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In Progress X-Piratez! Ironman! No spoilers! Oldschool X-COM Total Conversion with mutant amazon pirates. Death to the star gods!

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,780
Welp :salute:

Sign my junior identical twin up, should you get a slot/ chance

The first time I was playing blind and encountered an armored car I had nothing on hands that could damage that darned thing other than a hammer. One gal charged it, put in a solid bonk, got gunned down, and next turn another one ran up to the corpse, picked the whacker up and turned the tonk into scrap metal. Quite a memorable experience.

I don't think it exploded then, though. Could the explosion be random, or dependant on how is the armored car destroyed?
I believe it is random. I know another unit that can explode on death that simply describes it as a 'chance.' And yeah, I had a similar experience except with a turret. Ever since then I've always carted around an arsenal or extra 'just in case' weapons with my teams. Bombs, flames, poisons, lasers, anything I can think of that might bypass something's bullshit defenses. The downside to this is losing all that shit when some chucklefuck sky ninja runs up and drops a grenade at her feet on top of my gear. NOT THAT I AM BITTER OR ANYTHING.
 

Gumsmith

Educated
Joined
Feb 22, 2021
Messages
126
Some weapon types will prevent enemy self destructs, can't remember which though. I do know that melee cutting weapons stop it happening, but not stabbing weapons. You can see what does it by looking in weapon ANALysis but it's buried in the defaults toggle.

Starting in the open with only humans when there's an armored car present is uh, Interesting. What loot is there that is worth such danger?.
 

std::namespace

Guest
From what I've seen, heavy stuff like tanks actually tend to resist pierce (bullets) much more so than stabbing or cutting.
Are ye sure that you are interpreting the numbers right, cause mostly (there is one faction...) it should be the other way around? Usually, from the plain damage types its pierce/concuss to break plain armor.

Say, an armored car has 80 piercing damage modifier and 50 for stab/cut - meaning 80% of piercing damage gets applied.

Another pr0tip (that you can research later): some explosives that do concussive damage might apply it to the underArmor...
 

BrotherFrank

Nouveau Riche
Patron
Joined
Apr 19, 2012
Messages
1,793
Love these xcom runs, xpirates and the xcom files are 2 mods i've wanted to play for ages but never got around to it so live them vicariously through LPs.

Sign me up for the pirate life.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,780
From what I've seen, heavy stuff like tanks actually tend to resist pierce (bullets) much more so than stabbing or cutting.
Are ye sure that you are interpreting the numbers right, cause mostly (there is one faction...) it should be the other way around? Usually, from the plain damage types its pierce/concuss to break plain armor.

Say, an armored car has 80 piercing damage modifier and 50 for stab/cut - meaning 80% of piercing damage gets applied.

Another pr0tip (that you can research later): some explosives that do concussive damage might apply it to the underArmor...
Honestly I'm not sure of anything, take it all with a grain of salt. I might have gotten it confused with the
golden shields or armored zombies or those weird gasbag aliens or necropirates
so who knows.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,780
The brilliant fractactical genius of our enemies is no match for our superior 'hide in a small room' strategy, leading to another easy kill. Luckily they didn't arrive with enough TUs to drop a grenade on us.

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As the fight drags on, Pierre ends up taking another hit. We're on the clock now.

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Fortunately, it seems our enemies have finally started getting aggressive and stopped playing popamole from a block away. Honestly not sure why this dude was standing here though. A three round burst from above takes him down easily.

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Eventually, bug hunt mode engages with only 2 enemies remaining. I try to send cleve back to our supplies to bring back another bandage, but this bastard pops out of the building he was cowering in. With our low TUs it's actually quite difficult to retrive the supplies sitting in the open, so I decide to gamble Pierre's life on an aimed shot that will use up the last of his TUs and leave him exposed to reaction fire. If this misses or low rolls it's likely at least one of our heroes is going down.

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He makes the shot! And despite the scary sounding message, we actually don't take wound damage when ending the battle (though potential prisoners do) so the only reason to not end the battle is if you've got someone in position to do a bit of healing before the turn ends.
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17 god damned enemies, including an armored car. This was a very rough fight.

