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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
15,851
How are you going to pay for your upkeep costs like that?
Honestly, the 3 bases we have up and running can sustain us if we're not splurging on stuff from the black market or spending their hours on side projects. They're pulling in about 3 million a month, which is more than we get from infamy anyways. Throw in some easy missions and we can stabilize our funding.

Well, here goes nothing!

So, it turns out the 'path of herbs' is more like 'the path of booze' and we'll need a ton of rum to make our healer catgirl. Probably worth it though, that's a lot of bonus freshness, and it seems to buff her hp as well.

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In the mean time, we go take our pet dinosaur out for walkies.
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Git 'em boy! (This thing is absolutely a waste of crew space, but it is hilarious.)
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Of somewhat more importance; we found another space mission, and his one had some guilders. IN SPAAAAACE. They all have laser weapons.
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They're also kind of randomly flying aorund in the void, which made this a little sketchy. Glad out Kraken has no windows and we could use the doors to play :popamole:
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Eventually I even got one close enough to try out the wand of pain on him.
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Sadly, he was the only guy we managed to take alive, and none of the loot was terribly exciting.
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Aparently, we can put the gnome through magicienne training as well. Since gnomes have god awful caps on their voodoo skill but high power, this might actually make her a halfway decent mage if we can rack up some titles as well.
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Finally got around to this. It provides 2 brainer slots, which would be awesome if we had the money to build the fucking thing. The healing would be nice too, but again, no fucking money. And honestly, we've got enough extra healing now that it's going to have some diminishing returns. Would still pay for it in a heartbeat if our funding was stable.
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Oh, it unlocked a thing. That might be kinda cool, but I'm not going to get my hopes up. Or research it any time soon. Maybe if we had some spare reapers floating around and a huge craft.
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Welp, it's been a while. Guess it's time for a base defense...
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Oh. Or this could happen. Fuck.
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Bunch of shit flying around the base. It seems slow, maybe I can shoot down whatever is firing the missiles?
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LOL nope and it annihilates us. RIP Kraken. We fucked now.
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Sounds like they might get us more zombie related tech. Maybe I should focus on them since we're green codex and all. But now we need to replace our ship too...
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Uh, okay. Apparently their zombie masters are vampires?
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Got our herbalist outfit researched! Some interesting stats, including a large voodoo power bonus.
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And yeah, they basically never lose freshness unless injured. Very cool.
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Even better is that they can restore freshness to others. Meaning a pair of these could provide freshness for others forever, in theory. More realistically, just having a freshness battery around would be fucking awesome. I could even swap the outfit among catgirls to restore freshness on a favourite unit or three that would never need to skip a mission. We're lacking a building required to make the outfit though. Presumably our sickbay that just exploded.
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Oh cool. No that's fine, I wasn't using that hangar anyways.
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Huh, is this little cross thing the missile strike? I'd shoot it down except ALL OUR CRAFT ARE DEAD.
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Fuck. Well, this is certainly a shitty way to go.
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Was 10 days until the flak cannon would have been done. Thankfully it didn't like, issolate our crew quarters and destroy it that way or something, but this base is fucked. It can't manufacture items, and if more missiles come we're defenseless.
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Really wish I'd managed to catch several of these guys. Not exactly easy to find, and anything space related must be a pain to research.
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Hmm, might lead to some kind of space contact?
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Huh, not what I expected. Maybe it'd let us research (and create) space suits?
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I'd been putting this off forever because this is a destructive research, but I finally popped it in case it was gating something. It was not. RIP mind probe. I really wanted to use you. Should have sold the fucking thing.
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... and hyperjets have given us... a shitty plane.
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Well, I guess it was gating other stuff. Up the tree we go!
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Bounty mission for an exterminator extraction. Luckily it was deep ones again, since zombies would ignore this gas and swarm this shitty crew.
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Actually, we nearly got swarmed anyways; I thought electricity could maybe handle these guys but nope, they resist that too. Seems their only weakness are gas and poison.
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This is currently our only choking attack. It's uh... not super effective, but I think it helped.
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Plasma shots bounced right off this fucker.
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Fortunately, a goblin with a vibro blade got the job done. I should really research vibro blades. They seem good.
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I forget what even revealed this. Some prisoner. Bah.
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This wasn't a research; I just realized I can see the stats for this version of the space suit, but not any of the others. Very strange.
