Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

X-COM OpenXcom Thread

Joined
Jan 7, 2012
Messages
14,149
Why are Barracudas so unobtainable? Looking at the whole premise, it's eh. Humanity already fought one war and won and it's thirty years later. Gib Barracudas.

2a9.png


- Head of X-Com circa 2001
 

eXalted

Arcane
Joined
Dec 16, 2014
Messages
1,213
XPiratez v.L2 21-May-2020 Blood And Skulls

- OXCE upgrade to 6.5.1 21-May-2020
- New Item Pedia interface (by Bloax)
- New Events
- New Terrain: Snow Forest (by Solarius Scorch)
- New Facility: Flak Tower
- New Armors: Cyberpunk (LOK), The Hero, Patient, Lingerie (x3), Dresses (x3)
- New Ammo: Shiny Niner Magnum Rounds (also upgraded Slay and EP munitions)
- New Augmentation: Nightshade (PEA)
- Hit FX added
- More Gfx Goodness from Bloax
- Captain Kidd easier
- Armors with HP regen, regen it fully after combat (at Freshness cost)
- Adjustments to aircombat. Pilots get slightly less +dodge, slightly more +acc. Friendly escort range increased.
- All enemies have properly set Freshness stat now
- Overhauled enemy stat recovery system (less cheaty now, Fresh damage viable to debilitate them)
- All weapons updated for possible Freshness damage
- Making missions in certain craft now adds extra Glamour and/or Databases; Expedition - Journey Notes.
- Base defense turrets now AI-controlled, stats buffed
- Raynerd mission rolled back to how it was early on
- Vessel behaviour fixes: Labship, HK-117
- Repentia & Holy Warrior buffs
- Trainings and Transformations now honor bonus stats for minimum requirements
- Improvements of battery-craft tilesets (mostly lighting effects)
- Content-adding, polishing, disturbing
- Terrain/map fixes
:hypeship:
 

Stone Dog

Novice
Joined
Jun 12, 2019
Messages
32
Does any of you fine gentlemen know if you can use vehicles in X-Piratez' base defence missions? If you cannot, how do you do base defence? Select garrison of well-equipped gals? Hordes of peasants and/or animals?
 

AgentFransis

Cipher
Patron
Joined
Jun 4, 2014
Messages
979
Does any of you fine gentlemen know if you can use vehicles in X-Piratez' base defence missions? If you cannot, how do you do base defence? Select garrison of well-equipped gals? Hordes of peasants and/or animals?
You can.

Best practice is a bunch of explosives and suicide dogs. Go through the roof tunnels and chuck explosives into the hangers. Have some melee weapons around for cleanup. Flamethrowers can be nice too.
 
Unwanted

Horvatii

Unwanted
Joined
Dec 15, 2019
Messages
563
As said, cheap banzai doggos solve everything but 1 type of base defense early and midgame. Base defense is also the easiest way to get high ranking captures, they come to you.

Humanists appear early and roll in with a tank so you could potentially have no way to do damage to it.
You will need heavy armor cracking stuff like heat rpgs and recoiless rifles, potentially a bunch of them. So you better have 2 gals that can carry (TU) and wield them (FIRING) without dying to reaction fire (...).
 