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Honestly kind of disappointing xp for a battle like this, but I think more than half those kills went to Optimist.
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Frankly, this is terrible loot. The only thing of value is the car parts, which could concievably lead to us developing our own vehicles, but it's certainly not worth it. There are much easier ways to get these. The only other loot of note was the fruit. Again, for a mission where we can't use ubers, our craft, or vehicles of our own and start in such a bad situation, I'd expect much better rewards. A shame we didn't manage to capture one of them either, maybe that might have unlocked something cool, like a good gun runner contact or something.


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Cleve's legend grows.

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12 kills in this mission before going down. God damn. :salute:
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One of the books we picked up gives us this juicy bit of lore, which I suspect is a prereq for some great tech later.
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And we get lucky with some of our expedition reports. The nations we're looking for are Romanica and Fuso. The former will lead us to some anti-zombie tech, while the later has awesome ninja weapons and, bizarrely, a prerequisite for air filtration. However, simply getting this part won't be enough to unlock the contact. We'll have to research more items related to them, and possibly some other logistics type stuff.
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There are a lot of gods, since there are both Lokknar and Narlock pantheons, as well as some other myths and such. They're generally pretty cool stories but I've never gotten an unlock from them, sadly. Might be voodoo related though.

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And it was at this point I remember to try changing the resolution. God damn thats a way better screenshot. It's not native to my monitor so it actually clips off the freshness and morale bars in the battlescape, but I think I'll put up with that if it makes this much of a difference.
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Remember the rat slaying mission? This is not like the rat slaying mission.

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We start the mission with 6 of these dudes added to our team. We get to control them fortunately, so they won't run off and get themselves killed. Sadly, they only get primitive equipment and no armour. They do, however, have spears, which are ideal for this mission, and their healing gel and canteen o' wisdom is actually better than our own medical supplies. Recieving some after the mission ends is actually a big incentive to do this mission.
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The other disadvantage is that they start out here, in the top left of the map...

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While we start in the opposite corner. In case it wasn't obvious, the map is fucking huge.
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It's very tempting to try and have the two teams rush towards eachother and form a big group to better defend themselves, but that's a huge mistake I made on my first attempts with this mission. Instead, we're going to form defensive lines and rely on our spears and reaction fire to kill the spiders as they approach.

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That goes for both parties. On our end we actually only have the one opening to defend, making things simple. I also decided to show off some of the weapon stats here. First up are ninja stars. Oasis789 has 72 throwing I believe? 126% accuracy with 19-58 damage is pretty damneed nice, out to a 10 tile range for a cost of 16 TU per shot.
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Masochist Slut is our only fighter in here with a proper melee weapon. That hatchet is also about 120% accurate and hits quite a bit harder for only 11 TUs. However, it also has to contend with melee evasion, meaning it can still miss even with 120% accuracy.
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One of our two starter gals here with a spear. I believe she has only about 65 in both throwing and melee, the relevant stats for spear accuracy. 76% accuracy seems kinda lame, but remember that if we're 2 tiles away, we don't have to deal with evasion. We're also suffering a 33% accuracy penalty for using the spear in one hand because of the shield. For 18 TUs and with the ability to drain enemy TUs on hit, leading to even more reaction shots, the spear is an excellent weapon in 'melee', easily my favourite for a long, long time.

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The plan goes off without a hitch. Each team gets swarmed by about half a dozen spiders on the first round, killing them all without suffering a hit.

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Our foes are actually pretty nasty. While they tend to disable before killing, they do have the potential to kill outright if they get a few attacks in and the stun damage rolls low. And suffering even one bite causes massive freshness damage, leaving the soldier crippled for the rest of the run. Lastly, the bio damage they deal ignores half our armour, meaning even very good armour isn't foolproof, unlike with the rats. We'll need to rely on evasion and reaction fire.