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*fingers crossed this does something cool*
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Well... shadow trade might do something cool? Ugh.
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Grilled the other merc. No joy. Prisoners really letting me down this month.
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I picked this tech up in the hopes that it would help clear all that rubble from our base. It will not; but it's the best digging tool we've gotten so far by a mile. It's beaten only by the plasma torch for potential damage to terrain, fires 4 times per blast, and has more than 2 tiles of range, along with infinite ammo. Very nice! could likely put a big hole in an enemy as well.
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Hyperwave decoder is finally done. Fucking hell. If we'd had this last month, our ships would still be a live. Actually being able to pick off only weak targets changes everything. Except we no longer have any craft capable of picking off anything stronger than a civilian.
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didn't really expect much out of this, but I figured if I'm training the gnome to be a mage, may as well try to unlock a mage outfit for her.
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Ugh, of course gnome outfits are gated behind ANOTHER tech. Fine. I'll bite.
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Ah, right, this doesn't lead to merchants, this is some plot related shit. Just what I need; more dangerous missions.
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Oh? Didn't expect this. I guess she's related to the shadow trade?
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What the fuck is this very small civillian ship that moves this fast? Holy crap. My kingdom for a hunter-killer.
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Sadly, we might be selling craft to save the kingdom instead at this rate. We're not even at positive infamy right now.
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Tried for the socializing tech in case it lead to family ties? But we got a free catgirl instead, which seems nice.
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Hmm, gnome tech probably includes some cool shit like power armour, this could be realy good.
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But we're not even close yet. Another failed venture.
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Vectored thrusters gave us this. Probably not a bad item on certain craft.
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Oh, cool, I was looking forward to this mission. Back when we had the kraken. :rage: Pretty sure the ghouls drop smelly rags too. Note to self: check if robbing ghoul prisoners I have can produce enough rags for something.
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Well, apparently those mercenary escort ships are simply fighters. So the kraken + hunter killer together could kill a pair of those easily, but 1v1 it annihilated the HK in like 4 seconds.
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Well, this is ceainly an upgrade over the previous fighter. Not that we have the cash to make one right now. Or a hangar to keep it in. Or weapons to arm it with.
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Huh... I did not see this coming. How and why indeed.
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Got this revealed after cracking the human mage. What a waste, should have held off until I did the stick myself.
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At least our worm can handle these fucking raiding parties. I wonder why they always seem to spawn near this base in particular. Death Reals = ratman territory maybe? Sadly our decoder doesn't reach down here.
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Got this from a ninja interrogation. Free uber, sounds good to me!
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Okay, this outfit is actually fucking rad. No armour, but those resists are fucking nice for certain missions (like vs the ghouls) and it has a ton of other effects. Massive evasion, voodoo defense, pain immunity, stun death immunity, invisible to zombies! And a Bio Forcefield, whatever the fuck that is. This feels like a really cool reward from the codex.
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It also has a built in zombie melee attack that deals ~90 daze damage, and an infinite self usable medkit, albeit a weak one.
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Naturally, we can't make it right now. Fuck me, where are the necropirates when you need them? At least if one flies over our base I'll know I missed it thanks to the decoder. :despair:
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Ah, this is the easy mission I confused with the guns of the patriots.
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Aside from someone trying to barbecue a gal, it was a milk run. We just camped in the shadows picking them off until a handful were left and then moved in to finish them.
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Easy infamy. Send me like, 20 more of these missions please. Or bandit camps. Those are good too.
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At least it brought our score back into the black. We're still fucked financially though.
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Finally got around to grabbing this one.
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He has some cool stuff, but it's honestly underwhelming unless you get here early. Anything we can blow up with this spammable explosives can almost certainly die more cheaply to bullets as well. The ninja sickle would be nice except we habe the lasso now.
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Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,142
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
I also have no idea what bio forcefield means. If it is a shield, the 3/3 should mean it has 3 hp and regenerates to max every turn... but why? I guess it will very slightly reduce damage from cold or something?

Those missile strikes were pretty brutal. At this rate they're going to be the runkillers.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,851
I also have no idea what bio forcefield means. If it is a shield, the 3/3 should mean it has 3 hp and regenerates to max every turn... but why? I guess it will very slightly reduce damage from cold or something?
My current theory is that the shield has full immunity to some damage types. So maybe it makes you immune to bio and chem damage unless you've taken another damage type that turn.

