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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!

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,320
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Since the LP is drawing to an end, I want to figure out the actual timeline. Spoilered for length, and potential loredumps that lp missed, but not like it matters at this point.
X-com seems entirely canon. X-com is formed, figures out lasers, plasma, avenger, goes to cydonia, destroys the alien brain. In the process, the ethereals manage to turn some human nations. Potentially ethereals live among their elite as diplomats and honor guests?
TFTD seems a bit more dubious. In real canon, t'leth rises, gets taken out and that causes an ecological disaster forcing all of humanity into cloistered megacities. The ecological disaster for sure does not seem to have happened in xpiratez. Maybe t'leth didn't rise, but only awakened the deep ones? Maybe it did rise and then get wrecked enough to fall back under the seas?
After this, it gets a bit more murky. We know the ethereals influence eventually becomes great enough to trigger world war 3, leading to the nuclear devastation of europe, which is at some point followed by star god ships reapparing and establishing more active control (as well as installing a solar governor on mars). I'm very unclear on the ordering of this and everything that follows.

The interdimensional aliens from apoc invade, but are easily defeated by the star gods. As such, apoc is basically entirely non-canon.
Osiron is a smuggling syndicate for alien tech, that eventually gets promoted to official distributors for the star gods. They then get charged with protecting the psionic academy, leading to them becoming subverted by mind control and used as meat shields for the espers.
MarsSec/Transtellar merge and become the Trader's guild. The star gods grant them an effective monopoly on system-wide shipping and hellerium mining.
The human "elite" who signed on with the star gods form the Church, which hold the reins of the deep ones via rites handed to them from the ?star gods?. They use the church to amass wealth and power, and keep the rest of humanity in line with soft power. For their fealty and role in undermining earth's independent powers, they are granted eternal youth and other medical advancements.
The star gods subject humanity to various biological experiments. Purestrain humans and minor mutants become a minority compared to the heavily spliced beast hybrids. These beast hybrids have been engineered to be pliable and susceptible to mind control, to prevent any large scale uprising.
The remains of x-com go underground in russia, and eventually reemerge as the humanists, taking the stance that all mutants are just as bad as their aliens 'masters'. They slowly research shadowrealm tech in the hope of finding a way to stage a second, more successful revolt against the star god conquest.
The united aerospace corporation is a global military/research powerhouse (possible formed with the help of gnomes, who are themselves beings from another dimension opposing the star gods), independent of the star gods, which forms at some point after ww3. In an attempt to challenge the shipping monopoly, they research portal technology to use hell for transportation. This gets them possessed by demons, and the UAC falls, which is the true end of human autonomy and independent power.
Earth's remaining governments are not super stoked about the star god occupation, but it's more because they are low on the totem pole than any true opposition. Still, they don't even have the means to properly patrol the planet outside of the major cities, so banditry becomes rampant.

Star god logs reveal that "just let them fight each other" is their standard method of conquest for civilizations similar to humanities. Qute possible everything that has happened is according to keikaku.
 

lightbane

Arcane
Joined
Dec 27, 2008
Messages
10,700
X-com seems entirely canon. X-com is formed, figures out lasers, plasma, avenger, goes to cydonia, destroys the alien brain. In the process, the ethereals manage to turn some human nations. Potentially ethereals live among their elite as diplomats and honor guests?
The game is set in the XCF timeline, which smashes all 3 OG games together, kind of. It follows you losing in XCF, which is equal to the OG game over ending of Xcom 1. So Star Gods take over, and start doing bad stuff to humanity.
Osiron is a smuggling syndicate for alien tech, that eventually gets promoted to official distributors for the star gods. They then get charged with protecting the psionic academy, leading to them becoming subverted by mind control and used as meat shields for the espers.
Osiron is the first thing during XCF and little else. The Deep Ones come from the Cult of Dagon, who are eaten in this timeline and forgotten about.

The united aerospace corporation is a global military/research powerhouse (possible formed with the help of gnomes, who are themselves beings from another dimension opposing the star gods), independent of the star gods, which forms at some point after ww3. In an attempt to challenge the shipping monopoly, they research portal technology to use hell for transportation. This gets them possessed by demons, and the UAC falls, which is the true end of human autonomy and independent power.
Kinda what happens in XCF, where they were experimenting with Hell and... Everything goes to hell. I didn't finish that plot arc though, I stopped playing long ago after defeating the main cults as the game is too long and repetitive and not as fun as Piratez. Speaking of: There's a new ending if you lose "normally" (as in, without losing to the Governor) which recycles images of the XCOM1 game, but it's even bleaker. I suppose the bad end is the same as what happens if you end up bankrupt twice in a row.
 

Jaedar

Arcane
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Joined
Aug 5, 2009
Messages
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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
The game is set in the XCF timeline, which smashes all 3 OG games together, kind of. It follows you losing in XCF, which is equal to the OG game over ending of Xcom 1. So Star Gods take over, and start doing bad stuff to humanity.
Tell me more!
It is canon in xpiratez that "The knights of cydonia" killed the brain on mars. Is that not the win condition in xcf?
Osiron is the first thing during XCF and little else.
Clearly they are canonically a little bit more in xpiratez https://xpedia.netlify.app/##STR_HISTORY_010
I didn't finish that plot arc though, I stopped playing long ago after defeating the main cults as the game is too long and repetitive and not as fun as Piratez.
What a shame.
Kinda what happens in XCF, where they were experimenting with Hell and... Everything goes to hell.
I guess the timeline is also changed. I got the feeling the fall of UAC was like 100-200 years ago in xpiratez timeline, not 600 years ago (present day). It is worth noting the UAC had some success before getting eaten as one of their scientists built a car that could teleport into shadowlands. If you reclaim it, you can use it to get to mars as an alternative to the conqueror (it has shitty crew capacity though).
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
16,133
Disaster strikes when I let the turn roll over. Two enemies pop through the door here, and both are melee with easy targets.
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Slut goes down first, but is alive, at least for now.
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Belle isn't so lucky, and gets annihilated by the fencer's lightsaber. The other enemy runs forward and attacks Echidna too, but doesn't manage to injure her.
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At the same time, mercs arrive. It's not so bad now though, we've made some space so they have few TUs left by the time they reach us.
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The new enemy that took Slut down. Monoclaws aren't nearly as deadly as the photon swords, but they'll still kill a target real fast.
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We easily take out both new enemies and Slut gets healed enough to survive another round. She'll recover eventually thanks to the Bio Suit. This next room though... two turrets? Giant ones? We can't handle this shit. They're facing away, so we could theoretically sneak past them, but all it would take for us to get wiped out is an enemy coming through the doors and spotting us. Or hell, a SG with sense spotting us from below.
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Zug tries out the new blaster bomb toy. It's... really bad. So inaccurate it didn't manage to kill a sectopod even after 6 shots being fired at once. There's a bigger problem though- I didn't pay attention to the TU cost, and Zug is now stranded in front of the ship cannons. Not good.
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Lenneth loots this thing off one of the nubirans we killed. The original plan was for her to grab someone else's elite plasma if she needed ranged options, but she spawned without many allies. This'll do in a pinch, hopefully.
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Orcinator gets back on her feet. Health is totally fucked but armour is still pretty strong. If I could pass the vampire sword down to heal we'd be back in action for sure.
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Jaedar continues to torch enemies below. This thing has dealt a ton of damage so far.
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Turn 8 slides by, no reinforcements.
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Zug being stranded has one benefit- we get to spy on the enemy a bit. We see a fencer leave the ship here, and then a merc commander enter it. Not terribly helpful; we've still no idea how many are likely inside. At least we know there's an airlock.
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:hero:
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Poking into here to avoid being ambushed we find another room with operators in it. And we weird arrow on the floor. The things scattered around are newspaper bundles, so I guess this is where they make them or something? :lol:
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Checking for the commander's body to grab his weapon reveals a bit of loot I missed in the cave above. Rather than on the conspicuous orange broken egg looking things, it's in the corner hidden by the wall.