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Fortunately, the tribals have pretty decent stats when it comes to using spears, and their freshness is basically unbreakable. Honestly, they could easily escape on their own if we had a way to start the mission with just them and didn't want to claim the loot.
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Eventually, the momma spider shows herself. She's a bit of an oddity, actually having less frontal armour than anywhere else, making her pretty easy to take down with spears.
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However, I'd really like to capture her alive. I brought several types of stunning grenades for that exact purpose.
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Alas, our aim is sht. I think she still got clipped by part of the exploion? A direct hit would have actually dealt quad damage, one roll for each tile occupied.
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Oh fuck me. I thought she'd move along the wall and get stopped by our gal with the spear. This is BAD.

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We get lucky, and Masochist Slut survives the 2 bites that got through her evasion. Her freshness is utterly fucked though, and she'll be looking at a lot more reocovery time when we get back to base.
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Gandalfina patches her up with the Theban healing dress voodoo, but it's only giving 2 health back per wound healed. Very lackluster, but I didn't expect much more for only 12 TUs on an integrated item.

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She spends the rest of her TU's stabbing at the spider queen. Sadly, it dies instantly instead of falling wounded. No pet spider queen for us today.
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I brougt these along just in case someone got bitten. They can't be used on allies, obviously, so they're a bit awkward to use for ficing morale, but they can let us trade som health for freshness in a pinch. Items that restore freshness are very rare and always seem to cost health in my experience. Maybe some much later game stuff will get around that limitation.
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Gradually, we crawl forward, carefully revealing the map. The spiders, like many melee monsters, actually have a special trait that lets them see through walls a pretty good distance, so they're not hard to attract and clear out.

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We enetually get one of the tribesman to meet up with us and Masochist Slut gets to chug down some of their magic healing juice. You can tell it's healthy because of the green glow! These canteens restore energy, morale, and stun damage. With enough of these, operating even at 0 freshness is possible.
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I can't seem to find the last spiders, so I send one of the tribesman back to our starting location to retrieve a pickaxe and dig them out of wherever they're trapped. The ones being trapped, however, are us. Somehow a spider got far behind our lines and the tribesman ended up right next to it with no TUs to spare. Oasis ran back to try take it out with a throwing star but only had enough TUs for a single shot. The spider got it's turn and ravaged the poor dude.
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It was, hoever, the last spider. Odd that bug hunt mode hadn't activated, must not have met some other weird criteria. Regardless, we saved 5 of them, and got a ton of infamy for doing so and slaying 35 spiders.
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Some decent xp as well, particularly for reactions. Also, oasis got accuracy for firing some tranq darts at the spider queen. Damned thing must have been immune. I'll try daze weapons next time, perhaps. I'll have it's resistances logged by then anyways.
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Spears don't count as 'melee' as far as titles are concerned, sadly, so we don't get much on that front. We did get a lot of this one though, which is always nice:

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Hoooly shiiiit. :dance: I've seen this event like maybe 3 times in about 6 years of in game time before this LP. The fact that we got it twice already is very lucky. Maybe it's related to that whole 'male touch' research path?

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Another important tech. Sadly the armour this directly leads to is actually pretty lame, only offering 5 more points of armour and no decent special properties. We won't be using it.
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Interrogations are continuing as well, mostly giving us little tips like these. This won't unlock anything, so it's basically just kind of a tax on interrogation based research.
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Ah, more great advice. Lets hear it!
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Hah. It's the fact that this is so extremely wrong that makes me think I'm really missing out by not using the scouting parties and charts more often.
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We're researching some of the loot as well. It's really hard to tell what it worth it and what isn't without spoilers. We'll get there eventually though.
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Even if it does feel like we're further than ever from finishing off our list of projects. I don't even want to try counting them any more.
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We need more brainers, frankly. I'm sorely tempted to invest our funds in exactly that, but without a manufacturing base to pay for them, we'll just end up having to sell them off before long. The game has actually been pretty stingy when it comes to easy fast cash so far. We've been making a decent amount, but we've had to fight hard for it, using pretty bad weaponry until we cracked that slot machine open.

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I'm not sure why I bothered researching this, you get it for free as a tip from Saya eventually. Oh well, it was quick.
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Aha! Another slog of a mission with mediocre loot. We should probably do it anyways, our scale armor is basically made for fighting these things. We can get a bunch more titles if nothing else.
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std::namespace

Guest
Damn, the spider queen chewed through 80% evasion and all the energy. Give Slut the Barb armor with shield pl0x. Its sexier.

