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X-COM OpenXcom Thread

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Jan 7, 2012
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Hit delete when you're done to clear all TUs so they don't reaction fire. Very important to do to all your team in mass spotter/sniper areas. It's so important that I bugged Meridian to give us a hotkey to clear TUs for the whole team (ctrl shift delete), though its not on the latest released version.
lol, like an hour after I typed this up OXCE got updated, so you can all enjoy this now.

While we're sharing tips, I think a very good place for your second base is the northern tip of scandinavia. This counts as being arctic rather than europe, saving 325K in upfront cost to establish the base while still providing radar coverage over almost all of europe (and the arctic, which is not irrelevant). In addition to that, if you have Aspect:Daydreamer from your choice of captain type, it also triggers an event the next month where you get a chest of coins worth 350k (and some random knicknacks that won't be relevant for at least a year and don't sell for much) and +300 infamy which is another 100k. You also avoid the monthly europe event that gives -50 infamy. The location of the base should also make it pretty unlikely to be spotted by ufos looking to attack a base.

That's a very cheap base for what you get out of it. I think it is also a strong contender for first base, as it counts as both arctic (+450 score first month) and nordfederation (+5 young ubers, onsen preq).
Interesting, normally I'd try to maximize world area coverage and europe isn't great for that, you split between asia and north america. But this does basically make the 2nd base kind of like free real estate that you might as well snatch up early and plant down plantations.

Every ship has doors though?
Sadly some have these low tech doors have holes in them that can't be closed. And few are well designed enough to make it a feature rather than a danger (e.g. airtruck's cockpit can be fired out of making the craft have a 360 firing arc).

I think this game I learned that none of the early base attacks are random. There's always some scouting ufo you can shoot down to prevent the attack. Dogs with landmines also do a great job of defending. I'm in late sep, and I've had 2 base assaults total (both from academy, because their airbuses are too fast for my incomplete interceptor grid). You are obviously totally vulnerable for at least the 14 days it takes to build an outpost though.
Missions for the month are all scheduled in advance at the start of the map, no? I don't think you can normally get base assaulted until the second month. Unless there were missions already scheduled to search for a base in the area before you placed the base.

I really like the shark jetbike. At 2 million it's pricy, but +35% dodge is invulnerability against most craft weapons with a good pilot. It's also ridiculously fast.
I think the piranha is the overall better craft for when you don't need the speed. Same dodge chance but 2x the guns so that you need to dodge for half as much time. Also more economical. It's always my first beeline with Jack tokens and the core of my global network.

There are a handful of subjects that are interrogated this way in the current version. With things like guild rep you just have to interrogate lots of them, preferably after you've cleaned out as much as possible of their potential topics (by researching them normally or interrogating the lower ranks).

Interrogating them gives extra points because you get points both for the interrogater and the topic they unlock. But unless you need score for ranks this is generally a net negative in cashflow terms vs. researching the subject directly since you miss out on ransom and the points are worth much less in dollar terms than the ransom for most captures. But you might possibly save brainer time and brainer time is of course arguably the most valuable thing in the game.

One notable exception is the !Socializing! topic. Where most techs give about 1-3 points per brainer day spent, socializing gives 100 points for 9 days. Over a 30 day period this equates to an average of 333 points which will return 111k in infamy bonus, making a profit after brainer costs. There's obviously other techs that give tons of points but this is the only repeatable one that I'd recommend spamming.

ALSO ALSO, you CAN research the same topic in parallel across multiple bases. So long as the topic still exists as an option after base 1 completes it base 2 and so on will maintain their progress. So !socializing! is a good use for the 1 brainer slot you have on other bases.

I also noticed another bad thing about JS runs. Around may 2602 you start getting monthly crackdown missions, which have about 25% chance to be crewed by mercs or star gods. I don't think you're likely to be able to defeat either at that point in the game, nor shoot down cruisers as they come in for landing. As long as they don't hit your main base it's probably surviveable at least. Feels like a pretty extreme fuck you to get sectopods attacking your base at this point, even on lower difficulties.
Each lower level of difficulty delays the start of these missions by 4 months.

Dayum, how many defenses would you need to shoot down these ships?

