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Author Topic: X-piratez succession game  (Read 81491 times)

Iduno

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Re: X-piratez succession game
« Reply #360 on: September 27, 2019, 03:12:46 pm »

For the record, that starter Scientific Experiments wasn't the same as the one that broke me.  I spawned in some devilish abandoned jungle temples scenario.

Yeah, Jungles and Chain mail is a bad deal. Even with the 25% heat resist from the shirts, you're still taking noticeable stun each round. That's part of why my normal loadout with chain mail includes a bottle of beer: to regain energy and reduce stun. Stimm works as well, but is less readily available. Both are considerably more portable than x-grog.

Also, it may have rerolled when I restarted at the top of the month.  Which is good, because we started with untrained gals who probably couldn't handle a tougher engagement.

Also, the Deliverator probably won't be finished by the end of my turn, but should be ready early for whoever plays December. I'd vote for naming it "Same Day Delivery" in honor of it replacing the Blowfish. Other suggestions?

I guess we could also sell off the ventura's hull, now that we've got a better option. [mostly better; ventura has nearly twice the capacity and only a bit less speed.]

Edit: I've got a few more in-game days (out-of game hours) before June is over. Anyone else want dwarfed while I'm here?
« Last Edit: September 28, 2019, 11:51:45 am by Iduno »
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Iduno

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Re: X-piratez succession game
« Reply #361 on: September 28, 2019, 02:25:46 pm »

While we're heading towards the bogeymen we shot down on the way to the last mission, we shoot down a megapol cruiser.

Spoiler (click to show/hide)

We finally get around to doing the warehouse wars.

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Research!
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Mary Read Docks has finished the Barracks (both). We'll need a sickbay and library next, then a surgery. Also, 2 more hangars, each with a barracks north of it (NW corner). We also need a surgery (and 2 brainers) at Ching Shih. Well, want, because they shouldn't be in combat anyway.

Passage of time, while we travel to the megapol ship we shot down.
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Finally, we arrive.
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We also visit the ambulance that we shot down on the second try.
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Someday.
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Also, a monster hunt.
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Research!
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Sunken UFO.
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Research!
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Yet Another Boogeyman situation.
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Research. There should be a lot of these when you're researching mutant alliance files, data discs, and pillow books everyday.
Spoiler (click to show/hide)

A bounty to take down a sharp guy and his flunkies.
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The Deliverator is finished! [I may have mistakenly assumed it takes 10k hours to build the Deliverator, instead of 6,700, and also halved the number of runts we have available to build it. 2 2/3 days to build instead of 8.] It will need a name, but for now we've got that Bandit Town.

Spoiler (click to show/hide)

Research.
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Finally, that Sunday Town.
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And a ship full of weapons arrives at Mary Read. Make sure to empty it before selling it off.
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Want!
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Then an easy mission.
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End of the Month:
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[suggested] Priorities for next turn: Build the weed plantations over the regular plantations at Ching Shih on the first of the month, and keep up with them so we've got regular plantations to make us money at the end of the month. [We missed the one in Queen Teuta at some point, so instead of making money, we just had a weed plantation sitting there] Replace the Queen Teuta plantation  with a hangar, so we can build interceptors. Add more hangars to Mary Read Docks, some prisons to handle our many expected prisoners (We have 35 Courtesans in the 45 allowed at Queen Teuta, which is 700k/month, but also a lot of space), as well as a sickbay and library, then a surgery, fill with brainers (should allow 4). Add the Surgery at Ching Shih? I'd also like to replace the regular vaults with a prison (to hold 15 of our courtesans), but it's "in use". 2 Hunter-killers can take down a medium ship, but we really want Predators (and a Crab after School Graduation). The Thunderhorse is stuck behind needing to know about freighters and heavy freighters, so we should try to catch one on the ground now that we can move fast enough to do so, or research a few dozen more data discs (which should take 1 day each, so...). Be aware that we have 2 bases with research now, so you might want to use the "allocate research" button, or check to make sure brainers are all working at both. I assume people already do the same with runts.

To do: Decide if the Deliverator is better for our uses than the Bonaventura, and build a second transport for Mary Read Docks. Also, get some troops over there (probably some experienced ones, and some that need the dojo). Try to do the missions safely, as we will need the points to keep up with maintenance, and also because we need to get our gals trained up (especially in bravery and reactions, as they're very useful and also the dojo/onsen doesn't help). Name the Deliverator and soldiers based on the thread. Eventually attack enemy bases. We should be able to handle it, but Gauss weapons hurt. Tac Armor might be our best bet, because it's got 10% (15% for the H version) resist against piercing. [I should look into that for my personal game as well; chain mail is great against energy weapons, but not the best against gauss]. Destructor or Defender may also be useful, but I don't know how to get them. Bring some sort of plasma weapon and maybe the anchor to wound the people in power armor, but try not to kill them/destroy the body. We need power armor.