You have to research the !Topic! to get those missions. The game wont roll them if you havent researched them.
!Warehouse Wars! is fairly easy money and progress.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,780
Damn, the spider queen chewed through 80% evasion and all the energy. Give Slut the Barb armor with shield pl0x. Its sexier.

You have to research the !Topic! to get those missions. The game wont roll them if you havent researched them.
!Warehouse Wars! is fairly easy money and progress.
Sexy pseudo armour it shall be. Unless I unlock chainmail before you heal up. That's the real good shit.

And I know about the mission unlocking, but we didn't even have rifles until we got our slot machine payout. I've been holding off hoping for some brothel missions but the game is fucking bullshit and hasn't spawned one this entire time. Whatever, we've got... 11 proper hands now? I'll unlock both the warehouses and the towers. Towers are a bit rougher in theory but my style does well there and they have the really nice stuff anyways. What we really need is a second base to start up some sectoweed farms, then I can really get research rolling. We should have 20 brainers working, not 7.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,780
Lock and load! We got a bug hunt.

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Well, reference aside, we're actually only going in with 3 gals armed with daggers. That'll be enough to block the entrances to the craft, and the scale mail should be basically impervious to their cuttig attacks, given it's 35 frontal armour and 50% resistance. They'd need to roll over 70 damage to hurt someone, and that's on top of getting past significant melee evasion.
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These guys look way scarier than they actually are. They can certainly be overwhelming if you get surrounded while searching for them at night or in a jungle or something though, or simply don't have decent armour.
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Welp, so much for the 'they can't even hurt us' theory. I think she got hit twice in one round. Her melee, and therefore evasion, was a bit lacking, but they must have rolled about 100 damage on each hit. Jesus. Would have been dead 3 times over in a different set of armour.
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:buildawall:
I make the questionable decision to wedge our wounded gal in between the others in this convenient spot between the craft and map edge. She'll be safe there. Unless her morale breaks and she stabs them. Or they get taken down by monsters and we can't even escape to the craft.
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It turns out I was right though, they easily handle the rest of the nearby beasties and we deploy the manual bughunt mode: releasing a parrot.
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Parrots obviously don't gain levels, have terrible stats, and will just outright die in cold weather. Also, because of the way the game works, they're hilariously easy to hit even while flying really high up. We can tame new ones, albeit at a significant cost of hours, but their main uses are for scouring monster hunts like this, or serving as last ditch distractions. They also have zero TUs on the turn they are released, so they aren't terribly exploitable in that regard.


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They do have one other cheesy potential use though: they can pick up single tile objects. Objects like primed grenades. Given the right planning, this can be hilariously effective. I might train a few extra parrots so we can try this method for fun and profit against some of the rougher targets. They also technically have a melee attack, but it's laughable.
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Our noble beast proves to be redunadant however, as there was only a single enemy left, easily found on foot.
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Stabbing a bunch of murder machines gave us some nice xp, particularly reactions. oasis didn't get any REA training due to being capped, howver. Only titles will push her further.
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Fortunately, knives tend to get those sorts of titles!
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They also give this one, which is pretty shit. Armour is nice, but I'm not sure 2 frontal armour is worth -3 energy regen per turn.
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More interrogations complete, giving us more lore dumps. Kind of annoying that we aren't getting some of the more practical stuff.
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We do get Romanica's .txt though. Now we just need to research some of their items and whatever logistics requirement is involved. Might be a rank thing too.
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We land another easy mission and find some nice soft researchers inside. As you can imagine, they're excellent for interrogations. I sent the new zone stalkers in to get some easy melee xp but they were actually so shit at melee they got kinda fucked up. Having only 50 TUs makes it pretty difficult to run up and bash people. I even swapped them out of their cleanser outfits, which were giving a melee stat penalty. No deaths but some more wounds racked up.
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One of the Romanica weapons we managed to research. Not too shabby of a melee weapon.

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Another lucky event graces our doors! While a tad expensive, robo parrots are much, much more useful than their fleshy counterparts. I'll be showing it off for sure when I get a chance.