Are there more rolls for base assaults the more bases you have or does it just roll base assault and then randomly choose a base to aim for?
 

Jaedar

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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Interesting, normally I'd try to maximize world area coverage and europe isn't great for that, you split between asia and north america. But this does basically make the 2nd base kind of like free real estate that you might as well snatch up early and plant down plantations.
I'm not sure about maximizing coverage to be honest. Most ships tend to target a region, and will fly around in that region a bit, so even with partial coverage you'll likely see them. So I'm not sure putting a base in central asia is that much better than northern europe in terms of UFOs spotted. But I'll admit I don't know the exact mechanics here.

In my opinion the cost also matters hugely for 2nd and 3rd base. Saving 300K on placement is hueg! I usually save the expensive regions for later.
Missions for the month are all scheduled in advance at the start of the map, no? I don't think you can normally get base assaulted until the second month. Unless there were missions already scheduled to search for a base in the area before you placed the base.
Yeah, missions schedule start of month. But I've definitely had bases that get wrecked before I was able to send dudes to them. I suspect the bandit/ratmen/dark ones just pick a region at random to scout in.
I think the piranha is the overall better craft for when you don't need the speed. Same dodge chance but 2x the guns so that you need to dodge for half as much time. Also more economical. It's always my first beeline with Jack tokens and the core of my global network.
The shark is good enough to cover at least half the globe (which is very nice if you are weapon limited). But the piranha is really cheap, which is nice. How bad is the actual range though? I've never used one.
Interrogating them gives extra points because you get points both for the interrogater and the topic they unlock.
Only for the first interrogation right? Or do you always get the points for the person itself?
Dayum, how many defenses would you need to shoot down these ships?

Are there more rolls for base assaults the more bases you have or does it just roll base assault and then randomly choose a base to aim for?
Depends, they can roll different assault craft. From about 800 hp to 2000. I think it's just one roll, regardless of how many bases you have.

lol, like an hour after I typed this up OXCE got updated, so you can all enjoy this now.
Is it possible to update OXCE manually for xpiratez? For some reason I've come to believe it's a slightly custom exe.
 
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I'm not sure about maximizing coverage to be honest. Most ships tend to target a region, and will fly around in that region a bit, so even with partial coverage you'll likely see them. So I'm not sure putting a base in central asia is that much better than northern europe in terms of UFOs spotted. But I'll admit I don't know the exact mechanics here.
At least in the very early game when you only have outpost range having a base in the center of europe or east asia or north america is a lot better than being on the edge. Once you have overcharged it barely matters.

The shark is good enough to cover at least half the globe (which is very nice if you are weapon limited). But the piranha is really cheap, which is nice. How bad is the actual range though? I've never used one.
Piranha range is enough to cover your general continental region + around half of the nearby one. So my East Asia base can basically have the piranha barely reach my europe/australia bases. This does mean you end up putting one in every region but I kind of like having a hopped up catgirl with a saber in hand to defend bases with 150 reactions 100 melee, its saved me several times.

Only for the first interrogation right? Or do you always get the points for the person itself?
Always get points every time you do it. For normal interrogations its basically just compensating you (at a loss) for not being able to ransom them. I'm like 95% sure on this but I'll test it on the next month.

Is it possible to update OXCE manually for xpiratez? For some reason I've come to believe it's a slightly custom exe.
I think the reason Dioxine set it up as a standalone installation is in case he wants to use a feature only available in a newer version than the standard stable release version. But it definitely works fine on the standard OXCE download and I have it installed next to all my other mods. If a new Xpiratez version releases then check the readme or the displayed version and make sure its not newer than your installation.
 

Jaedar

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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Always get points every time you do it. For normal interrogations its basically just compensating you (at a loss) for not being able to ransom them. I'm like 95% sure on this but I'll test it on the next month.
Hmm... I still think the brainer time is the most important thing then. Not being able to direct your research sucks though, so I'm not sure it's worth it.
 
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Finishing socializing does seem to increase researchscores in my save file more than what was researched should give on its own, but its also not 100. extra. Not sure what's going on.
 