In theory, it could even be immune to one type and let everything else through without damaging the shield... but I can't see the point in doing that instead of just making the armour immune to that type of damage. Certainly hope we get to find out. Would be super lame for the run to end after discovering some cool green codex stuff but before getting to try it out.
 
Joined
Jan 7, 2012
Messages
15,254
Under debug its listed as ARMOR_ENERGY_SHIELD_TYPE: 3, which for other armors is purple shield, and it is 3 max capacity/3 regeneration. It has ARMOR_ENERGY_SHIELD_FLASH_COLOR: 4 which makes it a bio green but I don't think does anything else to the shielding.

My guess is that its to give immunity to some kind of environmental effect damage (e.g. freezing, but possibly something more specific to zombies?) without the other advantages of full resistance.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,851
Our base rebuilding is underway. I'm filling in former gaps in the space with flak cannons too. Sadly the overcharged radar is gone, so we no longer have a guaranteed hit, but these things hit way harder so it's more damage on average, and I'm not worried about any ships fragile enough to die to just the radar blast anyways. Also, I'm building an extra extractor in place of the sickbay, at least for now. We need income more than we need a single brainer slot and a bit of wound recovery.
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Welp, it happened. I was running a mission with the worm and accidentally gas blasted one of my own gals down to zero morale and TUs. She's got a painbringer in hand, ready to go berserk and kill everyone nearby.
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Luckily she didn't. The mission was a comm tower held by the church, so we recovered a lot of prisoners I immediately sold off. Probably should have robbed some for the force circuitry, but whatever. :keepmyjewgold:
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Probably should have researched this a while ago. I think I was hanging on to it in case we needed to try mindrape something.
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No new voodoo powers, but now we have the means to extract more of the stuff. Or we will the next time we face some demons. Capturing any of these alive is a pain in the as though, for various reasons.
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Since our craft are kinda fucked, I figured I'd grab this as a way to get extra missions we can do where the craft is irrelevant. They can have some halfway decent loot as well.
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Picked up the nightshade augmentation tech... this is actually really cool! 3 nightvision on a peasant with our legion armour is 19 NV, nearly on par with a gal in night-ops gear. And the freshness penalty is fine on a peasant, they get tons anyways. Will probably give this to Belem Belle and Sister Francesca.
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Arch. dig up next. I was scared we were up against some invisible enemies or something for the first few turns, but no, we're just in a sealed empty section of the cavern.
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I actually forgot to bring a pickaxe, but luckily one always spawns right in front of you on this map. Jaedar is rocking the strongman armour, so he busts the wall down with ease. Protip: you can tell where to break the wall from some angles because you can see the wall lit up on the opposite side.
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Not exactly what I'd hoped to find on the other side.
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Unlike on the surface, their erratic movement and lack of ranged attacks isn't much of a detriment down here, leading to situations like this where I end up face to face with one while trying to scout.
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At least these will be a bit less dangerous down here. Good chance to capture some, we've got a lot of electric rounds with us.
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Jaedar gets bit by a standard zombie a couple turns later. Doing the math based on his stats, it was a ~100 damage daze attack to begin with. Jesus. The fucker landed his only attempt too, despite us having ~ 50% evasion. Zombies are REAL GOOD in melee.
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Excellent! Murder enlightenment for everyone!
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Well shit, not what I was expecting from 'studying the sword.' I guess it's good to know exactly how fucked we are if we see one of these. I don't think I even have weapons that can hurt it aside from like, repeated chem damage or a warhammer. Unless...
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Are these things vulnerable to psi attacks? I'll laugh my ass off if we find one of these things and I manage to possess one and have it murder everything for me.
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Realized I can make the outfit in our secondary base, which still has a workshop. Turns out they need moon flowers! Glad I kept some around.
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Seems like a powerful weapon. Shame we lack aquariums. :despair:
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Since we aren't going to afford a new kraken any time soon, I opted to at least buy a scarab. It's good enough for shooting down civillians and ambulances, and even if it only carries 4 crew, that's also good enough for finishing those craft off. Bonus: No suicide lights.
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Thanks to a bunch of fairly profitable missions where I sold a ton of prisoners mostly, we managed to get through the month with a nice chunk left over. Also, LOL that the one country that isn't impressed with us is the one our main base is stationed in.
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Intel from one of our canny gal prisoners. Nice to get it this way, because these things are a bitch to capture and dangerous in combat as well. I bet live ones can be butchered for good stuff.
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This was the interrogation tech. I've come to realize imgurs censorship seems mostly based on seeing fleshtones. Anyways, I was hoping we'd be able to interrogate a bunch of people I'd been hanging on to with this done, like the nords, ghouls or police, but no dice.