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We finished converting our junk piles into usable items. Nothing terribly special here, but the chemicals will keep our chopper running for a long time, and the wire will be used to build a lab later.
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Looks like we're famous!


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interrogating a researcher gave us the info on medical supplies, which in turn was the last key to making medicine availible. Obviously a very important tech, but not quite as useful as it seems right now. We'll need to beat up a lot o academy nurses and medics to get the supplies needed for building a sickbay.
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Another month gone by. Honestly very surprised we didn't break 2k that month. Must have been some shipping going on somewhere that ate up some infarmy. At any rate, we've got a nice nest egg now.
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Time to blow half of our money on starting a new base. We choose the ass end of nowhere for a couple reasons: It's give us coverage of some popular racing destinations, and it's much cheaper than places like north america. Its probably going to contain a single hangar along with a crew quarters and a bunch of farms. Maybe some workshops or prisons as well, haven't decided on how to handle that yet.

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Now that we have some decent guns and people who can hit the broad side of a barn with them, it's time to unlock some tougher missions. Honestly I'd have preferred to be unlocking the tougher bounty missions instead, but we've had some terrible luck in regards to which missions are showing up.

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On the other hand, we've had excellent luck to not be attacked up until now. Honestly shocked this didn't happen 2-3 months ago.
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Sexy barbarian armour will save us!
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So way back when I started this, I mentioned how our base layout is absolute shit. This is because the access room is smack in the middle of the layout, which means if we want to create any kind of bottleneck for the enemies, we need to just not build in basically an entire row of tiles.
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As you can see, the base has multiple z-levels. This one is the main one where enemies tend to swarm out in. I like keeping a crew quarters next to the lift so we can contain them here before the enemies spread out everywhere and start hiding in closets and shooting people in the back.
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There's also the sewer level to consider. This can't even be blocked off by not building in a section. There are structures that block the sewers, but they connect on the middle area, so to bottleneck here too we'd need to sacrifice even more area to useless rooms.
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I was expecting an academy raid, since they usually send a nice weak team with tranq guns and whiffle bats to take us back, but we got the ratmen instead. These little midget fuckers are annoying because they have excellent reactions and they all have the spotter and sniper traits, meaning if you shoot one or they see you, they all know where you are.


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The other reason they're annoying is that the bring pets. Lots of them. Bloodhounds are basically uber dogs, they can ignore most small arms and shotguns from the front, and can easily bite a gal to death in one shot. Their accuracy is a bit lacking, so dedicated melee gals can hold a door against one easily enough, but due to the shitty base layout and their ability to sense us through walls, they have a tendency to navigate through the sewers or the maintenance tunnels in the ceiling and pop out behind a gal with a supposedly empty room at her back.



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Guard dogs are less dangerous, but even so, trying to stop half a dozen of them and the hounds before they start chewing on people can be impossible depending on where the gals spawned and how many dogs are clumped together.

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Near the bottom there is one of the bloodhounds. He got that far from the access elevator in a single turn. As you can imagine, it could have easily killed someone taking cover in any of the nearby rooms. Hence why those rooms are being covered by gals with shields, while everyone without shields is further away.
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Our trusty psycho slut is nearly recovered health wise, but her freshness won't recover until she's finished healing. She's going to be fairly crippled for this fight as a result. She'll be guarding the maintenance tunnel near the access point so nothing gets though into the rest of that area.
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Meanwile we send a different gal down into the sewer to keep an eye on things. Covering everything here is hopeless, but we can at least improve our chances of spotting an ambush.



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Eventually, after copious amounts of violence, enemies stop pouring out of the access point. The defense isn't done yet however. Invader morale is ludicrously high for some reason, so we'll need to find the stragglers in the hangars.