Eventually we'll want a money-making base with a casino and mint (in addition to the still and weed plantations or whatever), and a real manufacturing base (that can eventually build the Conqueror). For now, we've got a hybrid manufacturing/research/docks base at Queen Teuta, money from Ching Shih, and half of a launch base at Mary Read. We've also started researching techs that will lead to armored vaults and luxury barracks. We'll want to complete the Dr. X missions (we need that esper to get interrogated, it's a lot of loot and research for an easy mission you mostly accomplish by punching nurses and researchers) and some bases to get the parts for advanced constructions. We should probably wait on breaking people until we've caught up on research; breaking them increases enemy activity and technology.

Edit: And the save.
« Last Edit: September 28, 2019, 03:58:40 pm by Iduno »
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Robsoie

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Re: X-piratez succession game
« Reply #362 on: September 28, 2019, 08:50:46 pm »

Wow, incredible score, congratulations ! I checked the ufopedia as i never had any of them on my saves and it mentions the deliverator can go to space and the bonaventura does not ?

It's a bit disapointing for the bonaventura so i guess it point to the deliverator being more versatile and so more usefull when space missions will start to get more common (actually are they going to become more common ?)
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Rolan7

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Re: X-piratez succession game
« Reply #363 on: September 28, 2019, 10:17:09 pm »

I think I'm up next yes?  I'm busy in DND tonight but will have a lot of time tomorrow!
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She/they
No justice: no peace.
Quote from: Fallen London, one Unthinkable Hope
This one didn't want to be who they was. On the Surface – it was a dull, unconsidered sadness. But everything changed. Which implied everything could change.

Rince Wind

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Re: X-piratez succession game
« Reply #364 on: September 29, 2019, 03:58:51 am »

I just got back from my holiday as well!

Very nice score for the tech level!

I'd say we want both the Deliverator (Deliveroo?) and the Bonaventura, the latter one should be a decent tank ship for when we have interceptors. And more space is good especially for those missions where the ship isn't on the map anyway.
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Iduno

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Re: X-piratez succession game
« Reply #365 on: September 29, 2019, 08:44:27 am »

Wow, incredible score, congratulations ! I checked the ufopedia as i never had any of them on my saves and it mentions the deliverator can go to space and the bonaventura does not ?

It's a bit disapointing for the bonaventura so i guess it point to the deliverator being more versatile and so more usefull when space missions will start to get more common (actually are they going to become more common ?)

Yes. "Into Space", speed, and safer layout (neither is great, but at least the Deliverator has doors) are the ways in which Deliverator is better. I guess we should also look into space suits.

My game in November is using the Fotuna, which allows enemies to fire into it (same layout as the 'ventura). I haven't built a Deliverator there yet, so it was my first time seeing it as well.


I just got back from my holiday as well!

Very nice score for the tech level!

I'd say we want both the Deliverator (Deliveroo?) and the Bonaventura, the latter one should be a decent tank ship for when we have interceptors. And more space is good especially for those missions where the ship isn't on the map anyway.

Thank you, I still have no idea how my score got that high. I guess we eventually want the 'ventura (which is why I didn't sell the hull), but we want actual interceptors first. Having a single interceptor with a single weapon means sometimes small ships are too much for us. Once shields come online in a few months, we'll be unable to take down a very small ship.


I think I'm up next yes?  I'm busy in DND tonight but will have a lot of time tomorrow!

Yeah, my goal was to give you a partial Saturday and full Sunday. I don't know what anyone's schedules are, so I assume "free on weekends."
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Rince Wind

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Re: X-piratez succession game
« Reply #366 on: October 04, 2019, 05:45:10 am »

How's it going?
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Rolan7

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Re: X-piratez succession game
« Reply #367 on: October 04, 2019, 11:06:49 am »

Sorry about that, had RL stuff come up and then I kept getting overwhelmed during the week when I tried to start.  I'm over that hump now.

Just to confirm (I'm sure the game would have complained or glitched) but we are still on J16 correct?

Dear diary:  A lot has happened since I passed out ended my last shift.  It's a bit overwhelming to be honest.  My backups seem to be doing fine in the field, which is nice.  The workshop is juggling so many projects at once though... and this "Deliverator" troopship that goes faster than a motorcycle?  Madness I say.