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We did, for some reason, unlock a new outfit though. An outfit for kidnapping, perhaps? Or sluttiness?

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Found a new enemy type in a sea wreck mission. These guys were quite tanky, but our auto-harpoon guns were up to the task.
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Sadly, they don't sell for much. Hopefully researching them reveals somehting worthwhile.
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Base is back online! Mostly. We sitill need medical facilities, but those are expensive. At the very least, I suspect this will be adequate to shoot down even missile volleys from time to time. And any invaders are going to be fuuuuucked.
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Got around to researching both the corpse and live specimens of these. Nothing useful though; we can butcher them for their plates, but I have no way to use those yet. You'd think primitive monster hide armour would be easy...
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Researched the quad cannon, which is just a 4x 25mm gun instead of 2x. Not terribly useful, but it lead to this! Yes, I would like heavy plasma weapons please and thankyou!
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Catgirl leaving gifts on our doorstep, how cute.
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Ooh, she brougt a cool gun too. EMP rounds? BIO rounds? I want that SMG!
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She brought a proper space suit too. We're getting a nice little collection of these; they're vital for handling space missions easily. The 0-G pods have nice armour but lack the means to attack at long range, and the UAC suits are, well, pretty shitty.
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Echidna's successor is here and we're going to train her to be a medic/witch. 70 VPW is right at the top of the scale for catgirls, with the extra freshness as well she'll have plenty of chances to spam magic. Well, provided we can find some. Our lightning tome went down with the ship. :prosper:
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We've got quite a massive list of transformations now actually. Half of these are situational or useless, but a lot of them are quite useful. Once we get our medical facilities back together I intend to start using a lot more of them. Weirdly though, our nightshade tech is here.
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Speaking of stuff we already have; I browsed the bootypedia and found some dossiers on things that didn't pop up as they were discovered for one reason or another. First up: weapon status for our new flak cannons during a base defense. Can't see their defensive stats, but it's a giant fucking turret. You do the math. 4 tile AoE on these shots by the way.
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Man, I really want this outfit. It kills me that I had like 60 rags drop so far and only kept a single one. I'm sure we'll find more eventually, or a means to make/buy them.
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I'm really stoked about this power. I mentioned it last update, but the ability to just keep restoring freshness to Lenneth or other elites so they can be in every battle, on top of feeding her mutant meat during a battle so she doesn't need to recover from injuries... we can really make a top tier elite unit quickly by abusing this. I want to get more of these outfits ASAP and start raising some godlike gals, ogres, and mages.
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This aspect is actually pretty underwhelming, 2 HP per wound is sweet fuckall. Though 99 charges of the stamina restorative could be nice for recharging catgirls sprinting to hit and run, or someone spamming bow attacks.
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While I was browsing I looked this up again to see why it wasn't available. Turns out we need a still. Makes sense.
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It's available at our secondary base. The components are dirt cheap, the recovery isn't that long, and it even gives a massive boost to reactions training! Very nice. Definitely doing a bunch of these later.
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Oh fuck, I forgot we had this! It's unlockable now! I've no idea why (presumably some voodoo tech.)
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Ah, this was... not what I was hoping for. The weapon itself is awesome, but... we don't have the reticulan chargers to staple together to make it. Hopefully we can get some more, or leverage this into another similar weapon research.
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Result form our mystery box. I don't know what a light crystal is, but it sounds like a glorified mag light, which would be ass. I was expecting something really awesome here.
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Finally did this one. It's basically a night-ops outfit, except harder to make. To be fair, it boosts firing and reactions a decent amount, but it also gimps time units, and it sucks in cold weather. I suppose the thermal vision could be nice too. I suppose I should make one or two.
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Yeah, that is... not helpful. Maybe it leads to some kind of laser voodoo? Please?
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Nope. But I researched this finally. God damn that is a pretty pistol. Even with the plastasteel rounds, it's only adding 10% of reactions. But that fire rate and accuracy is brutal. Very nice weapon for loknarr I think.
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And it unlocked a bunch of new gun techs! 'Smart Shotgun' sounds kind of retarded, but the magnum and snipin' gun both appeal to me greatly. The versions of both of those we currently use have kind of fallen off for the purposes of taking out hardened targets lately, so this could be a return to form, or maybe lead to some superior laser or gauss based weaponry once we research those more as well.
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By popular demand and my desperation for all the cash I can get my grubby hands on, we'll be doing a ratmen cache mission.
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This is actually quite sketchy, as I've only got a single dog and 3 goblins to send. And 1 of them doesn't even have proper armour, since the game hasn't given me a source of chitin for like, over a year now. Anyways, I hate these missions because you're forced to spread out to map everything without getting surrounded. Which leaves us vulnerable to getting swarmed or ambushed.
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Fortunately, our enemies are shitty ratmen, and this one walks in guard dog barking range. I love when they do this, it's hilarious.
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On the other side of the map though, a goblin eats a shotgun blast and the shield doesn't keep her standing. Maybe I should invest in platemail for them after all. A goblin in plate with a levitator and a minigun would be amusing, to say the least.
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Surprisingly, I managed to get over there and patch her up before she bled out, barely. But she got back up standing in a dumb spot where she might get finished off this turn.
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Loyal doggo is having better luck. He's mauled a few ratmen and made his way close to what seems like the core of their stash. Radar is very helpful down here, I should make some for them to use. Or just bring extra dogs.
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Huh, didn't expect to find a damsel here.
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Our dog ended up getting taken out by a bastard with a shotgun, but we won in the end.
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Not exactly staggeringly good loot, but considering how early you can access these, it can be a powerful way to get ahead early if you invest in some goblins and are willing to risk losing a few. Stormrats can be down here too though, which might just wall early game weapons unless you brought molotovs or something too.
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More info from the canny gals. Interesting that there's a vampire gal version too. Super weak vs lasers. Good to know.
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This mission comes with a rep penalty (350) if we skip it. But fuck that, I love killing deep ones and underwater missions in general, and our harpoons seem to be working wonders. Bring it on!
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Side note: Our hyperwave decoder in conjunction with the scarab has resulted in a lot of shot down civillians and ambulances. If/when I do another run, I'm beelining the fuck out of the decoder. It's every bit as useful as I'd hoped.
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There was no porn here. This was a list of the people I transferred to avalon, so we could use the worm to go on the sea mission. I had to replace a couple of refractors I apparently lost at some point as well? Not sure how, those only go on sea missions and nobody has died on those in an age.
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Ah, perfect. We spawn in a lightsource, surrounded by enemies in the darkness. to be fair, they have like 30NV anyways. I was expecting to show up in our craft though, what the fuck is this?
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Well fuck, that's not a crossbow.
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Ah, mysterious lightning weaponry underwater. I'm sure this can't possibly go wrong. At least he's not holding a dreaded fish-grenade. (If those have blaster-bomb aiming properties underwater I'm going to laugh my ass off and probably die.)
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Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,851
Well, a quick peek around shows more of those weird tiles and what might be the beacon thing we're supposed to be destroying? It's pretty far though. And that looks like maybe a hole in the ground next to it? Does that mean...