:hmmm:
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It's 4 slices of cake and a golden box. The cake is nice, but not that nice since we've got endless freshness more or less. And the golden box... wtf am I supposed to do with that?
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Combination of the nubiran laser gatling and our elite plasma takes out a tank down here. Progress feels real slow but we are killing noteworthy enemies faster than they're spawning, it seems.
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Speaking of which, the last of the scorcher's first clip is done, and takes out another tank. MVP goes to Jaedar I think. I don't know how we'd get through to the ship with all those tanks and sectopods around.
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Turn nine rolls by without enemy sightings and on our turn we push into this room instead of down the elevator, and find the sectopod that we attacked earlier. And a merc engineer with a multi blaster. Nasty.
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I ponder sending Orcinator on a suicide charge to scout the ship, but we won't even reach it :lol:
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Finding weapons on enemies is proving very helpful. It's really patching up the holes left by the ones we've lost along the way, and mismanaged ammo distribution.
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Since the turrets ahead seem like a death trap that leads to another death trap, I opt to dig out a hole in the wall and use it as a sniper nest. If we can clear this side, we can even bring Turkish Ronin down by jump through the hole.
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Checking the room to confirm no more infantry in here, and it seems clear.
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Another merc wave, and whatever else spawns elsewhere. From this point onward, we only get reinforcements every 5 turns though. Unless we get some special brutal wave later on, we can handle that indefinitely.
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Another nubiran shows up but gets taken out.
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The merc wave is much more successful this time, largely because Ronin was out of ammo and position.
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Our best catgirl nearly got taken out, but she managed to survive.
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Chaos dagger's 20% lifesteal fixes her back up to full the same turn. So glad I had these.
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I decide it's time to collect strange fellow's things, along with maybe getting him back on his feet as well. Haven't seen psychic attacks in a while, perhaps we killed the ones able to do them?
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The sectopod we've been dancing with finally goes down, thanks to it getting close to the door and Lightbane verifying it had no TUs left with the mind orb. Considering he basically hasn't left his spawn point, he's been very helpful.
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And now that we get a better look at the room... it's ANOTHER giant fucking turret. Christ, this side of the map is such a hellhole. I get the other route having them at least, it's where the tanks spawn. But here? This squad started with only 4 people!
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What is this? Delicious cake? Alien lootbox? Nope, just a random doodad that exploded for minor damage when I slashed it. The map design here baffles me sometimes.
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Man, it's going to take forever to re-equip all this shit. Better get started I suppose.
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Or a muton gal could show up and finish the job. :rage:

In retrospect, I should have pulled the body up the hole while Orcinator was asleep, it's a cheesy way to get back up there with a unit that can't fly.
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I finally notice this room over here, which we must have spotted many turns ago. That guy looks real fancy...
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Yeah, that looks pretty important. I'm tempted to try and go get that remote, but I don't see a good way to do so. We could fly over, but the ship turrets would cut us to ribbons. And while there's a ground route, there's a sectopod over there and probably plenty of other unseen threats.
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We got the research on this thing before, but it's unhelpfully vague on what it actually does. The detailed analysis isn't any better. Even if we do get the damned thing, it probably has one button that instakills a sectopod, and another that gives it +500 shields and TUs. Hopefully it's not some gimmick required to kill the boss.
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We explore the last side rooms in this long hallway. Maria finds this weird one with some holo-globe thing but nothing substrantial. The catgirls find a single operator and 4 closets with various loot, including a damaged Syn with a photon sword we snatch.
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At this point we're starting to get a lot of uneventful turns and the enemies seem very thinned out. We might be able to grind this out in a war of attrition.
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Wait a second... giant elevator? Is this...
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BWAHAHAHA! We're bustin' out girls!
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Lacking any more tanks to fire on (there's one sectopod left I know about, but it's at the far side of the ship) we start trying to take out some turrets. Probably pointless, but I've got nothing better to spend this ammo on, I don't trust it in close quarters.
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Bastards tried to sneak up on us while we tunnel, but I saw it coming.
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Two more turns go by. With 3 of the 4 small teams connected, things are looking way up.
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Jaedar draws fire from a cannon and it fails to punch through his shield. Not sure why it managed to fire back now but not before. Direct hit to spot him, perhaps?
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All this digging gave me the idea to check... and the cave room is on the same level as the long hallways. We can connect to the cave group too, and use their sniper nest to attack the ship and rush onboard from there! If the map is a bag of dicks, we'll make our own fucking map!
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In another stroke of luck, we spot a muton in the main room and manage to possess it.
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He's right alongside the hull, so the turrets shouldn't spot him...
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Sure enough, we get through the doors... and instantly drop dead. Another type of floor trap. The blue ones seems to be slicing. No idea what these are, but that room's definitely a no-go. Perhaps this is what the remote control is for? I'm not sure the engine could even do something like that, but maybe it's part of the original mission? Either way, we'll be trying other ways to get in first for sure. There's another set of doors just to the left, some holes in the roof by some engine looking things, and we might even be able to cut our way through with the photon swords.
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A fencer scared the shit out of me, popping out of the news room I'd thought was cleared. No idea how we missed him, but he didn't save enough TUs to attack, so he died a stupid death.
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Gandalf is finally fully recovered from when I accidentally walked her onto the slicer floor tiles... I mean from battle with the disgusting xenos. Yes. That's definitely what almost killed her.
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Another brain wave hits me- instead of cutting directly into the main room, we can cut over to the sniper boxes on this side, which are 2 tiles tall. We can drop down and use the elevators and paths to connect up with the other squads! We'll have the whole team in one spot, and be basically unstoppable. Not to mention finally getting to put Manatee to use for something besides merc reinforcement disposal.
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Though she is REALLY good at that. To be honest, leaving her here with Ronin might be the play- Ronin's shields can tank their fire every time I'd wager, and Manatee can mop them up on our turn. They'll be the last to leave for sure.
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Strange Fellow finally gets revived. 8 voodoo power? WTF man? No wonder you got mind controlled. Maybe the suit has a penalty...
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While trying to dig to the side we find a strage wall in the way. Secret room? Enemy spawn zone?
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Another merc commander with a multi blaster shows up, this time on this side. I figured there'd be one here too for symmetry's sake. He's doomed.
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First ship turret is down. It took a LOT of attacks. The shields and regen rate are crazy high.
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Thankfully, we'll have plenty more ammo and guns to put to the task soon enough! With 4 photon swords, the tunnel here is blazing ahead. The other squad has to pass around their single blade.
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Cutting into the room reveals it to be a corner sniper nest... with nothing inside. No enemies, loot, and no natural way in or out. Very strange. And not every useful, since it's facing the ship turrets. It's also at this point I realize a problem with my plan- we can't bring the XEC down the infantry sized elevators to meet up in the cave. I could maybe bring the magic hammer over, bust through the floors and do it that way but... doesn't seem worth it, with 0 freshness left on Ronin and no way to restore it. I think I'm going to go with the XEC tanking mercs while Manatee cleans them up plan. Not glamourous, but if the main assault team takes a long time to handle the ship, I don't want dozens of mercs trickling towards it because we let them build up for 20 turns.
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Catgirls make use of their flight powers to salvage some ammo from Orcinator, after spending most of theirs on the turret and other targets.
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Turn 18, and things are moving fast now. Haven't seen new star gods or tanks in ages. I think it's just the mercs spawning in that one room.
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Oh, and of course he got mind controlled again, every single turn pretty much. At least he's not a threat with nothing but a medipack in his hands.
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We're through! After a few turns to organize and recover energy, we can start attacking the ship in earnest.
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Jaedar died offscreen, sadly. And in a dumb way too- I just forgot he was standing at a window to scout the room for someone else, and he got destroyed by turrets on the enemy turn. :despair:

Gandalf is going to take over his post. This time I'll use the multi-blaster from a safe angle. Well, safe from turrets. Good chance we explode ourselves. But gandalf can probably recover from that.
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...this thing sucks. It fired 8 rounds, maybe 3 hit the turret (a couple flew back towards us!) and it barely stripped the shields. Ugh. I wish we had nukes. Wait. Belle had 2 extra nukes. The equipment stash should be in the merc spawning room. I could grab a mortar... might be a good idea.
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We snag another muton, this time a gal. Not in nearly as good a position though.
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Rather than approach the ship, I opt to scout some side rooms to see if there's a pile of enemies waiting. Nope, empty. But the airlock between this and the ship room has 2 more giant turrets. Man, this route really was a total deathtrap.
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Also, with this room revealed, I can see it connects to the room that exploded on turn 3. I guess the idea was that we have the two small teams meet up here, drop down, and go in from this side? We'd have gotten slaughtered!
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Yeah yeah... just showing this screenshot because it shows the roof access to the ship. It's in front of the array of 4 turrets, so I consider it a last resort. Would take a lot of work to clear those. Maybe if I manage to nuke them twice in once round and chuck a blaster bomb or two at them for good measure.
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Mercs manage to deplete Ronin's shields this time, but no wounds. Manatee will clean up easily.
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I try a blaster salvo at the sectopod over here, and again it's a clusterfuck that lands shots all over the room. Really underwhelming weapon.
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Project M.O.L.E. is proceeding well. It's slow going, as we need to pass around the sword and make side rooms for people to wait in while not digging, but we get a few tiles each round, and we're close to our goal.
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Likewise, over here we're mostly recovered and reloaded now. I'm debating whether to go now or wait for the other team. It's going to be another 10 turns before they get here I think, at least. No nasty reinforcements so far, but that doesn't mean they won't happen on turn 25 or something. The nice round numbers scare me now.
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For now we'll work on killing what turrets we can. We've got half a dozen elite plasma now and soldiers to use them and ammo to spare. We can take turrets down safely.
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Before that I take some shots at the door hoping they're flimsy and we can see inside, but no dice.
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Also I managed to destroy some of our cover in the process. Shit.
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We even draw a shot back from this turret, but it does go down.
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I try a blaster salvo at the door next, which also fails. It destroys some floor tiles though, which gives me an idea- maybe we can go through the purple room if we explode the floors? Worth a shot. Also, there's floors under this one, which concerns me greatly. Governor might be down there, or an ambush party of god knows what. Really wish we had Manatee over here to sense through walls/floors for us. At least I brought aye-phones to motion scan.
75Tok4w.png
 

lightbane

Arcane
Joined
Dec 27, 2008
Messages
10,700
t is canon in xpiratez that "The knights of cydonia" killed the brain on mars. Is that not the win condition in xcf?
Killing the brain wins the game, yes. Before that though, you must complete several story arcs, such as an underwater laboratory creating TFTD aliens, stuff from the Apocalypse game, and I don't remember what else. I think there's an upgrade to your troops that turns them into "Knights of Cydonia", but I can't remember. I swear the timeline is that XCOM lost, Dioxine told it so at some point. Maybe the lore bits are inaccurate? Either way, the idea is the same:

Aliens win= Piratez
XCOM wins= XCF

Clearly they are canonically a little bit more in xpiratez
Yeah, they're annoying, respawing smugglers in XCF so that you can get more ammo and hard-to-acquire gear from their cold, dead hands.

hat a shame.
The game's start is a drag, with too many things stacked against you, and it takes forever to upgrade from a van to an actual vehicle, while you have agents being under fire and sometimes grenades for ages. Worse, there's a strict timelimit to follow or you'll be overwhelmed, as you must deal with most of the cults before the invasion begins. There are mods to delay the date, or you can do it yourself by save editing, but the start is simply not fun, and the game too long, and in the end it's XCom1 on steroids, unlike piratez (plus I'm not that good at strategy games as to face the kind of overwhelming stuff seen in this LP, nor I want to bother with spreadsheets). Also: fuck the alien spiders overuse. Piratez I might try in a decade or so once it's fully finished and/or I'm retired and I can connect to a VR set to play that 100+ hours game in a single hour.

I guess the timeline is also changed. I got the feeling the fall of UAC was like 100-200 years ago in xpiratez timeline, not 600 years ago (present day).
You deal with the UAC in XCF, so yeah, some things are different.

through to the ship with all those tanks and sectopods around.
It's annoying how obviously artificial the difficulty in this mission is.

Finding weapons on enemies is proving very helpful. It's really patching up the holes left by the ones we've lost along the way, and mismanaged ammo distribution
I remember one potential strategy was to have 30+ gals carrying heavy plasma. Not sure if it's no longer feasible with this map.

Considering he basically hasn't left his spawn point, he's been very helpful.
Psykers for the win!

We got the research on this thing before, but it's unhelpfully vague on what it actually does. The detailed analysis isn't any better. Even if we do get the damned thing, it probably has one button that instakills a sectopod, and another that gives it +500 shields and TUs. Hopefully it's not some gimmick required to kill the boss.
Last-minute trolling!

. Perhaps this is what the remote control is for? I'm not sure the engine could even do something like that, but maybe it's part of the original mission?
Nope, there are no damage tiles in the OG game. This is wizardry.

No enemies, loot, and no natural way in or out.
Careful, cave terrain has wonky pathfinding and you can get stuck.
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,320
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
I swear the timeline is that XCOM lost, Dioxine told it so at some point.
The star gods do conquer earth, so clearly x-com does lose by any reasonable definition. I just took it as (and I think the game explicitly says, but I can't be arsed to track it down) "killing one alien brain does not actually stop an alien empire with hundreds of worlds from conquering you".
The game's start is a drag, with too many things stacked against you, and it takes forever to upgrade from a van to an actual vehicle, while you have agents being under fire and sometimes grenades for ages.
Yeah, I think I saw a post here comparing like, 3 early game snipers. I think xpiratez is bad enough with equipment bloat, but there is at least some pretty clear tiering going on, and at least the weapons are not all just "real life guns".
 
Joined
Jan 7, 2012
Messages
15,669
The game's start is a drag, with too many things stacked against you, and it takes forever to upgrade from a van to an actual vehicle, while you have agents being under fire and sometimes grenades for ages. Worse, there's a strict timelimit to follow or you'll be overwhelmed, as you must deal with most of the cults before the invasion begins. There are mods to delay the date, or you can do it yourself by save editing, but the start is simply not fun, and the game too long, and in the end it's XCom1 on steroids, unlike piratez (plus I'm not that good at strategy games as to face the kind of overwhelming stuff seen in this LP, nor I want to bother with spreadsheets). Also: fuck the alien spiders overuse. Piratez I might try in a decade or so once it's fully finished and/or I'm retired and I can connect to a VR set to play that 100+ hours game in a single hour.
For XCF there's actually some pretty specific teching orders and strategies to finish the promotions and potentially beat at least one cult by the end of the first year, leaving you a whole extra year of time to play around with/grind supersoldiers/handle the secondary plotlines. The timeline is also pretty soft, the aliens aren't much stronger than vanilla while you end much, much stronger aside from armor which takes forever.

The main thing is that certain missions require you to turn up with fairly specific gear and strategies that you have no way of knowing before you go in. And unlike Piratez you can't really just "outlevel" the cults by progressing through tech and finding powerful gear elsewhere, you're hard capped behind promotions and every XCF game is going to play out in a fairly linear fashion. It does open up a bit once you're past the cults though, and once you've beaten one cult and gotten the 3rd promotion you're basically immune to most of their gunfire and can nuke around half the map every other turn with mortars.

Yeah, I think I saw a post here comparing like, 3 early game snipers. I think xpiratez is bad enough with equipment bloat, but there is at least some pretty clear tiering going on, and at least the weapons are not all just "real life guns".

Yeah, there's so much bloat. Thankfully most of the time you can just go with blackops weapons as the best options around.
 

lightbane

Arcane
Joined
Dec 27, 2008
Messages
10,700
"killing one alien brain does not actually stop an alien empire with hundreds of worlds from conquering you".
Fair, but IIRC it was explained somewhere why didn't the aliens simply try again. I think the alien empire of the first game was a decadent and over-stretched one, and by the time it comes into contact with Earth again in Xcom Interceptor, humans have space colonies already.
Funnily enough, XCOM 1 and, the new ones, had that in mind and it was implied to be explained in XCOM 3, as the invasion was a "tutorial level" for whatever it was coming... But no XCOM 3 so far.

Yeah, I think I saw a post here comparing like, 3 early game snipers. I think xpiratez is bad enough with equipment bloat, but there is at least some pretty clear tiering going on, and at least the weapons are not all just "real life guns".
Too many realistic weapons autism indeed. Useless as well, as there are clear winners anyway.

For XCF there's actually some pretty specific teching orders and strategies to finish the promotions and potentially beat at least one cult by the end of the first year, leaving you a whole extra year of time to play around with/grind supersoldiers/handle the secondary plotlines. The timeline is also pretty soft, the aliens aren't much stronger than vanilla while you end much, much stronger aside from armor which takes forever.
If you know the strategy for that? That's good. IF you don't? Prepare to be screwed. I disagree with the aliens being not much stronger, they have some new toys and all sectoids have shields and all are psychic IIRC, instead of just the ranked ones. Snakemen also have CAMO now.

The main thing is that certain missions require you to turn up with fairly specific gear and strategies that you have no way of knowing before you go in. And unlike Piratez you can't really just "outlevel" the cults by progressing through tech and finding powerful gear elsewhere, you're hard capped behind promotions and every XCF game is going to play out in a fairly linear fashion. It does open up a bit once you're past the cults though, and once you've beaten one cult and gotten the 3rd promotion you're basically immune to most of their gunfire and can nuke around half the map every other turn with mortars.
I tried to speedrush laser weapons by capturing aliens early and trying to develop the tech behind, or at least get Alien Alloy armor and ammo early... But it takes forever and it's not worth it. Worse, it was made harder in later updates as the AA requires a special building now. Armor takes forever to acquire, so you'll be stuck with a bulletproof vest that's barely protective for a LONG time.

Yeah, there's so much bloat. Thankfully most of the time you can just go with blackops weapons as the best options around.
Which are hellishly expensive. On the plus side, if you can afford them, you can ignore the RL weapons.

IT's a shame that XCF makes it so difficult to blast everything with infinite ammo laser guns unlike XCOM1.
 
Joined
Jan 7, 2012
Messages
15,669
If you know the strategy for that? That's good. IF you don't? Prepare to be screwed. I disagree with the aliens being not much stronger, they have some new toys and all sectoids have shields and all are psychic IIRC, instead of just the ranked ones. Snakemen also have CAMO now.
Before aliens arrive you can have mortars (basically blaster bomb level explosives you can't use indoors), super soldiers with stats like 90 TU/80 HP/110 REA/130 ACC, and you've long since discovered psi tech and can have all your soldiers be as high psi strength as you're willing to pay for (mine were 75+). The post-cult factions may not have alien level weaponry but they also come in way higher numbers, missions with 50-100 enemies aren't unusual and fighting 10-20 aliens is a piece of cake in comparison.

But yeah if you are stuck because you can't figure out the tech tree, can't do a specific mission (some require special tactics), or can't capture or don't know what to capture, it gets problematic.

I tried to speedrush laser weapons by capturing aliens early and trying to develop the tech behind, or at least get Alien Alloy armor and ammo early... But it takes forever and it's not worth it. Worse, it was made harder in later updates as the AA requires a special building now. Armor takes forever to acquire, so you'll be stuck with a bulletproof vest that's barely protective for a LONG time.
Alien alloys are kinda bullshit, but you can acquire heavy tactical armor post-cults which almost makes you immune to cult guns. The weapon that carries the game between promotion 2 and lots of alien research is the blackops auto sniper rifle. IMO the first batch of alien alloys should be saved for the skyranger upgrade.

Which are hellishly expensive. On the plus side, if you can afford them, you can ignore the RL weapons.

IT's a shame that XCF makes it so difficult to blast everything with infinite ammo laser guns unlike XCOM1.
Not really? Like it may cost 1M to outfit a whole unit with them but that's still peanuts in the long run when you'll use them for probably a year. That's 1 or 2 cult missions where you get lucky and find some decent loot, which is probably a 50% shot. And the blackops autosniper has 20 rounds per magazine so it lasts a long time between reloads.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
16,133
First up, bad news for Strange Fellow. I realized that with him punching the shields with all his TUs every turn, even if he'll never break the armour, he's leaving us vulnerable to merc plasma. Had to cut him down. Sorry bro, we'll rez you later, I promise!

:betrayed:



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We find another well placed enemy to possess.
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This time we find an actual path into the ship! And it's very empty and has lot of good cover for us. This is looking like a done deal.
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And the reinforcements have stopped! Uh... sorry about killing you off for no reason Strange Fellow. No hard feelings?
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On top of that, the enemies seem to be moving around again. Door sounds and even some more of them dying to trap tiles. Good shit.
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We get started on these rear turrets as well. I assume this is the rear, it's got holes in it.
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6 units with elite plasma and 150+ TUs each makes this a cakewalk. It's a slow grind, as we need like ~30 shots to kill a turret over two turns, but it gets done.
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Alternate title for this update: XCOM, Dwarf Fortress edition.
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Toys retrieved!
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That's 2 of these 4 done. There's 2 more here and one more on the other end of the ship.
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As I expected, an elevator here leading to that chief engineer's room.
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Remote control GET! I dunno if we'll even use it, but I figure it's better to have it than not.
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Lightbane gets the munchies after all the brain melting.
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Turns are flying by now, mostly just us positioning or wearing down turrets.
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DemoGryph has gotten in position to launch a blaster bomb into the ship engine. I figure we should do this before the nukes in case it does some huge chain reaction and opens it up.
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Well, we get a little chain reaction, but nothing significant. Not even any kills.
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Nukes ahoy! Easily the most colourful image of the entire LP. Very pretty.
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We apparently blasted the flooring out from underneath the turrets without killing them. :lol:
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That means the second nuke can go INSIDE the ship!
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Damned turrets still won't die, so I toss a blaster bomb in as well. Also no dice. This things are insane.
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Well, they may not be dead, but they're no longer in position to stop us from approaching. Time to move in.
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Whether from the turn count, holes in the ship or us getting closer, some SG Operatives have started attacking us with ghost beams. Annoying, but nothing we can't handle.
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This is more concerning.
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Manatee finally hits the main room and cleans up some of the riffraff that is coming out to fight.
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Opened this door just to check if enemies had been coming out or something, but nope. They must be dying at the blue tile traps? Or elsewhere?
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We get in through the other door and set up positions. Seems too easy.
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Turn 33 already. Enemy turns are going by much faster, they're running out of units.
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Uh... all 3 floors are like this, no doors to the other part of the ship. Wtf?
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Testing out the remote on a nubiran. No effect.
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Not robot enough? Maybe it only works on sectopods. Or turrets. Or one specific console in the entire base.
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Hopefully not a console located here. MOAR BOMBS.
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We finally get an enemy encounter in the ship, but it's one merc commander, easily killed.
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We spy a captain from through the giant hole. Perfect possession target!
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We make our way through some elevators and get deep into the ship. There's only a SG Guardian here though, nobody important. Bizarre.
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I try cutting through to the rest of the ship, but it's got these impassable bricks. Maybe a full on nuke barrel could melt this, but nothing we've got access to.
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Other floors are the same.
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Rather than go in through an existing hole or door, Lenneth makes a new one. I love the hammer.
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Ronin starts a firefight with the last ship turret using the last of the ammo. It's a stalemate though.
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It's downright eerie how empty the ship is. I guess they all poured out and died already?
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Manatee's SENSE isn't picking anything up in the obviously important room. Not that this means much.
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Inner doors can't be shot down either. We'll need a way past those tiles, or to get in from above.
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I even tried the remote on them. Nada.
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Couple more turns go by. At this point there's no real threat, we're just hunting for the governor. Or maybe he's already dead and we need to kill everyone, or some specific tile?
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Slut having near immunity to ghost beams made hunting this one down a cinch. I'm starting to explore all the little side rooms as well of course, nothing of note in any of them.
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Turkish Ronin manages to score the kill on the last turret!
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Only 2 shots left, no reloads. But you made it!
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Well, we scorchered the tiles. Can't tell if they're damaged through all the fire. Also melted a door and a wall.
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Sectopod shows up again, and there's a turret behind it. Nasty. I don't know why it's glowing white like that, some graphical glitch, it was like that in game until I killed it.
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It managed to take down another catgirl. :rage:
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I tried the remote on it since I knew it's TU's were gone, but no response. No idea what this thing is for.
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Didn't even lower it's TUs or energy.
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Whatever, photon blades solve all problems.
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Made it to where the merc captain got. Just seems empty. Maybe the boss is behind that door?
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Did the doors stay open? Why the fuck are the doors open? That turret sounds very angry.
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Ah, a muton gal stealthed through them. Thankfully nobody died. Well, besides the muton.
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Flames are gone, time to finally see what's beyond!
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Uh... nothing. No enemies. No items. Not even doodads or a secret false wall. What the fuck? It was just bait?
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Find an item stash behind the door in the bridge/captains room/whatever. Another remote and a cool, but mostly useless energy scythe. And a freshness potion we don't need.
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So glad there's no reinforcements. We could have handled them, but it'd make this even more of a slog.
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Another cunt exposing the turrets! We gotta take those out.
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RIP DemoGryph. :salute:
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Even tried the remote on the fucking turrets. No dice. No idea what this thing is for. Maybe I'm supposed to cross reference the lore and use the colours in the order of the colours of the various passcodes, or demon gods or who the fuck knows.
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One turret down. We'll get the next easily enough.
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I've resorted to bashing through the floor tiles with Lenneth at this point, but this void space is just solid metal apparently. Was the entire ship really a fucking decoy?
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At this point the lack of reinforcements might be bad. There's so few enemies we might face morale issues.
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If it's not the ship, it must be somewhere up here, it's the only unexplored section.
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Scientist approaches from above and Ronin snipes it with the last 2 shots on reaction. Nice! :greatjob:
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Well, nothing important, but we're finding operators to kill to keep morale up.
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Maybe these brain jars are important and need killing? Pretty sure I've seen them before, but I'm grasping at straws here. I'm starting to worry the mission is just bugged, and the governor died in the nukes without it registering.
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Maybe it's in this golden section? Is it gold because it's important?
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Lunch for Manatee. I could easily capture one at this point, but I'm assuming there's nothing after this mission. If there is I'll be sad at all the stuff I carelessly let be destroyed. It's fun finally having a 'fuck the consequences, fight to the death' mission though. We can finally fight like the enemy does- to win, instead of to minimize losses.
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Well, that looks possibly important.
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Lost another catgirl, this time to this bitch. It was the cute one in a space suit with the staff too. :(
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Very nearly lost some girls here, that thing did not want to die.
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...and I fucked up and left one in front of this turret after retreating from the sectopod in a panic. Well, technically behind the turret, but she was spotted so it swivels to kill her on it's turn.
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But she lives! 'Tis but a flesh wound. Nothing a chaos dagger and some flesh can't fix.
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Beyond that sketchy elevator and sectopod is... nothing special again. WTF.
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Rather than run at the turret now facing us, I cut through walls between these rooms to get closer. This room might be important too- some weird multi elevator with shooty-hole-fortifications. I forgot the word.
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Seriously considering turning on bughunt at this point. I'd have to look up how. The enemy turns are so fast, it seems like there's only 1 left and it's not moving.
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Beyond the 4 elevators is... this room, which is back where we started, just about. Jesus, very glad we didn't come this way.
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Coming from below, we get behind the turret. Again, this whole section is a clusterfuck of defenses with no important objectives or even good defensive positions. So glad we dug around all this shit.
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What a fucking troll section. Lure you into a false sense of security after all the empty baffles and then stick a turret at the end. :lol:
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Nothing. All this shit was for nothing. Just all loops back on itself.
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Well, this doesn't, and looks heavily guarded. A good sign?
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Plasma scorcher at point blank for the win! Well, it's not enough to kill, but Maria can run over and finish them both off with their shields stripped like that.
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Well, we finished one off. While killing the second one, I misclicked the 'end turn' button because it's directly underneath the melee attack button. This is how Maria died. A fucking misclick in a shitty UI. :dealwithit:
Fuck it. We're nearly done. Assuming the level isn't bugged out and we were done 20 turns ago.
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Beyond the scary room is... nothing. And empty hole in the ground. Not even anything behind the walls. What the everloving fuck. There's nothing left on the whole level. We've gone everywhere a door or elevator leads.
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52 turns of this shit. Gah.
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I finally found it. There was only one unexplored area of the map- the basement below the ship. I tried digging some holes and finally found this.
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It was right below the trapped empty room. I was actually trying to break the elevator floor (which does not let you go down!) and instead hit to the side instead. How the fuck are you supposed to find this?! They don't move, so there's no motion tracker blips. They're not alive so you can't sense them. Utter bullshit. Can't believe I even found it. Probably wouldn't without the hammer; most weapons won't break these floor tiles.
1WEg1z4.png
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
16,133
These things are so tanky, this is going to take forever to do safely. Thrilling.


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At least the elevator above it makes for a convenient staging ground.
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Turn 59!
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The accuracy listed is fake when firing through a hole at an angle like that. We're missing 80% of our shots.
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Finally one down. Rest will be a bit faster.
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Finally done! Was kinda hoping that would end the level, to be honest.
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Turn 62!
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You've got to be shitting me. Another room just like it beneath the first. Why? Why?
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I tried checking the walls in case it was there instead but nope, we go down.
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5 turns later...
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This one went faster, used more melee than guns. And... there's nothing here.
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There's REALLY nothing here.
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Nothing on the upper one either.
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There's a weird false wall/hallway thing here I assumed was just bad map spacing... and it was. Nothing back here either.
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Turn SEVENTY TWO. Sure. Fuck it. Why not?
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Getting really desperate now.
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If it's not the other dead end elevator, perhaps this one? I found weird dirt. Slightly softer dirt is exciting progress to me now. Send help.
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Yeah, you and me both. Also several others. We haven't killed shit in ages.
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Turn 77 folks! Isn't this fun!
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At least there's no ammo to back that up.
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This is clearly just random dirt. But I continue to dig.
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Maybe the giant red arrow actually meant something? No. No it did not. I dug out a ton around here and was just all dirt.
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Getting near the fucking booby trap room now.
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I'm going to try get under here too, but freshness is running out so I'll try dig with the spear instead of the hammer.
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The spear failed and I had to fetch Lenneth anyways... but we got through!
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Seriously? There's another area? I thought this WAS the final zone. We're so fucked.
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Oh, and the room is connected to a massive dirt maze. May as well explore it while I gather the troops.
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Which takes forever because everyone is exhausted and many are going insane.
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Joy. A dark empty maze to explore.
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Wait, item?
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Well, that's certainly a more interesting loot stash than the cake.
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Can I even use this stuff? Should I?
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'Area Attack'? We're totally trying to use that.
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Whip uses a tiny amount of TUs.
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Yep. 91 turns.
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The maze seems to encompass the entire bottom floor of the map. It's endless.
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Finally found another stash behind this empty room.
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And over here on the same turn!
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Holy fuck, we got a lightning tome for gandalf! Too bad we don't have a skull for her any more. Or cigars or drugs to restore freshness.
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Other stash has a magic hammer and... a sword?
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Of course, Echidna decides this is the first time on the map she'll go berserk. Draining all her freshness in a death spiral of more berserking.
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Yep. 99 turns. Here's hoping the game crashes on 100 so I can stop.
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Nope!
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More fancy weapons, and a freshness potion. Probably the most useful part- both Lightbane and Lenneth can make good use of it. And Echidna now too, for that matter.
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After much 'tard wrangling, we get everyone to the exit. Well, everyone alive and not in a box. Goodbye, gnome.
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If that really was the tip of the iceberg we're not winning this.
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Well, roombas seem less threatening than sectopods.
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No idea why I've got a dossier on these guys, but it seems... unfinished.
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Oh shit they've got good reactions. And incredible aim.
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Fuck. Well, so much for frontal armour. We can't afford to risk her going down, she'll head to the backlines to recover.
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Luckily, we've got good aim too, and the little shits are fragile.
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Not seeing anything too crazy. This might be doable.
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Remote doesn't even work on a roomba. Fuck off, game. That's the entire remaining squad btw. 16 left out of the original 30. We've got no medipacks left, our ammo is mostly gone, and one of our best members died to a fucking misclick. Fuck. I should have taken another 20 turns to bring our supplies to the exit. Doing nothing for 50 turns broke me.
IvikngD.png





On the bright side, the is basically the whole map. It's 4 floors deep, but we can scan through floors with SENSE and dig through them with hammers. Might be the way to go, honestly. I don't like the idea of leaving our backs exposed, but if mercs spawn on this entry too, we're beyond fucked. I think we'll rush into a small, defensible room ASAP and try to dig to the bottom/our target. Which is probably another fucking exit point.
rpCCmdh.png
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
I think you're not supposed to have to dig to get to the exit in the hangar map. I think you must have killed like 99% of the enemies, a shame that there's something hiding somewhere, or you would have gotten all the stuff auto-teleported to the exit.

The B'ruh ship is indeed a red herring / plasma scythe storage facility.

I'm going to rant a bit about this final mission sequence, but I will wait a bit longer so as to not have to spoiler stuff.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
16,133
Yeah I didn't actually have to dig in that room, I realized after I found it and tried the elevator. Not sure why I missed it the first time around. Maybe an enemy was down there keeping me from moving down, maybe I was just too tired to check it. Would have been nice if it just let me see through the elevator.

And yeah, there was probably like one or two stealthed enemies randomly roaming the giant map. Not a chance in hell of finding them, realistically. If I still had more people alive, it'd be doable I think. I totally could have kept most of them alive too if I knew in advance that I wasn't on a clock and had a whole extra level to do. Would still have lost some random ones from stuff like the blaster bomb mishap, but a lot of it was avoidable and down to me being lazy and thinking losing a few more catgirls wouldn't matter because I'd nearly won.
 

lightbane

Arcane
Joined
Dec 27, 2008
Messages
10,700
Before aliens arrive you can have mortars (basically blaster bomb level explosives you can't use indoors), super soldiers with stats like 90 TU/80 HP/110 REA/130 ACC, and you've long since discovered psi tech and can have all your soldiers be as high psi strength as you're willing to pay for (mine were 75+). The post-cult factions may not have alien level weaponry but they also come in way higher numbers, missions with 50-100 enemies aren't unusual and fighting 10-20 aliens is a piece of cake in comparison.
I don't know if mortars were in the version I played. Transformations weren't. The advanced armor is good but VERY bulky, so it's quite restrictive. IIRC you can improve Psi skill but not Strength, so those with low PSTR are sacked, as usual.
It's been years.
lien alloys are kinda bullshit, but you can acquire heavy tactical armor post-cults which almost makes you immune to cult guns. The weapon that carries the game between promotion 2 and lots of alien research is the blackops auto sniper rifle. IMO the first batch of alien alloys should be saved for the skyranger upgrade.
I wasn't aware the Auto sniper rifle was that good. I liked the CAWS shotgun to combine it with the tactical shield armor.

I think you're not supposed to have to dig to get to the exit in the hangar map. I think you must have killed like 99% of the enemies, a shame that there's something hiding somewhere, or you would have gotten all the stuff auto-teleported to the exit.
Looks like you were stuck with a bug, as the bughunt mode auto-activates when there's one-two enemies left to avoid what happened to you. Worse, there might be more levels coming.
 
Joined
Jan 7, 2012
Messages
15,669
Looks like you were stuck with a bug, as the bughunt mode auto-activates when there's one-two enemies left to avoid what happened to you. Worse, there might be more levels coming.
Aye, this is why I play with the automatic bughunt after turn 30 submod.

I don't understand the constant morale drain. It's like XCOM modders have a hardon for punishing players who take too long. I get freshness as a decent mechanic to manage for soldiers across multiple missions but what does this morale penalty accomplish? Stopping players with invisibility from spending 40 turns dodging enemies to slip past them and get to the exit? If they did that I'd be impressed.

This is where I would have loaded up this map in quick battle and used debug commands to take a look at the map. Would have given you an idea of where to look for and avoided the whole spending 30 turns trying to dig through the ship part.
 

lightbane

Arcane
Joined
Dec 27, 2008
Messages
10,700
Aye, this is why I play with the automatic bughunt after turn 30 submod.
Doesn't Piratez have this as an option inside the options menu?

This is where I would have loaded up this map in quick battle and used debug commands to take a look at the map. Would have given you an idea of where to look for and avoided the whole spending 30 turns trying to dig through the ship part.
Some maps aren't usable with Quick Battle due to using scripts not available in the random battle mode.
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Some maps aren't usable with Quick Battle due to using scripts not available in the random battle mode.
You can activate debug mode to see the entire map, then reload to disable it. This is obviously cheating though.
I don't understand the constant morale drain. It's like XCOM modders have a hardon for punishing players who take too long. I get freshness as a decent mechanic to manage for soldiers across multiple missions but what does this morale penalty accomplish?
Stopping players from going slow is the whole intent I think. I think it makes some sense, if not for this the optimal strategy would be to just sit around for 30 turns and take reaction shots. Arguably there's too many mechanics that punish slow play (morale (although note that some races do not suffer morale penalties from long missions!), freshness, glamour, civilians), but I think the intent is good.
 
Joined
Jan 7, 2012
Messages
15,669
Doesn't Piratez have this as an option inside the options menu?
I don't see it anywhere.

Some maps aren't usable with Quick Battle due to using scripts not available in the random battle mode.

Do it just in quick battle on turn 1 to get a sense of what the map gen looks like, don't need to fight it. It won't be the same map but you'll get an idea of "the elevator is in a random corridor off to the side of the hangar", as opposed to spending an hour breaking down walls in the ship looking for the alien brain.

Stopping players from going slow is the whole intent I think. I think it makes some sense, if not for this the optimal strategy would be to just sit around for 30 turns and take reaction shots. Arguably there's too many mechanics that punish slow play (morale (although note that some races do not suffer morale penalties from long missions!), freshness, glamour, civilians), but I think the intent is good.
Yeah... but it's just particularly bad in this final set of missions.

I feel like spending 30 turns slowly whittling enemies down is actually advantaged. The morale drain is slow but constant, you need like 1 or 2 kills per turn to offset it. So a very slow and methodical approach to clearing and exploring would have DR keeping morale up much longer by spacing the kills out rather than wrecking the whole map on turns 1-30 and then spending 30-100 trying to figure out where to go.
 

Andnjord

Arcane
Joined
Aug 22, 2012
Messages
3,615
Location
The Eye of Terror
While we wait for DG to summon the will to finish his LP, I’ve found ANOTHER set of stuff that I think he missed:

There’s a whole S&M augmentation that let’s you wear a Martyr outfit (think sexy nun) that shoots voodoo plasma bolt. It’s available to gals, Damsels and somehow Lok’nars :lol: Pretty spicy for Shadowrealms apparently.

Oh and you can pimp succubii and of fucking course they give 69k income. :lol:

Damned Registrations. There, the mistake has been fixed.
 
Last edited:

lightbane

Arcane
Joined
Dec 27, 2008
Messages
10,700
I wonder what the remote does. I checked the wiki but I couldn't make sense what does it do, if anything.
 
Joined
Jan 7, 2012
Messages
15,669
I wonder what the remote does. I checked the wiki but I couldn't make sense what does it do, if anything.

Actual big spoiler that DR shouldn't read if he wants to preserve his purity

From what I can tell in the scripts:

autoshot: disables turrets. Sets TUs to 0 and depowers shields.
aimed shot: enables turrets and sets stats back to normal, though I assume shields will need time to repower.
snap shot: overcharges turrets. 3x TUs 3x reactions. Seems to divide current shields by 6 but keeps the standard max shield cap.

A bit hard to understand these scripts so not 100% sure on what they do.

I think the reason it didn't work for DR is that it only applies to STR_SHUTTLE_ATURRET_ARMOR because that's the only one that has the ARMOR_RC_FLAG. This means it works on the spaceship turrets on the outside of the ship but not on the cydonian turrets around the ship and also inside the ship. The ship turrets do seem notably stronger than the other turrets though so this is a big help. I have no idea if he'll encounter more of those turrets in the next area
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
16,133
Once more into the breech...


Well, they didn't spawn reinforcements or rush into the access lift on turn one, so that's good news.
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Ah shit. That's less good.
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Feels good to zap some bugs again.
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Elevators already? Only one doorway?
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And one level down is an empty room...
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And another after that. Yep, this is our new bunker. Time to go!
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Gandalf doesn't have the TUs needed to escape, and Ronin won't fit, but everyone else jumps down to the basement.
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Seems to be a dead end. Perfect.
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Get fucked suckers, we've got shields for days!
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Trying to dig to the bottom floor only reveals dirt. I can't spare the freshness to try this everywhere, and I don't want to drop my fliers down the hole to dig and explore and leave the slow members up top to defend while enemies chase us. We'll explore horizontally for now, unless we spy something below us with our cheater vision.
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First thing we find is another identical room. I'll take it.
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In retrospect, I'm glad I didn't bring a bunch of XECs. Would have been sad having them all run out of ammo and not being able to help. Even if I brought spare ammo, they can't pick it up. I guess if I brought it to the exit, it could be moved and reloaded between mission phases? That would have been a good call actually.
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Of course, Ronin manages to get kills even without weapons, by having the enemy just blow themselves up. :greatjob:
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Quick check to avoid getting ambushed by nearby enemies, we're clear.
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There was a guy in here, he's food for our wounded catgirl. Really wishing I'd brought those medipacks. I figured I'd find more along the way, it's fairly retarded there's none among the entire base. I should have brought a sivalinga stone, it's slow but has 99 charges.
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At least ammo and weapons are still plentiful.
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Rather than wait by the entrance, I opt to send Ronin ahead and scout the layout a bit.
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That's a different room from the living quarters. We'll aim for that.
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Their aim through the smoke is garbage!
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But there are too many. After a long turn of dozens of shots, Ronin succumbs. :hero:
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Lightbane doesn't take the news well and goes insane. Thankfully, most of our units have 100+ Bravery and are basically immune to such morale checks. It's basically just Lightbane and Harko Berk with 80 each.
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After a third room we find... ?
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An armory! :yeah:
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It's not even guarded. No soldiers, no turrets, nothing. The triple doors are a tad concerning, hopefully we don't get eaten by a grue.
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Definitely not planning to take 100 turns this time. We'd be sprinting, if we had the energy to spare. Really kicking myself for leaving a bunch of liquid cool behind, though we did just straight up use most of it.
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Lightbane kept getting targetted by psi attacks, and finally breaks. Fortunately, he's not much of a threat, they can't chain psi attacks from him I don't think.
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Armoury is mostly a bust. There's a couple elite plasma in here so we top off some more ammo, but otherwise it seems mostly trash. I'm not going to bother slashing every table to check each item.
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We form up facing the elevator that lies beyond. Perhaps a bad idea, in a room that is likely holding a LOT of explosives.
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Elevator takes us to the bottom floor directly. Looks like the right way to go for sure. That door is pretty ominous.
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So far sense has only revealed enemies on the upper levels. Nothing we haven't seen before.
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There's another door across the elevator. Hopefully it's not hiding a room full of tanks.
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Lightbane keeps falling for the psi attacks. I think we'll have to declare him a lost cause, sadly. You served well! :salute:
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There's another armoury over here! That means the elevator is the only entry point... we did well by taking this route. There's a sketchy wall panel in this armoury too...
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Up the elevator leads to just beyond where Ronin died. I'm curious about the room to the left but not curious enough to check it. Onwards!
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The wall revealed a short passage leading to a stash!
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Holy shit, that's a lot of freshness potions. We could use them too- most of the catgirls are very low on it. I think from being tagged by ghost beams in the last mission here and there, since some of them are still at full.
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The potions (which are supposedly shadowrealm only, kek) cost 40 morale to use, so it'll take a minute to get the girls over here, drink them, and have their morale recover without shooting eachother. Totally worth it though, and with full freshness their morale will recover quickly. They seem nigh immune to the constant morale drain.
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Set up in the elevator to catch pursuers and prepare the way forward.
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Nobody even comes though. Enemies can't seem to find us for some reason. Maybe they're chasing Lightbane around.
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Manatee starts taking the psi attacks after Lightbane. I don't think they can possess her given they all seem to fail outright, but I wouldn't put a lucky few terror rolls triggering a berserk past them, so I position her away from team members. Can't sense anyone in the elevator above.
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Basement is completely empty it seems. Strange. Feels like the ship all over again.
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We find another nice room to hole up in. We'll try digging past that door, it's probably trapped somehow.
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9 turns and I think we've made less than a dozen kills so far. Getting my confidence back after the clusterfuck of the last section.
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Well, I expected that. I disarmed her first, so no harm done.
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Some thematic rooms on this floor, but all devoid of enemies and items.
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Digging through seems like it'll work just fine. I'll expand the hole first to make room so we can all rush out at once.
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Enemies finally try to follow us, but it's a single waspite. If anything, it helps our morale.
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But slut and Gandalf have about a dozen wounds still. Their innate health regen overwhelms the loss, but it's fucking with their energy recovery. At least their aim isn't too gimped.
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Lightbane finally makes a will save and gets shot for his trouble.
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Turn 12, still no reinforcements. We could have just cleared this level I think. Oh well, this way was probably safer. We could also have been hit by a blaster bomb or some other crazy shit.
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This side of the basement is empty too. I think those damaged tiles are from some minor explosions we caused above while digging through electrical wall panels. There's a side door bypassing the security doors too.
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I dug through anyways though, expecting an ambush. But... it's more empty rooms. We find some more doors, and I'm sweating bullets now, waiting for the other shoe to drop. Also, I definitely didn't make that hole in the security door. Something fucked up has happened here.
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As we move forward, Manatee senses the enemies above clustered around the access point. Suckers! They really are pretty few in number. Kinda regret not killing them all, there might have been meds in the loot hidden somewhere.
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Well, too late to go back now, we might not have time pressure from morale or freshness, but it's still there from wounds and psi attacks. And a nasty reinforcement wave is always a potential threat.
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Okay, this is what I was expecting. Well, almost. That turret is already dead?
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Our one wounded catgirl is going to die fairly soon if we can't patch her up. She's one of the better ones too.
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I try using Manatee to lifesteal from, (she only takes 20% from warp and can't be wounded) but either because it's an ally or she's made of metal, we can't gain any life this way.
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We could definitely take out the turrets, but I'll bypass them if I can. No sense taking the risk of some muton gal running through the doors and exposing our team to the big guns.
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Look! The enemy delivered a walking blood bag! He gets shot a bit, but still has enough health to put our catgirl to near full health again.
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But then disaster strikes. The psi attacks finally succeed against Manatee, and our demon turns on us, cutting down Gandalf and Uni Puma instantly. Thankfully, she didn't get to benefit from the crystal skull, or she could have wiped the entire team. She's immune to stun AFAICT, so we've got no way to disable her. I don't really want to kill her either- despite the liability, she's also a huge asset, and it took about a hundred psi attacks before she broke a single time. We're obviously near the end of the level, so I hide everyone out of LoS in case the worst happens again and hope for the best.
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Thankfully, she comes back under our control and takes out a waspite, the only other enemy to have followed us down here. I'll keep her safely away from the group for now.
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Well shit. So much for digging past the turrets. I don't know what that green fire shit does, but I'd wager it kills people.
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I actually tried digging around that room too for a bit, before realizing it's the edge of the map. We need to reach that top left corner.
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Thankfully, the turrets are actualy a joke. 2 don't even have shields. We take them all out in a single turn.
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After a bit more faffing about, we get everyone still remaining into the exit area, including Berk, who has like 15 morale left, and Manatee, who hopefully won't kill us all when a super duper mega psyker fucks with us on the next level.
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I guess we're Doomguy now? Not the way I saw this mission going, to be honest. But maybe good news for us- demons bleed and can be life leeched I think. And they don't mind control shit.
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Well, that's about as good a start as I could have hoped for. And if there weren't reinforcements behind us on the last level, I doubt there will be here. Ironically, things are looking up.
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We even sense some Spectres in the floors below us. Digging straight down might be the way to go. We've got some spare freshness potions.
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