Fortunately someone, Iduno who, left a double-sided page of instructions taped to my face.  Honestly helps a lot.
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[suggested] Priorities for next turn: Build the weed plantations over the regular plantations at Ching Shih on the first of the month, and keep up with them so we've got regular plantations to make us money at the end of the month. [We missed the one in Queen Teuta at some point, so instead of making money, we just had a weed plantation sitting there]
Fair fair, every little bit helps.  Though we seem pretty suprisingly flush at the moment, which is nice.
Quote
Replace the Queen Teuta plantation  with a hangar, so we can build interceptors. Add more hangars to Mary Read Docks,
A third hangar huh?  Let's see what we're dealing with here-
Spoiler (click to show/hide)
...have I mentioned I want large barracks?  And... and it's within reach.  Brainers reassigned.  We need to defragment Queen Teuta while we still can (before we update and lose the ability to relocate buildings).
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some prisons to handle our many expected prisoners (We have 35 Courtesans in the 45 allowed at Queen Teuta, which is 700k/month, but also a lot of space),
That is a staggering amount of companionship, wow.  But instead of parking them in the cluttered main base, imma convert one of Ching Shih 2's plantations into a large prison.  Teuta's plantation will become a large barracks ASAP, letting us clear away most of those distributed barracks.  We will want a spa eventually after all, and other things, so it's inevitable.  Leaving one or two next to the access shaft of course.
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as well as a sickbay and library, then a surgery, fill with brainers (should allow 4).
Oh, yeah those are major priorities too.  There just isn't space yet though, without replacing one of these basic vaults.  Which I'm all for, workers can make up the difference.
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Add the Surgery at Ching Shih? I'd also like to replace the regular vaults with a prison (to hold 15 of our courtesans), but it's "in use".
Yeah WTF actually, how is it in use?  There's 600 available storage there!  ...Ah, it's the 5 workshop space it's providing.  Yup, taking 5 runts off chataeu-duty solves that.
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2 Hunter-killers can take down a medium ship, but we really want Predators (and a Crab after School Graduation). The Thunderhorse is stuck behind needing to know about freighters and heavy freighters, so we should try to catch one on the ground now that we can move fast enough to do so, or research a few dozen more data discs (which should take 1 day each, so...). Be aware that we have 2 bases with research now, so you might want to use the "allocate research" button, or check to make sure brainers are all working at both. I assume people already do the same with runts.
I figured out that hitting my "down volume" key brings up the research overview, which is handy as it is mysterious.  I'll take your word for that interception stuff.
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To do: Decide if the Deliverator is better for our uses than the Bonaventura, and build a second transport for Mary Read Docks. Also, get some troops over there (probably some experienced ones, and some that need the dojo).
...Oh shit, doing that *now*.  I've heard of bases attacked before the first barracks even finishes.  Probably a matter of bad luck, but it's the purpose of the outpost facility.
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Try to do the missions safely,
I promise to try :P
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as we will need the points to keep up with maintenance, and also because we need to get our gals trained up (especially in bravery and reactions, as they're very useful and also the dojo/onsen doesn't help).
Our economy seems pretty strong, but more score is always good.  Burning through data discs and magazines probably covers that.
Quote
Name the Deliverator and soldiers based on the thread. Eventually attack enemy bases. We should be able to handle it, but Gauss weapons hurt. Tac Armor might be our best bet, because it's got 10% (15% for the H version) resist against piercing. [I should look into that for my personal game as well; chain mail is great against energy weapons, but not the best against gauss]. Destructor or Defender may also be useful, but I don't know how to get them. Bring some sort of plasma weapon and maybe the anchor to wound the people in power armor, but try not to kill them/destroy the body. We need power armor.
I have never assaulted a base successfully, even with Defender armor, in my simulations.  I will not be doing this.  Fortunately it's not really necessary yet (current sim has 6 enemy bases and I'm still getting positive score without interceptions, if barely).
Quote
Eventually we'll want a money-making base with a casino and mint (in addition to the still and weed plantations or whatever), and a real manufacturing base (that can eventually build the Conqueror).
Eeeehehe, looking forward to that.  In particularly I'm beelining the Refinery through chemistry research (like WP-rounds), refining chemicals is a lot more profitable than X-Grog.
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For now, we've got a hybrid manufacturing/research/docks base at Queen Teuta, money from Ching Shih, and half of a launch base at Mary Read. We've also started researching techs that will lead to armored vaults and luxury barracks.
H-uh.  I finally checked out the Luxury Barracks article, and I'm impressed.  I assumed it was 2x2 and thought it required cryo pods like the prison version.  It's more space effecient and the 1x1 means it's easy to add to existing layouts.  It's quite a ways off though, and costs more money, so... I feel good about building Large Barracks for now.
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We'll want to complete the Dr. X missions (we need that esper to get interrogated, it's a lot of loot and research for an easy mission you mostly accomplish by punching nurses and researchers) and some bases to get the parts for advanced constructions. We should probably wait on breaking people until we've caught up on research; breaking them increases enemy activity and technology.
Counter-proposal: We *don't* go after mom, never see her again, and everything's okay forever
I agree about postponing the interrogations though, we have enough to research already.
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She/they
No justice: no peace.
Quote from: Fallen London, one Unthinkable Hope
This one didn't want to be who they was. On the Surface – it was a dull, unconsidered sadness. But everything changed. Which implied everything could change.

Iduno

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Re: X-piratez succession game
« Reply #368 on: October 04, 2019, 11:48:48 am »

Sorry about that, had RL stuff come up and then I kept getting overwhelmed during the week when I tried to start.  I'm over that hump now.

Just to confirm (I'm sure the game would have complained or glitched) but we are still on J16 correct?

I was playing on J17.

I have never assaulted a base successfully, even with Defender armor, in my simulations.  I will not be doing this.  Fortunately it's not really necessary yet (current sim has 6 enemy bases and I'm still getting positive score without interceptions, if barely).

What'd you go in with? I think I had reticulan plasma, stun batons, chainmail, and bugeyes.

Travel in groups, hit one area, and fan out from there (to make sure nobody got in behind you). Most of the enemies are hiding through a door, up an elevator, in a small room. As long as you block doors, you can separate the opponent and take them down when the odds are in your favor.
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Rolan7

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Re: X-piratez succession game
« Reply #369 on: October 04, 2019, 12:58:05 pm »

Oh oops.  Um... based on the changelog, that's probably okay?  I'll just update after this mission.
possibly related:  The Deliverator has no ramp??  There's no way to re-enter it without flying.  Not sure if that's intentional, wouldn't put it past Dioxine though.

Re base assault:
It was a while ago but I think I had Guardian suits, the blue ones?  And was mostly using slugthrowers at that point.  I could melee or slugthrow the marsec operatives, but I couldn't seem to damage the Guildmaster at all.  On *easy*.  I probably wanted shotguns to take down his energy shield.  It was yellow, I think, likely different now.  The main issue was I was taking steady losses from the long, cover-less hallways full of weak enemies toting endless amounts of gauss.  Even that blue armor doesn't offer that much protection against it. 
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She/they
No justice: no peace.
Quote from: Fallen London, one Unthinkable Hope
This one didn't want to be who they was. On the Surface – it was a dull, unconsidered sadness. But everything changed. Which implied everything could change.

Robsoie

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Re: X-piratez succession game
« Reply #370 on: October 04, 2019, 01:24:10 pm »

About those base assaults, considering they're now under protection of hunter killers what kind of ship/weapon combination is required at minimum to guarantee a victory against a hunter killer to clear the way for a transport ?
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Iduno

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Re: X-piratez succession game
« Reply #371 on: October 04, 2019, 03:16:58 pm »

Oh oops.  Um... based on the changelog, that's probably okay?  I'll just update after this mission.
possibly related:  The Deliverator has no ramp??  There's no way to re-enter it without flying.  Not sure if that's intentional, wouldn't put it past Dioxine though.

There is a 1-wide door in the bottom corner, next to the elevator. Only non-flying tanks will get left behind.


Re base assault:
It was a while ago but I think I had Guardian suits, the blue ones?  And was mostly using slugthrowers at that point.  I could melee or slugthrow the marsec operatives, but I couldn't seem to damage the Guildmaster at all.  On *easy*.  I probably wanted shotguns to take down his energy shield.  It was yellow, I think, likely different now.  The main issue was I was taking steady losses from the long, cover-less hallways full of weak enemies toting endless amounts of gauss.  Even that blue armor doesn't offer that much protection against it.

Yeah, I take reticulan plasma guns to damage the powersuits. And something fast for taking down the shield (stun batons, self-charging lasers, molotovs, etc.). Once you lower their armor a bit with plasma, cattle prods can put them to sleep.


About those base assaults, considering they're now under protection of hunter killers what kind of ship/weapon combination is required at minimum to guarantee a victory against a hunter killer to clear the way for a transport ?

A single hunter-killer with good weapons (and missiles) has worked most times for me. You might have to fly across their radar twice to make sure it attacks your fighter so the transport can get through.


Teuta's plantation will become a large barracks ASAP, letting us clear away most of those distributed barracks.

Those are intentional, in case of base defense (which reminds me, we should be close to triggering monthly attacks, right?). Always have gals starting near the enemies, so we don't get surrounded.
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Robsoie

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Re: X-piratez succession game
« Reply #372 on: October 04, 2019, 04:02:51 pm »

Thanks, so i'll have to wait until i have a hunter killer of mine.

About triggering monthly base defense, aren't we having already a couple of base defense every month since the succession game started ?
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Rolan7

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Re: X-piratez succession game
« Reply #373 on: October 04, 2019, 07:30:14 pm »

I think in general, but this month I actually triggered none?  Almost disappointing, but I'll take it.
And I know the images aren't in (FIXED), but I want to get this posted before I grab some food, I'll plug them in tonight probably.
Sorry for taking the whole week like that!

Ching Shih 2 has 6 lokk'narr and 1 gal out of sickbay, thanks to recent "training".  Even though some of them may be well enough for emergency base defence, I'll certain feel better with... 10 dogs!  Much better than 0 dogs.

Queen Teuta has no dogs either??  Oops I forgot about blood hounds, but 2 is insufficient!
Six Academy drones are stealing doggo beds, so I assign some brainers to figure out how to disassemble them.  Much as we're disassembling the captive zombies, eww.

Mary Read Docks is a bit short on supply space, but there's room for 5 blood hounds, 8 sudoku blades, and a boat anchor!  And 8 new warriors.  The crew size of Terror Of Ta Deep, and also the capacity of the upcoming dojo.  Between them and the blood hounds, it should be secure enough for now.

July 2:
Spoiler (click to show/hide)
That's a lot of... friends we haven't met yet!  Also pew-pew, and cameras.
Spoiler (click to show/hide)
Are we writing the pillow books, or are they writing us?  What?  I like this one, but it seems kinda sad.

July 3:
A govt ordinator flew over Queen Teuta, but they didn't want any trouble either.
Spoiler (click to show/hide)
Pretty good find in this data disc.  These are needed for some of the really fun guns...
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At last!  Yeah it's expensive, but it's so worth it.  I think I'll time it and the surgery so that they finish after the first of the month, to dodge the maintenance.  Guess that means the 11th? 12th to be safe.  We also started designing a luxury spa, though we certainly won't have it this month.
Spoiler (click to show/hide)
If there's a better use for ship engines, I certainly don't know of one :P  Money money money, and laser pew pew.  Apparently unlocked the idea of a study room, too.

July 4:
Spoiler (click to show/hide)
I think this brainer took "pillow book" literally and fell asleep on the keyboard here

Oh no, Lokk'naar under attack!  But it's nighttime and ninjas are scary... 
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I juggle it with the Deliverator and Scarab until morning.  Curse their speed, this is why motorcycles rule!  Would have used the Terror Of Ta Deep but there's, ya know, no crew at Mary Read to pilot it.

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Noticing a weee problem with putting basic recruits in chainmail, here.
I'm also a little skeptical about laspistols reliability against Sky Ninjas, but everyone has batons too.  Or better yet these newly minted slaver canes, and some electric lassos.  And a Kustom Handcannon aw ya.
Spoiler (click to show/hide)
Not sure about this layout, though.  A skyranger with a basement?  And seems like it has a lot of windows... er, somewhere.  Even with only the laspistol Olivia is whining a lot, but she should bulk up after she lands a hit or two.  Which she does, firing out the gate.  Doing no damage and taking a faceful of buckshot for the trouble, but also taking no damage.  Good spar.

Deadly MCreeper jogs behind the ninja and puts her to sleep with a baton, while a distant ninja unloads her shotgun into a fence like a dummy.
Lokk'Naar what is WITH you and fences, I am absolutely kinkshaming y'all I don't even care this is stupid.
Spoiler (click to show/hide)
MOTHERF-
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Egan_BW pulls off a sick move, stunning a Lokk'Naar who was blocking this doorway in order to get a shot.
And hits twice...  But the ninja somehow stays up and returns fire, of course.  Egan_BW and Moist Andromeda are a bit scratched now, but nothing serious.  Walks up and canes her.
Spoiler (click to show/hide)
Pretty nice score for an easy mission, not to mention the apples of course.  And 6 hostages because why not?  I give myself and EuchreJill a promotion woot

Also some disruptive transmissions, we just shoot the satellite down of course.  We do have some Lokk'Naar and human spacesuits, though...  Maybe with some laser weapons, taking out a deathbot isn't out of the question next time?

July 5:
Mutant Alliance warns us about the dark...  Yeah we fight demons, we know.
Huh, we research two pillow books at the same time via different bases!  I was honestly wondering if that was possible.  Pretty boring advice though.

July 6:
A bandit tank was joyriding across Siberia, I finally got annoyed and had the scarab shoot it up.  Did significant damage back, but nothing critical.

July 7:
Figured out how to take apart those dang drones, and even use the pieces afterward!  That'll clear up some space in the den.

July 8:
Spoiler (click to show/hide)
Proper future-armor designed!  The lack of vision is a shame, but the helmet increases piercing resist and gives all-around-more.  Particularly against choking.
Spoiler (click to show/hide)
Wow, hope we never run into one of these.
Spoiler (click to show/hide)
The new warriors arrive at Mary Read, and seven out of the 8 area ready for gladiator training...  So I do.  The base lacks proper medical care though (like the Onsen) so I've shipped them to Queen Teuta to recover.  This leaves Mary Read defended by the decently skilled but physically meek Lemon Audrey, 5 blood hounds, and Evil Rolan who picked up a boat anchor and volunteered to assist for mysterious reasons.

July 9:
Spoiler (click to show/hide)
More wisdom from the Ninja gals.  I'm not sure if I'm being sarcastic.
Spoiler (click to show/hide)
And this from a data disc.  They look fun, but require both hands, and are particularly ineffective vs armor... pass.
Spoiler (click to show/hide)
These are fun too, but it's essentially going into battle naked.  Flying, but naked.  Even has a melee penalty due to the awkward wiring, I guess.

I put some cannons on the Deliverator and had it and the Scarab both engage a small patrol car... Bit overkill it turned out, they barely got a shot off. 
Spoiler (click to show/hide)
I am a master tactician (wow, chainmail is pretty great against plasma huh)
Spoiler (click to show/hide)
It went fiiine!  Nobody wounded, all four wolfmen in custody~  Along with their nice plasma bitz. 
(Also I finally found the door on the Deliverator, I really thought hopping out the back was the only way)

And a Humanist safehouse located!  Now I'm excited :D  As far as press-ganging allies goes, I am much less conflicted when they're Humanists.
5 volunteers rounded up, easy-XP.  They even had a prepper box, how nice!

July 10:
Spoiler (click to show/hide)
...Ew.  Smells funky too.
Pillow Book research told of shiny metal crowns, worth a lot apparently.
Also, what if swimsuits - but less?  why did we research this
Spoiler (click to show/hide)
As much as I love dakka, I've never really figured out the best use of this.  Sounds badass though.

July 11:
No research, but the runts did a lot of cool extractions and bounty-redemption.

July 12:
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...Why are we publishing pornographic comic books again?  Eh, the goverments seem to appreciate our "cultural pursuits".

OH I almost forgot to start the 20-day large barracks construction!  Just in time to dodge the maintenance fee.
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Oh, oops.  Forgot that building-over reduces the construction time.  meh no big deal.  Just need a library now, but will wait 4 days for Ching Shih to finish the Large Prison and relieve Queen Teuta a bit.
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I love gambling~  And there was still room for this stuff despite replacing one of the vaults.  Well, with some housecleaning (be gone, fruit and vegetables!)

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Commwave was intercepted - it's Spartans!  Should be okay...  They have explosives, but aren't heavily armored, IIRC.
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I think this room was full of explosives, it kept blowing up for a while!
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Someone threw a grenade halfway across the dang map!  Thankfully it missed, but we better get to better cover.
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Found him~  Deadly McCreeper shot straight up the ladder after a tough sprint, with deadly accuracy.  Four floors up, jeez.
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okay chainmail is awesome i'm sorry for doubting it.  And its under-armor is relatively weak!  Heck I think this was just good luck.
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Euchrejack tries to prod this brave soul out of the way, but it ain't happening this time.
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This dumbass lieutenant fired a cannon into the shrub as I approached, nearly killing both of us.  Fricken ow.
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Oh hey it doesn't hurt anymore, weird
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Stay with us!
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And then this ass comes down the stairs and fires a flame grenade as we're applying first aid to civilians!  well, I guess they are literally terrorists after all.  Moist Andromeda finishes him off with her charger laser, though looks like someone had already roughed him up.
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And with a distant scream from another apartment, it's finally over.  Bloody business.
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Managed to capture a lot of them though, since stun batons work just fine.  More would have made it if they weren't suicidally loyal.  Looks like their intended victims took out more than a couple as well, which is inspiring.
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It's just like, 4 days before the large prison opens!  Bah.  They don't have any research value anyway, except the heavy trooper, so I guess they get off with a fine this time.  At least the Young'un pulled through.

