How can I tell which ships are government ships before hand?Make sure not to down government ships also.
The main change is the lack of the Bonaventura ship at your disposition. You start with Airbus and you are limited to just 6 troopers (or 5 + parrot as I prefer). Bonny has to be researched
Yeah. I also dislike the random tech aspects of it. Some really good stuff is gated behind things you can only get by luck when you interrogate someone (and the ratio of useful tech to meaningless fluff is not very impressive).What a game! It challenges the original X-COM in innovation and immersion. The only downsides are the cluttered menus and the hyper-gargantuan length. But if you actually don't care if you reach the final mission and just enjoy the moment... wow.
keep me updated, and if he will, i'll have my seventhborn son named after you.Some saint is taking a look at the Android port code to port Open X-COM Extended mods like X-PirateZ and The X-COM Files (aka FMP+). The Lord's work, men. May he suceed
The main change is the lack of the Bonaventura ship at your disposition. You start with Airbus and you are limited to just 6 troopers (or 5 + parrot as I prefer). Bonny has to be researched
heh, looks like I was practicing ahead of time with my "sell the bonny on day 1 for cash" strat. Sad that I'll be missing out on something like 1.2M cash though.
The airbus doesn't have weapons or weapon mounts unless I'm mistaken. It's not supposed to catch anything. Instead, the game generates warehouse raids and the like for you to go on.The main change is the lack of the Bonaventura ship at your disposition. You start with Airbus and you are limited to just 6 troopers (or 5 + parrot as I prefer). Bonny has to be researched
heh, looks like I was practicing ahead of time with my "sell the bonny on day 1 for cash" strat. Sad that I'll be missing out on something like 1.2M cash though.
This seems to be the only strategy to follow now. I made a quick test to see how that airbus played... And well, it's a joke. That thing won't catch anything and the early game doesn't fit well with the greatly reduced number ofsoldierspirates you start with now: 5 gals are way too few when you are expected to (ab)use smoke grenades and use zerg rush tactics with hammers, swords and the like. Perhaps the 1.0 version will make this a separate gamemode. We'll see.
The airbus doesn't have weapons or weapon mounts unless I'm mistaken. It's not supposed to catch anything. Instead, the game generates warehouse raids and the like for you to go on.
I've not played a lot of the latest version, just one trial mission raiding a church of sirius. It had one "good" enemy in the church priest, the rest were tough guys and altar boys, say 6 of them or so. Then add another 6 civilians.The airbus doesn't have weapons or weapon mounts unless I'm mistaken. It's not supposed to catch anything. Instead, the game generates warehouse raids and the like for you to go on.
Hmm? That's interesting. I assume those are lower-difficulty missions of some sort?
If the devs have pushed back the difficulty curve by 2-3 months along with the similar level of nerf to players then it could work. Piratez has always been about weirdness, so starting you in a weird position rather than the comfortable X-Com position (multiple fighters, 14+ crew members all with good weapons, lots of research and funding) is acceptable.
Still, I did fine with a 9 soldier cap but a 6 soldier cap is 50% more work that needs to be done per soldier. Seems excessive unless the early missions are pretty heavily nerfed (better not be any invincible power armor fuckers that take 10 shots and 3 grenades to go down).
My biggest issue so far is the civilians. You get negative score for killing them, so you have to render them unconscious instead. But with so few gals and no tech, that's a lot of running around trying to catch them... The maps aren't really smaller than regular ones either, so there's a decent amount of ground to cover.
I think the dev intends to further push back research and early weapon availability. Currently the only change is not having the bonaventura and less starting weapons, but the stuff available in black market is the same.
Also it seems you can't sell the airbus for some reason (I guess you're not allowed to sell your last ship?).
Well, there's also the fact that each captured dude is worth at a minimum 5k. That's not huge, but it adds up, and they're unarmed so there's no reason not to other than the tedium.Score isn't that big a deal though IMO. You can take a look at the breakpoints on the wiki, it's pretty generous and usually you'll suffer either no penalty from a minor score change or at most 5%ish in less funding increase. And funding is a bit of a running joke in X-Com since vanilla, most of your money is coming from elsewhere. I don't think shooting civilians can cause base raids or anything.
Oh I think I'm just retarded thinking about it further. Sell stuff at fence after all, not black marketSeems to work for me. Did you have it out side the base?
The new early game in Piratez is pretty good. 6-man squads are IMO better than 14-man squads in the early game since you aren't overwhelmed trying to grapple with the ridiculous list of equipment.