eXalted

Arcane
Joined
Dec 16, 2014
Messages
1,213
X-Com Files 1.4 Released

- New units: Gillman Hero, Skeleton, Lich, Wizkid Rocket Drone.
- New weapons: X-Com Assault Plasma, USP Match (both graphics by Brain_322), Throwing Axes, Spear, Thunder Arcer.
- New items: Handcuffs (by Kozinsky, including handcuffing mechanics), Criminal Records, Dino Egg, Dino Egg Shell.
- New AI chassis: Rocket Drone.
- New terrains: Winter Forest and Winter Marsh (based on tilesets from Bullet Designer and Efrenespartano).
- New missions: Shady Tavern (in 5 variants), Trading with The Wizkids, Cavemen Camping, Dreamscape Necromancer's Dungeon.
- New Ufopedia articles related to the Cult of Apocalypse.
- Black Lotus rationale (by Dragor).
- New facilities: Rat Farm, Sensorium.
- New concept: Strange Creature Breeding (based on concept and sub-mod by Thermite).
- New road maps for Urban Low (by Finnik).
- 2 new Dimension X Base buildings (by Wolverin).
- 7 new events (5 by Sherris, 2 by SparroHawc; all with minor adjustments).
- New Staff Input. New Geoscape theme (from the Amiga AGA version of the original game).
- Monster Terrors will no longer happen after researching Monsters: Final Solution.
- Large Alien Drone can now be disassemblied.
- Improved SCANGs (by Dioxine).
- Psi Defense now depends on Bravery and morale (for good or bad).
- More Swarmids on their paperdoll.
- Enhanced Power Armor and Enforcer graphics (by Wolverin).
- Juggernaut is a bit more resistant to melee attacks.
- New HWP Fusion Bomb sprite (by Brain_322).
- Improved EXALT Master an Bullfrog graphics (by Kato).
- Improved Large Workshop sprite (by Kato).
- Changed Dr. Hadriex' dossier picture, as it was too recognizable.
- Halved Sanity recovery.
- Tritanium is more expensive to produce.
- Electric attacks will no longer provoke self-destruction.
- Ski Resort will not happen after all 4 beginning cults have been resolved.
- Less enemies on the Moon for lower difficulties.
- Added Armored Cars to the Red Dawn HQ.
- Fiddled with Cult of Apocalypse gangs equipment on some missions.
- Sniper rifles never roll low for damage.
- Buffed Sectopod weapon.
- UAC Pistol rebalanced, now works like the UAC Rifle.
- Knockout Grenade is buffed and available earlier.
- Cell Phone can now be used to beat up people.
- Psi-Amp costs slightly tweaked.
- Moved Gillman's electric attack to a special weapon.
- Shotgun batons are no longer AoE.
- Fixed Psiclone damage type.
- Fixed Taser Cannon showing in the Pedia before it's researched.
- Fixed Alien Embassy map generation.
- Flipped vanilla pistol sprite to match other pistols.
- Fixed Scorpoid death animation.
- Various fixes (many thanks to Emil J. Schroeder for help).
 

Stone Dog

Novice
Joined
Jun 12, 2019
Messages
32
Thanks for the base defense tips, but I worry that I'll run out of dogs before running out of enemies, and never had success with stun grenades of any type.
 
Unwanted

Horvatii

Unwanted
Joined
Dec 15, 2019
Messages
563
Stun grenades? The dogs should be carrying activated mines. Dogs chew on unarmored enemies and die next to armored ones that then step on mines and blow up. Some weapons like heavy plasma destroy mines so it might be a good idea for the dog to drop the mine and step on it.
Beast den is 20 animals, base defense throws marginally more than that only on the highest difficulty.
You might lose due to cascading morale fails so it pays to have something to restore morale and or have slave soldiers. But if 1 dogs kills 1 enemy you should be fine. Best case is your doggo dropping into the elevator on the first turn and allah akbaring 3 scientists.
It might be a good idea to have lasers too for easier time capturing a certain high ranking enemy.
 

lightbane

Arcane
Joined
Dec 27, 2008
Messages
10,156
suicide bomber dogs with primed grenades

This works in XCF to some extent as well, once you unlock explosives and such. Sadly, it won't work well because not only doges are more valuable here, by then you'll probably have attachment to said animals.
 
Unwanted

Horvatii

Unwanted
Joined
Dec 15, 2019
Messages
563
From that perspective, yeah. But I would say not overall.
You are not facing sectoids with heavy plasma on your first mission, true. But there will be surprises and general enemy killyness will increase drastically once you are not facing civilians.
Those original gals are also super rare. The ones you can hire have the same armor naked but lower stat caps and might progress slower as well, not sure.
Gals are also fairly expensive compared to the possible X-com meatgrinder because of the low income.
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
9,837
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Is it me or Piratez is kind of easier compared to normal x-com? the gals seem to be quite durable(I'm playing on the third difficulty setting)
I played xpiratez long ago and you are sort of maybe right?

The gals are way more durable than regular humans, but you do also start with trash weapons and generally you will have to kill the holders of better stuff before you get them. You will not feel particularly durable when you sling musketballs while the enemy uses future assault rifles.

But for all I know, none of this is true any more since the mod is locked in eternal alpha and I doubt we will ever get a polished release. It's still fun though.
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
19,109
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
Is it me or Piratez is kind of easier compared to normal x-com? the gals seem to be quite durable(I'm playing on the third difficulty setting)
I played xpiratez long ago and you are sort of maybe right?

The gals are way more durable than regular humans, but you do also start with trash weapons and generally you will have to kill the holders of better stuff before you get them. You will not feel particularly durable when you sling musketballs while the enemy uses future assault rifles.