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Aha! Sure enough, we're standing on an elevator of some sort. Seems weird for it not to simply be a fucking empty hole since we're in the water, but I suppose it lets walking units get back up to our perch.
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There's an opening near the bottom as well. This might be viable after all. A craft would be preferable, but we can use some popamole strats here I think.
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Well, apparently the electric attacks can arc. Good to know.
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Also, I was legitimately worried about the fish grenades being blaster bombs, but I don't see anything special shown here. Except the fact that we apparently unlocked their usage through xeno taming. Totally worth it.
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I looked up golden shields as well, since I've got 2 gals here with refractors on. Turns out they take half damage from electrics. Pretty good! Sadly, they do nothing versus concussive, which is probably what those sonic blaster things do. This is still incredibly sketchy.
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Gotta give it a shot though! I'd love to loot some of those sonic weapons or an aquaman, maybe unlock better water gear?
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Errr, good things those shields stop electric hits!
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Turns out I forgot to move one person into the hole. Thankfully the shields took the hits.
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And she got a guy with the staple gun! Totally worth it!
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Seems like the closest enemies are down here.
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I get a potshot off on an aquaman too, but he doesn't go down.
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Fuck, a deepone got into melee and cut down one of our swimmers. Fuck. I should have concentrated more people with overwatch down here instead of taking shots.
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...and there's a fucking lobsterman right underneath us. I don't think we can really even hurt this guy, unless I send Lenneth in with a poison dagger. Not terribly interested in having her knife fight a lobsterman, thanks.
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Today, we are fags. :codexisfor:
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Sadly, we lost Optimist as well before we got out. The king is dead, long live the king! Whoever that is. :salute:
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Back on land, torture of captured ninjs continues. They reveal yet another scarily random and dangerous weapon. Lovely.
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Seems to be a lot of raider activity this month. Not sure how I feel about that. Even if the scarab can take one down, I can't exactly take them out from it with 4 people. I could send the worm, but that base has a shittier crew.
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Researched another crap gun in hopes of furthering our laser tech. No dice.
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Got this from a datadisk. I think we've nearly exhausted the tips now, so the disks should be giving us novel stuff from now on. It might be fluff like this, but for all I know this isn't just fluff and can unlock something.
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Speaking of fluff../
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Well, that's not at all ominous.
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Holy fuck, does this do what I want it to do?
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The last of the 'S-Prize' bounty rewards. honestly, this one is pretty crap AFAICT. It unlocks a mission where we send in non-ubers to rob/kidnap/massacre civillians. But the civillians have bodyguards around and aren't really worth much as ransom, nor is there any good loot laying around.
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Looks like I'll need to do more researches to unlock it. Meh.
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Yada yada. I wonder what they butcher into if it claims to be profitable?
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Hot damn, kitty had a nice gun! I suspected as much when I saw it came with emp and bio ammo. More of these, please! Even at 25 damage, EMP rounds would be crazy good.
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And we can craft more of them! Very cool. No means to get more of the guns though, at least for now.
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:evilcodex:
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:necro: Now who to bring back first...
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Joined
Jan 7, 2012
Messages
15,254
Curious what happens if you revive high ranked people, can you have multiple queens/kings (which would be awful financially)?

