where everything is easily reachable and manageable, even spoiling researches helps extremely little in understanding what's going on, a couple missions and tons of clutter fills every list with 100% useless items, and why on earth every new vehicle i research is complete dogshit compared to the starting plane?
 

overtenemy

Augur
Joined
Sep 6, 2007
Messages
293
Brothers I must point out that you can look up enemy armor stats in combat. Middle mouse the unit then middle mouse its portrait. You need to have the examination researched in order for this to work. Still, as previously pointed out, you can make educated guesses as to what will work on whom and can even do trial and error right in the middle of combat. It's not ideal of course but you sometimes have to.

Edit: Since I'm here, pay attention to the protips you get from researching things like Gal Guides etc. Sometimes they're annoying and pointless, but other times they contain critical info, especially if you're playing the game as intended and not looking up spoilers and guides. Some of it is in fact interface tips, telling you what click does what on what.
 
Last edited:
Joined
Sep 22, 2022
Messages
187
mission difficulty is just too uneven, it's ridiculous. bandit "terror" mission can be done by a single dog. random tiny ufo lands and santa claus oneshots my whole team.

As someone who's only read the Dark Horse version: How bad was that segment??

full porn. it's retarded.
Christ, why didn't he just hold onto it for a hentai spinoff or something (like how he eventually just started making porn and nothing else), especially when he apparently personally took it out of the English version? Looking back, I'm thinking Shirow was sorta a reclusive genius but also mostly just kind of a socially maladapted weirdo.

More on-topic, I think I shall try the Final Mod Pack when I have a free evening.
 
Joined
Mar 3, 2010
Messages
8,879
Location
Italy
meh, xpiratez is just too "lolrandom", it can't be taken seriously, it's not funny. it's "filler: the game", months past, tens of researches done, my unnecessarily nude starting women are all still using the same starting weapons (and cattle prods, which i can't research but i can equip no problem), wearing the starting armor, launching the starting grenades, traveling in the starting ship, docked in the unmodified starting base. and here i was complaining long war advanced too fast.
 

lightbane

Arcane
Joined
Dec 27, 2008
Messages
10,208
Welcome to Modder Autism: the Game. It's recommended to play in short bursts to avoid exhaustion. Also, another part of modder autism is to modify non-stop the game's parameters, to the point that strategies that work for one update, won't work for the mod's next release. Ie: It used to be that using certain drinks caused fatigue to the target to represent alcohol and such stuff. People discovered they could use this to KO strong enemies by bypassing their resistances and such. It was hilarious to KO high-tier enemies with regular vodka, but Dioxine didn't like that so now drinks only cause fatigue to the user, NOT the target.
 
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lightbane

Arcane
Joined
Dec 27, 2008
Messages
10,208
Wait what, for real? LMAO.
Big "getting the Bazaar Guards drunk so you can steal their Bozars in FO2" energy.
Huh, I didn't know that one.
But yeah, I liked checking changelog notes to see what kind of exploit was removed between updates in Piratez, until I stopped caring. Another fun exploit that was removed in Piratez and XCF is that enemies that somehow ended up in your "exit tiles" zones were considered automatically captured once you abandoned the mission area (with at least one guy of yours in the landing area so that you don't lose the craft, of course). I suppose it was meant to be an abstraction of the crew ganging up on the suddenly surprised enemy, but that was removed as it allowed you to capture high-tier enemies and even those you were never supposed to capture.
Balancing is annoying in these mods. XCF for example hates you getting money from Manufacturing, unlike OG XCOM. Then there's that strange hatred towards crafts' closed doors and/or early crafts having shitty landing spawn zones. This was done to prevent turtling, but it becomes obvious it's meant to be artificial difficulty very quickly.
 

Demo.Graph

Liturgist
Joined
Jun 17, 2018
Messages
1,012
Balancing is annoying in these mods. XCF for example hates you getting money from Manufacturing, unlike OG XCOM.
Maybe it's for the best. OG money became irrelevant very fast, while remaining a main factor of production. They were abundant, but at the same time useless.
E.g. while it's possible to create 8 bases in OG or TFTD, I think nobody ever did so, because radar coverage wasn't that important and turning them into cashgrab factories was irrelevant.
So production limit is good if it leaves money relevant. On the other hand, game progression-wise it would've been much better if money became abundant, but ended up being a critical resource and some random drop or captives became gateways instead. This way you could get a sense of becoming more powerful by overcoming scarcity.

I vaguely remember seeing Piratez letsplays on YT in which people ended with 6-8 specialized bases. And I think money becomes irrelevant there, but other bottlenecks appear (I'm still on month 2 there, so I don't know).
 