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We really min-maxing January here:

Tk2i2mK.png

Managed to get !Warehouse Wars! in month 1 by building Mess Hall over the corridor (inb4 the mission can't even spawn in month 2 now), have 6 brainers thanks to codexless. Should get the ability to recruit castaway girls to brainers in a few days. Not sure if I want more brainers though, might just try going to maximum base spam snowball with plantations.
 
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End of Feb. Started bases in Jaedar's Arctic spot and in Australia with 2 plantations each. Should get the event payoff in March since I did it on Feb 28th. The Bird is online as well. Ninjas appear to have started in south america which is fine with me, probably the least needed continent as long as they don't snake their way north which they probably will.

Oh man, I just found out the truly broken and OP early game weapon. And by "found out" I mean "remembered", because I had something on this in my old piratez notes. Are you guys ready for this?

Throw rocks. Literally. They have 100% stun damage multiplier so they'll effectively deal double damage overall and usually knock targets out unless you're really skilled and strong. So e.g. with decent stats you'll deal 30 damage which also has 30 stun damage attached. Makes capturing safely really, really easy. Just made 250k in captures throwing rocks at the entrance of a temple. Coconuts are even better since they are primarily daze with a much smaller HP damage multiplier. Yes you'll only get a few throws per person per mission but that's enough to make a lot of cash. Dio plz don't nerf if you're reading this
 
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And the arctic base gets a base assault in march, destroyed automatically. Not sure if I'm just really unlucky or they know where your bases are when they schedule searching missions.

Shame too, was making a shit ton of money. I guess outposts are actually essential. Do you always see enemies conducting base search missions before base assaults or can they just come at you out of the blue? If its the former you could just build the outpost and only man it if there's an attack coming, which would save a lot of money on troops (and your hiring capacity is capped anyway).

Kind of tired of enemies with 100 TUs and shit, think I'll drop down to diff 4 and try a true game rather than these little test optimization ones. Ninja spawn time is the same for all difficulties below jack sparrow right? Feel like diff 3 and 4 should speed that up at least a little bit, I hope I don't get bored waiting around.
 
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Jaedar

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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Do you always see enemies conducting base search missions before base assaults or can they just come at you out of the blue?
The game files seem to have some "instant base assault" missions, but they're comparatively rare to search ones as far as I can tell.
Ninja spawn time is the same for all difficulties below jack sparrow right? Feel like diff 3 and 4 should speed that up at least a little bit, I hope I don't get bored waiting around.
You mean start a new run, or hack the save to lower the difficulty? Only JS starts the ninja war early.
 
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I meant start a new run. One where I can both pull off my epic tech beeline and economic snowball to world domination and also not feel forced to play hundreds of extra missions between every shootdown and multiple monthly base assaults.

Looking at the files I think I can mod the ninja stuff down to Davy Jones difficulty which has a lot less stupidly strong AI bonuses (24% more TUs and 32% more reactions from one difficulty level increase, god damn). I think this would keep me safe from the base assault spam, those aren't tied to ninjas just existing right?
 

Jaedar

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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
I meant start a new run. One where I can both pull off my epic tech beeline and economic snowball to world domination and also not feel forced to play hundreds of extra missions between every shootdown and multiple monthly base assaults.

Looking at the files I think I can mod the ninja stuff down to Davy Jones difficulty which has a lot less stupidly strong AI bonuses (24% more TUs and 32% more reactions from one difficulty level increase, god damn). I think this would keep me safe from the base assault spam, those aren't tied to ninjas just existing right?
Base assault spam as in, the ones that start month 20? Afaik that's the only increase to base assaults from difficulty.
 
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Maybe it's entirely vanilla then?

Ufopedia said:
While most Alien Missions remain unchanged across the difficulty levels, the aliens become far more proactive about destroying X-Com as difficulty increases. The chance per successful interception for the aliens to retaliate increases by 4% per difficulty level (from 4% on Beginner to 20% on Superhuman!). Furthermore, the aliens will launch automatic Retaliation missions one month earlier per difficulty level.

Though, I hadn't intercepted anything by Feb.
 