Side note: Our hyperwave decoder in conjunction with the scarab has resulted in a lot of shot down civillians and ambulances. If/when I do another run, I'm beelining the fuck out of the decoder. It's every bit as useful as I'd hoped.

Ships legit need a decoder wheel to figure out what's what otherwise.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,851
Ships legit need a decoder wheel to figure out what's what otherwise.
... that would actually be kinda cool :oops:

I had a decoder wheel for one of the old DnD computer games, I forget which one. Never really played it because our computer was too crap, but I always liked the concept.
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,142
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
The last of the 'S-Prize' bounty rewards. honestly, this one is pretty crap AFAICT. It unlocks a mission where we send in non-ubers to rob/kidnap/massacre civillians. But the civillians have bodyguards around and aren't really worth much as ransom, nor is there any good loot laying around.
I didn't do these missions a lot because they're annoying and it's just money, but iirc it is a lot of money, like a million if you do a good job capturing people. With the right armor for SS you can probably trivialize their weaponry as well.

Maths on flak cannons vs missiles (spoiler for missile stats):
Flak cannon: 400 damage, 65% hit chance.
Missile swarm: 500 hp, 50% dodge bonus.
I am not sure if dodge bonus actually works against base defences. If it doesn't, then your odds of taking out a swarm with 3 cannons is about 72%. If it does, and you go down to hit 15% chance, then you're sol at 6%. I'm also assuming the damage is flat and not a roll at 0-800 or something.
72% is much better than I expected for 3 cannons. Run might actually not be dead.

Now who to bring back first..
I believe the game when it says easily dispersed, so you should probably bring back people who can be decent snipers first, or popamolists. But also, why not bring back everyone?
Are you going to hoard dead people in case there's a better resurrection method later?:troll:
 

std::namespace

Guest
btw
i dont get why we didnt get fungus harvest, we are green, xpedia under manufacturing says that its 1mio in profit... whats not working?

Damned Registrations
do u have Fungus Harvest under manufacturing projects? what does it say it produces and how much profit?
 

std::namespace

Guest
And as I go to check what that extra loot might be I stumble on this... it seems like an alternate way to harvest fungus? Maybe this is the method you'd need to use if you didn't have the green codex or a cunning captain? It's rather cumbersome, turning 5 outbreaks into 3 and some mushrooms at the cost of 900 work hours. Would need to be pretty desperate for mushrooms to do this.
kek i forgot this already

this is under lore
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