Joined
May 11, 2007
Messages
1,853,719
Location
Belém do Pará, Império do Brasil
After a while not touching it, return of Piratezposting:

- FUUUCK Bandit Towns are fucking hell. You need to chuckle loads of explosives to win. Kill everyone that's not on your to-capture list. Probably only spare rarer dudes like Hitmen and Bandit Bosses. Kill hoes, kill B-Boys, maybe kill Brigands too. Honestly, kill anything you know you can get on more ordinary missions. Use lots of smoke but be aware some higher-level foes have Night and can somewhat see through smoke. The one saving grace is no vehicles.
- I went on a mission to kill an automated tank (HWP) the humanists had. Not that bad actually, but you gotta be careful about humanist faggots with big guns and grenades. The tank itself was not that dangerous. Almost ended up badly.
- Got some new weapons recently. LASS is neat for fighting vehicles. Haven't checked some other stuff like NERF Laspistol and i-Gun, but the stats look neat.
- Hint about missions in which you need to destroy terrain, like stone walls: Strong melee weapons can hack them. Battle Ax can hack stone walls, for example. I did it to a ship door once.
 

overtenemy

Augur
Joined
Sep 6, 2007
Messages
293
Bros new patch. Big early change if you went Red.

I've got to say it's been a long time since I've played XCOM and I've never played OpenXCOM til now, so there are things that I've learned from the tips that I do not recall at all from the original either due to my memory or because the features weren't there.

Using ctrl + move to sprint or strafe is a big one but I think it's been mentioned and I sort of assumed everyone knew it. But after playing for quite some time I only recently learned that you can force a unit to fire at a tile even with no LoS by holding ctrl. Very much wish I had known this shit earlier. Not only does the game sometimes tell you that very possible shots are blocked, but it makes things such as miniguns a fair bit better as you can target directly onto an obscured enemy and count on 30 or so rounds to chew up the terrain/walls and get the kill. Probably also good for things that shoot explosives with autofire that as of now I seldomly use.

I must also report at the risk of minor spoilers one of the greatest disappointments I've ever encountered in a game. I researched GAS CHAMBERS, only to learn it's merely a defensive building for when your base is attacked. what the fuck dioxine
 

eXalted

Arcane
Joined
Dec 16, 2014
Messages
1,213
A massive update after 3.5 months of work. Experience a whole slew of Shadowrealms sojourns around Red Mage's quest to get what she wants, and decide the outcome. Enjoy all the new content, and all the polishing that went into the old content. As always, non-Windows users need to download proper OXCE executable separately, and the mod ofc requires a copy of UFO:Enemy Unknown (1994) to work.


v.N5.1.1
- New Enemy: Buster Zombie
- New Craft System: Chem Fuel Tank
- New Weapon: Homefort Rifle
- New Ammo: Big Pistol Rounds/Slayer
- New Item: Treasure Bag
- New Training: Proud Warrior
- New Feature: Museum
- Shiny Niner accuracy buffs
- Loot added to Jungle Pyramid maps
- More fixes (visible and less so), small improvements
v.N5.0.3
- Fix: Airtruck no longer banned from where it should be able to go
- New Missions: Zombie Outbreak, Bewitched Village
- New Civilian: Knight Errant
- Named dogs Stamina buff: +15 starting / +25 cap
- Weapon buffs: Rosarius (both), Monstermano
- Minor fixes
- Slight tweaks/improvements
v.N5.0.2
- Fix: codex multiple treasures / messed events issue
- Fix: unfucked Island Resort terrain
- Fix: Airtruck deployment map
- Fix: Xenforcer' Zortrium armor VDEF
- Fix: Adjusted Poisoner HP recovery formulas
- New: Ability to revive Sleeping Beauties without them having the Condemnation (higher tech required).
- Added some backdrops for pedia articles and created some missing ammo research articles
- Surgery Room gets 2 Animal Cages
- Minor grammar/text fixes (thx to Flyte for combing)
v.N5.0.1
- New Condemnation: Against All Odds
- Crawling movement added to Tanks, Wolverin Suits, XECs, Xenforcers, Loaders, Testudos, Eridians, Lamias, Oozes, Silacoids, Sectopods
- Forest and Farm tilesets modified to be easier on Crawling type of movement
- Offline Xpedia (by Baturinsky) updated to 2.1
- Fixes: Padlock to Fear Gate, medikit/minimap interface glitches
- Minor adjustments, language updates

v.N5 07-Jun-2023 Shadow Descent
- OXCE upgrade to 7.9.6, 21-May-2023
- New Arc Progress: Red Mage (major update; crossovers with Dr. X arc (minor) and Mystery Patron arc (minimal))
- New Non-Arc Progress: Guild and Academy warships carry better crews after 2-3 years of game; influences their related missions.
- New Missions: Gate of Fear, Plunge Into Deadzone, Deadzone Delve, Sewers of Death, Fountain of Youth, Bad Company, Endless Necropolis, Mysterious Tower II (harder version for later game)
- New Enemy Missions: Dreadknight Adventuring, Red Lilly Game, Govt Enmity
- New Enemy Shipping: Dread Fighter (gfx by Brain)
- New Enemies: Wraith Elite Guard, Wraith Tormentress, Dreadknight (gfx improved by Brain), Awakened Dead, Dead Resident, Dead Cop, Gun Runner, Golden Boy, Marsec Exoguard, Academy Pioneer
- New Facilities: Luxury Condo (sprite by Brain), Living Capsules (Pure Captain + Faith only), Black Tower, Rubble, Body Farm (Green Codex)
- New Craft: Airtruck
- New Craft Weapons: Twin Machinegun (GR), Gecko SAM (GR)
- New Craft Equipment: BTX Dodger
- New Armors: Tactical /Dog (merged mod by JDCollie), Tactical /Peasant (merged mod by JDCollie), Slimegal /Shade, Masterblaster (Ogre & Gnome versions, paperdoll by Brain), Biotank (Green Codex, Peasants & Gnomes only, battlesprite by RSSWizard), Medispider Suit (normal & SEA, gfx by Brain), Glittergnome (normal & SHA), Glittergirl (normal & SHA), Avenger (SHA version added), Martyr (proper SHA version made), Red Shield (Dogs & Hounds), Slime Graft (Blood Hounds, normal & SEA), Xenforcer Zortrium Shell (normal & SEA, gfx by Brain)
- New Weapons: Grav Cannon (Gold only), Memorial weapons (x3), Realm of Fear weapons (x2), Thunderstriker (Orb, Gray only), Blood Vine Whip (gfx by Brain), Gnome Autogun (no Codex only), Bane Blade (Orb, Red Only), Cupid Gun (Orb, Green or Gold only), Shadowforge Plasmagun (gfx by Brain), MP N-Lascannon (gfx by Brain)
- New Ammo: Atomic Cannonball, Autogun /ETAP
- New Trainings/Augmentations: Fusion Arts, Perfect Beauty (Green Codex), Syn Acceptance, Boot Camp (Soreass Captain), Sun Martial Rituals (Male Path)
- New Condemnations: Serial Widow, Unmaker, Medieval
- New Events
- New Feature: All small buildings, when destroyed, turn into Rubble now instead (keeping Hideout's connectivity). 4 tiles of Rubble added to starting base.
- New Feature: Ninja Love
- New Feature: Body Swapping (Green Codex only); contains several new possibilities
- New maps (by Solar and Brain)
- New gfx: +8 Ogre paperdolls (gfx by Brain); minimap & medikit interfaces (by Osobist); Deep One Berserker corpses/inventory (by AlexD), some Pedia backgrounds (adv. ammo types schematics, by Brain), Giant Cockroach paperdoll (by Mikkoi), Plasma Sub (by RSSWizard), Auto Rifle (by RSSWizard & Brain), Bullpup Rifle (based on RSSWizard, help by Brain), UAC Carbine (by Brain), projectile sprite updates (gfx by RSSWizard), Laser & Gauss defense sprites (by me), other minor stuff (by Brain & RSSWizard)
- Rework (Story): The hull/drill/codex sequence reworked to be more cinematic, also some intro changes
- Rebalance: Difficulty rules fine tuning. More -score needed to lose, enemy craft ROF bonus changed from flat to % (ponderous ships more murderous on high diff, quick firing ones less murderous), more granular/flattened ratio of enemies facing player craft.
- Rebalance: Reduced Ninja scoring from Fortresses and Firebases. Increased from HQ.
- Rebalance: global living quarters & training rooms capacity buff
- Dr. X duel mission less trivial now (updated from before-Condemnations version), incl. update of Ring-Dang-Doo.
- Magical Girls now auto-surrender after 3 turns
- Large barracks can be built over now
- Damaged barracks have less capacity penalty
- Cloning Centre no longer requires Surgery to be built
- Great Library buff (scroll needed to research, not to build; harder research, provides VooDoo training & Summoning service)
- Deliverator restored to its previous stats, but +1 LSX added.
- Faust map reworked
- Avalanches can now be used earlier after being found and researched (manufacturing still requires higher tech)
- Added extra shield damage to Plasma Beams, Plasma Spitters, Avalanches and Obliterator Cannons
- Peasants/Damsels: increased FRS caps by +10
- Bugeyes: now all get SENSE (default 3, less on some armors)
- Catgirls: Increased Energy Regen by 20% on all armors (again); increased min STA by 10 and STA cap by 15 (to 135); decreased FRS cap by 30 (to 60).
- Syns: Less resistant to Fire, more resistant to Chem.
- The research 'Soldier: Bugeye' unlocks VooDoo now
- Gals' lifeforce focusing reworked (no penalties, diff. bonuses, can use on all Gal types)
- Removed unnamed Dogs and Blood Hounds (sell or name your dogs before upgrading)
- Aggressor Armor can now be manufactured (Red Codex only, ofc)
- Admiral Armor: shields added
- Braine & Explorer outfits now yield Personal Databases
- Fairy outfit now viable for Shadowrealms
- Cat tactical armor takes much less material, slightly better Piercing/Concussive resistances
- Lessened TU penalties on most powered armors
- Tank accuracy formula changed to a bit less gnome-centric
- Gnomediscs are now equipped with Purple Shields
- Vehicles armors, their chassis and medikits no loger require monthly maintenance, but take extra storage space instead.
- Buffs to several old Orb wpns (Hellgun, Phantom Whip, Biofresh Gun; Masochist Outfit needs only 1 Orb now)
- Canteens restore a bit Energy now, as well
- Succubus and Arouser condemnations rebalance
- Slave changes: Super Maids -> Uber Maids, available to all, but a bit weaker. Gladiatrices generate less space, more income.
- Added Sniper/Spotter info to enemy examinations
- Minor gfx replacements/improvements (thanks to Brain, RSSWizard, Mikkoi and others)
- Minor fixes/polishing/improving (A LOT)