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Having some dogs do their radar thing to keep an eye out for ambushes is also very helpful. This actually eats their morale up pretty quickly, but we get massive base defense buff to morale regen, so it's fine, and they can spot enemies in the sewers even from the top level, where they're basically safe from gunfire.
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Average Manatee went through two entire stacks of fuso knives during the defense. Fortunately, they brought us some more so she can keep going.
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Time to start moving through the sewers too, stragglers are likely down here somewhere as well. The sewers cost a lot of TUs and energy to move through, it's a real pain even for ubers. Sending humans down here is pretty much suicide.
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Found one of the little fuckers on the far side of the east hangar.
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Two more were in the sewers, the last one being at the corner of west hangar's sewer system.
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44 god damned enemy units. It's a miracle we only lost a single dog through all of that.
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Having a bunch of peasants to just stand around and cover various potential ambush points in the back of the base helped. They never actually caught anything, but if I'd needed to split my main forces to do it we'd have probably been overwhelmed by the dogs.

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Terrible fucking loot. We did manage to catch a live blood hound and mobster at least. We'll only get intel out of them for now, but it's better than nothing.

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We also burned through some ammo we don't currently have the tech to replace. Frustrating. Oasis burned through 16 shots with the ninja stars, racking up about a dozen kills. They were perfect for the lightly armored but twitchy ratmen and guard dogs. Gained 6 throwing points in the process!
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Obviously, with dozens of kills comes dozens of titles.
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Anothe rreason I like the ninja weapons. The morale penalty isn't that big of a deal once you get up to 100 bravery, while the bonus TUs, Reactions and nightvision are all excellent perks.
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Most of our current roster with kill count listed. Oasis is leading the pack by a healthy margin. She'll probably get a promotion to Mistress once we get more recruits.
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Figured I'd show off some character sheets, since there two tend to not get injured. They're starting to be pretty well rounded.
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111 reactions while wearing scale mail is frankly insane. That melee is no joke either. Easily our MVP.
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We've also got our 3 new zone stalkers. Modron has joined the club and we've brought back a couple names that fell in the line of duty.


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I know you wanted stunrod duty, but I think I'm going to have to hold off on that until we can train you up. Even with zone stalker stats, it's just not viable right now.
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Hmm, not sure if I want to take this one. I think they're actually weaker than our last monster hunt, but we've also lost freshness from the base defense, the desert sucks, and their loot isn't of much value to us.

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oasis789

Arcane
Joined
Oct 9, 2012
Messages
405
They also give this one, which is pretty shit. Armour is nice, but I'm not sure 2 frontal armour is worth -3 energy regen per turn.
imo the idea is that your Traditional Gals juice up on stims, crack, jet, psycho and just wear chainmail dash into melee and soak reaction fire with the bonus armor
 

std::namespace

Guest
Soaking specifically reaction fire is not a great idea...

When is the killing continuing?
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Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,780
Medicine is done! We can't capitalize on much of this yet, but it unlocks some cool stuff.

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We also finished uber farm tech. Which lets us make plantations and, apparently, unlocks slavery and flintlocks for some reason? Flintlocks are actually a prereq for building better guns ourselves, so it's good I didn't leave this much longer.
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At some point we picked one of these up, not sure where. They can have some cool goodies inside. Roll the dice!
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Hmm, a pair of grenade launchers isn't ideal, but certainly isn't a bad outcome either.
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The game continues to stubbornly refuse giving us missions with gals to rescue. (Actually it gave us another fake 'shipwrecked gal mission earlier I didn't bother to record, just more dead highwaymen)

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We've got enough winter gear we can send our gals out in their skimpy scale mail without them being completely screwed by the cold. They are still taking about 1 damage a turn though and only recovering about 23 energy each turn as well.

Also, I think this is our first encounter with these fucking things. They have like 20 nightvision, fly, a hefty laser gun, and spot for academy snipers, which include their medics and osiron security, both of which can be incredibly dangerous.

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They're also a source of the very rare grav lift parts, which we'll need to make our own kickass flying soldiers. So finding them is a mixed blessing.
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The mission goes off without a hitch. Our gals will be wounded for 7 days just from the frostbite alone, but luckiy nobody got shot to exacerbate that, and we got a lot of captives.
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Including one of these. This might unlock some armour, and definitely can unlock some high level medical tech. We'll hold on to her until we've wrung all the mundane info out of the nurses and such, so we don't waste her intel.