Covenant

Savant
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Aug 3, 2017
Messages
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It just occurred to me that the herder's staff effectiveness scales inversely with your morale. Does anyone ever try take advantage of this? I've always just ignored it/thought of it as typical Dio being Dio, but you could pretty easily take some combat drugs (or a couple of sips of kaltes-klares if you're concerned about your freshness and have more TU to spare) and lower it. One sip of combat drugs would be an extra 50 damage to your Powers of Seduction attack, for example, which seems worth doing if you're trying to knock out a guildmaster.

At first I thought I could use this to boost my seductress-wearer, but unfortunately they don't have a hand free to take advantage of it, and you can't use combat drugs or kaltes-klares on another person apparently. Still, seems potentially handy for the herder's staff if nothing else, and there may be some way to make better use of it that I'm not yet seeing.

Are get one free protected topics just added to the normal pool, or are there any additional probability adjustments?
Afaik, it's the same chance to get them as anything else.
interrogation was a manufacturing process and made a separate 'Broken ____' that was guaranteed to give their secret topic.
There are a handful of subjects that are interrogated this way in the current version. With things like guild rep you just have to interrogate lots of them, preferably after you've cleaned out as much as possible of their potential topics (by researching them normally or interrogating the lower ranks).

I also noticed another bad thing about JS runs. Around may 2602 you start getting monthly crackdown missions, which have about 25% chance to be crewed by mercs or star gods. I don't think you're likely to be able to defeat either at that point in the game, nor shoot down cruisers as they come in for landing. As long as they don't hit your main base it's probably surviveable at least. Feels like a pretty extreme fuck you to get sectopods attacking your base at this point, even on lower difficulties.
Each lower level of difficulty delays the start of these missions by 4 months.

Your only hope for the Star Gods would be stasis grenades on the sectopods. Years back I had my first promising JS ironman run fucked by a ~May 2602 Star God crackdown on my main base. Tanks might have been able to manage for the SGs themselves, but the sectopods were untouchable. Since then I always make it a priority to have 30 or so stasis grenades sitting around, just in case.
 
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Fun tricks time.

Flamethrowers are cool. Sadly their range is kind of shit in XCom mods:

0iTfruT.png
b3JwKCA.png

This won't do, our shooter is practically inside the lighting radius.

What if we could apply a bit of high IQ thinking to make it further though?

tMNRDQ5.png

That's much nicer now, isn't it? In fact this makes the flamer arguably the best way to light things up. You get far more uses out of it than a few incendiary grenades that would take up the same inventory space, it seems more accurate than throws that commonly aim to barely miss trees and then hit them anyway, is quicker than priming and throwing a grenade, and works immediately rather than requiring a turn to explode (like a molotov). And its better than flares and such since it won't stick around forever to prevent you from advancing.

This works with all throwing weapons to extend range but obviously is a bit hard to use with ones that aren't some form of explosive ordnance. Tell me if you think of anything else particularly useful.

Sadly, there seems to be a bug in OXCE that prevents the spray fire feature from working with arcing weapons. It just sprays it all at the first point instead. I've reported the issue to Meridian and hopefully it will be fixed soon and we can light up half a map in a single spray. In the meantime though, this did make me reconsider the Skorpion SMG as a weapon:

SEHCOWZ.png

That's a really cool and useful tool. Kind of hard on flat ground though since its a flat trajectory so you'd ideally want a bit of height to spray down at the ground.
 
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Jaedar

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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Having a sudden brutal time in my ironman xpiratez campaign. The enemies have started running double base missions every month. In jan 2602 they put up an academy and star god base. In feb, I decided to try and contest them. I took down a lot of landed ships, but it wasn't enough, and they put down a guild and church base. I should have just let them (since they got them anyway), but I thought I'd try to contest. Anyway, I lost my 4 best ubers, my 3 best cats, my best 5 peasants (not a big loss though, peasants are rapidly becoming obsolete)... you know you fucked up hard when you end up in a mission where you have a single peasant conscious, with a poison dagger, dueling a guildmaster mano a mano.
obviously the peasant won. I might have GG'd out of the whole campaign otherwise.

On the plus side, I have enough gauss cannon parts to outfit an entire fleet and a lot of high rankers captured. But my roster of good troops is so small now, I doubt I'll be able to do any real missions for a while.
 

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