But for all I know, none of this is true any more since the mod is locked in eternal alpha and I doubt we will ever get a polished release. It's still fun though.
All is fun & games until you get 1st year mercenary/star god pogrom.
 

prengle

Savant
Joined
Oct 31, 2016
Messages
355
I was reading the wiki for open-xcom and saw this
"AI/behaviour of aliens is different. - Impossible to 100% exactly mimic original AI."
Anyone knows what they meant by this?
since openxcom is a clone/reimplementation of ufo defense and not an actual source port (thanks 2k!), the devs effectively said "fuck it" and made their own alien ai that tries to be as similar to ufo defense's as possible without actually knowing what the code looks like. meridian says it should be "99.5% identical" to the original and i saw warboy saying they tried to get it as accurate as possible. i havent played dos ufo for more than 2 minutes and im too wetawded to read all of the source code so id just take their word for it. ive noticed quite a few people saying that it seems more aggressive than the original games ai but afaik these are the only concrete changes

theres a setting called sneaky ai you can enable to prevent aliens from ending their turn in plain sight, buuut it can lead to some really fucky situations with specific alien species, namely floaters: i specifically remember one really fucking tedious landed battleship (night!) mission with chickenshit floaters that just would not leave the ufo no matter how many turns i waited, so i had to keep opening the door and picking them off one by one and it was a goddamn doozy. there was also this one straggler floater on a different mission that was so ballsy it hid behind an open fucking barn door. enable sneaky ai at your own risk.

theres also that one bug which may or may not be in dos x-com where there arent enough spawning nodes or whatever the fuck on the map for all of the aliens on a particular mission so it just dumps them all near one node, this is really noticeable on superhuman terror missions... other than that there shouldnt really be many differences, if any. thats enough rambling from me!!
 

turkishronin

Arcane
Joined
Sep 21, 2018
Messages
1,730
Location
where the best is like the worst
theres a setting called sneaky ai you can enable to prevent aliens from ending their turn in plain sight, buuut it can lead to some really fucky situations with specific alien species, namely floaters: i specifically remember one really fucking tedious landed battleship (night!) mission with chickenshit floaters that just would not leave the ufo no matter how many turns i waited, so i had to keep opening the door and picking them off one by one and it was a goddamn doozy. there was also this one straggler floater on a different mission that was so ballsy it hid behind an open fucking barn door. enable sneaky ai at your own risk.

I played the original DOS and yeah it's like that on every mission. The Alien Leader seems to be coded never to leave the UFO(only sectoids sometimes shoot and then return inside). And there's always one alien who's hiding in some random house. I didn't mind it since it made the game challenging
 
Last edited:
Joined
May 19, 2018
Messages
415
I was reading the wiki for open-xcom and saw this
"AI/behaviour of aliens is different. - Impossible to 100% exactly mimic original AI."
Anyone knows what they meant by this?
specifically remember one really fucking tedious landed battleship (night!) mission with chickenshit floaters that just would not leave the ufo no matter how many turns i waited, so i had to keep opening the door and picking them off one by one and it was a goddamn doozy.

Goddamn, even that dude’s name is badass.
 

turkishronin

Arcane
Joined
Sep 21, 2018
Messages
1,730
Location
where the best is like the worst
One thing I've noticed is that the crashed ships hardly feel "crashed" at all. Like I rape this civilian transport with 4 Aircars and when battle starts their ship is completely intact whereas in UFO if you went too hard on ships most of the crew would die in crash and sometimes there wouldn't be anything left to loot since you used too strong weapons. There was this one time where the battle ended exactly after 2 turns without firing a single shot because all aliens died in the crash.
Is it because the cannon is too weak? would ships get damaged in X-Piratez too if I get Plasma or Laser Craft Weapons?
 

lightbane

Arcane
Joined
Dec 27, 2008
Messages
10,156
IIRC civ ships in Piratez don't have many "crashed" maps, if at all, hence why they don't feel like you made them fall to the ground.
 

Alienman

Retro-Fascist
Patron
Joined
Sep 10, 2014
Messages
17,040
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.
Anyone know if the X-com font exists as a font you can install? Can't find anything searching for it.
 
Joined
Jan 7, 2012
Messages
14,149
Ships in Xcom aren't damaged based on the damage you inflict on the geoscape. Instead when you "down" a ship each of their power sources has a separate, static chance to explode on turn 0 when you start the map (which can cause an explosion cascade if multiple power sources are near enough for one to destroy another). At least this is how it works in vanilla, no idea what mods can do with the new openxcom codebase.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom