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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!

Joined
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Messages
15,568
I think explosions always go for under armor.
It's actually directional past 1 tile radius, meaning a 3x3 area of the map gets hit on under armor and the the rest will be hit on their sides/front/rear. I'm not sure what happens for 2x2 units but I'd assume that explosions adjacent to them hit the non-under armor when they hit the far side of the unit.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
16,067
Fuck, I knew I was forgetting a better option to spend our glitterdust on. THIS was the real reason I wanted more of that shit.


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Contrary to the description, I can't imagine these being very useful in the shadowrealms, where everything has a billion health, takes only 25% damage from warp, and carries rare special loot I really don't want to explodify. Always nice to have options though, I suppose.
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Deleted the probe by accident last time, this time we can see what the mission is.
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Well, I skipped the first turn and they ran a Baron right into our ship. Which did not end well for the baron. Bit of a shame, would have liked him alive.
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Otherwise it's mostly wimps chilling in this large house. There's a caco and a pinky as well, but nothing here that isn't completely trivially by now.
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This was a long research, and for once, it was totally worth it! 700 extra speed on our fighters is awesome. I can even combine it with a thruster for potentially 7800 speed, enough to intercept a boarding torpedo. Not that those are much of a threat these days. Even better, I can slap these on our battleships to bring them up to 5000 speed, letting them catch quite a few more targets, and on our troop transport to nearly double it's speed. It'll still be way too slow to escape enemy craft, but it'll cut lag times to reach missions immensely, which can be very nice.
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And they are indeed easy to make, 10000 work hours aside.
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Lots of crackdowns this month, and after shooting down a merc gunship I decide to loot the remains. This happened on the first round. Nothing came of it, but that could have been very bad if it approached from a slightly different angle and melted a catgirl or the like.
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Yet another demon shrine. I've lost count of how many of these we've done now, over a dozen for sure. I mentioned this one because it was populated by blood hounds, much more dangerous than the usual rodents, bats or spiders. Got my hopes up of completely that damned golem thing but no dice. Didn't even get a nice magic item.
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Sluts dating sluts. Seemed to have no gameplay implication though.
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Wasn't even trying for it, but shooting down all those gunships really cranked up our score. Hitting the next rank might be a lot easier than I was expecting. Not this month though, it's already the 30th.
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Ooh, the fabled level A bounty hunt. It's... incredibly vague. PMC isn't an existing faction, so I've no idea what gear they might use, and they don't mention a reward for us either. Better not be lousy tokens. Honestly, it sounds suspiciously easy, but bounty hunts do tend to be easy relative to when we unlock them. Definitely giving this a shot.
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Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
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Messages
16,067
Well, from inside the ship I can see the map size at least. 7 high, and I'd guess 64 wide by 128 tall, assuming they're using powers of 2 for map sizes. That's not too bad, given we've got a ship so it's outdoors and not a giant mansion.

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Ah, this tileset. It used to be a huge scary pain in the ass with all these walkways and blind spots. Now that we all fly, it's actually pretty decent.
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Mind controlled the only enemy we spotted on turn 1. His gear is even more of a joke than I expected. Only thing remotely close to being a threat is that grenade.
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Nobody else in sight, so...
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Next turn reveals another mighty foe!
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How the fuck is this tier A? Did I miss some incredibly easy way to get 1600 glamour or something and this was meant to be done years ago?
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This turn the enemies finally come out of the woodwork to spam us with shitty lasers, but they don't even get past shields. Even if they did, they wouldn't scratch out armour.
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They did get a grenade close to our stash though. :argh:
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Ah, the fabled reinforcements. Quicker than I expected.
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They also manage to detonate some barrels, causing one of those 20 barrel chain reactions. Thankfully, nobody was nearby, and I remind myself to avoid them for the rest of the mission.
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These are the reinforcements? This is a joke.
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Yeah, this is basically just a playground at this point. Weee! Vulcan goes BRRR!
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Seems to be something you could charitably describe as a bunker in the bottom corner.
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I can't even be bothered to walk there to kill these guys. EMP knocks out a commando and explodes a couple barrels.
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Mind control on the remaining commando and we can BBQ his buddies.
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Man, that was anticlimactic.
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The tech they're using is so outdated, there's a bunch of stuff here I haven't white listed to autosell as loot. Man, I remember those RCF/EP rounds being a big deal back when we first got them, letting us capture people easily at range and knock down zombies.
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Our only real reward was this thing. It sells for about 2 million. Waste of time. At best I could exchange the tokens for some slaves, but I can't be bothered and the glamour it would also cost is too important.
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Welp, speaking of glamour, we need a bunch for that arms authority upgrade that goes along with the glitterdust. Guess we got our chance to make some soldiers even more uber.
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Different map layout this time, there's a small outpost right next to our ship. Since it's in the corner of the map, I think we deploy the footsoldiers through there, and have the mechs go camp the other 2 towers with entrances.
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Works well enough, though they can't cover the other towers as neatly as on our last outpost mission.
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Lots of turns go by, most of the kills happening on the surface. All these fucking doors underground and stairwells make it such a pain to make safe progress. Maybe with a full team of 12 we could sweep the base, but then there'd be nobody we could safely leave on the surface out in the open.
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After a while, I remember the solution I thought up before: We destroy the stairs. Only Maria actually needs them. In retrospect, I've got another idea as well for next time, and perhaps the moon HQ: I dig a bigass hole into the base and let a mech fall down there. We could do it with force blades easily enough. Though it'd make it a one way trip, I think, and I could see them managing to overwhelm a mech if they get lucky and rush it with the right troops in the right order. Still, it should be viable- with a pair of mechs underground guarding chokepoints, we could really turn the screws on their troops and enable our melee experts to do solid work.
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Speaking of melee experts, Maria made me realize I was wrong about the moon draining freshness. Rather, both the annihilator suits and the cybermage armour drain freshness really fast. I just don't normally care because missions with that armour tend to end in 10 turns or less. Hmmm. Maybe refresher tech is the way to go. But it won't bypass the shields so... argh.
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Thankfully, even half a dozen turns at zero freshness with no kills isn't enough to make Lenneth go berserk. 150 brave stronk.
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Maria manages to pick off more soldiers down here, but it's scary. Robroy actually had someone sneak up behind him with a warp rifle and shoot him before we melted the stairs. He was fine, but only because the damage low rolled. Math works out to taking something like ~30 damage from a single shot at the upper end of a rifle. Cannons would do like 100 I think.
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Too many fucking turns. To be fair I was mostly skipping them hoping for rats to walk into the mechs, but still.
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I finally manage to burn down another set of stairs (I couldn't use the hammer due to lack of freshness, and the MP-Lascannon is surprisingly shit at the job for something with 175 power.)
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And around 5 turns later, the game mercifully grants me bughunt mode to find the single remaining soldier. He was still moving around, but in a random stupid way nowhere near the only exit to the surface.
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Man, glitterdust sucks. How about we get something silvery, instead of golden?
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Jaedar

Arcane
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Joined
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Messages
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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
How the fuck is this tier A? Did I miss some incredibly easy way to get 1600 glamour or something and this was meant to be done years ago?
Yeah... that's crazy. It is an annoying map layout, and 67 enemies is quite a lot, but when they have tech that would be an appropriate challenge late first year and the mission is one of the last you'll unlock this is ridiculous.
There is another tier A mission, which feels way more appropriate (while still not being that hard, bounty hunts are pretty much all on the easy side).

I hope you manage to down the silver towers! I never managed, because I never got that +1000 speed engine tech. Will be cool to see the layout and contents.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
16,067
Seems I was mistaken about the speed of our ship; it's baseline is only 3000, so I can't actually outrun the towers like I thought. Irritating.

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Well, unless they slow down for us. They actually moved at a bunch of funky speeds, but this was the slowest they got. Actually so slow we could catch them even without the engines. I tried to do just that, but didn't manage it and they fucked off. Next time, perhaps.
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Meanwhile, a utter fuckton of star god ships came down and fucked around, including 3 battleships. The battleships might be even harder to take out honestly, they seem to have higher dps and armour penetration.
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I opt not to push my luck with the battleships just yet- I realized we can actually build a set of these easily enough now. They're a major improvement over the basilisks, ammo permitting. The ammo is hellerium, unfortunately. Still, I think outfitted with these, we'll have much better odds taking down the nastiest enemy ships.
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Well, I'm glad it's not hiding away forever but...
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We're really not ready for it right now.
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I send a squad anyways, in hopes of pulling off a sneaky heist of a warpsoldier.
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That plan uh... did not go well. I really need more intel on those guys, and a strong weapon to stun them with. I forgot to bring the herder staff that was the original plan, unfortunately. I think it would have worked.
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At least we got this rare and prestigious title!
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Took down a humanist cruiser a bit later, mostly out of spite. Made for some nice training for Aziri and Luka too, and we got a few more blaster bombs from this dude.
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Andnjord is still in training. Why he insists on using 25 porno magazines for the training, we have not yet figured out. But hey, whatever works...
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Finally lost one of these guys to a sectopod unloading on turn 1. No big deal, we've got 6 spares and they're easy to train. Reminds me of my old scheme to use werewolves to howl stuff into submission. Too bad werewolves can't run around on the moon, they'd be pretty good there between the sniffer and the dazing.
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Lots of targets, ship seems mostly intact!
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No dice though, not even an operative. On top of that, Maria also got taken down by a sectopod. Easy enough to revive her, but still annoying. At least we got a couple more promotions.
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After Lenneth heals up we put her right back in recovery with this new training. It's a shame most of the targets I'd want to use this on aren't available as options.
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Also realized Luka can get a major boost to health and freshness with this, though it'll put her out of commission for a while. Overall, a lame update. Lots of fighting on my part offscreen, but no real progress made. Next one will be better.
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Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
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Messages
16,067
Skipping most of these flavour events these days now that the rewards are trivial, but I'm still surprised at the variety of them even after playing for a year.
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Took down yet another cruiser. 2 operatives, no... whatever the higher tier guy is.
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Well, shit. Honestly didn't expect anything to make it through all that.
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Which is why this base is garrisoned with... suboptimal gear.
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Better yet, most of the troops can't access that gear?! WTF?
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I eventually figured out you can juggle some stuff around, but the behaviour of dragging something off the character and ctrl-clicking it is different. Also, while this ogre has a nice suit, he can't shoot for beans. Not good.
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We've got some advantages though. First, this base has no hangars. Which means the only place the enemies can come in is the access lift, which I shoved in the corner.
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Two, we've got werewolves! A pleasant surprise. Only 3, but they're quite useful even this late in the game, at least compared to raw peasants.
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OTOH, our summoning circle seems to have let a merc in over here? I guess it 'summoned' one of the invaders? Luckily, one of our few plasma guns is in the hands of the peasant in the room with him.
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And, of course, we've got these beefy laser and plasma turrets. Except this one died before it could fire. Apparently our turrets don't reaction fire. Lame.
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Well, it's a target rich environment?

:imokay:
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Thankfully the plasma turret fares better.
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And after a couple turns, we start getting people in position for pot shots. They might not be elites, but heavy plasma does a lot of heavy lifting.
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Of course, the enemy has gauss hover tanks as well. Thankfully, it seems to have eaten a lot of shots from our plasma turret.
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Scratch one tank. Actually, this one died courtesy of the werewolves, indirectly- I howled at a merc with one of those AoE plasma scorchers, and the dude went berserk. Nasty.
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We also engage in some rat diplomancy. Insanely effective for the cost, I should make way more of these. I can't remember what was needed, but it must be trivial by now. And drowning the AI in a horde of 50 summoned rats while they shoot themselves in the feet would be hilarious.
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Werewolf claws still hit like a truck, but there's a problem- when they deal health damage, they restore werewolf energy at the cost of draining their TUs. So while they can swing for only 10, once they hit a beefy merc, they're sitting ducks.
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Except this doesn't apply to reaction swings apparently. Murdered like 3 dudes trying to wrestle this werewolf. :smug:
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More howl induced friendly fire.
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Infuriatingly, while there's half a dozen catgirls here with grav boots, there's no melee weapons for them to abuse their TUs with.
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Plasma turret is doing a lot of work, it's shields and armour must be quite a bit higher. Probably helps not getting surrounded as well.
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And of course eventually the workers start waking up to help.
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Bringing only the most powerful of our reserve weapons, naturally.
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Slaves too.
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Blood hounds actually scored several kills too, like the werewolves, the hit real damned hard. I think we can buy these now? Might be a good idea. I mean, really, I should just make proper garrisons. But I really don't want to kit out a dozen people at each of 5 different bases.
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Eventually we claim enoguh ground we can loot the enemy weapons.
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Rats spot the cunt sneaking through the sewer too.
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Remember the drawback of the werewolf claws? Doesn't apply to shield damage. Slash slash slash! He died for it though.
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Followed by 2 more peasants. Really didn't think it had so many TUs remaining. This was the final enemy though, we pulled through!
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Base layout. After looking it over, I realize we had a spare mess hall I can replace with something. Going to work towards the repulsor defenses.
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Also moving our plasma beams out of here... which I apparently made 3 extras of. Whoops.
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And I go through and give everyone a real gun. Thankfully the mercs left a bunch behind as well.
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Yeah, while I was trying to intercept one, this invasion was a result of 4 merc cruisers deploying for crackdown missions all at once. At least we shot this second one down.
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But not the third! :rage:
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Here we go killing again!
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No rats this time, burned all the freshness on the last invasion, which was mere hours ago.
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Laser turret survives to return fire this time! Should help a ton.
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That's still... a lot of enemies. Did I mention we lost 2 werewolves as well last mission?
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Got a luck hit with the plasma scorcher. To be fair, with this aoe, it didn't need a direct hit. But it also had like 18% accuracy. I think I'm sleeping on these. Would be great in the hands of an elite. If you don't care about loot. Which I don't in many cases.
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Lost another peasant here, but our ogre just destroyed a hovertank with a single volley. Gun fires in bursts of 3. Holy crap.
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Bastard commano hovered above another laser turret and managed to kill it by abusing LoS bullshit.
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Still, only a single hand lost this time. But we also lost the last werewolf.
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And while the 4 peasants we lost in the first defense were newbies with a single kill each, this time we lost a well trained zoner with 30 kills. Ouch.
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Yes, this is a fourth attack. They all hit the same base.
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We survived!

:positive:
 

Jaedar

Arcane
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Joined
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Messages
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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Base defenses sure seem Fun.
They can be, but they're also really annoying. My preferred strategy was just to put two-ish tanks with heavy explosive rockets in each base. Can't invade via the hangar if there's no hangar left!

Omake: Peasant revolution

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Welcome back comrades, for another update on the state of the revolucion.

Construction of our headquarters has finished, allowing us to kick this revolution into overdrive. These most glorious headquarters are located in the depths of south america, in a secret location.
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Our worker comrades spent a month assembling it, a marvel of revolutionary engineering. It has enough housing to comfortably house and army, facilities to train them, and of course plenty of space for humble workers to seize the means of production.
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The communications facilities housed inside let us compile updates from our komrades all across the globe, providing us with instant knowledge of everything happening everywhere. Take heart comrades, for unlike the star gods, the revolution is everywhere! Even now we are tracking multiple bourgeois bandits and star god collaborators on the other side of the planet.
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But merely tracking our enemies would not make our victory inevitable, we must also be ready to strike at them. To this end, our revolutionary runts have created sophisticated airships to shoot down our enemies, against which no car or truck can stand a chance!
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And after their transports are disabled, they are easy pickings for our trained comrade commandos ('commrandos'), who, as tradition dictate enter the field with helicopters.
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Their feeble guns are no match for the tailors of our glorious cause
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With these tools, it is only a matter of time before the whole world falls under the sway of our peasant party.
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Had some spare time and boredom this winter vacation, so decided to try out a different route in the earlygame, and also the new earlygame balance. This is what happens if you pick peasants instead of male soldiers. Peasants are not very good, for obvious reasons, but shotguns don't require a lot of skill. Peasant revolutionaries join randomly, but in pretty small numbers, and you can't buy them. But they arrive with pretty high stats and the durasuits they come with are very good for this early on as they effectively make peasants as stealthy as gals.

Otoh, the HQ is ridiculous. I don't even have the tech for dojos yet, and this has as much training space as 3 of them. 200 crew and 200 storage is also insane (regular storage has 50, living quarters have 35). Good luck fitting a 3x3 building in your base without knowing about it beforehand though. But it honestly seems good enough to put one in pretty much every base, it's just that space and cost efficient. Global radar coverage is more annoying than anything though, you just get interrupted by shippings that are too far away to interact with. Even if you see them land, the airbus isn't fast enough to reach another continent before they take off.
With a recent update they made all normal radars function as hyperwaves so you don't have to remember what sizes and speeds correspond to what vehicle, which is really nice. The global radar from HQ does not receive this however.

Bounty hunt tech got delayed until 3rd captain rank, so I only started getting those missions in May. This means you have to engage more with early interception to get infamy by shooting down bandit trucks. Unfortunately the ground based interceptors available at start seem to kinda suck, and the little bird helicopter can easily die to bad rng. Otoh I realized that you can easily add like 100 infamy to every mission by arriving in it, due to the free glamour. Overall, I feel the early game has been made quite a bit more swingy.

I'm probably not going to continue the playthrough though, unless I get bored again.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
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Messages
16,067
Omake: Peasant revolution
Nice! That change for the radars is a massive QoL boost; it took me forever to even realize the same ship can travel at different speeds, so connecting a given speed to a ship model was pretty hit and miss. Wouldn't matter as much if I were able to just reload after accidentally engaging something I couldn't handle though. Didn't realize how much I'd enjoy seeing someone else LP this too. I'm particularly curious about the catgirls and bugeye routes as well as the other codices.
 

Jaedar

Arcane
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Joined
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Messages
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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Omake: Peasant revolution
Nice! That change for the radars is a massive QoL boost; it took me forever to even realize the same ship can travel at different speeds, so connecting a given speed to a ship model was pretty hit and miss. Wouldn't matter as much if I were able to just reload after accidentally engaging something I couldn't handle though. Didn't realize how much I'd enjoy seeing someone else LP this too. I'm particularly curious about the catgirls and bugeye routes as well as the other codices.
I think the best way to see the other routes is to look at the external tech viewer that is bundled with the game (spoilers abound there, for obvious reasons). The race paths are pretty frontloaded (but not 100%), codexes have most of their unlocks at the end, so unless you're hankering for another few hundred hours of playing xpiratez...

I might do gray codex / gal path "feature highlight"s I guess, since I have a finished playthrough for it.
 

Andnjord

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Aug 22, 2012
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Holyyyy! Just made my first acquaintance with those lovely cyberdisks, fuckers sniped two of my better rank and file gals from across the map before I could sneak up on them with LASS and RPGs. Even plate armour and shield took a beating from those. Of course that was a Mutant Progrom mission so I had to deal with four of them at once and it was instantly after ANOTHER Mutant Pogrom, rat men with armoured cars, that had sent my Shockafist equipped gal to the hospital.

Still, I got to slice one in melee with a tech blade, that was fun.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
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Messages
16,067
I think the best way to see the other routes is to look at the external tech viewer that is bundled with the game
Yeah, planning to do that after we get a proper victory. Big part of my motivation to finish honestly. That and seeing what random shit I missed along the way because I didn't interrogate a fat zombie in a base with a witch hut, clone facility and casino all in one place.
 

Jaedar

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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
I think the best way to see the other routes is to look at the external tech viewer that is bundled with the game
Yeah, planning to do that after we get a proper victory. Big part of my motivation to finish honestly. That and seeing what random shit I missed along the way because I didn't interrogate a fat zombie in a base with a witch hut, clone facility and casino all in one place.
Yeah, the fact that the game won't show you the researches as unavailable and what services you'd need is unfortunate. Same with the occasional techs and production projects that show up after events that are super easy to miss. Feels like Dioxine really expects you to use the tech viewer, but at the same time, that allows for easily spoiling yourself.
 

lightbane

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Messages
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There's an option to hide spoilers behind "????" quotes, so there's no reason to not use the tech viewer, as spoiling yourself can't happen if you bother to check the options. But yeah, the viewer is a must.
 

Jaedar

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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
There's an option to hide spoilers behind "????" quotes, so there's no reason to not use the tech viewer, as spoiling yourself can't happen if you bother to check the options. But yeah, the viewer is a must.
Where? I know it shows up like this when you check what manufacturing an item can be used in, but I can't see anything for the tech viewer.
 

lightbane

Arcane
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IIRC, it's in the options menu, in the "Extended" category. Failing that, perhaps it's an aspect of the mod you can trigger, but I remember seeing it, switching it on, and checking that it works.
 

Andnjord

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Anyone done the Guns of the Patriots mission? Do they just keep on getting waves after waves of reinforcements or do they eventually stop?
 
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I'm curious, roughly what % of the tech tree does the tech tree viewer say you've completed at this point? Obviously you can't get anywhere near 100% due to mutually exclusive path choices.

Anyone done the Guns of the Patriots mission? Do they just keep on getting waves after waves of reinforcements or do they eventually stop?
I'm pretty sure they stop but its impossible to rule out that the waves don't continue forever and that I just killed everything on the map before the next popped
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
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Messages
16,067
I'm curious, roughly what % of the tech tree does the tech tree viewer say you've completed at this point? Obviously you can't get anywhere near 100% due to mutually exclusive path choices.

Anyone done the Guns of the Patriots mission? Do they just keep on getting waves after waves of reinforcements or do they eventually stop?
I'm pretty sure they stop but its impossible to rule out that the waves don't continue forever and that I just killed everything on the map before the next popped
Last time I accidentally opened it up it was around 75% I think? 7X% at any rate. Wasn't too long ago. I think that includes all the flavour text stuff, because it also listed some number out of like 6000 iirc.
 

Jaedar

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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Anyone done the Guns of the Patriots mission? Do they just keep on getting waves after waves of reinforcements or do they eventually stop?
The external tech viewer for the mission has this to say:
type :
randomwaves
min Turn :
5
execution Odds :
30
max Runs? :
5
spawn Blocks :
EDGES
ie there are at most 5 waves of reinforcements. Each wave is also listed to contain 3-8 units.

I only looked at one version of the event, since each country has its own police unit, there's a mission for each country. They are not necessarily the same.
 

Jaedar

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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
IIRC, it's in the options menu, in the "Extended" category. Failing that, perhaps it's an aspect of the mod you can trigger, but I remember seeing it, switching it on, and checking that it works.
Are you sure this is in x-piratez or did you see it in another mod? I can't see it. Afaik xpiratez is running on its own custom openXcom.
 

lightbane

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Joined
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Messages
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*Checks* It seems I confused it with XCOMFiles then, my bad. This one did have that option IIRC. No idea why Piratez lacks it, although, to be fair, some of the names are vague and won't tell enough until you click on them.
 

Jaedar

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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Omake: Gals Are Superior Part 1.
omlOG2v.png

Femputer historical research archive #69: Stardom
Begin log 0053:
As was well known to all gal pals in the crew, gals are superior. But how to make the rest of the world aware of this simple fact?
Initial research in this area lead to the creation of the pillow knight, created by exposing male slaves to sufficient magazines.
ETRG56t.png

9wzvu5V.png

The resulting slave becomes fanatically devoted to the gals (as is right), and functions as a support unit on the battlefield restoring morale and freshness at the cost of making the gal stunned by their own sheer awesomeness.

Begin log 0535:
After a time however, the moral superiority of the female form led us to realize that slaves are bad actually, and emancipate them. Instead of subjugating our lessers with brute force, we would subjugate them with our awesomeness and become idols.
rAk2jcQ.png

This "star power" makes the lessers give us lots of money, but somehow it makes the governments and our enemies less afraid. But the power of heavy metal is also useful on the battlefield.
PCV3XXQ.png

Research log end. Femputer redirecting computation to calculating female superiority.
This is one of the race paths, focusing on uber gals themselves. It's probably the least interesting path overall tbh, but being able to buy uber gal soldiers is very strong.

Stardom: Frequent event that gives +5mln cash and -1000 infamy. Requires captain rank 9, and at that point money isn't very useful. The +10k infamy first time bonus basically guarantees a rankup though, so it's not bad.
Astrocaster: This looks really good: put it on a gnome and you'd have a power of 600 or so, which ignores armor and shields. But it would only deal 60 stun damage, 400 morale damage and 200 TU damage. So they'd just panic, and the power dropoff is 99 per tile, so the aoe doesn't seem that good? I never really used this, so I am not sure if it's actually good. It also deals 100 morale damage to the user, so it's hard to spam.

Part 2: More potential uses for subwoman slaves! Perhaps even a use for non-uber women?
 

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