(We've got 6 advanced medkits now, presumably through gambling.  They restock for free, and have both stims and decent heals, which I feel makes them well worth their maintenance fee).
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Farewell sister, hello sister.
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The wounds aren't otherwise as bad as I feared (ignoring the swabbies with training injuries), though we'll be underpowered for a bit.

June 13:
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That crazy apocalypse cultist finally managed to do himself in, but left a "warning" scrawled in blood about invisible demons.  ya idiot, we know.
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I'm not sure the ninja gals are any less crazy, but they know better stories.  When they get bored enough they tell them us, or in this case just brag about why their insanity is "smart actually".

June 14:
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Really?  You're being serious right now?  Fine, but I'm sure as heck not wearing it.
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Project Pillowbook continues to provide truly amazing dividends.

June 15:
We've finally perfected techniques for proper interrogation.  Turns out that just hitting them a bunch doesn't work (LIKE I SAID).  But with patience and attention, anyone can be won over.  After all, we're in the right.
also I can't show you the page because censoring it around the text would be impossible sorry
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Can share one of the better pillow books, though.

June 16:
While I continue to insist that the governments are our friends, and we should continue to work with them...  I wouldn't say I trust them, or they us.  So we've developed tools for hacking government files.  If we get some good info on a high ranking general, in particular, I think we can form a more... reliable relationship.  Where they know better than to betray us.
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...Pureblood magazines are weird.

Large Prison Secure berths are done!  Finally moving the, ahem, operation to Ching Shih 2.  I was going to replace one of the Queen Teuta prisons with something... a study?  But there's no option for that right now, weird.  Once the Large Barracks finishes there'll be plenty of barracks to replace, so I'll just leave the prisons alone.  The extra capacity is nice.  A power station would be nice too, but we don't have enough engines yet anyway.

June 17:
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This voodoo is all geek to me, but I'd like to know more.
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This is what we need those government files for.  And more mentions of our mysterious benefactors!

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I spotted a Guild ship, I forget what kind... a cutter?  Escort?  I had both ships track it to Antarctica, where it outran the Scarab but was gunned down by the Deliverator.  I was hoping for an industrial scanner but uh, I'm pretty sure this is the wrong ship.  Besides it being a smoking wreck.  Eheh.

Thing is the Deliverator was a bit understaffed.  But surely four heavy-chainmailed gals would be enough to handle whatever poor wretches crawled from that trash fire?
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So we lost one of the newer unblooded squaddies, Dextrous Anaconda.  The Marsec Operative fired like 8 rounds at point blank despite being double-flanked (and I think they even had energy). 
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On the bright side, we now know it's a runabout!
...We uh, already knew that, but... now we can sell this documentation I guess?
i'm not good at interceptions

June 18:
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Narlock gods almost seem nice sometimes, but they've all got that duality going on.

June 20:
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Lokk'naar too.

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These aren't fish D:
It's fine, we got all four of them!  They were surprised too.
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shiiiiiit.
Well that wasn't at all worth 8 glamour, 160 points, and 25 hellerium.  We can butcher the corpses though...?  Sorry ):
Oh and an obsidian credit chip, that's weird.  And the chainmail dropped?  I didn't know it did that.  Oh probably because it was auto-unequipped due to the mission type.
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RIP Rince, got winded underwater.  i'm bad at speeches and also everything

June 21:
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Hooooboy I forgot how expensive these are, not to mention the space.  At least we have the volunteers more than covered.  Something to look forward to I suppose.

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An unremarkable traitor roundup, though Witty Stardust did get an impressive reaction shot through a window across two screens, and it was a KO to boot!  Recommending her for a new name.

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And a Guild commtower goes down, landing us another 2 engineers!  Which makes four, heh.  Still holding off on interrogating them for now.  Kinda telling how the Guild doesn't get angry if their engineers die, or are enslaved, only if they we get them to spill Guild secrets.

June 22:
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$$$

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Uneventful Warehouse Wars, looks like a load of soylent and vodka.  Damn that sounds good right now.

June 24:
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Praise the Omnissarah?
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Interesting fusion.

