OpenXcom has an inbuilt screenshot function. Just press F12 and look in the piratez mod folder.
Well dammit. That's where they're hiding. Thank you.
And i have thought that 6 brainers were more than enough, only for next player to throw away last money on the seventh.
Also images are too small for some reason.
I'm not familiar with this "enough" you mention. Is it like some sort of bird? Also, I bought numbers 7 and 8. I didn't notice until yours showed up as well.
Images: better or worse? Postimages apparently thinks I want links to thumbnails that link to the images, instead of just linking to the images.
Preppers are new.
Second half of the month (got too tired to do it last night):
Ok, I've got some homemade grog. we'll try to tackle the temple, because I'm not trying new things on medium difficulty AND ironman.
We're directly south of the temple, so it'll be some time before we can make it around back. First round, everytime we ran up to an enemy, another appeared. It'll be lots of shooting up front.
Maybe sooner than expected.
We only lost 1 peasant first round, with and injury for Minna. MCreeper managed to shoot an altar boy. Minna knocked out an altar boy first round, then a tough guy and another altar boy while injured the next round. The surviving peasants took down a tough guy and a sharp guy. MCreeper also shot an altar boy the next round (they bled out on the ground), followed by injuring a neophyte with a shotgun. Everyone else hit stuff with bats, or healed each other.
The gods of luck and/or poor decision making means the neophyte tried to run away instead of shooting MCreeper, and got promptly whipped into sleep (instead of dead) as payment. We be reasonable here. 2 more neophytes (one shotgun, one rusty niner) appeared from the front. A peasant with a shotgun took one out with a kneeling aimed shot to the back.
Once again, they didn't shoot. A neophyte (shotgun) and the priest came out the back entrance, so MCreeper has company now. Hitting one shot out of 4 (at ~60% accuracy) didn't help anything; hitting for 0 damage means we might need a replacement Creeper.
Look, we'd all be in Davy Jones' Locker by now if anyone other than altar boys had shot at us all raid. Let's take advantage of our good luck. 2 good hits took out the Neophyte, and nothing at the priest. Minna walked up until she was out of energy, hit the priest, and ate 2 reaction shots for it. A peasant started healing her, and took a zero-damage reaction shot when she knelt. The lone peasant preventing us from getting flanked (out by the front doors) missed a niner shot, then hit the neophyte there with a bat. Still up, but they'll have to choose move or shoot.
The neophyte took another bat and went down, the priest took a laser from a peasant who can barely shoot (20%) and got whipped. We're nearly in clean-up. Minna and the other peasant healed each other all turn, but they'll be in sick bay for a month or two. Maybe we need armor? Bats and the whip finally took down the priest, and we raided the temple without even entering it.
Back to healing and research: We finished our research, an altar boy taught us about human citizens, and we started on Highwayman, Giant Cockroach Carcass (mutant meat and soylent?), and talked to a hoe (hopefully pimping?). We also started building a new barracks before heading off to save another government agent.
First round in the ship, second round we split into two groups of 3. Hopefully those 2 peasants can handle a baller. The baller went around the corner, and up the stairs. Hopefully we don't have to play chase. Another baller is coming up from behind, but so is another peasant. Creeper and the other 2 peasants haven't found much yet.
Baller from behind knocked out a peasant, then ate a reaction shot. 2 peasants whiffed every bat swing. The other baller is trying to run around the building to Creeper and the other peasant on the ground. We saw him, so that's going to be the good kind of ambush.
Or not. Peasant from above has sniped 2 ballers with her laser. Creeper is coming back to help take out the (bleeding from the reaction shot) super baller who took out 3 peasants. The other peasant hopes to ambush the first baller who ran away.
Ambush worked, Creeper took down a baller, but got stabbed by a second one, sniper peasant came down to heal everyone, and the other 3 are still taking a nap. I also heard some rapid door opening/closing, so I'm guessing more are out there.
Found the doors that I didn't open, and everyone who is awake is healed. Time to hunt the last few ballers. With a Creeper who isn't brave enough.
Creeper went berserk this time, but didn't shoot. A peasant missed 6 times at 55% from behind a baller (who probably still dodged a bit, but that's a lot of missing).
Not much to show, but we're all going insane and getting knocked out most rounds. One baller is running around bleeding, and just killed 2 peasants with a bat. Another knocked Creeper out, but is injured. I think it's only those 2-3 left. And 4 of us, 2 insane and 2 sleeping.
5 on 6, and we are the ones going home. Some of us. Luckily, peasant Clarice was able to carry us. She got all 3 kills, and wounded...I'm not sure if they were the same ones or not, but 3 or 4. She now be Honorary Gal Clarice.
A highwayman taught us about auto rifles, we figured out how to extract the insides of a giant cockroach corpse, and a hoe told us about megapol cars. Great... I'm researching Fire Walk with Me for black powder bombs. Also a Guild Stapler?, and a baller. We still need superconductive wire to learn about personal labs, and can't afford more brainers (or another base) for quite a while. We failed to help the Lok'Naars, because we only had one person uninjured. The baller told us about their jewelry, mostly rings. As long as we know about the stapler, I'm researching melee (for primitive weapons) and smithing. We'll have durathread for armor any...month now. We also missed a mutant pogrom, but we're understaffed, underarmed, underarmored, and there's not much lootin' to do there.
That ends the month. Looks like investing heavily in brainers early in the month (you pay for an entire month, starting when you hire them) be paying off. Also, capturing and ransoming everyone we can. A baller told us about sectoweed before we could save. That's actually useful, medically speaking.
We have 520k. We need another prison (200k), a mess (225k), and 4 more brainers (200k each). Also, I should stick to temple raids. We lose the fewest gals there (partly because I know that map pretty well, and there aren't that many places to get ambushed from.
Edit: Also, did you know you can either right or middle-click things in the sell menu to find out if they're used for anything? I haven't tried it with Tiny Drill, but I don't plan to sell that, either.