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Nice chunk of infamy, some loot (surgery units sell for 100k and aren't useful any time soon) and a single unit of medical supplies. We need like, a dozen of those. Ugh.
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We also need another prison, I think. Or enough researchers to cycle our prisoners through faster.
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I'm spending about half our brainers on interrogations and still can't keep up. We really need more of them, and for that we need more income. Way more.
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Not helping!
:rage:

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Also not helping. Fortunately this was just a tiny academy squad mostly armed with tranq darts.
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More free infamy. I didn't bother capturing the nurses, it's more risk than it's worth when half our gals are running around naked or wearing blankets.
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One of the guild operators reveals a bit of tech for us. I'm not sure what this is needed for, but I'm sure it's something good.

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We get an easy goblin bounty mission, but there's a problem. The only decent inflitration gear we have is for the gals, and only 3 of them are on their feet right now. Shit like this is why we need more gals, or some sort of stealth outfit for the boys. I should research camo.
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We got a couple of these from our recon expeditions. We'll turn the second one in for a little bit of mutant bounty tokens.
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Cultural wealth is a strange object we normally acquire by hiring captives as workers. It seems to partially offset the opportunity cost of not turning those captives into slaves, as each cultural wealth gives some passive income and extra storage space. I assume it will have some other purpose eventually as well.

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This isn't exactly a bounty mission, but it's arguably the main way to get rep with Jack. The problem is, Narloks are obnoxious bastards with excellent stealth and nasty laser weapons, and they're allied with the sky ninjas, who will absolutely fuck us up right now if we start a war with them. We'll keep ignoring these missions for the moment.
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One of the most annoying random events, -150 infamy is pretty annoying, and it can happen multiple times in a single month. Hopefully have medicine researched will make it less likely.
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Oasis789 racks up some kills on another rat slaying expedition and achieves a new rank. Ranks themselves don't offer a lot of benefit, but this will unlock a way to boost max freshness, and high ranking soldiers boost the morale of lower ranking soldiers on a mission, unless they die of course.



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Another academy outpost mission. This time it's not a frozen hellscape. Masochist slut ends up in an awkward spot exposed to this academy drone after sprinting up to a yeoman to keep them busy. Luckily oasis is just within range to sprint up and chuck a javelin into the drone. 100% accuracy and 82 average damage is not too shabby for a pointy stick!
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These guys are basically the lowest level academy bodyguards. They don't have real armour, and tend to use bladed melee weapons and fuso throwing knives. Not too dangerous, really.
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Strange Fellow II is playing things a bit more conservatively than his predecessor, now that we have access to harpoon guns with stun bolts.
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These academy outposts have a ton of different layouts. They're all weird squirrely nonsense like this, for the most part. I love it.
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The grind continues! Can't wait until we unlock onsens and dojos. I'm honestly a bit baffled how we haven't done so already. Looking forward to figuring out another piece of that puzzle when it does unlock.
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oasis789

Arcane
Joined
Oct 9, 2012
Messages
405
allied with the sky ninjas, who will absolutely fuck us up right now if we start a war with them
is this what triggers the ninjas appearing on the world map?
 
Joined
Jan 7, 2012
Messages
15,176
Trying X-piratez again and from what I can tell the automatic equipping of your troops with what you used last is disabled? Is there any way to turn it back on? Really annoying considering you want to specialize weapons.

Also is there any list of the country bonuses? I've found Cali gives you 8 catgirls to recruit which seems to be by far the strongest option I've seen (fairly comparable stats and stat caps to ubers, better TUs and NV).
 

Optimist

Savant
Patron
Joined
Jun 18, 2018
Messages
427
My team has the sexiest and deadliest waifus you can recruit.
Trying X-piratez again and from what I can tell the automatic equipping of your troops with what you used last is disabled? Is there any way to turn it back on? Really annoying considering you want to specialize weapons.

Also is there any list of the country bonuses? I've found Cali gives you 8 catgirls to recruit which seems to be by far the strongest option I've seen (fairly comparable stats and stat caps to ubers, better TUs and NV).
I think it should attempt to auto re-equip as long as you have all the items, and ammo for guns.