Download Dioxine_XPiratez_N5.1.1.rar

Okay, maybe time to start another playthrough.
:hero:
 

Alienman

Retro-Fascist
Patron
Joined
Sep 10, 2014
Messages
17,180
Location
Mars
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
Late to the party, but I recently tried Brutal AI with the mods included in this.
And holy shit. The enemy AI is good now. It feels like the aliens are actually a team now, working together, and in general, having a will to live. My first couple of missions have been a disaster even if I won. It seems smoke is not the great OP tool that it was, they seem to fire randomly into it, and actually probe it with units. I had an alien moving into the smoke to ambush my men. They also seem to protect their ship, forcing me to burn them out with grenades. This is truly what OpenXcom needed in my opinion.
 

lightbane

Arcane
Joined
Dec 27, 2008
Messages
10,208
There's a new update for XCF now that Piratez got updated that adds cyborg units with multiple options for cybernetic organs, as well as a cybernetic improvement for animal units, at long last. The downside is that for balance reasons these upgrades tend to eat Sanity, which is already a precious resource that alien missions eat aplenty, and at low levels your units start losing Morale and Energy.
At least it doesn't block psychic powers, but it's still a lot of micromanagement for a game where you were meant to lose dozens of guys without issue.
 

eXalted

Arcane
Joined
Dec 16, 2014
Messages
1,213
Playing Reaver's Harmony with Brutal AI. Man, it's so good. That AI mod is some next-level stuff - every battle is now a horror story. Enemies now, flank, fire from cover, throw grenades or shoot blindly in the smoke or if they have seen you have soldiers somewhere, it's great. Also, an optional setting if you want aliens to be able to throw grenades at Turn 1 and be able to pre-prime grenades if they don't have anything else to do.

10/10 would wipe another squad again. Absolutely recommend.
 

Alienman

Retro-Fascist
Patron
Joined
Sep 10, 2014
Messages
17,180
Location
Mars
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
Sounds like masochism :P
Been casually following a guy on Twitch playing X-files on the hardest setting with Brutal AI, and it's pure suffering that I wouldn't wish on anyone. He has been at it for months now, lol.
 

orcinator

Liturgist
Joined
Jan 23, 2016
Messages
1,706
Location
Republic of Kongou
Sounds like masochism :P
Been casually following a guy on Twitch playing X-files on the hardest setting with Brutal AI, and it's pure suffering that I wouldn't wish on anyone. He has been at it for months now, lol.
How does the AI affect the annoying creature missions you get at the start and do the first few months still consist of forming firing lines to shoot zombies?


Also anyone have an invite to the xpiratez notdiscord?
 

eXalted

Arcane
Joined
Dec 16, 2014
Messages
1,213
How does the AI affect the annoying creature missions you get at the start and do the first few months still consist of forming firing lines to shoot zombies?
I think it makes the bugs and creatures hide more. I wouldn't play X-Com Files with Brutal AI. I think Reaver's Harmony and FMP are much better choices for it.

Also anyone have an invite to the xpiratez notdiscord?
https://matrix.to/#/!OCowXwPZZlqMRo...atrix.org&via=waifuhunter.club&via=zelchat.de
 

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