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Author Topic: X-piratez succession game  (Read 81214 times)

Iduno

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Re: X-piratez succession game
« Reply #405 on: October 11, 2019, 03:00:29 pm »

You have some great training methods, but i would never dare to go in so many battles with only pistols as i'm always worried about them not being damaging enough against most enemies.
In the same time that may explain why i get much less captured people than you :D

The pistols don't actually get used. I think I only used the pistols 2-3 times last night against living targets (not barn walls), and those were all against enemies who were already on the ground. I didn't really mention it, but most of the gals dropped their pistols when they wanted to grab a beer, and never bothered to pick them back up. I keep them around so we get an occasional reaction shot to train firing (which is also why I mostly take the self-charging laser: it's fast and unlikely to kill accidentally).

A huge percentage of the enemies in the game can be defeated by "stun baton from behind." I use that weapon in particular for training because it increases reaction and melee, which are the skills it uses and also the skills that are used to keep the enemy from shooting you when you're in melee with them. Also, it ignores 25% of armor. An average hit will do damage to 53 armor, assuming you have 100 reaction and the enemy has no resist to electricity (guild engineers are the first enemy I have difficulty knocking out with stun batons, but it's still do-able). Orison Security (Owls) have 50 armor in the front, and 30 in the back. They're comparable to a Dragoon Rifle, and only take 7 TU (plus a few to run into melee).

I think we also have slaver canes which do 85 damage at max stat (and you can go over that with outfits or lucky stat gains). That's enough to damage enemies in power armor reliably, assuming the wiki is still accurate. They don't train stats as well (more TU and damage=fewer hits needed), but I usually only give them to gals who have maxed reactions and melee anyway. I'll usually shoot the Bodyguards with a plasma first, because they have a lot of HP, but the cane is a good way to knock them out afterwards.

It's actually way less reckless than it appears. Although my character should be playing up the crazy. Also, the enemies I actually care about are the ones with melee weapons, because they do the same thing I do. Remember, this is a mod of x-com. Doing enough damage is easier than surviving enough damage. Everyone is a glass cannon.

"Not enough damage" isn't really a concern until you hit power armor and tanks, and you generally know to prepare for those.
« Last Edit: October 11, 2019, 03:22:29 pm by Iduno »
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Iduno

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Re: X-piratez succession game
« Reply #406 on: October 11, 2019, 09:53:21 pm »

Home from the bar, let's see what we got.

First mission, the Academy Hopper we shot down.
Spoiler (click to show/hide)

Another Disruptive Transmissions, but we only have 2 Lokk'Naar suits. We pop in and leave, so we at least avoid the penalty. The prepper box from the bandit caves is opened, then research.
Spoiler (click to show/hide)

Scientific Experiments
Spoiler (click to show/hide)

We shot down a megapol ship over what turned out to be water (looked like land, honest), but we have an Academy Hopper and terrible terrain to start with next time.
Spoiler (click to show/hide)

Edit: Do we want to try a Ratling Cache mission? We've got 3-4 Lokks we could send, but that sounds like a bad idea.
Also, do we want to build the ventura? It's mediocre, but cheap to build, and we don't have much to build at...any of our bases right now. We're short on funds for engines, and have zero apples anywhere.
« Last Edit: October 12, 2019, 01:50:42 pm by Iduno »
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Rince Wind

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Re: X-piratez succession game
« Reply #407 on: October 13, 2019, 04:25:12 am »

Build it, it should make for a good tank while interceptors deal damage (I still use the red ship for that job in the endgame) and it can be nice to be able to throw more bodies at something in certain missions. Especially missions where the ship is not on the map anyway.
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Iduno

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Re: X-piratez succession game
« Reply #408 on: October 13, 2019, 12:05:16 pm »

Build it, it should make for a good tank while interceptors deal damage (I still use the red ship for that job in the endgame) and it can be nice to be able to throw more bodies at something in certain missions. Especially missions where the ship is not on the map anyway.

For that, we need a cloaking device, and we might not want to spend that 300k that way just yet. Because we have the money (and possibly chips - I've been saving money purses, etc. to make shipping them all a bit cheaper) to build a Casino. Our monthly maintenance would drop from $4.4 million per month to -$2.2 million per month. We'd be turning a profit even if we don't do anything. We can get by for now with the ships we have, and that would let us really expand. I'll upload the full description when I can (I'm about to get busy today, but wanted to upload the save).