List of starting bonuses can be found e.g. here: https://openxcom.org/forum/index.php?topic=4102.765 . Not sure how current it is, but I've been using it relatively recently.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,780
Trying X-piratez again and from what I can tell the automatic equipping of your troops with what you used last is disabled? Is there any way to turn it back on? Really annoying considering you want to specialize weapons.
It might be in the options menu in the pile of open x-com tweaks. But I think what you're actually looking for is that you need to customize the loadout by clicking the inventory screen from either the hands or the vessel menus in base. That sets the default loadout. Any tweaks you make on a per-mission basis will revert back to that, which I think is the ideal behaviour so you can give everyone spears for a catacomb mission or whatever and not need to switch them back after.

Also is there any list of the country bonuses? I've found Cali gives you 8 catgirls to recruit which seems to be by far the strongest option I've seen (fairly comparable stats and stat caps to ubers, better TUs and NV).
Probably on a wiki somewhere (no way a game this autistic doesn't have a decent wiki) but here's my personal list (countries listed 'meh' had something totally lame like 10 cannonballs or something, and I might have missed something, the *'d ones are the only ones I played longer than 5 months. 8 catgirls does indeed seem like one of the strongest starts, though Nordfed is probably stronger in the very short run, catgirls get incredibly useful when
you research grav boots for them, which give them insane TUs compared to even gals.

Blackmarch = recruited gnome
Cali = 8 catgirls! Captives. Recruitable?
Confederation = Sherrif book!
Thebes = 12 aqua slaves Thebian ruler arc?!
Dark Dom = 3 arcane books!
Latin = Meh
Red Rev = Meh
techno = 20 optronics?
Canada = meh
Eurosyn = meh
*Nordfed = 5 young ubers.
Romanica = nun outfits, crusader armour, swords, treasures, special zombie slaying mission?!
Iron Tribe = Necroplane and junk parts.
Euroasian = monthly nukes!
Turan = 3 beast rider ubers, teach techs.
*Fuso = Ninja gear, fuso contact.
Central Prov = 75 sectoweed
Rogue field = 5 govt fines.
Hidden Expanse = 3 flak tower kits.
*Ghostgate = 70k/month worth of slaves, but 150k/month worth of taxes (777)
Pirate Straits = Meh.
Death Realms = 20 Chitin, 10 poison/silk.
 
Joined
Jan 7, 2012
Messages
15,176
It might be in the options menu in the pile of open x-com tweaks. But I think what you're actually looking for is that you need to customize the loadout by clicking the inventory screen from either the hands or the vessel menus in base. That sets the default loadout. Any tweaks you make on a per-mission basis will revert back to that, which I think is the ideal behaviour so you can give everyone spears for a catacomb mission or whatever and not need to switch them back after.
Ahh, I see. Yes that's a better system.

Also, the starting craft now has a fucking window for enemies to shoot you through? :argh:
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,780
I forgot to ask in the last update- Slavery? Yea or Nay? I've always taken a lot of slaves before, but I'm assuming there's some sort of benefit to avoiding it.
 
Joined
Jan 7, 2012
Messages
15,176
Gotta say, even 1 catgirl makes these first few months missions super smooth. Its enough visibility advantage to set up shooting galleries with weak weapons like the pocket las-pistols and just safely go to town racking up tons of reaction skillups. Granted you're not getting tons of captures like if you went all-in on melee, usually you just capture a small handful who go down and get patched up or a few stragglers, but its also so much safer so you can do a lot more missions (plus you have the extra characters to rotate). It is a bit risky to use catgirls in melee of course due to low health and armor so you want them to be more of a sniper role but they do seem to be good at it if push comes to shove and their massive TUs is always good. Definitely recommend Cali start!

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wew those stats. Make sure to take them out of their prison clothes and make them nude

Ahh, I see. Yes that's a better system.

Also, the starting craft now has a fucking window for enemies to shoot you through? :argh:

It's a stolen bus, mate
OK but tape and cardboard exist.

I forgot to ask in the last update- Slavery? Yea or Nay? I've always taken a lot of slaves before, but I'm assuming there's some sort of benefit to avoiding it.
I've always done the same. Is there actually a specific slavery decision point? I always assumed it was just another tech on the tree you're supposed to get.
 
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