June 25:
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...Yum?
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did I complain about the manufacturing screen being busy before?  i'm sorry

June 26:
Large Barracks complete, the possibilities are endless now!  Like, overhwelmingly so, hrm.  Idunno mentioned that it's important to have barracks near the access lift too, which is very true.  But some of them could be cleared now, if we had things to build in their place.  Which I guess we don't just yet.
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These are dumb but important for learning chemistry, apparently.

June 28:
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Could this be related to the Green codex somehow?

Easy shambler hunt - captured one, killed its mate I guess.

June 29:
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People are starting to take notice of us, and not all bad.  Some wandering heroines of legend turned out to be very real, and willing to join our cause - for appropriately outrageous amounts of dosh.  Something to consider as our economy spins up, anyway.
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This seems like a fantastically bad idea, but I have to wonder.
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DO NOT LICK

Also ordered two more brainers for the surgery room - they should arrive on the first or second I think, so they don't cheekily demand a month's pay.

June 30:
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See, see?!  They're very professional and treasured allies and godsdammit this requires the luxury spa, right...
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These are useful, better protection than a mere vest even, though not as much as a proper armor set.  Not the greatest options for heavy dakka weapons since you can't kneel in midair.  Fun for dropping 8 hellerium grenades on something that absolutely has to die.

June 31:
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We already know more than they do about heavy weapons.  Though I concur with the brainer about more, um, research.
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Sorry Rince Winded ;_;
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What rubbish is this?  Bookish, handsome men with muscles?  Everyone knows you have to pick 2.

And end:
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CLOAKER!!
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6
Oh wow, I totally forgot about this thing.  Could come in real handy for the *crazy* heavy weapons like vulcan cannons, if one doesn't want to go full exosuit.

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Huh that's a relief, I was honestly a little worried about score.  Probably due to all the bases draining it in my sim.

Well uh...  Sorry for the delay everyone, but at least it's done before Saturday!
Strategy wise um, I kinda forgot to develop Mary Read Docks.  I set it up with a basic garrison, sorta, but I should have been setting up extractors.  Or at least plantations and hangars.  I wasn't totally sure what it was for, I guess, and the odd location of the hangar gave me cognitive dissonance.

But we never had "definitely expand" levels of cash anyway, floating between 2-4 million.  We got surgery in Teuta and Ching Shih, plenty of prison space 4 evar, and enough barracks space in Teuta to have breathing room to rearrange things.

Research:  I got distracted with the lore-items, which explains the high score.  Maybe should have rationed them, but meh.  I mostly regret forgetting the study room, if that's necessary for something (not graduation, looks like).  I also should have gotten Refineries researched, but made it a low priority - it's very close now, and is really great for infinite cash grinding.

And industrial scanner would have been loverly, but I think I only saw one escort which got away.  Is it escorts that carry them?  Whatever.  Mostly saw bandits and some Academy hoppers, and an annoying amount of government ordinators and fighters.

Didn't really progress in Warship Hull or Improved Fighter Construction either, but they were on 0 when I got here :P  Sorry.

Oh and sorry for getting Rincewind killed ):
http://dffd.bay12games.com/file.php?id=14552

Edit: Images added, stupid Python doing exactly what I say instead of what I intend.
« Last Edit: October 04, 2019, 10:30:07 pm by Rolan7 »
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She/they
No justice: no peace.
Quote from: Fallen London, one Unthinkable Hope
This one didn't want to be who they was. On the Surface – it was a dull, unconsidered sadness. But everything changed. Which implied everything could change.

Rince Wind

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Re: X-piratez succession game
« Reply #374 on: October 05, 2019, 04:09:22 am »

I'm dead  :'(
I SHALL LIVE AGAIN!


We already have a study room, which might be the reason why you couldn't build it. Maybe it showed up again due to the upgrade.

I am against a spa in the main base, 2x2 buildings take too much space and are too unflexible. Let's make a training base instead where all the young blood gets a shakeup, fights in the pits and does easy missions with second hand equipment.
I'd have voted against a large barracks as well and waited for luxury ones, but I am not complaining. It is just more difficult to replace with the better luxury barracks if we don't leave sufficient space (small ones can be replaced one by one).


I guess it is my turn now? Downloading the save!

Edit: Is there a reason why the hangar was placed like that in Mary Reed? It just seems to make it more difficult to make use of all the space later.

Edit2: My mistake, we don't have study room, just personal labs which have the study function. So building a study room is not neccessary if we don't really need the brainer space.
« Last Edit: October 05, 2019, 04:38:53 am by Rince Wind »
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