Spoiler (click to show/hide)

Save File for starting October 2602.

Edit: Oh, and you'll get the first Dr. X mission this month, probably. Put everyone in rags (best armor allowed by the mission), and go punch out nurses (they surrender, so who cares if they eventually wake up again). It's a great, fun, stupid mission and I love it (hopefully you do as well). I think the Deliveroo can get us there? Otherwise we'll have to buy a car or something. The loot is pretty good though.
« Last Edit: October 13, 2019, 12:11:47 pm by Iduno »
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Rince Wind

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Re: X-piratez succession game
« Reply #409 on: October 13, 2019, 12:28:17 pm »

Only Airbus and that 5 seater are allowed.

If nothing was changed since I last looked we need about 7500 red chips for the casino.
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Iduno

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Re: X-piratez succession game
« Reply #410 on: October 13, 2019, 01:18:55 pm »

Only Airbus and that 5 seater are allowed.

If nothing was changed since I last looked we need about 7500 red chips for the casino.

I know we have 850-ish blue at Queen Teuta (more at the other bases), plus a Siren to rob, and money purses and the like. I quit spinning the wheel so we'd accumulate them, but I'm more worried about those than red chips. We should have a stupid number of red chips by now, unless someone has been selling them. It's a huge purchase, but it means that our money problems are finally going to be significantly lessened (an extra $6.6 million per month is a lot). I'm in January 2603 in my own game, and am trying not to spend any money so I can buy one.

Mary Read Docks needs another 4x4 building (casino, probably), a surgery, a still, and a mess. Queen Teuta is pretty good, and can be a temporary "build stuff" base in between processing hostages (so much research available), and has 35-ish apples. Ching Shih could probably stand to have one of the plantations turned into a luxury spa so we can upgrade all of our squires and courtesans. That's slow and kind of expensive, but it does pay off. I'd recommend starting with Casino, plantations-> weed plantations, then see where you are (I assume, "broke for this month, rich in the future"). There should be 24 sectoweed at the 2 bases with plantations, so they can both be planted.
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Rince Wind

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Re: X-piratez succession game
« Reply #411 on: October 13, 2019, 01:42:35 pm »

So Rolan7 ist next I think.
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Rolan7

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Re: X-piratez succession game
« Reply #412 on: October 13, 2019, 02:01:44 pm »

Oh shoot, that was fast.  Um, I'd like to skip for now - which I guess means Robsoie.  Or I could probably get to it Tuesday or Wednesday.
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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 #413 on: October 13, 2019, 02:03:24 pm »

You have a week, all in all, so it should be fine. :)
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Robsoie

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Re: X-piratez succession game
« Reply #414 on: October 13, 2019, 03:39:27 pm »

I'm out of this unfortunately. Keep skipping my turn :)

Impressive score again !

By the way i am a bit puzzled on how is the end month scoring work, i thought at first it was with those end mission scores, with bonus from some researches and malus from some stuff (like enemy landing, ufo flying unopposed, etc...) but even on my own turn, things didn't really added up for my score (that ended much higher than i thought). On my own save things seemed to make more sense on my end month scores but i was never that far in months than this succession game is so i may be missing some positive score generating stuff.

What are the other score sources (i mean other than end mission scores and researches) that can contribute positively ?

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Rince Wind

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Re: X-piratez succession game
« Reply #415 on: October 13, 2019, 03:54:05 pm »

Interrogating prisoners gives score for the tech AND for the interrogation itself, even if you already know about this prisoner (because in the lore you set them free so they can tell about how great/dangerous/cruel/beautiful/whatever you are). So if you want to make the most score you need to get as much information from prisoners as possible. Though that might not be the best idea, some prisoners are worth more as slaves if they could only tell you about a randon #background article, or robbing them for important parts like power armors parts or hypno panels might be more important. Or you need that research now and can't wait for a prisoner to tell you the right thing by accident.

Other than that it is the missions, regular research (and the extra score it can provide) and downing enemy craft I think.
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Robsoie

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Re: X-piratez succession game
« Reply #416 on: October 13, 2019, 04:12:17 pm »

Ah thanks, the downing ufo i completely forgot that i shot down a lot of them on my turn (especially as i had that odd event in which there are dozen of flying ratmen all around the base, that i shot all down) , that's something i rarely do on my save simply because i usually don't have the means for that.

That could explain why my own score was much superior to my expectations.
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Iduno

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Re: X-piratez succession game
« Reply #417 on: October 13, 2019, 10:10:18 pm »

So if you want to make the most score you need to get as much information from prisoners as possible. Though that might not be the best idea, some prisoners are worth more as slaves if they could only tell you about a randon #background article, or robbing them for important parts like power armors parts or hypno panels might be more important.

Yeah, that's why I interrogate everyone early. I'd rather have a ratling brigand teach us something that someone important or difficult to find.


I played almost all day yesterday and some after I posted Friday, and don't have anything written down, but I do have pictures.

That academy hopper:

Spoiler (click to show/hide)

We have "some" extra space in our living quarters, so we build a power station. Extra money each month won't hurt. This is also our most workshop-oriented base, so it's a good place for it. Also, there was a...slight downside to collecting those plasma weapons. On the upside, we've got a few more volunteers. And some research.
Spoiler (click to show/hide)

We shot down a small Church ship.
Spoiler (click to show/hide)

Quick research:
Spoiler (click to show/hide)

Humanist Arsenal? Sure, they've got: a) it coming and b) not much for weapons.
Spoiler (click to show/hide)

We've been doing well, so the Lokks need our help. We'll do anything for our apples. Allies. I said allies.
Spoiler (click to show/hide)

More research, as we've been doing a lot of that.
Spoiler (click to show/hide)

Another Academy ship crashed "for some reason."
Spoiler (click to show/hide)

Research!
Spoiler (click to show/hide)

More government agents captured by ballers. [As long as we're on an Escape From NY mission, this seems like a good time to bring up Dick Warlock, the main character's stunt double. I'm not going to say stunt doubles deserve equal billing, but also his name is Dick Warlock.]
Spoiler (click to show/hide)

Research, and we won an aircar race with the scorpion.
Spoiler (click to show/hide)

We skipped the Ratling Cache, because sending non-ubers on a mission is a sucker's bet. But we did go to a Sunday Town, because we've got a few people in Hover Suits (and we're making more). Also chainmail is temporarily upgraded to having a shield, to improve survivability against zombies.
Spoiler (click to show/hide)

Moar Research.
Spoiler (click to show/hide)

Another ratling roundup? Don't mind if I do.
Spoiler (click to show/hide)

A guild hopper got shot down this time.
Spoiler (click to show/hide)

Research.
Spoiler (click to show/hide)

Megapol got shot down again. We go to investigate, to see if we can determine the culprits. We'll send the blowfish full of newbies for training.
Spoiler (click to show/hide)

The main crew goes to search the wreckage of a church ship. This would have been a safer training mission, but when it takes 24 hours to get there, the blowfish crew gets what they get.
Spoiler (click to show/hide)

And yet another Academy Ship.
Spoiler (click to show/hide)

Research! Then we shoot down a ship.
Spoiler (click to show/hide)

We go after those reticulans.
Spoiler (click to show/hide)

Another mission?
Spoiler (click to show/hide)

First, reaserch.
Spoiler (click to show/hide)

Finally, the ghouls.
Spoiler (click to show/hide)

Research?
Spoiler (click to show/hide)

Then we go around to the bases, and get rid of stuff we don't need. A lot of stuff. I'm curious if it's okay to sell the codex now that it's all researched? I didn't, but if anyone knows, let me know. Also, end of the month (and morning after research).
Spoiler (click to show/hide)

I guess we also need a new Hector13. Anyone else who needs a turn or gal?
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Robsoie

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Re: X-piratez succession game
« Reply #418 on: October 14, 2019, 06:12:27 am »

That Destroyer seems to be a guy with interesting ideas :D

Good job on the meat grinder mission ! Those things are just horrible places.
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Iduno

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Re: X-piratez succession game
« Reply #419 on: October 14, 2019, 09:46:35 am »

Good job on the meat grinder mission ! Those things are just horrible places.

It's also a reminder that we're surviving because we have armor. Good news is, we don't need any more ghouls, except to ransom back. If we get flying armor with good chem and choking defense, I'd love to go back again.

I think blowing up those pipes made that area never have smog again, so that might also be a solution, just not a reasonable one (you'd lose hostages, loot, and the smoothie captives, as well as taking a lot of time or ammo/explosives). Honestly, shooting the pipes is only good to light the place up. My plan was "it won't explode accidentally if it already exploded, so it's safe to go there." I forgot about the fires. It's much easier just to not end your turn next to anything that can explode (stupid barrels).
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